Welcome to the new official WARFRAME Wiki!
Migrate your account | Wiki Discord

Focus/Naramon

From WARFRAME Wiki
Jump to navigation Jump to search

Madurai

Vazarin

Naramon

Unairu

Zenurik
Preceded by
Focus 2.0/Naramon since Update 31.5 (2022-04-27)
Naramon
This discipline focused on Knowing the Enemy, and the tacticians of Naramon believed that to truly understand a foe would confer the greatest advantage upon a warrior.
—In-Game Description
I see a tree, of many branches, the Naramon Way. Our discipline focused on Knowing The Enemy. We believed that to truly understand a foe would confer the greatest advantage upon a warrior.
Not to be confused with the Naramon Polarity.

The Naramon way is a school focused in the art of knowing the enemy, allowing its adherents to exploit their opponents' weaknesses. The Tenno of Naramon excels in direct combat to both dominate and neutralize armed enemies. Those who mastered the Naramon school are enhanced with speed and knowledge of the enemy.

This school focuses to enhance the Warframe's melee prowess. Adherents of the Naramon school are practiced in disabling their opponents in Operator form before returning to their Warframe to go in for the kill at close range. Their Way-Bound increases Operator movement speed and Void Sling distance.

Since its predecessor Naramon 2.0, this school can now gain doubled Warframe melee combo and Operator Amp damage, can now inflict  Lifted to enhance Warframe weapon damage, and Warframe melee critical chance lasts significantly longer and no longer has buildup or decay. Void Sling opening enemies to finishers was decoupled into its own ability to retain the original displacement. However, Naramon is no longer capable of inflicting Confusion and Disarm, and Void Mode no longer reveals enemies through walls.

The treeways of the Naramon school.

Ways[edit | edit source]

Power Spike[edit | edit source]

Power SpikePassive
Warframe
Melee Combo Counter now decays while out of combat by 20 / 15 / 10 / 5 every few seconds, instead of depleting completely.
25,000 / 50,000 / 105,000 / 200,000
  • Affects all melee weapons and Warframe Exalted Weapons, with the exception of  Shadow Claws.
  • Decay is dependent on Combo Duration, affected by mods like  Body Count,  Drifting Contact and  Gladiator Rush.

Affinity Spike[edit | edit source]

Affinity SpikePassive
Warframe
Kills from Melee Attacks grant 15 / 25 / 35 / 45% more Melee Affinity.
60,000 / 105,000 / 215,000 / 400,000
  • Description is incorrect. Affinity Spike increases affinity gained by melee weapons by the listed percentage, regardless of the affinity's source.
  • Does not affect Warframe Exalted Weapons.

Mind Step[edit | edit source]

Mind StepPassive, Way-Bound
Operator
Increases Operator Movement Speed by 7 / 15 / 22 / 30%.
60,000 / 105,000 / 215,000 / 400,000/ 750,000 +  Brilliant Eidolon Shard

Far Sling[edit | edit source]

Far SlingPassive, Way-Bound
Operator
Increases maximum Void Sling distance by 7 / 15 / 22 / 30%.
95,000 / 160,000 / 325,000 / 600,000/ 750,000 +  Brilliant Eidolon Shard

Void Levitation[edit | edit source]

First Ability creates a 3 / 4 / 5 / 6m wide shockwave lasting 1 / 2 / 3 / 4s, that inflicts Lift Status on all enemies it touches. 60,000 / 105,000 / 215,000 / 400,000
  • Costs 50 energy to cast.

Lethal Levitation[edit | edit source]

Lethal Levitation Warframe And Operator
Additional 20 / 30 / 40 / 50% Weapon Damage per Lifted enemy attacked by Operator. Lasts for 30 / 40 / 50 / 60s, stacks up to 4x.
95,000 / 160,000 / 325,000 / 600,000

Sling Stun[edit | edit source]

Sling Stun Warframe
Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage.
60,000 / 105,000 / 215,000 / 400,000
  • Costs 25 energy to cast.

Killer's Rush[edit | edit source]

Killer's Rush Warframe
Initiating a finisher as Operator switches to Warframe, increasing melee Critical Chance by 20 / 30 / 40 / 50% for 10 / 20 / 30 / 40s.
95,000 / 160,000 / 325,000 / 600,000
  • Is additive with multiplicative sources of critical chance, like mods. For example, a  Skana with a max rank  True Steel and a max rank Killer's Rush buff will have a 5% × (1 + 120% + 50%) = 13.5% critical chance on attacks.

Opening Slam[edit | edit source]

Opening Slam Warframe
Performing a Slam as Operator switches to Warframe and grants double Combo gain for 5 / 10 / 15 / 20s.
60,000 / 105,000 / 215,000 / 400,000
  • Does not work with modded combo gain and only doubles base combo gain. (Say you have 200% combo gain chance from mods. Your single hit nets you 3 combo, Activating Opening Slam will net you 4 combo, not 6.)

Amp Spike[edit | edit source]

Amp Spike Operator
Transfer to Operator with 8 / 8 / 8 / 8x Combo Multiplier to increase AMP damage by 40 / 60 / 80 / 100% for 10 / 20 / 30 / 40s.
95,000 / 160,000 / 325,000 / 600,000
  • Does not consume Combo Multiplier

Notes[edit | edit source]

  • The Naramon school tree requires 9,000,000 Naramon focus points to fully unlock all nodes at max rank, as well as 1,500,000 and 2  Brilliant Eidolon Shards to unbind both Way-bound nodes, for a grand total of 10,500,000 focus.
  • A fully levelled Naramon Operator is capable of:
    • Way-Bound: Increases the Operator's movement speed by 30% and Void Sling distance by 30%.
    • Warframe Passive: Melee weapons have their Melee Combo counter decay by 5 every few seconds instead of depleting entirely, and gain 45% more affinity. Performing a slam attack as Operator doubles Warframe combo gain for 20 seconds. Operator Finisher increases Warframe Melee Crit Chance by 50% for 40 seconds.
    • Operator Passive: Transference into Operator with an 8x Melee Combo increases Amp damage by 100% for 40 seconds.
    • First Ability: Creates a 6 meter shockwave that lasts 4 seconds inflicting  Lifted, who take 50% additional Warframe weapon damage when attacked by Operator for 60 seconds and stacks up to 4 times.
    • Second Ability: Next Void Sling gains increased width by 200%, makes enemies become vulnerable to Finishers instead of ragdolling, and increases Finisher damage by 30%.

Patch History[edit | edit source]

Hotfix 38.0.8 (2025-02-06)

  • Fixed Unairu and Naramon Abilities being swapped in the Loadout overview in the Navigation menu.

Hotfix 36.1.4 (2024-08-28)

  • Fixed Lethal Levitation’s damage buff not applying to Melee weapons.
    • The description of the Way states that it should grant “additional X% Weapon Damage per Lifted enemy attacked by Operator,” but it was only buffing Primary and Secondary weapons. Since Naramon is primarily Melee focused, it only made sense to apply the bonus to Melee as well.

Hotfix 34.0.1 (2023-10-18)

  • Updated Naramon’s abilities with the new game audio mix remaster that was released with Abyss of Dagath.

Update 33.0 (2023-04-26)

  • Fixed Naramon’s Killer’s Rush bonus not applying when playing as Client.

Update 32.1 (2022-11-02)

  • Fixed Naramon’s Lethal Levitation not working for Clients.

Update 31.6 (2022-06-09)

  • Fixed being unable to use the Melee button to Transference back into Warframe if the ‘Use Abilities on Selection’ option is disabled.
    • This ultimately fixes being unable to use Naramon’s ‘Opening Slam’ and ‘Killer Rush’.

Hotfix 31.5.7 (2022-05-06)

  • Shortened and increased the speed of the Void Levitation’s casting animation.

Hotfix 31.5.4 (2022-05-02)

  • Fixed an unintended extra cooldown going from Operator to Warframe and back, caused by the ‘Opening Slam’ Focus node.

Update 31.5 (2022-04-27)

NARAMON

The Naramon discipline focuses on Knowing The Enemy. They believed that to truly understand a foe would confer the greatest advantage upon a warrior.

True to its focus in the art of assault, Naramon continues to heavily lean towards a Melee support role with speed and distance enhancements.

  • 7 new Focus Abilities.
    • OPENING SLAM
      • Performing a Slam as Operator switches to Warframe and grants double Combo gain for 20s.
    • AMP SPIKE
      • Transfer to Operator with 8x Combo Multiplier to increase Amp Damage by 100% for 40s.
    • VOID LEVITATION (First Ability input)
      • First Ability creates a 6m wide shockwave lasting 4s, that inflicts Lift Status on all enemies it touches.
    • LETHAL LEVITATION
      • Additional 50% Damage per Lifted enemy attacked by Operator. Lasts for 60s, stacks up to 4x.
    • SLING STUN (Second Ability input)
      • Second Ability increases the width of the next Void Sling by 100% and enemies hit are vulnerable to Finishers, taking 30% more finisher damage.
    • KILLER’S RUSH
      • Initiating a finisher as Operator switches to Warframe, increasing melee Critical chance by 50% for 40s.
    • FAR SLING (Passive)
      • Increases maximum Void Sling distance by 30%.
  • Mind Step remains unchanged.
  • Power Spike and Affinity Spike have switched places so that Power Spike is now the starting node.
    • Slight increase to Melee Affinity gained from Affinity Spike.