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RetaliationEdit

When his Shield depletes, Revenant emits a radial blast that knocks down nearby enemies.

Abilities Edit

EnthrallModx256 Enthrall130xWhite
ENERGY
25
KEY
1
Enthrall
Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out.


Energy Cost (Mesmer Skin stun): 0

Strength:250 / 500 / 750 / 1,000 (damage / sec)
Duration:15 / 20 / 25 / 30 s (thrall duration)
10 s (pillar duration)
Range:10 / 15 / 20 / 25 m (cast range)
0.5 / 1 / 1.5 / 2 m (effect radius)
? m (projectile range)
Misc:7 (max thralls active)
50 (overshields per pickup)

Info
  • Revenant releases his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into a thrall that is forced to fight for the Tenno cause. Thrall attacks spread the affliction to other enemies, also converting them into thralls up to a maximum of 7; all thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds.
    • Duration is affected by Ability Duration.
    • Cast range is affected by Ability Range.
    • Casting speed is affected by Mod TT 20pxNatural Talent and Mod TT 20pxSpeed Drift.
    • Number of max thralls active is not affected by mods.
    • The number of active thralls is tracked by the buff icon beside the shield and health bars.
    • Thralls are tracked on the minimap as allied units represented by blue dots.
    • Thralls can be attacked and damaged by all sources, whether from their own allies or Revenant's and his team's weapons and abilities.
      • Attack, and Proc on Thralls with Radiation b Radiation damage weapons will result in turning Thralls back to enemy state while in Proc duration.
  • On death, thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Energy pillar continuously inflicts 250 / 500 / 750 / 1,000 Puncture b Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of ? meters, dealing 250 / 500 / 750 / 1,000 Impact b Impact damage with a 100% status chance.
    • Damage per second and projectile damage are affected by Ability Strength.
    • Effect radius is affected by Ability Range.
    • Duration is affected by Ability Duration.
    • Energy pillars do not inflict damage per second nor launch projectiles against thralls.
    • The homing projectiles have a chance to enthrall a new target.
    • Enemies enthralled by the homing projectiles will not leave behind an energy pillar on death.
  • Ability Synergy:
    • Enthrall costs no energy when used on an enemy stunned by MesmerSkin130xDark Mesmer Skin.
    • Reave130xDark Reave steals shields and health 5 times more from thralls.
    • Thralls killed by DanseMacabre130xDark Danse Macabre leave behind pickups that grant 50 Overshields for Revenant and his allies.
    • Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers.
  • Can be cast on a new enemy target if below the number of max thralls active.
  • Cannot be recast on enemies already affected by Enthrall.
  • Casting Enthrall is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers.
  • Revenant visually extends his left arm forward and channels a stream of Sentient energy that envelops the target, creating an upward surge of energy particles that appears on the enemy until it is under his control.
  • Thralls are visually distinguished from other enemies by a spectral Eidolon Vomvalyst mask and orbiting spines floating above their head.
  • Revenant's Sentient energy trail, energy particles, thrall Vomvalyst mask and spine sparks, and energy pillar colors are affected by Revenant's chosen Warframe energy color.

Tips & Tricks
  • Nullifier Crewman And Nullifier Targets can remove the "enthralled" effect from itself and nearby enthralled enemies. Highly advisable to avoid Enthralling Nullifier Crewman.
  • Sentient Enemies such as Battalysts, Conculysts, etc. can be Enthralled, however the duration may be slightly shorter.
  • Enthralled eximus enemies and enemies such as Ancient Healers and other enemies with auras provide bonuses for the duration they are enthralled
  • Enthralled Sniper Crewman can deploy permanent Ratel Allies that last until killed by enemies.
  • When enthralled Boilers are killed, they will drop spawn pods that spawn infested allies that last until killed.
    • However, if a boiler is killed while affected by a radiation proc, it will spawn enemies instead as normal.
  • The Helmet Aura from a Scrambus or Comba will be used against enemies and not affect players and their allies while Enthralled.
  • Enthralling Drahk Master will instantly turn the Drahks they summon as well as any already summoned into allies for the duration the Drahk Master is enthralled. Similar enemies and their alternative counter parts along with Corpus Techs share this similar effect when enthralled.
  • Certain enemies Such as a Juggernaut can only be enthralled for an extremely short period of time, as can Ancient Disruptors and enemies under the effects of their Aura.
  • Kuva Guardians Can be Enthralled, but only after losing their GrnHalberd Kesheg.
  • Enthrall Can be used against the Stalker & Shadow Stalker to render him Completely Harmless to the entire group for a time.

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Bugs
  • Hyekkas, Drahks, and other Summonable Enemies summoned by their Enthrall130xDark Enthralled Masters can Impede Progress in Defense Missions and their Syndicate variations unless they and their masters are killed in order to progress.
    • The Same can happen With any kind of Bursa if they are Enthralled During the Hackable phase, from which they must be Killed a Second Time (Depending on the duration Enthrall Lasts for.) in order to progress in Defense missions
  • Projectiles from pillars can damage and stagger thralls, if the projectiles targeted said enemies prior to them becoming thralls.
  • Pillars can sometimes be detonated by player weapon attacks landing a hit on them, rather than just Danse Macabre's lasers.



MesmerSkinModx256 MesmerSkin130xWhite
ENERGY
50
KEY
2
Mesmer Skin
Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Range:N/A
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

Info
  • Revenant surrounds himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Mesmer Skin lasts until all charges are used.
    • Number of reflect charges is affected by Ability Strength.
    • Stun duration is affected by Ability Duration.
    • Casting speed is affected by Mod TT 20pxNatural Talent and Mod TT 20pxSpeed Drift.
    • Number of remaining charges is displayed on the ability icon.
    • Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
    • Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
    • Mesmer Skin reflects damage from Scorpion and Ancient hookshots, but does not block their knockdown and pull effects.
  • Ability Synergy:
    • Enthrall130xDark Enthrall costs no energy to cast on an enemy stunned by Mesmer Skin.
    • While Mesmer Skin is active, Reave130xDark Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
    • While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
  • While active, any damage that bypasses Mesmer Skin, such as weapons that inflict self-damage, cannot decrease Revenant's health below 2, preventing him from dying.
  • Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
  • Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
  • Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.

Tips & Tricks

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Bugs
  • Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
  • The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
  • Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
  • Damage exceeding Revenant's total hitpoints can bypass Mesmer Skin to instantly kill Revenant while this ability still has charges remaining.
  • When using Mod TT 20pxRage or Mod TT 20pxHunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted. Likely related to the previous point, thus, attempting such a build still runs the risk of instant death if the value of a single damage instance is too high.


ReaveModx256 Reave130xWhite
ENERGY
50
KEY
3
Reave
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Energy Cost (Danse Macabre active): 25

Strength:2% / 4% / 6% / 8% (hitpoints drain/restore)
10% / 20% / 30% / 40% (thrall hitpoints drain/restore)
Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
Range:3 / 4 / 5 / 6 m (current width)
Misc:1 (Mesmer Skin ally buff charge)

Info
  • Revenant transforms into a torrent of Sentient energy that surges forward for 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) during the dash.
  • Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through.
    • Drain/restore percentages are affected by Ability Strength.
    • Does not restore shield points to Revenant if enemies do not possess shields.
    • Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave.
  • Ability Synergy:
    • Reave's shield and health drain/restore percentages increase 5 times (10% / 20% / 30% / 40% by default) against Enthrall130xDark Enthralled enemies.
    • While MesmerSkin130xDark Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
    • While Mesmer Skin is active, allies such as Warframes and Companions that pass through Reave's current will gain a Mesmer Skin buff with 1 charge that lasts until used.
    • Can be cast for 50% reduced energy cost and cancelled at any time during DanseMacabre130xDark Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
  • During Reave, Revenant continuously dashes toward the direction of the aiming reticle.
    • While grounded, Revenant can freely change his dash direction.
    • While airborne, Revenant cannot change directions until he makes contact with a horizontal surface.
  • Casting Reave is a full body animation that interrupts standard movement and other actions, with exception to Danse Macabre.
  • Revenant visually becomes translucent and enveloped in Sentient energy during the dash.
  • Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color.

Augment
BlindingReaveMod
Main article: Blinding Reave

Blinding Reave is a Warframe Augment Mod for RevenantIcon272 Revenant that blinds enemies caught in Reave130xDark Reave's fog.


Rank Duration Cost
0 6s 6
1 7s 7
2 8s 8
3 10s 9

Tips & Tricks
  • Since Reave deals a set percent damage to enemies' health, it can scale indefinitely.
    • Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled.
    • The percent damage is always significantly reduced against Nox, even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave.
  • Use Aim Glide during Reave to descend slowly.
  • Move the aiming reticle during Reave to change your dash direction.
  • Dash in a circle around enemies to drain from them multiple times.
  • If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level.

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DanseMacabreModx256 DanseMacabre130xWhite
ENERGY
25
KEY
4
Danse Macabre
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
Misc:9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)

Info
  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Damage per second is affected by Ability Strength.
    • Beam radius is affected by Ability Range.
    • Casting speed is affected by Mod TT 20pxNatural Talent and Mod TT 20pxSpeed Drift.
    • Rotation speed is unaffected by mods.
    • Number of energy beams and sweep area are not affected by mods.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool, then gradually transferred to each energy beam as additional damage per second.
    • Damage stored is tracked by the buff icon beside the shield and health bars.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key.
  • Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
    • Boosted damage per second is affected by Ability Strength.
    • Boosted beam radius is affected by Ability Range.
    • Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive b Corrosive against armored enemies, Magnetic b Magnetic against shielded enemies, and Gas b Gas against enemies with infested flesh.
    • Corrosive b Corrosive status effect permanently reduces a target's current armor by 25%.
    • Magnetic b Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Gas b Gas status effect spawns a toxic cloud that deals Toxin b Toxin damage and procs a Toxin b Toxin status to enemies who stand in it.
  • Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • Enthrall130xDark Enthralled enemies killed by this ability drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
    • Damage reflected by MesmerSkin130xDark Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • Reave130xDark Reave has 50% reduced energy cost and can be cancelled at any time during Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
  • Revenant cannot cast Enthrall or Mesmer Skin, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant is immune to knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

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Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145


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