Limbo has access to the Rift plane (Rift for short), an alternate dimension to the normal environment, or material plane. By performing a Roll (default Shift ), a Sidespring (A or D + Shift ), or a Backspring (RMB + S + Shift ), Limbo slides into and out of the Rift at will. This is better known as Rift Walk. Several of Limbo's abilities impose the Rift upon the world around him, affecting himself, the environment, enemies, and even allies.
When sliding into the Rift, Limbo leaves a portal in his wake that lasts 5 seconds. Ally players can touch the portal to enter the Rift for 15 seconds, after which they will return to the material plane.
Allies can perform the aforementioned trigger maneuvers to return to the material plane sooner.
Limbo can use the portal himself to enter the Rift with no time limit, as if rift walking, and can remain indefinitely in either dimension.
Limbo's Companion will walk the same dimensional plane as its owner.
Limbo and allies can independently travel across planes by walking through the edge of Cataclysm.
Coming into contact with a Nullifier bubble will forcefully bring Limbo back to the material plane.
Each enemy inside the Rift when killed by Limbo grants him 10energy, regardless of the plane Limbo is in.
Abilities []
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Limbo expends 25energy to unleashes a wave of Rift energy toward the aiming reticle. Banish's wave envelops a 20 / 25 / 30 / 35 meters long area within a truncated cone, which begins with a base of 5 meter radius and a 15° spread angle. All enemies and allies caught in the wave's extent are banished out of Limbo's current plane of existence. If Limbo is in the material plane, only material-bound targets will be banished into the Rift plane for 10 / 15 / 20 / 25 seconds; if Limbo is in the Rift, then only Rift-bound targets will return to the material plane. Holding down the ability key (default 1 ) dispels the Banish status on all banished targets at no additional energy cost.
Wave bypasses obstacles in the environment and does not require line of sight with targets.
Cast animation of 0.7 seconds, not affected by Casting Speed.
Banish exhibits various effects when applied to ally or enemy targets:
Targets banished into the Rift can be banished out of it by any Limbo.
Targets in different dimensional planes can still physically collide with each other.
Weapon attacks are only effective when the combatants are all present in the same dimensional plane. Otherwise, weapon damage, critical hits, and status effects have no effect on both parties; hit-scan and projectiles will phase through entities on different planes.
Warframe abilities can penetrate through the Rift to affect targets on different dimensional planes.
Banished players cannot prompt the interact function (default X ) on most interactive objects in the environment.
Banished players can still revive and be revived by other players outside the Rift.
Portable items (such as datamasses, power cores and void keys) cannot be picked up, but will be carried through the Rift.
Banished players cannot collect pickups on the ground unless the items are located within a Cataclysm. However, a Companion's Vacuum or Fetch precepts can gather pickups in midair until the player exits the Rift plane.
Players are visually coated in a layer of white energy while in the Rift plane.
For more information on Rift-related attributes, see the Rift Plane article.
Enemies affected by Banish receive Knockdown and are dealt 150 / 200 / 225 / 250Impact damage. Additionally, they take 300Impact transitional damage upon entering or leaving the Rift plane.
Rift transitional damage is not affected by mods.
If an enemy banished to the Rift is killed outright by Banish's Impact damage, Limbo still receives 10 energy from his passive.
Limbo's passive (aka Rift Walking) causes him to enter the Rift plane, allowing him to damage banished enemies. Allies can elect to enter the Rift via the portal created by Limbo's stride to damage banished enemies.
Cataclysm causes Limbo and his allies to enter the Rift plane while inside its influence, allowing them to damage banished enemies outside the Cataclysm.
Oxium Ospreys and Volatile Runners will charge and detonate regardless of whether they are in the same plane as their intended targets. However, the explosion will only deal damage to enemies on the same plane.
Enemies are visually coated in rippling energy and monochrome flames while in the Rift plane.
For more information on Rift-related attributes, see the Rift Plane article.
Ability Synergy:
All enemies banished into the Rift are frozen in place by Stasis.
Cast or dispel Banish on Rift-bound enemies affected by Rift Surge back into the material plane to discharge their surge, resulting in a radial banish.
Dispel for Banish functions on enemy targets affected by Rift Surge's radial banish.
Cast Banish on enemies inside Cataclysm to briefly blink them out and back into the Rift, dealing damage and knockdown.
Casting Banish is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
Cannot be cast without at least 1 target on the same dimensional plane as Limbo, and within the wave's area of effect.
Can only be dispelled when at least 1 ally or enemy is affected by a banish buff or debuff.
Subsuming Limbo to the Helminth will offer Banish and its augments to be used by other Warframes.
Subsumed Banish includes the hold-cast to cancel the ability to dispel all afflicted from the Rift.
Before casting Banish, remind yourself which dimension you are currently in, either the material plane or the Rift plane. Banish only works on eligible targets that exist in the same dimension as you, and pushes them into the opposite dimension.
Enemies will be damaged and knocked down by Banish, allowing you and teammates to dispatch them with melee ground finisher attacks.
Ally Warframes will be pushed alongside nearby enemies into the opposite dimension if caught in Banish's area of effect. This enables ally players to immediately use weapon attacks on banished enemies that need to first recover from knockdown.
To avoid confusion, give a friendly reminder to fellow players that they can perform a dodge (default Shift ) to end their Banish status and exit the Rift at will.
Alternatively, hold down the ability key to phase them back to the material plane.
Use Limbo's passive (dodging, default Shift ) after casting Banish to enter the opposite dimension, allowing you to attack banished enemies with your weapons.
Toggle on Stasis before casting Banish. Enemies banished into the Rift plane while Stasis is active will immediately freeze in suspended animation, as they are receiving Banish's knockdown effect which will resume animation once Stasis ends.
Use this method to add a delayed crowd control effect to Rift-bound enemies, buying you time to recast Stasis or kill them before they fully recover from the knockdown.
Cast Rift Surge on Rift-bound enemies, then hold down Banish to make surged enemies discharge, banishing themselves and nearby material-bound enemies back into the Rift, without expending energy. Repeat this ability combo to continuously draw enemies into the Rift while you stay safe inside its protection.
This can be a good alternative to casting Cataclysm, as it can be unwelcomed by other players, and also to avoid accidentally banishing unwilling teammates.
While you are in the Rift plane, cast Banish on enemies inside a Cataclysm to damage and knockdown your targets for additional crowd control. Those enemies will remain Rift-bound due to Cataclysm, allowing you to immediately strike them down with your weapons.
Banish a Rescue target to protect them from harm while you head towards extraction.
Likewise, Banish the operative in Defense missions in Sorties and Arbitrations to keep them safe from enemy fire.
Can be used on Loki's Decoy, Saryn's Molt or Chroma's Effigy to make them immune to damage from enemies that are not in the Rift plane.
Can also be cast on Shield Ospreyspecters, which is very useful considering that Shield Ospreys often will simply wander into groups of enemies and die rather quickly, and because the shield link works across planes.
Limbo expends 50energy to halt all enemies in the Rift, freezing them in suspended animation for 8 / 10 / 12 / 15 seconds. Additionally, enemy weapon hit-scan gunfire, projectiles, and beams in flight within the Rift cease to move for the duration. While active, the Rift is able to contain 300 enemy weapon fire objects before it becomes unstable; exceeding this limit will end the ability prematurely to resume all Rift-bound enemy activity.
While active, Stasis affects all enemies that enter the Rift at any time, regardless of distance from Limbo.
Cast and deactivation animations of 1 second, affected by Casting Speed.
Does not freeze certain enemies, including but not limited to: Treasurer.
Upon deactivation by pressing the ability key again (default 2 ), expiration, being dispelled, or reaching the limit, all Rift-bound enemies will resume their actions prior to Stasis, while all suspended objects will resume movement depending on priority:
All hit-scan bullets are released simultaneously.
Projectiles fly towards their set trajectory one by one, rather than simultaneously, by order of creation.
Manual deactivation can be performed during other actions, such as reloading, shooting, casting abilities, sliding, while knocked-down or even during bleedout.
Ability Synergy:
Stasis freezes all new and existing enemies rendered Riftbound by Banish, Rift Surge, and Cataclysm.
Enemies under Stasis are not immune to new status effects.
Any duration-based status effect, such as a Slash proc, that is applied to an enemy before Stasis will run its normal duration.
Stasis can be activated and deactivated, regardless of whether Limbo is in the Rift or not.
If there are multiple Limbo players on a squad, Stasis will not deactivate until either the weapon fire object limit is reached or the latest Stasis instance ends.
As the number of suspended objects approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
When used repeatedly against Sentient enemies, Stasis' freeze effect will gradually diminish to a fraction of its total duration for the affected enemies. Sentients exposed to this ability repeatedly will be able to move and attack after being frozen for a short duration, eventually becoming immune to Stasis altogether.
Despite being able to move and attack, Riftbound Sentients' ranged attacks will stay suspended in mid-air for as long as Stasis remains active.
Exiting and re-entering the Rift plane will renew Stasis' freeze effect with shortened duration against the Sentients that were previously exposed to the active Stasis instance.
For more information on Rift-related attributes, see the Rift Plane article.
Tips & Tricks
Activating Stasis before banishing enemies is an effective way of protecting yourself whilst in the Rift.
Having Stasis active while your Cataclysm is active, will prevent you from taking any damage from new enemies that enter your Cataclysm's radius.
The effects of Stasis held by one Limbo cannot be deactivated by a different Limbo. If two different Limbos activate their Stasis, deactivating the one cast second will not resume action of suspended targets.
Surges nearby Rift-bound enemies with Rift energy. When killed the Rift Surge is transferred to a nearby enemy outside the rift. Surged enemies that leave the Rift perform a radial Banish.
Limbo expends 50energy to produces a surge of Rift energy in a 10 / 15 / 20 / 25 meters radius around him, charging all Rift-bound enemies in range for 10 / 15 / 20 / 25 seconds. Surged enemies that leave the Rift plane will discharge their Rift energy, ending their surge and resulting in a radial banishment; the enemy whose surge is discharged from and any material-bound enemies within 3 / 4 / 4 / 5 meters are forced into the Rift plane for 6 / 10 / 14 / 18 seconds.
Cast animation of 1 second, affected by Casting Speed.
Killing a surged enemy will transfer its charge to a nearby enemy within 10 / 15 / 20 / 25 meters in the material plane. Enemies banished by the effect of Rift Surge will receive Knockdown and 300Impact transitional damage upon entering or leaving the Rift plane.
Ability Synergy:
Banish and Cataclysm render enemies Rift-bound for Rift Surge's debuff to apply on them, as well as able to trigger the radial banish by sending enemies back into the material plane.
Dispel for Banish functions on enemy targets affected by Rift Surge's radial banish.
Stasis freezes enemies affected by Rift Surge's radial banish.
Limbo does not need to be in any particular plane to activate Rift Surge, but at least one enemy must be in the Rift and within range to cast it.
Cannot be recast unless an unaffected enemy enters the Rift and comes within cast range.
For more information on Rift-related attributes, see the Rift Plane mechanic.
Rift Surge is designed to keep enemies sealed inside the Rift by extending their Banish duration, as well as provide a way for Limbo to bring new enemies into the Rift without endangering himself by returning to the material plane.
The following techniques and occurrences can trigger Rift Surge's banish effect on charged enemies:
Recast or dispel Banish on banished enemies, causing them to momentarily leave the Rift plane.
Banish's duration ends on affected enemies.
Rift Surge's banish duration ends.
Detonating Cataclysm to expose enemies inside it to the material plane (unless affected by Banish).
Enemies exiting Cataclysm by moving through its boundaries (unless affected by Banish).
It's usually beneficial to have Stasis active before new enemies come into the Rift with you, so that you don't take unnecessary damage from any newly banished enemy.
A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast.
Limbo expends 100energy to bring forth a dimensional nexus into existence that bridges the Material and Rift planes, forming a sphere of swirling void energy with an initial radius of 10 / 12 / 14 / 16 meters centered around the location on the aiming reticle over unrestricted range. The sphere continuously shrinks over a duration of 15 / 20 / 25 / 30 seconds to a final radius of 2 / 3 / 4 / 5 meters before collapsing on itself.
Radius reduction per second uses the following formula: Reduction = 2 × Base Radius × (1 + Range Mods) ÷ (3 × Base Duration × (1 + Duration Mods))
Cast animation of 2 seconds, affected by Casting Speed.
The sphere will be created wherever the reticle is aiming when the casting animation finishes, allowing time before then to fine-tune the sphere's placement.
Cataclysm will collapse when deactivated manually by pressing the ability key again (default 4 ), its duration expires, it is dispelled, or by coming in contact with a nullifying field (Nullifier Crewman, Isolator Bursa).
Cataclysm exhibits various effects on allies, enemies, and objects within its influence.
Allies can freely move between the material and Rift planes by entering and exiting the sphere.
Warframes regenerate 2 energy per second. This energy recharge is constant and cannot be interrupted, except by some abilities or by exiting the Rift.
Weapon attacks only apply when allies and their targets are both present in the Rift. Otherwise, weapon damage, Critical Hits, and Status Effects have no effect on both parties.
Warframe abilities can affect targets across the different dimensional planes.
Players can still revive teammates, but cannot interact with consoles or activate Life Support capsules.
Players are visually coated in a layer of white energy while in the Rift plane.
For more information on Rift-related attributes, see the Rift Plane mechanic.
Enemies can freely move between the material and Rift planes by entering and exiting the sphere.
Cataclysm's formation and collapse each deal 200 / 300 / 400 / 500Blast damage and Stagger all enemies caught within the area of effect; enemies caught in either explosion or crossing the sphere's borders will also take 300Impact transitional damage upon entering or leaving the Rift plane. Additionally, collapsing deals bonus damage based on the average health and shields of enemies caught in the explosion:
Bonus Damage = 0.05 × ((Sum of Enemies' Current Health + Sum of Enemies' Current Shields) ÷ Number of Enemies) when an un-modded Cataclysm expires after its full duration. [citation needed]
Bonus damage further scales with Cataclysm's current range/duration, dealing 25% of its total when at its maximum and ranking up to 100% when at its minimum.
Damage does not diminish with distance and bypasses obstacles in the environment.
Weapon attacks only apply when enemies and their targets are both present in the Rift. Otherwise, weapon damage, Critical Hits, and Status Effects have no effect on both parties.
Warframe abilities can affect targets across the different dimensional planes.
Rift Walking causes Limbo to enter the Rift plane, allowing him to damage enemies within Cataclysm.
Cataclysm affects most bosses and objectives that are otherwise not affected by Banish, causing them to enter the Rift plane while within its influence.
Enemies are visually coated in rippling energy and monochrome flames while in the Rift plane.
For more information on Rift-related attributes, see the Rift Plane mechanic.
Cataclysm will pull Cryopods and Excavators into the Rift plane. These objects will remain in the Rift as long as the bottom center part of their in-game model is within the Cataclysm sphere.
Cataclysm's forming explosion can break Reinforced Glass, while the collapsing explosion can break the former as well as Storage Containers.
Portable items like datamasses, power cores and void keys within the Cataclysm can be picked up and carried, and will not be dropped by transitioning between planes.
Pickups within Cataclysm can be collected by players.
For more information on Rift-related attributes, see the Rift Plane mechanic.
Ability Synergy:
Banish enemies inside Cataclysm to briefly blink them out and back into the Rift, dealing damage and knockdown.
All enemies within Cataclysm are frozen in place by Stasis.
Collapse the Cataclysm to force enemies affected by Rift Surge back into the material plane, discharging their surge to result in a radial banish.
Cataclysm's sphere void energy is affected by Limbo's chosen energy color.
Because Cataclysm prevents enemy fire outside the sphere from damaging objects inside it, this ability can be used as an alternative to Snow Globe in protecting Defense, Mobile Defense and Excavation objectives.
Power Cores can be picked up and delivered to Excavators safely, all within the Cataclysm.
Kuva Guardians will remain in the material plane, even inside a Cataclysm, while retaining their Keshegs.
This can help in Kuva Siphon missions to ignore them completely, or disarm them through the Rift since Operator powers work across planes.
While Cataclysm can be used to protect an objective or team members from harm directly, it is also possible to manage ranged threats by surrounding them with the skill instead of the players, then eliminating them individually as they are revealed by the shrinking sphere.
Generally, this is disadvantageous when facing high concentrations of melee enemies, as it effectively provides them cover from the team until outside the sphere.
Allies can be Banished so they can attack enemies within Cataclysm without them needing to go inside it.
Using Cataclysm in this way is most effective when enemies are in open spaces or stationary. In particular, Corpus MOAs and the heavy units from several factions exhibit the tendency to stand in the open and fire while relatively stationary, leaving them vulnerable to this technique.
Stasis can also be activated to keep enemies inside the Cataclysm.
This method offers an alternative means of managing scattered groups of enemies without denying the use of datamasses in Mobile Defense, since players in the Rift cannot interact with consoles, even if they are carrying a datamass.
When debating whether to emphasize Duration or Range mods in a Cataclysm-oriented build, consider that the Range will often dictate the "effective duration" of the ability, since it can often become smaller than is useful in the latter stages of its duration.
Narrow Minded is a mod to consider carefully before equipping at high level, since it will not only decrease the maximum size of the sphere, but also the minimum size. This is especially important since Narrow Minded will also serve to prolong the skill's later stages in which it has shrunken considerably and may be less useful.
This mod can also be highly advantageous when size is of less importance than duration, such as screening Defense, Mobile Defense, or Excavation missions objectives from harm. This is especially helpful against the Corpus, as a Nullifier bubble touching the Cataclysm anywhere within its area will end the ability; minimum range makes this much easier to prevent by shooting the bubble before it touches the Cataclysm.
Since Range mods improve both the initial AND final range of the skill, it is possible to create a Cataclysm which never becomes too small to fight inside before it ends naturally, never requiring an early recast.
The darkest black energy color from the Smoke color palette can greatly increase visibility within the sphere.
Cataclysm can break loot containers over a large area, and building for range and efficiency is very effective for activities such as farming resources in the Plains of Eidolon.