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Fearsome and noble, the elegant two-handed Nikana is the pride of any Arsenal. Kills build charges and seeking projectiles are unleashed with a Slide Attack to find and stun unwitting enemies. When Revenant wields this blade, Tatsu's charge cap is increased.

The Tatsu is RevenantIcon272.png Revenant's signature Two-Handed Nikana, boasting high status chance and innate DmgRadiationSmall64.png Radiation damage. Kills with the Tatsu also create charges that can be released as seeking projectiles on slide attacks which stun enemies. Possesses additional projectile charges in Revenant's hands.


  • This weapon deals primarily DmgRadiationSmall64.png Radiation and DmgSlashSmall64.png Slash damage.
  • On kills, the Tatsu gains charges, storing up to maximum of 5 (9 if used by RevenantIcon272.png Revenant). All charges are released on slide attacks in the form of seeking projectiles that stun enemies.


  • Normal Attack
    • Above average damage
    • High attack range
    • Above average status chance


  • Normal Attack
    • Below average crit chance
    • Low disposition


Tatsu's blueprint can be purchased from the Market.

Manufacturing Requirements
Time: 12 hrs
Rush: PlatinumLarge.png 35
MarketIcon.png Market Price: PlatinumLarge.png 275 Blueprint2.svg Blueprints Price:CreditsLarge.png20,000


Default Combos of Stance or Weapon
Combo Name Attack Multipliers
and Forced Procs
Avg Dmg Multi/s Length Animation
Tatsu Slide (unofficial)
(While Sliding)
Default Melee Attack
360° Attack 200%
Ranged 5x 40%
0.0%/s N/A TatsuComboSlide.gif
360° Attack 360°/Spin Attack • Slam Slam Attack • Ranged Ranged Attack • Thrust Thrust Attack
View Full Legend
Key Inputs
Default Melee Attack Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Heavy Attack Heavy Attack  (PC default MMB; XBX, PSN, and NSW default left trigger)
Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Melee Attack
 Attack does double damage 
Default Melee Attack
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64.png Knockback
DmgPunctureSmall64.png Frailty
DmgSlashSmall64.png Bleeding
DmgBlastSmall64.png Flashbang
Knockdown b.png Knockdown
Lifted b.png Lifted
Panel.png Stagger
Ragdoll b.png Ragdoll
Finisher b.png Finisher (front, back, or ground) 
DmgImpairSmall64.png Impair (PvP only) 

*Combos that are shared across all stances of the weapon type.
Average Damage Multiplier per second only applies to single target DPS calculations. Note that hits marked as "Slam Attacks" will not apply at the epicenter of a single target hit so these will not be accounted for in avg dmg multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.


Soul Swarm projectiles

  • Killing enemies with the Tatsu will make it store up to a maximum of 5 Soul Swarm charges, with 1 charge gained per kill. These charges can then be discharged upon performing a slide attack, releasing seeking projectiles that home in on enemies within 30 meters, dealing 40% of the weapon's damage, stuns them upon impact, and has a chance of inflicting DmgRadiationSmall64.png Radiation proc. The number of projectiles launched is equivalent to the number of charges stored.
    • Soul Swarm charges can only be stored for a maximum of 120 seconds, with the timer refreshing when a new charge is gained.
    • When used by RevenantIcon272.png Revenant, the maximum number of stored Soul Swarm charges is increased to 9.
    • Soul Swarm projectiles will home in on enemies within range even if the player is facing away from them.
    • All charges are launched at once against the current number of available enemies, meaning that if there are fewer enemies than there are projectiles, it is possible for a single enemy to be hit by multiple projectiles at once.
    • Enemies stunned by these projectiles are also open to finishers.
    • Mod TT 20px.png Maiming Strike does not make the projectiles deal critical damage.
    • IvaraIcon272.png Ivara's second Ability, Navigator130xDark.png Navigator, allows the Control over 1 Soul Swarm projectile.
  • The weapon's default stance is Mod TT 20px.png Wise Razor.
  • Heavy attacks with this weapon have a guaranteed DmgSlashSmall64.png Slash proc.


  • Because the Tatsu has full physical damage as well as an innate elemental (in this case DmgRadiationSmall64.png Radiation), it synergizes well with Mod TT 20px.png Condition Overload, especially when paired with Mod TT 20px.png Weeping Wounds.
    • Because the standard attack of the Mod TT 20px.png Wise Razor stance has a guaranteed chance to proc DmgSlashSmall64.png Slash, they are further boosted by the increase in damage Condition Overload provides.


  • The Tatsu was the first two-handed Nikana type melee weapon added to the game.
  • Depending on what Japanese characters are used, tatsu can either mean "to sever" (断つ (tatsu)), or "dragon" (竜 (tatsu)).
  • Tatsu was not released alongside RevenantIcon272.png Revenant back in Update 23.5 (2018-08-24) due to the delay of Melee 3.0 changes.
  • Unlike RevenantIcon272.png Revenant and his signature shotgun, Phantasma.png Phantasma, Tatsu doesn't require Sentient Cores to build.
  • RevenantIcon272.png Revenant sheathes the Tatsu differently than other Warframes; he sheathes it straighter down his back and with the blade pointed to the right, whereas other Warframes sheathe it more diagonally and with the blade pointed left.


Tatsu Skins Edit

Patch History[]

Update 31.1 (2022-02-09)

  • Fixed enemy teleporting while performing a stealth kill with a Two-Handed Nikana (Tatsu, Pennant, etc.).

Update 26.0 (2019-10-31)

  • Damage increased from 96 to 214.
  • Range increased from 2 to 3.
  • Status Chance increased from 23% to 28%.
  • Critical Chance increased from 11% to 16%.
  • Critical Damage increased from 1.9x to 2x.
  • Slam Attack increased from 96 to 642.
  • Slide Attack increased from 192 to 214.
  • Parry Angle set to 55.

Update 25.7 (2019-08-29)

  • Fixed the Tatsu ground slam often failing to connect.

Hotfix 25.6.3 (2019-08-14)

  • Fixed the Tatsu missing its forward momentum when changing directions.

Update 25.2 (2019-06-19)

  • Fixed missing Melee front-finisher sounds for the Tatsu.

Hotfix 25.0.6 (2019-05-29)

  • Fixed Tatsu’s Soul Swarm mechanic not stacking for Clients.

Update 25.0 (2019-05-22)

  • Fixed Tatsu missing the “Holster Style” option in the Arsenal.

Hotfix 24.8.3 (2019-05-10)

  • Fixed the Tatsu unique mechanic no longer functioning correctly once a player dies and revives.

Hotfix 24.6.2 (2019-04-05)

  • The Tatsu Soul Swarm (Revenant) projectiles now have a lifetime of 5 seconds.

Update 24.6 (2019-04-04)

  • Kills add charges (up to 5 max) that release seeking projectiles (same amount as charges) on slide attacks to stun enemies.
  • Having a ‘signature’ weapon now actually benefits you!
    • Tatsu: Charge cap is 9 when wielded by Revenant.

Update 24.5 (2019-03-14)

  • Removed an unintended projectile launch on the 2nd charge attack of the Tatsu. This feature (as many have already determined) is unfinished, and will be revisited in the near future. Possibly tied to a certain Warframe...

Update 24.4 (2019-03-08)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See Also[]