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Please do not use this article for critical in-game information!
Vortex has been combined into Bastille since Update 26: The Old Blood.
This article is archived.
The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped.
Succeeded by
Bastille since Update 26
VortexModU15.jpeg VaubanVortex.png
ENERGY:
100
KEY
4
Vortex
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Strength:50 (damage)
15 (contact damage)
Duration:6 / 8 / 10 / 12 s
Range:6 m
Misc:2x (initial damage multiplier)

Info
  • Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15 DmgBlastSmall64.png Blast damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50 DmgMagneticSmall64.png Magnetic damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
    • Damage per second and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • Initial damage multiplier is not affected by Ability Strength.
    • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
    • Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
    • Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
    • While the initial damage tick is multiplied by 200%, this damage tick does not take benefit from Vauban's passive if used solely.
      • For example, a rank-3 Vortex with 100% Ability Strength will deal
        50 / 4 × 2 = 25 DmgMagneticSmall64.png Magnetic damage as the initial damage tick.
      • The damage ticks after the initial one do take benefit from the passive.
    • Vortex will not take priority over Bastille130xDark.png Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
    • DmgBlastSmall64.png Blast damage is effective against Machinery and Fossilized, but less effective against Ferrite Armor and Infested Sinew.
    • DmgBlastSmall64.png Blast status effect forces all enemies within a 5 meter radius to stumble and fall.
    • DmgMagneticSmall64.png Magnetic damage is effective against Shielded and Proto Shields, but less effective against Alloy Armor.
    • DmgMagneticSmall64.png Magnetic status effect reduces a target's current and maximum shields by 75% for 4 seconds.
    • Duration is affected by Ability Duration.
    • Attraction radius is affected by Ability Range.
    • The relationship between attraction radius and Ability Range is nonlinear.
    • Vortex uses the following expression when accounting for Ability Range:
      Modified Range = Base Range × Ability Range 0.5
    • The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
  • Vortex will not affect most Bosses.
  • Corpses will be attracted, leaving only the loot that was drawn into the nexus.
  • Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

Augment
PerpetualVortex.png
Main article: Perpetual Vortex

Perpetual Vortex is a Warframe Augment Mod for VaubanIcon272.png Vauban's Vortex that increases its duration for every additional Vortex thrown into it.


Rank Added Duration Cost
0 50% 6
1 55% 7
2 60% 8
3 70% 9

Tips & Tricks
  • Can be used to collect resource and ammo drops to where the Vortex is placed.
  • Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
  • Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
  • Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, Teslas can be thrown down to allow procs that kill enemies quicker than either power on it's own.

Bugs
  • Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
  • Sometimes pulls players in for the full duration.
  • Jump kicking into Vortex will cause the player to rise exponentially.
  • If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.
  • Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second. (Probably because of low fps)

  • Expand/Collapse


    See Also[]

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