Release Date: October 25th, 2012
Trinity is a support-based Warframe. Her abilities favour restoration and preservation over destruction. Draining powers turn her enemies into conduits of life and energy, while defensive powers redirect and dissipate attacks upon herself and her team.
|Time: 72 hrs|
|Market Price: 225||Blueprint Price: 25,000|
|Time: 12 hrs|
|Time: 12 hrs|
|Time: 12 hrs|
AcquisitionTrinity's component blueprints are acquired from Ambulas (Hades, Pluto).
|Chassis Blueprint||38.72%||6 – 7||27 ± 9|
Expected refers to total number of runs a player can expect to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of runs a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.
For more detailed definitions and information on how these number were obtained visit here.
“I am the Lotus. I will guide you, but we must hurry.”Guides are created by users like you. They aren't as strictly regulated as most pages, so keep an eye out for dated or subjective information.
Have your own build and playstyle? You can contribute too! Instructions are within.
See Category:Trinity Guides to read user-made guides on how to play this Warframe.
- The word Trinity is the name for the Christian doctrine which holds that there is one God in three Divine Persons, the Father, son and the Holy Spirit. It could also be in reference to the classic "holy trinity" in MMO parties: tank, DPS, healer.
- The names of her alternate helmets are based on notion related with healing and medicine.
- Trinity's immortal skin has an Ankh, the symbol of eternal life, stretching from her chest to her lower abdomen.
- Prior to Hotfix 22.8.3, Trinity parts blueprints dropped from Captain Vor and Lieutenant Lech Kril on Exta, Ceres. This is now the drop location of Frost.
“Market forces dictate that you need to evolve or die.”The Void Relics for this item have been removed from the drop tables at this time and are no longer available.
Release Date: October 6th, 2015
Trinity Prime is the Primed variant of Trinity, possessing a higher shield capacity and sprint speed, as well as an additional and polarities. Trinity Prime was released alongside Dual Kamas Prime and Kavasa Prime Collar.
|Time: 72 hrs|
|Market Price: N/A||Blueprint Price: N/A|
|Time: 12 hrs|
|Time: 12 hrs|
|Time: 12 hrs|
Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic
- Trinity Prime, compared to Trinity:
- Higher Shields (150/450 vs. 100/300)
- Higher Sprint Speed (1.1 vs. 1.0)
- Different Polarities ( vs. )
- As a Prime Warframe, Trinity Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
- Trinity Prime still sports 15 armor, the lowest of all Warframes.
- When Trinity Prime casts Blessing, she emits a pillar of light from her body and additional sound effects that do not occur with the Trinity base model.
- Trinity Prime is tied with Vauban Prime for the most Cryotic requirement of any Warframe.
- In Update 17.5, a glitch caused the Trinity Prime and Dual Kamas Prime parts to drop in the Orokin Void one week before their planned release date. This was fixed in Hotfix 17.5.1
- Concluding With Trinity Prime, the original 8 Warframes ( Ash, Ember, Excalibur, Loki, Mag, Rhino, Trinity and Volt) have all received their prime versions, marking a milestone for WARFRAME since its closed beta.
- Trinity Prime has a unique way of holstering her Melee and Primary weapons by placing them vertically down on her back. Trinity holds this distinction with Chroma, and Nekros.
- The moving energy pattern on the front of Trinity Prime's helmet resembles a heart beat on a cardiograph, referencing her role as a healer.
- On August 23rd, 2017, it was announced that Trinity Prime would enter the Prime Vault and be retired from the reward tables on August 29th, 2017. Any preexisting components or fully-built frames will remain as is.
Trinity can revive fallen allies 20% faster (reviving them in 4 seconds as opposed to 5 seconds) and from further away.
|Well Of Life|
Create a well of life on an enemy. Allies will gain health when damaging the target.
|Strength:30% / 35% / 40% / 45% (lifesteal)|
150 / 250 / 350 / 400 (max health)
|Duration:7 / 9 / 10 / 12 s|
- Trinity marks a target within 100 meters. It is incapacitated, marked bright green and lifted airborne for 7 / 9 / 10 / 12 seconds. Its health is temporarily restored and multiplied by 10. When Trinity or her allies damage it, they are healed for 30% / 35% / 40% / 45% of the damage dealt. This ability expires if 150 / 250 / 350 / 400 health is restored.
- If the target is not killed before Well of Life expires, its health returns to the original value before the cast.
- Has a cast delay of 1 second. Not recastable while active.
- If the target dies before Trinity finishes her casting animation, the energy cost is refunded.
- Main article: Pool of Life
|Rank||Orbs dropped||Energy Orb chance||Cost|
- The additional health imposed onto Well of Life's target ensures that most enemies, regardless of toughness, will give allies plenty of room to reach the ability's healing limit.
- Upgrading Ability Strength raises the healing cap such that weaker enemies may not meet the new healing limit, even with their multiplied health. *Requires Testing
- Well of Life can effectively lock down a Synthesis Target for scanning. Additionally, the imposed health boost safeguards the target from accidental death before scanning.
- Be careful with casting Well of Life on enemy bosses, as its active effects prevent a high amount of damage dealt by allies.
- Many bosses are, furthermore, immune to Well of Life's control effects.
- The caster can retarget another enemy to end Well of Life's effect on an undesired target.
- If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in midair for the duration of the skill.
- In Corpus levels, if the player targets something outside of the above-mentioned range [clarification needed], the nearest turret (and possibly cameras) will be targeted.
Allies will gain energy over time when enemies are marked with Energy Vampire.
|Strength:15 / 17 / 20 / 25 (restored energy)|
6.25% (damage percentage)
|Duration:5 / 6 / 7 / 9 s|
|Range:100 m (cast range)|
15 / 17 / 20 / 25 m (pulse radius)
- Trinity marks a target within 100 meters. It shines bright blue and emits 4 pulses over 5 / 6 / 7 / 9 seconds. Each pulse restores 10 / 15 / 20 / 25 energy to Tenno within 15 / 17 / 20 / 25 meters, and the target is staggered and dealt 6.25% of its remaining health as True Damage bypassing the target's Shields.
- Damage percentage is applied to either the target's remaining health or 25% of its maximum health - whichever is greater at the time of cast. Each pulse inflicts at least 5 True damage.
- Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
- When casting Energy Vampire, Trinity is immune to crowd control effects.
- The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
- Energy Vampire cannot be cast on invulnerable targets.
- If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
- Players with channeled abilities active do not gain energy from Energy Vampire.
- Has a cast delay of 0.6 seconds. Not recastable while active.
- Multiple Trinities cannot drain energy from a single target simultaneously.
- Main article: Vampire Leech
- Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
- While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
- Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
- With a maxed Transient Fortitude and Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
- A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
- If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
- Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
- If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
- In Corpus levels, if the player targets something outside of the above mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
- Formerly, casting Energy Vampire as Well Of Life was ending would deal increased damage based on the enemy's multiplied health (which was 10 times larger during Well Of Life). Even after the enemy's maximum and current health had reverted to its original un-multiplied values, the remaining 3 pulses to took off huge amounts of health. This was patched in Update 18.5.
Any damage taken while Link is active will be channeled to a nearby enemy.
|Duration:6 / 8 / 10 / 12 s|
|Range:12 / 14 / 17 / 20 m|
|Misc:50% / 60% / 70% / 75% (damage reduction)|
1 / 2 / 2 / 3 (affected enemies)
- Trinity links with the closest enemies over a duration 6 / 8 / 10 / 12 seconds, reducing incoming damage by 50% / 60% / 70% / 75% while channeling the damage back to her attackers. Trinity transfers 100% of incoming damage and Status Effects to a maximum of 1 / 2 / 2 / 3 enemies within 12 / 14 / 17 / 20 meters.
- Damage reduction and the number of affected enemies are not affected by Ability Strength.
- Currently, the relationship between Ability Strength and the percentage of damage transferred is unpublished. From testing it appears that 100% of damage is transferred. This is not affected by Ability Strength.
- Self-inflicted damage and friendly fire is not transferred.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Status immunity applies to physical staggers and knockdown.
- Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
- Duration is affected by Ability Duration.
- Range is affected by Ability Range.
- If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
- Trinity cannot link with The Stalker.
- Although it will mitigate damage from Ancient Healers and Corrupted Ancients it will not hurt them due to how they absorb damage from nearby allies.
- Trinity and linked enemies will shine the color of her energy.
- Has a cast delay of ~0.6 seconds.
- Affected by Natural Talent.
- Cannot be recast while active.
- Main article: Abating Link
- Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
- Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
- Use Trinity's Energy Vampire to fuel Link's high energy cost.
- Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
- Be wary of mods and effects which reduce Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.
Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage resistance.
|Strength:40% / 50% / 75% / 80% (shield/health restoration)|
25% / 30% / 40% / 50% damage resistance
|Duration:3 / 5 / 7 / 10 s|
|Misc:50m (affinity range)|
- Trinity restores 40% / 50% / 75% / 80% of her allies' shields and health within shared Affinity range (default 50 meters). Allies will be granted 25% / 30% / 40% / 50% damage resistance for 3 / 5 / 7 / 10 seconds.
- Shield/health restoration and damage resistance are affected by Ability Strength.
- Damage resistance duration is affected by Ability Duration.
- Heal range is set to shared affinity range, and is not affected by Ability Range. However, it can be increased by Mending Unity to 75 meters.
- Damage resistance is capped at 75%, achievable by a 50% increase in Ability Strength.
- Damage resistance affects damage taken to shields and overshields, in addition to health.
- Despite the in-game text calling it resistance, the ability grants a damage reduction effect independent of innate resistances and resistance mods like Adaptation.
- The effects of Blessing are applied to Trinity, Tenno, Lures, Hacked Drones and Companions.
- Blessing does not grant immunity from Status Effects such as Knockdowns and staggers.
- Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
- The damage resistance will not offer protection from damage taken in the Vampire Challenge of Nightmare Mode, but Blessing will heal Trinity and her allies.
- After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
- Does not restore or create overshields.
- Does not affect static Defense mission objectives such as cryopods and generators, but does affect mobile objectives such as Tenno operatives in Sortie defense missions.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Cast time delay of 0.5 seconds.
- Can be recast while active. Blessing's previous damage resistance values will be overridden.
- Building up overshields with Vampire Leech while Blessing is on provides Trinity and her team with a constant substantial damage buffer, since recasting Blessing will always leave a small window of no damage reduction, and Blessing's damage reduction applies to the generated shields and overshields.
- Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
|Strength Mods||Duration Mods||Range Mods|
|Released||Ash ( Ash Prime) • Atlas ( Atlas Prime) • Banshee ( Banshee Prime) • Baruuk • Chroma ( Chroma Prime) • Ember ( Ember Prime) • Equinox ( Equinox Prime) • Excalibur ( Excalibur Prime, Excalibur Umbra, Excalibur Umbra Prime) • Frost ( Frost Prime) • Gara • Garuda • Gauss • Grendel • Harrow • Hildryn • Hydroid ( Hydroid Prime) • Inaros • Ivara • Khora • Limbo ( Limbo Prime) • Loki ( Loki Prime) • Mag ( Mag Prime) • Mesa ( Mesa Prime) • Mirage ( Mirage Prime) • Nekros ( Nekros Prime) • Nezha • Nidus • Nova ( Nova Prime) • Nyx ( Nyx Prime) • Oberon ( Oberon Prime) • Octavia • Revenant • Rhino ( Rhino Prime) • Saryn ( Saryn Prime) • Titania • Trinity ( Trinity Prime) • Valkyr ( Valkyr Prime) • Vauban ( Vauban Prime) • Volt ( Volt Prime) • Wisp • Wukong ( Wukong Prime) • Zephyr ( Zephyr Prime)|
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