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Neither he nor she, Xaku is a composite... a Warframe assembly made of others lost in the early Entrati Void expeditions. Xaku has mastered this power of the Void to terrify and bewilder their adversaries.

Forged from the remnants of lost Warframes, they channel the spirits of the Void. This is Xaku, the fragmented, the restored.

In the concert of mayhem, Xaku is a law unto themselves, Tenno.

Release Date: August 25th, 2020

Of the Void ethereal, yet coalesced into corporeal shape, the fractured anomaly Xaku exists as an entity thrice entwined. Fused from the shattered remnants of three warriors, they bridge reality to the horrors from beyond the fold. Xaku reassembled in Update 29.0.

Acquisition

Xaku's main blueprint will be awarded upon completion of the Heart of Deimos quest. Xaku's component blueprints are acquired from Cambion Drift Bounties.

Additional main blueprints can be bought from Cephalon Simaris for ReputationLargeBlack.png50,000.

Additionally requires the rank of Old Mate with Solaris United in order to acquire Gyromag Systems and Venerdo Alloy required in its construction.

Drop Chance Expected Nearly Guaranteed
Chassis Blueprint
(Stage 2 & 3, lvl 40-60)
8.57% 3 – 4 Bounties 21 ± 7 Bounties
Chassis Blueprint
(Stage 4, lvl 40-60)
6.67%
Chassis Blueprint
(Stage 5, lvl 40-60)
13.04%
Neuroptics Blueprint
(Stage 2, lvl 15-25)
7.5% 5 – 6 Bounties 36 ± 12 Bounties
Neuroptics Blueprint
(Stage 3, lvl 15-25)
10%
Systems Blueprint
(Stage 2 & 3, lvl 30-40)
7.5% 4 – 5 Bounties 26 ± 9 Bounties
Systems Blueprint
(Stage 4, lvl 30-40)
6%
Systems Blueprint
(Stage 5, lvl 30-40)
10%
All drop rates data is obtained from DE's official droptables.

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts 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.


Drop Chance Expected Nearly Guaranteed
Neuroptics Blueprint
(Stage 2, lvl 15-25)
7.5% 5 – 6 Bounties 36 ± 12 Bounties
Neuroptics Blueprint
(Stage 3, lvl 15-25)
10%
Systems Blueprint
(Stage 2 & 3, lvl 30-40)
7.5% 4 – 5 Bounties 26 ± 9 Bounties
Systems Blueprint
(Stage 4, lvl 30-40)
6%
Systems Blueprint
(Stage 5, lvl 30-40)
10%
All drop rates data is obtained from DE's official droptables.

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts 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.


Drop Chance Expected Nearly Guaranteed
Neuroptics Blueprint
(Stage 2, lvl 15-25)
7.5% 5 – 6 Bounties 36 ± 12 Bounties
Neuroptics Blueprint
(Stage 3, lvl 15-25)
10%
All drop rates data is obtained from DE's official droptables.

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.
Nearly Guaranteed refers to the total number of attempts 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.


Manufacturing Requirements
Credits64.png
25,000
Neuroptics
1
Chassis
1
Systems
1
OrokinCell64.png
3
Time: 72 hrs
Rush: Platinum64.png 50
Market Price: Platinum64.png 325 Blueprint Price: N/A
Neuroptics
Credits64.png
15,000
NeuralSensor64.png
10
ThaumicDistillate64.png
60
SharracTeeth64.png
20
EsherDevar64.png
40
Time: 12 hrs
Rush: Platinum64.png 25
Chassis
Credits64.png
15,000
GyromagSystems64.png
5
SpinalCoreSection64.png
3
VenerdoAlloy64.png
50
LucentTeroglobe64.png
50
Time: 12 hrs
Rush: Platinum64.png 25
Systems
Credits64.png
15,000
BreathOfTheEidolon64.png
10
Scintillant64.png
5
Pustulite64.png
45
Ganglion64.png
60
Time: 12 hrs
Rush: Platinum64.png 25

Notes

  • When Xaku wields their signature Quassus.pngQuassus, the weapon's ethereal daggers become more accurate.
  • Xaku's DmgVoidSmall64.pngVoid damage is only capable of procing its Bullet Attractor status and resetting Sentient and Shadow Stalker resistances, and only Xata'sWhisper130xDark.pngXata's Whisper and TheLost130xDark.pngThe Lost's Deny can do this. Their DmgVoidSmall64.pngVoid damage lacks all other benefits, including bypassing Eidolon-type Sentient invulnerabilities and changing Profit-Taker Orb's shield weakness.

Trivia

  • Xaku is the 44th unique Warframe to be released.
  • Xaku is the second community-designed Warframe after NovaIcon272.pngNova. Xaku's theme selected from the chosen entries is "Broken Warframe", suggested by forum community member eaterofstorms.
    • Xaku's abilities were selected from multiple suggestions by hundreds of community members in the Open Call forum threads, with a Void-manipulation power theme chosen by the developers.
    • Community artists involved with the design of Xaku and their accessories include: Eornheit (Warframe concept art), Faven (alternate helmet), Kedemel (signature weapon), and Karu (signature Syandana).
  • Because Xaku is an amalgamation of three different Warframes, Xaku is the first Warframe to not have a distinct gender, being addressed by DE as "they/them".[1]
    • Despite this, concept art for Xaku shows that they were originally designed as a distinctly female Warframe. Some elements of this early design were incorporated into the final version.[2]
  • Xaku's idle, dodge, and ability animations involve the fragmentation of their body parts and exposure of the arboriform skeletal structure beneath.
    • Xaku is the sixth Warframe with unique rolling animations, after LimboIcon272.pngLimbo, HildrynIcon272.pngHildryn, WispIcon272.pngWisp, TitaniaPrimeMain.pngTitania Prime, and ProteaIcon272.pngProtea, where Xaku launches themselves forward a short distance while their broken pieces come apart and reattach onto their energized skeletal form.
    • Xaku becomes fully skeletal in appearance while TheVastUntime130xDark.pngThe Vast Untime is activated.
  • Xaku's ability names relate to four Requiem Mods: Xata, Lohk, Fass and Ris.
    • The Lost's name may refer to part of Fass' description ("Roiling, moaning this realm of ours / In madness lost shall die") and the name of its sub-abilities - Gaze, Accuse, and Deny - are taken from Ris' description ("In luminous space blackened stars / They gaze, accuse, deny")
  • Xaku is the first Warframe to possess an ability buff that deals DmgVoidSmall64.pngVoid damage.
  • Xaku is the first Warframe to possess sporatic base attributes, breaking the trend that all Warframe base attributes are multiples of 5.
  • Xaku's skeletal form has a visible face with distinct eye slits and eyes within them, marking them as the second Warframe in the game to have visible facial features, after Excalibur Umbra.
  • When Xaku is unarmed and using Wisp's Agile animation, they will split into their composite and skeletal form. This is similar to Wukong, who summons his celestial twin with the same animation, or Equinox who will split into her Day and Night form.

References

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Passive

Shifting their pieces unpredictably, XakuIcon272.pngXaku has a 25% chance to harmlessly phase through incoming enemy weapon attacks, while protected by a 25% damage reduction against area of effect damage. Passive dodge chance and area damage reduction both raise to 75% while TheVastUntime130xDark.pngThe Vast Untime is activated.

  • Passive values are not affected by Mods.
  • Enemy attacks affected by the passive include hitscan, bullets, projectiles, melee attacks, and explosions.
  • Evasion from mods such as Mod TT 20px.pngAgility Drift and Xaku's dodge chances are separate mechanics that do not stack.
  • Does not affect DmgToxinSmall64.pngToxin damage and procs.


Abilities 

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Xata'sWhisperModx256.png Xata'sWhisper130xWhite.png
ENERGY:
25
KEY
1
Xata's Whisper
Wield Void damage for all attacks from equipped weapons when activated.
Strength:17 / 23 / 23 / 26 % (DmgVoidSmall64.pngVoid damage bonus)
Duration:20 / 30 / 30 / 35 s
Range:N/A
Misc:1 (extra hit per damage instance)
Sentient resistance reset (upon status proc)
Expand/Collapse


GraspofLohkModx256.png GraspofLohk130xWhite.png
ENERGY:
50
KEY
2
Grasp of Lohk
Void Tendrils steal weapons from nearby enemies to use as your own floating, auto-targeting armament. Damage output increases based on enemy level. The number of weapons grabbed also determines the damage multiplier for The Lost: Deny's Void beam.
Strength:20 / 30 / 40 / 50 (DmgVoidSmall64.pngVoid scaling damage)
Duration:5 / 7 / 9 / 12 s
Range:6 / 9 / 12 / 15 m (grab range)
5 / 6 / 7 / 8 m (target range)
3 / 4 / 5 / 6 (max targets)
Misc:1.2/s (fire rate)
? % (stagger chance on hit)
Damage is multiplied by enemy level
Expand/Collapse


TheLostModx256.png TheLost130xWhite.png
ENERGY:
75
KEY
3
The Lost
Cycle through a trio of lost Warframe powers. Accuse manifests a Void fissure to corrupt enemies into allies. Gaze grasps targets in Void tendrils that capture damage and inflict it when the target is released. Deny annihilates with a beam of Void energy, wiping Sentient resistances.

Strength:5 / 6 / 7 / 8 (max targets)
Duration:4 / 8 / 12 / 16 s
Range:5 / 7 / 9 / 11 m
Misc:∞ (cast range)

Strength:20 / 30 / 40 / 50 % (defense reduction)
Duration:5 / 8 / 11 / 14 s
Range:10 / 15 / 20 / 25 m (cast range)
? / ? / ? / 12 m (aura radius)
Misc:?° (cone angle)
2 (max targets)
100 % (reduction cap)

Strength:1,000 / 2,000 / 3,000 / 4,000 (DmgVoidSmall64.pngVoid damage)
Duration:5 / 8 / 11 / 14 s
Range:? / ? / ? / 40 m
Misc:? m (beam radius)
100 % (Sentient resistance reset on hit)

Expand/Collapse


TheVastUntimeModx256.png TheVastUntime130xWhite.png
ENERGY:
100
KEY
4
The Vast Untime
Temporarily shed the outer pieces of Xaku in a destructive blast, then stalk the battlefield in a new, swifter skeletal form. Enemies damaged by the body shrapnel are rendered weaker to Void damage. Xaku's other active abilities' duration is frozen in time and resumes once The Vast Untime expires.
Strength:600 / 800 / 1,000 / 1,200 (DmgVoidSmall64.pngVoid damage)
10 / 15 / 20 / 25 % (slow)
Duration:10 / 15 / 20 / 25 s
Range:10 / 15 / 20 / 25 m
Misc:+50% (DmgVoidSmall64.pngVoid damage vulnerability)
100 % (slow cap)
75 % (dodge chance and area damage reduction)
+20% (move speed bonus)
Ability duration paused
Expand/Collapse



Strength Mods

IntensifyModU145.png

Duration Mods

ContinuityModU145.png

Range Mods

StretchModU145.png

Xata'sWhisper130xWhite.png Xata'sWhisper130xWhite.png
GraspofLohk130xWhite.png GraspofLohk130xWhite.png GraspofLohk130xWhite.png
TheLost130xWhite.png TheLost130xWhite.png TheLost130xWhite.png
TheVastUntime130xWhite.png TheVastUntime130xWhite.png TheVastUntime130xWhite.png

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XakuIcon272.pngXaku can be equipped with the following items:

Cosmetics

See Also

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Hotfix 29.10.8

  • Fixed a script error when Xaku’s Passive triggers.

Hotfix 29.10.7

  • Fixed Xaku custom ability HUD overlapping Melee Combo Counter when dual wielding.

Update 29.10

  • Fixed issues with Xaku’s hand positions and left arm in their Agile and Noble animation sets.

Hotfix 29.6.4

  • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
  • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

Hotfix 29.5.8

Hotfix 29.5.7

  • Lowered Xaku Grasp of Lohk ability sounds.

Hotfix 29.5.6

  • Fixed recasting Xaku’s Grasp of Lohk with no targets nearby resulting in all guns to be lost.

Update 29.5

XAKU ROUND 2 CHANGES & FIXES

We’ve been keeping tabs on the usual feedback channels to read and review your takes on Xaku in their updated form. We have been pleased to see that generally these changes have been enjoyed thus far, and that we’ve taken a step in the right direction. But as many have expressed, and to which we have found ourselves agreeing, our work is not done yet on this Community Warframe!

So here we are with a second round of changes based on the most standout and widely discussed points we saw strewn across the feedback hubs. Whether it's iterating on Round 1 or offering new insight on Xaku’s abilities, we thank you for sharing!

General Changes:

  • Xaku's "The Lost" ability description will now include descriptions of "Accuse", "Deny", and "Gaze" within it.

Xata’s Whisper (Void Status Effect):

  • Void damage’s Status Effect will now redirect projectiles to the body part it proc’d on.
    • How it will work: If you shoot at an enemy’s head with Xata’s Whisper enabled and proc, the bubble will redirect all projectiles to the head. If you shoot at the feet, it’ll be redirected to the feet, etc.! It is however possible that even if you proc on the head but then shoot at the lower part of the bubble it might hit the body on the way up to being redirected to the head.
    • This is a game wide change to Void Status Effect! Now that we have a Warframe that can harness Void damage at the click of a button, it has brought much focus to and discussion around its Status Effect. For those of you who are unfamiliar, in its current state it creates a bullet attractor bubble that directs all projectiles to the center of the enemy’s torso regardless of where it procs. Since Xata’s Whisper applies Void damage to all of their weapons, it was increasingly noticeable to Xaku players that the bubble’s current redirecting position prevents any attempt at enemy headshots until its duration expires. This is one of the main reasons for this change. Headshot disruption ultimately limits your damage output by removing the opportunity for headshot multipliers while it is active. Now, you will be able to use your headshotting skills to greater benefit, while also having generally more options to focus projectiles where desired. Note that regardless of where the Status Effect occurs, it will continue to prevent enemies from being able to shoot at you without having their projectiles redirected back to the center of the bubble.

Grasp of Lohk:

  • Re-casting will now steal weapons up to the max number of affected targets.
    • How it will work: You will be able to re-cast up to the max number of targets that you can steal from. In other words, you can add to the current batch of weapons. For example, if your max target is set to 6, and you have 3 weapons active, Grasp of Lohk can be re-cast to “top up” to the remaining 3 weapon allowance. Newly grabbed weapons from re-casts will have independent durations from the previous batch - similar to Protea’s Blaze Artillery.
    • We made re-casting available in Round 1 and set it up to replace the entire current active batch of weapons. Our original reasoning was that this allowed for a ‘fresh’ cast to be made if an undesirable pull occurred. But what makes far more sense is to follow the precedent set by Nekros’ Shadows of the Dead. So now you can maintain your current floating auto-cannon sidekicks and re-cast to refill or top up to the max on command. This will give far more control in maintaining the max number of active weapons you can have at once.
  • Added HUD tracker for active weapons.
    • Following our re-cast change, we thought it would be quite helpful to know exactly how many weapons you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they float and shoot around, this is much easier on the eyes!
  • Stolen weapons will no longer target invulnerable enemies.
    • Currently, Grasp of Lohk weapons will target enemies with grey health bars indicating that they are invulnerable. This clearly serves no purpose as their health cannot be damaged and ultimately takes focus away from more important targets. Not to mention that this is a poor use of the ability’s duration drain. As a result, we’ve removed invulnerable enemies as target candidates and stolen weapons will now redirect to vulnerable enemies within range.
  • Grasp of Lohk weapons will visually darken when near the end of their lifespan.
    • Although the ability bar does count down the lifespan once cast, this visual change offers another way to determine when your Grasp of Lohk needs to be recast as opposed to waiting until the ability expires completely, or having to watch/recheck the ability bar.  
  • Note on Grasp of Lohk’s ‘Target Range’:
    • In Round 1, we made the distinction between Grasp of Lohk’s ‘Grab Range’ and ‘Target Range’. We then increased its ‘Grab Range’ and left ‘Target Range’ untouched due to “firing range experiments being a bit too wild for Round 1”. As we’ve continued testing, this has held true. In any instance where we’ve increased it, even slightly, we neared a state that we had already established was undesirable due to its encouragement of an ‘inactive’ way of playing (Ember’s “World on Fire” comes to mind before it was changed to “Inferno”). As a result, ‘Target Range’ will continue to remain untouched for this round.

The Lost: Accuse

  • We are following through with our proposed idea from Round 1 and have made Accuse re-castable!
    • How it will work: The same way Grasp of Lohk will be set up in Round 2! You will be able to re-cast up to the max number of targets that can be affected/corrupted. For example, if your max target is set to 10, and you have 5 active, Accuse can be re-cast to “top up” to the remaining 5 corrupted crew allowance. Enemies corrupted from re-cast will have independent durations from the previous batch.
    • Currently, Accuse cannot be re-cast until the duration expires or all affected enemies are killed. Which means that often you find yourself locked into a corrupted crew that is inefficient due to dwindling numbers, poor initial cast, etc. For those reasons and more, this was a highly requested change that we are happy to make happen!
  • Added HUD tracker for active "Accused" enemies
    • This'll look familiar because we added this for Grasp of Lohk and explained above, but just so that we have intent clear here with Accuse as well! We thought it would be quite helpful to know exactly how many "Accused" enemies you have active so that you know how many more you can add on re-cast. Instead of counting them manually one by one as they run around, this is much easier on the eyes!

The Lost: Gaze

  • Increased base radius from 8m to 12m.
    • Increasing the base radius range on “Gazed” enemies was highly requested since its defense reduction applies to enemies while they are within the affected area. As we noted in Round 1, we evaluated Gaze and how it performs with established builds that maximized its effects. Increasing the base radius range hits the spot between improving the ability’s effectiveness and managing what is already established as powerful with focused builds. Essentially, more space for more enemies to have their defenses stripped without tipping the scales dramatically on is an already well performing ability when used strategically.

The Lost: Deny

  • Increased Deny’s beam width and base range (25m to 40m).
    • Straightforward change to help you target and damage more enemies. More bang for your beam!
  • Deny can now be cast while moving.
    • Currently, Deny’s casting animation locks Xaku in place. While we did increase the casting speed in Round 1, it just simply was not enough to fulfill the parkour freedom you’ve become well familiar with in Warframe. Removing the lock brings back the ninja fantasy while also making the most of the synergy between Deny and Grasp of Lohk that we added in Round 1. As we said in our first Xaku Dev Workshop, “more firepower... faster”, but this time we really mean it!

Fixes:

  • Fixed Xaku’s Xata’s Whisper sometimes not applying its damage buff or Void Status Effect when using the Komorex.
  • Fixed Xaku’s Xata’s Whisper not using the intended Status Chance for projectile weapons.
  • Fixed the HUD timer icon for Xata’s Whisper in the top right corner ticking down  regardless of The Vast Untime being active. This was only a visual bug, and did not actually affect the ‘time freezing’ synergy with The Vast Untime and Xaku’s other abilities.
  • Fixed Xaku’s skin not being properly localized.
  • Fixed Xaku missing their head and armor when viewed in the Mods Tutorial screens.
  • Fixed camera obstruction and misaligned aiming if Xaku’s Grasp creates a Shedu armament.
  • Fixed missing bow animations when equipped with Xaku.
  • Fixed constructing Xaku in the Foundry resulting in the hologram for the Mire appearing, rather than Xaku's helmet.

Hotfix 29.3.2

  • Fixed Saryn’s Toxic Lash and Xata's Whisper Status Effect procs from also proc'ing the other.

Hotfix 29.2.2

  • Updated Xaku's The Lost ability descriptions to list the sub-abilities and a brief general description of what they do. Tips related to these sub-abilities have also been edited for accuracy as a result.

Update 29.2

  • Fixed Xaku’s Grasp of Lohk ability targeting phantom enemies in the Ambulas boss fight.

Hotfix 29.1.2

  • Increased the audible distance of Xaku’s weapon sounds in the Grasp of Lohk ability use.

Hotfix 29.1.1

  • Fixed Xaku’s abilities having old descriptions that did not reflect the recent changes made in Update 29.1.0.

Update 29.1

Xaku Changes & Fixes

Keeping within the realm of the “community-created Warframe” project, Xaku has received numerous changes based on your feedback! We welcome your feedback post launch in the official Dev Workshop: https://forums.warframe.com/topic/1223976-upcoming-xaku-changes/

We consider these changes “Round 1” with more to come once players have graciously again provided their feedback!

Xaku’s Passive:
  • Including AOE damage reduction as part of Xaku’s Passive.
    • How it will work: AOE damage will simply take a 25% damage reduction (75% while The Vast Untime is active).
    • Currently, Xaku’s Passive provides a chance that incoming projectiles will fail to hit the warframe at all, instead going right through. But does not include any protection from enemy AOE damage. For example, if a Bombard shot a rocket at Xaku, the projectile itself would have a 25% chance to pass through them and deal no damage (75% with The Vast Untime), but the explosion following would have the full effect. With this change, Xaku’s Passive additionally grants them 25% damage reduction on the following AOE explosion from that rocket. That’s increased to 75% when Xaku is running around bare bones!
Xata’s Whisper:
  • We are making Void damage ‘True Neutral’ by removing the 50% resistance of Void damage on Cloned Flesh and Fossilized enemies - a long desired request for Void damage.
    • Currently, Void damage is relatively ineffective against Cloned Flesh and Fossilized enemies which greatly limits the use of Xata’s Whisper on Grineer and Infested enemies. In an effort to give it (and Void damage in general) more utility across enemy categories, we are removing this resistance so that it aligns with its neutral effectiveness against the other enemy types. It is important to note that Eidolons, Amalgams, and certain bosses will still maintain this resistance.
Grasp of Lohk:
  • Increasing the speed at which enemies are disarmed so that it occurs earlier in the casting animation. Also increasing the casting animation speed overall.
    • Currently, the point of when enemies are disarmed once Grasp of Lohk is cast is far too delayed.
  • Increased Grasp of Lohk’s disarming range from 8m to 15m.
    • Not to be confused with firing range, this increase allows a bigger berth for choosing victims to disarm with Grasp of Lohk.
  • Allowing Grasp of Lohk to be recast.
    • How it will work: Any existing Grasp of Lohk weapons will simply be replaced by the new cast up to the maximum amount of targets.
    • Currently, once Grasp of Lohk is cast, you are locked with the weapons that were grabbed until the end of the ability’s duration. This is obviously limiting if the ability was cast with undesired effect. To counteract this limitation, we are adding the option to recast with the added benefit of resetting the ability’s duration and disarming a new set of enemies where/when desired.
The Lost: Deny
  • Adding synergy between Deny and Grasp of Lohk that increases Deny’s damage output.
    • How it will work: The number of weapons orbiting Xaku from Grasp of Lohk act as a damage multiplier for Deny’s Void beam. For example: If you have 4 weapons orbiting Xaku, Deny’s damage will be granted a 5x multiplier.
  • Increasing the casting speed of Deny.
    • More firepower... faster!
The Vast Untime:
  • Removing the Energy drain and keeping it a duration based ability.
    • Currently, the Energy drain on top of its casting cost and duration is far too restrictive and punishing.
  • Adding Synergy between The Vast Untime and all of Xaku’s other abilities.
    • How it will work: Emphasis on “Untime”, when Xaku is in their skeletal form their other active abilities’ duration will become frozen in time. Once The Vast Untime expires, the duration of those active abilities resume. This was suggested in our feedback readings and we quite enjoyed the play on the ‘untime’ theme and the added benefit to Xaku overall! We feel that since this no longer has an Energy drain, and that it halts the timer on other abilities, the energy demands of Xaku’s kit will be significantly lessened.
      • Note: This will not apply to Helminth abilities and abilities from other Warframes from Helminth subsuming.
Xaku Fixes:
  • Fixed Deny having poor hit detection on ragdolled or suspended enemies.
  • Fixed targets affected by Accuse have inconsistent hit detection based on weapon type (beam, bolt, etc).
  • Fixed a case of dealing self damage via Xata’s Whisper.

Hotfix 29.0.7

  • Fixed Xaku's base slow of The Vast Untime being 50% instead of intended 15% at Level 2. As reported here!

Hotfix 29.0.6

  • Xaku’s Gaze ability has been added to the Railjack Tactical Menu.
  • Xaku will now hide their Syandana and Armor pieces during their The Vast Untime ability to prevent floating objects.
    • Note: we are about 1 week away from a full Community feedback pass on Xaku’s abilities. Sit tight!
  • Fixed Xaku’s Vast Untime ability not always damaging enemies within radius.

Hotfix 29.0.4

  • Fixed Xaku’s ‘Vast Untime’ damaging Teralysts and Variants. As mentioned at TennoCon, this is not intended.

Hotfix 29.0.2

  • Added Xaku Blueprint to Cephalon Simaris Offerings for those who have completed the Heart of Deimos Quest.
  • Fixed a script error when casting Xaku’s Accuse ability.

Hotfix 29.0.1

  • Fixed a script error when casting Xaku’s Grasp of Lohk ability.

Update 29.0

  • Introduced.

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