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| hotkey = 1
 
| hotkey = 1
 
| energy = 25
 
| energy = 25
| description = Launches a grenade that holds an electrical charge, zapping enemies that come in range.
+
| description = Launches a grenade that holds an electrical charge, zapping enemies that come within range.
 
| cost = 0 / 1 / 2 / 3
 
| cost = 0 / 1 / 2 / 3
 
| damage = 80 / 100 / 120 / 150 (arc damage)<br>15 (contact damage)
 
| damage = 80 / 100 / 120 / 150 (arc damage)<br>15 (contact damage)
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** Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
 
** Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
 
* Does '''not''' attack the [[Stalker]].
 
* Does '''not''' attack the [[Stalker]].
* Can still be used even while doing many other actions without interrupting them, including reloading.
+
* Can be used while performing many actions without interrupting them, including reloading.
 
* Can be cast multiple times while active.
 
* Can be cast multiple times while active.
 
* [[Conclave]] rating: '''10 / 10 / 30 / 50'''.
 
* [[Conclave]] rating: '''10 / 10 / 30 / 50'''.

Revision as of 09:34, 12 October 2014

Tesla VaubanZap
1
EnergyOrb25
Tesla

Launches a grenade that holds an electrical charge, zapping enemies that come within range.


Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:80 / 100 / 120 / 150 (arc damage)
15 (contact damage)
AbilityDurationBuff Duration:40 s (duration)
5 / 6 / 7 / 10 (charges)
AbilityRangeBuff Range:7 / 8 / 10 / 12 m
    Expand/Collapse

    • Vauban releases an electrically-charged grenade that adheres to any surface. On contact with an enemy, the grenade will deal 15
      Lotusiconsmall
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      Blast b Blast damage. If an enemy approaches the grenade within 7 / 8 / 10 / 12 meters, the grenade will discharge. A single grenade holds a maximum of 5 / 6 / 7 / 10 charges, and each charge inflicts 80 / 100 / 120 / 150
      Lotusiconsmall
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      Electricity b Electricity damage. Charges are fired once every 3 seconds. Each grenade has a duration of 40 seconds; when a grenade uses a charge, its duration is paused for 0.75 seconds.
      • Arc damage and contact damage are affected by Power Strength, and the contact damage can be increased by body-part multipliers.
      • The arc damage has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small area of effect while briefly stunning the initial target.
      • For more information about the contact damage, see this blog and this follow-up.
      • Each grenade can deal a total of 400 / 600 / 840 / 1500 damage. Sticking a grenade directly on an enemy can potentially deal that entire amount to the enemy for its duration.
      • Number of charges is affected by Power Duration, while the grenade duration is not.
      • A grenade can only target one enemy at a time, expending a single charge per attack.
      • Attack range is affected by Power Range.
      • Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
    • Does not attack the Stalker.
    • Can be used while performing many actions without interrupting them, including reloading.
    • Can be cast multiple times while active.
    • Conclave rating: 10 / 10 / 30 / 50.

  • Place on allies such as hostages, fellow warframes, or even sentinels to create a sort of melee protection sphere. Best used on Rhino/Excalibur warframe with their Rhino Charge/Slash Dash ability.
  • Placing several Tesla in exactly the same spot will result in the charges being released at nearly the same time, and placing them in a line will result in each firing one at a time as an enemy approaches, dealing more constant damage.
  • Placing several Tesla on a rotating body allows the Teslas to possibly "orbit" into range of an enemy, and giving them all a chance to fire at said enemy. This effectively increases the range and increases the Tesla group's overall rate of fire.
  • Works best against Corpus and less effective against other factions, while still acting as a moderate damage tool.
    • Electrical damage deals normal damage to shields, and only deals extra damage to unshielded MOAs, so it is realistically best for Infested.
    • Grineer armor will reduce the damage dealt considerably.

  • Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

    See also