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PvP
Player vs. Player, colloquially shortened to PvP, refers to the collection of game types where player-controlled Tenno face off against each other in battle.
Duel[edit | edit source]
- Main article: Duel
Dueling is a game mode added in Update 8 with the introduction of the Clan Dojo. By building a Dueling Room in the Clan Dojo, two players in that Dojo can begin a duel session. During the match, most of the effects and damage dealt by Warframe powers and Weapons remain the same as in missions.
Conclave[edit | edit source]
- Main article: Conclave
Conclave is a Syndicate added in Update 16.0 (2015-03-19) that provides large scale PvP missions. First introduced as a game mode in Update 10.0 (2013-09-13). It was restricted to players with similar Conclave Levels instead of their clan affiliations, and features battles on designated arena tiles. The new Conclave introduced in Update 16 creates a new Arsenal for players with a limited number of Warframes and Weapons in order to allow fair play. Available game modes include Annihilation, Team Annihilation, Cephalon Capture and Lunaro. Playing Conclave allows Tenno to earn Standing from Teshin, and unlock unique rewards as a result.
Limitations[edit | edit source]
Conclave only allows certain Warframes and weapons to ensure balance is fair and even. Conclave mods can be obtained from Teshin with Standing and from completing a Conclave match. Some of these mods can also be used in PvE and are dropped by Sentients or bought with Cred in Nightwave. Weapon variants such as Prime and MK-1, are generally permitted.
Warframes | Primaries | Secondaries | Melee |
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Weapons[edit | edit source]
- All weapons have their own unique stats in PvP that can be different from their regular stats, including damage, fire rate, and other stats. See Weapon Comparison/Conclave for a comparison list.
- Weapons cannot proc, however, some weapons will always proc on certain actions. These include:
- Warframe abilities that always proc, such as
Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Shock{"Description":"Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.","Cost":"15","Augments":["Shock Trooper"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShockAbility","CardImage":"ShockModx256.png","Subsumable":true,"Introduced":"5.3","Powersuit":"Volt","Key":"1","Icon":"Shock130xWhite.png","Name":"Shock"}.
- Weapons that have innate elements, such as
Detron{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Shotgun Sidearm","SellPrice":"5000","Image":"Detron.png","Users":["Detron Crewman","Scrambus","Comba","Pelna Cade","Jad Teran"],"Introduced":"11.5.5","AmmoType":"Secondary","InternalName":"/Lotus/Weapons/Corpus/Pistols/CorpusHandShotgun/CorpusHandCannon","Slot":"Secondary","MaxRank":"30","Family":"Detron","Attacks":[{"IsSilent":false,"CritMultiplier":"1.5","AmmoCost":"1","ShotType":"Projectile","Falloff":{"EndRange":"22","Reduction":"0.6231","StartRange":"13"},"MinSpread":"12","FireRate":"3.33","Multishot":"7","AttackName":"Normal Attack","MaxSpread":"16","ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.1286","CritChance":"0.04","Damage":{"Radiation":"40"}}],"Link":"Detron","Trigger":"Semi-Auto","ExilusPolarity":"Madurai","CompatibilityTags":["PROJECTILE","SECONDARYSHOTGUN","SINGLESHOT"],"Reload":"1.05","AmmoPickup":"20","Magazine":"5","Name":"Detron","Accuracy":"7.1","Mastery":"6","AmmoMax":"210","Disposition":"1.15","Traits":["Corpus"]} or
Heat Sword{"SellPrice":"5000","BlockAngle":"55","Introduced":"5.0","SlideAttack":"147","InternalName":"/Lotus/Weapons/Tenno/Melee/Swords/HeatSword/HeatLongSword","Link":"Heat Sword","SweepRadius":"0.25","SlamElement":"Heat","ComboDur":"5","Family":"Heat Sword","Disposition":"1.48","HeavySlamAttack":"441","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Sword","HeavyAttack":"735","Image":"HeatSword.png","Users":["Volt Specter","Ember Specter"],"StancePolarity":"Madurai","FollowThrough":"0.6","HeavySlamRadius":"8","WindUp":"0.6","Traits":["Tenno"],"SlamForcedProcs":["Impact","Heat"],"Mastery":"3","MeleeRange":"2.5","CompatibilityTags":["SWORDS_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.05","CritMultiplier":"1.5","AttackName":"Normal Attack","Damage":{"Slash":"117.6","Puncture":"14.7","Impact":"14.7"},"StatusChance":"0.2","IsSilent":true,"FireRate":"0.917"}],"HeavySlamElement":"Heat","Name":"Heat Sword","Slot":"Melee","SlamAttack":"294","SlamRadius":"7","HeavySlamForcedProcs":["Lifted"],"Polarities":["Bar"]} and
Heat Dagger{"SellPrice":"5000","BlockAngle":"45","Introduced":"5.0","SlideAttack":"416","InternalName":"/Lotus/Weapons/Tenno/Melee/Dagger/Dagger","Link":"Heat Dagger","SweepRadius":"0.25","SlamElement":"Heat","ComboDur":"5","Family":"Heat Dagger","Disposition":"1.44","HeavySlamAttack":"624","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Dagger","HeavyAttack":"416","Image":"HeatDagger.png","Users":["Malice"],"StancePolarity":"Madurai","FollowThrough":"0.9","HeavySlamRadius":"6","WindUp":"0.4","Traits":["Tenno"],"SlamForcedProcs":["Impact","Heat"],"Mastery":"3","MeleeRange":"1.75","CompatibilityTags":["DAGGERS_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.14","CritMultiplier":"1.6","AttackName":"Normal Attack","Damage":{"Puncture":"76","Heat":"62","Slash":"56","Impact":"14"},"StatusChance":"0.14","IsSilent":true,"FireRate":"0.75"}],"HeavySlamElement":"Heat","Name":"Heat Dagger","Slot":"Melee","SlamAttack":"460","SlamRadius":"5","HeavySlamForcedProcs":["Lifted"],"Polarities":["Bar"]}'s slam attack.
Dread{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Bow","SellPrice":"7500","AmmoType":"Primary","Image":"Dread.png","Users":["Stalker"],"Introduced":"8.0","Polarities":["V","V"],"MaxRank":"30","InternalName":"/Lotus/Weapons/Tenno/Bows/StalkerBow","Link":"Dread","Family":"Dread","IncarnonImage":"DreadIncarnon.png","Attacks":[{"IsSilent":true,"CritMultiplier":"2","AmmoCost":"1","Trigger":"Semi-Auto","ShotType":"Projectile","MinSpread":"0","FireRate":"1","Multishot":"1","AttackName":"Uncharged Shot","MaxSpread":"12","ShotSpeed":"85","PunchThrough":"0","StatusChance":"0.2","CritChance":"0.5","Damage":{"Slash":"134.4","Puncture":"16.8","Impact":"16.8"}},{"ChargeTime":"0.5","CritChance":"0.5","Trigger":"Charge","CritMultiplier":"2","AmmoCost":"1","FireRate":"1","Multishot":"1","ShotType":"Projectile","AttackName":"Charged Shot","ShotSpeed":"100","PunchThrough":"2.5","StatusChance":"0.2","IsSilent":true,"Damage":{"Slash":"302.4","Puncture":"16.8","Impact":"16.8"}},{"ChargeTime":"0.6","CritChance":"0.5","AttackName":"Incarnon Form Charged Shot","Accuracy":"16.7","Trigger":"Charge","Damage":{"Slash":"100","Heat":"200","Impact":"100"},"StatusChance":"0.3","IncarnonCharges":"20","Multishot":"1","IsSilent":false,"MinSpread":"0","MaxSpread":"12","ShotSpeed":"0","ShotType":"Projectile","FireRate":"1.5","CritMultiplier":"3"}],"Traits":["Stalker"],"Trigger":"Charge","ExilusPolarity":"Naramon","CompatibilityTags":["PROJECTILE"],"Reload":"0.7","AmmoPickup":"15","Magazine":"1","Name":"Dread","Accuracy":"16.7","Mastery":"5","AmmoMax":"72","Disposition":"1.3","Slot":"Primary"}, which applies a two-second
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} proc, each tick dealing three to five damage depending on charge level.
- Warframe abilities that always proc, such as
- There are no critical hits. Weapons instead have a headshot multiplier, generally x1.5; shooting an enemy in the head applies this multiplier.
- Melee slide attacks do only as much damage as regular attacks.
- All PvE Stance Mods cannot be used in PvP, which uses dedicated Stance mods that can only be used in PvP.
Warframes[edit | edit source]
- Warframes have their own unique health, armor, and shields, and use the default 100 Max Energy.
- For balance reasons, Warframe abilities may behave differently in PvP:
- |Ash
- Atlas
- Banshee
- Chroma
- Equinox
- Excalibur (Umbra)
- Frost
- Gara
- Harrow
- Hydroid
- Inaros
- Ivara
- Limbo
- Loki
- Mag
- Mesa
- Mirage
- Nekros
- Nezha
- Nidus
- Nova
- Nyx
- Oberon
- Octavia
- Rhino
- Saryn
- Titania
- Trinity
- Valkyr
- Volt
- Zephyr
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Shuriken{"Description":"Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.","Cost":"25","Augments":["Seeking Shuriken"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlaiveAbility","CardImage":"ShurikenModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Ash","Key":"1","Icon":"Shuriken130xWhite.png","Name":"Shuriken"} Launches a spinning blade of pain, dealing high damage and impaling enemies to walls. Introduced in Vanilla (2012-10-25) |
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Misc:
1 (shuriken) | |||
Subsumable to Helminth |
Info
- Ash throws 1 shuriken which seek-out enemies, each dealing 38
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage.
- Can be used while jumping, sliding, clinging to a wall, or executing a front flip.
- Delay of about 0.5 seconds between uses.
Augment

- Main article: Seeking Shuriken
Seeking Shuriken is an Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false} Warframe Augment Mod that allows
Shuriken{"Description":"Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.","Cost":"25","Augments":["Seeking Shuriken"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlaiveAbility","CardImage":"ShurikenModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Ash","Key":"1","Icon":"Shuriken130xWhite.png","Name":"Shuriken"} to temporarily reduce the armor of their targets.
Rank | Armor Reduction | Duration | Cost |
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0 | 35% | 2s | 6 |
1 | 45% | 4s | 7 |
2 | 55% | 6s | 8 |
3 | 70% | 8s | 9 |
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Smoke Screen{"Description":"Drops a smoke bomb that stuns enemies and obscures their vision, rendering Ash invisible for a short time.","Cost":"35","Augments":["Smoke Shadow"],"CardImage":"SmokeScreenModx256.png","Name":"Smoke Screen","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SmokeScreenAbility","Key":"2","Icon":"SmokeScreen130xWhite.png","Powersuit":"Ash"} Drops a smoke bomb that stuns enemies and obscures their vision, rendering Ash invisible for a short time. Introduced in Vanilla (2012-10-25) |
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Info
- Ash has a 0.4 mobility increase while in Smoke Screen.
- Any attack or item pick up (e.g Energy Orbs, Health) will cancel the ability.
- If carrying a Cephalon, the Cephalon will be dropped upon casting Smoke Screen.
- Ash can not be knocked down or staggered during the cast animation.
- Can be cast while moving or in mid-air.
- Cannot be recast while active.
Augment

- Main article: Smoke Shadow
Smoke Shadow is a Warframe Augment Mod for Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Smoke Screen{"Description":"Drops a smoke bomb that stuns enemies and obscures their vision, rendering Ash invisible for a short time.","Cost":"35","Augments":["Smoke Shadow"],"CardImage":"SmokeScreenModx256.png","Name":"Smoke Screen","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SmokeScreenAbility","Key":"2","Icon":"SmokeScreen130xWhite.png","Powersuit":"Ash"} that allows
Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false} to temporarily cloak nearby allies along with himself, while also increasing everyone's critical chance.
Rank | Range | Duration | Critical Chance Bonus While Invisible | Cost |
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0 | 8m | 2s | +60% | 6 |
1 | 10m | 4s | +90% | 7 |
2 | 12m | 6s | +120% | 8 |
3 | 15m | 8s | +150% | 9 |
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Teleport{"Description":"Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.","Cost":"25","Augments":["Fatal Teleport"],"CardImage":"TeleportModx256.png","Name":"Teleport","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TeleportToAbility","Key":"3","Icon":"Teleport130xWhite.png","Powersuit":"Ash"} Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers. Introduced in Vanilla (2012-10-25) |
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Info
- Despite the given description, Ash actually quickly teleport to any targetable terrain, object, or enemy within range.
- Ash does not make enemies vulnerable to finishers.
Augment

- Main article: Fatal Teleport
Fatal Teleport is a Warframe Augment Mod for Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false} that causes
Teleport{"Description":"Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.","Cost":"25","Augments":["Fatal Teleport"],"CardImage":"TeleportModx256.png","Name":"Teleport","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TeleportToAbility","Key":"3","Icon":"Teleport130xWhite.png","Powersuit":"Ash"} to immediately perform a melee finisher upon teleporting to the target, with an additional damage multiplier. Additionally, if the finisher kills its target, 50% of Teleport's energy cost is refunded.
Rank | Extra Damage | Cost |
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0 | 125% | 6 |
1 | 150% | 7 |
2 | 175% | 8 |
3 | 200% | 9 |
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Blade Storm{"Description":"Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.","Cost":"0","Augments":["Rising Storm"],"CardImage":"BladeStormModx256.png","Name":"Blade Storm","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NinjaStormAbility","Key":"4","Icon":"BladeStorm130xWhite.png","Powersuit":"Ash"} Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport. Introduced in Vanilla (2012-10-25) |
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Misc:
3 (max. marks per enemy) |
Info
- Blade Storm requires Ash to have 100 energy and uses 100 energy (regardless of number of targets marked). 25 Energy is deducted on activation which is lost if deactivated
- Ash instantly enters a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within only 8 meters (Approximately short pistol or melee range) from Ash that are seen near the aiming reticle become tagged with a death mark. Staring at marked enemies longer or swiping the reticle over them again will add up to 2 additional death marks, signifying more than one potential attack.
- During this focus state, Ash cannot jump, and the state cannot be entered while in the air.
- Once a mark is placed, pressing the button again will begin the effect.
- If a marked enemy moves out of the target acquisition range, then all marks on the target are removed and energy spent marking will be refunded. The amount refunded is equivalent to the amount initially used to apply the mark.
- If a marked enemy is killed before all of its marks are consumed, then the energy for each unused mark will be refunded.
- Maximum number of marks per enemy is capped at 3 marks.
- Marked enemies become highlighted in red and display death mark icons above their heads.
- Death mark icon color is affected by Ash's chosen Warframe energy color.
- A counter on the ability icon displays the total amount of death marks that have been applied. The number displayed counts down for every mark removed.
- Marked enemies become highlighted in red and display death mark icons above their heads.
- When at least 1 enemy is marked, reactivating the ability will spawn 1 Shadow Clone that teleport between and strike all marked enemies. Each strike consumes one mark and performs a Front or Back Finisher which inflicts 150 Front or Back Finisher damage.
- Melee damage mods do not affect Blade Storm's damage.
- Strikes from the Shadow Clones add 1 hit per enemy.
- Strikes from Ash have a chance to add more than one hit per enemy depending on the amount of times he stabs the enemy.
- Strikes by Ash on marked enemies use the same damage values and behaviors as his Shadow Clones.
- Targeting mode can be activated, reactivated, and deactivated instantly without interrupting Ash's actions.
- While in targeting mode, Ash emits black smoke and sees the environment through a monochrome screen overlay.
- Ash is still able to perform most other functions, such as moving, maneuvering, casting other abilities, and firing or reloading weapons while in targeting mode.
- If there are no marked enemies, reactivating Blade Storm will simply deactivate targeting mode.
- Ash cannot enter targeting mode if his Shadow Clones are still attacking marked enemies.
- Blade Storm hits can damage across the Rift Plane.
- During targeting mode and teleport strikes, Ash is unable to gain energy from all sources (e.g. Energy Orbs,
Energy Vampire{"Description":"Allies will gain energy over time when enemies are marked with Energy Vampire.","Cost":"50","Augments":["Vampire Leech"],"CardImage":"EnergyVampireModx256.png","Name":"Energy Vampire","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/EnergyVampireAbility","Key":"2","Icon":"EnergyVampire130xWhite.png","Powersuit":"Trinity"}, Rift Plane energy regeneration, etc).
Augment

- Main article: Rising Storm
Rising Storm is an Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false} Warframe Augment Mod that allows the clones generated by
Blade Storm{"Description":"Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.","Cost":"0","Augments":["Rising Storm"],"CardImage":"BladeStormModx256.png","Name":"Blade Storm","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NinjaStormAbility","Key":"4","Icon":"BladeStorm130xWhite.png","Powersuit":"Ash"} to contribute additional hits to the Melee Combo Counter, as well as increases the duration the Melee Combo Counter lasts.
Rank | Bonus Hits per Attack | Bonus Combo Duration | Cost |
---|---|---|---|
0 | 1 | 10s | 6 |
1 | 2 | 10s | 7 |
2 | 3 | 10s | 8 |
3 | 4 | 10s | 9 |
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Landslide{"Description":"Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor.","Cost":"25","Augments":["Path of Statues"],"CardImage":"LandslideModx256.png","Name":"Landslide","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerPunchAbility","Key":"1","Icon":"Landslide130xWhite.png","Powersuit":"Atlas"} Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor. Introduced in Update 17.5 (2015-10-01) |
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![]() [1 hit] 1.5 m (impact radius) | |||
Misc: 50% (bonus Rubble health/armor) |
Info
- Atlas charges forward to punch a target enemy up to 10 meters away. The target and enemies within 1.5 meters are dealt 15
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage as a melee strike.
- Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
- 30% damage, 1.5% impact radius, and 50% cost reduction for the second hit
- 60% damage, 1.5% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}s on the first hit, and causes Knockdown on third combo.
- Can be cast while in mid-air.
- Casting Landslide requires an unobstructed enemy target.
Augment

- Main article: Path of Statues
Path of Statues is a Warframe Augment Mod for Atlas{"Sprint":"0.9","Description":"Enemies tremble before the brawler with fists as hard as stone. Atlas deals high damage. Command terrestrial elements that form the foundation of any battlefield.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Brawler, Earth Elemental","Tactical":"Rumblers","Image":"Atlas.png","Type":"Warframe","Introduced":"17.5","Armor":"475","FullImages":{"Portrait":"AtlasFull.png"},"InternalName":"/Lotus/Powersuits/Brawler/Brawler","Passive":"Becomes immune to Knockdown effects while on the ground.","Progenitor":"Toxin","SquadPortrait":"AtlasLargePortrait.png","Health":"270","Link":"Atlas","Portrait":"AtlasIcon272.png","Polarities":["Bar","D","V"],"Abilities":["Landslide","Tectonics","Petrify","Rumblers"],"InitialEnergy":"50","Subsumed":"Petrify","AuraPolarity":"V","Name":"Atlas","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}, that makes
Landslide{"Description":"Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor.","Cost":"25","Augments":["Path of Statues"],"CardImage":"LandslideModx256.png","Name":"Landslide","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerPunchAbility","Key":"1","Icon":"Landslide130xWhite.png","Powersuit":"Atlas"} leave a petrifying path for a short period.
Rank | Path Duration | Petrify Duration | Cost |
---|---|---|---|
0 | 7s | 4s | 6 |
1 | 8s | 5s | 7 |
2 | 10s | 5s | 8 |
3 | 12s | 6s | 9 |
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Tectonics{"Description":"Summon a rock-wall, activate again to send the rocks crashing towards the enemy.","Cost":"50","Augments":["Tectonic Fracture"],"CardImage":"TectonicsModx256.png","Name":"Tectonics","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerBarrierAbility","Key":"2","Icon":"Tectonics130xWhite.png","Powersuit":"Atlas"} Summon a rock-wall, activate again to send the rocks crashing towards the enemy. Introduced in Update 17.5 (2015-10-01) |
![]() 75 (explosion damage) 150 (roll damage) 300 (petrified roll damage) |
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Misc:
0.1 s (invulnerability duration) |
Info
- Reshaping the surrounding terrain, Atlas erects a Bulwark made of stone with a base health of 1050.
- Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage per second to enemies that are dragged along its path. After rolling 35 meters or hitting an environmental object, the boulder will explode and inflict 75
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage to enemies within a radius of 3 meters.
- The explosion damage does not bypass obstacles in the environment and diminishes with distance.
- Synergy: Casting
Petrify{"Description":"Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.","Cost":"75","Augments":["Ore Gaze"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerGazeAbility","CardImage":"PetrifyModx256.png","Subsumable":true,"Introduced":"17.5","Powersuit":"Atlas","Key":"3","Icon":"Petrify130xWhite.png","Name":"Petrify"} on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks gain 200% rolling velocity and have their rolling distance increased to 70 meters. They also inflicts 200% bonus damage on rolling damage.
- Bulwarks and Boulders becomes silver-colored and metallic when petrified.
- Casting Petrify on a moving boulder will not grant it bonuses.
- Atlas can maintain only one bulwark at a time.
- Upon transforming the Bulwark into a Boulder, Tectonics can be recast immediately to create a new Bulwark.
- The Bulwark will spawn on the same elevation as Atlas and will not fall down, even if there are no objects under it.
- Tectonics can not be cast in the air.
Augment

- Main article: Tectonic Fracture
Tectonic Fracture is a Warframe Augment Mod for Atlas{"Sprint":"0.9","Description":"Enemies tremble before the brawler with fists as hard as stone. Atlas deals high damage. Command terrestrial elements that form the foundation of any battlefield.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Brawler, Earth Elemental","Tactical":"Rumblers","Image":"Atlas.png","Type":"Warframe","Introduced":"17.5","Armor":"475","FullImages":{"Portrait":"AtlasFull.png"},"InternalName":"/Lotus/Powersuits/Brawler/Brawler","Passive":"Becomes immune to Knockdown effects while on the ground.","Progenitor":"Toxin","SquadPortrait":"AtlasLargePortrait.png","Health":"270","Link":"Atlas","Portrait":"AtlasIcon272.png","Polarities":["Bar","D","V"],"Abilities":["Landslide","Tectonics","Petrify","Rumblers"],"InitialEnergy":"50","Subsumed":"Petrify","AuraPolarity":"V","Name":"Atlas","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that modifies
Tectonics{"Description":"Summon a rock-wall, activate again to send the rocks crashing towards the enemy.","Cost":"50","Augments":["Tectonic Fracture"],"CardImage":"TectonicsModx256.png","Name":"Tectonics","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerBarrierAbility","Key":"2","Icon":"Tectonics130xWhite.png","Powersuit":"Atlas"} to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Rank | Walls | Health | Cost |
---|---|---|---|
0 | 2 | 70% | 6 |
1 | 2 | 80% | 7 |
2 | 3 | 90% | 8 |
3 | 3 | 100% | 9 |
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Petrify{"Description":"Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.","Cost":"75","Augments":["Ore Gaze"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerGazeAbility","CardImage":"PetrifyModx256.png","Subsumable":true,"Introduced":"17.5","Powersuit":"Atlas","Key":"3","Icon":"Petrify130xWhite.png","Name":"Petrify"} Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas. Introduced in Update 17.5 (2015-10-01) |
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Misc:
45° (FOV) | |||
Subsumable to Helminth |
Info
- Atlas unleashes his hardened gaze in a conical burst of energy 14 meters long within a 45° field of view. All enemies caught within the cone are instantly turned into stone. Petrified enemies are completely disabled from attacking or moving for 2.5 seconds.
- When killed, each petrified enemy will drop 1 piece of Rubble for Atlas to pick up.
- Synergy: Casting Petrify on Atlas' stone constructs yields additional benefits.
- Enemies will turn a darker tone and obtain a stone texture upon being petrified.
- Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again.
- Casting Petrify will interrupt Atlas' actions and movement.
Augment

- Main article: Ore Gaze
Ore Gaze is a Warframe Augment Mod for Atlas{"Sprint":"0.9","Description":"Enemies tremble before the brawler with fists as hard as stone. Atlas deals high damage. Command terrestrial elements that form the foundation of any battlefield.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Brawler, Earth Elemental","Tactical":"Rumblers","Image":"Atlas.png","Type":"Warframe","Introduced":"17.5","Armor":"475","FullImages":{"Portrait":"AtlasFull.png"},"InternalName":"/Lotus/Powersuits/Brawler/Brawler","Passive":"Becomes immune to Knockdown effects while on the ground.","Progenitor":"Toxin","SquadPortrait":"AtlasLargePortrait.png","Health":"270","Link":"Atlas","Portrait":"AtlasIcon272.png","Polarities":["Bar","D","V"],"Abilities":["Landslide","Tectonics","Petrify","Rumblers"],"InitialEnergy":"50","Subsumed":"Petrify","AuraPolarity":"V","Name":"Atlas","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that modifies
Petrify{"Description":"Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.","Cost":"75","Augments":["Ore Gaze"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerGazeAbility","CardImage":"PetrifyModx256.png","Subsumable":true,"Introduced":"17.5","Powersuit":"Atlas","Key":"3","Icon":"Petrify130xWhite.png","Name":"Petrify"} to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot.
Rank | Loot Chance | Cost |
---|---|---|
0 | 10% | 6 |
1 | 15% | 7 |
2 | 20% | 8 |
3 | 25% | 9 |
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Rumblers{"Description":"Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.","Cost":"100","Augments":["Rumbled","Titanic Rumbler"],"CardImage":"RumblersModx256.png","Name":"Rumblers","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerSummonAbility","Key":"4","Icon":"Rumblers130xWhite.png","Powersuit":"Atlas"} Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble. Introduced in Update 17.5 (2015-10-01) |
![]() 150 (explosion damage) 380 (health) 150 (melee damage) 150 (rock damage) |
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![]() 4 m (explosion radius) 1 (speed multiplier) | |||
Misc:
2 (number of Rumblers) |
Info
- Atlas summons his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 10 meter radius for 4 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 20 seconds unless they are killed or manually detonated.
- Petrifying occurs instantly when Atlas begins his casting animation.
- Each Rumbler possesses 380 Health, 5 Armor, and a speed multiplier of 1. Rumblers inflict 150
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 150
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- If the ability is reactivated or if Atlas dies, active Rumblers will self-destruct and inflict 150
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage to enemies within 4 meters.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- On death, each Rumbler will drop 1 piece of Rubble that restores 50 health or provides 50 bonus armor when picked up by Atlas.
- Atlas can maintain only 2 Rumblers at a time.
- The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.
Augment

- Main article: Rumbled
Rumbled is a Warframe Augment Mod for Atlas{"Sprint":"0.9","Description":"Enemies tremble before the brawler with fists as hard as stone. Atlas deals high damage. Command terrestrial elements that form the foundation of any battlefield.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Brawler, Earth Elemental","Tactical":"Rumblers","Image":"Atlas.png","Type":"Warframe","Introduced":"17.5","Armor":"475","FullImages":{"Portrait":"AtlasFull.png"},"InternalName":"/Lotus/Powersuits/Brawler/Brawler","Passive":"Becomes immune to Knockdown effects while on the ground.","Progenitor":"Toxin","SquadPortrait":"AtlasLargePortrait.png","Health":"270","Link":"Atlas","Portrait":"AtlasIcon272.png","Polarities":["Bar","D","V"],"Abilities":["Landslide","Tectonics","Petrify","Rumblers"],"InitialEnergy":"50","Subsumed":"Petrify","AuraPolarity":"V","Name":"Atlas","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Rumblers{"Description":"Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.","Cost":"100","Augments":["Rumbled","Titanic Rumbler"],"CardImage":"RumblersModx256.png","Name":"Rumblers","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerSummonAbility","Key":"4","Icon":"Rumblers130xWhite.png","Powersuit":"Atlas"} in PvE and Conclave that transforms Atlas into a Rumbler and grants Overguard that scales off Atlas' modded health.

- Main article: Titanic Rumbler
Titanic Rumbler is a Warframe Augment Mod for Atlas{"Sprint":"0.9","Description":"Enemies tremble before the brawler with fists as hard as stone. Atlas deals high damage. Command terrestrial elements that form the foundation of any battlefield.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Brawler, Earth Elemental","Tactical":"Rumblers","Image":"Atlas.png","Type":"Warframe","Introduced":"17.5","Armor":"475","FullImages":{"Portrait":"AtlasFull.png"},"InternalName":"/Lotus/Powersuits/Brawler/Brawler","Passive":"Becomes immune to Knockdown effects while on the ground.","Progenitor":"Toxin","SquadPortrait":"AtlasLargePortrait.png","Health":"270","Link":"Atlas","Portrait":"AtlasIcon272.png","Polarities":["Bar","D","V"],"Abilities":["Landslide","Tectonics","Petrify","Rumblers"],"InitialEnergy":"50","Subsumed":"Petrify","AuraPolarity":"V","Name":"Atlas","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that modifies
Rumblers{"Description":"Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.","Cost":"100","Augments":["Rumbled","Titanic Rumbler"],"CardImage":"RumblersModx256.png","Name":"Rumblers","Introduced":"17.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BrawlerSummonAbility","Key":"4","Icon":"Rumblers130xWhite.png","Powersuit":"Atlas"} to make one larger Rumbler with more health, damage, and melee range, and will occasionally increase its Threat Level, instead of the normal two Rumblers. The recast ability to remove Rumblers is replaced by the taunt and a slam attack that knocks down all enemies within 15 meters.
Rank | Health | Damage | Slam Radius | Slam Damage | Cost |
---|---|---|---|---|---|
0 | 200% | 200% | 15m | 200 | 6 |
1 | 225% | 250% | 15m | 300 | 7 |
2 | 265% | 300% | 15m | 400 | 8 |
3 | 300% | 400% | 15m | 500 | 9 |
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Sonic Boom{"Description":"Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers.","Cost":"25","Augments":["Sonic Fracture"],"CardImage":"SonicBoomModx256.png","Name":"Sonic Boom","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PushAbility","Key":"1","Icon":"SonicBoom130xWhite.png","Powersuit":"Banshee"} Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers. Introduced in Update 7.0 (2013-03-18) |
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Info
- Banshee channels sound at high velocity to create a shock wave that propagates forward in a 180° cone up to 8 meters away. Opponents receive 7
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line of sight.
- The shock wave will have a very slight delay between activating and knocking down enemies at the maximum range of the ability, as it has a very minute travel time.
- Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
- Delay of about 0.8 seconds between uses.
Augment

- Main article: Sonic Fracture
Sonic Fracture is a Warframe Augment Mod for Banshee{"Sprint":"1.1","Description":"Banshee's call heralds death. She maintains crowd control and identifies enemy weak points with sonic attacks. Few can hold their position when struck by her force.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Sound, Wailing Spirit","Tactical":"Silence","Image":"Banshee.png","Type":"Warframe","Introduced":"7","Armor":"105","FullImages":{"Portrait":"BansheeFull.png"},"InternalName":"/Lotus/Powersuits/Banshee/Banshee","Passive":"Weapon noises are hushed so that enemies cannot hear them.","Progenitor":"Electricity","SquadPortrait":"BansheeLargePortrait.png","Health":"270","Link":"Banshee","Portrait":"BansheeIcon272.png","Polarities":["V","V"],"Abilities":["Sonic Boom","Sonar","Silence","Sound Quake"],"InitialEnergy":"100","Subsumed":"Silence","AuraPolarity":"V","Name":"Banshee","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Sonic Boom{"Description":"Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers.","Cost":"25","Augments":["Sonic Fracture"],"CardImage":"SonicBoomModx256.png","Name":"Sonic Boom","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PushAbility","Key":"1","Icon":"SonicBoom130xWhite.png","Powersuit":"Banshee"} that allows it to permanently strip armor off enemies.
Rank | Armor Reduction | Cost |
---|---|---|
0 | 30% | 6 |
1 | 45% | 7 |
2 | 55% | 8 |
3 | 70% | 9 |
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Sonar{"Description":"Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad.","Cost":"50","Augments":["Resonance"],"CardImage":"SonarModx256.png","Name":"Sonar","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SonarAbility","Key":"2","Icon":"Sonar130xWhite.png","Powersuit":"Banshee"} Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad. Introduced in Update 7.0 (2013-03-18) |
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Info
- Banshee emits a sound wave and reveals the location of every enemy within 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for 20 seconds. Hitting an enemy in the highlighted area causes the inflicted damage to be multiplied by 150%.
- Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
- Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
- Recasting Sonar while it's still active will not cause additional body parts to be highlighted.
- Killing Banshee will not end this effect prematurely.
Augment

- Main article: Resonance
Resonance is a Warframe Augment Mod for Banshee{"Sprint":"1.1","Description":"Banshee's call heralds death. She maintains crowd control and identifies enemy weak points with sonic attacks. Few can hold their position when struck by her force.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Sound, Wailing Spirit","Tactical":"Silence","Image":"Banshee.png","Type":"Warframe","Introduced":"7","Armor":"105","FullImages":{"Portrait":"BansheeFull.png"},"InternalName":"/Lotus/Powersuits/Banshee/Banshee","Passive":"Weapon noises are hushed so that enemies cannot hear them.","Progenitor":"Electricity","SquadPortrait":"BansheeLargePortrait.png","Health":"270","Link":"Banshee","Portrait":"BansheeIcon272.png","Polarities":["V","V"],"Abilities":["Sonic Boom","Sonar","Silence","Sound Quake"],"InitialEnergy":"100","Subsumed":"Silence","AuraPolarity":"V","Name":"Banshee","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Sonar{"Description":"Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad.","Cost":"50","Augments":["Resonance"],"CardImage":"SonarModx256.png","Name":"Sonar","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SonarAbility","Key":"2","Icon":"Sonar130xWhite.png","Powersuit":"Banshee"} that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.
Rank | Duration | Cost |
---|---|---|
0 | 50% | 6 |
1 | 65% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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Silence{"Description":"Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.","Cost":"75","Augments":["Savage Silence"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SilenceAbility","CardImage":"SilenceModx256.png","Subsumable":true,"Introduced":"7","Powersuit":"Banshee","Key":"3","Icon":"Silence130xWhite.png","Name":"Silence"} Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. Introduced in Update 7.0 (2013-03-18) |
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Subsumable to Helminth |
Info
- Banshee emits a aura within 30 meters around her for 30 seconds. Enemies entering the aura will not be able to cast abilities and will disable active ones.
- Summoned objects (
Electric Shield{"Description":"Volt deploys an obstacle of energy, providing cover in any situation.","Cost":"50","Augments":["Recharge Barrier","Transistor Shield"],"CardImage":"ElectricShieldModx256.png","Name":"Electric Shield","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldAbility","Key":"3","Icon":"ElectricShield130xWhite.png","Powersuit":"Volt"},
Snow Globe{"Description":"Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.","Cost":"50","Augments":["Chilling Globe"],"CardImage":"SnowGlobeModx256.png","Name":"Snow Globe","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceShieldAbility","Key":"3","Icon":"SnowGlobe130xWhite.png","Powersuit":"Frost"}, etc.) are not affected.
- Affected enemies will glow with Banshee's energy color.
- Has a cast delay of about 0.4 seconds.
- Cannot be recast while active.
Augment

- Main article: Savage Silence
Savage Silence is a Warframe Augment Mod for Banshee{"Sprint":"1.1","Description":"Banshee's call heralds death. She maintains crowd control and identifies enemy weak points with sonic attacks. Few can hold their position when struck by her force.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Sound, Wailing Spirit","Tactical":"Silence","Image":"Banshee.png","Type":"Warframe","Introduced":"7","Armor":"105","FullImages":{"Portrait":"BansheeFull.png"},"InternalName":"/Lotus/Powersuits/Banshee/Banshee","Passive":"Weapon noises are hushed so that enemies cannot hear them.","Progenitor":"Electricity","SquadPortrait":"BansheeLargePortrait.png","Health":"270","Link":"Banshee","Portrait":"BansheeIcon272.png","Polarities":["V","V"],"Abilities":["Sonic Boom","Sonar","Silence","Sound Quake"],"InitialEnergy":"100","Subsumed":"Silence","AuraPolarity":"V","Name":"Banshee","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Silence{"Description":"Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks.","Cost":"75","Augments":["Savage Silence"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SilenceAbility","CardImage":"SilenceModx256.png","Subsumable":true,"Introduced":"7","Powersuit":"Banshee","Key":"3","Icon":"Silence130xWhite.png","Name":"Silence"} that multiplies the damage of standing finisher attacks on affected enemies.
Rank | Effect | Cost |
---|---|---|
0 | +150% | 6 |
1 | +200% | 7 |
2 | +250% | 8 |
3 | +300% | 9 |
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Sound Quake{"Description":"Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground.","Cost":"25","Augments":["Resonating Quake"],"CardImage":"SoundQuakeModx256.png","Name":"Sound Quake","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SonicEarthQuakeAbility","Key":"4","Icon":"SoundQuake130xWhite.png","Powersuit":"Banshee"} Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground. Introduced in Update 7.0 (2013-03-18) |
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Info
- Banshee must have 100 energy to activate this ability.
- Banshee plants her hands on the ground, releasing ultrasonic reverberations around her which inflict 300
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage per second and stagger all enemies within 7 meters.
- An additional tick of damage is dealt within 2-3m when Banshee’s hands touch the ground during activation.
- Damage diminishes with distance.
- Damage bypass obstacles in the environment.
- Banshee is not invincible during the animation.
- Can be activated while sliding but not while in mid-air, wall-running or wall-clinging.
- Has a cast delay of 1 second and post-cast delay of 1 second.
Augment

- Main article: Resonating Quake
Resonating Quake is an Warframe Augment Mod for Banshee{"Sprint":"1.1","Description":"Banshee's call heralds death. She maintains crowd control and identifies enemy weak points with sonic attacks. Few can hold their position when struck by her force.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Sound, Wailing Spirit","Tactical":"Silence","Image":"Banshee.png","Type":"Warframe","Introduced":"7","Armor":"105","FullImages":{"Portrait":"BansheeFull.png"},"InternalName":"/Lotus/Powersuits/Banshee/Banshee","Passive":"Weapon noises are hushed so that enemies cannot hear them.","Progenitor":"Electricity","SquadPortrait":"BansheeLargePortrait.png","Health":"270","Link":"Banshee","Portrait":"BansheeIcon272.png","Polarities":["V","V"],"Abilities":["Sonic Boom","Sonar","Silence","Sound Quake"],"InitialEnergy":"100","Subsumed":"Silence","AuraPolarity":"V","Name":"Banshee","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that replaces
Sound Quake{"Description":"Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground.","Cost":"25","Augments":["Resonating Quake"],"CardImage":"SoundQuakeModx256.png","Name":"Sound Quake","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SonicEarthQuakeAbility","Key":"4","Icon":"SoundQuake130xWhite.png","Powersuit":"Banshee"}'s channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Rank | Damage | Radius | Cost |
---|---|---|---|
0 | 10x | 1.25x | 6 |
1 | 12x | 1.5x | 7 |
2 | 15x | 1.6x | 8 |
3 | 20x | 1.75x | 9 |
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![]() 1 ![]() +3/s |
Spectral Scream{"Description":"Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.","Cost":"10","Augments":["Afterburn"],"CardImage":"SpectralScreamModx256.png","Name":"Spectral Scream","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonBreathAbility","Key":"1","Icon":"SpectralScream130xWhite.png","Powersuit":"Chroma"} Exhale a deep breath of elemental destruction. Chroma's energy color determines the element. Introduced in Update 16.0 (2015-03-19) |
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Misc: 100% (status chance) |
Info
- Chroma unleashes a continuous stream of elemental energy in a cone 15 meters long that inflicts 60
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"}, 70
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"}, 6
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"}, or 75
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage per second with a 100% status chance.
- 6 damage-over-time for
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} and an additional 35 damage for
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"}.
- 6 damage-over-time for
- Damage type is based on Chroma's current elemental alignment which is determined by Chroma's energy color.
- Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by pressing the ability key again (default 1 ).
- Chroma can still replenish energy using Energy Orbs.
- Unlike PvE, Chroma cannot perform any jumps or sprint, but can only roll and walk around; as well as cast other abilities.
- The attack can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
- Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
- A visual effect lingers after the cone of damage, dependent on element.
Augment

- Main article: Afterburn
Afterburn is a Warframe Augment Mod usable in both PvE and Conclave for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Spectral Scream{"Description":"Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.","Cost":"10","Augments":["Afterburn"],"CardImage":"SpectralScreamModx256.png","Name":"Spectral Scream","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonBreathAbility","Key":"1","Icon":"SpectralScream130xWhite.png","Powersuit":"Chroma"} that launches a single damaging elemental attack upon deactivating the ability.
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Elemental Ward{"Description":"Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.","Cost":"50","Augments":["Everlasting Ward"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonPeltAbility","CardImage":"ElementalWardModx256.png","Subsumable":true,"Introduced":"16","Powersuit":"Chroma","Key":"2","Icon":"ElementalWard130xWhite.png","Name":"Elemental Ward"} Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy. Introduced in Update 16.0 (2015-03-19) |
| |||||||||||||
Subsumable to Helminth |
Info
- Chroma emits an aura that infuses himself and nearby allies with elemental energy as long as they remain within 12 meters, providing both offensive and defensive buffs. The aura lasts for 25 seconds.
- Reflects melee damage by 2.0x back to the attacker and has a chance to proc its respective element.
- If Chroma receives a lethal instance of melee damage, that instance of damage will not be reflected towards the attacker.
- Does not reflect damage received from ranged melee weapons such as Glaives.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's energy color.
- Generates a flame aura around Chroma and affected allies that reflects melee damage by 2.0x and provides a 1.65
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage mulitplier within a radius of 5 meters.
- Infuses Chroma and affected allies with an electric current that reflects melee damage by 2.0x and converts incoming damage into arc discharges. An arc discharge inflicts 2% incoming damage as
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage to a single target within 12 meters. Arc discharges will inflict a minimum of 10
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage.
- Emits an aura of noxious fumes around Chroma and affected allies that reflects melee damage by 2.0x. Within a radius of 12 meters, the noxious fumes also have a 50% chance per second to deal 0.40% of an enemy's maximum health as
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage.
- Encases Chroma and affected allies in a layer of frost that reflects melee damage by 2.0x and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 1.8%.
- Has a casting delay of 1 second. The animation interrupts movement and other actions.
- Elemental Ward cannot be recast while active.
Augment

- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows allies to retain
Elemental Ward{"Description":"Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.","Cost":"50","Augments":["Everlasting Ward"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonPeltAbility","CardImage":"ElementalWardModx256.png","Subsumable":true,"Introduced":"16","Powersuit":"Chroma","Key":"2","Icon":"ElementalWard130xWhite.png","Name":"Elemental Ward"}'s effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
Rank | Duration | Cost |
---|---|---|
0 | 50% | 6 |
1 | 65% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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Vex Armor{"Description":"Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.","Cost":"75","Augments":["Guardian Armor","Vexing Retaliation"],"CardImage":"VexArmorModx256.png","Name":"Vex Armor","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonScalesAbility","Key":"3","Icon":"VexArmor130xWhite.png","Powersuit":"Chroma"} Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills. Introduced in Update 16.0 (2015-03-19) |
![]() 200% (maximum damage bonus) |
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Info
- Chroma enters a state of primal rage, gaining Scorn when shields are hit and Fury when health is damaged.
- Scorn increases Chroma's armor by 0.5% for every point of shields lost up to a maximum of 200%.
- Fury increases Chroma's weapon bonus damage by 2% for every point of health lost up to a maximum of 200%.
- The effects of Vex Armor last for 12 seconds.
- Allies within a radius of 10 meters receive Vex Armor's effects.
- Vex Armor is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- Vex armor can be recast while active to retain the gained buffs, but Chroma cannot regenerate energy or pick up energy orbs.
- Requires 400 shields to max out armor gain, can gain up to 1876% armor with 145 base shield (actual multiplier seems to be 5175%).
- Overshields do not contribute to multiplier growth.
- The ability has a casting animation time of 0.75 seconds.
Augment

- Main article: Guardian Armor
Guardian Armor is a Warframe Augment Mod for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Vex Armor{"Description":"Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.","Cost":"75","Augments":["Guardian Armor","Vexing Retaliation"],"CardImage":"VexArmorModx256.png","Name":"Vex Armor","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonScalesAbility","Key":"3","Icon":"VexArmor130xWhite.png","Powersuit":"Chroma"} that causes squad kills within affinity range to increase the duration of Vex Armor by 1 second and trigger health regeneration. In exchange Chroma will take 50% of the damage that squadmates take to health.
Rank | Damage Shared | ![]() |
Added Duration | Cost |
---|---|---|---|---|
0 | 50% | 2% | 1s | 6 |
1 | 50% | 3% | 1s | 7 |
2 | 50% | 4% | 1s | 8 |
3 | 50% | 5% | 1s | 9 |

- Main article: Vexing Retaliation
Vexing Retaliation is a PvE Warframe Augment for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false} that makes
Vex Armor{"Description":"Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.","Cost":"75","Augments":["Guardian Armor","Vexing Retaliation"],"CardImage":"VexArmorModx256.png","Name":"Vex Armor","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonScalesAbility","Key":"3","Icon":"VexArmor130xWhite.png","Powersuit":"Chroma"} detonate an area-of-effect attack upon receiving 150 incoming damage, dealing procs on enemies.
Rank | Range | Cost |
---|---|---|
0 | 4.0m | 6 |
1 | 5.0m | 7 |
2 | 7.0m | 8 |
3 | 9.0m | 9 |
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![]() 4 ![]() +10/s |
Effigy{"Description":"Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.","Cost":"50","Augments":["Guided Effigy"],"CardImage":"EffigyModx256.png","Name":"Effigy","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonLuckAbility","Key":"4","Icon":"Effigy130xWhite.png","Powersuit":"Chroma"} Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks. Introduced in Update 16.0 (2015-03-19) |
![]() ![]() ![]() ![]() ![]() 800 (health) |
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Misc:
12 m (attack range) |
Info
- Chroma must have 100 energy in order to activate this ability.
- Chroma sheds his outer pelt, imbuing it with elemental energy to sprout wings and converting it into a stationary floating sentry with 800 health. The sentry will attack all enemies within 12 meters with a continuous stream of elemental energy, dealing 100
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"}, 120
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"}, 12
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"}, or 120
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage per tick. The sentry is capable of unleashing a radial attack that inflicts 100
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"}, 120
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"}, 12
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"}, or 120
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage to enemies within 5 meters.
- Effigy drains 3.5 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
- Chroma cannot replenish energy using Energy Orbs when Effigy is active.
- When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
- When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
- Effigy cannot be activated while in the air, but can be deactivated at any time.
- Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.
- While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
Augment

- Main article: Guided Effigy
Guided Effigy is a Warframe Augment Mod for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Effigy{"Description":"Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.","Cost":"50","Augments":["Guided Effigy"],"CardImage":"EffigyModx256.png","Name":"Effigy","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonLuckAbility","Key":"4","Icon":"Effigy130xWhite.png","Powersuit":"Chroma"} that allows him to control the Effigy, dealing rapid damage to enemies in its path while recovering energy and stunning enemies at the destination.
Rank | Damage per Second | Energy refund per enemy hit | Cost |
---|---|---|---|
0 | 1,000 | 2 | 6 |
1 | 2,000 | 3 | 7 |
2 | 3,000 | 4 | 8 |
3 | 4,000 | 5 | 9 |
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Metamorphosis{"Description":"Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.","Cost":"25","Augments":["Duality"],"CardImage":"MetamorphosisModx256.png","Name":"Metamorphosis","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangSwitchAbility","Key":"1","Icon":"Metamorphosis130xWhite.png","Powersuit":"Equinox"} Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form. Introduced in Update 17.0 (2015-07-31) |
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Info
- Equinox transforms between her night or day forms, over 1 second. She acquires abilities exclusive to each form and gains bonuses that diminish over 6 seconds.
- These bonuses decay linearly every second until they equal zero on ability expiration.
- The bonuses differ depending on Equinox's form:
- Switching between forms removes any bonuses granted by the previous form. Only a single set of Metamorphosis buffs can be active at any given time.
- While switching, Equinox cannot cast any abilities but can perform all other actions such as moving and using weapons.
- During the transformation, Equinox momentarily becomes whole with her night and day features merged together, then separates into the opposite form.
Augment

- Main article: Duality
Duality is a Warframe Augment Mod for Equinox{"Sprint":"1.15","Description":"Equinox rises from the edge of day and night. Her Day form offers offensive support while her Night form offers defensive support. She thrives between realms.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Duality, Day & Night","Tactical":"Rest & Rage","Image":"Equinox.png","Type":"Warframe","Introduced":"17","Armor":"135","FullImages":{"Composite":"EquinoxFull.png","Night":"EquinoxNightFull.png","Day":"EquinoxDayFull.png"},"InternalName":"/Lotus/Powersuits/YinYang/YinYang","Passive":"10% of Health Orbs are converted into Energy, and 10% of Energy Orbs are converted into Health.","Progenitor":"Radiation","SquadPortrait":"EquinoxLargePortrait.png","Health":"270","Link":"Equinox","Portrait":"EquinoxIcon272.png","Polarities":["D","V"],"Abilities":["Metamorphosis","Rest & Rage","Pacify & Provoke","Mend & Maim"],"InitialEnergy":"100","Subsumed":"Rest & Rage","AuraPolarity":"Bar","Name":"Equinox","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that causes her opposite form to split from her when casting
Metamorphosis{"Description":"Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.","Cost":"25","Augments":["Duality"],"CardImage":"MetamorphosisModx256.png","Name":"Metamorphosis","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangSwitchAbility","Key":"1","Icon":"Metamorphosis130xWhite.png","Powersuit":"Equinox"}, creating a Specter armed with the weapon Equinox was using during casting.
Rank | Duration | Damage | Cost |
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0 | 7s | 100% | 6 |
1 | 8s | 150% | 7 |
2 | 9s | 200% | 8 |
3 | 10s | 300% | 9 |
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Rest & Rage{"Description":"In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.","Cost":"25","Augments":["Calm & Frenzy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangTargetAbility","CardImage":"RestRageModx256.png","Subsumable":true,"Introduced":"17","Powersuit":"Equinox","Key":"2","Icon":"RestRage130xWhite.png","Name":"Rest & Rage"} In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (2015-07-31) |
![]() 20% (Rage enemy speed bonus) |
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Misc: 100% (Rest wakeup health threshold) | |||
Subsumable to Helminth |
Info
- Equinox hypnotizes a target up to 6 meters away. Enemies within 2.5 meters are also affected. This lasts 5 seconds.
- Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity.
- Affected enemies are forced to sleep. They automatically wake up when the duration expires or when they are damaged.
- Targets are invulnerable while sleeping.
- Energy threads will visually strike enemies in the targeted area to indicate affected targets.
- Affected enemies are enraged. They receive 50% increased damage from all sources, and 20% movement speed and attack speed bonuses.
- Energy threads will visually emit from Day Equinox to strike enemies in the targeted area.
- Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability.
- Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area.
Augment

- Main article: Calm & Frenzy
Calm & Frenzy is a Warframe Augment Mod for Equinox{"Sprint":"1.15","Description":"Equinox rises from the edge of day and night. Her Day form offers offensive support while her Night form offers defensive support. She thrives between realms.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Duality, Day & Night","Tactical":"Rest & Rage","Image":"Equinox.png","Type":"Warframe","Introduced":"17","Armor":"135","FullImages":{"Composite":"EquinoxFull.png","Night":"EquinoxNightFull.png","Day":"EquinoxDayFull.png"},"InternalName":"/Lotus/Powersuits/YinYang/YinYang","Passive":"10% of Health Orbs are converted into Energy, and 10% of Energy Orbs are converted into Health.","Progenitor":"Radiation","SquadPortrait":"EquinoxLargePortrait.png","Health":"270","Link":"Equinox","Portrait":"EquinoxIcon272.png","Polarities":["D","V"],"Abilities":["Metamorphosis","Rest & Rage","Pacify & Provoke","Mend & Maim"],"InitialEnergy":"100","Subsumed":"Rest & Rage","AuraPolarity":"Bar","Name":"Equinox","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that aids her in spreading the effects of
Rest & Rage{"Description":"In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage.","Cost":"25","Augments":["Calm & Frenzy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangTargetAbility","CardImage":"RestRageModx256.png","Subsumable":true,"Introduced":"17","Powersuit":"Equinox","Key":"2","Icon":"RestRage130xWhite.png","Name":"Rest & Rage"}. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration.
Rank | Range | Duration | Cost |
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0 | 2m | 40% | 6 |
1 | 3m | 60% | 7 |
2 | 4m | 80% | 8 |
3 | 5m | 100% | 9 |
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Pacify & Provoke{"Description":"In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies.","Cost":"10","Augments":["Peaceful Provocation"],"CardImage":"PacifyProvokeModx256.png","Name":"Pacify & Provoke","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangAuraAbility","Key":"3","Icon":"PacifyProvoke130xWhite.png","Powersuit":"Equinox"} In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies. Introduced in Update 17.0 (2015-07-31) |
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Info
- Equinox emits a crippling or empowering aura with a radius of 12 meters. Pacify & Provoke will remain active indefinitely until deactivated by casting
Metamorphosis{"Description":"Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.","Cost":"25","Augments":["Duality"],"CardImage":"MetamorphosisModx256.png","Name":"Metamorphosis","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangSwitchAbility","Key":"1","Icon":"Metamorphosis130xWhite.png","Powersuit":"Equinox"}, by running out of energy, or by pressing the ability key again (default 3 ).
- Equinox utilizes different versions of the ability depending on her current form:
- Night Equinox emits a crippling aura that affects all enemies within range, reducing their damage up to 33% the closer they are to Equinox. While Pacify is active, 5.5 energy is drained per second for each enemy within the aura.
- The damage reduction falls-off with distance.
- The aura is itself divided into 4 subsequent "rings", each with 1/4 of the total radius of the ability.
- The inner most ring grants the listed damage reduction, while the outermost aura (where the damage reduction reaches its smallest value) grants half of that value.
- Energy cannot still be gained from Energy Orbs.
- The damage reduction falls-off with distance.
- Enemies in range are highlighted in Equinox's energy color. Color intensity scales with distance from Equinox, with the nearest enemies glowing the brightest.
- Day Equinox emits an empowering aura that grants Equinox and all ally Warframes within range an additional 50% Ability Strength. While Provoke is active, 10.5 energy is drained for each Warframe ability cast within the aura.
- Unlike Pacify, the Ability Strength bonus does not fall-off with distance.
- Aura radius is visibly determined by wave-like strings of energy orbiting Equinox.
- Has a cast delay of 1.25 seconds.
Augment

- Main article: Peaceful Provocation
Peaceful Provocation is a Warframe Augment Mod for Equinox{"Sprint":"1.15","Description":"Equinox rises from the edge of day and night. Her Day form offers offensive support while her Night form offers defensive support. She thrives between realms.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Duality, Day & Night","Tactical":"Rest & Rage","Image":"Equinox.png","Type":"Warframe","Introduced":"17","Armor":"135","FullImages":{"Composite":"EquinoxFull.png","Night":"EquinoxNightFull.png","Day":"EquinoxDayFull.png"},"InternalName":"/Lotus/Powersuits/YinYang/YinYang","Passive":"10% of Health Orbs are converted into Energy, and 10% of Energy Orbs are converted into Health.","Progenitor":"Radiation","SquadPortrait":"EquinoxLargePortrait.png","Health":"270","Link":"Equinox","Portrait":"EquinoxIcon272.png","Polarities":["D","V"],"Abilities":["Metamorphosis","Rest & Rage","Pacify & Provoke","Mend & Maim"],"InitialEnergy":"100","Subsumed":"Rest & Rage","AuraPolarity":"Bar","Name":"Equinox","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that increases the effectiveness of
Pacify & Provoke{"Description":"In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies.","Cost":"10","Augments":["Peaceful Provocation"],"CardImage":"PacifyProvokeModx256.png","Name":"Pacify & Provoke","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangAuraAbility","Key":"3","Icon":"PacifyProvoke130xWhite.png","Powersuit":"Equinox"}. Pacify converts damage done to Equinox and her allies into an aura that slows enemies by up to 40%. Provoke converts damage done to enemies within the aura into up to 15% bonus Ability Strength.
Rank | Pacify Slow Effect | Provoke Ability Strength | Cost |
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0 | 20% | +6% | 6 |
1 | 30% | +9% | 7 |
2 | 35% | +12% | 8 |
3 | 40% | +15% | 9 |
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Mend & Maim{"Description":"In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force.","Cost":"50","Augments":["Energy Transfer"],"CardImage":"MendMaimModx256.png","Name":"Mend & Maim","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangBurstAbility","Key":"4","Icon":"MendMaim130xWhite.png","Powersuit":"Equinox"} In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force. Introduced in Update 17.0 (2015-07-31) |
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Info
- Equinox must have 100 energy in order to activate the ability.
- Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of 8 meters.
- Mend & Maim drain 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is killed, Mend & Maim is deactivated by casting
Metamorphosis{"Description":"Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.","Cost":"25","Augments":["Duality"],"CardImage":"MetamorphosisModx256.png","Name":"Metamorphosis","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangSwitchAbility","Key":"1","Icon":"Metamorphosis130xWhite.png","Powersuit":"Equinox"}, or by pressing the ability key again (default 4 ).
- Energy cannot be gained from Energy Orbs.
- Equinox utilizes different versions of the ability depending on her current form:
- Night Equinox emits a regenerative aura that grants 12 Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 25% of the maximum shields and health of each enemy killed within the aura. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
- Shields gained from enemies killed can accumulate Overshields.
- The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
- When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
- Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
- Mend heals Equinox, all Warframes within range.
- Day Equinox emits a lacerating aura that deals 100
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage with a 100% status chance to all enemies within range. Maim accumulates 20% of the maximum shields and health of each enemy killed within the aura as
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} status effect causes a Bleed DoT on the target that inflicts 20% of Maim's base damage per tick for a total of 4 ticks over 3 seconds. The Bleed damage bypasses armor and shields.
- The aura damage, proc, and stun will only apply once to each individual enemy.
- The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
- On deactivation, the total accumulated damage bypasses obstacles in the environment, diminishes with distance, and is not evenly distributed among enemies.
- Casting Maim while Provoke is active will increase the aura damage.
- Affected enemies are visually lashed by energy whips as they receive damage.
- Maim can be recast to apply the aura damage and proc on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
- Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
- Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
- Has a cast delay of 2 seconds and deactivation delay of 1 second.
Augment

- Main article: Energy Transfer
Energy Transfer is a Warframe Augment Mod for Equinox{"Sprint":"1.15","Description":"Equinox rises from the edge of day and night. Her Day form offers offensive support while her Night form offers defensive support. She thrives between realms.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Duality, Day & Night","Tactical":"Rest & Rage","Image":"Equinox.png","Type":"Warframe","Introduced":"17","Armor":"135","FullImages":{"Composite":"EquinoxFull.png","Night":"EquinoxNightFull.png","Day":"EquinoxDayFull.png"},"InternalName":"/Lotus/Powersuits/YinYang/YinYang","Passive":"10% of Health Orbs are converted into Energy, and 10% of Energy Orbs are converted into Health.","Progenitor":"Radiation","SquadPortrait":"EquinoxLargePortrait.png","Health":"270","Link":"Equinox","Portrait":"EquinoxIcon272.png","Polarities":["D","V"],"Abilities":["Metamorphosis","Rest & Rage","Pacify & Provoke","Mend & Maim"],"InitialEnergy":"100","Subsumed":"Rest & Rage","AuraPolarity":"Bar","Name":"Equinox","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Mend & Maim{"Description":"In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force.","Cost":"50","Augments":["Energy Transfer"],"CardImage":"MendMaimModx256.png","Name":"Mend & Maim","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangBurstAbility","Key":"4","Icon":"MendMaim130xWhite.png","Powersuit":"Equinox"} to remain active when switching forms via
Metamorphosis{"Description":"Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.","Cost":"25","Augments":["Duality"],"CardImage":"MetamorphosisModx256.png","Name":"Metamorphosis","Introduced":"17","InternalName":"/Lotus/Powersuits/PowersuitAbilities/YinYangSwitchAbility","Key":"1","Icon":"Metamorphosis130xWhite.png","Powersuit":"Equinox"}, transforming the stored damage OR health charge into the corresponding opposite.
Rank | Charge Conserved | Cost |
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0 | 50% | 6 |
1 | 65% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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Slash Dash{"Description":"Dash between enemies while slashing with the Exalted Blade.","Cost":"25","Augments":["Purging Slash","Surging Dash"],"CardImage":"SlashDashModx256.png","Name":"Slash Dash","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SlashDashNewAbility","Key":"1","Icon":"SlashDash130xWhite.png","Powersuit":"Excalibur"} Dash between enemies while slashing with the Exalted Blade. Introduced in Vanilla (2012-10-25) |
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Info
- Excalibur dashes between enemies within a cone 5 meters long and cuts them down with his Exalted Blade. Each strike inflicts 51 base damage.
- Base damage is 15%
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 15%
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 70%
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Enemies damaged by Slash Dash are
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ed for 2 seconds .
- Base damage is 15%
- If there are no enemies within its targeting area, Slash Dash will make Excalibur dash forward in the direction of aim, allowing it to be used as a mobility aid when reaching high places.
- Can be used while jumping, sliding, forward flipping, wall running or clinging to a wall.
Augment

- Main article: Purging Slash
Purging Slash is a PvE and Conclave Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Slash Dash{"Description":"Dash between enemies while slashing with the Exalted Blade.","Cost":"25","Augments":["Purging Slash","Surging Dash"],"CardImage":"SlashDashModx256.png","Name":"Slash Dash","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SlashDashNewAbility","Key":"1","Icon":"SlashDash130xWhite.png","Powersuit":"Excalibur"} that removes allies' debuffs and restores their shields when Slash Dashed into.

- Main article: Surging Dash
Surging Dash is a Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}, allowing each enemy hit by
Slash Dash{"Description":"Dash between enemies while slashing with the Exalted Blade.","Cost":"25","Augments":["Purging Slash","Surging Dash"],"CardImage":"SlashDashModx256.png","Name":"Slash Dash","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SlashDashNewAbility","Key":"1","Icon":"SlashDash130xWhite.png","Powersuit":"Excalibur"} to add to the Warframe's Melee Combo Counter.
Rank | Effect | Cost |
---|---|---|
0 | 2 | 6 |
1 | 4 | 7 |
2 | 6 | 8 |
3 | 8 | 9 |
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Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} Emits a bright flash of light, blinding all enemies in a small radius for several seconds. Introduced in Vanilla (2012-10-25) |
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Subsumable to Helminth |
Info
- Excalibur summons and raises his Exalted Blade, releasing an intense flash of light that affects enemies within 20 meters and blinds them for 4 seconds.
- The screen of players affected by Radial Blind will turn fully white for the duration of the ability.
- The duration of the blind is halved for enemies that are looking away.
- Can be used while running, attacking, blocking, jumping, sliding, forward flipping, wall running or clinging to a wall.
- Has a cast time of 1 second.
Augment

- Main article: Radiant Finish
Radiant Finish is a Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that increases the damage dealt by Finishers against enemies affected by
Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} and
Radial Howl{"Description":"Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"CardImage":"RadialHowlModx256.png","Name":"Radial Howl","Introduced":"23","InternalName":"/Lotus/Powersuits/PowersuitAbilities/UmbraRadialRoarAbility","Key":"2","Icon":"RadialHowl130xWhite.png","Powersuit":"Excalibur Umbra"}.
Rank | Damage by Finisher | Cost |
---|---|---|
0 | 150% | 6 |
1 | 200% | 7 |
2 | 250% | 8 |
3 | 300% | 9 |

- Main article: Signal Flare
Signal Flare is a Conclave-exclusive Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}
Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} and
Radial Howl{"Description":"Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"CardImage":"RadialHowlModx256.png","Name":"Radial Howl","Introduced":"23","InternalName":"/Lotus/Powersuits/PowersuitAbilities/UmbraRadialRoarAbility","Key":"2","Icon":"RadialHowl130xWhite.png","Powersuit":"Excalibur Umbra"} in that marks enemies who are blinded on the mini-map temporarily.
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Radial Howl{"Description":"Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"CardImage":"RadialHowlModx256.png","Name":"Radial Howl","Introduced":"23","InternalName":"/Lotus/Powersuits/PowersuitAbilities/UmbraRadialRoarAbility","Key":"2","Icon":"RadialHowl130xWhite.png","Powersuit":"Excalibur Umbra"} Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances. Introduced in Update 23.0 (2018-06-15) |
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Info
- Excalibur Umbra howls, releasing an intense flash of light that affects enemies within 20 meters and stuns them for 4 seconds.
- The screen of players affected by Radial Howl will turn fully white for the duration of the ability.
- The duration of the stun is halved for enemies that are looking away.
- Can be used while running, attacking, blocking, jumping, sliding, forward flipping, wall running or clinging to a wall.
- Has a cast time of 1 second.
Augment

- Main article: Radiant Finish
Radiant Finish is a Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that increases the damage dealt by Finishers against enemies affected by
Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} and
Radial Howl{"Description":"Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"CardImage":"RadialHowlModx256.png","Name":"Radial Howl","Introduced":"23","InternalName":"/Lotus/Powersuits/PowersuitAbilities/UmbraRadialRoarAbility","Key":"2","Icon":"RadialHowl130xWhite.png","Powersuit":"Excalibur Umbra"}.

- Main article: Signal Flare
Signal Flare is a Conclave-exclusive Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}
Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} and
Radial Howl{"Description":"Let out a ferocious howl that stuns nearby enemies and causes Sentients to shed any built up resistances.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"CardImage":"RadialHowlModx256.png","Name":"Radial Howl","Introduced":"23","InternalName":"/Lotus/Powersuits/PowersuitAbilities/UmbraRadialRoarAbility","Key":"2","Icon":"RadialHowl130xWhite.png","Powersuit":"Excalibur Umbra"} in that marks enemies who are blinded on the mini-map temporarily.
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Radial Javelin{"Description":"Launches javelins towards enemies, dealing high damage and impaling them to walls.","Cost":"75","Augments":["Furious Javelin"],"CardImage":"RadialJavelinModx256.png","Name":"Radial Javelin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialJavelinAbility","Key":"3","Icon":"RadialJavelin130xWhite.png","Powersuit":"Excalibur"} Launches javelins towards enemies, dealing high damage and impaling them to walls. Introduced in Vanilla (2012-10-25) |
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Misc: 12 (javelins) |
Info
- Excalibur summons 12 javelins against enemies within a radius of 8 meters. Excalibur then drives his weapon into the ground, creating an explosion that deals 300 damage within a radius of 1 from Exaclibur, launching the javelins into their targets. Each javelin inflicts 200 damage.
- Damage is distributed evenly between
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"},
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} and
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Enemies that survive the damage are
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ed for 2 seconds.
- Damage is distributed evenly between
- Each javelin appears as an ethereal
Skana{"SellPrice":"5000","BlockAngle":"55","Introduced":"Vanilla","SlideAttack":"75","InternalName":"/Lotus/Weapons/Tenno/Melee/LongSword/LongSword","Link":"Skana","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","Family":"Skana","Disposition":"1.3","HeavySlamAttack":"360","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Sword","HeavyAttack":"600","Image":"Skana.png","StancePolarity":"Madurai","FollowThrough":"0.6","HeavySlamRadius":"8","WindUp":"0.6","HeavySlamForcedProcs":["Lifted"],"Traits":["Tenno"],"Mastery":"0","MeleeRange":"2.5","CompatibilityTags":["SWORDS_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.05","CritMultiplier":"1.5","AttackName":"Normal Attack","Damage":{"Slash":"84","Puncture":"18","Impact":"18"},"StatusChance":"0.16","IsSilent":true,"FireRate":"0.833"}],"HeavySlamElement":"Blast","Name":"Skana","IncarnonImage":"SkanaIncarnon.png","SlamAttack":"240","SlamRadius":"7","Slot":"Melee","SlamForcedProcs":["Impact"]}.
Excalibur Prime{"Sprint":"1","Description":"Excalibur Prime is the epitome of mobility and offense, and features the same abilities as Excalibur, but has unique mod polarities installed allowing for greater customization.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"ExcaliburPrime.png","Type":"Warframe","Introduced":"5","Armor":"315","FullImages":{"Portrait":"ExcaliburPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/ExcaliburPrime","Passive":"Excalibur Prime deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburPrimeLargePortrait.png","Health":"270","Link":"Excalibur/Prime","Portrait":"Excalibur PrimeIcon272.png","Polarities":["D","V","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"100","AuraPolarity":"V","Vaulted":"N/A","Name":"Excalibur Prime","Sex":"Male","Playstyle":"Damage","SellPrice":"25000","Energy":"175","CodexSecret":true}'s javelins appear as ethereal
Skana Prime{"SellPrice":"5000","BlockAngle":"50","Introduced":"5.0","SlideAttack":"210","InternalName":"/Lotus/Weapons/Tenno/Melee/LongSword/SkanaPrime","Link":"Skana Prime","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","Family":"Skana","Disposition":"1.2","CodexSecret":true,"HeavySlamAttack":"630","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Sword","HeavyAttack":"1050","Image":"SkanaPrime.png","StancePolarity":"Madurai","FollowThrough":"0.6","HeavySlamRadius":"7","HeavySlamForcedProcs":["Lifted"],"IncarnonImage":"SkanaPrimeIncarnon.png","Mastery":"12","SlamForcedProcs":["Impact"],"MeleeRange":"2.5","MaxRank":"30","CompatibilityTags":["SWORDS_STANCE"],"Traits":["Prime","Vaulted","Founder"],"Attacks":[{"CritChance":"0.26","CritMultiplier":"2.6","AttackName":"Normal Attack","Damage":{"Slash":"147","Puncture":"31.5","Impact":"31.5"},"StatusChance":"0.26","IsSilent":true,"FireRate":"1"}],"HeavySlamElement":"Blast","Name":"Skana Prime","Slot":"Melee","SlamAttack":"420","SlamRadius":"7","Polarities":["V","Bar"],"WindUp":"0.6"}s.
- Has a cast time of ~2 second and a post-cast animation delay of ~2.5 seconds.
- Javelins can damage enemies across the Rift Plane.
Augment

- Main article: Furious Javelin
Furious Javelin is a Warframe Augment Mod that temporarily increases Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s melee damage for every enemy hit by
Radial Javelin{"Description":"Launches javelins towards enemies, dealing high damage and impaling them to walls.","Cost":"75","Augments":["Furious Javelin"],"CardImage":"RadialJavelinModx256.png","Name":"Radial Javelin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialJavelinAbility","Key":"3","Icon":"RadialJavelin130xWhite.png","Powersuit":"Excalibur"}.
Rank | Damage Bonus per hit | Duration | Cost |
---|---|---|---|
0 | 8% | 9s | 6 |
1 | 10% | 11s | 7 |
2 | 12% | 13s | 8 |
3 | 15% | 16s | 9 |
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Exalted Blade{"Description":"Summon a sword of pure light and immense power.","Cost":"25","Augments":["Chromatic Blade"],"Powersuit":"Excalibur","CardImage":"ExaltedBladeModx256.png","Name":"Exalted Blade","Introduced":"16.9","Icon":"ExaltedBlade130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwordOfDoomAbility","Weapon":"Exalted Blade"} Summon a sword of pure light and immense power. Introduced in Update 16.9 (2015-06-17) |
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Info
- Excalibur draws an ethereal Skana and wields it as his melee weapon. Normal attacks inflict 88 base damage within 2 meters.
- Base damage is distributed between 13.2%
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 13.2%
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 61.6%
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Wall attacks inflict 88 base damage.
- Slide attacks inflict 88 base damage and blind enemies within 3 meters over a duration of 3 seconds at the cost of 12.5 energy.
- Aerial attacks and slam attacks inflict 88 base damage, and slam attacks inflict an additional 25
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage within 5 meters.
- Being a Sword, Exalted Blade always gains the 5% damge and attack speed bonuses of Excalibur's Swordsmanship passive.
- Base damage is distributed between 13.2%
- Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them and fly at a constant speed of 30 m/s until they dissipate at a maximum distance of 16 meters.
- The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately.
- Energy waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
- Wave damage falls off with distance.
- Exalted Blade consumes 12.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Excalibur must have 100 energy in order to activate the ability.
- Excalibur cannot replenish energy while Exalted Blade is active.
- Excalibur will auto-block any frontal attacks while Exalted Blade is active. Exalted Blade will also continue to block 50% of the frontal damage even while attacking or performing other actions.
- While active, Exalted Blade will use an exclusive stance with its own set of combo attacks.
- Can be cast while moving or sprinting without interruption.
Weapon

- Main article: Exalted Blade (Weapon)
Exalted Blade is Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false},
Excalibur Prime{"Sprint":"1","Description":"Excalibur Prime is the epitome of mobility and offense, and features the same abilities as Excalibur, but has unique mod polarities installed allowing for greater customization.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"ExcaliburPrime.png","Type":"Warframe","Introduced":"5","Armor":"315","FullImages":{"Portrait":"ExcaliburPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/ExcaliburPrime","Passive":"Excalibur Prime deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburPrimeLargePortrait.png","Health":"270","Link":"Excalibur/Prime","Portrait":"Excalibur PrimeIcon272.png","Polarities":["D","V","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"100","AuraPolarity":"V","Vaulted":"N/A","Name":"Excalibur Prime","Sex":"Male","Playstyle":"Damage","SellPrice":"25000","Energy":"175","CodexSecret":true}, and
Excalibur Umbra{"Sprint":"1","Description":"From the shadow of the long night emerges a new Excalibur.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Shadow, Swordsman","Tactical":"Radial Howl","Image":"ExcaliburUmbra.png","Type":"Warframe","Introduced":"23","Armor":"315","FullImages":{"Portrait":"ExcaliburUmbraFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/ExcaliburUmbra","Passive":"Umbra exhibits sentience in combat without Transference control. Attacks 10% faster and deals 10% more damage while wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburUmbraLargePortrait.png","Health":"270","Link":"Excalibur/Umbra","Portrait":"Excalibur UmbraIcon272.png","Polarities":["V","U","U","U"],"Abilities":["Slash Dash","Radial Howl","Radial Javelin","Exalted Blade"],"InitialEnergy":"100","AuraPolarity":"V","Vaulted":"N/A","Name":"Excalibur Umbra","Sex":"Male","Playstyle":"Damage","SellPrice":"0","Energy":"175","CodexSecret":true}'s signature Exalted Weapon, summoned by activating the ability of the same name. The weapon exclusively uses the Exalted Blade stance.
- This weapon deals primarily
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage.
Chromatic Blade{"Transmutable":false,"Type":"Excalibur","Rarity":"Rare","Tradable":true,"Link":"Chromatic Blade","BaseDrain":"6","IsAbilityAugment":true,"InternalName":"/Lotus/Powersuits/Excalibur/SwordOfDoomAugmentCard","MaxRank":"3","Image":"ChromaticBladeMod.png","Name":"Chromatic Blade","Introduced":"20.7","Description":"Exalted Blade Augment: Exalted Blade's Damage Type changes depending on Excalibur's Emissive Color, and Status Chance is increased by 300%.","Polarity":"Zenurik","Icon":"ChromaticBlade.png","CodexSecret":false} augment changes the damage from physical to a primary elemental one based on Excalibur's Emissive Color.
- Slide attacks trigger a
Radial Blind{"Description":"Emits a bright flash of light, blinding all enemies in a small radius for several seconds.","Cost":"50","Augments":["Radiant Finish","Signal Flare"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialBlindAbility","CardImage":"RadialBlindModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Excalibur","Key":"2","Icon":"RadialBlind130xWhite.png","Name":"Radial Blind"} that stuns enemies within 5 meters for 6 seconds.
- Innate two
and one
polarities.
Excalibur Umbra{"Sprint":"1","Description":"From the shadow of the long night emerges a new Excalibur.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Shadow, Swordsman","Tactical":"Radial Howl","Image":"ExcaliburUmbra.png","Type":"Warframe","Introduced":"23","Armor":"315","FullImages":{"Portrait":"ExcaliburUmbraFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/ExcaliburUmbra","Passive":"Umbra exhibits sentience in combat without Transference control. Attacks 10% faster and deals 10% more damage while wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburUmbraLargePortrait.png","Health":"270","Link":"Excalibur/Umbra","Portrait":"Excalibur UmbraIcon272.png","Polarities":["V","U","U","U"],"Abilities":["Slash Dash","Radial Howl","Radial Javelin","Exalted Blade"],"InitialEnergy":"100","AuraPolarity":"V","Vaulted":"N/A","Name":"Excalibur Umbra","Sex":"Male","Playstyle":"Damage","SellPrice":"0","Energy":"175","CodexSecret":true}'s
Exalted Umbra Blade{"FollowThrough":"1","HeavySlamAttack":"750","HeavySlamRadius":"8","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","HeavyAttack":"1250","BlockAngle":"60","MeleeRange":"2.8","HeavySlamForcedProcs":["Lifted"],"Users":["Excalibur Umbra"],"Introduced":"23.0","Polarities":["U","U"],"MaxRank":"30","InternalName":"/Lotus/Powersuits/Excalibur/DoomSwordUmbra","ComboDur":"5","SlamForcedProcs":["Ragdoll"],"WindUp":"0.6","Link":"Exalted Blade (Weapon)","Traits":["Tenno"],"SlideAttack":"536","SweepRadius":"0.25","SlamElement":"Impact","CompatibilityTags":["POWER_WEAPON"],"Attacks":[{"IsSilent":true,"Range":"40","FireRate":"0.833","CritMultiplier":"2","ShotSpeed":"15","AttackName":"Normal Attack","StatusChance":"0.15","CritChance":"0.15","Damage":{"Slash":"175","Puncture":"37.5","Impact":"37.5"}}],"HeavySlamElement":"Blast","Name":"Exalted Umbra Blade","Slot":"Melee","SlamAttack":"500","SlamRadius":"7","Image":"ExaltedUmbraBlade.png","_IgnoreInMasteryCount":true} instead has innate two
polarities.
- Combo counter resets when equipped with
Xoris{"SellPrice":"5000","BlockAngle":"55","Introduced":"28","SlideAttack":"240","InternalName":"/Lotus/Weapons/Corpus/Melee/Glaive/CrpGhostCatcherGlaive/CrpGhostCatcherGlaive","Link":"Xoris","SweepRadius":"0.25","SlamElement":"Electricity","Family":"Xoris","Disposition":"0.65","CodexSecret":true,"HeavySlamAttack":"360","Conclave":false,"_TooltipAttackDisplay":"7","Class":"Glaive","HeavyAttack":"0","Image":"Xoris.png","StancePolarity":"Naramon","FollowThrough":"0.7","HeavySlamRadius":"8","WindUp":"1.2","Traits":["Corpus"],"SlamForcedProcs":["Impact"],"Mastery":"4","MeleeRange":"1.3","CompatibilityTags":["GLAIVES_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.2","CritMultiplier":"2.4","AttackName":"Normal Attack","Damage":{"Slash":"55.2","Puncture":"40.8","Impact":"24"},"StatusChance":"0.18","IsSilent":true,"FireRate":"1.17"},{"IsSilent":true,"Range":"22","FireRate":"1.17","CritMultiplier":"2.4","CritChance":"0.2","ForcedProcs":["Impact"],"AttackName":"Throw","ShotType":"Thrown","StatusChance":"0.18","ShotSpeed":"25","Damage":{"Slash":"55.2","Puncture":"40.8","Impact":"24"}},{"IsSilent":true,"Falloff":{"EndRange":"8","Reduction":"0.7","StartRange":"0"},"Range":"8","FireRate":"1.17","CritMultiplier":"2.4","AttackName":"Throw Bounce Explosion","CritChance":"0.2","StatusChance":"0.18","ShotType":"AoE","Damage":{"Electricity":"250"}},{"CritChance":"0.2","Falloff":{"EndRange":"8","Reduction":"0","StartRange":"0"},"Range":"8","FireRate":"1.17","CritMultiplier":"2.4","ForcedProcs":["Impact","Electricity"],"AttackName":"Throw Recall Explosion","IsSilent":true,"StatusChance":"0.18","ShotType":"AoE","Damage":{"Electricity":"500"}},{"ChargeTime":"1.192","IsSilent":true,"Range":"22","FireRate":"0.833","CritMultiplier":"2.4","CritChance":"0.22","ForcedProcs":["Impact"],"AttackName":"Charged Throw","ShotType":"Thrown","StatusChance":"0.2","ShotSpeed":"25","Damage":{"Slash":"110.4","Puncture":"81.6","Impact":"48"}},{"ChargeTime":"1.192","IsSilent":true,"Falloff":{"EndRange":"9","Reduction":"0.7","StartRange":"0"},"Range":"9","FireRate":"0.833","CritMultiplier":"2.4","AttackName":"Charged Throw Bounce Explosion","CritChance":"0.22","StatusChance":"0.2","ShotType":"AoE","Damage":{"Electricity":"500"}},{"ChargeTime":"1.192","CritChance":"0.22","Falloff":{"EndRange":"9","Reduction":"0","StartRange":"0"},"Range":"9","FireRate":"0.833","CritMultiplier":"2.4","ForcedProcs":["Impact","Electricity"],"AttackName":"Charged Throw Recall Explosion","IsSilent":true,"StatusChance":"0.2","ShotType":"AoE","Damage":{"Electricity":"1000"}}],"HeavySlamElement":"Electricity","Name":"Xoris","Slot":"Melee","SlamAttack":"240","SlamRadius":"6","HeavySlamForcedProcs":["Lifted"],"Polarities":[]}.
Advantages
- Good base status chance.
- Can reach over 100% status chance with a maxed
Chromatic Blade{"Transmutable":false,"Type":"Excalibur","Rarity":"Rare","Tradable":true,"Link":"Chromatic Blade","BaseDrain":"6","IsAbilityAugment":true,"InternalName":"/Lotus/Powersuits/Excalibur/SwordOfDoomAugmentCard","MaxRank":"3","Image":"ChromaticBladeMod.png","Name":"Chromatic Blade","Introduced":"20.7","Description":"Exalted Blade Augment: Exalted Blade's Damage Type changes depending on Excalibur's Emissive Color, and Status Chance is increased by 300%.","Polarity":"Zenurik","Icon":"ChromaticBlade.png","CodexSecret":false} and at least 189% Ability Strength.
- Can reach over 100% status chance with a maxed
- Attacks release waves with unlimited punch through up to 40 meters.
Disadvantages
- Low attack speed.
- Low critical chance.
- Wave damage dissipates with range.
- Wave hits do not count towards the Melee Combo Counter or proc Tennokai.
- Damage isn't affected by the combo counter, even if built with the physical blade.
- Low wave flight speed.
- Requires energy to activate and keep active.
- Slide attack blinds do not open affected enemies to Finisher Attacks.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe or Melee, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except
Drifting Contact{"IncompatibilityTags":["SENTINEL_WEAPON","HOUND_WEAPON"],"UpgradeTypes":["WEAPON_MELEE_COMBO_DURATION_BONUS","WEAPON_PROC_CHANCE"],"MaxRank":"3","Image":"DriftingContactMod.png","Introduced":"Recurring Nightmares","InternalName":"/Lotus/Upgrades/Mods/Melee/DualStat/ComboTimeStatusChanceMod","Transmutable":false,"Type":"Melee","Rarity":"Rare","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Drifting Contact","Icon":"DriftingContact.png","Description":"+10s Combo Duration\r\n+40% Status Chance","Link":"Drifting Contact","CodexSecret":false}), Acolyte Mods (e.g.,
Blood Rush{"IncompatibilityTags":["POWER_WEAPON","SENTINEL_WEAPON","HOUND_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"10","Image":"BloodRushMod.png","Introduced":"18.4.1","InternalName":"/Lotus/Upgrades/Mods/Melee/Event/ComboCritChanceMod","Transmutable":false,"Type":"Melee","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Blood Rush","Icon":"BloodRush.png","Description":"+40% Critical Chance stacks with Combo Multiplier","Link":"Blood Rush","CodexSecret":false}), or Amalgam Mods (e.g.,
Amalgam Organ Shatter{"Description":"+85% Critical Damage\r\n+60% Heavy Attack Wind Up Speed","UpgradeTypes":["WEAPON_CRIT_DAMAGE","WEAPON_MELEE_HEAVY_CHARGE_SPEED"],"MaxRank":"5","Image":"AmalgamOrganShatterMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Melee/CritDamageChargeSpeedMod","Transmutable":false,"Type":"Melee","Rarity":"Rare","Tradable":false,"BaseDrain":"6","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Organ Shatter","IncompatibilityTags":["SENTINEL_WEAPON","HOUND_WEAPON","POWER_WEAPON"],"Incompatible":["Organ Shatter","Flawed Organ Shatter"],"Link":"Amalgam Organ Shatter","Icon":"AmalgamOrganShatter.png","CodexSecret":false}).
- Cannot equip Melee Arcane Enhancements.
Stance

- Main article: Exalted Blade (Stance)
Exalted Blade is a unique Stance exclusive to Exalted Blade{"MaxRank":"30","BlockAngle":"60","Introduced":"23.0","SlideAttack":"536","InternalName":"/Lotus/Powersuits/Excalibur/DoomSword","Slot":"Melee","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","MeleeRange":"2.8","DefaultUpgrades":["Exalted Blade"],"HeavySlamAttack":"750","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","HeavyAttack":"1250","HeavySlamForcedProcs":["Lifted"],"_IgnoreInMasteryCount":true,"WindUp":"0.6","FollowThrough":"1","Traits":["Tenno"],"HeavySlamRadius":"8","Users":["Excalibur"],"CompatibilityTags":["POWER_WEAPON"],"Polarities":["V","V","Bar"],"Attacks":[{"IsSilent":true,"Range":"40","FireRate":"0.833","CritMultiplier":"2","ShotSpeed":"15","AttackName":"Normal Attack","StatusChance":"0.15","CritChance":"0.15","Damage":{"Slash":"175","Puncture":"37.5","Impact":"37.5"}}],"HeavySlamElement":"Blast","Name":"Exalted Blade","Image":"ExaltedBladeWeapon.png","SlamAttack":"500","SlamRadius":"7","SlamForcedProcs":["Ragdoll"],"Link":"Exalted Blade (Weapon)"} that can only be acquired and used by activating
Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s fourth ability,
Exalted Blade{"Description":"Summon a sword of pure light and immense power.","Cost":"25","Augments":["Chromatic Blade"],"Powersuit":"Excalibur","CardImage":"ExaltedBladeModx256.png","Name":"Exalted Blade","Introduced":"16.9","Icon":"ExaltedBlade130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwordOfDoomAbility","Weapon":"Exalted Blade"}. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | |||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Cutting Poise | 656.2%/s | 3.2s | ![]() | ||||||||||||||||||||||
Forward (While Moving) |
Lancing Justice | 571.4%/s | 1.4s | ![]() | ||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Virtuous Slash | 500.0%/s | 2.4s | ![]() | ||||||||||||||||||||||
Block (While Blocking) |
Equal Laceration | 571.4%/s | 2.8s | ![]() | ||||||||||||||||||||||
Heavy (Heavy Attack) |
Perfect Cut* | N / A | N / A | ![]() | ||||||||||||||||||||||
Slide (While Sliding) |
Judged Severance | 210.5%/s | 0.9s | ![]() | ||||||||||||||||||||||
Aerial (While In Air) |
Weightless Steel | N / A | N / A | ![]() | ||||||||||||||||||||||
Wall (While Wall Latching) |
Weightless Steel | N / A | N / A | ![]() | ||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Death's Mark | N / A | N / A | ![]() | ||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | N / A | N / A | ![]() | ||||||||||||||||||||||
View Full Legend
View Full Legend
|
Augment

- Main article: Chromatic Blade
Chromatic Blade is a Warframe Augment Mod for Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Exalted Blade{"Description":"Summon a sword of pure light and immense power.","Cost":"25","Augments":["Chromatic Blade"],"Powersuit":"Excalibur","CardImage":"ExaltedBladeModx256.png","Name":"Exalted Blade","Introduced":"16.9","Icon":"ExaltedBlade130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwordOfDoomAbility","Weapon":"Exalted Blade"} that increases
Exalted Blade{"MaxRank":"30","BlockAngle":"60","Introduced":"23.0","SlideAttack":"536","InternalName":"/Lotus/Powersuits/Excalibur/DoomSword","Slot":"Melee","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","MeleeRange":"2.8","DefaultUpgrades":["Exalted Blade"],"HeavySlamAttack":"750","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","HeavyAttack":"1250","HeavySlamForcedProcs":["Lifted"],"_IgnoreInMasteryCount":true,"WindUp":"0.6","FollowThrough":"1","Traits":["Tenno"],"HeavySlamRadius":"8","Users":["Excalibur"],"CompatibilityTags":["POWER_WEAPON"],"Polarities":["V","V","Bar"],"Attacks":[{"IsSilent":true,"Range":"40","FireRate":"0.833","CritMultiplier":"2","ShotSpeed":"15","AttackName":"Normal Attack","StatusChance":"0.15","CritChance":"0.15","Damage":{"Slash":"175","Puncture":"37.5","Impact":"37.5"}}],"HeavySlamElement":"Blast","Name":"Exalted Blade","Image":"ExaltedBladeWeapon.png","SlamAttack":"500","SlamRadius":"7","SlamForcedProcs":["Ragdoll"],"Link":"Exalted Blade (Weapon)"}'s status chance while changing its damage from physical damage to a primary elemental damage depending on Excalibur's chosen primary emission color.
Rank | Status chance | Cost |
---|---|---|
0 | 100% | 6 |
1 | 200% | 7 |
2 | 250% | 8 |
3 | 300% | 9 |
Tips & Tricks
- The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced range.
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![]() 1 ![]() |
Freeze{"Description":"A frigid energy blast that freezes targets in their tracks.","Cost":"25","Augments":["Freeze Force"],"CardImage":"FreezeModx256.png","Name":"Freeze","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IcicleAbility","Key":"1","Icon":"Freeze130xWhite.png","Powersuit":"Frost"} A frigid energy blast that freezes targets in their tracks. Introduced in Update 6.0 (2013-01-29) |
![]() 30 (area damage) |
![]() 4 s (cold proc) | |||
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Misc: 50% (mobility decrease) |
Info
- Frost launches an icy projectile that inflicts 30
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage on impact and 30
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage. Enemies directly hit by the projectile will suffer a
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} proc for a duration of 4 seconds. If the projectile impacts a surface, a patch of ice will be created that lasts 10 seconds and slows enemies as they enter its area of effect.
- Freeze possesses slight homing function and procs
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage instead of freezing enemies.
- Area damage affects the initial target, decreases with distance, and does not bypass obstacles in the environment.
- Freeze possesses slight homing function and procs
- Casting Freeze onto the exterior of a
Snow Globe{"Description":"Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.","Cost":"50","Augments":["Chilling Globe"],"CardImage":"SnowGlobeModx256.png","Name":"Snow Globe","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceShieldAbility","Key":"3","Icon":"SnowGlobe130xWhite.png","Powersuit":"Frost"} will destroy it, triggering an icy explosion that damages enemies in an area of effect.
- Freeze is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- Has a cast delay of ~0.6 seconds.
Augment

- Main article: Freeze Force
Freeze Force is a Warframe Augment Mod for Frost{"Sprint":"0.95","Description":"When Frost steps onto the battlefield, enemies experience a chill. Frost's attacks control crowds, protect objectives, and increase survivability. Wield the biting cold.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Ice Elemental","Tactical":"Snow Globe","Image":"Frost.png","Type":"Warframe","Introduced":"6","Armor":"315","FullImages":{"Portrait":"FrostFull.png"},"InternalName":"/Lotus/Powersuits/Frost/Frost","Passive":"Cold Status Effects from Frost's Abilities have their duration increased by 100%. Frost gains 50 Armor per enemy inflicted with Cold Status within 15m.","Progenitor":"Cold","SquadPortrait":"FrostLargePortrait.png","Health":"270","Link":"Frost","Portrait":"FrostIcon272.png","Polarities":["Bar","D"],"Abilities":["Freeze","Ice Wave","Snow Globe","Avalanche"],"InitialEnergy":"50","Subsumed":"Ice Wave","AuraPolarity":"D","Name":"Frost","Sex":"Male","Playstyle":"Crowd Control, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that allows
Freeze{"Description":"A frigid energy blast that freezes targets in their tracks.","Cost":"25","Augments":["Freeze Force"],"CardImage":"FreezeModx256.png","Name":"Freeze","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IcicleAbility","Key":"1","Icon":"Freeze130xWhite.png","Powersuit":"Frost"} to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage to all attacks.
Rank | ![]() |
Duration | Range | Cost |
---|---|---|---|---|
0 | 50% | 28s | 15m | 6 |
1 | 65% | 32s | 15m | 7 |
2 | 80% | 36s | 15m | 8 |
3 | 100% | 40s | 15m | 9 |
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![]() 2 ![]() |
Ice Wave{"Description":"Sends a wave of razor sharp, crystallized ice toward an enemy, dealing heavy damage.","Cost":"50","Augments":["Ice Wave Impedance"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceSpikeAbility","CardImage":"IceWaveModx256.png","Subsumable":true,"Introduced":"6","Powersuit":"Frost","Key":"2","Icon":"IceWave130xWhite.png","Name":"Ice Wave"} Sends a wave of razor sharp, crystallized ice toward an enemy, dealing heavy damage. Introduced in Update 6.0 (2013-01-29) |
![]() |
![]() | |||
![]() 1.5 m (initial width) 15 m (length) | |||
Misc: 50% (mobility decrease) | |||
Subsumable to Helminth |
Info
- Frost sends forth a wave of ice shards that inflicts 100
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage to all targets in its area of effect. The wave has an initial width of 1.5 meters, disperses at a 45° angle, and travels over a distance of 15 meters.
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} status effect reduces a target's movement speed and fire/attack rate by 50% over a duration of 4 seconds.
- Ice Wave follows terrain. With multiple levels of terrain, the ice shards can change elevation to damage enemies.
- Can be cast while airborne, and the cast animation cannot be interrupted.
- Has a cast time of 1 second and a cast delay of ~1 second.
Augment

- Main article: Ice Wave Impedance
Ice Wave Impedance is a Warframe Augment Mod usable in both PvE and Conclave for Frost{"Sprint":"0.95","Description":"When Frost steps onto the battlefield, enemies experience a chill. Frost's attacks control crowds, protect objectives, and increase survivability. Wield the biting cold.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Ice Elemental","Tactical":"Snow Globe","Image":"Frost.png","Type":"Warframe","Introduced":"6","Armor":"315","FullImages":{"Portrait":"FrostFull.png"},"InternalName":"/Lotus/Powersuits/Frost/Frost","Passive":"Cold Status Effects from Frost's Abilities have their duration increased by 100%. Frost gains 50 Armor per enemy inflicted with Cold Status within 15m.","Progenitor":"Cold","SquadPortrait":"FrostLargePortrait.png","Health":"270","Link":"Frost","Portrait":"FrostIcon272.png","Polarities":["Bar","D"],"Abilities":["Freeze","Ice Wave","Snow Globe","Avalanche"],"InitialEnergy":"50","Subsumed":"Ice Wave","AuraPolarity":"D","Name":"Frost","Sex":"Male","Playstyle":"Crowd Control, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Ice Wave{"Description":"Sends a wave of razor sharp, crystallized ice toward an enemy, dealing heavy damage.","Cost":"50","Augments":["Ice Wave Impedance"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceSpikeAbility","CardImage":"IceWaveModx256.png","Subsumable":true,"Introduced":"6","Powersuit":"Frost","Key":"2","Icon":"IceWave130xWhite.png","Name":"Ice Wave"} that makes it leave a trail of frozen ground after casting, applying
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} status effect per second.
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![]() 3 ![]() |
Snow Globe{"Description":"Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.","Cost":"50","Augments":["Chilling Globe"],"CardImage":"SnowGlobeModx256.png","Name":"Snow Globe","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceShieldAbility","Key":"3","Icon":"SnowGlobe130xWhite.png","Powersuit":"Frost"} Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength. Introduced in Update 6.0 (2013-01-29) |
![]() 800 (base health) 50 (explosion damage) |
![]() | |||
![]() | |||
Misc:
0.1 s (invulnerability duration) |
Info
- Frost creates a protective globe of ice with a diameter of 5 meters and a base health of 800. Upon activation, the globe is invulnerable for 0.1 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
- Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
- Upon activation, Snow Globe pushes enemies within its radius outwards. Enemies that enter the globe will have their attack/movement speed reduced by 67%.
- Most gunfire, both friendly and hostile, is blocked from entering the globe (gunfire can exit the globe normally). Abilities which are not area-of-effect in nature (e.g.,
Shuriken{"Description":"Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.","Cost":"25","Augments":["Seeking Shuriken"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlaiveAbility","CardImage":"ShurikenModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Ash","Key":"1","Icon":"Shuriken130xWhite.png","Name":"Shuriken"}) are blocked as well.
- Snow Globe will not block direct-targeted attacks, such as
Soul Punch{"Description":"A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path.","Cost":"25","Augments":["Soul Survivor"],"CardImage":"SoulPunchModx256.png","Name":"Soul Punch","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SoulPunchAbility","Key":"1","Icon":"SoulPunch130xWhite.png","Powersuit":"Nekros"},
Shock{"Description":"Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.","Cost":"15","Augments":["Shock Trooper"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShockAbility","CardImage":"ShockModx256.png","Subsumable":true,"Introduced":"5.3","Powersuit":"Volt","Key":"1","Icon":"Shock130xWhite.png","Name":"Shock"}, and
Smite{"Description":"Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies.","Cost":"25","Augments":["Smite Infusion"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SmiteAbility","CardImage":"SmiteModx256.png","Subsumable":true,"Introduced":"11.5","Powersuit":"Oberon","Key":"1","Icon":"Smite130xWhite.png","Name":"Smite"}. It will block attacks with Punch Through.
- Snow Globe will not block direct-targeted attacks, such as
- Casting
Freeze{"Description":"A frigid energy blast that freezes targets in their tracks.","Cost":"25","Augments":["Freeze Force"],"CardImage":"FreezeModx256.png","Name":"Freeze","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IcicleAbility","Key":"1","Icon":"Freeze130xWhite.png","Powersuit":"Frost"} onto the exterior of a globe will destroy it, triggering an icy explosion that deals 50
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage in an area of effect.
- The damage does not diminish with distance and bypasses obstacles in the environment.
Freeze{"Description":"A frigid energy blast that freezes targets in their tracks.","Cost":"25","Augments":["Freeze Force"],"CardImage":"FreezeModx256.png","Name":"Freeze","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IcicleAbility","Key":"1","Icon":"Freeze130xWhite.png","Powersuit":"Frost"} is capable of destroying a globe even during its invulnerability period.
- Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
- A maximum of 2 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
- Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
Augment

- Main article: Chilling Globe
Chilling Globe is a Warframe Augment Mod for Frost{"Sprint":"0.95","Description":"When Frost steps onto the battlefield, enemies experience a chill. Frost's attacks control crowds, protect objectives, and increase survivability. Wield the biting cold.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Ice Elemental","Tactical":"Snow Globe","Image":"Frost.png","Type":"Warframe","Introduced":"6","Armor":"315","FullImages":{"Portrait":"FrostFull.png"},"InternalName":"/Lotus/Powersuits/Frost/Frost","Passive":"Cold Status Effects from Frost's Abilities have their duration increased by 100%. Frost gains 50 Armor per enemy inflicted with Cold Status within 15m.","Progenitor":"Cold","SquadPortrait":"FrostLargePortrait.png","Health":"270","Link":"Frost","Portrait":"FrostIcon272.png","Polarities":["Bar","D"],"Abilities":["Freeze","Ice Wave","Snow Globe","Avalanche"],"InitialEnergy":"50","Subsumed":"Ice Wave","AuraPolarity":"D","Name":"Frost","Sex":"Male","Playstyle":"Crowd Control, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that gives
Snow Globe{"Description":"Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.","Cost":"50","Augments":["Chilling Globe"],"CardImage":"SnowGlobeModx256.png","Name":"Snow Globe","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IceShieldAbility","Key":"3","Icon":"SnowGlobe130xWhite.png","Powersuit":"Frost"} a chance to inflict 10
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} status effects and freeze enemies solid that enter its range.
Rank | Freeze chance | Duration | Cost |
---|---|---|---|
0 | 30% | 4s | 6 |
1 | 35% | 5s | 7 |
2 | 40% | 6s | 8 |
3 | 50% | 8s | 9 |
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Avalanche{"Description":"Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.","Cost":"100","Augments":["Icy Avalanche"],"CardImage":"AvalancheModx256.png","Name":"Avalanche","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/AvalancheAbility","Key":"4","Icon":"Avalanche130xWhite.png","Powersuit":"Frost"} Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius. Introduced in Update 6.0 (2013-01-29) |
![]() 250 (initial damage) 150 (explosion damage) |
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![]() 4.5 m (explosion radius) |
Info
- Frost summons an avalanche that freezes enemies in place after damaging them over a duration of 2 seconds within a radius of 12 meters. Frozen enemies have their armor reduced by 100% of their current armor (similar to a
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","ColorBorder":"#708d1c","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#93c203","Color":"#4d6600","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosive","ProcInternalName":"PT_CAUSTIC_BURN","Status":["Armor Reduction"],"ColorBackground":"#d8dfc3","InternalName":"DT_CORROSIVE","Types":["Electricity","Toxin"]} proc) for the duration of the freeze.
- Once the avalanche completely encompasses the area of effect after a short delay, 250
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage is dealt to all frozen enemies. Frozen enemies violently shatter upon death and inflict 150
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"} damage within 4.5 meters.
- Avalanche cannot be cast while airborne.
- Has a cast time of ~2.4 seconds and a cast delay of ~0.75 seconds.
Augment

- Main article: Icy Avalanche
Icy Avalanche is a Warframe Augment Mod for Frost{"Sprint":"0.95","Description":"When Frost steps onto the battlefield, enemies experience a chill. Frost's attacks control crowds, protect objectives, and increase survivability. Wield the biting cold.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Ice Elemental","Tactical":"Snow Globe","Image":"Frost.png","Type":"Warframe","Introduced":"6","Armor":"315","FullImages":{"Portrait":"FrostFull.png"},"InternalName":"/Lotus/Powersuits/Frost/Frost","Passive":"Cold Status Effects from Frost's Abilities have their duration increased by 100%. Frost gains 50 Armor per enemy inflicted with Cold Status within 15m.","Progenitor":"Cold","SquadPortrait":"FrostLargePortrait.png","Health":"270","Link":"Frost","Portrait":"FrostIcon272.png","Polarities":["Bar","D"],"Abilities":["Freeze","Ice Wave","Snow Globe","Avalanche"],"InitialEnergy":"50","Subsumed":"Ice Wave","AuraPolarity":"D","Name":"Frost","Sex":"Male","Playstyle":"Crowd Control, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Avalanche{"Description":"Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.","Cost":"100","Augments":["Icy Avalanche"],"CardImage":"AvalancheModx256.png","Name":"Avalanche","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/AvalancheAbility","Key":"4","Icon":"Avalanche130xWhite.png","Powersuit":"Frost"} that grants allies within the Affinity Range Overguard{"Type":"Health","Link":"Overguard","Color":"#31469A","Positives":"Void","50","DarkModeColor":"#c6cadb","Introduced":"31.5","Name":"Overguard","Faction":["Grineer","Corpus","Infested","The Murmur"],"ColorBackground":"#C5CDEC","ColorBorder":"#3E58C0","InternalName":"","Status":["Prevents status effects and damage spillover to Shields and Health"]} for each enemy hit. A percentage of Frost's armor is also added to the Overguard once per enemy.
Rank | ![]() |
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Cost |
---|---|---|---|
0 | 40 | 5% | 6 |
1 | 45 | 10% | 7 |
2 | 50 | 15% | 8 |
3 | 60 | 20% | 9 |
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Shattered Lash{"Description":"Lash out with stream of shattered glass, or hold for an arcing strike.","Cost":"25","Augments":["Shattered Storm"],"CardImage":"ShatteredLashModx256.png","Name":"Shattered Lash","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassShankAbility","Key":"1","Icon":"ShatteredLash130xWhite.png","Powersuit":"Gara"} Lash out with stream of shattered glass, or hold for an arcing strike. Introduced in Update 22.0 (2017-10-12) |
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Misc:
180° (sweep arc) |
Info
- Gara thrusts her glass longsword with 8 meters range toward the aiming reticle, dealing 60
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage and knocking back all enemies within 1 meters radius from the blade. Holding the ability key instead sweeps the glass longsword from left to right in a 180° arc in front of Gara, dealing 60
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage to all enemies within reach and
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}s them.
- Sweep is not perfectly aligned in a straight line and is similar to a wave-like pattern, allowing Shattered Lash to hit enemies on a slightly higher terrain elevation than Gara past ~90°.
- Thrust direction is determined when quick cast is initiated. Glass longsword will generate from the initial position regardless of Gara's orientation and position during the cast.
- Sweep occurs around Gara's character model once the hold cast is initiated. On cast, Gara is reoriented toward the aiming reticle, but the glass longsword's path is predetermined by the sweep animation and cannot be redirected upward or downward.
- Shattered Lash's quick cast is a one-handed action that allows Gara to fire and reload weapons, as well as move and perform maneuvers during cast.
- Hold cast is a two-handed animation that stops Gara's movement and other actions during cast.
- Can be cast while in midair.
- The glass longsword is visually summoned from Gara's left palm and does not possess a grip. Glass shards will constantly break away and fall from the blade as a visual effect, while the longsword fades into and out of existence for the duration of the thrust or sweep.
- The longsword and its particle effects are affected by Gara's chosen Warframe energy color.
- Shattered Lash can damage enemies across the Rift Plane.
Augment

- Main article: Shattered Storm
Shattered Storm is a Warframe Augment Mod for Gara{"Sprint":"1.15","Description":"Enemies are made fragile by Gara's deadly touch. Gara's vitric abilities provide her and her allies with survivability and deal high damage. Shatter the foe.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Glass, Warrior","Tactical":"Splinter Storm","Image":"Gara.png","Type":"Warframe","Introduced":"22","Armor":"160","FullImages":{"Portrait":"GaraFull.png"},"InternalName":"/Lotus/Powersuits/Glass/Glass","Passive":"A chance to create a radial blind lasting 10s when Gara casts abilities.","Progenitor":"Cold","SquadPortrait":"GlassLargePortrait.png","Health":"270","Link":"Gara","Portrait":"GaraIcon272.png","Polarities":["V","V"],"Abilities":["Shattered Lash","Splinter Storm","Spectrorage","Mass Vitrify"],"InitialEnergy":"75","Subsumed":"Spectrorage","AuraPolarity":"D","Name":"Gara","Sex":"Female","Playstyle":"Survival, Damage","SellPrice":"25000","Energy":"175","CodexSecret":false}'s
Shattered Lash{"Description":"Lash out with stream of shattered glass, or hold for an arcing strike.","Cost":"25","Augments":["Shattered Storm"],"CardImage":"ShatteredLashModx256.png","Name":"Shattered Lash","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassShankAbility","Key":"1","Icon":"ShatteredLash130xWhite.png","Powersuit":"Gara"} that, upon shattering
Mass Vitrify{"Description":"Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.","Cost":"75","CardImage":"MassVitrifyModx256.png","Name":"Mass Vitrify","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassRingAbility","Key":"4","Icon":"MassVitrify130xWhite.png","Powersuit":"Gara"}, inflicts
Splinter Storm{"Description":"Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.","Cost":"50","Augments":["Mending Splinters"],"CardImage":"SplinterStormModx256.png","Name":"Splinter Storm","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassShatterAbility","Key":"2","Icon":"SplinterStorm130xWhite.png","Powersuit":"Gara"} to impacted enemies equal to a percentage of modded Ability Strength.
Rank | Effect | Cost |
---|---|---|
0 | 25% | 6 |
1 | 50% | 7 |
2 | 75% | 8 |
3 | 100% | 9 |
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Splinter Storm{"Description":"Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.","Cost":"50","Augments":["Mending Splinters"],"CardImage":"SplinterStormModx256.png","Name":"Splinter Storm","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassShatterAbility","Key":"2","Icon":"SplinterStorm130xWhite.png","Powersuit":"Gara"} Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage. Introduced in Update 22.0 (2017-10-12) |
![]() 25% (damage reduction) 1.25x (damage multiplier) |
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![]() 2 m (radius) | |||
Misc: 50% (absorbed damage) |
Info
- Gara shatters her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within 20 meters, lasting for 5 seconds. The shard storm has a radius of 2 meters, within which enemies are dealt 25 damage per second and constantly pushed away from the center. When cast on self or allies, the target also receives 25% damage resistance to enemy attacks; when cast on enemies, the target also receives 1.25x increased damage vulnerability to weapons and abilities.
- Damage per second is distributed between
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"},
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Damage multiplier affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
- Damage per second is distributed between
- Casting Splinter Storm stops Gara's movement and actions.
- Can be cast on self when not aiming at an ally or enemy target.
- Can be cast on multiple targets while active.
- Cannot be cast on a target already affected by Splinter Storm.
- The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
- Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
- Gara's glass armor becomes the shard storm around her target, changing her base model visually without the glass accents while Splinter Storm is active. When all existing Splinter Storms expire, Gara's glass reforms on her model immediately in a flash of light.
- Glass fragments are affected by Gara's chosen Warframe energy color.
- Even though Gara's armor is visually shattered if at least one Splinter Storm is active, Gara can still cast new Splinter Storms on new targets.
Augment

- Main article: Mending Splinters
Mending Splinters is a Warframe Augment Mod for Gara{"Sprint":"1.15","Description":"Enemies are made fragile by Gara's deadly touch. Gara's vitric abilities provide her and her allies with survivability and deal high damage. Shatter the foe.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Glass, Warrior","Tactical":"Splinter Storm","Image":"Gara.png","Type":"Warframe","Introduced":"22","Armor":"160","FullImages":{"Portrait":"GaraFull.png"},"InternalName":"/Lotus/Powersuits/Glass/Glass","Passive":"A chance to create a radial blind lasting 10s when Gara casts abilities.","Progenitor":"Cold","SquadPortrait":"GlassLargePortrait.png","Health":"270","Link":"Gara","Portrait":"GaraIcon272.png","Polarities":["V","V"],"Abilities":["Shattered Lash","Splinter Storm","Spectrorage","Mass Vitrify"],"InitialEnergy":"75","Subsumed":"Spectrorage","AuraPolarity":"D","Name":"Gara","Sex":"Female","Playstyle":"Survival, Damage","SellPrice":"25000","Energy":"175","CodexSecret":false}'s
Splinter Storm{"Description":"Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.","Cost":"50","Augments":["Mending Splinters"],"CardImage":"SplinterStormModx256.png","Name":"Splinter Storm","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassShatterAbility","Key":"2","Icon":"SplinterStorm130xWhite.png","Powersuit":"Gara"} that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Rank | Health Regeneration | Cost |
---|---|---|
0 | 10/s | 6 |
1 | 11/s | 7 |
2 | 12.5/s | 8 |
3 | 15/s | 9 |
{{:Conclave:Spectrorage
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![]() 4 ![]() +3-5/s |
Mass Vitrify{"Description":"Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.","Cost":"75","CardImage":"MassVitrifyModx256.png","Name":"Mass Vitrify","Introduced":"22","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlassRingAbility","Key":"4","Icon":"MassVitrify130xWhite.png","Powersuit":"Gara"} Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward. Introduced in Update 22.0 (2017-10-12) |
![]() 925 (ring segment base health) 250 (segment explosion damage) 250 (shatter explosion damage) |
![]() 3 s (effect duration) | |||
![]() 8 m (ring max radius) 8 m (segment explosion range) 8 m (shatter explosion range) | |||
Misc:
3 m (ring initial height) |
Info
- Gara coats herself in a shell of hardened glass, becoming immobile, invulnerable to damage, and immune to Status Effects as she unleashes a radial ring of molten glass that expands outward and downward. Ring expansion occurs over 3.5 seconds, initially draining 2 energy per second which ramps up to 15 energy per second over the course of expansion. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands up to a maximum horizontal radius of 8 meters. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
- Molten glass bypasses all entities, obstacles, and terrain as it expands.
- When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
- Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
- Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
- Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 3 seconds. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
- On death, crystallized enemies shatter into glass with visual and sound effects.
- Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier.
- The glass barrier consists of a circle made out of 12 individual segments, each possessing 925 base health, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments. When a segment's health is depleted, it explodes outward and damages all enemies for 250 damage in a range of 8 meters. Glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
- During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
- The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
- All players, including Gara herself, cannot go through the barrier
- Can be cast while in midair.
- Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
- When the barrier duration expires, the glass barrier shatters harmlessly into fragments that float away upward.
- Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
- Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
- Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
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Condemn{"Description":"Cast a wave of energy that chains them where they stand. Each enemy held reinforces Harrow’s shields.","Cost":"25","Augments":["Tribunal"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestCondemnAbility","CardImage":"CondemnModx256.png","Subsumable":true,"Introduced":"21","Powersuit":"Harrow","Key":"1","Icon":"Condemn130xWhite.png","Name":"Condemn"} Cast a wave of energy that chains them where they stand. Each enemy held reinforces Harrow’s shields. Introduced in Update 21.0 (2017-06-29) |
![]() 50% (slow) |
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Subsumable to Helminth |
Info
- Harrow swings his thurible to cast a spectral afterimage forward that travels along the ground for 25 meters. As the afterimage travels, it emits a growing wave of ghastly energy that prevents enemies from jumping and slows their movement speed for 3 seconds. Each enemy enchained restores 30 Shield points to Harrow which can accumulate Overshields.
- Shield points are only granted on Condemn applying its chaining effect on unaffected enemies.
- The spectral afterimage resembles Harrow's thurible being swung perpetually in motion. The thurible and its afterimage are affected by Harrow's chosen appearance and energy colors.
- Chained enemies glow in Harrow's chosen Warframe energy color, while covered in black chains that erupt from cracks formed on nearby surfaces.
- Casting Condemn is an One-Handed Action that allows firing weapons and player movement during the animation.
- Cannot be cast if there is no valid surface 10 meters below Harrow.
- Afterimage spawns from the ground at Harrow's current position and dissipates on direct impact with terrain obstructions.
Augment

- Main article: Tribunal
Tribunal is a Warframe Augment Mod for Harrow{"Sprint":"1","Description":"Achieve redemption through vengeance. The monastic Harrow increases damage to support allies. Defy enemies and ascend.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Monastic, Void Manipulation","Tactical":"Covenant","Image":"Harrow.png","Type":"Warframe","Introduced":"21","Armor":"185","FullImages":{"Portrait":"HarrowFull.png"},"InternalName":"/Lotus/Powersuits/Priest/Priest","Passive":"Overshield capacity doubled.\r\nStart missions at maximum energy.","Progenitor":"Magnetic","SquadPortrait":"PriestLargePortrait.png","Health":"270","Link":"Harrow","Portrait":"HarrowIcon272.png","Polarities":["D","Bar"],"Abilities":["Condemn","Penance","Thurible","Covenant"],"InitialEnergy":"50","Subsumed":"Condemn","AuraPolarity":"Bar","Name":"Harrow","Sex":"Male","Playstyle":"Support","SellPrice":"25000","Energy":"100","CodexSecret":false} which lets other players proc a percentage of
Penance{"Description":"Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.","Cost":"50","CardImage":"PenanceModx256.png","Name":"Penance","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestPenanceAbility","Key":"2","Icon":"Penance130xWhite.png","Powersuit":"Harrow"} and
Thurible{"Description":"Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy.","Cost":"25","Augments":["Warding Thurible"],"CardImage":"ThuribleModx256.png","Name":"Thurible","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestPactAbility","Key":"3","Icon":"Thurible130xWhite.png","Powersuit":"Harrow"}'s effects when attacking enemies chained by
Condemn{"Description":"Cast a wave of energy that chains them where they stand. Each enemy held reinforces Harrow’s shields.","Cost":"25","Augments":["Tribunal"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestCondemnAbility","CardImage":"CondemnModx256.png","Subsumable":true,"Introduced":"21","Powersuit":"Harrow","Key":"1","Icon":"Condemn130xWhite.png","Name":"Condemn"}.
Rank | % of effects | Cost |
---|---|---|
0 | 40% | 6 |
1 | 60% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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Penance{"Description":"Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.","Cost":"50","CardImage":"PenanceModx256.png","Name":"Penance","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestPenanceAbility","Key":"2","Icon":"Penance130xWhite.png","Powersuit":"Harrow"} Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies. Introduced in Update 21.0 (2017-06-29) |
![]() 20 (fire rate bonus) 50% (reload speed bonus) |
![]() 8.33 s (bonus per 100 shields) | |||
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Misc: 50 m (affinity range) |
Info
- Harrow flagellates himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% ranged and melee weapons fire rate and 50% reload speed bonuses. While active, 30% of any damage dealt by Harrow to enemies converts into Health for Harrow and allies within his Affinity Range. Penance has a base duration of 4 seconds, plus extra duration of 8.33 seconds for every 100 Shield and Overshields points drained.
- The amount of shields to be drained is determined on activation. Shield points from
Condemn{"Description":"Cast a wave of energy that chains them where they stand. Each enemy held reinforces Harrow’s shields.","Cost":"25","Augments":["Tribunal"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestCondemnAbility","CardImage":"CondemnModx256.png","Subsumable":true,"Introduced":"21","Powersuit":"Harrow","Key":"1","Icon":"Condemn130xWhite.png","Name":"Condemn"} will not be drained if gained during Penance's casting animation.
- Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
- The amount of shields to be drained is determined on activation. Shield points from
- Only the lifesteal can be given to allies.
- While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
- Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
- Casting Penance stops all of Harrow's movement and actions.
- Can be recast while active.
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Thurible{"Description":"Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy.","Cost":"25","Augments":["Warding Thurible"],"CardImage":"ThuribleModx256.png","Name":"Thurible","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestPactAbility","Key":"3","Icon":"Thurible130xWhite.png","Powersuit":"Harrow"} Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Introduced in Update 21.0 (2017-06-29) |
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Misc: 4.0x (headshot multiplier) |
Info
- Once activated, Harrow chants in ritual to channel his Energy into the thurible at a rate of 25.3% of the base energy consumed per tick.
- Pressing the ability key again (default 3 ) stops the channeling, causing the thurible to generate an aura of incense around Harrow with a radius of 16 meters that lasts for 16 seconds. While active, each enemy killed by Harrow restores the charged amount of energy to Harrow and all allies inside his aura; if an enemy is killed by headshot, the amount of energy restored per player is multiplied by 4.
- Enemies killed anywhere by Harrow using ranged and melee weapons will reward energy; weapons with deployables such as the
Zenistar{"MaxRank":"30","BlockAngle":"55","Introduced":"Update: Specters of the Rail 1","SlideAttack":"260","InternalName":"/Lotus/Weapons/Tenno/Melee/SunDialAxe/SundialAxeWeapon","Link":"Zenistar","SweepRadius":"0.2","SlamElement":"Impact","ComboDur":"5","Family":"Zenistar","Disposition":"1.15","HeavySlamAttack":"894","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Heavy Blade","HeavyAttack":"1788","Image":"Zenistar.png","StancePolarity":"Madurai","FollowThrough":"0.6","WindUp":"1.1","HeavySlamRadius":"9","Traits":["Tenno"],"Mastery":"6","MeleeRange":"2.6","CompatibilityTags":["HEAVY_BLADE_STANCE"],"HeavySlamForcedProcs":["Lifted"],"Attacks":[{"CritChance":"0.1","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"68","Heat":"150","Impact":"80"},"StatusChance":"0.3","IsSilent":true,"FireRate":"0.833"},{"CritChance":"0.1","CritMultiplier":"2","AttackName":"Attacks While Disc Deployed","Damage":{"Slash":"104","Puncture":"13","Impact":"13"},"StatusChance":"0.15","IsSilent":true,"FireRate":"0.833"},{"ChargeTime":"1.09","IsSilent":true,"Range":"9","FireRate":"0.909","AttackName":"Disc Impact","CritMultiplier":"2","StatusChance":"0.15","CritChance":"0.1","Damage":{"Impact":"75"}},{"ChargeTime":"1.09","IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","FireRate":"0.909","CritMultiplier":"2","AttackName":"Disc Explosion","CritChance":"0.1","StatusChance":"0.15","ShotType":"AoE","Damage":{"Heat":"350"}},{"IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","EffectDuration":"10","CritMultiplier":"2","AttackName":"Disc Aura","FireRate":"1.2","StatusChance":"0.5","CritChance":"0.1","Damage":{"Heat":"50"}}],"HeavySlamElement":"Blast","Name":"Zenistar","Polarities":["V"],"SlamAttack":"596","SlamRadius":"8","Slot":"Melee","SlamForcedProcs":["Impact"]} are also eligible to reward energy from indirect kills.
- Players using toggled abilities that drain energy per second can not gain energy from Thurible, similar to the mechanics of
Energy Vampire{"Description":"Allies will gain energy over time when enemies are marked with Energy Vampire.","Cost":"50","Augments":["Vampire Leech"],"CardImage":"EnergyVampireModx256.png","Name":"Energy Vampire","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/EnergyVampireAbility","Key":"2","Icon":"EnergyVampire130xWhite.png","Powersuit":"Trinity"}.
- Enemies killed anywhere by Harrow using ranged and melee weapons will reward energy; weapons with deployables such as the
- While channeling energy into the thurible, the current amount of energy per kill is displayed to the right of the aiming reticle. The color of the text and stylized art are affected by Harrow's chosen Warframe energy color.
- Thurible's buff icon is displayed beside the shield and health indicators on the HUD, with the amount of energy per kill indicated below the buff icon.
- Upon killing an enemy via body-shot or headshot, a brief message displays above the ability icons indicating the total amount of energy restored per kill or per headshot kill.
- Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and Pickups collection, but allows player movement and parkour Maneuvers.
- Can be recast while aura is active to channel energy. Channeling ends the previous instance of Thurible.
- While active, Harrow is surrounded in a glow of energy and his incense aura is constantly visible to all players. Both visual effects are affected by his chosen Warframe energy color.
Augment

- Main article: Warding Thurible
Warding Thurible is a Warframe Augment Mod for Harrow{"Sprint":"1","Description":"Achieve redemption through vengeance. The monastic Harrow increases damage to support allies. Defy enemies and ascend.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Monastic, Void Manipulation","Tactical":"Covenant","Image":"Harrow.png","Type":"Warframe","Introduced":"21","Armor":"185","FullImages":{"Portrait":"HarrowFull.png"},"InternalName":"/Lotus/Powersuits/Priest/Priest","Passive":"Overshield capacity doubled.\r\nStart missions at maximum energy.","Progenitor":"Magnetic","SquadPortrait":"PriestLargePortrait.png","Health":"270","Link":"Harrow","Portrait":"HarrowIcon272.png","Polarities":["D","Bar"],"Abilities":["Condemn","Penance","Thurible","Covenant"],"InitialEnergy":"50","Subsumed":"Condemn","AuraPolarity":"Bar","Name":"Harrow","Sex":"Male","Playstyle":"Support","SellPrice":"25000","Energy":"100","CodexSecret":false} that reduces damage taken by allies within
Thurible{"Description":"Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy.","Cost":"25","Augments":["Warding Thurible"],"CardImage":"ThuribleModx256.png","Name":"Thurible","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestPactAbility","Key":"3","Icon":"Thurible130xWhite.png","Powersuit":"Harrow"}'s range when channeled, and grants extra energy charge if those Allies are hit.
Rank | Damage Reduction | Energy charge per hit | Cost |
---|---|---|---|
0 | 30% | 0.5 | 6 |
1 | 35% | 0.6 | 7 |
2 | 40% | 0.8 | 8 |
3 | 50% | 1.0 | 9 |
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Covenant{"Description":"Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.","Cost":"100","Augments":["Lasting Covenant"],"CardImage":"CovenantModx256.png","Name":"Covenant","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestRavageAbility","Key":"4","Icon":"Covenant130xWhite.png","Powersuit":"Harrow"} Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further. Introduced in Update 21.0 (2017-06-29) |
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![]() 10 s (critical chance time) | |||
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Misc:
4.0x (headshot multiplier) |
Info
- Harrow breaks free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete invulnerability to damage and Status Effect immunity for 5 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- Status effect immunity also protects against knockdown and
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}.
- Status effect immunity also protects against knockdown and
- After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon critical chance bonus lasting for 10 seconds. Retaliation provides a 4% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 4% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
- Retaliation's critical chance is capped at 50% on bodyshot hits and 50% on headshot hits.
- The critical chance applied to the weapons appears to be a flat value.
- Critical chance seems to also be applied to melee weapons, weapon deployables (
Zenistar{"MaxRank":"30","BlockAngle":"55","Introduced":"Update: Specters of the Rail 1","SlideAttack":"260","InternalName":"/Lotus/Weapons/Tenno/Melee/SunDialAxe/SundialAxeWeapon","Link":"Zenistar","SweepRadius":"0.2","SlamElement":"Impact","ComboDur":"5","Family":"Zenistar","Disposition":"1.15","HeavySlamAttack":"894","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Heavy Blade","HeavyAttack":"1788","Image":"Zenistar.png","StancePolarity":"Madurai","FollowThrough":"0.6","WindUp":"1.1","HeavySlamRadius":"9","Traits":["Tenno"],"Mastery":"6","MeleeRange":"2.6","CompatibilityTags":["HEAVY_BLADE_STANCE"],"HeavySlamForcedProcs":["Lifted"],"Attacks":[{"CritChance":"0.1","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"68","Heat":"150","Impact":"80"},"StatusChance":"0.3","IsSilent":true,"FireRate":"0.833"},{"CritChance":"0.1","CritMultiplier":"2","AttackName":"Attacks While Disc Deployed","Damage":{"Slash":"104","Puncture":"13","Impact":"13"},"StatusChance":"0.15","IsSilent":true,"FireRate":"0.833"},{"ChargeTime":"1.09","IsSilent":true,"Range":"9","FireRate":"0.909","AttackName":"Disc Impact","CritMultiplier":"2","StatusChance":"0.15","CritChance":"0.1","Damage":{"Impact":"75"}},{"ChargeTime":"1.09","IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","FireRate":"0.909","CritMultiplier":"2","AttackName":"Disc Explosion","CritChance":"0.1","StatusChance":"0.15","ShotType":"AoE","Damage":{"Heat":"350"}},{"IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","EffectDuration":"10","CritMultiplier":"2","AttackName":"Disc Aura","FireRate":"1.2","StatusChance":"0.5","CritChance":"0.1","Damage":{"Heat":"50"}}],"HeavySlamElement":"Blast","Name":"Zenistar","Polarities":["V"],"SlamAttack":"596","SlamRadius":"8","Slot":"Melee","SlamForcedProcs":["Impact"]} disc,
Orvius{"SellPrice":"5000","BlockAngle":"55","Introduced":"19.0","SlideAttack":"390","InternalName":"/Lotus/Weapons/Tenno/Melee/Glaives/TeshinGlaive/TnTeshinGlaiveWep","Link":"Orvius","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","Family":"Orvius","Disposition":"1.35","HeavySlamAttack":"585","Conclave":true,"_TooltipAttackDisplay":"7","Class":"Glaive","HeavyAttack":"0","Image":"Orvius.png","Users":["Teshin"],"StancePolarity":"Naramon","FollowThrough":"0.7","HeavySlamRadius":"6","WindUp":"1.2","Tradable":"2","SlamForcedProcs":["Impact"],"Mastery":"5","MeleeRange":"1.3","CompatibilityTags":["GLAIVES_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.18","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"146.25","Puncture":"9.75","Impact":"39"},"StatusChance":"0.18","IsSilent":true,"FireRate":"0.75"},{"IsSilent":true,"Range":"30","FireRate":"0.75","CritMultiplier":"2.2","ShotSpeed":"35","AttackName":"Throw","ShotType":"Thrown","StatusChance":"0.2","CritChance":"0.2","Damage":{"Slash":"161.25","Puncture":"10.75","Impact":"43"}},{"IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0.4","StartRange":"0"},"Range":"4","FireRate":"0.75","CritMultiplier":"2.2","AttackName":"Throw Bounce Explosion","CritChance":"0.2","StatusChance":"0.2","ShotType":"AoE","Damage":{"Blast":"293"}},{"CritChance":"0.2","Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","FireRate":"0.75","CritMultiplier":"2.2","ForcedProcs":["Cold"],"AttackName":"Throw Recall Explosion","IsSilent":true,"StatusChance":"0.2","ShotType":"AoE","Damage":{"Blast":"586"}},{"ChargeTime":"1.192","IsSilent":true,"Range":"30","FireRate":"0.833","CritMultiplier":"2.4","CritChance":"0.22","ForcedProcs":["Impact"],"AttackName":"Charged Throw","ShotType":"Thrown","StatusChance":"0.22","ShotSpeed":"35","Damage":{"Slash":"321.75","Puncture":"21.5","Impact":"85.75"}},{"ChargeTime":"1.192","IsSilent":true,"Falloff":{"EndRange":"4","Reduction":"0.4","StartRange":"0"},"Range":"4","FireRate":"0.833","CritMultiplier":"2.4","AttackName":"Charged Throw Bounce Explosion","CritChance":"0.22","StatusChance":"0.22","ShotType":"AoE","Damage":{"Cold":"585"}},{"ChargeTime":"1.192","CritChance":"0.22","Falloff":{"EndRange":"4","Reduction":"0","StartRange":"0"},"Range":"4","FireRate":"0.833","CritMultiplier":"2.4","ForcedProcs":["Cold"],"AttackName":"Charged Throw Recall Explosion","IsSilent":true,"StatusChance":"0.22","ShotType":"AoE","Damage":{"Cold":"1170"}},{"CritMultiplier":"2.2","IsSilent":true,"Damage":{"Cold":"75"},"AttackName":"Hover Attack","FireRate":"0.75","StatusChance":"0.6","CritChance":"0.2","EffectDuration":"3"}],"HeavySlamElement":"Blast","Name":"Orvius","Slot":"Melee","SlamAttack":"390","SlamRadius":"5","HeavySlamForcedProcs":["Lifted"],"Polarities":["Bar","V"]} channel throw, etc.), and Exalted weapons (
Excalibur{"Sprint":"1","Description":"Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Swordsman","Tactical":"Radial Blind","Image":"Excalibur.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"ExcaliburFull.png"},"InternalName":"/Lotus/Powersuits/Excalibur/Excalibur","Passive":"Excalibur deals 10% increased damage and attacks 10% faster when wielding swords.","Progenitor":"Electricity","SquadPortrait":"ExcaliburLargePortrait.png","Health":"270","Link":"Excalibur","Portrait":"ExcaliburIcon272.png","Polarities":["D","V"],"Abilities":["Slash Dash","Radial Blind","Radial Javelin","Exalted Blade"],"InitialEnergy":"50","Subsumed":"Radial Blind","AuraPolarity":"None","Name":"Excalibur","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Exalted Blade{"Description":"Summon a sword of pure light and immense power.","Cost":"25","Augments":["Chromatic Blade"],"Powersuit":"Excalibur","CardImage":"ExaltedBladeModx256.png","Name":"Exalted Blade","Introduced":"16.9","Icon":"ExaltedBlade130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwordOfDoomAbility","Weapon":"Exalted Blade"},
Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false}'s
Artemis Bow{"Description":"Summon a mighty bow and unleash a volley of devastating arrows.","Cost":"50","Augments":["Concentrated Arrow"],"Powersuit":"Ivara","CardImage":"ArtemisBowModx256.png","Name":"Artemis Bow","Introduced":"18","Icon":"ArtemisBow130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerBowAbility","Weapon":"Artemis Bow"}, etc.)
- Covenant cannot be recast while its buffs are active.
- Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
- Casting animation of 4 seconds; casting Covenant stops Harrow's movement and actions
- During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
- After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
- An audible whispering sound plays when each buff's duration ends.
- Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
- Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
Augment

- Main article: Lasting Covenant
Lasting Covenant is a Warframe Augment Mod for Harrow{"Sprint":"1","Description":"Achieve redemption through vengeance. The monastic Harrow increases damage to support allies. Defy enemies and ascend.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Monastic, Void Manipulation","Tactical":"Covenant","Image":"Harrow.png","Type":"Warframe","Introduced":"21","Armor":"185","FullImages":{"Portrait":"HarrowFull.png"},"InternalName":"/Lotus/Powersuits/Priest/Priest","Passive":"Overshield capacity doubled.\r\nStart missions at maximum energy.","Progenitor":"Magnetic","SquadPortrait":"PriestLargePortrait.png","Health":"270","Link":"Harrow","Portrait":"HarrowIcon272.png","Polarities":["D","Bar"],"Abilities":["Condemn","Penance","Thurible","Covenant"],"InitialEnergy":"50","Subsumed":"Condemn","AuraPolarity":"Bar","Name":"Harrow","Sex":"Male","Playstyle":"Support","SellPrice":"25000","Energy":"100","CodexSecret":false} that increases
Covenant{"Description":"Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.","Cost":"100","Augments":["Lasting Covenant"],"CardImage":"CovenantModx256.png","Name":"Covenant","Introduced":"21","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PriestRavageAbility","Key":"4","Icon":"Covenant130xWhite.png","Powersuit":"Harrow"}'s critical chance buff duration each time an enemy is killed with a headshot.
Rank | Duration Increase | Cost |
---|---|---|
0 | 1s | 6 |
1 | 1.5s | 7 |
2 | 2s | 8 |
3 | 3s | 9 |
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Tempest Barrage{"Description":"Summon a tempest to rain down upon a target area.","Cost":"25","Augments":["Viral Tempest"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/CannonBarrageAbility","CardImage":"TempestBarrageModx256.png","Subsumable":true,"Introduced":"13","Powersuit":"Hydroid","Key":"1","Icon":"TempestBarrage130xWhite.png","Name":"Tempest Barrage"} Summon a tempest to rain down upon a target area. Introduced in Update 13.0 (2014-04-09) |
![]() 50 (charged) |
![]() 5 s (charged) | |||
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Misc:
∞ (cast range) | |||
Subsumable to Helminth |
Info
- Hydroid marks a targeted location for orbital bombardment over unrestricted range, calling forth an artillery barrage-like salvo of water missiles from above to strike the marked area 1 meter in radius for 1.2 seconds. Water missiles launch from above in a salvo of 4 per second, with each missile exploding on impact dealing 25
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage to enemies within a 5 meters explosion radius.
- Damage does not bypass obstacles in the environment and does not diminish with distance.
- The barrage distinctly resembles a salvo of cannon-fire from an old warship. Like said salvo, it is not terribly accurate, but can threaten a wide area for several seconds and an enemy can be struck multiple times.
- Water missiles have a chance to strike both grounded and airborne targets directly.
- Tapping the button (default 1 ) initiates the ability cast immediately. Holding the button for up to 2.5 seconds allows Hydroid to charge Tempest Barrage for up to 100% damage per explosion and increased barrage duration, in exchange for double energy cost.
- Holding highlights the area around the aiming reticle in Hydroid's energy color, allowing free aim before releasing the hotkey to cast Tempest Barrage at the target location.
- While charging, an audible flowing liquid sound plays.
- The barrage will be centered on the spot where the reticle is pointing up to the first solid object within view. This allows Tempest Barrage to be cast at distant locations as long as one has line of sight. Note that it tends to fall short if cast through a door or gateway.
- The barrage spot is decided upon releasing the cast; you can move the reticle freely before releasing the ability button.
- Holding highlights the area around the aiming reticle in Hydroid's energy color, allowing free aim before releasing the hotkey to cast Tempest Barrage at the target location.
- Can be cast during
Undertow{"Description":"Become a water trap and drown unsuspecting enemies.","Cost":"15","Augments":["Curative Undertow"],"CardImage":"UndertowModx256.png","Name":"Undertow","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LiquifyAbility","Key":"3","Icon":"Undertow130xWhite.png","Powersuit":"Hydroid"} over unrestricted range.
- Tempest Barrage is a One-Handed Action that allows casting during movement, while midair, and on ziplines.
- Can be recast while active to create multiple barrage instances.
- Water missiles and their impact indicator circles are affected by Hydroid's chosen Warframe energy color.
Augment

- Main article: Viral Tempest
Viral Tempest is a Warframe Augment Mod for Hydroid{"Sprint":"1.05","Description":"Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise.","Conclave":true,"Shield":"365","MaxRank":"30","Themes":"Pirate, Water Elemental","Tactical":"Tempest Barrage","Image":"Hydroid.png","Type":"Warframe","Introduced":"13","Armor":"240","FullImages":{"Portrait":"HydroidFull.png"},"InternalName":"/Lotus/Powersuits/Pirate/Pirate","Passive":"Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.","Progenitor":"Magnetic","SquadPortrait":"HydroidLargePortrait.png","Health":"270","Link":"Hydroid","Portrait":"HydroidIcon272.png","Polarities":["V","Bar"],"Abilities":["Tempest Barrage","Tidal Surge","Plunder","Tentacle Swarm"],"InitialEnergy":"75","Subsumed":"Tempest Barrage","AuraPolarity":"Bar","Name":"Hydroid","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false} where each projectile of
Tempest Barrage{"Description":"Summon a tempest to rain down upon a target area.","Cost":"25","Augments":["Viral Tempest"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/CannonBarrageAbility","CardImage":"TempestBarrageModx256.png","Subsumable":true,"Introduced":"13","Powersuit":"Hydroid","Key":"1","Icon":"TempestBarrage130xWhite.png","Name":"Tempest Barrage"} has a chance to inflict a
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} status effect.
Rank | ![]() |
Cost |
---|---|---|
0 | 50% | 6 |
1 | 65% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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![]() 2 ![]() |
Tidal Surge{"Description":"Crash through enemies in a ferocious wall of water.","Cost":"50","Augments":["Tidal Impunity"],"CardImage":"TidalSurgeModx256.png","Name":"Tidal Surge","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TidalWaveAbility","Key":"2","Icon":"TidalSurge130xWhite.png","Powersuit":"Hydroid"} Crash through enemies in a ferocious wall of water. Introduced in Update 13.0 (2014-04-09) |
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![]() 22 m (travel distance) | |||
Misc:
1 s (wave duration) |
Info
- Hydroid transforms into liquid and surges forward as a wave of water. While traveling in waveform, Hydroid is granted with a 0.6 second invulnerability bonus, as his speed increases to 40 meters per second over a duration of 1 second. Enemies within 2 meters of the wave are knocked down, while dealt with 100
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage as the wave travels and 100
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage as the wave breaks at the end of the duration.
- While traveling in waveform, activating
Undertow{"Description":"Become a water trap and drown unsuspecting enemies.","Cost":"15","Augments":["Curative Undertow"],"CardImage":"UndertowModx256.png","Name":"Undertow","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LiquifyAbility","Key":"3","Icon":"Undertow130xWhite.png","Powersuit":"Hydroid"} halts Hydroid at his current position and transitions directly into liquid form on impact with the ground.
- Likewise, deactivating Undertow while traveling in waveform halts Hydroid at his current position, causing him to emerge from the pool.
- Can be cast while in Undertow liquid form to travel half the normal distance.
- Hydroid remains in liquid form during and after Tidal Surge as long as Undertow remains active.
Augment

- Main article: Tidal Impunity
Tidal Impunity is a Hydroid{"Sprint":"1.05","Description":"Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise.","Conclave":true,"Shield":"365","MaxRank":"30","Themes":"Pirate, Water Elemental","Tactical":"Tempest Barrage","Image":"Hydroid.png","Type":"Warframe","Introduced":"13","Armor":"240","FullImages":{"Portrait":"HydroidFull.png"},"InternalName":"/Lotus/Powersuits/Pirate/Pirate","Passive":"Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.","Progenitor":"Magnetic","SquadPortrait":"HydroidLargePortrait.png","Health":"270","Link":"Hydroid","Portrait":"HydroidIcon272.png","Polarities":["V","Bar"],"Abilities":["Tempest Barrage","Tidal Surge","Plunder","Tentacle Swarm"],"InitialEnergy":"75","Subsumed":"Tempest Barrage","AuraPolarity":"Bar","Name":"Hydroid","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false} Warframe Augment Mod for
Tidal Surge{"Description":"Crash through enemies in a ferocious wall of water.","Cost":"50","Augments":["Tidal Impunity"],"CardImage":"TidalSurgeModx256.png","Name":"Tidal Surge","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TidalWaveAbility","Key":"2","Icon":"TidalSurge130xWhite.png","Powersuit":"Hydroid"} that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to Status Effects, as well as removing already active ones. Also passively reduces Tidal Surge's base energy cost to 15.
Rank | Duration | Energy Cost | Cost |
---|---|---|---|
0 | 8s | 15 | 6 |
1 | 9s | 15 | 7 |
2 | 10s | 15 | 8 |
3 | 12s | 15 | 9 |
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![]() 3 ![]() +6/s +5/grab +5/m |
Undertow{"Description":"Become a water trap and drown unsuspecting enemies.","Cost":"15","Augments":["Curative Undertow"],"CardImage":"UndertowModx256.png","Name":"Undertow","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LiquifyAbility","Key":"3","Icon":"Undertow130xWhite.png","Powersuit":"Hydroid"} Become a water trap and drown unsuspecting enemies. Introduced in Update 13.0 (2014-04-09) |
![]() 2 % (dmg increase/sec) |
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![]() 16 m (grab range) |
Info
- Hydroid submerges into a pool of water with a 6 meters radius, becoming invulnerable to damage and applies a 6 second debuff on enemies in range of the puddle that causes a knockdown when they attempt to jump.
- Shooting at the center of the puddle will drain Hydroid’s energy. AoE damage also affects the puddle center.
- If any invisible opponents happens to walk across Undertow, it will reveal them and render their invisibility useless.
- While active, Hydroid can aim at an enemy target within 16 meters and press the primary attack key (default LMB ) to expend 5 energy, launching a water tendril from the pool, grabbing the target and pulling it into Undertow.
- Undertow drains 2 energy per second, and will remain active so long as Hydroid has energy. Undertow will end if Hydroid runs out of energy, jumps (Space ), rolls (2x Shift ), or if deactivated by pressing the ability key again (default 3 ). Hydroid can slowly move while in Undertow by draining 1 energy point per 0.2 meters moved.
- If moving while in Undertow you can sprint (hold Shift ) for faster movement speed.
- While hidden in his liquid form, Hydroid can cast all other abilities.
Tidal Surge{"Description":"Crash through enemies in a ferocious wall of water.","Cost":"50","Augments":["Tidal Impunity"],"CardImage":"TidalSurgeModx256.png","Name":"Tidal Surge","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TidalWaveAbility","Key":"2","Icon":"TidalSurge130xWhite.png","Powersuit":"Hydroid"} allows Hydroid to remain submerged in Undertow and travel in waveform for half the normal distance.
- Undertow will not drain additional energy when Hydroid moves via Tidal Surge.
Tentacle Swarm{"Description":"Summon a creature from the depths. Its watery tentacles emergy from nearby surfaces to wreak havoc.","Cost":"50","Augments":["Pilfering Swarm"],"CardImage":"TentacleSwarmModx256.png","Name":"Tentacle Swarm","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/KrakenAbility","Key":"4","Icon":"TentacleSwarm130xWhite.png","Powersuit":"Hydroid"} centers the kraken on Undertow and spawns tentacles inside the pool. Charged cast can extend tentacle spawn radius outside Undertow.
- Tentacle Swarm deals 200% damage when cast from Undertow.
- Cannot switch, fire, or reload weapons, perform parkour Maneuvers except jump and roll, nor collect Pickups while in liquid form.
- Can be cast while in midair to enter liquid form. Undertow pool will form when Hydroid lands on the ground.
Augment

- Main article: Curative Undertow
Curative Undertow is a Hydroid Warframe Augment Mod that allows Undertow{"Description":"Become a water trap and drown unsuspecting enemies.","Cost":"15","Augments":["Curative Undertow"],"CardImage":"UndertowModx256.png","Name":"Undertow","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LiquifyAbility","Key":"3","Icon":"Undertow130xWhite.png","Powersuit":"Hydroid"} to heal
Hydroid{"Sprint":"1.05","Description":"Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise.","Conclave":true,"Shield":"365","MaxRank":"30","Themes":"Pirate, Water Elemental","Tactical":"Tempest Barrage","Image":"Hydroid.png","Type":"Warframe","Introduced":"13","Armor":"240","FullImages":{"Portrait":"HydroidFull.png"},"InternalName":"/Lotus/Powersuits/Pirate/Pirate","Passive":"Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.","Progenitor":"Magnetic","SquadPortrait":"HydroidLargePortrait.png","Health":"270","Link":"Hydroid","Portrait":"HydroidIcon272.png","Polarities":["V","Bar"],"Abilities":["Tempest Barrage","Tidal Surge","Plunder","Tentacle Swarm"],"InitialEnergy":"75","Subsumed":"Tempest Barrage","AuraPolarity":"Bar","Name":"Hydroid","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false} and his allies within range by a percentage of their max health every 1.5 seconds.
Rank | Hydroid Health Restore | Ally Health Restore | Cost |
---|---|---|---|
0 | 5% | 15% | 6 |
1 | 6% | 20% | 7 |
2 | 8% | 25% | 8 |
3 | 10% | 30% | 9 |
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Tentacle Swarm{"Description":"Summon a creature from the depths. Its watery tentacles emergy from nearby surfaces to wreak havoc.","Cost":"50","Augments":["Pilfering Swarm"],"CardImage":"TentacleSwarmModx256.png","Name":"Tentacle Swarm","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/KrakenAbility","Key":"4","Icon":"TentacleSwarm130xWhite.png","Powersuit":"Hydroid"} Summon a creature from the depths. Its watery tentacles emergy from nearby surfaces to wreak havoc. Introduced in Update 13.0 (2014-04-09) |
![]() 180 (charged) |
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![]() 10 m (charged radius) | |||
Misc:
∞ (cast range) |
Info
- Hydroid summons a creature from the deep, causing 8 tentacles to emerge from all surfaces within a marked location 5 meters in radius, cast over unrestricted range. Tentacles prioritize spawning beneath enemies inside the radius, with each tentacle hiting their targets or knocking them down, dealing 60
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage upon emerging, on first contact with enemies, and when submerging as the ability expires after 6 seconds.
- Tentacles detect and damage new enemy targets when they come into range.
- Tentacles can damage multiple enemies at once.
- Tapping the button (default 4 ) casts the ability immediately. Holding the button for up to 2 seconds charges Tentacle Swarm, increasing the number of tentacles spawned up to 16 and spawn radius up to 10 meters, in exchange for up to double energy cost.
- Tentacle Swarm's spawn area will be highlighted by Hydroid's energy color during the casting and charging animations.
- Spawn area indicator visibly grows in size as Tentacle Swarm is charged.
- While charging, an audible whale-like call from the Kraken plays.
- Can be cast while in
Undertow{"Description":"Become a water trap and drown unsuspecting enemies.","Cost":"15","Augments":["Curative Undertow"],"CardImage":"UndertowModx256.png","Name":"Undertow","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LiquifyAbility","Key":"3","Icon":"Undertow130xWhite.png","Powersuit":"Hydroid"} liquid form to center Tentacle Swarm on the pool.
- Quick cast causes all tentacles to spawn inside Undertow's radius, while charged cast extends the spawn radius outside of Undertow.
- Tentacle
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage per second deal 200% damage when cast from Undertow, including tentacles that spawn outside Undertow.
- Casting Tentacle Swarm is a two-handed action that stops Hydroid's movement and other actions. Charging Tentacle Swarm is a two-handed upper body animation that allows player movement.
- Can be recast while active; however, only one instance of Tentacle Swarm can be active at a time. Recasting will replace the previous instance.
- Hydroid briefly summons the Kraken at the center of the spawn area as a visual effect. The Kraken emerges from a pool of water, then submerges slowly and disappears. Kraken is affected by Hydroid's chosen Warframe appearance and energy colors.
- Tentacles appear as translucent water tendrils emerging from a small puddle of water. Tentacles emit splashes of water periodically, as well as a steam particle effect at their base which is affected by Hydroid's chosen Warframe energy color.
Augment

- Main article: Pilfering Swarm
Pilfering Swarm is a Hydroid{"Sprint":"1.05","Description":"Hydroid summons the power of the ocean depths. He provides crowd control with aqueous attacks. His enemies will meet a watery demise.","Conclave":true,"Shield":"365","MaxRank":"30","Themes":"Pirate, Water Elemental","Tactical":"Tempest Barrage","Image":"Hydroid.png","Type":"Warframe","Introduced":"13","Armor":"240","FullImages":{"Portrait":"HydroidFull.png"},"InternalName":"/Lotus/Powersuits/Pirate/Pirate","Passive":"Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.","Progenitor":"Magnetic","SquadPortrait":"HydroidLargePortrait.png","Health":"270","Link":"Hydroid","Portrait":"HydroidIcon272.png","Polarities":["V","Bar"],"Abilities":["Tempest Barrage","Tidal Surge","Plunder","Tentacle Swarm"],"InitialEnergy":"75","Subsumed":"Tempest Barrage","AuraPolarity":"Bar","Name":"Hydroid","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false} Warframe Augment Mod that grants
Tentacle Swarm{"Description":"Summon a creature from the depths. Its watery tentacles emergy from nearby surfaces to wreak havoc.","Cost":"50","Augments":["Pilfering Swarm"],"CardImage":"TentacleSwarmModx256.png","Name":"Tentacle Swarm","Introduced":"13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/KrakenAbility","Key":"4","Icon":"TentacleSwarm130xWhite.png","Powersuit":"Hydroid"} a chance to yield additional loot from enemies killed while they're ensnared by the tentacles.
Rank | Effect | Cost |
---|---|---|
0 | 25% | 6 |
1 | 50% | 7 |
2 | 75% | 8 |
3 | 100% | 9 |
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![]() 1 ![]() |
Desiccation{"Description":"Blast enemies with a wave of cursed sand that blinds them and steals their health.","Cost":"25","Augments":["Desiccation's Curse"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanBlastAbility","CardImage":"DesiccationModx256.png","Subsumable":true,"Introduced":"18.5","Powersuit":"Inaros","Key":"1","Icon":"Desiccation130xWhite.png","Name":"Desiccation"} Blast enemies with a wave of cursed sand that blinds them and steals their health. Introduced in Update 18.5 (2016-03-04) |
![]() 10 (damage/sec) |
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Misc: 25% (lifesteal) | |||
Subsumable to Helminth |
Info
- Inaros scatters a wave of cursed sand that staggers all enemies up to 8 meters away in a cone in front of him, dealing 50 damage on hit, then 10 damage per second for 2 seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. If enemies are facing behind Inaros as the sand wave strikes, they are not blinded.
- Can be recast while active.
- Inaros visually creates a pile of sand on the ground beside him as he throws a handful forward. The sand pile lingers for a few seconds then dissipates.
Augment

- Main article: Desiccation's Curse
Desiccation's Curse is a Warframe Augment Mod for Inaros{"ShieldRank30":"0","SellPrice":"25000","Themes":"Mummy, Sand Elemental","Tactical":"Desiccation","Passive":"When Inaros takes lethal damage, he entombs himself in a sarcophagus and incarnates as sand to attack enemies, draining their lifeforce to revive himself.","Introduced":"18.5","Polarities":["D","D"],"FullImages":{"Portrait":"InarosFull.png"},"InternalName":"/Lotus/Powersuits/Sandman/Sandman","Type":"Warframe","Link":"Inaros","ExilusPolarity":"Bar","Health":"2110","Playstyle":"Survival","CodexSecret":false,"Sprint":"1","HealthRank30":"2310","Portrait":"InarosIcon272.png","Conclave":true,"Shield":"0","Image":"Inaros.png","Armor":"240","Progenitor":"Heat","SquadPortrait":"InarosLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Desiccation","AuraPolarity":"Bar","Abilities":["Desiccation","Sandstorm","Scarab Shell","Scarab Swarm"],"Sex":"Male","Name":"Inaros","Description":"Inaros commands the fearsome desert. He survives like the ever-shifting sands that empower him. Legend recalls Inaros as the Fear-Eater.","Energy":"100","MaxRank":"30"}'
Desiccation{"Description":"Blast enemies with a wave of cursed sand that blinds them and steals their health.","Cost":"25","Augments":["Desiccation's Curse"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanBlastAbility","CardImage":"DesiccationModx256.png","Subsumable":true,"Introduced":"18.5","Powersuit":"Inaros","Key":"1","Icon":"Desiccation130xWhite.png","Name":"Desiccation"} ability that has a chance to summon a
Swarm Kavat{"Description":"Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.","Cost":"100","Augments":["Negation Armor"],"CardImage":"ScarabSwarmModx256.png","Name":"Scarab Swarm","Introduced":"18.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanSwarmAbility","Key":"4","Icon":"ScarabSwarm130xWhite.png","Powersuit":"Inaros"} when killing a blinded enemy with a Finisher. The augment also increases the maximum limit of Swarm Kavats by 2.
Rank | Chance | Cost |
---|---|---|
0 | 35% | 6 |
1 | 50% | 7 |
2 | 70% | 8 |
3 | 100% | 9 |
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Devour{"Description":"Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.","Cost":"50","CardImage":"DevourModx256.png","Name":"Devour","Introduced":"18.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanDevourAbility","Key":"2","Icon":"Devour130xWhite.png","Powersuit":"Inaros"} Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow. Introduced in Update 18.5 (2016-03-04) |
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Misc:
2 s (damage ramp-up) |
Info
- Inaros tethers an enemy target within 30 meters into quicksand for 10 seconds, disabling advanced movement of the target (Bullet jumps, rolls, etc) in a manner similar to
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}. If the target dies while this ability is active, a small sand dune will be left behind. Inaros can interact with this dune to consume it and restore himself to full health. During the Devour action, the victim receives 2 damage per second, that ramps up to 250 damage per second over 2 seconds; damage is dealt in 5 ticks per second.
- Tethered enemies are dragged along the ground and can fall to lower terrain elevations.
- Cannot be recast on affected targets.
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![]() 2 ![]() |
Sandstorm{"Description":"Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself.","Cost":"25","Augments":["Elemental Sandstorm"],"CardImage":"SandstormModx256.png","Name":"Sandstorm","Introduced":"18.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanStormAbility","Key":"2","Icon":"Sandstorm130xWhite.png","Powersuit":"Inaros"} Become an invulnerable whirling spiral of sand that knocks opponents down. Introduced in Update 18.5 (2016-03-04) |
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Misc:
1 (damage multiplier) |
Info
- Inaros spins with great speed, creating a storm that knocks down enemies within a diameter (though the in game description lists the range as a "radius" rather than "diameter") of 6 meters and dealing 150
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage per second to them. Inaros himself is unable to attack or activate other special abilities while Sandstorm is active, but his movement is sped up to 75% of his base speed.
- Despite the UI description, Inaros is not invulnerable to damage.
- Sandstorm is a channeled ability that consumes 10 energy per second for the duration it is active. This ability will remain active until the ability key is pressed again (default 3 ), or Inaros' energy is depleted.
- While Sandstorm is active, Inaros cannot restore energy using Energy orbs.
- While active, Inaros cannot fire weapons, use other abilities, or perform parkour Maneuvers.
Augment

- Main article: Elemental Sandstorm
Elemental Sandstorm is a Warframe Augment Mod for Inaros{"ShieldRank30":"0","SellPrice":"25000","Themes":"Mummy, Sand Elemental","Tactical":"Desiccation","Passive":"When Inaros takes lethal damage, he entombs himself in a sarcophagus and incarnates as sand to attack enemies, draining their lifeforce to revive himself.","Introduced":"18.5","Polarities":["D","D"],"FullImages":{"Portrait":"InarosFull.png"},"InternalName":"/Lotus/Powersuits/Sandman/Sandman","Type":"Warframe","Link":"Inaros","ExilusPolarity":"Bar","Health":"2110","Playstyle":"Survival","CodexSecret":false,"Sprint":"1","HealthRank30":"2310","Portrait":"InarosIcon272.png","Conclave":true,"Shield":"0","Image":"Inaros.png","Armor":"240","Progenitor":"Heat","SquadPortrait":"InarosLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Desiccation","AuraPolarity":"Bar","Abilities":["Desiccation","Sandstorm","Scarab Shell","Scarab Swarm"],"Sex":"Male","Name":"Inaros","Description":"Inaros commands the fearsome desert. He survives like the ever-shifting sands that empower him. Legend recalls Inaros as the Fear-Eater.","Energy":"100","MaxRank":"30"} that causes
Sandstorm{"Description":"Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself.","Cost":"25","Augments":["Elemental Sandstorm"],"CardImage":"SandstormModx256.png","Name":"Sandstorm","Introduced":"18.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanStormAbility","Key":"2","Icon":"Sandstorm130xWhite.png","Powersuit":"Inaros"} to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's Ability Range by 50%.
Rank | Ability Range | Status Chance | Cost |
---|---|---|---|
0 | +20% | 50% | 6 |
1 | +30% | 60% | 7 |
2 | +40% | 80% | 8 |
3 | +50% | 100% | 9 |
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Scarab Swarm{"Description":"Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies.","Cost":"100","Augments":["Negation Armor"],"CardImage":"ScarabSwarmModx256.png","Name":"Scarab Swarm","Introduced":"18.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanSwarmAbility","Key":"4","Icon":"ScarabSwarm130xWhite.png","Powersuit":"Inaros"} Summon a Scarab Swarm to attack enemies with guaranteed Corrosion Status. Damage scales with Inaros' Health. Enemies killed while immersed in the swarm summon a Swarm Kavat that fights alongside Inaros and guides the scarabs to other enemies. Introduced in Update 18.5 (2016-03-04) |
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![]() 15 m (heal radius) | |||
Misc: 5 m (spread radius) |
Info
- Inaros becomes immobile and converts his health into Scarab Armor, which permanently increases his base armor by up to 100%. When the ability is charged by holding down the ability key, Inaros loses 0.225 points of health for every 1% of converted additional bonus armor, for a total of 67 health lost to fully charge the armor. Inaros will continue in the animation until releasing the ability key or Inaros only has 2 points of health left but the health drain will stop once the bonus armor has reached 100%.
- The armor bonus is an additive bonus to Inaros' base armor value of 105; with a fully charged Scarab Armor, Inaros will have a total armor value of 210.
- Charging Scarab Armor causes Inaros to lose all momentum.
- Inaros is immune to stagger, knockback, and knockdown effects while charging Scarab Armor.
- The current bonus armor value is displayed on the ability icon and also beside Inaros' health indicator.
- Scarab Armor can be removed by casting a swarm projectile or being killed from enemies or death barriers/pits/hazards. Scarab Armor bonus can not be removed by enemy weapons fire.
- While Scarab Armor is active and an enemy target is near the aiming reticle, Inaros can consume 25 energy and convert 25% of his total armor bonus into a Swarm Projectile by tapping the ability key.
- Once in flight, the Swarm Projectile travels up to 15 meters away before dissipating, infesting all enemies with scarabs on contact. Swarmed enemies receive 40
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage per second for 6 seconds. Each swarm host generates an aura with a 15 meter radius that converts damage dealt by Scarab Swarm into health for Inaros and his allies in range.
Augment

- Main article: Negation Armor
Negation Armor is a Warframe Augment Mod for Inaros{"ShieldRank30":"0","SellPrice":"25000","Themes":"Mummy, Sand Elemental","Tactical":"Desiccation","Passive":"When Inaros takes lethal damage, he entombs himself in a sarcophagus and incarnates as sand to attack enemies, draining their lifeforce to revive himself.","Introduced":"18.5","Polarities":["D","D"],"FullImages":{"Portrait":"InarosFull.png"},"InternalName":"/Lotus/Powersuits/Sandman/Sandman","Type":"Warframe","Link":"Inaros","ExilusPolarity":"Bar","Health":"2110","Playstyle":"Survival","CodexSecret":false,"Sprint":"1","HealthRank30":"2310","Portrait":"InarosIcon272.png","Conclave":true,"Shield":"0","Image":"Inaros.png","Armor":"240","Progenitor":"Heat","SquadPortrait":"InarosLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Desiccation","AuraPolarity":"Bar","Abilities":["Desiccation","Sandstorm","Scarab Shell","Scarab Swarm"],"Sex":"Male","Name":"Inaros","Description":"Inaros commands the fearsome desert. He survives like the ever-shifting sands that empower him. Legend recalls Inaros as the Fear-Eater.","Energy":"100","MaxRank":"30"} that sacrifices an active
Scarab Shell{"Description":"Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects.","Cost":"0","CardImage":"ScarabShellModx256.png","Name":"Scarab Shell","Introduced":"35.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SandmanArmorAbility","Key":"3","Icon":"ScarabShell130xWhite.png","Powersuit":"Inaros"} to prevent Inaros from entering Bleedout, but receives a
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} status effect once its invulnerability period expires.
Rank | Cooldown | Cost |
---|---|---|
0 | 60 s | 6 |
1 | 48 s | 7 |
2 | 38 s | 8 |
3 | 30 s | 9 |
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Quiver{"Description":"Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.","Cost":"25","Augments":["Empowered Quiver","Power of Three"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerQuiverAbility","CardImage":"QuiverModx256.png","Subsumable":true,"Introduced":"18","Powersuit":"Ivara","Key":"1","Icon":"Quiver130xWhite.png","Name":"Quiver"} Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows. Introduced in Update 18.0 (2015-12-03) |
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Subsumable to Helminth |
Info
- Ivara launches one of her variety of specialized arrows that performs a different ability depending on the selected arrow type. Quiver cycles between arrow types upon tapping the ability key (default 1 ), while holding down the key and releasing launches the selected arrow. Up to three different arrow types are used, listed below:
- Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that cloaks Ivara and her allies within 2.5 meters of its point of impact for 12 seconds.
- Cloak Arrow can be attached to allies, enemies, objects, and terrain.
- A maximum of 1 bubble can be active. Firing an additional Cloak Arrow will replace the oldest active bubble.
- Opponenets cannot see the bubble outline except Ivara.
- While cloaked, Ivara leaves a faint blurry outline (visible with Motion Blur), and the SFX from Cloak Arrow is audible to enemies.
- Null-Shield Arrow removes the shields of opponents within 6 meters of the impact point, and prevents their shield regeneration for 6 seconds.
- Affected opponent's shields will fully regenerate instantly after duration ends.
- Encumbered Arrow
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}s opponents within 6 meters of the impact point for 4 seconds.
- A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
- Cloak Arrow cycles to display a barbed purple arrowhead, Null-Shield Arrow cycles to display a yellow diamond-shaped arrowhead (similarly to Dashwire), Encumbered Arrow cycles to display a semicircular red arrowhead (similar to Noise).
- Quiver's arrows do not inflict damage upon impact.
- Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
- Quiver's arrows are considered as projectiles and can be controlled using
Navigator{"Description":"Assume control of a projectile and guide it to the target.","Cost":"25","Augments":["Piercing Navigator"],"CardImage":"NavigatorModx256.png","Name":"Navigator","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerControlAbility","Key":"2","Icon":"Navigator130xWhite.png","Powersuit":"Ivara"}.
Augment

- Main article: Empowered Quiver
Empowered Quiver is a Warframe Augment Mod for Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false} that improves
Quiver{"Description":"Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.","Cost":"25","Augments":["Empowered Quiver","Power of Three"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerQuiverAbility","CardImage":"QuiverModx256.png","Subsumable":true,"Introduced":"18","Powersuit":"Ivara","Key":"1","Icon":"Quiver130xWhite.png","Name":"Quiver"}'s Dashwire Arrow and Cloak Arrow. Dashwire Arrow grants Critical Multiplier bonus to allies standing on the wire, while Cloak Arrow grants a chance to resist Status Effects.
Rank | Critical Multiplier Bonus | Status Resistance Chance | Cost |
---|---|---|---|
0 | 75% | 50% | 6 |
1 | 80% | 65% | 7 |
2 | 90% | 80% | 8 |
3 | 100% | 100% | 9 |

- Main article: Power of Three
Power of Three is a PvE and Conclave Warframe Augment Mod for Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false}'s
Quiver{"Description":"Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.","Cost":"25","Augments":["Empowered Quiver","Power of Three"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerQuiverAbility","CardImage":"QuiverModx256.png","Subsumable":true,"Introduced":"18","Powersuit":"Ivara","Key":"1","Icon":"Quiver130xWhite.png","Name":"Quiver"} that fires three arrows but consumes extra energy.
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Navigator{"Description":"Assume control of a projectile and guide it to the target.","Cost":"25","Augments":["Piercing Navigator"],"CardImage":"NavigatorModx256.png","Name":"Navigator","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerControlAbility","Key":"2","Icon":"Navigator130xWhite.png","Powersuit":"Ivara"} Assume control of a projectile and guide it to the target. Introduced in Update 18.0 (2015-12-03) |
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Misc: 5 m (meters every multiplier growth) |
Info
- Ivara projects her consciousness into a projectile fired from any weapon or ability she uses, switching the camera perspective from the Warframe to the controlled projectile. Ivara becomes invisible while Navigator is active.
- Clicking the fire button will accelerate the projectile, while pressing aim will slow it down. The projectile's direction can be steered by the HUD's targeting reticle.
- If Navigator is cast before firing a projectile, a ring of flashing lights will be displayed around the HUD's targeting reticle, indicating the next projectile fired will be controlled. The ability icon in the HUD will also display an ellipsis until a projectile is fired.
- If Navigator is cast after firing a projectile, the projectile will be controlled as it's in flight.
- Projectiles refer to any shot with a physical presence and travel time. Weapons that use projectiles include bows, launchers, throwing knives, bolt-firing weapons, and thrown melee weapons using charge attacks. Navigator does not affect hitscan and continuous weapons.
- As the projectile is controlled, its total damage increases by an additional 100% per second for every 5 meters up to a maximum damage multiplier of 120%.
- While a projectile is affected by Navigator, its damage multiplier can be viewed on the ability icon in the HUD. The values are displayed as multipliers rounded to the nearest tenth as opposed to percentages.
- Navigator only consumes energy when a projectile is fired after activating the ability or when Navigator takes control of a projectile in flight. Navigator will also drain 3 energy per second which increases by an additional 2 energy per second for every second a projectile is actively controlled. Navigator will end if the projectile impacts an impenetrable object or enemy, if Ivara's energy is depleted, or if the ability is manually deactivated by reactivating the ability.
- Navigator can only control one projectile at a time. If a weapon has innate multishot, Navigator will randomly select one of the projectiles fired to control.
- Punch Through on the equipped weapon will allow the controlled projectile to penetrate any number of enemies or objects as long as the punch-through depth is sufficient, allowing for longer projectile control.
- If no projectile is being controlled, collecting any pickup will deactivate Navigator.
- Navigator affects arrows fired by
Quiver{"Description":"Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.","Cost":"25","Augments":["Empowered Quiver","Power of Three"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerQuiverAbility","CardImage":"QuiverModx256.png","Subsumable":true,"Introduced":"18","Powersuit":"Ivara","Key":"1","Icon":"Quiver130xWhite.png","Name":"Quiver"} and
Artemis Bow{"Description":"Summon a mighty bow and unleash a volley of devastating arrows.","Cost":"50","Augments":["Concentrated Arrow"],"Powersuit":"Ivara","CardImage":"ArtemisBowModx256.png","Name":"Artemis Bow","Introduced":"18","Icon":"ArtemisBow130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerBowAbility","Weapon":"Artemis Bow"}.
Augment

- Main article: Piercing Navigator
Piercing Navigator is a Warframe Augment Mod for Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false}'s
Navigator{"Description":"Assume control of a projectile and guide it to the target.","Cost":"25","Augments":["Piercing Navigator"],"CardImage":"NavigatorModx256.png","Name":"Navigator","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerControlAbility","Key":"2","Icon":"Navigator130xWhite.png","Powersuit":"Ivara"} that increases the projectile's critical chance by 10%, every successful hit, up to a max of 50%, and adds punch through.
Rank | Critical chance Increase | Max Crit Chance | Punch through | Cost |
---|---|---|---|---|
0 | 2.5% | 50% | 3m | 6 |
1 | 5% | 50% | 3m | 7 |
2 | 7.5% | 50% | 3m | 8 |
3 | 10% | 50% | 3m | 9 |
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![]() 3 ![]() +1-3/s |
Prowl{"Description":"Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots.","Cost":"25","Augments":["Infiltrate"],"CardImage":"ProwlModx256.png","Name":"Prowl","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerStealAbility","Key":"3","Icon":"Prowl130xWhite.png","Powersuit":"Ivara"} Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots. Introduced in Update 18.0 (2015-12-03) |
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Info
- Ivara activates her cloak, rendering her invisible to enemies. While active, Ivara gains 40% bonus damage on headshots at the cost of reduced movement speed.
- Ivara leaves a blurry outline (visible with Motion Blur) with her energy colors visible, making her noticeable to opponents.
- Prowl drains 1 point of energy per second while stationary and drains 3 energy per second while walking. Additionally, melee attacks consume 2 energy per hit, and taking damage consumes 10 energy per hit. Prowl will end if Ivara runs out of energy, if certain maneuvers are performed that break the cloak, or if deactivated by pressing the ability key again (default 3 ).
- Most maneuvers do not interfere with Prowl. However, Sprinting, Sliding, and Bullet Jumping will break the cloak. Ivara will not re-cloak until the ability is used again.
- More specifically, the cloak will be exited when the corresponding keys for Sprinting, Sliding and Bullet Jumping are pressed, not when the maneuvers are actually executed.
- Bullet Jumping while on the ground without using directional keys however will not break the cloak.
- Rolling will increase the energy drain to its maximum value, even if no directional keys are used.
- Ivara cannot replenish energy using Energy orbs.
- Firing a non-silent weapon (i.e., weapons with an "alarming" noise level) will temporarily break the cloak. Ivara will re-cloak shortly after firing the weapon.
- Despite the cloak being disabled, Prowl itself is not, and will continue draining energy and remains capable of pickpocketing enemies.
- The re-cloak delay is affected by the weapon's Fire Rate.
- Prowl is a one-handed ability and can be used while performing various maneuvers and actions without interruption.
Augment

- Main article: Infiltrate
Infiltrate is a Warframe Augment Mod for Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false} that allows her to pass through Laser Barriers unharmed, and increases her Movement Speed while
Prowl{"Description":"Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots.","Cost":"25","Augments":["Infiltrate"],"CardImage":"ProwlModx256.png","Name":"Prowl","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerStealAbility","Key":"3","Icon":"Prowl130xWhite.png","Powersuit":"Ivara"} is active.
Rank | Movement Speed Increase | Cost |
---|---|---|
0 | 10% | 6 |
1 | 15% | 7 |
2 | 20% | 8 |
3 | 25% | 9 |
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![]() 4 ![]() +15/shot |
Artemis Bow{"Description":"Summon a mighty bow and unleash a volley of devastating arrows.","Cost":"50","Augments":["Concentrated Arrow"],"Powersuit":"Ivara","CardImage":"ArtemisBowModx256.png","Name":"Artemis Bow","Introduced":"18","Icon":"ArtemisBow130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerBowAbility","Weapon":"Artemis Bow"} Summon a mighty bow and unleash a volley of devastating arrows. Introduced in Update 18.0 (2015-12-03) |
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Misc:
7 (arrows) |
Info
- Ivara must have her energy full in order to active the ability.
- Ivara wields her
Artemis Bow{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Exalted Weapon","MaxRank":"30","Image":"ArtemisBowWeapon.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","V","Bar"],"InternalName":"/Lotus/Powersuits/Ranger/ExaltedBow","AmmoType":"Energy","Accuracy":"100","Trigger":"Charge","Magazine":"1","CompatibilityTags":["PROJECTILE","POWER_WEAPON"],"Reload":"0.9","AmmoPickup":"0","Attacks":[{"IsSilent":true,"CritMultiplier":"2","AmmoCost":"15","ShotType":"Projectile","CritChance":"0.25","FireRate":"1","Multishot":"7","AttackName":"Base Uncharged Shot","MaxSpread":"12","ShotSpeed":"100","PunchThrough":"1","StatusChance":"0.2","MinSpread":"0","Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"ChargeTime":"1","CritChance":"0.25","Trigger":"Charge","CritMultiplier":"2","AmmoCost":"15","FireRate":"1","Multishot":"7","ShotType":"Projectile","AttackName":"Base Charged Shot","ShotSpeed":"100","PunchThrough":"1","StatusChance":"0.2","IsSilent":true,"Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"CritMultiplier":"2","IsSilent":true,"MinSpread":"0","ShotType":"Projectile","Trigger":"Charge","AmmoCost":"15","AttackName":"Concentrated Arrow Shot","FireRate":"1","Multishot":"1","MaxSpread":"12","ForcedProcs":["Impact"],"ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.2","CritChance":"0.25","Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"ChargeTime":"1","IsSilent":true,"Falloff":{"EndRange":"7","Reduction":"0","StartRange":"0"},"Range":"7","FireRate":"1","Multishot":"1","CritMultiplier":"2","CritChance":"0.75","AttackName":"Concentrated Arrow Headshot Explosion","PunchThrough":"0","StatusChance":"0","ShotType":"AoE","Damage":{"Blast":"500"}}],"Name":"Artemis Bow","Slot":"Primary","Link":"Artemis Bow (Weapon)","AmmoMax":"0","Traits":["Tenno"],"Users":["Ivara"]} as her primary Exalted Weapon, allowing her to fire a spread of 7 arrows fanning in a vertical orientation. Each arrow inflicts 105 damage which is further increased by a 1.2x damage multiplier.
- Damage distribution is 14.7
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 84
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 6.3
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Holding down the fire button will gradually reorient the spread to fan horizontally upon release.
- Damage distribution is 14.7
- Charged attacks will only reorient Artemis Bow's arrow spread and will confer no changes to projectile flight speed or damage.
- Arrows kills will push back and continue to travel, carrying the enemy's body and nailing them to the surface behind them.
- While Artemis Bow is active, each shot will consume 10 energy. Artemis Bow will end if Ivara's energy falls below the energy cost per shot or if deactivated by pressing the ability key again.
- Artemis Bow does not have a continuous energy drain.
- Ivara can not replenish energy when using the Artemis Bow.
- Melee attacks can not be used while Artemis Bow is active.
- Using the secondary fire button will make Artemis Bow instantly fire the currently equipped arrow type from
Quiver{"Description":"Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.","Cost":"25","Augments":["Empowered Quiver","Power of Three"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerQuiverAbility","CardImage":"QuiverModx256.png","Subsumable":true,"Introduced":"18","Powersuit":"Ivara","Key":"1","Icon":"Quiver130xWhite.png","Name":"Quiver"}. If used to fire arrows from Quiver, Artemis Bow will only shoot a single arrow, and each arrow will use Quiver's energy cost.
- Using Quiver with the alternate fire method won't count as using an ability.
- Artemis Bow's arrows can be controlled by
Navigator{"Description":"Assume control of a projectile and guide it to the target.","Cost":"25","Augments":["Piercing Navigator"],"CardImage":"NavigatorModx256.png","Name":"Navigator","Introduced":"18","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerControlAbility","Key":"2","Icon":"Navigator130xWhite.png","Powersuit":"Ivara"}. Only one of the arrows fired will be selected at random for manual control.
- Artemis Bow's arrows can damage enemies across the Rift Plane.
Weapon

- Main article: Artemis Bow (Weapon)
The Artemis Bow is Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false}'s and
Ivara Prime{"Sprint":"1.2","Description":"As regal and lethal as a nighttime wood, this is the queen of the hunt in her ultimate form.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Archer, Thief, Jellyfish","Tactical":"Quiver","Image":"IvaraPrime.png","Type":"Warframe","Introduced":"27.0.4","Armor":"135","FullImages":{"Portrait":"IvaraPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/IvaraPrime","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraPrimeLargePortrait.png","Health":"180","Link":"Ivara/Prime","Portrait":"Ivara_PrimeIcon272.png","Polarities":["V","D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"100","AuraPolarity":"Bar","Vaulted":true,"Name":"Ivara Prime","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"250","CodexSecret":false}'s signature Exalted Weapon, summoned by activating the ability of the same name. It fires seven arrows at once in a vertical spread, which can be reoriented into a horizontal spread by holding down the fire button.
- This weapon deals primarily
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage.
- Innate 1 meter punch through.
Concentrated Arrow{"Transmutable":false,"Type":"Ivara","Rarity":"Rare","Tradable":true,"Link":"Concentrated Arrow","BaseDrain":"6","IsAbilityAugment":true,"InternalName":"/Lotus/Powersuits/Ranger/RangerBowAugmentCard","MaxRank":"3","Image":"ConcentratedArrowMod.png","Name":"Concentrated Arrow","Introduced":"22.17.3","Description":"Artemis Bow Augment: Fires a single arrow that has +50% Critical Chance on Headshots and explodes in a 7m radius. Removes Punch Through.","Polarity":"Zenurik","Icon":"ConcentratedArrow.png","CodexSecret":false} augment replaces the 7 arrows for a single arrow that, on headshots, has increased critical chance and releases a
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} explosion with a guaranteed
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} proc.
- The single arrow deals the same amount of damage as an individual arrow without the augment.
- Charge has no effect on damage; only the projectile speed.
- Explosion has 0% status chance.
- Punch Through is removed, and can not be increased with mods.
- Innate two
and one
polarities.
- Can use the bow-exclusive
Thunderbolt{"IncompatibilityTags":["CRPBOW"],"UpgradeTypes":["WEAPON_PROJECTILE_EXPLOSION_CHANCE"],"MaxRank":"3","Image":"ThunderboltMod.png","Introduced":"7.10","Icon":"Thunderbolt.png","Transmutable":true,"Type":"Bow","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Thunderbolt","InternalName":"/Lotus/Upgrades/Mods/Rifle/BowExplosionChanceMod","Incompatible":["Mending Shot"],"Description":"+30% Chance to Explode (Use with Caution)","Link":"Thunderbolt","CodexSecret":false} mod.
- Unlike other Exalted Weapons, it does not have continuous energy drain and Ivara can gain energy from passive energy regeneration while it is active, such as from
Energy Siphon{"Transmutable":false,"Type":"Aura","Description":"Squad receives +0.6 Energy Regen/s","Tradable":true,"UpgradeTypes":["AVATAR_POWER_RATE"],"BaseDrain":"-2","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Aura/PlayerEnergyRegenAuraMod","Link":"Energy Siphon","Image":"EnergySiphonMod.png","Name":"Energy Siphon","Introduced":"5","Polarity":"Naramon","Rarity":"Uncommon","Icon":"EnergySiphon.png","CodexSecret":false}.
Advantages
- Very high critical chance.
- High status chance.
- Innate multishot of 7 arrows, which can be oriented vertically, horizontally, or diagonally based on charge time.
- Arrow damage and status chance are not divided among the arrows.
- Damage is unaffected by charge amount.
- Pinpoint accuracy.
- Silent.
- On kill, bodies will follow the arrow that killed them, damaging anyone in their path and pinning the corpse to walls.
- Does not use ammunition.
Disadvantages
- Wide projectile spread reduces effectiveness on a single target unless firing at point-blank range.
- Arrows have a travel time with slight arcing.
- Requires energy to activate and consumes energy per shot.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (the Vigilante Mod Set can still apply if equipped on Warframe, Primary or Robotic Weapons, and not on the Exalted Weapon itself).
- Cannot equip Acolyte Mods (e.g.,
Argon Scope{"Description":"On Headshot:\r\n+135% Critical Chance when Aiming for 9s","UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"5","Image":"ArgonScopeMod.png","Introduced":"18.4.1","InternalName":"/Lotus/Upgrades/Mods/Rifle/Event/CritChanceWhileAimingRifleMod","Transmutable":false,"Type":"Rifle","Rarity":"Rare","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Argon Scope","Icon":"ArgonScope.png","IncompatibilityTags":["POWER_WEAPON"],"Link":"Argon Scope","Incompatible":["Galvanized Scope"],"CodexSecret":false}) or Amalgam Mods (e.g.,
Amalgam Serration{"Description":"+155% Damage\r\n+25% Sprint Speed","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","AVATAR_SPRINT_SPEED"],"MaxRank":"10","Image":"AmalgamSerrationMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Rifle/SerratedRushMod","Transmutable":false,"Type":"Rifle","Rarity":"Rare","Tradable":false,"BaseDrain":"6","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Serration","IncompatibilityTags":["SENTINEL_WEAPON","POWER_WEAPON"],"Incompatible":["Serration","Higasa Serration","Flawed Serration","Spectral Serration"],"Link":"Amalgam Serration","Icon":"AmalgamSerration.png","CodexSecret":false}).
- This includes mods based on Acolyte mods, such as
Galvanized Scope{"Description":"On Headshot:\r\n+120% Critical Chance when Aiming for 12s\r\nOn Headshot Kill:\r\n+40% Critical Chance when Aiming for 12s. Stacks up to 5x.","IsFlawed":false,"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"10","Image":"GalvanizedScopeMod.png","Introduced":"30.5","Icon":"GalvanizedScope.png","Transmutable":false,"Type":"Rifle","Rarity":"Rare","Link":"Galvanized Scope","BaseDrain":"2","Polarity":"Madurai","Tradable":true,"Incompatible":["Argon Scope"],"IncompatibilityTags":["POWER_WEAPON"],"Name":"Galvanized Scope","InternalName":"/Lotus/Upgrades/Mods/Rifle/Event/CritChanceWhileAimingRifleSPMod","IsExilus":false,"Conclave":false,"Class":"Galvanized","CodexSecret":false}.
- This includes mods based on Acolyte mods, such as
- Does not have an Exilus slot.
- Cannot equip Primary Arcane Enhancements.
Augment

- Main article: Concentrated Arrow
Concentrated Arrow is a Warframe Augment Mod for Ivara{"Sprint":"1.15","Description":"The huntress draws her bow. Ivara is stealth itself. Her enemies live in fear of her sudden attacks.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Archer, Thief, Poison Frog","Tactical":"Quiver","Image":"Ivara.png","Type":"Warframe","Introduced":"18","Armor":"105","FullImages":{"Portrait":"IvaraFull.png"},"InternalName":"/Lotus/Powersuits/Ranger/Ranger","Passive":"Senses nearby enemies within 50m.","Progenitor":"Toxin","SquadPortrait":"IvaraLargePortrait.png","Health":"180","Link":"Ivara","Portrait":"IvaraIcon272.png","Polarities":["D","Bar"],"Abilities":["Quiver","Navigator","Prowl","Artemis Bow"],"InitialEnergy":"75","Subsumed":"Quiver","AuraPolarity":"Bar","Name":"Ivara","Sex":"Female","Playstyle":"Stealth","SellPrice":"10000","Energy":"215","CodexSecret":false}'s
Artemis Bow{"Description":"Summon a mighty bow and unleash a volley of devastating arrows.","Cost":"50","Augments":["Concentrated Arrow"],"Powersuit":"Ivara","CardImage":"ArtemisBowModx256.png","Name":"Artemis Bow","Introduced":"18","Icon":"ArtemisBow130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerBowAbility","Weapon":"Artemis Bow"} that replaces
Artemis Bow{"Conclave":true,"_TooltipAttackDisplay":"2","Class":"Exalted Weapon","MaxRank":"30","Image":"ArtemisBowWeapon.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","V","Bar"],"InternalName":"/Lotus/Powersuits/Ranger/ExaltedBow","AmmoType":"Energy","Accuracy":"100","Trigger":"Charge","Magazine":"1","CompatibilityTags":["PROJECTILE","POWER_WEAPON"],"Reload":"0.9","AmmoPickup":"0","Attacks":[{"IsSilent":true,"CritMultiplier":"2","AmmoCost":"15","ShotType":"Projectile","CritChance":"0.25","FireRate":"1","Multishot":"7","AttackName":"Base Uncharged Shot","MaxSpread":"12","ShotSpeed":"100","PunchThrough":"1","StatusChance":"0.2","MinSpread":"0","Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"ChargeTime":"1","CritChance":"0.25","Trigger":"Charge","CritMultiplier":"2","AmmoCost":"15","FireRate":"1","Multishot":"7","ShotType":"Projectile","AttackName":"Base Charged Shot","ShotSpeed":"100","PunchThrough":"1","StatusChance":"0.2","IsSilent":true,"Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"CritMultiplier":"2","IsSilent":true,"MinSpread":"0","ShotType":"Projectile","Trigger":"Charge","AmmoCost":"15","AttackName":"Concentrated Arrow Shot","FireRate":"1","Multishot":"1","MaxSpread":"12","ForcedProcs":["Impact"],"ShotSpeed":"150","PunchThrough":"0","StatusChance":"0.2","CritChance":"0.25","Damage":{"Slash":"14.4","Puncture":"192","Impact":"33.6"}},{"ChargeTime":"1","IsSilent":true,"Falloff":{"EndRange":"7","Reduction":"0","StartRange":"0"},"Range":"7","FireRate":"1","Multishot":"1","CritMultiplier":"2","CritChance":"0.75","AttackName":"Concentrated Arrow Headshot Explosion","PunchThrough":"0","StatusChance":"0","ShotType":"AoE","Damage":{"Blast":"500"}}],"Name":"Artemis Bow","Slot":"Primary","Link":"Artemis Bow (Weapon)","AmmoMax":"0","Traits":["Tenno"],"Users":["Ivara"]}'s multiple projectiles with a single arrow. On headshots, the arrow has added critical chance and explodes. The single arrow is incapable of utilizing punch through.
Rank | Added Critical chance on Headshots | Explosion Radius | Cost |
---|---|---|---|
0 | 20% | 7m | 6 |
1 | 30% | 7m | 7 |
2 | 40% | 7m | 8 |
3 | 50% | 7m | 9 |
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Banish{"Description":"Casts a wave of Rift energy that damages hostiles while pushing enemies and allies out of Limbo’s current plane of existence.","Cost":"25","Augments":["Rift Haven"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BanishAbility","CardImage":"BanishModx256.png","Subsumable":true,"Introduced":"15","Powersuit":"Limbo","Key":"1","Icon":"Banish130xWhite.png","Name":"Banish"} Casts a wave of Rift energy that damages hostiles while pushing enemies and allies out of Limbo’s current plane of existence. Introduced in Update 15.0 (2014-10-24) |
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Misc: 5 m (cone radius) | |||
Subsumable to Helminth |
Info
- Limbo unleashes a wave of Rift energy toward the aiming reticle. Banish's wave envelops a 25 meters long area within a truncated cone, which begins with a base of 5 meter radius. All enemies and allies caught in the wave's extent are banished out of Limbo's current plane of existence. If Limbo is in the material plane, only material-bound targets will be banished into the Rift plane for 4 seconds; if Limbo is in the Rift, then only Rift-bound targets will return to the material plane.
- Banish exhibits various effects when applied to ally or enemy targets:
- Targets banished into the Rift can be banished out of it by any Limbo.
- Targets in different dimensional planes can still physically collide with each other.
- Weapon attacks are only effective when the combatants are all present in the same dimensional plane.
- Warframe abilities can penetrate through the Rift to affect targets on different dimensional planes.
- Players affected by Banish can leave the Rift plane by performing a roll (default Shift ) or a backspring (default RMB + S + Shift ).
- Banished players cannot prompt the interact function (default X ) on most interactive objects in the environment.
- Banished players cannot collect pickups on the ground unless the items are located within
Cataclysm{"Description":"A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast.","Cost":"100","Augments":["Cataclysmic Continuum"],"CardImage":"CataclysmModx256.png","Name":"Cataclysm","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TearInSpaceAbility","Key":"4","Icon":"Cataclysm130xWhite.png","Powersuit":"Limbo"}.
- Players are visually coated in a layer of white energy while in the Rift plane.
- Enemies affected by Banish are dealt 0.1
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- Rift Walking causes Limbo to enter the Rift plane, allowing him to damage banished enemies. Allies can elect to enter the Rift via the portal created by Limbo's stride to damage banished enemies.
- Enemies that are Banished will not be able to roll out of the rift.
Cataclysm{"Description":"A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast.","Cost":"100","Augments":["Cataclysmic Continuum"],"CardImage":"CataclysmModx256.png","Name":"Cataclysm","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TearInSpaceAbility","Key":"4","Icon":"Cataclysm130xWhite.png","Powersuit":"Limbo"} causes Limbo and his allies to enter the Rift plane while inside its influence, allowing them to damage banished enemies outside the Cataclysm.
- Enemies are visually coated in rippling energy and monochrome flames while in the Rift plane.
- Casting Banish is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Cannot be cast without at least 1 target on the same dimensional plane as Limbo, and within the wave's area of effect.
Augment

- Main article: Rift Haven
Rift Haven is a Warframe Augment Mod for Limbo{"Sprint":"1.15","Description":"Master the rift between shadow and substance. Limbo disrupts time-space to provide crowd control. He is at home where others struggle with what is real.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Magician, Planes of Existence","Tactical":"Cataclysm","Image":"Limbo.png","Type":"Warframe","Introduced":"15","Armor":"105","FullImages":{"Portrait":"LimboFull.png"},"InternalName":"/Lotus/Powersuits/Magician/Magician","Passive":"Dodge to enter and exit the Rift. Entering leaves behind a small Rift portal lasting 5s. Energy slowly recharges in the Rift, and each enemy killed in there also gives 10 Energy.","Progenitor":"Electricity","SquadPortrait":"LimboLargePortrait.png","Health":"270","Link":"Limbo","Portrait":"LimboIcon272.png","Polarities":["V","V"],"Abilities":["Banish","Stasis","Rift Surge","Cataclysm"],"InitialEnergy":"100","Subsumed":"Banish","AuraPolarity":"Bar","Name":"Limbo","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that makes
Banish{"Description":"Casts a wave of Rift energy that damages hostiles while pushing enemies and allies out of Limbo’s current plane of existence.","Cost":"25","Augments":["Rift Haven"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BanishAbility","CardImage":"BanishModx256.png","Subsumable":true,"Introduced":"15","Powersuit":"Limbo","Key":"1","Icon":"Banish130xWhite.png","Name":"Banish"} restore a portion of an injured ally's health over time.
Rank | Health Restored per second | Cost |
---|---|---|
0 | 10% | 6 |
1 | 15% | 7 |
2 | 20% | 8 |
3 | 25% | 9 |
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Stasis{"Description":"Freezes Rift-bound enemies. While active, enemy projectiles are arrested in mid-air, resuming its trajectory when stasis ends.","Cost":"50","CardImage":"StasisModx256.png","Name":"Stasis","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/MagicianStasisAbility","Key":"2","Icon":"Stasis130xWhite.png","Powersuit":"Limbo"} Freezes Rift-bound enemies. While active, enemy projectiles are arrested in mid-air, resuming its trajectory when stasis ends. Introduced in Update 20.0 (2017-03-24) |
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Misc: 300 (limit) |
Info
- Limbo halts all weapon fire, hitscan or projectiles while in the Rift, freezing them in suspended animation for 8 seconds. While active, the Rift is able to contain 300 enemy weapon fire objects before it becomes unstable; exceeding this limit will end the ability prematurely.
- Enemies within the Rift are not halted.
- Upon deactivation by pressing the ability key again (default 2 ), expiration, being dispelled, or reaching the limit, all Rift-bound enemies will resume their actions prior to Stasis, while all suspended objects will resume movement depending on priority:
- All hit-scan bullets are released simultaneously.
- Projectiles fly towards their set trajectory one by one, rather than simultaneously, by order of creation.
- Beams appear to stretch into rectangular shapes if created during Stasis, and shrink toward the center once Stasis is deactivated while doing no damage (requires further testing)
- Stasis can be activated and deactivated, regardless of whether Limbo is in the Rift or not.
- If there are multiple Limbo players in a match, Stasis will not deactivate until either the weapon fire object limit is reached or the latest Stasis instance ends.
- As the number of suspended objects approaches the limit, the Rift will visually distort and ripple with increasing intensity before Stasis ends prematurely.
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Rift Surge{"Description":"Surges nearby Rift-bound enemies with Rift energy. When killed the Rift Surge is transferred to a nearby enemy outside the rift. Surged enemies that leave the Rift perform a radial Banish.","Cost":"50","Augments":["Rift Torrent"],"CardImage":"RiftSurgeModx256.png","Name":"Rift Surge","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/VolatileAbility","Key":"3","Icon":"RiftSurge130xWhite.png","Powersuit":"Limbo"} Surges nearby Rift-bound enemies with Rift energy. When killed the Rift Surge is transferred to a nearby enemy outside the rift. Surged enemies that leave the Rift perform a radial Banish. Introduced in Update 15.0 (2014-10-24) |
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![]() 18 s (banish duration) | |||
![]() 5 m (banish radius) | |||
Misc: 0.1 (Rift transitional damage) |
Info
- Limbo produces a surge of Rift energy in a 20 meters radius around him, charging all Rift-bound enemies in range for 25 seconds. Surged enemies that leave the Rift plane will discharge their Rift energy, ending their surge and resulting in a radial banishment; the enemy whose surge is discharged from and any material-bound enemies within 5 meters are forced into the Rift plane for 18 seconds.
- Killing a surged enemy will transfer its charge to a nearby enemy within 5 meters in the material plane.
- Limbo does not need to be in any particular plane to activate Rift Surge, but at least one enemy must be in the Rift and within range to cast it.
- Cannot be recast unless an unaffected enemy enters the Rift and comes within cast range.
Augment

- Main article: Rift Torrent
Rift Torrent is a Warframe Augment Mod for Limbo{"Sprint":"1.15","Description":"Master the rift between shadow and substance. Limbo disrupts time-space to provide crowd control. He is at home where others struggle with what is real.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Magician, Planes of Existence","Tactical":"Cataclysm","Image":"Limbo.png","Type":"Warframe","Introduced":"15","Armor":"105","FullImages":{"Portrait":"LimboFull.png"},"InternalName":"/Lotus/Powersuits/Magician/Magician","Passive":"Dodge to enter and exit the Rift. Entering leaves behind a small Rift portal lasting 5s. Energy slowly recharges in the Rift, and each enemy killed in there also gives 10 Energy.","Progenitor":"Electricity","SquadPortrait":"LimboLargePortrait.png","Health":"270","Link":"Limbo","Portrait":"LimboIcon272.png","Polarities":["V","V"],"Abilities":["Banish","Stasis","Rift Surge","Cataclysm"],"InitialEnergy":"100","Subsumed":"Banish","AuraPolarity":"Bar","Name":"Limbo","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Rift Surge{"Description":"Surges nearby Rift-bound enemies with Rift energy. When killed the Rift Surge is transferred to a nearby enemy outside the rift. Surged enemies that leave the Rift perform a radial Banish.","Cost":"50","Augments":["Rift Torrent"],"CardImage":"RiftSurgeModx256.png","Name":"Rift Surge","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/VolatileAbility","Key":"3","Icon":"RiftSurge130xWhite.png","Powersuit":"Limbo"} that increases Limbo's damage while in the Rift Plane for each enemy affected by Rift Surge.
Rank | Damage Bonus | Cost |
---|---|---|
0 | 15% | 6 |
1 | 20% | 7 |
2 | 25% | 8 |
3 | 30% | 9 |
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Cataclysm{"Description":"A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast.","Cost":"100","Augments":["Cataclysmic Continuum"],"CardImage":"CataclysmModx256.png","Name":"Cataclysm","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TearInSpaceAbility","Key":"4","Icon":"Cataclysm130xWhite.png","Powersuit":"Limbo"} A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast. Introduced in Update 15.0 (2014-10-24) |
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![]() 2 m (final radius) | |||
Misc:
∞ (cast range) |
Info
- Limbo brings a dimensional nexus into existence that bridges the Material and Rift planes, forming a sphere of swirling void energy with an initial radius of 7 meters centered around the location on the aiming reticle over unrestricted range. The sphere continuously shrinks over a duration of 4 seconds to a final radius of 2 meters before collapsing on itself.
- The sphere will be created wherever the reticle is aiming when the casting animation finishes, allowing time before then to fine-tune the sphere's placement.
- Cataclysm will collapse when deactivated manually by pressing the ability key again (default 4 ), its duration expires, or when Limbo is killed.
- Cataclysm exhibits various effects on allies, enemies, and objects within its influence.
- Allies can move between the material and Rift planes by entering and exiting the sphere.
- Warframe abilities can affect targets across the different dimensional planes.
- Players are visually coated in a layer of white energy while in the Rift plane.
- Enemies can freely move between the material and Rift planes by entering and exiting the sphere.
- Cataclysm's formation and collapse each deal 150
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage and staggers all enemies caught within the area of effect; enemies caught in either explosion or crossing the sphere's borders will also take 50
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} transitional damage upon entering or leaving the Rift plane.
- Bonus damage further scales with Cataclysm's current range/duration, dealing 25% of its total when at its maximum and ranking up to 100% when at its minimum.
- Damage does not diminish with distance and bypasses obstacles in the environment.
- Weapon attacks only apply when enemies and their targets are both present in the Rift.
- Warframe abilities can affect targets across the different dimensional planes.
- Rift Walking causes Limbo to enter the Rift plane, allowing him to damage enemies within Cataclysm.
- Enemies are visually coated in rippling energy and monochrome flames while in the Rift plane.
- Cataclysm's sphere void energy is affected by Limbo's chosen energy color.
Augment

- Main article: Cataclysmic Continuum
Cataclysmic Continuum is a Warframe Augment Mod for Limbo{"Sprint":"1.15","Description":"Master the rift between shadow and substance. Limbo disrupts time-space to provide crowd control. He is at home where others struggle with what is real.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Magician, Planes of Existence","Tactical":"Cataclysm","Image":"Limbo.png","Type":"Warframe","Introduced":"15","Armor":"105","FullImages":{"Portrait":"LimboFull.png"},"InternalName":"/Lotus/Powersuits/Magician/Magician","Passive":"Dodge to enter and exit the Rift. Entering leaves behind a small Rift portal lasting 5s. Energy slowly recharges in the Rift, and each enemy killed in there also gives 10 Energy.","Progenitor":"Electricity","SquadPortrait":"LimboLargePortrait.png","Health":"270","Link":"Limbo","Portrait":"LimboIcon272.png","Polarities":["V","V"],"Abilities":["Banish","Stasis","Rift Surge","Cataclysm"],"InitialEnergy":"100","Subsumed":"Banish","AuraPolarity":"Bar","Name":"Limbo","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that extends
Cataclysm{"Description":"A violent blast of void energy tears open a pocket of rift plane which can sustain itself for a short period before collapsing in another lethal blast.","Cost":"100","Augments":["Cataclysmic Continuum"],"CardImage":"CataclysmModx256.png","Name":"Cataclysm","Introduced":"15","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TearInSpaceAbility","Key":"4","Icon":"Cataclysm130xWhite.png","Powersuit":"Limbo"}'s duration for every enemy killed inside it.
Rank | Duration Bonus | Cost |
---|---|---|
0 | 0.25s | 6 |
1 | 0.5s | 7 |
2 | 0.7s | 8 |
3 | 1s | 9 |
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Decoy{"Description":"Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields.","Cost":"25","Augments":["Damage Decoy","Deceptive Bond","Savior Decoy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DecoyAbility","CardImage":"DecoyModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Loki","Key":"1","Icon":"Decoy130xWhite.png","Name":"Decoy"} Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields. Introduced in Vanilla (2012-10-25) |
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![]() 30% (accuracy) | |||
Subsumable to Helminth |
Info
- Loki creates a holographic decoy that draws enemy fire when deployed. With 400 Shields and 200 Health, the decoy will last for a maximum of 6 seconds.
- Decoy uses the player's current primary weapon and appearance, and deals 50% damage, has no ammo limitations, and is 30% accurate.
- Can be able to proc elemental damage with elemental weapons.
- Deploying a decoy while one is already active will remove the previous decoy from the field.
- If enough damage is done to the decoy, it will collapse and disappear.
- The decoy will not any weapons equip if the player does not have a primary weapon.
- If aimed at a ceiling or the sky, the decoy will appear directly below the aimed point, allowing it to be placed in higher platforms.
- Has a cast time of ~0.6 seconds.
Augment

- Main article: Damage Decoy
Damage Decoy is a Warframe Augment Mod for Loki{"Sprint":"1.25","Description":"Loki knows the art of deception. The trickster employs stealth to sabotage enemies. Sow confusion.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Trickster","Tactical":"Decoy","Image":"Loki.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"LokiFull.png"},"InternalName":"/Lotus/Powersuits/Loki/Loki","Passive":"Able to hang from walls 10x longer than normal.","Progenitor":"Radiation","SquadPortrait":"LokiLargePortrait.png","Health":"180","Link":"Loki","Portrait":"LokiIcon272.png","Polarities":["D","V"],"Abilities":["Decoy","Invisibility","Switch Teleport","Radial Disarm"],"InitialEnergy":"100","Subsumed":"Decoy","AuraPolarity":"Bar","Name":"Loki","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Decoy{"Description":"Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields.","Cost":"25","Augments":["Damage Decoy","Deceptive Bond","Savior Decoy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DecoyAbility","CardImage":"DecoyModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Loki","Key":"1","Icon":"Decoy130xWhite.png","Name":"Decoy"} ability that allows it to be cast on an enemy, turning that enemy hostile to everything and inciting former allies to attack them, while having their incoming damage reflected, amplified, and additionally succumbed to 5 random status effects.
Rank | Reflected Damage | Cost |
---|---|---|
0 | 200% | 6 |
1 | 250% | 7 |
2 | 300% | 8 |
3 | 350% | 9 |

- Main article: Deceptive Bond
Deceptive Bond is a Warframe Augment Mod for Loki{"Sprint":"1.25","Description":"Loki knows the art of deception. The trickster employs stealth to sabotage enemies. Sow confusion.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Trickster","Tactical":"Decoy","Image":"Loki.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"LokiFull.png"},"InternalName":"/Lotus/Powersuits/Loki/Loki","Passive":"Able to hang from walls 10x longer than normal.","Progenitor":"Radiation","SquadPortrait":"LokiLargePortrait.png","Health":"180","Link":"Loki","Portrait":"LokiIcon272.png","Polarities":["D","V"],"Abilities":["Decoy","Invisibility","Switch Teleport","Radial Disarm"],"InitialEnergy":"100","Subsumed":"Decoy","AuraPolarity":"Bar","Name":"Loki","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Decoy{"Description":"Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields.","Cost":"25","Augments":["Damage Decoy","Deceptive Bond","Savior Decoy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DecoyAbility","CardImage":"DecoyModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Loki","Key":"1","Icon":"Decoy130xWhite.png","Name":"Decoy"} in PvE and Conclave that redirects damage dealt to Loki to the decoy, and vice versa.

- Main article: Savior Decoy
Savior Decoy is a Warframe Augment Mod for Loki{"Sprint":"1.25","Description":"Loki knows the art of deception. The trickster employs stealth to sabotage enemies. Sow confusion.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Trickster","Tactical":"Decoy","Image":"Loki.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"LokiFull.png"},"InternalName":"/Lotus/Powersuits/Loki/Loki","Passive":"Able to hang from walls 10x longer than normal.","Progenitor":"Radiation","SquadPortrait":"LokiLargePortrait.png","Health":"180","Link":"Loki","Portrait":"LokiIcon272.png","Polarities":["D","V"],"Abilities":["Decoy","Invisibility","Switch Teleport","Radial Disarm"],"InitialEnergy":"100","Subsumed":"Decoy","AuraPolarity":"Bar","Name":"Loki","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Decoy{"Description":"Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields.","Cost":"25","Augments":["Damage Decoy","Deceptive Bond","Savior Decoy"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DecoyAbility","CardImage":"DecoyModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Loki","Key":"1","Icon":"Decoy130xWhite.png","Name":"Decoy"} to absorb any fatal damage dealt to the player before switching places, along with passively increasing Decoy's Casting Speed.
Rank | Casting Speed Buff | Cost |
---|---|---|
0 | +20% | 6 |
1 | +25% | 7 |
2 | +35% | 8 |
3 | +50% | 9 |
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Switch Teleport{"Description":"Loki instantaneously swaps positions with a target, confusing the enemy.","Cost":"25","Augments":["Safeguard Switch"],"CardImage":"SwitchTeleportModx256.png","Name":"Switch Teleport","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwitchTeleportAbility","Key":"3","Icon":"SwitchTeleport130xWhite.png","Powersuit":"Loki"} Loki instantaneously swaps positions with a target, confusing the enemy. Introduced in Vanilla (2012-10-25) |
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Info
- Loki swaps positions with a target within 20 meters, whether it be friendly or hostile. Switching positions with an enemy will cause them to become
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ed.
- Switch Teleport also swaps the directions Loki and the target were facing.
- Requires direct line of sight. Slightly changing position sometimes can re-enable otherwise invalid target.
- Can be used in the air.
- Has a cast time of 0.5 seconds.
- Will not start animation or consume energy if missed.
Augment

- Main article: Safeguard Switch
Safeguard Switch is a Warframe Augment Mod for Loki{"Sprint":"1.25","Description":"Loki knows the art of deception. The trickster employs stealth to sabotage enemies. Sow confusion.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Trickster","Tactical":"Decoy","Image":"Loki.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"LokiFull.png"},"InternalName":"/Lotus/Powersuits/Loki/Loki","Passive":"Able to hang from walls 10x longer than normal.","Progenitor":"Radiation","SquadPortrait":"LokiLargePortrait.png","Health":"180","Link":"Loki","Portrait":"LokiIcon272.png","Polarities":["D","V"],"Abilities":["Decoy","Invisibility","Switch Teleport","Radial Disarm"],"InitialEnergy":"100","Subsumed":"Decoy","AuraPolarity":"Bar","Name":"Loki","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"175","CodexSecret":false} that makes him briefly invulnerable on switching with enemies, gives allies invulnerability when switching with them, and cleanses Status Effects from himself and switched allies.
Rank | Duration (Self) | Duration (Ally) | Cost |
---|---|---|---|
0 | 1.5s | 3s | 6 |
1 | 2s | 4s | 7 |
2 | 2.5s | 5s | 8 |
3 | 3s | 6s | 9 |
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Radial Disarm{"Description":"Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat.","Cost":"100","Augments":["Irradiating Disarm"],"CardImage":"RadialDisarmModx256.png","Name":"Radial Disarm","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialDisarmAbility","Key":"4","Icon":"RadialDisarm130xWhite.png","Powersuit":"Loki"} Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat. Introduced in Vanilla (2012-10-25) |
![]() 80 (energy depletion) |
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Info
- Loki releases a pulse of manipulative energy, knocking down and temporarily disarming enemies within a 10 meter radius. The pulse inflicts 120
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- Drains all energy from the target. (There is currently a bug where the energy will sometimes not be drained from the target)
- If the target has shields remaining then all shields are drained. If the target has no shields remaining then they take 200
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage.
- Temporarily applies Ancient Disruptor's visual effect on the HUD.
- It also disables Enemy Radar.
- Prevents the target from firing any ranged weapon for 1–2 seconds. (This does NOT affect glaives because they count as a melee weapon.)
- Has a cast time of 0.9 seconds and delay between uses of 0.9 seconds.
Augment

- Main article: Irradiating Disarm
Irradiating Disarm is a Loki{"Sprint":"1.25","Description":"Loki knows the art of deception. The trickster employs stealth to sabotage enemies. Sow confusion.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Trickster","Tactical":"Decoy","Image":"Loki.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"LokiFull.png"},"InternalName":"/Lotus/Powersuits/Loki/Loki","Passive":"Able to hang from walls 10x longer than normal.","Progenitor":"Radiation","SquadPortrait":"LokiLargePortrait.png","Health":"180","Link":"Loki","Portrait":"LokiIcon272.png","Polarities":["D","V"],"Abilities":["Decoy","Invisibility","Switch Teleport","Radial Disarm"],"InitialEnergy":"100","Subsumed":"Decoy","AuraPolarity":"Bar","Name":"Loki","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"175","CodexSecret":false} Warframe Augment Mod for
Radial Disarm{"Description":"Lets forth a wave of energy, disrupting the projectile weapons of enemies in range and forcing them to revert to melee combat.","Cost":"100","Augments":["Irradiating Disarm"],"CardImage":"RadialDisarmModx256.png","Name":"Radial Disarm","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialDisarmAbility","Key":"4","Icon":"RadialDisarm130xWhite.png","Powersuit":"Loki"} that allows it to inflict the Confusion Status Effect on enemies.
Rank | Duration | Cost |
---|---|---|
0 | 4s | 6 |
1 | 5s | 7 |
2 | 7s | 8 |
3 | 9s | 9 |
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Pull{"Description":"Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her.","Cost":"25","Augments":["Greedy Pull"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/PullAbility","CardImage":"PullModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Mag","Key":"1","Icon":"Pull130xWhite.png","Name":"Pull"} Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her. Introduced in Vanilla (2012-10-25) |
![]() 40 (magnetized damage) |
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Subsumable to Helminth |
Info
- Mag generates a strong magnetic current,
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ing every enemy within 40 meters towards her and inflicting 40
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage. The damage is doubled if the enemy is currently under the effect of Magnetize.
- Pull targets in a straight line, only hitting enemies that are directly in front of the cursor.
- Pull's visual effects, including a tint on enemies affected by it, are affected by Mag's chosen energy color.
- Casting Pull is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air.
Augment

- Main article: Greedy Pull
Greedy Pull is a Warframe Augment Mod that gives Mag{"Sprint":"1","Description":"Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Magnetism","Tactical":"Magnetize","Image":"Mag.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"MagFull.png"},"InternalName":"/Lotus/Powersuits/Mag/Mag","Passive":"Bullet jumping pulls-in nearby items for easy collection.","Progenitor":"Magnetic","SquadPortrait":"MagLargePortrait.png","Health":"180","Link":"Mag","Portrait":"MagIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Pull","Magnetize","Polarize","Crush"],"InitialEnergy":"75","Subsumed":"Pull","AuraPolarity":"V","Name":"Mag","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false}'s
Pull{"Description":"Mag stuns enemies as she manifests a magnetic vortex. The vortex pulls in Polarize Shards and stunned enemies to place them directly in front of her.","Cost":"25","Augments":["Greedy Pull"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/PullAbility","CardImage":"PullModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Mag","Key":"1","Icon":"Pull130xWhite.png","Name":"Pull"} the ability to attract pickups towards herself.
Rank | Effect | Cost |
---|---|---|
0 | 40% | 6 |
1 | 60% | 7 |
2 | 80% | 8 |
3 | 100% | 9 |
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Magnetize{"Description":"(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.\r\n(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.","Cost":"50","Augments":["Magnetized Discharge"],"CardImage":"MagnetizeModx256.png","Name":"Magnetize","Introduced":"18.13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BulletAttractorAbility","Key":"2","Icon":"Magnetize130xWhite.png","Powersuit":"Mag"} (TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix. (HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone. Introduced in Update 18.13 (2016-05-27) |
![]() 100 (explosion damage) 4 (damage per second) |
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![]() 4 m (explosion radius) | |||
Misc: 10% (absorption) |
Info
- Mag creates a powerful magnetic field that surrounds a single target. The field has a 1.2 meter radius and lasts for 4 seconds. During the field's lifetime, all projectiles and bullets will be redirected towards the center of the field, and incoming damage from all sources will be multiplied by 50%.
- If the initial target dies while magnetized, the field destabilizes and explodes at the end of its duration for 100
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage in a 4 meter radius. Each time an enemy gets hit by the damage ticks inside the bubble, 10% of the currently absorbed damage gets added to the explosion damage.
- Redirected projectiles travel in a straight line from the point of impact to the center of the sphere which can draw fire away from enemy weak spots. However, you can target vital areas by aiming for any point on the sphere that is perpendicular to the weak spot. Hitscan weapons have less difficulty hitting weak spots; simply aiming at the target's weak spots will yield extra damage in most cases.
- Shots fired within the field are also redirected, including shots fired by the magnetized target.
- In addition to firearms, Magnetize can redirect
Radial Javelin{"Description":"Launches javelins towards enemies, dealing high damage and impaling them to walls.","Cost":"75","Augments":["Furious Javelin"],"CardImage":"RadialJavelinModx256.png","Name":"Radial Javelin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RadialJavelinAbility","Key":"3","Icon":"RadialJavelin130xWhite.png","Powersuit":"Excalibur"} blades,
Prism{"Description":"Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.","Cost":"50","Augments":["Prism Guard"],"CardImage":"PrismModx256.png","Name":"Prism","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/Prism","Key":"4","Icon":"Prism130xWhite.png","Powersuit":"Mirage"} lasers,
Exalted Blade{"Description":"Summon a sword of pure light and immense power.","Cost":"25","Augments":["Chromatic Blade"],"Powersuit":"Excalibur","CardImage":"ExaltedBladeModx256.png","Name":"Exalted Blade","Introduced":"16.9","Icon":"ExaltedBlade130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SwordOfDoomAbility","Weapon":"Exalted Blade"}'s waves,
Artemis Bow{"Description":"Summon a mighty bow and unleash a volley of devastating arrows.","Cost":"50","Augments":["Concentrated Arrow"],"Powersuit":"Ivara","CardImage":"ArtemisBowModx256.png","Name":"Artemis Bow","Introduced":"18","Icon":"ArtemisBow130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RangerBowAbility","Weapon":"Artemis Bow"}'s arrow fan, and bouncing projectiles such as the glaives into a single target.
- If the target dies before the Magnetize bubble appears or Mag misses her ability, energy will not be refunded.
- Magnetize's visual effects are affected by Mag's chosen energy color.
- Casting Magnetize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air.
Augment

- Main article: Magnetized Discharge
Magnetized Discharge is a Warframe Augment Mod for Mag{"Sprint":"1","Description":"Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Magnetism","Tactical":"Magnetize","Image":"Mag.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"MagFull.png"},"InternalName":"/Lotus/Powersuits/Mag/Mag","Passive":"Bullet jumping pulls-in nearby items for easy collection.","Progenitor":"Magnetic","SquadPortrait":"MagLargePortrait.png","Health":"180","Link":"Mag","Portrait":"MagIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Pull","Magnetize","Polarize","Crush"],"InitialEnergy":"75","Subsumed":"Pull","AuraPolarity":"V","Name":"Mag","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false}'s
Magnetize{"Description":"(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.\r\n(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.","Cost":"50","Augments":["Magnetized Discharge"],"CardImage":"MagnetizeModx256.png","Name":"Magnetize","Introduced":"18.13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BulletAttractorAbility","Key":"2","Icon":"Magnetize130xWhite.png","Powersuit":"Mag"} that allows manual detonation by recasting the ability on an active Magnetize bubble. Enemies hit by the detonation have a chance to be disarmed. Additionally increases Magnetize's range.
Rank | Disarm Chance | Bonus Magnetize Range | Cost |
---|---|---|---|
0 | 12.5% | 20% | 6 |
1 | 25% | 25% | 7 |
2 | 37.5% | 35% | 8 |
3 | 50% | 45% | 9 |
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Polarize{"Description":"Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.","Cost":"75","Augments":["Counter Pulse"],"CardImage":"PolarizeModx256.png","Name":"Polarize","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldRegenAbility","Key":"3","Icon":"Polarize130xWhite.png","Powersuit":"Mag"} Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status. Introduced in Vanilla (2012-10-25) |
![]() 2.5x (damage multiplier) |
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Info
- Mag produces a pulse of magnetic energy with a range of 15 meters that depletes enemy shields, dealing 50 damage.
- Opponents suffer from a 2 second shield regeneration delay.
- Unlike the PvE version of this ability, Mag does not send an expanding wave of magnetic energy. Instead, her ability is a single target ability that can affect other opponents nearby the initial target.
- Polarize's visual effects are affected by Mag's chosen energy color.
- Polarize's shards are not shown in Conclave.
- Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
- Can be used in mid-air.
Augment

- Main article: Counter Pulse
Counter Pulse is a Warframe Augment Mod for Mag{"Sprint":"1","Description":"Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Magnetism","Tactical":"Magnetize","Image":"Mag.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"MagFull.png"},"InternalName":"/Lotus/Powersuits/Mag/Mag","Passive":"Bullet jumping pulls-in nearby items for easy collection.","Progenitor":"Magnetic","SquadPortrait":"MagLargePortrait.png","Health":"180","Link":"Mag","Portrait":"MagIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Pull","Magnetize","Polarize","Crush"],"InitialEnergy":"75","Subsumed":"Pull","AuraPolarity":"V","Name":"Mag","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false}'s
Polarize{"Description":"Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.","Cost":"75","Augments":["Counter Pulse"],"CardImage":"PolarizeModx256.png","Name":"Polarize","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldRegenAbility","Key":"3","Icon":"Polarize130xWhite.png","Powersuit":"Mag"} that jams enemy weapons and disables Robotic enemies for a set duration.
Rank | Duration Increase | Cost |
---|---|---|
0 | 2s | 6 |
1 | 2.5s | 7 |
2 | 3s | 8 |
3 | 4s | 9 |
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Crush{"Description":"Magnetize the bones of nearby enemies, causing them to collapse upon themselves.","Cost":"100","Augments":["Fracturing Crush"],"CardImage":"CrushModx256.png","Name":"Crush","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/CrushAbility","Key":"4","Icon":"Crush130xWhite.png","Powersuit":"Mag"} Magnetize the bones of nearby enemies, causing them to collapse upon themselves. Introduced in Vanilla (2012-10-25) |
![]() 325 (magnetized damage) 25 (shields per hit) |
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Info
- Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag damages her victims in the air and forcefully compresses their bodies inflicting 330
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage over three segments. Crush deals 325 extra damage over three segments as well to the main target of a
Magnetize{"Description":"(TAP) Enclose a target in a magnetic field that ensnares nearby enemies and deals damage over time. The field pulls Polarize Shards that orbited Mag and shrapnel into the deadly mix.\r\n(HOLD) Mag surrounds herself in a magnetic field that absorbs ranged attacks and reflects damage back in a destructive cone.","Cost":"50","Augments":["Magnetized Discharge"],"CardImage":"MagnetizeModx256.png","Name":"Magnetize","Introduced":"18.13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BulletAttractorAbility","Key":"2","Icon":"Magnetize130xWhite.png","Powersuit":"Mag"} field.
- Opponent are not suspended in the air.
- Damage and extra damage are evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation.
- Cast time of 2.225' seconds (Damage tick timings : 0.36 / 1.16 / 2.225) (~20% slower than PvE)
- Allies in the radius of the ability have their shields replenished by 25 on cast.
- Crush can create, and boost into, Overshields.
- Enemies that walk into the area of effect after the ability has been cast will be damaged by the remaining damage ticks, and will contribute to restore shields.
- Crush's visual effects are affected by Mag's chosen energy color.
- Some of them will appear gold when cast by Mag Prime.
- Casting Crush will interrupt any other action and will force Mag in place for the entire animation.
- Cannot be used in mid-air.
Augment

- Main article: Fracturing Crush
Fracturing Crush is a Warframe Augment Mod for Mag{"Sprint":"1","Description":"Take down your enemies with magnetic force. Mag alters magnetic fields to provide crowd control and strip enemy defenses. Few can resist her attraction or her repulsion.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Magnetism","Tactical":"Magnetize","Image":"Mag.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"MagFull.png"},"InternalName":"/Lotus/Powersuits/Mag/Mag","Passive":"Bullet jumping pulls-in nearby items for easy collection.","Progenitor":"Magnetic","SquadPortrait":"MagLargePortrait.png","Health":"180","Link":"Mag","Portrait":"MagIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Pull","Magnetize","Polarize","Crush"],"InitialEnergy":"75","Subsumed":"Pull","AuraPolarity":"V","Name":"Mag","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"140","CodexSecret":false} that increases the Casting Speed of
Crush{"Description":"Magnetize the bones of nearby enemies, causing them to collapse upon themselves.","Cost":"100","Augments":["Fracturing Crush"],"CardImage":"CrushModx256.png","Name":"Crush","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/CrushAbility","Key":"4","Icon":"Crush130xWhite.png","Powersuit":"Mag"} and allows to permanently reduce armor and temporarily immobilize survivors.
Rank | Casting Speed Increase | Armor Reduction | Root Duration | Cost |
---|---|---|---|---|
0 | +50% | 30% | 4s | 6 |
1 | +50% | 45% | 5s | 7 |
2 | +50% | 60% | 6s | 8 |
3 | +50% | 75% | 7s | 9 |
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Ballistic Battery{"Description":"When activated, this power stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot.","Cost":"25","Augments":["Ballistic Bullseye"],"CardImage":"BallisticBatteryModx256.png","Name":"Ballistic Battery","Introduced":"15.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BallisticBatteryAbility","Key":"1","Icon":"BallisticBattery130xWhite.png","Powersuit":"Mesa"} When activated, this power stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot. Introduced in Update 15.5 (2014-11-27) |
![]() 75% (damage percentage)
70 (max stored damage) |
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Info
- Mesa converts 75% of the total damage inflicted by her primary and secondary weapons into raw energy. A maximum of 70 damage is stored for every instance of damage and is stored at full capacity. When Ballistic Battery is deactivated by pressing the ability key again (default 1 ), the stored damage is unleashed on the next gunshot fired.
- While active, a charge counter becomes visible on the ability icon that tracks stored damage from 0% to 100%.
Peacemaker{"Description":"With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession.","Cost":"25","Augments":["Mesa's Waltz"],"Powersuit":"Mesa","CardImage":"PeacemakerModx256.png","Name":"Peacemaker","Introduced":"15.5","Icon":"Peacemaker130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GunFuAbility","Weapon":"Regulators"}'s
Regulators{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","MaxRank":"30","Image":"Regulators.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","Bar","Bar"],"InternalName":"/Lotus/Powersuits/Cowgirl/SlingerPistols","AmmoType":"Secondary","Accuracy":"100","Trigger":"Auto","Magazine":"0","CompatibilityTags":["POWER_WEAPON"],"Reload":"0","AmmoPickup":"0","Attacks":[{"IsSilent":false,"CritMultiplier":"3","AmmoCost":"0","ShotType":"Hit-Scan","Range":"50","FireRate":"14.8","Multishot":"1","MaxSpread":"0","AttackName":"Normal Attack","MinSpread":"0","PunchThrough":"0","StatusChance":"0.1","CritChance":"0.25","Damage":{"Slash":"12.5","Puncture":"12.5","Impact":"25"}}],"Name":"Regulators","Slot":"Secondary","Link":"Regulators","AmmoMax":"0","Traits":["Tenno"],"Users":["Mesa"]} pistols can contribute to the charge counter, and Ballistic Battery can be deactivated while Peacemaker is active. Stored damage can be applied to a single Regulator shot.
- Mesa's body will glow in her chosen energy color with intensity and coverage scaling with damage stored.
- Has an initial cast of 0.5 seconds.
Augment

- Main article: Ballistic Bullseye
Ballistic Bullseye is a Warframe Augment Mod for Mesa{"Sprint":"1.1","Description":"The gunslinger has a steady deadly hand. Each shot deals high damage. Mesa is the fastest draw in the realm.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"Mesa.png","Type":"Warframe","Introduced":"15.5","Armor":"105","FullImages":{"Portrait":"MesaFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/Cowgirl","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Progenitor":"Magnetic","SquadPortrait":"MesaLargePortrait.png","Health":"365","Link":"Mesa","Portrait":"MesaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"InitialEnergy":"50","Subsumed":"Shooting Gallery","AuraPolarity":"V","Name":"Mesa","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that gives shots enhanced by
Ballistic Battery{"Description":"When activated, this power stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot.","Cost":"25","Augments":["Ballistic Bullseye"],"CardImage":"BallisticBatteryModx256.png","Name":"Ballistic Battery","Introduced":"15.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BallisticBatteryAbility","Key":"1","Icon":"BallisticBattery130xWhite.png","Powersuit":"Mesa"} increased Critical Chance.
Rank | Critical chance Bonus | Cost |
---|---|---|
0 | 20% | 6 |
1 | 30% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
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Shooting Gallery{"Description":"Gives an ally extra damage while jamming the guns of nearby enemies. This power shifts between team members.","Cost":"50","Augments":["Muzzle Flash"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RussianRouletteAbility","CardImage":"ShootingGalleryModx256.png","Subsumable":true,"Introduced":"15.5","Powersuit":"Mesa","Key":"2","Icon":"ShootingGallery130xWhite.png","Name":"Shooting Gallery"} Gives an ally extra damage while jamming the guns of nearby enemies. This power shifts between team members. Introduced in Update 15.5 (2014-11-27) |
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Subsumable to Helminth |
Info
- Mesa releases an energy lasso that swirls around her, causing her to depletes ammo in an opponent’s magazine every 5 seconds. The lasso will remain active for 20 seconds.
- Doesn't switch between allies nor increase damage of weapons while active.
- Cannot be recast while active.
Augment

- Main article: Muzzle Flash
Muzzle Flash is a Warframe Augment Mod for Mesa{"Sprint":"1.1","Description":"The gunslinger has a steady deadly hand. Each shot deals high damage. Mesa is the fastest draw in the realm.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"Mesa.png","Type":"Warframe","Introduced":"15.5","Armor":"105","FullImages":{"Portrait":"MesaFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/Cowgirl","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Progenitor":"Magnetic","SquadPortrait":"MesaLargePortrait.png","Health":"365","Link":"Mesa","Portrait":"MesaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"InitialEnergy":"50","Subsumed":"Shooting Gallery","AuraPolarity":"V","Name":"Mesa","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}, that makes
Shooting Gallery{"Description":"Gives an ally extra damage while jamming the guns of nearby enemies. This power shifts between team members.","Cost":"50","Augments":["Muzzle Flash"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RussianRouletteAbility","CardImage":"ShootingGalleryModx256.png","Subsumable":true,"Introduced":"15.5","Powersuit":"Mesa","Key":"2","Icon":"ShootingGallery130xWhite.png","Name":"Shooting Gallery"} emit a flash that blinds enemies around Mesa when a player buffed with Shooting Gallery assists in 6 kills.
Rank | ![]() |
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Cost |
---|---|---|---|
0 | 6m | 3s | 6 |
1 | 8m | 4s | 7 |
2 | 10m | 5s | 8 |
3 | 12m | 6s | 9 |
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Shatter Shield{"Description":"Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage.","Cost":"75","Augments":["Staggering Shield"],"CardImage":"ShatterShieldModx256.png","Name":"Shatter Shield","Introduced":"15.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RicochetArmorAbility","Key":"3","Icon":"ShatterShield130xWhite.png","Powersuit":"Mesa"} Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage. Introduced in Update 15.5 (2014-11-27) |
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Info
- Mesa envelops herself in an energy shield that reduces incoming damage from bullets and projectiles by 50%. The energy shield lasts 8 seconds.
- Cannot be recast while active.
Augment

- Main article: Staggering Shield
Staggering Shield is a Warframe Augment Mod for Mesa{"Sprint":"1.1","Description":"The gunslinger has a steady deadly hand. Each shot deals high damage. Mesa is the fastest draw in the realm.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"Mesa.png","Type":"Warframe","Introduced":"15.5","Armor":"105","FullImages":{"Portrait":"MesaFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/Cowgirl","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Progenitor":"Magnetic","SquadPortrait":"MesaLargePortrait.png","Health":"365","Link":"Mesa","Portrait":"MesaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"InitialEnergy":"50","Subsumed":"Shooting Gallery","AuraPolarity":"V","Name":"Mesa","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that gives shots reflected by
Shatter Shield{"Description":"Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage.","Cost":"75","Augments":["Staggering Shield"],"CardImage":"ShatterShieldModx256.png","Name":"Shatter Shield","Introduced":"15.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RicochetArmorAbility","Key":"3","Icon":"ShatterShield130xWhite.png","Powersuit":"Mesa"} a chance to stagger enemies.
Rank | Stagger Chance | Cost |
---|---|---|
0 | 30% | 6 |
1 | 35% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
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![]() 4 ![]() +15/s |
Peacemaker{"Description":"With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession.","Cost":"25","Augments":["Mesa's Waltz"],"Powersuit":"Mesa","CardImage":"PeacemakerModx256.png","Name":"Peacemaker","Introduced":"15.5","Icon":"Peacemaker130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GunFuAbility","Weapon":"Regulators"} With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession. Introduced in Update 15.5 (2014-11-27) |
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Misc:
34 (damage) |
Info
- Mesa must have max energy in order to use this ability
- Mesa stands her ground, holsters her current weapon, and draws her
Regulators{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","MaxRank":"30","Image":"Regulators.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","Bar","Bar"],"InternalName":"/Lotus/Powersuits/Cowgirl/SlingerPistols","AmmoType":"Secondary","Accuracy":"100","Trigger":"Auto","Magazine":"0","CompatibilityTags":["POWER_WEAPON"],"Reload":"0","AmmoPickup":"0","Attacks":[{"IsSilent":false,"CritMultiplier":"3","AmmoCost":"0","ShotType":"Hit-Scan","Range":"50","FireRate":"14.8","Multishot":"1","MaxSpread":"0","AttackName":"Normal Attack","MinSpread":"0","PunchThrough":"0","StatusChance":"0.1","CritChance":"0.25","Damage":{"Slash":"12.5","Puncture":"12.5","Impact":"25"}}],"Name":"Regulators","Slot":"Secondary","Link":"Regulators","AmmoMax":"0","Traits":["Tenno"],"Users":["Mesa"]} pistols as secondary Exalted Weapon. While Peacemaker is active, a focus ring appears in the form of a blurred reticle which can be aimed at enemies. Her pistols can be fired without a target inside the focus ring up to 50 meters away. Each gunshot will reduce the size of the focus ring until its field of vision is reduced to 10°.
- The focus ring's field of vision resets to its initial value if Peacemaker expires or is deactivated.
- Mesa's Regulator pistols inflict 34 damage per shot.
- Damage is divided into 17
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 8.5
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 8.5
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Damage is divided into 17
- The pistols are fired in bursts of two gunshots.
- The rate of fire will ramp up for each gunshot. The rate of fire will reset if the fire button is released or if no gunshots are fired during a brief period of inactivity.
- The Regulators are automatic; players need only to hold down the fire button to continue firing.
- Peacemaker drains 5 energy per second and will remain active so long as Mesa has energy.
- Peacemaker will end if Mesa runs out of energy or if deactivated by pressing the ability key again.
- While Peacemaker is active,
Ballistic Battery{"Description":"When activated, this power stores damage caused by guns. When triggered again, that damage is channeled through the next gunshot.","Cost":"25","Augments":["Ballistic Bullseye"],"CardImage":"BallisticBatteryModx256.png","Name":"Ballistic Battery","Introduced":"15.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BallisticBatteryAbility","Key":"1","Icon":"BallisticBattery130xWhite.png","Powersuit":"Mesa"} can be deactivated but not activated. Stored damage can be applied to a single Regulator shot.
- Peacemaker's shots can damage enemies across the Rift Plane.
- Cannot be cast while airborne.
Weapon

- Main article: Regulators
The Regulators are Mesa{"Sprint":"1.1","Description":"The gunslinger has a steady deadly hand. Each shot deals high damage. Mesa is the fastest draw in the realm.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"Mesa.png","Type":"Warframe","Introduced":"15.5","Armor":"105","FullImages":{"Portrait":"MesaFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/Cowgirl","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Progenitor":"Magnetic","SquadPortrait":"MesaLargePortrait.png","Health":"365","Link":"Mesa","Portrait":"MesaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"InitialEnergy":"50","Subsumed":"Shooting Gallery","AuraPolarity":"V","Name":"Mesa","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} and
Mesa Prime{"Sprint":"1.1","Description":"Cast a long shadow with this lethal enforcer. Featuring altered mod polarities for greater customization.","Conclave":true,"Shield":"180","SquadPortrait":"MesaPrimeLargePortrait.png","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"MesaPrime.png","SellPrice":"25000","Introduced":"24.2.2","Armor":"135","FullImages":{"Portrait":"MesaPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/MesaPrime","Health":"400","Progenitor":"Magnetic","Type":"Warframe","Mastery":"0","Link":"Mesa/Prime","Polarities":["Bar","Bar","D","V"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"AuraPolarity":"V","InitialEnergy":"65","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Vaulted":true,"Name":"Mesa Prime","Sex":"Female","Playstyle":"Damage","Portrait":"MesaPrimeIcon272.png","Energy":"140","CodexSecret":false}'s signature Exalted Weapon, summoned by activating the ability
Peacemaker{"Description":"With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession.","Cost":"25","Augments":["Mesa's Waltz"],"Powersuit":"Mesa","CardImage":"PeacemakerModx256.png","Name":"Peacemaker","Introduced":"15.5","Icon":"Peacemaker130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GunFuAbility","Weapon":"Regulators"}. Unlike other ranged weapons, the rapid-firing Regulators will automatically target and shoot at enemies within a large aiming circle directed by the player, removing the need for precise aim.
- This weapon deals primarily
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- Innate two
and one
polarities.
Advantages
- Very high critical chance and critical multiplier.
- Very high fire rate.
- Innate damage bonus that stacks with damage mods.
- Damage and fire rate ramp up per shots fired.
- See
Peacemaker{"Description":"With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession.","Cost":"25","Augments":["Mesa's Waltz"],"Powersuit":"Mesa","CardImage":"PeacemakerModx256.png","Name":"Peacemaker","Introduced":"15.5","Icon":"Peacemaker130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GunFuAbility","Weapon":"Regulators"} for more details regarding damage bonus and bonuses per shots fired.
- See
- Pinpoint accuracy.
- Has infinite ammunition and does not need to reload.
Disadvantages
- Low status chance.
- Limited range of 50 meters.
- Restricted method of aiming.
- User cannot move while active unless equipped with
Mesa's Waltz{"Description":"Peacemaker Augment: Mesa can move at 50% Speed while using Peacemaker.","IsExilus":true,"MaxRank":"3","Image":"Mesa'sWaltzMod.png","Introduced":"18.5","Icon":"Mesa'sWaltz.png","Transmutable":false,"Type":"Mesa","Rarity":"Rare","Link":"Mesa's Waltz","BaseDrain":"6","Polarity":"Zenurik","Name":"Mesa's Waltz","Tradable":true,"InternalName":"/Lotus/Powersuits/Cowgirl/GunFuPvPAugmentCard","Conclave":true,"IsAbilityAugment":true,"CodexSecret":false}.
- No zoom, thus cannot benefit from
Embedded Catalyzer{"Transmutable":false,"Type":"Pistol","Description":"On Ability Cast:\r\n+90% Status Chance when Aiming for 9s","Tradable":true,"UpgradeTypes":["WEAPON_PROC_CHANCE"],"BaseDrain":"4","MaxRank":"5","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/StatusProcWhileAimingPistolMod","Link":"Embedded Catalyzer","Image":"EmbeddedCatalyzerMod.png","Name":"Embedded Catalyzer","Introduced":"18.4.1","Polarity":"Madurai","Rarity":"Uncommon","Icon":"EmbeddedCatalyzer.png","CodexSecret":false},
Hydraulic Crosshairs{"IncompatibilityTags":["POWER_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"5","Image":"HydraulicCrosshairsMod.png","Introduced":"18.4.1","Icon":"HydraulicCrosshairs.png","Transmutable":false,"Type":"Pistol","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Hydraulic Crosshairs","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritChanceWhileAimingPistolMod","Incompatible":["Galvanized Crosshairs"],"Description":"On Headshot:\r\n+135% Critical Chance when Aiming for 9s","Link":"Hydraulic Crosshairs","CodexSecret":false},
Pressurized Magazine{"Transmutable":false,"Type":"Pistol","Description":"On Reload:\r\n+90% Fire Rate when Aiming for 9s","Tradable":true,"UpgradeTypes":["WEAPON_FIRE_RATE"],"BaseDrain":"4","MaxRank":"5","Icon":"PressurizedMagazine.png","Link":"Pressurized Magazine","Image":"PressurizedMagazineMod.png","Name":"Pressurized Magazine","Introduced":"18.4.1","Polarity":"Madurai","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/FireRateWhileAimingPistolMod","CodexSecret":false},
Sharpened Bullets{"IncompatibilityTags":["POWER_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_DAMAGE"],"MaxRank":"5","Image":"SharpenedBulletsMod.png","Introduced":"18.4.1","Icon":"SharpenedBullets.png","Transmutable":false,"Type":"Pistol","Rarity":"Uncommon","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Sharpened Bullets","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritDamageWhileAimingPistolMod","Description":"On Kill:\r\n+75% Critical Damage when Aiming for 9s","Link":"Sharpened Bullets","CodexSecret":false},
Spry Sights{"Description":"+20% Movement Speed when Aiming","IsExilus":true,"UpgradeTypes":["AVATAR_MOVEMENT_SPEED"],"MaxRank":"3","Image":"SprySightsMod.png","Introduced":"17.2","Icon":"SprySights.png","Transmutable":false,"Type":"Pistol","Rarity":"Uncommon","Link":"Spry Sights","BaseDrain":"2","Polarity":"Madurai","Name":"Spry Sights","Tradable":true,"InternalName":"/Lotus/Upgrades/Mods/PvPMods/Pistol/FasterMovementWhileAimingPistolMod","Conclave":true,"CodexSecret":false}, or
Targeting Subsystem{"Description":"On Hit:\r\n+30% Accuracy when Aiming for 9s","IsExilus":true,"UpgradeTypes":["WEAPON_SPREAD"],"MaxRank":"5","Image":"TargetingSubsystemMod.png","Introduced":"18.4.1","Icon":"TargetingSubsystem.png","Transmutable":false,"Type":"Pistol","Rarity":"Uncommon","Link":"Targeting Subsystem","BaseDrain":"2","Polarity":"Madurai","Name":"Targeting Subsystem","Tradable":true,"InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/AccuracyWhileAimingPistolMod","CodexSecret":false}.
- Requires energy to activate and keep active.
- As Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods.
- Cannot equip pistol range mods (e.g.,
Ruinous Extension{"Description":"+8 Beam Length","IsExilus":true,"UpgradeTypes":["WEAPON_RANGE"],"MaxRank":"3","Image":"RuinousExtensionMod.png","Introduced":"15","Icon":"RuinousExtension.png","Transmutable":true,"Type":"Pistol","Rarity":"Uncommon","Link":"Ruinous Extension","BaseDrain":"2","CompatibilityTags":["BEAM"],"Name":"Ruinous Extension","Tradable":true,"InternalName":"/Lotus/Upgrades/Mods/Pistol/WeaponBeamDistanceMod","Polarity":"Naramon","CodexSecret":false}), Acolyte Mods (e.g.,
Sharpened Bullets{"IncompatibilityTags":["POWER_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_DAMAGE"],"MaxRank":"5","Image":"SharpenedBulletsMod.png","Introduced":"18.4.1","Icon":"SharpenedBullets.png","Transmutable":false,"Type":"Pistol","Rarity":"Uncommon","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Sharpened Bullets","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritDamageWhileAimingPistolMod","Description":"On Kill:\r\n+75% Critical Damage when Aiming for 9s","Link":"Sharpened Bullets","CodexSecret":false}) or Amalgam Mods (e.g.,
Amalgam Barrel Diffusion{"Description":"+110% Multishot\r\n+60% Dodge Speed","UpgradeTypes":["WEAPON_FIRE_ITERATIONS","AVATAR_ACROBATIC_SPEED","AVATAR_DODGE_SPEED"],"MaxRank":"5","Image":"AmalgamBarrelDiffusionMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Pistol/MultishotDodgeMod","Transmutable":false,"Type":"Pistol","Rarity":"Rare","Tradable":false,"BaseDrain":"10","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Barrel Diffusion","IncompatibilityTags":["SENTINEL_WEAPON","POWER_WEAPON"],"Incompatible":["Barrel Diffusion","Galvanized Diffusion"],"Link":"Amalgam Barrel Diffusion","Icon":"AmalgamBarrelDiffusion.png","CodexSecret":false}).
- This includes mods based on Acolyte mods, such as
Galvanized Crosshairs{"Description":"On Headshot:\r\n+120% Critical Chance when Aiming for 12s\r\nOn Headshot Kill:\r\n+40% Critical Chance when Aiming for 12s. Stacks up to 5x.","IsFlawed":false,"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"10","Image":"GalvanizedCrosshairsMod.png","Introduced":"30.5","Icon":"GalvanizedCrosshairs.png","Transmutable":false,"Type":"Pistol","Rarity":"Rare","Link":"Galvanized Crosshairs","BaseDrain":"2","Polarity":"Madurai","Tradable":true,"Incompatible":["Hydraulic Crosshairs"],"IncompatibilityTags":["POWER_WEAPON"],"Name":"Galvanized Crosshairs","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritChanceWhileAimingPistolSPMod","IsExilus":false,"Conclave":false,"Class":"Galvanized","CodexSecret":false}.
- This includes mods based on Acolyte mods, such as
- Does not have an Exilus slot.
- Cannot equip Secondary Arcane Enhancements.
Augment

- Main article: Mesa's Waltz
Mesa's Waltz is a Warframe Augment/Exilus Mod usable in both PvE and Conclave that allows Mesa{"Sprint":"1.1","Description":"The gunslinger has a steady deadly hand. Each shot deals high damage. Mesa is the fastest draw in the realm.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Gunslinger","Tactical":"Shatter Shield","Image":"Mesa.png","Type":"Warframe","Introduced":"15.5","Armor":"105","FullImages":{"Portrait":"MesaFull.png"},"InternalName":"/Lotus/Powersuits/Cowgirl/Cowgirl","Passive":"Shoot dual-wielded sidearms 15% faster and reload single-handed sidearms 25% more rapidly. Gain 50 Bonus Health when not using Melee Weapons.","Progenitor":"Magnetic","SquadPortrait":"MesaLargePortrait.png","Health":"365","Link":"Mesa","Portrait":"MesaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Ballistic Battery","Shooting Gallery","Shatter Shield","Peacemaker"],"InitialEnergy":"50","Subsumed":"Shooting Gallery","AuraPolarity":"V","Name":"Mesa","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} to move at a reduced speed while channeling
Peacemaker{"Description":"With intense focus, Mesa draws her Regulator pistols, shooting down her foes in rapid succession.","Cost":"25","Augments":["Mesa's Waltz"],"Powersuit":"Mesa","CardImage":"PeacemakerModx256.png","Name":"Peacemaker","Introduced":"15.5","Icon":"Peacemaker130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GunFuAbility","Weapon":"Regulators"}.
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Hall of Mirrors{"Description":"Mirage creates an entourage of doppelgangers to confuse and distract the enemy.","Cost":"25","Augments":["Hall of Malevolence"],"CardImage":"HallOfMirrorsModx256.png","Name":"Hall of Mirrors","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IllusionAbility","Key":"1","Icon":"HallOfMirrors130xWhite.png","Powersuit":"Mirage"} Mirage creates an entourage of doppelgangers to confuse and distract the enemy. Introduced in Update 14.0 (2014-07-18) |
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Misc: 2 (holograms) |
Info
- Mirage projects 2 holographic mirror images that follow and mimic her actions for 4 seconds. Each hologram is invulnerable to damage, draws enemy attention, and deals 25% of the current weapon's total damage.
- Mirage cannot gain energy while Hall of Mirrors is active, nor pick up additional Energy Orbs.
- Only a maximum of 2 holograms are able to fire projectiles (hitscan and non-hitscan) from primary, secondary, and melee weapons like the
Glaive{"SellPrice":"5000","BlockAngle":"55","Introduced":"7.9","SlideAttack":"210","InternalName":"/Lotus/Weapons/Tenno/Melee/Glaives/LightGlaive/LightGlaiveWeapon","Slot":"Melee","SweepRadius":"0.25","SlamElement":"Impact","ComboDur":"5","Family":"Glaive","Disposition":"1.3","HeavySlamAttack":"315","Conclave":true,"_TooltipAttackDisplay":"7","Class":"Glaive","HeavyAttack":"0","Image":"Glaive.png","StancePolarity":"Naramon","FollowThrough":"0.7","HeavySlamRadius":"6","WindUp":"1.2","HeavySlamForcedProcs":["Lifted"],"SlamForcedProcs":["Impact"],"Mastery":"1","MeleeRange":"1.25","CompatibilityTags":["GLAIVES_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.12","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"73.5","Puncture":"15.75","Impact":"15.75"},"StatusChance":"0.12","IsSilent":true,"FireRate":"1"},{"IsSilent":true,"Range":"30","FireRate":"1","CritMultiplier":"2.1","ShotSpeed":"20","AttackName":"Throw","ShotType":"Thrown","StatusChance":"0.14","CritChance":"0.14","Damage":{"Slash":"81.2","Puncture":"17.4","Impact":"17.4"}},{"IsSilent":true,"Falloff":{"EndRange":"4.8","Reduction":"0.4","StartRange":"0"},"Range":"4.8","FireRate":"1","CritMultiplier":"2.1","AttackName":"Throw Bounce Explosion","CritChance":"0.14","StatusChance":"0.14","ShotType":"AoE","Damage":{"Blast":"190"}},{"CritChance":"0.14","Falloff":{"EndRange":"4.8","Reduction":"0","StartRange":"0"},"Range":"4.8","FireRate":"1","CritMultiplier":"2.1","ForcedProcs":["Impact"],"AttackName":"Throw Recall Explosion","IsSilent":true,"StatusChance":"0.14","ShotType":"AoE","Damage":{"Blast":"380"}},{"ChargeTime":"1.192","IsSilent":true,"CritMultiplier":"2.2","Range":"30","FireRate":"0.833","CritChance":"0.16","ShotType":"Thrown","ForcedProcs":["Impact"],"ShotSpeed":"35","PunchThrough":"1","StatusChance":"0.16","AttackName":"Charged Throw","Damage":{"Slash":"161.7","Puncture":"34.65","Impact":"34.65"}},{"ChargeTime":"1.192","IsSilent":true,"Falloff":{"EndRange":"4.8","Reduction":"0.4","StartRange":"0"},"Range":"4.8","FireRate":"0.833","CritMultiplier":"2.2","AttackName":"Charged Throw Bounce Explosion","CritChance":"0.16","StatusChance":"0.16","ShotType":"AoE","Damage":{"Blast":"378"}},{"ChargeTime":"1.192","CritChance":"0.16","Falloff":{"EndRange":"4.8","Reduction":"0","StartRange":"0"},"Range":"4.8","FireRate":"0.833","CritMultiplier":"2.2","ForcedProcs":["Impact"],"AttackName":"Charged Throw Recall Explosion","IsSilent":true,"StatusChance":"0.16","ShotType":"AoE","Damage":{"Blast":"756"}}],"HeavySlamElement":"Blast","Name":"Glaive","Traits":["Tenno"],"SlamAttack":"210","SlamRadius":"5","Polarities":["V","Bar"],"Link":"Glaive"}. The total hologram damage will be redistributed among the active holograms; each active hologram will inflict 5% of the projectile weapon's total damage.
- Once spawned, holograms remain fixed in position around Mirage.
- Holograms partially fade from view when the HUD's targeting reticle is near them.
- Holograms will mimic Mirage's aim which can shift away from the HUD's targeting reticle depending on their position.
- Holograms do not path on terrain and are intangible, allowing them to phase through obstacles and walk on air.
Augment

- Main article: Hall of Malevolence
Hall of Malevolence is a Warframe Augment Mod for Mirage{"Sprint":"1.2","Description":"Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft.","Conclave":true,"Shield":"200","MaxRank":"30","Themes":"Harlequin, Illusionist","Tactical":"Sleight of Hand","Image":"Mirage.png","Type":"Warframe","Introduced":"14","Armor":"105","FullImages":{"Portrait":"MirageFull.png"},"InternalName":"/Lotus/Powersuits/Harlequin/Harlequin","Passive":"Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.","Progenitor":"Radiation","SquadPortrait":"MirageLargePortrait.png","Health":"200","Link":"Mirage","Portrait":"MirageIcon272.png","Polarities":["D","V"],"Abilities":["Hall of Mirrors","Sleight of Hand","Eclipse","Prism"],"InitialEnergy":"125","Subsumed":"Eclipse","AuraPolarity":"Bar","Name":"Mirage","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Hall of Mirrors{"Description":"Mirage creates an entourage of doppelgangers to confuse and distract the enemy.","Cost":"25","Augments":["Hall of Malevolence"],"CardImage":"HallOfMirrorsModx256.png","Name":"Hall of Mirrors","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IllusionAbility","Key":"1","Icon":"HallOfMirrors130xWhite.png","Powersuit":"Mirage"} that makes her doppelgangers deal more damage with every enemy killed.
Rank | Damage Bonus per kill | Maximum Bonus Damage | Cost |
---|---|---|---|
0 | 2% | 20% | 6 |
1 | 3% | 30% | 7 |
2 | 4% | 40% | 8 |
3 | 5% | 50% | 9 |
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Sleight of Hand{"Description":"Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors.","Cost":"50","Augments":["Explosive Legerdemain"],"CardImage":"SleightOfHandModx256.png","Name":"Sleight of Hand","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/HarlequinObjectChangeAbility","Key":"2","Icon":"SleightOfHand130xWhite.png","Powersuit":"Mirage"} Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors. Introduced in Update 14.0 (2014-07-18) |
![]() 125 (jewel explosion damage) 10/s (health orb damage) |
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![]() 5 m (explosion radius) | |||
Misc:
10 m (jewel cast range) |
Info
- Mirage conjures a powerful photokinetic illusion that booby traps all interactive objects within a 10 meter radius for 60 seconds, while simultaneously placing a light-sensitive jewel at the targeted location on the aiming reticle, within a cast range of 60 meters and lasts for 20 seconds.
- Traps lasts forever even after Mirage’s death (but will not affect respawned pickups).
- Mirage's jewels and booby traps exhibit numerous different effects:
- Mirage's jewel glistens and detonates when an enemy comes within a 5 meters radius. The jewel explodes to deal 125
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage to all enemies within a 5 meters radius.
- When casting Sleight of Hand while
Hall of Mirrors{"Description":"Mirage creates an entourage of doppelgangers to confuse and distract the enemy.","Cost":"25","Augments":["Hall of Malevolence"],"CardImage":"HallOfMirrorsModx256.png","Name":"Hall of Mirrors","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IllusionAbility","Key":"1","Icon":"HallOfMirrors130xWhite.png","Powersuit":"Mirage"} is active, Mirage's holographic clones will each create a smaller jewel placed 6 meters away from the primary jewel. Clone jewels have reduced effectiveness of the primary jewel's effects.
- Affected objects include Pickups.
- Ammo Packs explode in a 5 meter radius when an opponent is nearby, and will deal 75
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage.
- Health Orbs directly damages an opponent's health, dealing 50 damage over 10 ticks of damage.
- Energy Orbs disables the opponents ability to regain energy until death.
- Ammo Packs explode in a 5 meter radius when an opponent is nearby, and will deal 75
- Can be recast while active, although this does not refresh the duration of currently affected objects.
- Casting Sleight of Hand stops Mirage's movement and other actions.
- When cast, Mirage visually emits a pulse of energy that forms a grid of light representing the ability range. The pulse and grid are affected by Mirage's chosen Warframe energy color.
- Mirage's primary and clone jewels have the same model as
Prism{"Description":"Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.","Cost":"50","Augments":["Prism Guard"],"CardImage":"PrismModx256.png","Name":"Prism","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/Prism","Key":"4","Icon":"Prism130xWhite.png","Powersuit":"Mirage"} and are tinted in her chosen Warframe energy color. When in light, the jewels are translucent and emit a mist of white light; while in the darkness, the jewels are opaque and emit halos of light.
- Affected objects emit a halo of light, pulse and glow in violet with a tint of Mirage's energy color.
Augment

- Main article: Explosive Legerdemain
Explosive Legerdemain is a Warframe Augment Mod for Mirage{"Sprint":"1.2","Description":"Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft.","Conclave":true,"Shield":"200","MaxRank":"30","Themes":"Harlequin, Illusionist","Tactical":"Sleight of Hand","Image":"Mirage.png","Type":"Warframe","Introduced":"14","Armor":"105","FullImages":{"Portrait":"MirageFull.png"},"InternalName":"/Lotus/Powersuits/Harlequin/Harlequin","Passive":"Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.","Progenitor":"Radiation","SquadPortrait":"MirageLargePortrait.png","Health":"200","Link":"Mirage","Portrait":"MirageIcon272.png","Polarities":["D","V"],"Abilities":["Hall of Mirrors","Sleight of Hand","Eclipse","Prism"],"InitialEnergy":"125","Subsumed":"Eclipse","AuraPolarity":"Bar","Name":"Mirage","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that causes
Sleight of Hand{"Description":"Booby trap nearby objects while conjuring an irresistible jewel that bursts with radial blind when touched in darkness, or a radial explosion in light. Conjure multiple smaller jewels with the help of Hall of Mirrors.","Cost":"50","Augments":["Explosive Legerdemain"],"CardImage":"SleightOfHandModx256.png","Name":"Sleight of Hand","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/HarlequinObjectChangeAbility","Key":"2","Icon":"SleightOfHand130xWhite.png","Powersuit":"Mirage"} to turn all eligible Pickups into proximity mines ready to detonate.
Rank | Explosion Damage | Status Chance | Explosion Radius | Duration | Cost |
---|---|---|---|---|---|
0 | 500 | 50% | 5m | 60s | 6 |
1 | 600 | 65% | 10m | 60s | 7 |
2 | 800 | 80% | 15m | 60s | 8 |
3 | 1000 | 100% | 20m | 60s | 9 |
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Eclipse{"Description":"(TAP) Temporarily reduce the damage Mirage takes from enemies.\r\n\r\n(HOLD) Temporarily increase Mirage's weapon damage.","Cost":"25","Augments":["Total Eclipse"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/LightAbility","CardImage":"EclipseModx256.png","Subsumable":true,"Introduced":"14","Powersuit":"Mirage","Key":"3","Icon":"Eclipse130xWhite.png","Name":"Eclipse"} (TAP) Temporarily reduce the damage Mirage takes from enemies. (HOLD) Temporarily increase Mirage's weapon damage. Introduced in Update 14.0 (2014-07-18) |
![]() 30% (damage reduction) |
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Subsumable to Helminth |
Info
- Mirage adapts to the lighting conditions of her surroundings, gaining a maximum of 20% weapon damage while bathed in light, or reducing incoming damage by a maximum of 30% and reducing enemy accuracy while in the shadows. The effect lasts for 20 seconds.
- Mirage cannot gain Energy nor pick up Energy Orbs while Eclipse is active.
- Mirage is encased in a white reflective surface while in light. Her body partially fades away and emits smoke while in shadows.
- Holograms from
Hall of Mirrors{"Description":"Mirage creates an entourage of doppelgangers to confuse and distract the enemy.","Cost":"25","Augments":["Hall of Malevolence"],"CardImage":"HallOfMirrorsModx256.png","Name":"Hall of Mirrors","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IllusionAbility","Key":"1","Icon":"HallOfMirrors130xWhite.png","Powersuit":"Mirage"} do not gain Eclipse's damage bonus.
- Has a casting delay of 1 second.
- Mirage can resist knockdown during the casting delay.
- Can be recast while active to refresh the duration.
Augment

- Main article: Total Eclipse
Total Eclipse is a Mirage{"Sprint":"1.2","Description":"Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft.","Conclave":true,"Shield":"200","MaxRank":"30","Themes":"Harlequin, Illusionist","Tactical":"Sleight of Hand","Image":"Mirage.png","Type":"Warframe","Introduced":"14","Armor":"105","FullImages":{"Portrait":"MirageFull.png"},"InternalName":"/Lotus/Powersuits/Harlequin/Harlequin","Passive":"Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.","Progenitor":"Radiation","SquadPortrait":"MirageLargePortrait.png","Health":"200","Link":"Mirage","Portrait":"MirageIcon272.png","Polarities":["D","V"],"Abilities":["Hall of Mirrors","Sleight of Hand","Eclipse","Prism"],"InitialEnergy":"125","Subsumed":"Eclipse","AuraPolarity":"Bar","Name":"Mirage","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} Warframe Augment Mod for
Eclipse{"Description":"(TAP) Temporarily reduce the damage Mirage takes from enemies.\r\n\r\n(HOLD) Temporarily increase Mirage's weapon damage.","Cost":"25","Augments":["Total Eclipse"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/LightAbility","CardImage":"EclipseModx256.png","Subsumable":true,"Introduced":"14","Powersuit":"Mirage","Key":"3","Icon":"Eclipse130xWhite.png","Name":"Eclipse"} that allows it to grant its bonuses to nearby allies.
Rank | Effect | Radius | Cost |
---|---|---|---|
0 | 100% | 8m | 6 |
1 | 100% | 10m | 7 |
2 | 100% | 12m | 8 |
3 | 100% | 15m | 9 |
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Prism{"Description":"Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.","Cost":"50","Augments":["Prism Guard"],"CardImage":"PrismModx256.png","Name":"Prism","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/Prism","Key":"4","Icon":"Prism130xWhite.png","Powersuit":"Mirage"} Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes. Introduced in Update 14.0 (2014-07-18) |
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![]() 10 s (blind duration) | |||
![]() 8 m (blind radius) | |||
Misc:
12 (lasers) |
Info
- Mirage generates a prism in her hands and launches it outward at a speed of 5 meters per second. The prism is armed with 12 lasers that track and damage enemies within 15 meters. Each laser inflicts 20
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage per tick. Damage ticks occur at a rate of 3 per second, and the prism lasts for 6 seconds.
- Lasers do not bypass obstacles in the environment.
- Multiple lasers will not target the same enemy simultaneously; an enemy can only be damaged by one laser at a time.
- Prism drains 10 energy per second; it will remain active so long as the ability duration remains, and Mirage has energy. Prism will end if Mirage runs out of energy, if the ability duration ends, or if deactivated by pressing the ability key again (default 4 ).
- Mirage can not regain energy.
- When the ability is deactivated, the prism will explode in a bright flash of light that blinds enemies that have line of sight to the prism within 8 meters for 10 seconds.
- Blind requires line of sight from enemies to the prism, it must be unobstructed by obstacles and within their vision arc.
- The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity, but the prism will bounce off surfaces in its path.
- Holograms created from
Hall of Mirrors{"Description":"Mirage creates an entourage of doppelgangers to confuse and distract the enemy.","Cost":"25","Augments":["Hall of Malevolence"],"CardImage":"HallOfMirrorsModx256.png","Name":"Hall of Mirrors","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IllusionAbility","Key":"1","Icon":"HallOfMirrors130xWhite.png","Powersuit":"Mirage"} cannot create prisms but will mimic Mirage's body movement during the casting delay.
- Casting delay of ~2 seconds.
Augment

- Main article: Prism Guard
Prism Guard is a Warframe Augment Mod for Mirage{"Sprint":"1.2","Description":"Mirage's sleight of hand complements her might. Her dazzled foes take heavy damage. Doppelgangers, lasers, and traps are elements of her stagecraft.","Conclave":true,"Shield":"200","MaxRank":"30","Themes":"Harlequin, Illusionist","Tactical":"Sleight of Hand","Image":"Mirage.png","Type":"Warframe","Introduced":"14","Armor":"105","FullImages":{"Portrait":"MirageFull.png"},"InternalName":"/Lotus/Powersuits/Harlequin/Harlequin","Passive":"Sliding lasts 85% longer and acrobatic maneuvers are 50% faster.","Progenitor":"Radiation","SquadPortrait":"MirageLargePortrait.png","Health":"200","Link":"Mirage","Portrait":"MirageIcon272.png","Polarities":["D","V"],"Abilities":["Hall of Mirrors","Sleight of Hand","Eclipse","Prism"],"InitialEnergy":"125","Subsumed":"Eclipse","AuraPolarity":"Bar","Name":"Mirage","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Prism{"Description":"Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.","Cost":"50","Augments":["Prism Guard"],"CardImage":"PrismModx256.png","Name":"Prism","Introduced":"14","InternalName":"/Lotus/Powersuits/PowersuitAbilities/Prism","Key":"4","Icon":"Prism130xWhite.png","Powersuit":"Mirage"} in PvE and Conclave that causes the prism to follow above her.
Rank | Follow Duration | Cost |
---|---|---|
0 | 1s | 6 |
1 | 2s | 7 |
2 | 3s | 8 |
3 | 4s | 9 |
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Soul Punch{"Description":"A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path.","Cost":"25","Augments":["Soul Survivor"],"CardImage":"SoulPunchModx256.png","Name":"Soul Punch","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SoulPunchAbility","Key":"1","Icon":"SoulPunch130xWhite.png","Powersuit":"Nekros"} A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path. Introduced in Update 10.0 (2013-09-13) |
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Misc:
40 (projectile damage) |
Info
- Nekros lunges with telekinetic force, dealing 40
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage to a single target within 14 meters.
- Nekros can miss with ability, causing him to lose energy.
- Initial target is knocked down.
- The target's soul is violently ejected from its body, becoming a high-velocity projectile. Enemies that make contact with the projectile are dealt 40
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage. When the projectile makes contact with a hard surface, 40
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage is inflicted in an area of effect.
- Despite having a noticeable visual and audio effect, the skill is perfectly silent.
- Can be used while performing many actions without interrupting them, including reloading, charging, and shooting.
Augment

- Main article: Soul Survivor
Soul Survivor is a Warframe Augment Mod that allows Nekros{"Sprint":"1.1","Description":"There is a reaper whose name is Nekros. He provides deathly crowd control. Erstwhile enemies become allies when Nekros calls up recruits from the dead.","Conclave":true,"Shield":"235","MaxRank":"30","Themes":"Darkness, Necromancy","Tactical":"Terrify","Image":"Nekros.png","Type":"Warframe","Introduced":"10","Armor":"105","FullImages":{"Portrait":"NekrosFull.png"},"InternalName":"/Lotus/Powersuits/Necro/Necro","Passive":"Restore 5 Health with every enemy death within 10m.","Progenitor":"Toxin","SquadPortrait":"NekrosLargePortrait.png","Health":"270","Link":"Nekros","Portrait":"NekrosIcon272.png","Polarities":["D","V"],"Abilities":["Soul Punch","Terrify","Desecrate","Shadows of the Dead"],"InitialEnergy":"50","Subsumed":"Terrify","AuraPolarity":"None","Name":"Nekros","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} to use
Soul Punch{"Description":"A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path.","Cost":"25","Augments":["Soul Survivor"],"CardImage":"SoulPunchModx256.png","Name":"Soul Punch","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SoulPunchAbility","Key":"1","Icon":"SoulPunch130xWhite.png","Powersuit":"Nekros"} on allies in bleedout to revive them with partial health.
Rank | Health Restored | Cost |
---|---|---|
0 | 15% | 6 |
1 | 20% | 7 |
2 | 25% | 8 |
3 | 30% | 9 |
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Terrify{"Description":"Casts fear into the hearts of nearby enemies, causing them to run away in terror.","Cost":"75","Augments":["Creeping Terrify"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TerrorTotemAbility","CardImage":"TerrifyModx256.png","Subsumable":true,"Introduced":"10","Powersuit":"Nekros","Key":"2","Icon":"Terrify130xWhite.png","Name":"Terrify"} Casts fear into the hearts of nearby enemies, causing them to run away in terror. Introduced in Update 10.0 (2013-09-13) |
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Subsumable to Helminth |
Info
- Nekros releases a psychic blast that causes enemies within 16 meters to reduce their damage output for 20 seconds.
- Can be recast while active and can refresh the duration on already affected units in the cast range.
Augment

- Main article: Creeping Terrify
Creeping Terrify is a Warframe Augment Mod for Nekros{"Sprint":"1.1","Description":"There is a reaper whose name is Nekros. He provides deathly crowd control. Erstwhile enemies become allies when Nekros calls up recruits from the dead.","Conclave":true,"Shield":"235","MaxRank":"30","Themes":"Darkness, Necromancy","Tactical":"Terrify","Image":"Nekros.png","Type":"Warframe","Introduced":"10","Armor":"105","FullImages":{"Portrait":"NekrosFull.png"},"InternalName":"/Lotus/Powersuits/Necro/Necro","Passive":"Restore 5 Health with every enemy death within 10m.","Progenitor":"Toxin","SquadPortrait":"NekrosLargePortrait.png","Health":"270","Link":"Nekros","Portrait":"NekrosIcon272.png","Polarities":["D","V"],"Abilities":["Soul Punch","Terrify","Desecrate","Shadows of the Dead"],"InitialEnergy":"50","Subsumed":"Terrify","AuraPolarity":"None","Name":"Nekros","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false}'
Terrify{"Description":"Casts fear into the hearts of nearby enemies, causing them to run away in terror.","Cost":"75","Augments":["Creeping Terrify"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TerrorTotemAbility","CardImage":"TerrifyModx256.png","Subsumable":true,"Introduced":"10","Powersuit":"Nekros","Key":"2","Icon":"Terrify130xWhite.png","Name":"Terrify"} that slows down affected enemies.
Rank | Movement Speed Reduction | Cost |
---|---|---|
0 | 30% | 6 |
1 | 40% | 7 |
2 | 50% | 8 |
3 | 60% | 9 |
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Desecrate{"Description":"Forces fallen enemies around you to drop additional loot.","Cost":"10","Augments":["Despoil"],"CardImage":"DesecrateModx256.png","Name":"Desecrate","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SearchTheDeadAbility","Key":"3","Icon":"Desecrate130xWhite.png","Powersuit":"Nekros"} Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13) |
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Info
- Nekros emits an aura of dark power that affects every corpse within a radius of 20 meters, consuming the corpses and granting a Health Orb. After a 2-second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses taking 1 second of delay between consumptions.
- Desecrated players are highlighted and revealed through walls (upon respawn) for the duration of the ability.
- Desecrate will consume 20 Energy for every corpse consumed. This ability will remain active for as long as Nekros has energy, or the ability is manually deactivated by pressing the ability key again.
- Nekros can still regenerate energy & pick up energy orbs when Desecrate is active.
- While the ability is active, Nekros can still move around freely.
- If toggled on, the ability icon will be grayed out and Nekros will shimmer faintly in his energy color.
- Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away.
- Initial activation of the ability has a cast time of 1.8 seconds.
Augment

- Main article: Despoil
Despoil is a Warframe Augment Mod for Nekros{"Sprint":"1.1","Description":"There is a reaper whose name is Nekros. He provides deathly crowd control. Erstwhile enemies become allies when Nekros calls up recruits from the dead.","Conclave":true,"Shield":"235","MaxRank":"30","Themes":"Darkness, Necromancy","Tactical":"Terrify","Image":"Nekros.png","Type":"Warframe","Introduced":"10","Armor":"105","FullImages":{"Portrait":"NekrosFull.png"},"InternalName":"/Lotus/Powersuits/Necro/Necro","Passive":"Restore 5 Health with every enemy death within 10m.","Progenitor":"Toxin","SquadPortrait":"NekrosLargePortrait.png","Health":"270","Link":"Nekros","Portrait":"NekrosIcon272.png","Polarities":["D","V"],"Abilities":["Soul Punch","Terrify","Desecrate","Shadows of the Dead"],"InitialEnergy":"50","Subsumed":"Terrify","AuraPolarity":"None","Name":"Nekros","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Desecrate{"Description":"Forces fallen enemies around you to drop additional loot.","Cost":"10","Augments":["Despoil"],"CardImage":"DesecrateModx256.png","Name":"Desecrate","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SearchTheDeadAbility","Key":"3","Icon":"Desecrate130xWhite.png","Powersuit":"Nekros"} to consume health instead of energy.
Rank | Health Cost | Cost |
---|---|---|
0 | 16 | 6 |
1 | 14 | 7 |
2 | 12 | 8 |
3 | 10 | 9 |
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Shadows of the Dead{"Description":"Summons shadow versions of vanquished enemies to fight alongside you for a short period of time.","Cost":"100","Augments":["Shield of Shadows"],"CardImage":"ShadowsOfTheDeadModx256.png","Name":"Shadows of the Dead","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/CloneTheDeadAbility","Key":"4","Icon":"ShadowsOfTheDead130xWhite.png","Powersuit":"Nekros"} Summons shadow versions of vanquished enemies to fight alongside you for a short period of time. Introduced in Update 10.0 (2013-09-13) |
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Info
- Nekros does not raise shadows, instead is a self-buff that makes him & his allies respawn instantly for the duration of the ability.
- This ability will persist even after Nekros' death or when the user changes loadouts that has a different Warframe.
Augment

- Main article: Shield of Shadows
Shield of Shadows is a Warframe Augment Mod that allows Nekros{"Sprint":"1.1","Description":"There is a reaper whose name is Nekros. He provides deathly crowd control. Erstwhile enemies become allies when Nekros calls up recruits from the dead.","Conclave":true,"Shield":"235","MaxRank":"30","Themes":"Darkness, Necromancy","Tactical":"Terrify","Image":"Nekros.png","Type":"Warframe","Introduced":"10","Armor":"105","FullImages":{"Portrait":"NekrosFull.png"},"InternalName":"/Lotus/Powersuits/Necro/Necro","Passive":"Restore 5 Health with every enemy death within 10m.","Progenitor":"Toxin","SquadPortrait":"NekrosLargePortrait.png","Health":"270","Link":"Nekros","Portrait":"NekrosIcon272.png","Polarities":["D","V"],"Abilities":["Soul Punch","Terrify","Desecrate","Shadows of the Dead"],"InitialEnergy":"50","Subsumed":"Terrify","AuraPolarity":"None","Name":"Nekros","Sex":"Male","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} to redirect a percentage of damage he receives to any active
Shadows of the Dead{"Description":"Summons shadow versions of vanquished enemies to fight alongside you for a short period of time.","Cost":"100","Augments":["Shield of Shadows"],"CardImage":"ShadowsOfTheDeadModx256.png","Name":"Shadows of the Dead","Introduced":"10","InternalName":"/Lotus/Powersuits/PowersuitAbilities/CloneTheDeadAbility","Key":"4","Icon":"ShadowsOfTheDead130xWhite.png","Powersuit":"Nekros"} minions within 50 meters.
Rank | ![]() |
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Cost |
---|---|---|---|
0 | 3% | 50m | 6 |
1 | 4% | 50m | 7 |
2 | 5% | 50m | 8 |
3 | 6% | 50m | 9 |
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Fire Walker{"Description":"Blaze a trail of flames, scorching enemies and cleansing allies.","Cost":"25","Augments":["Pyroclastic Flow"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaTrailAbility","CardImage":"FireWalkerModx256.png","Subsumable":true,"Introduced":"18.1","Powersuit":"Nezha","Key":"1","Icon":"FireWalker130xWhite.png","Name":"Fire Walker"} Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
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Misc: 10% (speed bonus) | |||
Subsumable to Helminth |
Info
- Nezha ignites his Wind Fire Wheels to gain 10% bonus movement speed for 12 seconds, while leaving behind a trail of fire beneath his feet that lasts for 0.1 seconds. Enemies that walk over the flames are not dealt with any damage.
- Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
- Fire Walker can be cast while moving, and will pause (but not interrupt) reloading weapons.
- Can be recast while active to refresh its duration.
- Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
- If Fire Walker is active when using
Blazing Chakram{"Description":"Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location.","Cost":"25","Augments":["Reaping Chakram"],"CardImage":"BlazingChakramModx256.png","Name":"Blazing Chakram","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaRingAbility","Key":"2","Icon":"BlazingChakram130xWhite.png","Powersuit":"Nezha"}'s teleportation, Fire Walker will overheat at the destination and deal 70
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage within a radius of 4 meters, as well as knocking down opponents.
- Fire Walker will stay active after teleporting.
Augment

- Main article: Pyroclastic Flow
Pyroclastic Flow is a Warframe Augment Mod for Nezha{"Sprint":"1.15","Description":"The mercurial firemonger protects the innocent. Nezha's multifaceted tactics give him high survivability as he inflicts damage and provides crowd control. His fire is the clarion of hope.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Third Lotus Prince","Tactical":"Divine Spears","Image":"Nezha.png","SquadPortrait":"NezhaLargePortrait.png","Introduced":"18.1","Armor":"200","FullImages":{"Portrait":"NezhaFull.png"},"InternalName":"/Lotus/Powersuits/Nezha/Nezha","Passive":"Slide 60% faster and go 35% farther.","Progenitor":"Heat","Type":"Warframe","Health":"365","Link":"Nezha","Portrait":"NezhaIcon272.png","Polarities":["D","V"],"Abilities":["Fire Walker","Blazing Chakram","Warding Halo","Divine Spears"],"InitialEnergy":"125","Subsumed":"Fire Walker","AuraPolarity":"Bar","Name":"Nezha","Sex":"Male","Playstyle":"Survival, Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} and
Nezha Prime{"Sprint":"1.2","Description":"Behold: the Scion of the Burning Wind, now before you in most courtly accoutrement. Featuring altered mod polarities for greater customization.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Third Lotus Prince","Tactical":"Divine Spears","Image":"NezhaPrime.png","SquadPortrait":"NezhaPrimeLargePortrait.png","Introduced":"29.3","Armor":"265","FullImages":{"Default":"NezhaPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Nezha/NezhaPrime","Passive":"Slide 60% faster and go 35% farther.","Progenitor":"Heat","Type":"Warframe","Health":"365","Link":"Nezha/Prime","Portrait":"NezhaPrimeIcon272.png","Polarities":["D","V","Bar"],"Abilities":["Fire Walker","Blazing Chakram","Warding Halo","Divine Spears"],"InitialEnergy":"125","AuraPolarity":"Bar","Vaulted":true,"Name":"Nezha Prime","Sex":"Male","Playstyle":"Survival, Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that accumulates the damage
Fire Walker{"Description":"Blaze a trail of flames, scorching enemies and cleansing allies.","Cost":"25","Augments":["Pyroclastic Flow"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaTrailAbility","CardImage":"FireWalkerModx256.png","Subsumable":true,"Introduced":"18.1","Powersuit":"Nezha","Key":"1","Icon":"FireWalker130xWhite.png","Name":"Fire Walker"} deals and unleashes it in a trail of fire upon reactivating the ability.
Rank | Damage Accumulation | Trail Duration | Cost |
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0 | 100% | 6s | 6 |
1 | 150% | 7s | 7 |
2 | 200% | 8s | 8 |
3 | 250% | 10s | 9 |
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Blazing Chakram{"Description":"Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location.","Cost":"25","Augments":["Reaping Chakram"],"CardImage":"BlazingChakramModx256.png","Name":"Blazing Chakram","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaRingAbility","Key":"2","Icon":"BlazingChakram130xWhite.png","Powersuit":"Nezha"} Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in Update 18.1 (2015-12-16) |
![]() ![]() 25% (vulnerability) |
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Misc:
125 (health restored on kill) |
Info
- Nezha throws his Universe Ring 10 meters towards the target aim, which will ricochet off enemies or objects on impact for a maximum of 5 times(Confirmation needed due to recent changes) before returning. The chakram deals 100
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage to enemies it touches and impairs them for 10 seconds, with guaranteed
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} proc. Enemies killed gives Nezha 125 health, and a 35% chance to drop an Energy Orb.
- Can be cast while moving, but will interrupt any other action.
- If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current location.
- Nezha cannot teleport to the chakram if it is inside or too close to a wall.
- Teleporting will not consume energy.
- Bouncing from surfaces can extend the chakram's travel distance.
- The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap.
Augment

- Main article: Reaping Chakram
Reaping Chakram is a Warframe Augment Mod for Nezha{"Sprint":"1.15","Description":"The mercurial firemonger protects the innocent. Nezha's multifaceted tactics give him high survivability as he inflicts damage and provides crowd control. His fire is the clarion of hope.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Third Lotus Prince","Tactical":"Divine Spears","Image":"Nezha.png","SquadPortrait":"NezhaLargePortrait.png","Introduced":"18.1","Armor":"200","FullImages":{"Portrait":"NezhaFull.png"},"InternalName":"/Lotus/Powersuits/Nezha/Nezha","Passive":"Slide 60% faster and go 35% farther.","Progenitor":"Heat","Type":"Warframe","Health":"365","Link":"Nezha","Portrait":"NezhaIcon272.png","Polarities":["D","V"],"Abilities":["Fire Walker","Blazing Chakram","Warding Halo","Divine Spears"],"InitialEnergy":"125","Subsumed":"Fire Walker","AuraPolarity":"Bar","Name":"Nezha","Sex":"Male","Playstyle":"Survival, Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} which increases
Blazing Chakram{"Description":"Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location.","Cost":"25","Augments":["Reaping Chakram"],"CardImage":"BlazingChakramModx256.png","Name":"Blazing Chakram","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaRingAbility","Key":"2","Icon":"BlazingChakram130xWhite.png","Powersuit":"Nezha"}'s damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit.
Rank | Damage | Health Orb Drop Chance | Cost |
---|---|---|---|
0 | 1.25x | 0.10x | 6 |
1 | 1.50x | 0.15x | 7 |
2 | 1.75x | 0.20x | 8 |
3 | 2.00x | 0.25x | 9 |
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Warding Halo{"Description":"Create a protective ring of fire that also stuns and damage enemies who get too close.","Cost":"75","Augments":["Safeguard"],"CardImage":"WardingHaloModx256.png","Name":"Warding Halo","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaSashAbility","Key":"3","Icon":"WardingHalo130xWhite.png","Powersuit":"Nezha"} Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16) |
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Misc: 0 s (invulnerability duration) |
Info
- Nezha summons a fiery ring that encirlces him, granting damage reduction. The ring starts with 255 base health. Enemies that wander within 1.2 meters of Nezha are continuously staggered and dealt 80
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage every second. Warding Halo absorbs 90% of all incoming damage Nezha takes and only expires when its health is depleted.
- Health type is Object, meaning no multipliers (damage type, headshots) apply to this value.
- While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
- Casting this ability makes Nezha stop all other actions, including movement.
- Casting it again will deactivate the ability and sends out of wave of
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage to anyone nearby.
- Casting it again will deactivate the ability and sends out of wave of
Augment

- Main article: Safeguard
Safeguard is a Warframe Augment Mod for Nezha{"Sprint":"1.15","Description":"The mercurial firemonger protects the innocent. Nezha's multifaceted tactics give him high survivability as he inflicts damage and provides crowd control. His fire is the clarion of hope.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Third Lotus Prince","Tactical":"Divine Spears","Image":"Nezha.png","SquadPortrait":"NezhaLargePortrait.png","Introduced":"18.1","Armor":"200","FullImages":{"Portrait":"NezhaFull.png"},"InternalName":"/Lotus/Powersuits/Nezha/Nezha","Passive":"Slide 60% faster and go 35% farther.","Progenitor":"Heat","Type":"Warframe","Health":"365","Link":"Nezha","Portrait":"NezhaIcon272.png","Polarities":["D","V"],"Abilities":["Fire Walker","Blazing Chakram","Warding Halo","Divine Spears"],"InitialEnergy":"125","Subsumed":"Fire Walker","AuraPolarity":"Bar","Name":"Nezha","Sex":"Male","Playstyle":"Survival, Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows him to cast
Warding Halo{"Description":"Create a protective ring of fire that also stuns and damage enemies who get too close.","Cost":"75","Augments":["Safeguard"],"CardImage":"WardingHaloModx256.png","Name":"Warding Halo","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaSashAbility","Key":"3","Icon":"WardingHalo130xWhite.png","Powersuit":"Nezha"} on allies, albeit with reduced durability.
Rank | Durability | Cost |
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0 | 20% | 6 |
1 | 30% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
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Divine Spears{"Description":"Impale nearby enemies on spears that erupt from the ground.","Cost":"100","Augments":["Divine Retribution"],"CardImage":"DivineSpearsModx256.png","Name":"Divine Spears","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaSpearAbility","Key":"4","Icon":"DivineSpears130xWhite.png","Powersuit":"Nezha"} Impale nearby enemies on spears that erupt from the ground. Introduced in Update 18.1 (2015-12-16) |
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Info
- Spears of light burst from the ground, impaling enemies within a radius of 10 meters and inflicting 250
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage. Impaled enemies are knocked down (but are not impaled) for 4 seconds. After the ability duration expires or Divine Spears is deactivated by pressing the ability key again (default 4 ), Nezha slams the ground and deal 10
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage to surviving enemies.
- Casting this ability makes Nezha stop all other actions, including movement.
- If all impaled enemies are killed before the ability duration expires, Nezha will not perform the slam animation.
Augment

- Main article: Divine Retribution
Divine Retribution is a Warframe Augment Mod for Nezha{"Sprint":"1.15","Description":"The mercurial firemonger protects the innocent. Nezha's multifaceted tactics give him high survivability as he inflicts damage and provides crowd control. His fire is the clarion of hope.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Third Lotus Prince","Tactical":"Divine Spears","Image":"Nezha.png","SquadPortrait":"NezhaLargePortrait.png","Introduced":"18.1","Armor":"200","FullImages":{"Portrait":"NezhaFull.png"},"InternalName":"/Lotus/Powersuits/Nezha/Nezha","Passive":"Slide 60% faster and go 35% farther.","Progenitor":"Heat","Type":"Warframe","Health":"365","Link":"Nezha","Portrait":"NezhaIcon272.png","Polarities":["D","V"],"Abilities":["Fire Walker","Blazing Chakram","Warding Halo","Divine Spears"],"InitialEnergy":"125","Subsumed":"Fire Walker","AuraPolarity":"Bar","Name":"Nezha","Sex":"Male","Playstyle":"Survival, Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Divine Spears{"Description":"Impale nearby enemies on spears that erupt from the ground.","Cost":"100","Augments":["Divine Retribution"],"CardImage":"DivineSpearsModx256.png","Name":"Divine Spears","Introduced":"18.1","InternalName":"/Lotus/Powersuits/PowersuitAbilities/NezhaSpearAbility","Key":"4","Icon":"DivineSpears130xWhite.png","Powersuit":"Nezha"} that spreads status effects from a speared target onto all speared enemies. Spear retraction causes enemies to receive the full damage from all damage ticks of procs, increased by a damage multiplier. However, base
Ability Range{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"} is reduced to 14 meters.
Rank | ![]() |
Base Range Reduction | Cost |
---|---|---|---|
0 | 0.75x | 14m | 6 |
1 | 1x | 14m | 7 |
2 | 1.25x | 14m | 8 |
3 | 1.5x | 14m | 9 |
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Virulence{"Description":"Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force.","Cost":"40","Augments":["Teeming Virulence"],"CardImage":"VirulenceModx256.png","Name":"Virulence","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestRuptureAbility","Key":"1","Icon":"Virulence130xWhite.png","Powersuit":"Nidus"} Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force. Introduced in Update 19.5 (2016-12-22) |
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Misc:
4 m (fungal growth width) |
Info
- Nidus ruptures the ground to unleash a linear growth of fungal infestation 14 meters long and 4 meters wide toward the targeted location. Enemies struck by fungal growth are staggered, dealt 40
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage amplified by the number of Mutation stacks accumulated, as well as refunding energy to Nidus for each enemy hit.
- Enemies hit by Virulence contribute to Nidus' Mutation gauge.
- Virulence's total damage uses the following expression when accounting for Mutation stacks:
- Amplified Damage = Base Damage × (1 + Number of Stacks)
- With 3 stacks, a rank-3 Virulence's total damage will be increased to:
- 40 × (1 + 3) = 160 damage (decimals are rounded down to the nearest whole number during calculations).
- Maggots from
Ravenous{"Description":"Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.","Cost":"0","Augments":["Insatiable"],"CardImage":"RavenousModx256.png","Name":"Ravenous","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestPodsAbility","Key":"4","Icon":"Ravenous130xWhite.png","Powersuit":"Nidus"} can be manually detonated when impaled by Virulence's fungal growth, exploding for damage and contributing to the Mutation gauge per enemy hit.
- Holding the ability key displays a rectangular range indicator on the horizontal plane in front of Nidus. Releasing the key casts Virulence. Range indicator color is affected by the chosen energy color.
- Player can move the aiming reticle while holding down the button to aim Virulence at the desired direction.
- While held, the player can still perform other actions such as moving, jumping, firing weapons, and casting other abilities. Releasing the key while in midair will exit range indicator mode without casting Virulence.
- While held, Maggots from Ravenous will be marked on the HUD, allowing increased visibility for selective detonation using Virulence.
- Virulence will cast toward the targeted location regardless of Nidus' orientation.
- Cannot be cast while in mid-air.
- Cannot be recast until the fungal growth's maximum length is reached or until it cannot spawn any further due to obstruction.
- Virulence does not spawn up or down high terrain elevations, but does flow up and down stairs and ramps.
- Can stagger enemies to help keep them in place for recasts.
- Can allow Nidus to earn extra energy when it hits at least 2 enemies.
- Collect Mutation stacks to amplify Virulence's damage drastically over the course of a mission.
- Hold the ability key to line up Virulence on groups of enemies before releasing to cast. This is an efficient method to gather extra energy and collect hits for stacks. Jump and release the ability key to toggle off the range indicator without casting the ability.
- Can detonate Maggots spawned from Ravenous by you and any Nidus players in your squad. Hits from both the fungal growth and maggot explosion each count toward the Mutation gauge. Blow up anyone's Maggots to help you and your brethren gather more stacks quickly!
- If the fungal growth cannot spawn any further because of obstruction, you can immediately recast Virulence.
Augment

- Main article: Teeming Virulence
Teeming Virulence is a Warframe Augment Mod for Nidus{"ArmorRank30":"450","ShieldRank30":"0","SellPrice":"25000","Themes":"Infestation, Mutation","Tactical":"Larva","Passive":"If Nidus is killed with at least 15 stacks of Mutation, those 15 stacks are consumed; this grants 5s of invulnerability and restores Health to 50%.","Introduced":"19.5","Polarities":["V","D"],"FullImages":{"Default":"NidusFull.png","Mutated":"NidusMutatedFull.png"},"InternalName":"/Lotus/Powersuits/Infestation/Infestation","Type":"Warframe","Link":"Nidus","Health":"455","Playstyle":"Survival, Damage, Crowd Control","AdditionalNotes":["+10 Health/s Regeneration at max rank"],"CodexSecret":false,"Sprint":"1","Description":"Nidus draws strength from the Infestation. It bolsters him with survivability as he deals high damage and provides crowd control. Plague your enemies.","Conclave":true,"Shield":"0","Image":"Nidus.png","Armor":"350","Progenitor":"Toxin","SquadPortrait":"InfestationLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Larva","AuraPolarity":"V","Abilities":["Virulence","Larva","Parasitic Link","Ravenous"],"Sex":"Male","Name":"Nidus","Portrait":"NidusIcon272.png","Energy":"100","MaxRank":"30"} that grants increased critical chance for Nidus' primary weapon upon hitting 4 enemies with a single use of
Virulence{"Description":"Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force.","Cost":"40","Augments":["Teeming Virulence"],"CardImage":"VirulenceModx256.png","Name":"Virulence","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestRuptureAbility","Key":"1","Icon":"Virulence130xWhite.png","Powersuit":"Nidus"}.
Rank | Critical chance Bonus | Duration | Cost |
---|---|---|---|
0 | +70% | 9s | 6 |
1 | +85% | 11s | 7 |
2 | +100% | 13s | 8 |
3 | +120% | 15s | 9 |
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Larva{"Description":"Spawn an Infested pod that erupts with tendrils, latches onto nearby enemies and pulls them in.","Cost":"25","Augments":["Larva Burst"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestTendrilsAbility","CardImage":"LarvaModx256.png","Subsumable":true,"Introduced":"19.5","Powersuit":"Nidus","Key":"2","Icon":"Larva130xWhite.png","Name":"Larva"} Spawn an Infested pod that erupts with tendrils, latches onto nearby enemies and pulls them in. Introduced in Update 19.5 (2016-12-22) |
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Subsumable to Helminth |
Info
- Nidus ejects an infested larva toward the targeted location over unrestricted range. Upon impact, the larva rapidly matures into a floating mass of infested tentacles that sprouts tendrils to grab all enemies within a radius of 8 meters,
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ing them. Larva will wither away when it has no enemies to grip, is cast when no enemies are in range, or after 4 seconds have elapsed.
- Larva will only grab enemies when it spawns.
- Grabbed enemies can still take damage from normal sources.
- Larva is a One-Handed Action and can be cast while in midair.
- Cannot be recast while active.
- Use Larva to
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"} enemies, making hitting them with
Virulence{"Description":"Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force.","Cost":"40","Augments":["Teeming Virulence"],"CardImage":"VirulenceModx256.png","Name":"Virulence","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestRuptureAbility","Key":"1","Icon":"Virulence130xWhite.png","Powersuit":"Nidus"} and gaining Mutation Stacks easier.
Augment

- Main article: Larva Burst
Larva Burst is a Warframe Augment Mod for Nidus{"ArmorRank30":"450","ShieldRank30":"0","SellPrice":"25000","Themes":"Infestation, Mutation","Tactical":"Larva","Passive":"If Nidus is killed with at least 15 stacks of Mutation, those 15 stacks are consumed; this grants 5s of invulnerability and restores Health to 50%.","Introduced":"19.5","Polarities":["V","D"],"FullImages":{"Default":"NidusFull.png","Mutated":"NidusMutatedFull.png"},"InternalName":"/Lotus/Powersuits/Infestation/Infestation","Type":"Warframe","Link":"Nidus","Health":"455","Playstyle":"Survival, Damage, Crowd Control","AdditionalNotes":["+10 Health/s Regeneration at max rank"],"CodexSecret":false,"Sprint":"1","Description":"Nidus draws strength from the Infestation. It bolsters him with survivability as he deals high damage and provides crowd control. Plague your enemies.","Conclave":true,"Shield":"0","Image":"Nidus.png","Armor":"350","Progenitor":"Toxin","SquadPortrait":"InfestationLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Larva","AuraPolarity":"V","Abilities":["Virulence","Larva","Parasitic Link","Ravenous"],"Sex":"Male","Name":"Nidus","Portrait":"NidusIcon272.png","Energy":"100","MaxRank":"30"}'s
Larva{"Description":"Spawn an Infested pod that erupts with tendrils, latches onto nearby enemies and pulls them in.","Cost":"25","Augments":["Larva Burst"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestTendrilsAbility","CardImage":"LarvaModx256.png","Subsumable":true,"Introduced":"19.5","Powersuit":"Nidus","Key":"2","Icon":"Larva130xWhite.png","Name":"Larva"} that allows the player to detonate Larva by recasting the ability, dealing
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage proportional to the enemies trapped in Larva beforehand in a small area of effect.
Rank | ![]() |
Radius | Cost |
---|---|---|---|
0 | 300 | 2m | 6 |
1 | 400 | 4m | 7 |
2 | 500 | 6m | 8 |
3 | 600 | 8m | 9 |
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Parasitic Link{"Description":"Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.","Cost":"0","Augments":["Parasitic Vitality"],"CardImage":"ParasiticLinkModx256.png","Name":"Parasitic Link","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestLinkAbility","Key":"3","Icon":"ParasiticLink130xWhite.png","Powersuit":"Nidus"} Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus. Introduced in Update 19.5 (2016-12-22) |
![]() 50% (damage redirection) |
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Info
- Nidus expends a single Mutation Stack to perform symbiosis with a targeted ally or enemy Warframe within 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 20 seconds or when manually deactivated by pressing the ability key again.
- Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
- If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
- When linked with an ally Warframe, Nidus and his target both receive a 20% damage bonus. When linked with an enemy, Nidus transfers 50% damage received to the target instead.
- Parasitic Link is a One-Handed Action and can be cast while in midair.
- Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
- Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
- When connected to another Nidus player, both players will use the damage bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Augment

- Main article: Parasitic Vitality
Parasitic Vitality is a Warframe Augment Mod for Nidus{"ArmorRank30":"450","ShieldRank30":"0","SellPrice":"25000","Themes":"Infestation, Mutation","Tactical":"Larva","Passive":"If Nidus is killed with at least 15 stacks of Mutation, those 15 stacks are consumed; this grants 5s of invulnerability and restores Health to 50%.","Introduced":"19.5","Polarities":["V","D"],"FullImages":{"Default":"NidusFull.png","Mutated":"NidusMutatedFull.png"},"InternalName":"/Lotus/Powersuits/Infestation/Infestation","Type":"Warframe","Link":"Nidus","Health":"455","Playstyle":"Survival, Damage, Crowd Control","AdditionalNotes":["+10 Health/s Regeneration at max rank"],"CodexSecret":false,"Sprint":"1","Description":"Nidus draws strength from the Infestation. It bolsters him with survivability as he deals high damage and provides crowd control. Plague your enemies.","Conclave":true,"Shield":"0","Image":"Nidus.png","Armor":"350","Progenitor":"Toxin","SquadPortrait":"InfestationLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Larva","AuraPolarity":"V","Abilities":["Virulence","Larva","Parasitic Link","Ravenous"],"Sex":"Male","Name":"Nidus","Portrait":"NidusIcon272.png","Energy":"100","MaxRank":"30"} that allows
Parasitic Link{"Description":"Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.","Cost":"0","Augments":["Parasitic Vitality"],"CardImage":"ParasiticLinkModx256.png","Name":"Parasitic Link","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestLinkAbility","Key":"3","Icon":"ParasiticLink130xWhite.png","Powersuit":"Nidus"} to grant Nidus and the ally he is linked through with the ability bonus Health, scaling with each mutation stack.
Rank | Health Bonus | Cost |
---|---|---|
0 | 1% | 6 |
1 | 2% | 7 |
2 | 3% | 8 |
3 | 4% | 9 |
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Ravenous{"Description":"Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.","Cost":"0","Augments":["Insatiable"],"CardImage":"RavenousModx256.png","Name":"Ravenous","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestPodsAbility","Key":"4","Icon":"Ravenous130xWhite.png","Powersuit":"Nidus"} Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack. Introduced in Update 19.5 (2016-12-22) |
![]() 10 (health regen per second) |
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Misc:
8 m (ability diameter) |
Info
- Nidus converts one Mutation stacks into ravenous Infestation, which spreads outward from Nidus and across the surrounding landscape to create spawning grounds with a diameter of 8 meters, lingering for 10 seconds. Nidus and his allies will regenerate 10 health per second when inside the spawning grounds.
- Health regen buff area is an invisible cylinder, allowing eligible targets to retain the buff up to a height of 8 meters above the spawning grounds.
- Ravenous' health regeneration is visible to players as a buff icon beside the shield and health indicators on the HUD, indicating the health regen rate.
- Health regeneration affects ally Warframes and ability-summoned units.
- Infested cysts form on the spawning grounds, hatching up to 9 Maggots that seek out nearby enemies to feast upon. Once enemies are detected, Maggots frenzy with increased movement speed and leap toward their prey to latch onto them. While attached to an enemy, each Maggot will continuously stun its target and inflict 10
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage per second until the target dies or Maggot expires.
- The
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage is amplified by the number of Mutation stacks accumulated using the following formula: Toxin Damage × (1 + Number of Stacks)
- The
- When detonated by
Virulence{"Description":"Rupture the ground with a damaging fungal growth that steals energy from each enemy it strikes. For every five enemies hit, the Infestation mutates, multiplying its destructive force.","Cost":"40","Augments":["Teeming Virulence"],"CardImage":"VirulenceModx256.png","Name":"Virulence","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestRuptureAbility","Key":"1","Icon":"Virulence130xWhite.png","Powersuit":"Nidus"}, when their hosts die, when killed, or when Ravenous duration expires, Maggots explode to deal 200
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage to all enemies within a 4 meter radius.
- Explosion damage is affected by the number of Mutation stacks accumulated.
- Maggot explosion and
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage are calculated and predetermined when Ravenous is cast. All three will not be recalculated if any changes in Mutation stacks occur while Ravenous is active.
- Has a casting time of 1.5 seconds.
- Ravenous can be recast while active.
- Only one instance can be active at a time.
- Recasting Ravenous while on the spawning grounds will refresh its duration without relocating it.
- Maggot explosion and
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage will not be recalculated if an instance of Ravenous is recast.
- Due to Ravenous' casting time, players will have to recast at least 1.5 seconds before the duration ends to maintain the old instance.
- Maggot explosion and
- Recasting Ravenous away from an active spawning ground creates a new instance at the new location while removing the older instance.
- Maggot explosion and
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage are recalculated if a new instance of Ravenous is created.
- Maggot explosion and
- Maggots and spawning grounds possess unique properties as independent entities from Nidus:
- Maggots possess a base health of 100 and draw enemy aggro.
- Maggot health is not affected by the number of Mutation stacks accumulated.
- Maggots have their own rank.
- Maggot rank is identical to Nidus' rank (e.g., a rank-25 Nidus' Maggots will be level 25).
- Currently it's not known what effect the maggots' rank has.
- Maggots can not be damaged by Nidus or allies.
- When Maggots cannot attach to enemies, they will instead bite or seek other enemies to latch on to.
- Maggot lifespan is tied to the duration of the ability, during which they will actively seek out enemies or wander around or away from the spawning grounds.
- Maggots will automatically explode when killed, when Ravenous' duration expires, when their hosts die, or when detonated by Virulence.
- On death, Maggots respawn from cysts throughout the duration of Ravenous, up to the maximum number of 9 active Maggots.
- Nidus maggots are affected by his chosen Warframe energy color.
- After casting Ravenous, there will be a 4 second delay before the Maggots start running towards/attacking nearby enemies.
- Opponents can just bullet jump away as maggots can’t attack air.
- Spawning grounds is created at the location where Nidus casts the ability.
- Spawning grounds' infestation does not expand up or down high terrain elevations, but does flow up and down stairs and ramps.
- Within the spawning grounds, various unique models will spawn for visual representation only. Players and AI can path through them unhindered.
- Textures on the ground are blended with an infestation mesh.
- Three infested nests erupt on the edges of the infestation, positioned in triangular vertices. Nests glow, pulsate, and emit spore particles, which are affected by the chosen energy color.
- Numerous patches of infested flora resembling tall grass encompass the ground, rustling when brushed past by players and AI while glowing in the chosen energy color.
- Several infested branches sprout from the infestation to attach to nearby walls and objects in vertical and diagonal axis. Branches glow in the chosen energy color.
Augment

- Main article: Insatiable
Insatiable is a Warframe Augment Mod for Nidus{"ArmorRank30":"450","ShieldRank30":"0","SellPrice":"25000","Themes":"Infestation, Mutation","Tactical":"Larva","Passive":"If Nidus is killed with at least 15 stacks of Mutation, those 15 stacks are consumed; this grants 5s of invulnerability and restores Health to 50%.","Introduced":"19.5","Polarities":["V","D"],"FullImages":{"Default":"NidusFull.png","Mutated":"NidusMutatedFull.png"},"InternalName":"/Lotus/Powersuits/Infestation/Infestation","Type":"Warframe","Link":"Nidus","Health":"455","Playstyle":"Survival, Damage, Crowd Control","AdditionalNotes":["+10 Health/s Regeneration at max rank"],"CodexSecret":false,"Sprint":"1","Description":"Nidus draws strength from the Infestation. It bolsters him with survivability as he deals high damage and provides crowd control. Plague your enemies.","Conclave":true,"Shield":"0","Image":"Nidus.png","Armor":"350","Progenitor":"Toxin","SquadPortrait":"InfestationLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Larva","AuraPolarity":"V","Abilities":["Virulence","Larva","Parasitic Link","Ravenous"],"Sex":"Male","Name":"Nidus","Portrait":"NidusIcon272.png","Energy":"100","MaxRank":"30"}'s
Ravenous{"Description":"Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.","Cost":"0","Augments":["Insatiable"],"CardImage":"RavenousModx256.png","Name":"Ravenous","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestPodsAbility","Key":"4","Icon":"Ravenous130xWhite.png","Powersuit":"Nidus"} that grants him a chance to generate an additional Mutation stack when gaining one while standing on the spawning grounds.
Rank | Bonus Mutation stack chance | Cost |
---|---|---|
0 | 35% | 6 |
1 | 40% | 7 |
2 | 50% | 8 |
3 | 60% | 9 |
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Null Star{"Description":"Creates anti-matter particles that orbit Nova and seek nearby targets.","Cost":"25","Augments":["Neutron Star"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/NullStarAbility","CardImage":"NullStarModx256.png","Subsumable":true,"Introduced":"9","Powersuit":"Nova","Key":"1","Icon":"NullStar130xWhite.png","Name":"Null Star"} Creates anti-matter particles that orbit Nova and seek nearby targets. Introduced in Update 9.0 (2013-07-13) |
![]() 10 (energy depletion) |
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Misc: 5% (damage reduction per particle) | |||
Subsumable to Helminth |
Info
- Nova creates 3 antimatter particles that orbit her and automatically launch themselves at enemies within 12 meters. Each particle inflicts 10
True{"GlyphImage":"EssentialTrueGlyph.png","Link":"Damage/True Damage","Color":"#664d00","DarkModeColor":"#dda700","ColorBorder":"#d8a12b","BypassNotes":["5"],"Bypass":["Tenno Armor"],"ColorBackground":"#ddd6c7","Icon":"DmgTrueSmall64.png","InternalName":"DT_FINISHER","Name":"True"} damage and grants +5% damage reduction to Nova's Health while orbiting her.
- Depletes the target’s Energy when they hit.
- Null Star has travel time and can miss targets.
- Particle damage reduction can stack up to 15% and does not reduce damage to Nova's Shields.
- Cannot pick up energy while having any Null Star motes active.
- While active, a counter becomes visible on the ability icon that displays the number of available particles.
- Nova becomes immune to staggers when Null Star is active.
- Particles orbit for a minimum of 1 second before seeking a target.
- Particles will only fire one at a time (i.e., multiple particles will not fire simultaneously).
- Particles do not vanish after a period of inactivity and will last until used.
- Nova cannot be knocked down while casting Null Star.
- Null Star cannot be recast until all particles have been used.
Augment

- Main article: Neutron Star
Neutron Star is a Warframe Augment Mod for Nova{"Sprint":"1.2","Description":"Harness antimatter. Nova uses antiparticles to provide crowd control and amplify damage output. She obliterates enemies by destabilizing matter itself.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Antimatter Manipulation","Tactical":"Null Star","Image":"Nova.png","Type":"Warframe","Introduced":"9","Armor":"105","FullImages":{"Portrait":"NovaFull.png"},"InternalName":"/Lotus/Powersuits/AntiMatter/Anti","Passive":"Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.","Progenitor":"Electricity","SquadPortrait":"NovaLargePortrait.png","Health":"270","Link":"Nova","Portrait":"NovaIcon272.png","Polarities":["V","V"],"Abilities":["Null Star","Antimatter Drop","Wormhole","Molecular Prime"],"InitialEnergy":"100","Subsumed":"Null Star","AuraPolarity":"Bar","Name":"Nova","Sex":"Female","Playstyle":"Crowd Control, Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Null Star{"Description":"Creates anti-matter particles that orbit Nova and seek nearby targets.","Cost":"25","Augments":["Neutron Star"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/NullStarAbility","CardImage":"NullStarModx256.png","Subsumable":true,"Introduced":"9","Powersuit":"Nova","Key":"1","Icon":"NullStar130xWhite.png","Name":"Null Star"} that allows it to inflict
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage with guaranteed status effect in a radius and recasting the ability will disperse currently active particles to seek out enemies before being replenished. Neutron Star's seek radius is doubled than that of Null Star's.
Rank | ![]() |
Radius | Cost |
---|---|---|---|
0 | 120 | 4m | 6 |
1 | 160 | 5m | 7 |
2 | 200 | 6m | 8 |
3 | 240 | 8m | 9 |
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Antimatter Drop{"Description":"Launches a contained particle of antimatter that will detonate upon collision.","Cost":"50","Augments":["Antimatter Absorb"],"CardImage":"AntimatterDropModx256.png","Name":"Antimatter Drop","Introduced":"9","InternalName":"/Lotus/Powersuits/PowersuitAbilities/AntiMatterDrop","Key":"2","Icon":"AntimatterDrop130xWhite.png","Powersuit":"Nova"} Launches a contained particle of antimatter that will detonate upon collision. Introduced in Update 9.0 (2013-07-13) |
![]() 10 (contact damage) |
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Misc:
8x (absorb multiplier) |
Info
- Nova creates a volatile orb of antimatter which is steered with the aiming reticle. This particle absorbs all damage (friendly and hostile) when shot at, and once the particle makes contact with a solid object it will detonate and inflict 140 base damage + 800% of all absorbed damage as
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage with an explosion radius of 6 meters. When the particle comes into contact with an enemy, 10
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage is inflicted prior to detonation.
- The particle does not absorb damage from other Antimatter Drop explosions.
- The particle is guided via the HUD's targeting reticle, steering itself towards any object the reticle is placed on including environmental obstacles and enemies.
- Looking directly at the particle will slow it down significantly.
- Multiple particles can be active simultaneously.
- The particle seems to have unlimited duration until it comes into contact with a solid object. However, multiple instances of particles at the same time will cause randomly timed explosions until there is only one left.
- One particle can store up to 1,000 absorbed damage.
- After absorbing the maximum amount of damage the particle will speed up rather significantly.
- The coloring of the particle changes towards the caster's energy color as it absorbs damage.
- PvP's visuals will appear gold when cast by
Nova Prime{"Sprint":"1.2","Description":"Nova Prime wreaks devastation on her enemies using volatile antimatter. Featuring altered mod polarities for greater customization.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Antimatter Manipulation","Tactical":"Null Star","Image":"NovaPrime.png","Type":"Warframe","Introduced":"15.7","Armor":"135","FullImages":{"Portrait":"NovaPrimeFull.png"},"InternalName":"/Lotus/Powersuits/AntiMatter/NovaPrime","Passive":"Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.","Progenitor":"Electricity","SquadPortrait":"NovaPrimeLargePortrait.png","Health":"270","Link":"Nova/Prime","Portrait":"Nova PrimeIcon272.png","Polarities":["V","V","V"],"Abilities":["Null Star","Antimatter Drop","Wormhole","Molecular Prime"],"InitialEnergy":"150","AuraPolarity":"Bar","Vaulted":true,"Name":"Nova Prime","Sex":"Female","Playstyle":"Crowd Control, Damage","SellPrice":"25000","Energy":"215","CodexSecret":false}.
- This ability is a one-handed action; as such, it will not interrupt full actions such as reloading, charging, or shooting.
Augment

- Main article: Antimatter Absorb
Antimatter Absorb is a Warframe Augment Mod for Nova{"Sprint":"1.2","Description":"Harness antimatter. Nova uses antiparticles to provide crowd control and amplify damage output. She obliterates enemies by destabilizing matter itself.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Antimatter Manipulation","Tactical":"Null Star","Image":"Nova.png","Type":"Warframe","Introduced":"9","Armor":"105","FullImages":{"Portrait":"NovaFull.png"},"InternalName":"/Lotus/Powersuits/AntiMatter/Anti","Passive":"Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.","Progenitor":"Electricity","SquadPortrait":"NovaLargePortrait.png","Health":"270","Link":"Nova","Portrait":"NovaIcon272.png","Polarities":["V","V"],"Abilities":["Null Star","Antimatter Drop","Wormhole","Molecular Prime"],"InitialEnergy":"100","Subsumed":"Null Star","AuraPolarity":"Bar","Name":"Nova","Sex":"Female","Playstyle":"Crowd Control, Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Antimatter Drop{"Description":"Launches a contained particle of antimatter that will detonate upon collision.","Cost":"50","Augments":["Antimatter Absorb"],"CardImage":"AntimatterDropModx256.png","Name":"Antimatter Drop","Introduced":"9","InternalName":"/Lotus/Powersuits/PowersuitAbilities/AntiMatterDrop","Key":"2","Icon":"AntimatterDrop130xWhite.png","Powersuit":"Nova"} that allows it to absorb incoming enemy gunfire, adding to its total damage potential.
Rank | Radius | Cost |
---|---|---|
0 | 2m | 6 |
1 | 3m | 7 |
2 | 4m | 8 |
3 | 5m | 9 |
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Molecular Prime{"Description":"Primes all enemies in a radius with anti-matter.","Cost":"100","Augments":["Molecular Fission"],"CardImage":"MolecularPrimeModx256.png","Name":"Molecular Prime","Introduced":"9","InternalName":"/Lotus/Powersuits/PowersuitAbilities/MolecularPrimeAbility","Key":"4","Icon":"MolecularPrime130xWhite.png","Powersuit":"Nova"} Primes all enemies in a radius with anti-matter. Introduced in Update 9.0 (2013-07-13) |
![]() 200 (explosion damage)
50% (slow) |
![]() 2 s (wave duration)
7.5 m/s (wave speed) 8 s (prime duration) | |||
![]() 4 m (explosion radius)
| |||
Misc: 15 m (wave radius) |
Info
- Nova unleashes a radial wave of antimatter particles. The wave starts 5 meters from Nova and propagates at a speed of 7.5 meters per second for 2 seconds before dissipating. All enemies in range are coated in antimatter that destabilizes their molecular structure for 8 seconds.
- Enemies within the wave's initial range are instantly primed.
- The wave has an effective radius of 15 meters.
- Primed enemies move and attack 50% slower and detonate upon death dealing 200
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage to enemies within 4 meters.
- Each explosion can cause the subsequent death and detonation of nearby enemies, resulting in a chain reaction.
- Molecular Prime does not stack from multiple Novas in a cell. Primed enemies cannot be reprimed until their current buff or debuff wears off.
- Recasting Molecular Prime resets the spread of previous casts.
- Nova is not invincible while casting, but she can resist knockdowns.
- Can be cast in the air.
Augment

- Main article: Molecular Fission
Molecular Fission is a Warframe Augment Mod for Nova{"Sprint":"1.2","Description":"Harness antimatter. Nova uses antiparticles to provide crowd control and amplify damage output. She obliterates enemies by destabilizing matter itself.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Antimatter Manipulation","Tactical":"Null Star","Image":"Nova.png","Type":"Warframe","Introduced":"9","Armor":"105","FullImages":{"Portrait":"NovaFull.png"},"InternalName":"/Lotus/Powersuits/AntiMatter/Anti","Passive":"Enemies killed while slowed down have 15% to drop health orbs. Enemies killed while sped up have 15% to drop energy orbs.","Progenitor":"Electricity","SquadPortrait":"NovaLargePortrait.png","Health":"270","Link":"Nova","Portrait":"NovaIcon272.png","Polarities":["V","V"],"Abilities":["Null Star","Antimatter Drop","Wormhole","Molecular Prime"],"InitialEnergy":"100","Subsumed":"Null Star","AuraPolarity":"Bar","Name":"Nova","Sex":"Female","Playstyle":"Crowd Control, Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Molecular Prime{"Description":"Primes all enemies in a radius with anti-matter.","Cost":"100","Augments":["Molecular Fission"],"CardImage":"MolecularPrimeModx256.png","Name":"Molecular Prime","Introduced":"9","InternalName":"/Lotus/Powersuits/PowersuitAbilities/MolecularPrimeAbility","Key":"4","Icon":"MolecularPrime130xWhite.png","Powersuit":"Nova"} that makes primed enemies restore
Null Star{"Description":"Creates anti-matter particles that orbit Nova and seek nearby targets.","Cost":"25","Augments":["Neutron Star"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/NullStarAbility","CardImage":"NullStarModx256.png","Subsumable":true,"Introduced":"9","Powersuit":"Nova","Key":"1","Icon":"NullStar130xWhite.png","Name":"Null Star"} charges when killed and causes Null Star particles to inflict Molecular Prime.
Rank | Chance to restore additional charge | Cost |
---|---|---|
0 | 25% | 6 |
1 | 50% | 7 |
2 | 75% | 8 |
3 | 100% | 9 |
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Mind Control{"Description":"Nyx seizes control of a target's mind, compelling them to fight for the Tenno cause. Controlled enemies have increased <DT_RADIATION>Radiation Status Chance. When Nyx shoots them, they also have an increased Damage Multiplier.","Cost":"25","Augments":["Mind Freak"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/MindControlAbility","CardImage":"MindControlModx256.png","Subsumable":true,"Introduced":"6","Powersuit":"Nyx","Key":"1","Icon":"MindControl130xWhite.png","Name":"Mind Control"} Nyx seizes control of a target's mind, compelling them to fight for the Tenno cause. Controlled enemies have increased Introduced in Update 6.0 (2013-01-29) |
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Subsumable to Helminth |
Info
- Nyx fully inhabits the mind of an enemy within a range of 20 meters, forcing them to fight for her team over a duration of 6 seconds.
- Target staggers when hit.
- If Nyx damages the target, the effects of Mind Control will end prematurely.
- The target cannot harm Nyx, as well as capture or steal Cephalons.
- However, it cannot be cast on a target already holding the Cephalon.
- If the target dies before Nyx finishes her casting animation, energy used for Mind Control will be refunded.
- The target cannot see the red outlines of enemies.
- Mind Control’s particle effects are visible to allies.
- When Mind Control is cast, an energy tether briefly links Nyx to her target as a visual indicator. The mind-controlled target will be marked with the symbol of the Lotus for the ability's duration along with waves of energy flowing over them, colored by your energy color.
- Toggleable since Hotfix 15.5.5 (2014-12-01). Recasting Mind Control without a target prematurely ends the effect, while recasting on a new target releases the old target.
Augment

- Main article: Mind Freak
Mind Freak is a Warframe Augment Mod for Nyx{"Sprint":"1.1","Description":"Psychic attacks make Nyx a dangerous foe. She reaches into enemy consciousness to provide crowd control and turn their attacks back on them. Such manipulation can turn the tide of battle.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Psychic","Tactical":"Mind Control","Image":"Nyx.png","Type":"Warframe","Introduced":"6","Armor":"105","FullImages":{"Portrait":"NyxFull.png"},"InternalName":"/Lotus/Powersuits/Jade/Jade","Passive":"Enemies are 20% less accurate when targeting Nyx.","Progenitor":"Radiation","SquadPortrait":"NyxLargePortrait.png","Health":"270","Link":"Nyx","Portrait":"NyxIcon272.png","Polarities":["V","Bar"],"Abilities":["Mind Control","Psychic Bolts","Chaos","Absorb"],"InitialEnergy":"100","Subsumed":"Mind Control","AuraPolarity":"Bar","Name":"Nyx","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that makes enemies under the effects of
Mind Control{"Description":"Nyx seizes control of a target's mind, compelling them to fight for the Tenno cause. Controlled enemies have increased <DT_RADIATION>Radiation Status Chance. When Nyx shoots them, they also have an increased Damage Multiplier.","Cost":"25","Augments":["Mind Freak"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/MindControlAbility","CardImage":"MindControlModx256.png","Subsumable":true,"Introduced":"6","Powersuit":"Nyx","Key":"1","Icon":"MindControl130xWhite.png","Name":"Mind Control"} deal additional attack damage.
Rank | ![]() |
![]() |
Cost |
---|---|---|---|
0 | 400% | 25% | 6 |
1 | 600% | 25% | 7 |
2 | 800% | 25% | 8 |
3 | 1000% | 25% | 9 |
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Psychic Bolts{"Description":"Nyx unleashes a volley of psychic bolts that track and strike nearby enemies with telekinetic precision. When enemies are slain, additional bolts scatter to new targets. Striking foes weakens their defenses and transfers a portion to Nyx.","Cost":"50","Augments":["Pacifying Bolts"],"CardImage":"PsychicBoltsModx256.png","Name":"Psychic Bolts","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DaggerAbility","Key":"2","Icon":"PsychicBolts130xWhite.png","Powersuit":"Nyx"} Nyx unleashes a volley of psychic bolts that track and strike nearby enemies with telekinetic precision. When enemies are slain, additional bolts scatter to new targets. Striking foes weakens their defenses and transfers a portion to Nyx. Introduced in Update 6.0 (2013-01-29) |
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Misc:
6 (bolts) |
Info
- Nyx launches 6 bolts of telekinetic energy that seek out enemies, removing 80% of the target's armor and shields for 11s.
- Bolts does not bypass obstacles in the environment.
- Psychic Bolts will not target enemies behind obstacles in the environment unless Nyx has line of sight.
- Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
- Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- Psychic Bolts cannot be reused until all of its affected targets are dead, or the ability is reset by holding the ability key while active.
Augment

- Main article: Pacifying Bolts
Pacifying Bolts is a Warframe Augment Mod for Nyx{"Sprint":"1.1","Description":"Psychic attacks make Nyx a dangerous foe. She reaches into enemy consciousness to provide crowd control and turn their attacks back on them. Such manipulation can turn the tide of battle.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Psychic","Tactical":"Mind Control","Image":"Nyx.png","Type":"Warframe","Introduced":"6","Armor":"105","FullImages":{"Portrait":"NyxFull.png"},"InternalName":"/Lotus/Powersuits/Jade/Jade","Passive":"Enemies are 20% less accurate when targeting Nyx.","Progenitor":"Radiation","SquadPortrait":"NyxLargePortrait.png","Health":"270","Link":"Nyx","Portrait":"NyxIcon272.png","Polarities":["V","Bar"],"Abilities":["Mind Control","Psychic Bolts","Chaos","Absorb"],"InitialEnergy":"100","Subsumed":"Mind Control","AuraPolarity":"Bar","Name":"Nyx","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Psychic Bolts{"Description":"Nyx unleashes a volley of psychic bolts that track and strike nearby enemies with telekinetic precision. When enemies are slain, additional bolts scatter to new targets. Striking foes weakens their defenses and transfers a portion to Nyx.","Cost":"50","Augments":["Pacifying Bolts"],"CardImage":"PsychicBoltsModx256.png","Name":"Psychic Bolts","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DaggerAbility","Key":"2","Icon":"PsychicBolts130xWhite.png","Powersuit":"Nyx"} to temporarily stun enemies and inflict a
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} status effect, while creating 3 additional bolts.
Rank | ![]() |
Cost |
---|---|---|
0 | 4s | 6 |
1 | 6s | 7 |
2 | 8s | 8 |
3 | 10s | 9 |
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Chaos{"Description":"Nyx releases a devastating psychic pulse, disorienting enemies in a wide radius and forcing them to turn on each other. Confused foes lash out at random factions.","Cost":"75","Augments":["Chaos Sphere"],"CardImage":"ChaosModx256.png","Name":"Chaos","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ChaosAbility","Key":"3","Icon":"Chaos130xWhite.png","Powersuit":"Nyx"} Nyx releases a devastating psychic pulse, disorienting enemies in a wide radius and forcing them to turn on each other. Confused foes lash out at random factions. Introduced in Update 6.0 (2013-01-29) |
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Info
- Nyx causes enemies within 20 meters to see all of their allies marked as enemies, enabling friendly fire, for 20 seconds.
- Staggers all opponents in range.
- In Annihilation, affected targets cannot harm Nyx, but can harm other targets normally.
- Chaos can be ended prematurely by killing all affected enemies.
- Can be recast while active; however, enemies affected by Chaos cannot be stunned by additional casts and does not refresh the duration of Chaos on affected units.
Augment

- Main article: Chaos Sphere
Chaos Sphere is a Warframe Augment Mod for Nyx{"Sprint":"1.1","Description":"Psychic attacks make Nyx a dangerous foe. She reaches into enemy consciousness to provide crowd control and turn their attacks back on them. Such manipulation can turn the tide of battle.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Psychic","Tactical":"Mind Control","Image":"Nyx.png","Type":"Warframe","Introduced":"6","Armor":"105","FullImages":{"Portrait":"NyxFull.png"},"InternalName":"/Lotus/Powersuits/Jade/Jade","Passive":"Enemies are 20% less accurate when targeting Nyx.","Progenitor":"Radiation","SquadPortrait":"NyxLargePortrait.png","Health":"270","Link":"Nyx","Portrait":"NyxIcon272.png","Polarities":["V","Bar"],"Abilities":["Mind Control","Psychic Bolts","Chaos","Absorb"],"InitialEnergy":"100","Subsumed":"Mind Control","AuraPolarity":"Bar","Name":"Nyx","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Chaos{"Description":"Nyx releases a devastating psychic pulse, disorienting enemies in a wide radius and forcing them to turn on each other. Confused foes lash out at random factions.","Cost":"75","Augments":["Chaos Sphere"],"CardImage":"ChaosModx256.png","Name":"Chaos","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ChaosAbility","Key":"3","Icon":"Chaos130xWhite.png","Powersuit":"Nyx"} to create a circular radius that affects enemies entering within its range for a fraction of its duration.
Rank | Duration | Cost |
---|---|---|
0 | 25% | 6 |
1 | 30% | 7 |
2 | 40% | 8 |
3 | 50% | 9 |
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Absorb{"Description":"Nyx draws in and contains the damage dealt to her and the damage confused enemies deal to each other then converts it into a devastating radial blast. Following the blast, she enters a brief invulnerable state and gains a Weapon Damage boost proportional to the absorbed damage.","Cost":"75","Augments":["Assimilate","Singularity"],"CardImage":"AbsorbModx256.png","Name":"Absorb","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SelfBulletAttractorAbility","Key":"4","Icon":"Absorb130xWhite.png","Powersuit":"Nyx"} Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge. Introduced in Update 6.0 (2013-01-29) |
![]() 200 (minimum damage) |
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Info
- Nyx must have max energy in order to activate the ability.
- Nyx enters a meditative state that allows her to absorb incoming damage and become completely immune to all forms of crowd control. A passive damage threshold is created that increases by 10 every second (e.g., an Absorb lasting 10 seconds will inflict a minimum of 100 damage. This threshold has a minimum damage potential of 200. If the total amount of absorbed damage is greater than the damage threshold when Nyx leaves her meditative state, all absorbed damage is inflicted as
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage to every enemy in a 12 meter explosion of psychic energy. Otherwise, the damage threshold is inflicted as
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage over the same area.
- Absorb drains 20 energy per second, and will remain active so long as Nyx has energy. An additional 4 energy is drained for every 10 damage that's absorbed. Absorb will end if Nyx runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
- Casting Absorb in the air will cause Nyx to stay suspended until the skill is deactivated.
- Absorb will stop any movement achieved prior to casting the skill when used in the air.
- Even after deactivation, no momentum will carry over. Instead, you will drop straight down.
- This does reset the directional melee, however, and it may be used again to regain some momentum. Used in this manner, Nyx is able to "fly" across tiles so long as she has energy to cast Absorb.
- After not receiving damage for a short amount of time, the damage counter resets. This will not reset Absorb's total accumulated damage, however.
- Shields are allowed to recharge freely while in the absorb state, whether Nyx is being attacked or not.
Augment

- Main article: Assimilate
Assimilate is a Warframe Augment Mod for Nyx{"Sprint":"1.1","Description":"Psychic attacks make Nyx a dangerous foe. She reaches into enemy consciousness to provide crowd control and turn their attacks back on them. Such manipulation can turn the tide of battle.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Psychic","Tactical":"Mind Control","Image":"Nyx.png","Type":"Warframe","Introduced":"6","Armor":"105","FullImages":{"Portrait":"NyxFull.png"},"InternalName":"/Lotus/Powersuits/Jade/Jade","Passive":"Enemies are 20% less accurate when targeting Nyx.","Progenitor":"Radiation","SquadPortrait":"NyxLargePortrait.png","Health":"270","Link":"Nyx","Portrait":"NyxIcon272.png","Polarities":["V","Bar"],"Abilities":["Mind Control","Psychic Bolts","Chaos","Absorb"],"InitialEnergy":"100","Subsumed":"Mind Control","AuraPolarity":"Bar","Name":"Nyx","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that changes
Absorb{"Description":"Nyx draws in and contains the damage dealt to her and the damage confused enemies deal to each other then converts it into a devastating radial blast. Following the blast, she enters a brief invulnerable state and gains a Weapon Damage boost proportional to the absorbed damage.","Cost":"75","Augments":["Assimilate","Singularity"],"CardImage":"AbsorbModx256.png","Name":"Absorb","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SelfBulletAttractorAbility","Key":"4","Icon":"Absorb130xWhite.png","Powersuit":"Nyx"} into a channeled ability and allows use of weapons and basic maneuvers, at the cost of halving Absorb's explosion radius.
Rank | Movement Speed | Energy Drain per second | Cost |
---|---|---|---|
0 | 30% | 11 | 6 |
1 | 40% | 9.5 | 7 |
2 | 45% | 8 | 8 |
3 | 50% | 6.5 | 9 |

- Main article: Singularity
Singularity is a PvE and Conclave Warframe Augment Mod for Nyx{"Sprint":"1.1","Description":"Psychic attacks make Nyx a dangerous foe. She reaches into enemy consciousness to provide crowd control and turn their attacks back on them. Such manipulation can turn the tide of battle.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Psychic","Tactical":"Mind Control","Image":"Nyx.png","Type":"Warframe","Introduced":"6","Armor":"105","FullImages":{"Portrait":"NyxFull.png"},"InternalName":"/Lotus/Powersuits/Jade/Jade","Passive":"Enemies are 20% less accurate when targeting Nyx.","Progenitor":"Radiation","SquadPortrait":"NyxLargePortrait.png","Health":"270","Link":"Nyx","Portrait":"NyxIcon272.png","Polarities":["V","Bar"],"Abilities":["Mind Control","Psychic Bolts","Chaos","Absorb"],"InitialEnergy":"100","Subsumed":"Mind Control","AuraPolarity":"Bar","Name":"Nyx","Sex":"Female","Playstyle":"Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Absorb{"Description":"Nyx draws in and contains the damage dealt to her and the damage confused enemies deal to each other then converts it into a devastating radial blast. Following the blast, she enters a brief invulnerable state and gains a Weapon Damage boost proportional to the absorbed damage.","Cost":"75","Augments":["Assimilate","Singularity"],"CardImage":"AbsorbModx256.png","Name":"Absorb","Introduced":"6","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SelfBulletAttractorAbility","Key":"4","Icon":"Absorb130xWhite.png","Powersuit":"Nyx"} that creates a ring every three seconds to drag in enemies close enough to Singularity's radius.
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Smite{"Description":"Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies.","Cost":"25","Augments":["Smite Infusion"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SmiteAbility","CardImage":"SmiteModx256.png","Subsumable":true,"Introduced":"11.5","Powersuit":"Oberon","Key":"1","Icon":"Smite130xWhite.png","Name":"Smite"} Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies. Introduced in Update 11.5 (2013-12-19) |
![]() 10 (orb base damage) 3 (number of orbs) |
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![]() 12.5 m (orb range) | |||
Misc: 20 (% health to damage) | |||
Subsumable to Helminth |
Info
- Oberon smites an enemy target with hallowed light up to 60 meters away, dealing 50 damage while applying a
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} proc.
- Damage distribution is 25
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} and 25
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]}.
- Damage distribution is 25
- Additionally, the target emits 3 orb projectiles within 12.5 meters from the main target, over a duration of 12 seconds. Each orb deals 10
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage, plus 20% of the main target's maximum health divided among the number of orbs with
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage.
- Orbs do not track nearby targets.
- Oberon can miss with the ability, causing no damage, spawning orbs, and a waste of energy.
- Multiple orbs from a single cast can hit the same enemy if they travel close enough to the target after bouncing.
- Smite is a one-handed ability and as such will not interrupt full actions such as reloading, shooting, or charging weapons.
Augment

- Main article: Smite Infusion
Smite Infusion is a Warframe Augment Mod for Oberon{"Sprint":"1","Description":"Healing and suffering do Oberon's bidding. His command of the natural world supports allies. Boon to his friends, bane of his foes.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Nature, Paladin","Tactical":"Reckoning","Image":"Oberon.png","Type":"Warframe","Introduced":"11.5","Armor":"185","FullImages":{"Portrait":"OberonFull.png"},"InternalName":"/Lotus/Powersuits/Paladin/Paladin","Passive":"Allied pets receive 25% Health, Armor and Shield links. In addition, your pet receives an instant revive per mission.","Progenitor":"Toxin","SquadPortrait":"OberonLargePortrait.png","Health":"365","Link":"Oberon","Portrait":"OberonIcon272.png","Polarities":["V","V"],"Abilities":["Smite","Hallowed Ground","Renewal","Reckoning"],"InitialEnergy":"75","Subsumed":"Smite","AuraPolarity":"V","Name":"Oberon","Sex":"Male","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Smite{"Description":"Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies.","Cost":"25","Augments":["Smite Infusion"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/SmiteAbility","CardImage":"SmiteModx256.png","Subsumable":true,"Introduced":"11.5","Powersuit":"Oberon","Key":"1","Icon":"Smite130xWhite.png","Name":"Smite"} to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage to all attacks.
Rank | ![]() |
Duration | Range | Cost |
---|---|---|---|---|
0 | 50% | 28s | 15m | 6 |
1 | 65% | 32s | 15m | 7 |
2 | 80% | 36s | 15m | 8 |
3 | 100% | 40s | 15m | 9 |
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Hallowed Ground{"Description":"Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.","Cost":"50","Augments":["Hallowed Eruption"],"CardImage":"HallowedGroundModx256.png","Name":"Hallowed Ground","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/StairwayToHeavenAbility","Key":"2","Icon":"HallowedGround130xWhite.png","Powersuit":"Oberon"} Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. Introduced in Update 11.5 (2013-12-19) |
![]() 5% (status chance) |
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![]() 10 m (radius) |
Info
- Oberon consecrates the ground in an angle of 80 degrees in front of him, spanning up to 10 meters, for 20 seconds. Enemies standing on the area of effect are dealt 50
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage with a 5%
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} status chance every half second, while allies are relinquished of any negative status effects and become immune to them for as long as they are standing on the area.
- Enemies and allies must be grounded and standing on the area to be affected by Hallowed Ground.
- Can only have 2 instances of Hallowed Ground active at once per player.
- Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
- The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
Augment

- Main article: Hallowed Eruption
Hallowed Eruption is a Warframe Augment Mod for Oberon{"Sprint":"1","Description":"Healing and suffering do Oberon's bidding. His command of the natural world supports allies. Boon to his friends, bane of his foes.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Nature, Paladin","Tactical":"Reckoning","Image":"Oberon.png","Type":"Warframe","Introduced":"11.5","Armor":"185","FullImages":{"Portrait":"OberonFull.png"},"InternalName":"/Lotus/Powersuits/Paladin/Paladin","Passive":"Allied pets receive 25% Health, Armor and Shield links. In addition, your pet receives an instant revive per mission.","Progenitor":"Toxin","SquadPortrait":"OberonLargePortrait.png","Health":"365","Link":"Oberon","Portrait":"OberonIcon272.png","Polarities":["V","V"],"Abilities":["Smite","Hallowed Ground","Renewal","Reckoning"],"InitialEnergy":"75","Subsumed":"Smite","AuraPolarity":"V","Name":"Oberon","Sex":"Male","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}. Upon casting
Hallowed Ground{"Description":"Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.","Cost":"50","Augments":["Hallowed Eruption"],"CardImage":"HallowedGroundModx256.png","Name":"Hallowed Ground","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/StairwayToHeavenAbility","Key":"2","Icon":"HallowedGround130xWhite.png","Powersuit":"Oberon"} again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} proc. This mod also passively increases Hallowed Ground's duration.
Rank | Chance For ![]() |
Bonus Duration | Cost |
---|---|---|---|
0 | 100% | 25% | 6 |
1 | 100% | 50% | 7 |
2 | 100% | 75% | 8 |
3 | 100% | 100% | 9 |
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Renewal{"Description":"Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.","Cost":"25","Augments":["Phoenix Renewal"],"CardImage":"RenewalModx256.png","Name":"Renewal","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RegenerationAbility","Key":"3","Icon":"Renewal130xWhite.png","Powersuit":"Oberon"} Healing waves of energy flow outward from Oberon to his allies, regenerating health over time. Introduced in Update 11.5 (2013-12-19) |
![]() 150 (armor buff) 50 (initial heal) 10 (health per second) |
![]() 20 s (buff) | |||
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Info
- Oberon creates a field with radius of 12 meters, which is permanent until deactivated. Ally players entering the field will receive a buff which will regenerate 10 health every second for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative status effects.
- Renewal will not drain energy if target is at full health, but buff will remain active and heal targets if any further damage is received during this period.
- Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally dies.
- If Oberon or any allies affected by Renewal stands on or moves onto
Hallowed Ground{"Description":"Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.","Cost":"50","Augments":["Hallowed Eruption"],"CardImage":"HallowedGroundModx256.png","Name":"Hallowed Ground","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/StairwayToHeavenAbility","Key":"2","Icon":"HallowedGround130xWhite.png","Powersuit":"Oberon"}, they will receive the Iron Renewal buff, which grants 150 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 12 more seconds.
- The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
- Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
- Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
Augment

- Main article: Phoenix Renewal
Phoenix Renewal is a Warframe Augment Mod for Oberon{"Sprint":"1","Description":"Healing and suffering do Oberon's bidding. His command of the natural world supports allies. Boon to his friends, bane of his foes.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Nature, Paladin","Tactical":"Reckoning","Image":"Oberon.png","Type":"Warframe","Introduced":"11.5","Armor":"185","FullImages":{"Portrait":"OberonFull.png"},"InternalName":"/Lotus/Powersuits/Paladin/Paladin","Passive":"Allied pets receive 25% Health, Armor and Shield links. In addition, your pet receives an instant revive per mission.","Progenitor":"Toxin","SquadPortrait":"OberonLargePortrait.png","Health":"365","Link":"Oberon","Portrait":"OberonIcon272.png","Polarities":["V","V"],"Abilities":["Smite","Hallowed Ground","Renewal","Reckoning"],"InitialEnergy":"75","Subsumed":"Smite","AuraPolarity":"V","Name":"Oberon","Sex":"Male","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Renewal{"Description":"Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.","Cost":"25","Augments":["Phoenix Renewal"],"CardImage":"RenewalModx256.png","Name":"Renewal","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RegenerationAbility","Key":"3","Icon":"Renewal130xWhite.png","Powersuit":"Oberon"}. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of Invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
Rank | Health Restored (%) | Cost |
---|---|---|
0 | 20% | 6 |
1 | 25% | 7 |
2 | 35% | 8 |
3 | 50% | 9 |
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Reckoning{"Description":"Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.","Cost":"100","Augments":["Hallowed Reckoning"],"CardImage":"ReckoningModx256.png","Name":"Reckoning","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ReckoningAbility","Key":"4","Icon":"Reckoning130xWhite.png","Powersuit":"Oberon"} Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere. Introduced in Update 11.5 (2013-12-19) |
![]() 318 (damage) 636 (extra damage) |
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Misc: 100% (health orb chance) |
Info
- Oberon lifts enemies within 10 meters up into the air and violently slams them to the ground, dealing 318 damage. Additionally, Reckoning deals 636 extra damage to enemies affected by
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} status effects. An enemy that dies by the effect of this ability has a 100% chance of spawning a Health Orb.
- Damage distribution is 50%
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} and 50%
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]}.
- Only begins lifting enemies after Oberon fully raises his hand, if enemies escape the range of the ability before this, ability will miss.
- Damage distribution is 50%
- If Reckoning is cast upon enemies standing on Hallowed Ground, it reduces their armor.
- Can hit enemies above and below the player.
- Can be used while sliding and while in the air.
Augment

- Main article: Hallowed Reckoning
Hallowed Reckoning is a Warframe Augment Mod for Oberon{"Sprint":"1","Description":"Healing and suffering do Oberon's bidding. His command of the natural world supports allies. Boon to his friends, bane of his foes.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Nature, Paladin","Tactical":"Reckoning","Image":"Oberon.png","Type":"Warframe","Introduced":"11.5","Armor":"185","FullImages":{"Portrait":"OberonFull.png"},"InternalName":"/Lotus/Powersuits/Paladin/Paladin","Passive":"Allied pets receive 25% Health, Armor and Shield links. In addition, your pet receives an instant revive per mission.","Progenitor":"Toxin","SquadPortrait":"OberonLargePortrait.png","Health":"365","Link":"Oberon","Portrait":"OberonIcon272.png","Polarities":["V","V"],"Abilities":["Smite","Hallowed Ground","Renewal","Reckoning"],"InitialEnergy":"75","Subsumed":"Smite","AuraPolarity":"V","Name":"Oberon","Sex":"Male","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Reckoning{"Description":"Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.","Cost":"100","Augments":["Hallowed Reckoning"],"CardImage":"ReckoningModx256.png","Name":"Reckoning","Introduced":"11.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ReckoningAbility","Key":"4","Icon":"Reckoning130xWhite.png","Powersuit":"Oberon"} that makes enemies hit drop patches on the ground, dealing
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage over time to enemies and provide armor to allies standing on them. It also passively increases Reckoning's range.
Rank | Ability Range | ![]() |
Armor Bonus | Radius | Duration | Cost |
---|---|---|---|---|---|---|
0 | +40% | 150 | 150 | 1.5m | 7s | 6 |
1 | +40% | 200 | 180 | 2m | 8s | 7 |
2 | +40% | 250 | 210 | 2.5m | 9s | 8 |
3 | +40% | 300 | 250 | 3m | 10s | 9 |
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Mallet{"Description":"Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.","Cost":"25","Augments":["Partitioned Mallet"],"CardImage":"MalletModx256.png","Name":"Mallet","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardJamAbility","Key":"1","Icon":"MalletIcon.png","Powersuit":"Octavia"} Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality. Introduced in Update 20.0 (2017-03-24) |
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Info
- Octavia throws a spherical music device in an arc toward the direction she aims. Upon impact, the device deploys into the Mallet which hovers in place for 20 seconds. The Mallet is an invulnerable hovering orb that continuously plays percussive music, absorbing all enemy damage hitting its energy mass and redirects them in pulses according to the Mandachord. Damage absorbed is accumulated and stored briefly before diminishing over time. Stored damage is converted into
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage, multiplied by 0.1x, and rhythmically dealt to all enemies within a radius of 4 meters from the Mallet.
- Mallet's music is in tune with the Percussion section of the Mandachord, drawing from the preset musical notes to determine the percussive aura's damage strength and intervals.
- When Mallet and
Resonator{"Description":"Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.","Cost":"50","Augments":["Conductor"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardCharmAbility","CardImage":"ResonatorModx256.png","Subsumable":true,"Introduced":"20","Powersuit":"Octavia","Key":"2","Icon":"ResonatorIcon.png","Name":"Resonator"} are both active, Resonator will reroute toward the Mallet and carry it around.
- Mallet will be dropped to the ground when Resonator expires.
- When Mallet is hovering over an
Amp{"Description":"Draws power from the decibel level of sound in the area and uses it to amplify a damage buff for Octavia and her allies. It also doubles the damage and range of nearby Mallets.","Link":"Amp (Ability)","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardAmplifyAbility","CardImage":"AmpModx256.png","Powersuit":"Octavia","Introduced":"20","Cost":"100","Key":"4","Icon":"AmpIcon.png","Name":"Amp"} field, Mallet's damage and range are doubled.
- Mallet can be recast while active to create a new Mallet. Octavia is limited to only 1 active Mallet at a time.
- Casting Mallet is not a One-Handed Action and interrupts other actions, but allows movement.
- Mallet will visually emit sound bars from its core to beat-match Percussion notes. Sound bars enlarge and shrink based on Percussion, Bass, and Melody music in the environment.
- Percussion bars appear from a horizontal ring around the Mallet core, while Bass and Melody bars appear from diagonal rings that layer on top the Mallet when Resonator and Metronome are active and nearby.
- Mallet's core and percussive aura borders are affected by the chosen Warframe energy color. The percussive aura is briefly visible to allies when Mallet is cast before fading away, and is constantly visible to Octavia herself.
Augment

- Main article: Partitioned Mallet
Partitioned Mallet is a Warframe Augment Mod for Octavia{"Sprint":"1.05","EnergyRank30":"225","Description":"Octavia turns bass, beat, and melody into a symphony of devastation. The music of her Mandachord gives her high survivability and supports allies. Her composition means the enemy's destruction.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Bard, Musician","Tactical":"Resonator","Image":"Octavia.png","SquadPortrait":"BardLargePortrait.png","Introduced":"20","Armor":"160","FullImages":{"Portrait":"OctaviaFull.png"},"InternalName":"/Lotus/Powersuits/Bard/Bard","Passive":"Replenish 30 energy over 30s for Octavia and allies within 15m when abilities are activated.","Progenitor":"Radiation","Type":"Warframe","Health":"270","Link":"Octavia","Portrait":"OctaviaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Mallet","Resonator","Metronome","Amp"],"InitialEnergy":"100","Subsumed":"Resonator","AuraPolarity":"Bar","Name":"Octavia","Sex":"Female","Playstyle":"Survival, Support","SellPrice":"25000","Energy":"175","CodexSecret":false} that allows her to summon two
Mallets{"Description":"Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.","Cost":"25","Augments":["Partitioned Mallet"],"CardImage":"MalletModx256.png","Name":"Mallet","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardJamAbility","Key":"1","Icon":"MalletIcon.png","Powersuit":"Octavia"} with reduced range.
Rank | Range reduction | Cost |
---|---|---|
0 | 65% | 6 |
1 | 50% | 7 |
2 | 35% | 8 |
3 | 20% | 9 |
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Resonator{"Description":"Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.","Cost":"50","Augments":["Conductor"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardCharmAbility","CardImage":"ResonatorModx256.png","Subsumable":true,"Introduced":"20","Powersuit":"Octavia","Key":"2","Icon":"ResonatorIcon.png","Name":"Resonator"} Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction. Introduced in Update 20.0 (2017-03-24) |
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Subsumable to Helminth |
Info
- Octavia throws a compact rollerball in an arc toward the direction she aims. Upon impact, the rollerball falls to the ground and deploys into the Resonator that lasts for 20 seconds. The Resonator is an invulnerable, stationary Roller sphere that continuously plays bass music. The Resonator emits a aura with a minimum radius of 10 meters, slowing nearby opponents’ speed and fire rate by 60% up to radius of 10 meters.
- Resonator's music is in tune with the Bass section of the Mandachord, drawing from the preset musical notes to determine the charm radius' damage strength and intervals.
- A blue waypoint marker centered on the Resonator will be visible to Octavia and all allied players, indicating potential enemy presence near it.
- When
Mallet{"Description":"Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.","Cost":"25","Augments":["Partitioned Mallet"],"CardImage":"MalletModx256.png","Name":"Mallet","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardJamAbility","Key":"1","Icon":"MalletIcon.png","Powersuit":"Octavia"} and Resonator are both active, Mallet can be picked up by walking into it.
- Mallet will be dropped to the ground when Resonator expires.
- Can be recast while active to create a new Resonator. Octavia is limited to only 1 active Resonator at a time; old Resonator will dissipate when a new one is deployed.
- Casting Resonator is not a One-Handed Action, as it interrupts other actions but allows movement.
- Resonator's energy lights will blink to beat-match Bass notes. Blink frequency is also affected by Percussion and Melody music in the environment.
- Resonator's appearance and energy colors are affected by Octavia's chosen Warframe appearance and energy colors respectively.
Augment

- Main article: Conductor
Conductor is a Warframe Augment Mod for Octavia{"Sprint":"1.05","EnergyRank30":"225","Description":"Octavia turns bass, beat, and melody into a symphony of devastation. The music of her Mandachord gives her high survivability and supports allies. Her composition means the enemy's destruction.","Conclave":true,"Shield":"180","MaxRank":"30","Themes":"Bard, Musician","Tactical":"Resonator","Image":"Octavia.png","SquadPortrait":"BardLargePortrait.png","Introduced":"20","Armor":"160","FullImages":{"Portrait":"OctaviaFull.png"},"InternalName":"/Lotus/Powersuits/Bard/Bard","Passive":"Replenish 30 energy over 30s for Octavia and allies within 15m when abilities are activated.","Progenitor":"Radiation","Type":"Warframe","Health":"270","Link":"Octavia","Portrait":"OctaviaIcon272.png","Polarities":["Bar","Bar"],"Abilities":["Mallet","Resonator","Metronome","Amp"],"InitialEnergy":"100","Subsumed":"Resonator","AuraPolarity":"Bar","Name":"Octavia","Sex":"Female","Playstyle":"Survival, Support","SellPrice":"25000","Energy":"175","CodexSecret":false} that allows her to command
Resonator{"Description":"Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.","Cost":"50","Augments":["Conductor"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardCharmAbility","CardImage":"ResonatorModx256.png","Subsumable":true,"Introduced":"20","Powersuit":"Octavia","Key":"2","Icon":"ResonatorIcon.png","Name":"Resonator"} by reactivating it, ordering it to move to where her reticle is pointing at, with increased speed.
Rank | Speed Boost | Cost |
---|---|---|
0 | 100% | 6 |
1 | 115% | 7 |
2 | 135% | 8 |
3 | 150% | 9 |
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Metronome{"Description":"Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.","Cost":"75","CardImage":"MetronomeModx256.png","Name":"Metronome","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardMusicAbility","Key":"3","Icon":"MetronomeIcon.png","Powersuit":"Octavia"} Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. Introduced in Update 20.0 (2017-03-24) |
![]() 20 % (speed bonus) 20 % (multishot bonus) 20 % (melee damage bonus) |
![]() 10 s (buff duration) | |||
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Info
- Octavia raises the volume on her surround sound speakers, producing a melodic musical aura with a radius of 8 meters for 20 seconds. Octavia and her allies gain an 50% Armor bonus while inside the melodic aura.
- Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
- While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
How to Synchronize with Metronome:
- Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
- In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
- Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
- The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
- Octavia and her allies can perform jumps (default Space ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Vivace buff which increases movement speed by 20% for 10 seconds.
- Synchronize percentages can lower or raise depending on the player’s timing.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Vivace buff icon will also be displayed with the remaining buff duration beneath and speed bonus percentage at the top-right of the icon.
- Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
- Players can repeatedly jump, double jump, wall climb, and wall jump to reapply the Vivace buff while in range of Metronome.
- Octavia and her allies can crouch (default Ctrl ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Nocturne buff which grants invisibility for 10 seconds.
- Synchronize percentages can lower or raise depending on the player’s timing.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Nocturne buff icon will also be displayed with the remaining buff duration beneath the icon.
- Slide (default W + Ctrl ) can also be used to synchronize.
- Players can repeatedly crouch and slide to reapply the Nocturne buff while in range of Metronome.
- Octavia and her allies can fire their ranged weapons (default LMB ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Opera buff, which applies 20% Multishot to ranged weapons for 10 seconds.
- Synchronize percentage can lower or raise depending on the player’s timing.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Opera buff icon will also be displayed with the remaining buff duration beneath and multishot bonus percentage at the top-right of the icon.
- Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
- Players can repeatedly fire weapons to reapply the Opera buff while in range of Metronome.
- Octavia and her allies can use melee weapons (default E ) to gain synchronize percentages from 0% to 100%. Once the synchronize percentage reaches 100%, the player gains the Forte buff, which applies 20% bonus damage to melee weapon for 10 seconds.
- Synchronize percentage can lower or raise depending on the player’s timing.
- Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the Forte buff icon will also be displayed with the remaining buff duration beneath and melee damage bonus percentage at the top-right of the icon.
- Charge attack (default hold E ) can also be used to gain Forte.
- Players can repeatedly attack with melee weapons to reapply the Forte buff while in range of Metronome.
- Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
- Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
- When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
- Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
- Metronome affects the visuals and audio of any nearby
Mallet{"Description":"Rhythmically beats damage into nearby enemies and draws their fire. Damage inflicted on the Mallet increases its lethality.","Cost":"25","Augments":["Partitioned Mallet"],"CardImage":"MalletModx256.png","Name":"Mallet","Introduced":"20","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardJamAbility","Key":"1","Icon":"MalletIcon.png","Powersuit":"Octavia"} and
Resonator{"Description":"Launches a rollerball that charms foes to follow it. Combines with the Mallet to create a roving ball of sonic destruction.","Cost":"50","Augments":["Conductor"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BardCharmAbility","CardImage":"ResonatorModx256.png","Subsumable":true,"Introduced":"20","Powersuit":"Octavia","Key":"2","Icon":"ResonatorIcon.png","Name":"Resonator"} belonging to Octavia herself.
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Rhino Charge{"Description":"Rhino charges towards a target, clobbering any in his path and goring his victim.","Cost":"25","Augments":["Ironclad Charge"],"CardImage":"RhinoChargeModx256.png","Name":"Rhino Charge","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoChargeAbility","Key":"1","Icon":"RhinoCharge130xWhite.png","Powersuit":"Rhino"} Rhino charges towards a target, clobbering any in his path and goring his victim. Introduced in Vanilla (2012-10-25) |
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![]() 1 m (impact radius) | |||
Misc: 48 m/s (speed) |
Info
- Rhino charges forward with aggression, covering a distance of 8 meters at a speed of 48 meters per second. Enemies within 1 meters of Rhino are dealt 150
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage.
- Rhino's health is not immune to damage while charging.
- If Rhino Charge is successfully cast within a window of 1 second after the previous cast, its damage will be multiplied by 200%, its charge range will be multiplied by 125%, and its energy cost will be reduced by 10%. Any successful cast thereafter will multiply Rhino Charge's damage by 400%, multiply its charge range by 150%, and reduce its energy cost by 20%.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage, charge range, and energy cost will reset.
- Can be activated while jumping, sliding, clinging to a wall, or executing a front flip.
Augment

- Main article: Ironclad Charge
Ironclad Charge is a Warframe Augment Mod that temporarily increases Rhino{"Sprint":"0.95","Description":"Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"Rhino.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"RhinoFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/Rhino","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoLargePortrait.png","Health":"270","Link":"Rhino","Portrait":"RhinoIcon272.png","Polarities":["D","D"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","Subsumed":"Roar","AuraPolarity":"V","Name":"Rhino","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false}'s armor for each enemy hit by
Rhino Charge{"Description":"Rhino charges towards a target, clobbering any in his path and goring his victim.","Cost":"25","Augments":["Ironclad Charge"],"CardImage":"RhinoChargeModx256.png","Name":"Rhino Charge","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoChargeAbility","Key":"1","Icon":"RhinoCharge130xWhite.png","Powersuit":"Rhino"}.
Rank | Armor Bonus per hit | Duration | Cost |
---|---|---|---|
0 | 12% | 4s | 6 |
1 | 25% | 6s | 7 |
2 | 37% | 8s | 8 |
3 | 50% | 10s | 9 |
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Iron Skin{"Description":"Rhino hardens his skin, insulating himself from all damage.","Cost":"50","Augments":["Iron Shrapnel"],"CardImage":"IronSkinModx256.png","Name":"Iron Skin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IronSkinAbility","Key":"2","Icon":"IronSkin130xWhite.png","Powersuit":"Rhino"} Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
![]() 1x (armor multiplier) |
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Misc: 1 s (invulnerability duration) |
Info
- Rhino hardens his skin to create a reinforcing buffer with 285 base health. Rhino's total armor multiplied by 100% is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for 1 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and status effects. Iron Skin will expire when the buffer's health is depleted.
- Iron Skin will slowly decay by 18.75 health per second.
- While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
- The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
- Self-damage does not contribute to Iron Skin's health gain during the invulnerability period.
- Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
- Iron Skin protects Rhino's health from damage that bypasses shields such as
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage.
- Allows Rhino's shields to regenerate while active.
- Cannot gain energy while active.
- For
Rhino Prime{"Sprint":"1","Description":"Takes Rhino's ground-shaking abilities to the next level with altered mod polarities that offer greater customization.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"RhinoPrime.png","Type":"Warframe","Introduced":"12.4","Armor":"290","FullImages":{"Portrait":"RhinoPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/RhinoPrime","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoPrimeLargePortrait.png","Health":"270","Link":"Rhino/Prime","Portrait":"Rhino PrimeIcon272.png","Polarities":["D","D","Bar"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","AuraPolarity":"V","Vaulted":false,"Name":"Rhino Prime","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"25000","Energy":"100","CodexSecret":false}, Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
- Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.
Augment

- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino{"Sprint":"0.95","Description":"Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"Rhino.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"RhinoFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/Rhino","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoLargePortrait.png","Health":"270","Link":"Rhino","Portrait":"RhinoIcon272.png","Polarities":["D","D"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","Subsumed":"Roar","AuraPolarity":"V","Name":"Rhino","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Iron Skin{"Description":"Rhino hardens his skin, insulating himself from all damage.","Cost":"50","Augments":["Iron Shrapnel"],"CardImage":"IronSkinModx256.png","Name":"Iron Skin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IronSkinAbility","Key":"2","Icon":"IronSkin130xWhite.png","Powersuit":"Rhino"} that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remainingOverguard{"Type":"Health","Link":"Overguard","Color":"#31469A","Positives":"Void","50","DarkModeColor":"#c6cadb","Introduced":"31.5","Name":"Overguard","Faction":["Grineer","Corpus","Infested","The Murmur"],"ColorBackground":"#C5CDEC","ColorBorder":"#3E58C0","InternalName":"","Status":["Prevents status effects and damage spillover to Shields and Health"]} as
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage.
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Roar{"Description":"Grants all nearby Warframes increased damage for a short duration.","Cost":"75","Augments":["Piercing Roar"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoRoarAbility","CardImage":"RoarModU15.jpeg","Subsumable":true,"Introduced":"8.3","Powersuit":"Rhino","Key":"3","Icon":"Roar130xWhite.png","Name":"Roar"} Grants all nearby Warframes increased damage for a short duration. Introduced in Update 8.3 (2013-07-04) |
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Subsumable to Helminth |
Info
- Rhino lets out a forceful roar, increasing the damage output of his allies within 12 meters. Affected allies will gain 50% bonus damage to all sources over a duration of 30 seconds.
- Warframe ability damage is not increased, including Rhino's.
- Allies only need to be in range at the time Roar is cast to gain its effects.
- Roar cannot be recast while active.
Augment

- Main article: Piercing Roar
Piercing Roar is a Warframe Augment Mod for Rhino{"Sprint":"0.95","Description":"Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"Rhino.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"RhinoFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/Rhino","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoLargePortrait.png","Health":"270","Link":"Rhino","Portrait":"RhinoIcon272.png","Polarities":["D","D"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","Subsumed":"Roar","AuraPolarity":"V","Name":"Rhino","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that gives
Roar{"Description":"Grants all nearby Warframes increased damage for a short duration.","Cost":"75","Augments":["Piercing Roar"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoRoarAbility","CardImage":"RoarModU15.jpeg","Subsumable":true,"Introduced":"8.3","Powersuit":"Rhino","Key":"3","Icon":"Roar130xWhite.png","Name":"Roar"} the ability to inflict knockdown and 5
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} procs on enemies. Additionally allows Roar to be recast and passively increases its range.
Rank | Ability Range | Radius | Cost |
---|---|---|---|
0 | +40% | 10m | 6 |
1 | +40% | 15m | 7 |
2 | +40% | 20m | 8 |
3 | +40% | 25m | 9 |
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Rhino Stomp{"Description":"Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.","Cost":"100","Augments":["Reinforcing Stomp"],"CardImage":"RhinoStompModx256.png","Name":"Rhino Stomp","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoStompAbility","Key":"4","Icon":"RhinoStomp130xWhite.png","Powersuit":"Rhino"} Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis. Introduced in Vanilla (2012-10-25) |
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Misc: 50% (slow) |
Info
- Rhino stomps the ground with tremendous force, immediately dealing 318
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage in a 5 meter radius. After a short delay, enemies within a radius of 8 meters are affected by the same amount of damage. Affected enemies have their movements slowed by 50% over a duration of 3 seconds.
- Rhino Stomp can be used while sliding but not while climbing a wall or executing a front flip.
- Can be recast while active; however, enemies already affected by Rhino Stomp will not have their slow duration reset and are only damaged by the initial short-range burst.
Augment

- Main article: Reinforcing Stomp
Reinforcing Stomp is a Warframe Augment Mod for Rhino{"Sprint":"0.95","Description":"Rhino packs a punch. He boasts high survivability and crowd control. The wise would do well to stand clear when he charges.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Rhinoceros","Tactical":"Rhino Stomp","Image":"Rhino.png","Type":"Warframe","Introduced":"Vanilla","Armor":"240","FullImages":{"Portrait":"RhinoFull.png"},"InternalName":"/Lotus/Powersuits/Rhino/Rhino","Passive":"Emit a shockwave dealing 100 damage after landing from a great height.","Progenitor":"Impact","SquadPortrait":"RhinoLargePortrait.png","Health":"270","Link":"Rhino","Portrait":"RhinoIcon272.png","Polarities":["D","D"],"Abilities":["Rhino Charge","Iron Skin","Roar","Rhino Stomp"],"InitialEnergy":"50","Subsumed":"Roar","AuraPolarity":"V","Name":"Rhino","Sex":"Male","Playstyle":"Survival, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that replenishes
Iron Skin{"Description":"Rhino hardens his skin, insulating himself from all damage.","Cost":"50","Augments":["Iron Shrapnel"],"CardImage":"IronSkinModx256.png","Name":"Iron Skin","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/IronSkinAbility","Key":"2","Icon":"IronSkin130xWhite.png","Powersuit":"Rhino"}'s health for each enemy affected by
Rhino Stomp{"Description":"Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.","Cost":"100","Augments":["Reinforcing Stomp"],"CardImage":"RhinoStompModx256.png","Name":"Rhino Stomp","Introduced":"Vanilla","InternalName":"/Lotus/Powersuits/PowersuitAbilities/RhinoStompAbility","Key":"4","Icon":"RhinoStomp130xWhite.png","Powersuit":"Rhino"}.
Rank | Iron Skin Health Restored | Cost |
---|---|---|
0 | 1% | 6 |
1 | 2% | 7 |
2 | 3% | 8 |
3 | 4% | 9 |
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Spores{"Description":"Inflict a target with a pox of <DT_CORROSIVE>Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.","Cost":"25","Augments":["Revealing Spores","Venom Dose"],"CardImage":"SporesModx256.png","Name":"Spores","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PoisonAbility","Key":"1","Icon":"Spores130xWhite.png","Powersuit":"Saryn"} Inflict a target with a pox of Introduced in Update 7.0 (2013-03-18) |
![]() 2 (damage growth per enemy) 100% ( ![]() 20% (reset decay) |
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![]() 10 m (spread radius) | |||
Misc:
∞ (duration) |
Info
- Saryn infects an enemy target within 40 meters with 1 virulent spores for an unlimited duration. Each individual spore inflicts
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} damage per second with a 50%
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} status chance, lasting until the spores themselves or the infected enemy is destroyed.
- Saryn's disease spreads its infection rapidly, grows evermore lethal, and decays in the absence of hosts over the course of the epidemic:
- Shooting or hitting a spore directly bursts its membrane to release infectious pus, which regrows the spore on its host and transmits 1 spore to all nearby enemies within 10 meters; infected enemies can carry up to 2 spores via transmission from another enemy.
- Spores can spread by directly bursting them with weapons, abilities, and Bullet Jump. Enemy attacks can also burst spores on contact.
- All spores on an infected enemy will burst and spread if any of the following conditions are met:
- Spores' initial target is killed by any source.
- Players landing the killing blow on any infected enemies.
- Infected enemies are killed by
Molt{"Description":"Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.","Cost":"50","Augments":["Regenerative Molt"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShedAbility","CardImage":"MoltModx256.png","Subsumable":true,"Introduced":"7","Powersuit":"Saryn","Key":"2","Icon":"Molt130xWhite.png","Name":"Molt"}'s explosion damage.
- Saryn's weapons hitting anywhere on the infected enemies' body while
Toxic Lash{"Description":"While active, attacks deal additional <DT_POISON>Toxin damage; this effect is doubled for melee strikes. Instantly burst spores when attacking afflicted enemies.","Cost":"50","Augments":["Contagion Cloud"],"CardImage":"ToxicLashModx256.png","Name":"Toxic Lash","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WeaponPoisonAbility","Key":"3","Icon":"ToxicLash130xWhite.png","Powersuit":"Saryn"} is active.
- Infected enemies are killed by any source while sickened by
Miasma{"Description":"Releases a poisonous miasma that deals <DT_VIRAL>Viral damage to enemies in range. Foes afflicted by spores are more susceptible to the mist.","Cost":"75","CardImage":"MiasmaModx256.png","Name":"Miasma","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ExplosiveDissolveAbility","Key":"4","Icon":"Miasma130xWhite.png","Powersuit":"Saryn"}.
- Spores do not spread if enemies infected via transmission are killed by Spores' damage per second alone.
- When zero infected enemies remain, Spores' current damage per second is instantly reduced by 20% then decays at 10% of the new total every 0.5 seconds until it reaches the initial damage amount. Damage decay stops when at least one enemy is infected by Spores.
- Current damage per second is visibly subtracted from the meter whilst a red flashing "decaying" warning message replaces the counter for number of infected enemies.
- The infection meter disappears when it reaches the initial damage amount.
- If Spores is still active, recasting Spores on any enemy consumes 20% of current damage per second from the infection meter and casts Spores for 50% reduced energy cost. Recasting on an infected enemy grows a new set of spores on the target, which carries up to 12 spores via recasting Spores on it.
- Spores is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- Can be casted without a target and can be missed.
Augment

- Main article: Revealing Spores
Revealing Spores is an Exilus Warframe Augment Mod for Saryn{"Sprint":"0.95","Description":"Toxicity is Saryn's strength. Her serpentine powers deal heavy damage. For Saryn, venom is a virtue.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Disease, Poison, Serpentine","Tactical":"Molt","Image":"Saryn.png","Type":"Warframe","Introduced":"7","Armor":"240","FullImages":{"Portrait":"SarynFull.png"},"InternalName":"/Lotus/Powersuits/Saryn/Saryn","Passive":"Status Effects inflicted upon enemies last 25% longer.","Progenitor":"Toxin","SquadPortrait":"SarynLargePortrait.png","Health":"365","Link":"Saryn","Portrait":"SarynIcon272.png","Polarities":["Bar","D"],"Abilities":["Spores","Molt","Toxic Lash","Miasma"],"InitialEnergy":"50","Subsumed":"Molt","AuraPolarity":"D","Name":"Saryn","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Spores{"Description":"Inflict a target with a pox of <DT_CORROSIVE>Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.","Cost":"25","Augments":["Revealing Spores","Venom Dose"],"CardImage":"SporesModx256.png","Name":"Spores","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PoisonAbility","Key":"1","Icon":"Spores130xWhite.png","Powersuit":"Saryn"} that causes enemies affected the ability to show up on the mini map.
Rank | Detection Range | Enemy Radar | Cost |
---|---|---|---|
0 | 10m | 10m | 6 |
1 | 20m | 20m | 7 |
2 | 30m | 30m | 8 |
3 | 40m | 40m | 9 |

- Main article: Venom Dose
Venom Dose is a Warframe Augment Mod for Saryn{"Sprint":"0.95","Description":"Toxicity is Saryn's strength. Her serpentine powers deal heavy damage. For Saryn, venom is a virtue.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Disease, Poison, Serpentine","Tactical":"Molt","Image":"Saryn.png","Type":"Warframe","Introduced":"7","Armor":"240","FullImages":{"Portrait":"SarynFull.png"},"InternalName":"/Lotus/Powersuits/Saryn/Saryn","Passive":"Status Effects inflicted upon enemies last 25% longer.","Progenitor":"Toxin","SquadPortrait":"SarynLargePortrait.png","Health":"365","Link":"Saryn","Portrait":"SarynIcon272.png","Polarities":["Bar","D"],"Abilities":["Spores","Molt","Toxic Lash","Miasma"],"InitialEnergy":"50","Subsumed":"Molt","AuraPolarity":"D","Name":"Saryn","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows
Spores{"Description":"Inflict a target with a pox of <DT_CORROSIVE>Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.","Cost":"25","Augments":["Revealing Spores","Venom Dose"],"CardImage":"SporesModx256.png","Name":"Spores","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PoisonAbility","Key":"1","Icon":"Spores130xWhite.png","Powersuit":"Saryn"} to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","ColorBorder":"#708d1c","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#93c203","Color":"#4d6600","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosive","ProcInternalName":"PT_CAUSTIC_BURN","Status":["Armor Reduction"],"ColorBackground":"#d8dfc3","InternalName":"DT_CORROSIVE","Types":["Electricity","Toxin"]} damage to all attacks.
Rank | ![]() |
Duration | Range | Cost |
---|---|---|---|---|
0 | 50% | 28s | 15m | 6 |
1 | 65% | 32s | 15m | 7 |
2 | 80% | 36s | 15m | 8 |
3 | 100% | 40s | 15m | 9 |
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Molt{"Description":"Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.","Cost":"50","Augments":["Regenerative Molt"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShedAbility","CardImage":"MoltModx256.png","Subsumable":true,"Introduced":"7","Powersuit":"Saryn","Key":"2","Icon":"Molt130xWhite.png","Name":"Molt"} Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies. Introduced in Update 7.0 (2013-03-18) |
![]() 50 (explosion damage) 1.2 x (speed multiplier) |
![]() 8 s (speed buff) | |||
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Misc:
1 s (invuln. time) | |||
Subsumable to Helminth |
Info
- Saryn sheds her skin, increasing her movement speed by 1.2 x for 8 seconds, while leaving behind a decoy with 400 shields and 400 health that absorbs enemy fire for 12 seconds. When deployed, the decoy is invulnerable for a period of 1 seconds. The decoy will explode if it loses all of its hitpoints, if its duration expires or if the ability is cast again, inflicting 50
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage with 100%
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} status chance to all enemies within 6 meters from it.
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} status effect deals 100% of the explosion damage per tick over 4 ticks in 3 seconds (duration is prolonged due to Saryn's passive).
- Does not have a cast time or animation.
- Molt's decoy is placed at Saryn's current position, mirroring her pose and elevation.
- Molt cannot be knocked down or moved, and acts as a physical object.
- Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes.
- Casting Molt can be done while performing any action without interrupting it, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly.
Augment

- Main article: Regenerative Molt
Regenerative Molt is a Warframe Augment Mod for Saryn{"Sprint":"0.95","Description":"Toxicity is Saryn's strength. Her serpentine powers deal heavy damage. For Saryn, venom is a virtue.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Disease, Poison, Serpentine","Tactical":"Molt","Image":"Saryn.png","Type":"Warframe","Introduced":"7","Armor":"240","FullImages":{"Portrait":"SarynFull.png"},"InternalName":"/Lotus/Powersuits/Saryn/Saryn","Passive":"Status Effects inflicted upon enemies last 25% longer.","Progenitor":"Toxin","SquadPortrait":"SarynLargePortrait.png","Health":"365","Link":"Saryn","Portrait":"SarynIcon272.png","Polarities":["Bar","D"],"Abilities":["Spores","Molt","Toxic Lash","Miasma"],"InitialEnergy":"50","Subsumed":"Molt","AuraPolarity":"D","Name":"Saryn","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows her to regenerate health over a span of time after casting
Molt{"Description":"Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.","Cost":"50","Augments":["Regenerative Molt"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShedAbility","CardImage":"MoltModx256.png","Subsumable":true,"Introduced":"7","Powersuit":"Saryn","Key":"2","Icon":"Molt130xWhite.png","Name":"Molt"}.
Rank | Health per second | Cost |
---|---|---|
0 | 20 | 6 |
1 | 30 | 7 |
2 | 40 | 8 |
3 | 50 | 9 |
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Toxic Lash{"Description":"While active, attacks deal additional <DT_POISON>Toxin damage; this effect is doubled for melee strikes. Instantly burst spores when attacking afflicted enemies.","Cost":"50","Augments":["Contagion Cloud"],"CardImage":"ToxicLashModx256.png","Name":"Toxic Lash","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WeaponPoisonAbility","Key":"3","Icon":"ToxicLash130xWhite.png","Powersuit":"Saryn"} While active, attacks deal additional Introduced in Update 7.0 (2013-03-18) |
![]() 20% (added melee damage) 40% (damage block) |
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Misc:
100% ( |
Info
- Saryn imbues all her weapons with potent toxins for 6 seconds, adding 10% of the weapon's total damage as
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage (doubled for melee weapons), with 100%
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} status chance on every strike. Attacks enhanced with Toxic Lash will burst all
Spores{"Description":"Inflict a target with a pox of <DT_CORROSIVE>Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.","Cost":"25","Augments":["Revealing Spores","Venom Dose"],"CardImage":"SporesModx256.png","Name":"Spores","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PoisonAbility","Key":"1","Icon":"Spores130xWhite.png","Powersuit":"Saryn"} on infected enemies on hit and spread them to nearby enemies.
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} status effect deals 100% of the bonus damage per tick over 4 ticks in 3 seconds (duration is prolonged due to Saryn's passive).
- While active, Toxic Lash also enhances the melee weapon's damage reduction during blocking by an additional 40%.
- Casting Toxic Lash is a one-handed action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Can be recast to refresh its duration.
Augment

- Main article: Contagion Cloud
Contagion Cloud is a Warframe Augment Mod for Saryn{"Sprint":"0.95","Description":"Toxicity is Saryn's strength. Her serpentine powers deal heavy damage. For Saryn, venom is a virtue.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Disease, Poison, Serpentine","Tactical":"Molt","Image":"Saryn.png","Type":"Warframe","Introduced":"7","Armor":"240","FullImages":{"Portrait":"SarynFull.png"},"InternalName":"/Lotus/Powersuits/Saryn/Saryn","Passive":"Status Effects inflicted upon enemies last 25% longer.","Progenitor":"Toxin","SquadPortrait":"SarynLargePortrait.png","Health":"365","Link":"Saryn","Portrait":"SarynIcon272.png","Polarities":["Bar","D"],"Abilities":["Spores","Molt","Toxic Lash","Miasma"],"InitialEnergy":"50","Subsumed":"Molt","AuraPolarity":"D","Name":"Saryn","Sex":"Female","Playstyle":"Damage","SellPrice":"10000","Energy":"175","CodexSecret":false} that causes kills made with
Toxic Lash{"Description":"While active, attacks deal additional <DT_POISON>Toxin damage; this effect is doubled for melee strikes. Instantly burst spores when attacking afflicted enemies.","Cost":"50","Augments":["Contagion Cloud"],"CardImage":"ToxicLashModx256.png","Name":"Toxic Lash","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WeaponPoisonAbility","Key":"3","Icon":"ToxicLash130xWhite.png","Powersuit":"Saryn"}, and damage over time effects generated by it, to leave behind a poisonous cloud that deals
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"} damage over time to enemies within it. Melee kills double the damage dealt by the cloud.
Rank | Cloud Range | ![]() |
Cloud Duration | Cost |
---|---|---|---|---|
0 | 5m | 150 | 8s | 6 |
1 | 5m | 175 | 9s | 7 |
2 | 5m | 250 | 10s | 8 |
3 | 5m | 300 | 12s | 9 |
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Miasma{"Description":"Releases a poisonous miasma that deals <DT_VIRAL>Viral damage to enemies in range. Foes afflicted by spores are more susceptible to the mist.","Cost":"75","CardImage":"MiasmaModx256.png","Name":"Miasma","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ExplosiveDissolveAbility","Key":"4","Icon":"Miasma130xWhite.png","Powersuit":"Saryn"} Releases a poisonous miasma that deals Introduced in Update 7.0 (2013-03-18) |
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Misc:
100% ( |
Info
- Saryn pollutes the environment with a viral mist, sickening enemies within 8 meters and them for 2 seconds, dealing 22
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} damage per second, with 100%
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} status chance on cast and on every tick. Miasma's sickness deals 100% damage to enemies affected by
Spores{"Description":"Inflict a target with a pox of <DT_CORROSIVE>Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.","Cost":"25","Augments":["Revealing Spores","Venom Dose"],"CardImage":"SporesModx256.png","Name":"Spores","Introduced":"7","InternalName":"/Lotus/Powersuits/PowersuitAbilities/PoisonAbility","Key":"1","Icon":"Spores130xWhite.png","Powersuit":"Saryn"} and spreads all spores on sickened enemies killed during Miasma.
- Deals 3 ticks of damage total.
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]} status effect reduces a target's current and maximum health by 50% for 2 seconds (duration is prolonged due to Saryn's passive).
- Casting Miasma can be done while sliding and in mid-air, but will interrupt any other action and will force Saryn in place for the entire animation.
- Cannot be used while on a zipline.
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Spellbind{"Description":"Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects.","Cost":"25","Augments":["Spellbound Harvest"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairySoulAbility","CardImage":"SpellbindModx256.png","Subsumable":true,"Introduced":"The Silver Grove","Powersuit":"Titania","Key":"1","Icon":"Spellbind130xWhite.png","Name":"Spellbind"} Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in Update: The Silver Grove (2016-08-19) |
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![]() 4 s (status immunity) | |||
![]() 20 m (cast range) | |||
Subsumable to Helminth |
Info
- Titania scatters enchanted dust in a 6 meter radius around the location she aims at, up to 20 meters away. Enemies within this area will be knocked down and forced to equip their melee weapon for 4 seconds. Titania and her allies caught within the dust cloud gain immunity to status effects for the duration of the ability.
- Casting interrupts movement and other actions, however casting while in
Razorwing{"Description":"Shrink down and take flight, while razorflies attack nearby enemies.","Cost":"25","Augments":["Razorwing Blitz"],"CardImage":"RazorwingModx256.png","Name":"Razorwing","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyFlightAbility","Key":"4","Icon":"Razorwing130xWhite.png","Powersuit":"Titania"} mode only interrupts other actions and not movement.
- Casting interrupts movement and other actions, however casting while in
- Recasting on Titania or an ally will refresh the status immunity.
- Spellbound allies and enemies emit unique particle effects:
- Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy color.
- Allies visually emit energy butterflies fluttering about, affected by their own energy color.
Augment

- Main article: Spellbound Harvest
Spellbound Harvest is a Warframe Augment Mod for Titania{"Sprint":"1","Description":"Titania's fairy-like appearance belies her formidable regal power. The enchantress deals high damage and provides crowd control. She forces opponents to pay homage or perish.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"Titania.png","Type":"Warframe","Introduced":"The Silver Grove","Armor":"105","FullImages":{"Portrait":"TitaniaFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/Fairy","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Progenitor":"Cold","SquadPortrait":"TitaniaLargePortrait.png","Health":"270","Link":"Titania","Portrait":"TitaniaIcon272.png","Polarities":["V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"InitialEnergy":"100","Subsumed":"Spellbind","AuraPolarity":"V","Name":"Titania","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} which lets her regain Energy and increases the next cast's Ability Range when hitting at least 4 enemies with
Spellbind{"Description":"Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects.","Cost":"25","Augments":["Spellbound Harvest"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairySoulAbility","CardImage":"SpellbindModx256.png","Subsumable":true,"Introduced":"The Silver Grove","Powersuit":"Titania","Key":"1","Icon":"Spellbind130xWhite.png","Name":"Spellbind"}.
Rank | Energy Granted | Next Spellbound Cast Range | Cost |
---|---|---|---|
0 | 20 | +10% | 6 |
1 | 30 | +20% | 7 |
2 | 40 | +30% | 8 |
3 | 50 | +40% | 9 |
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Tribute{"Description":"Cycle through and extract one of the four Buffs when cast on an enemy. Thorns reduces incoming damage. Dust degrades enemy accuracy. Full Moon increases companion damage. Entangle slows enemies within range.","Cost":"50","CardImage":"TributeModx256.png","Name":"Tribute","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyDustAbility","Key":"2","Icon":"Tribute130xWhite.png","Powersuit":"Titania"} Cycle through and extract one of the four Buffs when cast on an enemy. Thorns reduces incoming damage. Dust degrades enemy accuracy. Full Moon increases companion damage. Entangle slows enemies within range. Introduced in Update: The Silver Grove (2016-08-19) |
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Misc: 25 % (damage reduction) |
Info
- Titania blasts an enemy up to 25 meters away, dealing 67 damage, causing them to stagger, and reducing their damage output by 25% for 12 seconds.
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Lantern{"Description":"Create a swarm of razorflies that transform an enemy into an irresistible floating beacon, attracting witless comrades and finally exploding.","Cost":"75","Augments":["Beguiling Lantern"],"CardImage":"LanternModx256.png","Name":"Lantern","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyLightAbility","Key":"3","Icon":"Lantern130xWhite.png","Powersuit":"Titania"} Create a swarm of razorflies that transform an enemy into an irresistible floating beacon, attracting witless comrades and finally exploding. Introduced in Update: The Silver Grove (2016-08-19) |
![]() 175 (explosion damage) |
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![]() 6 m (damage radius) 8 m (explosion radius) |
Info
- Titania sends an enemy, up to 25 meters away, hurtling into the air using her razorflies, making it invulnerable for 2.5 seconds. Enemies that come within 6 meters from the suspended target will be dealt 50 damage every second.
- Target is immune to damage while suspended and will be released prematurely if they receive damage, Lantern will therefore not deal any damage this way. Lantern does not deal damage over time while target is suspended.
- Upon deactivation by pressing the ability key again (default 3 ), expiration or being dispelled, the suspended target will explode, dealing 175 damage to itself and all enemies within 8 meters.
- If the target dies before Titania finishes her casting animation, energy used for Lantern will be refunded.
Augment

- Main article: Beguiling Lantern
Beguiling Lantern is a Warframe Augment Mod for Titania{"Sprint":"1","Description":"Titania's fairy-like appearance belies her formidable regal power. The enchantress deals high damage and provides crowd control. She forces opponents to pay homage or perish.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"Titania.png","Type":"Warframe","Introduced":"The Silver Grove","Armor":"105","FullImages":{"Portrait":"TitaniaFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/Fairy","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Progenitor":"Cold","SquadPortrait":"TitaniaLargePortrait.png","Health":"270","Link":"Titania","Portrait":"TitaniaIcon272.png","Polarities":["V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"InitialEnergy":"100","Subsumed":"Spellbind","AuraPolarity":"V","Name":"Titania","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false} that grants 100% weapon Damage Vulnerability against enemies attracted to
Lantern{"Description":"Create a swarm of razorflies that transform an enemy into an irresistible floating beacon, attracting witless comrades and finally exploding.","Cost":"75","Augments":["Beguiling Lantern"],"CardImage":"LanternModx256.png","Name":"Lantern","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyLightAbility","Key":"3","Icon":"Lantern130xWhite.png","Powersuit":"Titania"}.
Rank | Bonus Weapon Damage | Cost |
---|---|---|
0 | +25% | 6 |
1 | +50% | 7 |
2 | +75% | 8 |
3 | +100% | 9 |
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![]() 4 ![]() +5/s |
Razorwing{"Description":"Shrink down and take flight, while razorflies attack nearby enemies.","Cost":"25","Augments":["Razorwing Blitz"],"CardImage":"RazorwingModx256.png","Name":"Razorwing","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyFlightAbility","Key":"4","Icon":"Razorwing130xWhite.png","Powersuit":"Titania"} Shrink down and take flight, while razorflies attack nearby enemies. Introduced in Update: The Silver Grove (2016-08-19) |
![]() 160 (melee damage) 50 (drone damage) |
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Misc:
3 (razorfly drones) |
Info
- Titania must have max energy in order to activate this ability
- Titania shrinks down to quarter of her original size, becoming a flying pixie. In this form, Titania permanently remains in mid-air, using specialized control mechanics to move around the battlefield (very similar to Archwing). She exchanges all of her normal weapons for two proprietary Razorwing Exalted Weapons: the
Dex Pixia{"ReloadRate":"50","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","MaxRank":"30","Image":"DexPixia.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","V","Bar"],"InternalName":"/Lotus/Powersuits/Fairy/FlightPistols","AmmoType":"Secondary","Attacks":[{"IsSilent":false,"CritMultiplier":"2","AmmoCost":"1","ShotType":"Hit-Scan","Range":"300","FireRate":"5.83","Multishot":"1","MaxSpread":"8.5","AttackName":"Normal Attack","MinSpread":"0.2","PunchThrough":"0","StatusChance":"0.25","CritChance":"0.1","Damage":{"Slash":"128","Puncture":"16","Impact":"16"}}],"Traits":["Tenno"],"Trigger":"Auto","Magazine":"60","CompatibilityTags":["POWER_WEAPON","BATTERY"],"Reload":"0.3","AmmoPickup":"0","Slot":"Secondary","Name":"Dex Pixia","Link":"Dex Pixia","ReloadDelay":"0.25","AmmoMax":"0","Accuracy":"23","Users":["Titania","Titania Prime"]} dual machine pistols and the
Diwata{"Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","HeavyAttack":"200","Image":"Diwata.png","_IgnoreInMasteryCount":true,"Introduced":"23.0","Polarities":["V","V","Bar"],"InternalName":"/Lotus/Powersuits/Fairy/FlightSword","Users":["Titania"],"WindUp":"0","FollowThrough":"0.7","Link":"Diwata","MaxRank":"30","SweepRadius":"0.5","CompatibilityTags":["POWER_WEAPON"],"Slot":"Melee","Attacks":[{"CritChance":"0.2","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"20","Puncture":"150","Impact":"30"},"StatusChance":"0.1","IsSilent":true,"FireRate":"1.08"}],"Name":"Diwata","ComboDur":"5","SlideAttack":"429","MeleeRange":"2.5","Traits":["Tenno"],"BlockAngle":"90","DefaultUpgrades":["Razorwing"]} heavy sword. Titania also gains a passive 50% evasion against enemy attacks.
- Dex Pixia has its own unique statistics.
- Base damage is 65 per hit.
- Base damage distribution is 6.5
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 6.5
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 52
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Fires 5.83 shots per second with 40 shots per clip. When not firing, the clip will automatically regenerate 30 shots per second after a 0.3 sec delay.
- Diwata has its own unique statistics.
- Base damage is 160 per hit.
- Base damage distribution is 24
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"}, 120
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and 16
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Attacks 1.08 times per second, and can only hit one enemy per attack.
- When attacking with the Diwata, Titania will dash a short distance to her target.
- While Razorwing is active, Titania will also command 3 Razorfly drones to attack nearby enemies.
- Razorfly drones deal 50 damage; they will swarm an enemy and attack it incessantly until it is killed.
- Razorflies can be killed by enemy fire, and can only be replenished upon Razorwing being recast.
- As a channeled ability, Razorwing consumes 9.38 energy for every second it is active. Razorwing will remain active until it is deactivated by pressing the ability key again, Titania's energy is depleted or Titania herself is killed.
- While Razorwing is active, Titania can continue moving while casting her other abilities.
- Razorwing can damage across the Rift Plane.
Weapons

- Main article: Dex Pixia
The Dex Pixia are Titania{"Sprint":"1","Description":"Titania's fairy-like appearance belies her formidable regal power. The enchantress deals high damage and provides crowd control. She forces opponents to pay homage or perish.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"Titania.png","Type":"Warframe","Introduced":"The Silver Grove","Armor":"105","FullImages":{"Portrait":"TitaniaFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/Fairy","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Progenitor":"Cold","SquadPortrait":"TitaniaLargePortrait.png","Health":"270","Link":"Titania","Portrait":"TitaniaIcon272.png","Polarities":["V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"InitialEnergy":"100","Subsumed":"Spellbind","AuraPolarity":"V","Name":"Titania","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s and
Titania Prime{"Sprint":"1","Description":"Tempting and terrifying, this is Titania in her ultimate form.","Conclave":false,"Shield":"270","SquadPortrait":"TitaniaPrimeLargePortrait.png","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"TitaniaPrime.png","SellPrice":"10000","Introduced":"27.3.6","Armor":"135","FullImages":{"Portrait":"TitaniaPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/TitaniaPrime","Health":"365","Progenitor":"Cold","Type":"Warframe","Mastery":"0","Link":"Titania/Prime","Polarities":["Bar","V","V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"AuraPolarity":"V","InitialEnergy":"125","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Vaulted":true,"Name":"Titania Prime","Sex":"Female","Playstyle":"Damage, Crowd Control","Portrait":"TitaniaPrimeIcon272.png","Energy":"215","CodexSecret":false}'s signature dual pistols, summoned by activating the ability
Razorwing{"Description":"Shrink down and take flight, while razorflies attack nearby enemies.","Cost":"25","Augments":["Razorwing Blitz"],"CardImage":"RazorwingModx256.png","Name":"Razorwing","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyFlightAbility","Key":"4","Icon":"Razorwing130xWhite.png","Powersuit":"Titania"}.
- This weapon deals primarily
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage.
Advantages
- Very high status chance.
- Decent fire rate.
- Adequate magazine size.
- Does not use ammo pickups; ammo regenerates over time.
- Has a 0.3-second delay after the weapon stops firing before regenerating ammo.
- Regenerates 50 ammo per second; takes 1.2 seconds to regenerate a fully depleted magazine.
- Has a 0.3-second delay after the weapon stops firing before regenerating ammo.
- Innate two
and one
polarities.
Disadvantages
- Requires energy to activate and keep active.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods.
- Cannot equip critical related Acolyte Mods (
Sharpened Bullets{"IncompatibilityTags":["POWER_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_DAMAGE"],"MaxRank":"5","Image":"SharpenedBulletsMod.png","Introduced":"18.4.1","Icon":"SharpenedBullets.png","Transmutable":false,"Type":"Pistol","Rarity":"Uncommon","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Sharpened Bullets","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritDamageWhileAimingPistolMod","Description":"On Kill:\r\n+75% Critical Damage when Aiming for 9s","Link":"Sharpened Bullets","CodexSecret":false} and
Hydraulic Crosshairs{"IncompatibilityTags":["POWER_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"5","Image":"HydraulicCrosshairsMod.png","Introduced":"18.4.1","Icon":"HydraulicCrosshairs.png","Transmutable":false,"Type":"Pistol","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Madurai","Name":"Hydraulic Crosshairs","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritChanceWhileAimingPistolMod","Incompatible":["Galvanized Crosshairs"],"Description":"On Headshot:\r\n+135% Critical Chance when Aiming for 9s","Link":"Hydraulic Crosshairs","CodexSecret":false}) or Amalgam Mods (e.g.,
Amalgam Barrel Diffusion{"Description":"+110% Multishot\r\n+60% Dodge Speed","UpgradeTypes":["WEAPON_FIRE_ITERATIONS","AVATAR_ACROBATIC_SPEED","AVATAR_DODGE_SPEED"],"MaxRank":"5","Image":"AmalgamBarrelDiffusionMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Pistol/MultishotDodgeMod","Transmutable":false,"Type":"Pistol","Rarity":"Rare","Tradable":false,"BaseDrain":"10","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Barrel Diffusion","IncompatibilityTags":["SENTINEL_WEAPON","POWER_WEAPON"],"Incompatible":["Barrel Diffusion","Galvanized Diffusion"],"Link":"Amalgam Barrel Diffusion","Icon":"AmalgamBarrelDiffusion.png","CodexSecret":false}).
- This includes mods based on these Acolyte mods, such as
Galvanized Crosshairs{"Description":"On Headshot:\r\n+120% Critical Chance when Aiming for 12s\r\nOn Headshot Kill:\r\n+40% Critical Chance when Aiming for 12s. Stacks up to 5x.","IsFlawed":false,"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"10","Image":"GalvanizedCrosshairsMod.png","Introduced":"30.5","Icon":"GalvanizedCrosshairs.png","Transmutable":false,"Type":"Pistol","Rarity":"Rare","Link":"Galvanized Crosshairs","BaseDrain":"2","Polarity":"Madurai","Tradable":true,"Incompatible":["Hydraulic Crosshairs"],"IncompatibilityTags":["POWER_WEAPON"],"Name":"Galvanized Crosshairs","InternalName":"/Lotus/Upgrades/Mods/Pistol/Event/CritChanceWhileAimingPistolSPMod","IsExilus":false,"Conclave":false,"Class":"Galvanized","CodexSecret":false}.
- This includes mods based on these Acolyte mods, such as
- Does not have an Exilus slot.
- Cannot equip Secondary Arcane Enhancements.

- Main article: Diwata
The Diwata is Titania{"Sprint":"1","Description":"Titania's fairy-like appearance belies her formidable regal power. The enchantress deals high damage and provides crowd control. She forces opponents to pay homage or perish.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"Titania.png","Type":"Warframe","Introduced":"The Silver Grove","Armor":"105","FullImages":{"Portrait":"TitaniaFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/Fairy","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Progenitor":"Cold","SquadPortrait":"TitaniaLargePortrait.png","Health":"270","Link":"Titania","Portrait":"TitaniaIcon272.png","Polarities":["V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"InitialEnergy":"100","Subsumed":"Spellbind","AuraPolarity":"V","Name":"Titania","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s and
Titania Prime{"Sprint":"1","Description":"Tempting and terrifying, this is Titania in her ultimate form.","Conclave":false,"Shield":"270","SquadPortrait":"TitaniaPrimeLargePortrait.png","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"TitaniaPrime.png","SellPrice":"10000","Introduced":"27.3.6","Armor":"135","FullImages":{"Portrait":"TitaniaPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/TitaniaPrime","Health":"365","Progenitor":"Cold","Type":"Warframe","Mastery":"0","Link":"Titania/Prime","Polarities":["Bar","V","V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"AuraPolarity":"V","InitialEnergy":"125","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Vaulted":true,"Name":"Titania Prime","Sex":"Female","Playstyle":"Damage, Crowd Control","Portrait":"TitaniaPrimeIcon272.png","Energy":"215","CodexSecret":false}'s signature heavy blade, summoned by activating the ability
Razorwing{"Description":"Shrink down and take flight, while razorflies attack nearby enemies.","Cost":"25","Augments":["Razorwing Blitz"],"CardImage":"RazorwingModx256.png","Name":"Razorwing","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyFlightAbility","Key":"4","Icon":"Razorwing130xWhite.png","Powersuit":"Titania"}.
- This weapon deals primarily
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"} damage.
- Innate two
and one
polarities.
Advantages
- High critical chance.
- Above average attack speed.
Disadvantages
- Low status chance.
- Requires energy to activate and keep active.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set).
- Heavy Attacks are identical to quick attacks, and thus do not benefit from the Combo Counter or any Heavy Attack or Tennokai mods.
- Cannot equip
Gladiator Rush{"Description":"+6s Combo Duration","UpgradeTypes":["WEAPON_MELEE_COMBO_DURATION_BONUS"],"MaxRank":"5","Image":"GladiatorRushMod.png","Introduced":"22","Icon":"GladiatorRush.png","Transmutable":false,"Type":"Melee","Rarity":"Common","Tradable":true,"BaseDrain":"4","Polarity":"Naramon","Name":"Gladiator Rush","Set":"Gladiator Set","IncompatibilityTags":["POWER_WEAPON","SENTINEL_WEAPON","HOUND_WEAPON"],"Link":"Gladiator Rush","InternalName":"/Lotus/Upgrades/Mods/Sets/Gladiator/MeleeGladiatorRushMod","CodexSecret":false}, Acolyte Mods (except
Focused Defense{"Description":"+20 Parry Angle","IsExilus":true,"UpgradeTypes":["WEAPON_PARRY_ANGLE"],"MaxRank":"3","Image":"FocusedDefenseMod.png","Introduced":"18.4.1","Icon":"FocusedDefense.png","Transmutable":false,"Type":"Melee","Rarity":"Common","Link":"Focused Defense","BaseDrain":"4","Polarity":"Vazarin","Name":"Focused Defense","Tradable":true,"InternalName":"/Lotus/Upgrades/Mods/Melee/Channel/ChannelArmourMod","CodexSecret":false}), or Amalgam Mods (e.g.,
Amalgam Organ Shatter{"Description":"+85% Critical Damage\r\n+60% Heavy Attack Wind Up Speed","UpgradeTypes":["WEAPON_CRIT_DAMAGE","WEAPON_MELEE_HEAVY_CHARGE_SPEED"],"MaxRank":"5","Image":"AmalgamOrganShatterMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Melee/CritDamageChargeSpeedMod","Transmutable":false,"Type":"Melee","Rarity":"Rare","Tradable":false,"BaseDrain":"6","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Organ Shatter","IncompatibilityTags":["SENTINEL_WEAPON","HOUND_WEAPON","POWER_WEAPON"],"Incompatible":["Organ Shatter","Flawed Organ Shatter"],"Link":"Amalgam Organ Shatter","Icon":"AmalgamOrganShatter.png","CodexSecret":false}).
- Cannot equip Melee Arcane Enhancements.
Augment

- Main article: Razorwing Blitz
Razorwing Blitz is a Warframe Augment Mod for Titania{"Sprint":"1","Description":"Titania's fairy-like appearance belies her formidable regal power. The enchantress deals high damage and provides crowd control. She forces opponents to pay homage or perish.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Fairy Queen","Tactical":"Lantern","Image":"Titania.png","Type":"Warframe","Introduced":"The Silver Grove","Armor":"105","FullImages":{"Portrait":"TitaniaFull.png"},"InternalName":"/Lotus/Powersuits/Fairy/Fairy","Passive":"Titania generates Health for herself and nearby allies every time she casts an Ability.","Progenitor":"Cold","SquadPortrait":"TitaniaLargePortrait.png","Health":"270","Link":"Titania","Portrait":"TitaniaIcon272.png","Polarities":["V","D"],"Abilities":["Spellbind","Tribute","Lantern","Razorwing"],"InitialEnergy":"100","Subsumed":"Spellbind","AuraPolarity":"V","Name":"Titania","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Razorwing{"Description":"Shrink down and take flight, while razorflies attack nearby enemies.","Cost":"25","Augments":["Razorwing Blitz"],"CardImage":"RazorwingModx256.png","Name":"Razorwing","Introduced":"The Silver Grove","InternalName":"/Lotus/Powersuits/PowersuitAbilities/FairyFlightAbility","Key":"4","Icon":"Razorwing130xWhite.png","Powersuit":"Titania"}, which boosts the speed of some Warframe and weapon actions when an Ability is cast while the former is channeled.
Rank | Duration | Cost |
---|---|---|
0 | 2s | 6 |
1 | 4s | 7 |
2 | 6s | 8 |
3 | 8s | 9 |
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![]() 1 ![]() |
Well of Life{"Description":"Create a well of life on an enemy who will absorb Status Effect damage intended for nearby allies. Allies gain additional Health when they attack the target. If allies die, enemies in the well of life die in their stead.","Cost":"25","Augments":["Pool of Life"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/WellOfLifeAbility","CardImage":"WellOfLifeModx256.png","Subsumable":true,"Introduced":"4","Powersuit":"Trinity","Key":"1","Icon":"WellOfLife130xWhite.png","Name":"Well of Life"} Create a well of life on an enemy who will absorb Status Effect damage intended for nearby allies. Allies gain additional Health when they attack the target. If allies die, enemies in the well of life die in their stead. Introduced in Update 4 (2012-11-02) |
![]() 100 (max health) |
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Subsumable to Helminth |
Info
- Trinity marks a target within 60 meters. It is marked with bright green for 10 seconds. When Trinity or her allies damage it, they are healed for 20% of the damage dealt. This ability expires if 100 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.
Augment

- Main article: Pool of Life
Pool Of Life is a Warframe Augment Mod that makes enemies marked by Trinity{"Sprint":"1","Description":"Trinity embodies redemption and health. Her extraordinary healing powers support allies. Where others destroy, she restores.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Healer","Tactical":"Energy Vampire","Image":"Trinity.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"TrinityFull.png"},"InternalName":"/Lotus/Powersuits/Trinity/Trinity","Passive":"Revive fallen allies 25% faster and from 50% farther away.","Progenitor":"Cold","SquadPortrait":"TrinityLargePortrait.png","Health":"270","Link":"Trinity","Portrait":"TrinityIcon272.png","Polarities":["D","D"],"Abilities":["Well of Life","Energy Vampire","Link","Blessing"],"InitialEnergy":"75","Subsumed":"Well of Life","AuraPolarity":"D","Name":"Trinity","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Well of Life{"Description":"Create a well of life on an enemy who will absorb Status Effect damage intended for nearby allies. Allies gain additional Health when they attack the target. If allies die, enemies in the well of life die in their stead.","Cost":"25","Augments":["Pool of Life"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/WellOfLifeAbility","CardImage":"WellOfLifeModx256.png","Subsumable":true,"Introduced":"4","Powersuit":"Trinity","Key":"1","Icon":"WellOfLife130xWhite.png","Name":"Well of Life"} drop Health Orbs, with a chance to drop an additional Energy Orb.
Rank | Health Orbs dropped | Energy Orb chance | Cost |
---|---|---|---|
0 | 1 | 100% | 6 |
1 | 2 | 100% | 7 |
2 | 3 | 100% | 8 |
3 | 4 | 100% | 9 |
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Energy Vampire{"Description":"Allies will gain energy over time when enemies are marked with Energy Vampire.","Cost":"50","Augments":["Vampire Leech"],"CardImage":"EnergyVampireModx256.png","Name":"Energy Vampire","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/EnergyVampireAbility","Key":"2","Icon":"EnergyVampire130xWhite.png","Powersuit":"Trinity"} Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) |
![]() 5% (damage percentage) |
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![]() 16 m (pulse radius) |
Info
- Trinity marks a target within 16 meters. It shines bright blue and emits 4 pulses over 10 seconds. Each pulse restores 10 energy to Tenno within 16 meters, and the target is dealt 5% of its remaining health as
True{"GlyphImage":"EssentialTrueGlyph.png","Link":"Damage/True Damage","Color":"#664d00","DarkModeColor":"#dda700","ColorBorder":"#d8a12b","BypassNotes":["5"],"Bypass":["Tenno Armor"],"ColorBackground":"#ddd6c7","Icon":"DmgTrueSmall64.png","InternalName":"DT_FINISHER","Name":"True"} Damage bypassing the target's Shields.
- Has a cast delay of 0.6 seconds. Not recastable while active.
- After the cast delay, the animation takes another 0.6 seconds to finish. After this Trinity can move freely again. This delay is affected by casting speed mods as well.
- Multiple Trinities cannot drain energy from a single target simultaneously.
Augment

- Main article: Vampire Leech
Vampire Leech is a Warframe Augment Mod for Trinity{"Sprint":"1","Description":"Trinity embodies redemption and health. Her extraordinary healing powers support allies. Where others destroy, she restores.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Healer","Tactical":"Energy Vampire","Image":"Trinity.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"TrinityFull.png"},"InternalName":"/Lotus/Powersuits/Trinity/Trinity","Passive":"Revive fallen allies 25% faster and from 50% farther away.","Progenitor":"Cold","SquadPortrait":"TrinityLargePortrait.png","Health":"270","Link":"Trinity","Portrait":"TrinityIcon272.png","Polarities":["D","D"],"Abilities":["Well of Life","Energy Vampire","Link","Blessing"],"InitialEnergy":"75","Subsumed":"Well of Life","AuraPolarity":"D","Name":"Trinity","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false} that causes
Energy Vampire{"Description":"Allies will gain energy over time when enemies are marked with Energy Vampire.","Cost":"50","Augments":["Vampire Leech"],"CardImage":"EnergyVampireModx256.png","Name":"Energy Vampire","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/EnergyVampireAbility","Key":"2","Icon":"EnergyVampire130xWhite.png","Powersuit":"Trinity"} to convert excess energy into Shields, and will even boost into Overshields.
Rank | Shield Recharge | Cost |
---|---|---|
0 | 150% | 6 |
1 | 175% | 7 |
2 | 200% | 8 |
3 | 225% | 9 |
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![]() 3 ![]() |
Link{"Description":"Any damage taken while Link is active will be channeled to a nearby enemy.","Cost":"75","Augments":["Abating Link"],"CardImage":"LinkModx256.png","Name":"Link","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LinkAbility","Key":"3","Icon":"Link130xWhite.png","Powersuit":"Trinity"} Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
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Misc:
100% (damage reduction) |
Info
- Trinity links with the closest enemies over a duration 15 seconds, reducing and transferring incoming damage by 100% while channeling the damage back to her attackers up to 3 enemies within 12 meters.
- Self-inflicted damage and friendly fire is not transferred and will have 20% damage reduction.
- Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
- Trinity and linked enemies will shine the color of her energy.
- Has a cast delay of ~0.6 seconds.
- Cannot be recast while active.
Augment

- Main article: Abating Link
Abating Link is a Warframe Augment Mod for Trinity{"Sprint":"1","Description":"Trinity embodies redemption and health. Her extraordinary healing powers support allies. Where others destroy, she restores.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Healer","Tactical":"Energy Vampire","Image":"Trinity.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"TrinityFull.png"},"InternalName":"/Lotus/Powersuits/Trinity/Trinity","Passive":"Revive fallen allies 25% faster and from 50% farther away.","Progenitor":"Cold","SquadPortrait":"TrinityLargePortrait.png","Health":"270","Link":"Trinity","Portrait":"TrinityIcon272.png","Polarities":["D","D"],"Abilities":["Well of Life","Energy Vampire","Link","Blessing"],"InitialEnergy":"75","Subsumed":"Well of Life","AuraPolarity":"D","Name":"Trinity","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Link{"Description":"Any damage taken while Link is active will be channeled to a nearby enemy.","Cost":"75","Augments":["Abating Link"],"CardImage":"LinkModx256.png","Name":"Link","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LinkAbility","Key":"3","Icon":"Link130xWhite.png","Powersuit":"Trinity"} that reduces the armor of all connected enemies.
Rank | Armor Reduction | Cost |
---|---|---|
0 | 30% | 6 |
1 | 40% | 7 |
2 | 50% | 8 |
3 | 60% | 9 |
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![]() 4 ![]() |
Blessing{"Description":"Restore the health and shields of allies within Affinity Range while reducing the damage they take from enemies.","Cost":"100","Augments":["Champion's Blessing"],"CardImage":"BlessingModx256.png","Name":"Blessing","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BlessingAbility","Key":"4","Icon":"Blessing130xWhite.png","Powersuit":"Trinity"} Restore the health and shields of allies within Affinity Range while reducing the damage they take from enemies. Introduced in Update 4 (2012-11-02) |
![]() 50% damage resistance |
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Misc: 50m (affinity range) |
Info
- Trinity restores 80% of her allies' shields and health within shared Affinity range (default 50 meters). Allies will be granted 50% damage resistance for 10 seconds.
- Amount of damage resistance is displayed in the player UI upon casting.
- Blessing does not grant immunity from Status Effects such as Knockdowns and
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}.
- Even if Trinity dies while casting, the healing and damage resistance will still be granted to her allies. The damage resistance for Trinity will not apply.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Can be cast while in midair.
- Cast time delay of 0.5 seconds.
- Can be recast while active. Blessing's previous damage resistance values will be overridden.
Augment

- Main article: Champion's Blessing
Champion's Blessing is a Warframe Augment Mod for Trinity{"Sprint":"1","Description":"Trinity embodies redemption and health. Her extraordinary healing powers support allies. Where others destroy, she restores.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Healer","Tactical":"Energy Vampire","Image":"Trinity.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"TrinityFull.png"},"InternalName":"/Lotus/Powersuits/Trinity/Trinity","Passive":"Revive fallen allies 25% faster and from 50% farther away.","Progenitor":"Cold","SquadPortrait":"TrinityLargePortrait.png","Health":"270","Link":"Trinity","Portrait":"TrinityIcon272.png","Polarities":["D","D"],"Abilities":["Well of Life","Energy Vampire","Link","Blessing"],"InitialEnergy":"75","Subsumed":"Well of Life","AuraPolarity":"D","Name":"Trinity","Sex":"Female","Playstyle":"Support","SellPrice":"10000","Energy":"175","CodexSecret":false}'s
Blessing{"Description":"Restore the health and shields of allies within Affinity Range while reducing the damage they take from enemies.","Cost":"100","Augments":["Champion's Blessing"],"CardImage":"BlessingModx256.png","Name":"Blessing","Introduced":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/BlessingAbility","Key":"4","Icon":"Blessing130xWhite.png","Powersuit":"Trinity"} that increases their own primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.
Rank | Duration | Max Critical Chance Bonus | Cost |
---|---|---|---|
0 | 12s | +350% | 6 |
1 | 18s | +350% | 7 |
2 | 24s | +350% | 8 |
3 | 30s | +350% | 9 |
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Rip Line{"Description":"Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location.","Cost":"25","Augments":["Swing Line"],"CardImage":"RipLineModx256.png","Name":"Rip Line","Introduced":"11","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GrappleHookAbility","Key":"1","Icon":"RipLine130xWhite.png","Powersuit":"Valkyr"} Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location. Introduced in Update 11.0 (2013-11-20) |
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Info
- Valkyr fires a grappling hook that covers a range of 26 meters. If the hook hits terrain or an ally, Valkyr will be pulled towards the hook's location. If an enemy is hooked, they will be knocked down and will be dealt 30
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- The more vertical the pull of Rip Line is, the stronger it will be, making it far more effective at vertical traversal than horizontal traversal.
- Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- If Rip Line is successfully cast within a window of 1 second after the previous cast, its damage will be multiplied by 20%, and its energy cost will be reduced by 50%. Any successful cast thereafter will multiply Rip Line's damage by 40% and reduce its energy cost by 75%.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage and energy cost will reset.
- Rip Line is a one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. When used upon allies, both Valkyr and the ally will also treat this action as a one-handed ability. However, casting on enemies will cause interruption.
- Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time.
- Has a cast delay of about ~0.9 seconds between uses.
Augment

- Main article: Swing Line
Swing Line is a Warframe Augment Mod for Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that enables the ability to, after an initial cast of
Rip Line{"Description":"Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location.","Cost":"25","Augments":["Swing Line"],"CardImage":"RipLineModx256.png","Name":"Rip Line","Introduced":"11","InternalName":"/Lotus/Powersuits/PowersuitAbilities/GrappleHookAbility","Key":"1","Icon":"RipLine130xWhite.png","Powersuit":"Valkyr"}, grant successive uses of Rip Line without using energy if cast while airborne and inside the combo window. It also passively increases Parkour Velocity.
Rank | Casts | Parkour Velocity | Cost |
---|---|---|---|
0 | 1 | +5% | 6 |
1 | 2 | +10% | 7 |
2 | 3 | +15% | 8 |
3 | 4 | +20% | 9 |
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Warcry{"Description":"Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.","Cost":"75","Augments":["Eternal War"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BerserkerScreamAbility","CardImage":"WarcryModx256.png","Subsumable":true,"Introduced":"11","Powersuit":"Valkyr","Key":"2","Icon":"Warcry130xWhite.png","Name":"Warcry"} Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies. Introduced in Update 11.0 (2013-11-20) |
![]() 50% (armor buff) 15% (slow) |
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Subsumable to Helminth |
Info
- Valkyr lets out a rallying cry, bolstering the melee attack speed and defenses of herself and her allies while diminishing the melee attack speed and mobility of her enemies within 12 meters. Affected allies will gain 30% attack speed and 50% armor, and affected enemies will have their actions slowed by 15%. The effects last for 12 seconds.
Augment

- Main article: Eternal War
Eternal War is a Warframe Augment Mod for Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that extends
Warcry{"Description":"Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.","Cost":"75","Augments":["Eternal War"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/BerserkerScreamAbility","CardImage":"WarcryModx256.png","Subsumable":true,"Introduced":"11","Powersuit":"Valkyr","Key":"2","Icon":"Warcry130xWhite.png","Name":"Warcry"}'s duration for each melee kill.
Rank | Duration bonus | Cost |
---|---|---|
0 | 1.25 | 6 |
1 | 1.5 | 7 |
2 | 1.75 | 8 |
3 | 2 | 9 |
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Paralysis{"Description":"Valkyr unleashes her shields, stunning and damaging enemies around her.","Cost":"5","Augments":["Prolonged Paralysis"],"CardImage":"ParalysisModx256.png","Name":"Paralysis","Introduced":"11","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldBashAbility","Key":"3","Icon":"Paralysis130xWhite.png","Powersuit":"Valkyr"} Valkyr unleashes her shields, stunning and damaging enemies around her. Introduced in Update 11.0 (2013-11-20) |
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Misc: 33% (self-shield depletion) |
Info
- Valkyr discharges her shields,
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"}ing enemies within 6 meters while draining 33% of her current shields.
- The
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"} will still apply even when Valkyr’s shields are depleted.
- The
Augment

- Main article: Prolonged Paralysis
Prolonged Paralysis is a Warframe Augment Mod for Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that causes
Paralysis{"Description":"Valkyr unleashes her shields, stunning and damaging enemies around her.","Cost":"5","Augments":["Prolonged Paralysis"],"CardImage":"ParalysisModx256.png","Name":"Paralysis","Introduced":"11","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldBashAbility","Key":"3","Icon":"Paralysis130xWhite.png","Powersuit":"Valkyr"} to pull affected enemies towards her and inflict
Knockdown{"Status":["Knock down enemy, opening them up to ground finishers"],"Name":"Knockdown","Link":"Knockdown","Color":"#5d5d5d","Icon":"Knockdown_b.png","InternalName":"PT_KNOCKED_DOWN","DarkModeColor":"#d5d5d5"}.
Rank | Duration bonus | Cost |
---|---|---|
0 | 50% | 6 |
1 | 100% | 7 |
2 | 150% | 8 |
3 | 200% | 9 |
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Hysteria{"Description":"Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.","Cost":"25","Augments":["Enraged","Hysterical Assault"],"Powersuit":"Valkyr","CardImage":"HysteriaModx256.png","Name":"Hysteria","Introduced":"11","Icon":"Hysteria130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LastStandAbility","Weapon":"Valkyr Talons"} Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20) |
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Misc:
17% (lifesteal) |
Info
- Valkyr must have max energy in order to activate the ability
- Overcome with rage, Valkyr unleashes a pair of energy talons and grants resistance to damage and immunity to status effects. Normal attacks deal 145 damage within 2 meters.
- Damage is distributed evenly between
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"},
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}.
- Valkyr gains a 5 meter Martial Magnetism while in Hysteria, which allows her to lock on towards targets.
- While Hysteria is active, its claws are the only weapon Valkyr can use. However, her other abilities can still be cast normally.
- Hysteria consumes 7.5 energy per second while active. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
- Damage is distributed evenly between
- Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
- Hysteria's attacks can damage enemies across the Rift Plane.
Weapon

- Main article: Valkyr Talons
Valkyr Talons are Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} and
Valkyr Prime{"Sprint":"1.1","Description":"A proud fighter emerges unscarred by time or malice. Featuring altered mod polarities allow for greater customization.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"ValkyrPrime.png","SquadPortrait":"ValkyrPrimeLargePortrait.png","Introduced":"19.0.7","Armor":"735","FullImages":{"Portrait":"ValkyrPrimeFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/ValkyrPrime","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr/Prime","Portrait":"Valkyr PrimeIcon272.png","Polarities":["V","V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"100","AuraPolarity":"V","Vaulted":false,"Name":"Valkyr Prime","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false}'s signature Exalted Weapon, summoned by activating the ability
Hysteria{"Description":"Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.","Cost":"25","Augments":["Enraged","Hysterical Assault"],"Powersuit":"Valkyr","CardImage":"HysteriaModx256.png","Name":"Hysteria","Introduced":"11","Icon":"Hysteria130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LastStandAbility","Weapon":"Valkyr Talons"}. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate
and two
polarities.
- Negates the infinite combo extender of
Xoris{"SellPrice":"5000","BlockAngle":"55","Introduced":"28","SlideAttack":"240","InternalName":"/Lotus/Weapons/Corpus/Melee/Glaive/CrpGhostCatcherGlaive/CrpGhostCatcherGlaive","Link":"Xoris","SweepRadius":"0.25","SlamElement":"Electricity","Family":"Xoris","Disposition":"0.65","CodexSecret":true,"HeavySlamAttack":"360","Conclave":false,"_TooltipAttackDisplay":"7","Class":"Glaive","HeavyAttack":"0","Image":"Xoris.png","StancePolarity":"Naramon","FollowThrough":"0.7","HeavySlamRadius":"8","WindUp":"1.2","Traits":["Corpus"],"SlamForcedProcs":["Impact"],"Mastery":"4","MeleeRange":"1.3","CompatibilityTags":["GLAIVES_STANCE"],"MaxRank":"30","Attacks":[{"CritChance":"0.2","CritMultiplier":"2.4","AttackName":"Normal Attack","Damage":{"Slash":"55.2","Puncture":"40.8","Impact":"24"},"StatusChance":"0.18","IsSilent":true,"FireRate":"1.17"},{"IsSilent":true,"Range":"22","FireRate":"1.17","CritMultiplier":"2.4","CritChance":"0.2","ForcedProcs":["Impact"],"AttackName":"Throw","ShotType":"Thrown","StatusChance":"0.18","ShotSpeed":"25","Damage":{"Slash":"55.2","Puncture":"40.8","Impact":"24"}},{"IsSilent":true,"Falloff":{"EndRange":"8","Reduction":"0.7","StartRange":"0"},"Range":"8","FireRate":"1.17","CritMultiplier":"2.4","AttackName":"Throw Bounce Explosion","CritChance":"0.2","StatusChance":"0.18","ShotType":"AoE","Damage":{"Electricity":"250"}},{"CritChance":"0.2","Falloff":{"EndRange":"8","Reduction":"0","StartRange":"0"},"Range":"8","FireRate":"1.17","CritMultiplier":"2.4","ForcedProcs":["Impact","Electricity"],"AttackName":"Throw Recall Explosion","IsSilent":true,"StatusChance":"0.18","ShotType":"AoE","Damage":{"Electricity":"500"}},{"ChargeTime":"1.192","IsSilent":true,"Range":"22","FireRate":"0.833","CritMultiplier":"2.4","CritChance":"0.22","ForcedProcs":["Impact"],"AttackName":"Charged Throw","ShotType":"Thrown","StatusChance":"0.2","ShotSpeed":"25","Damage":{"Slash":"110.4","Puncture":"81.6","Impact":"48"}},{"ChargeTime":"1.192","IsSilent":true,"Falloff":{"EndRange":"9","Reduction":"0.7","StartRange":"0"},"Range":"9","FireRate":"0.833","CritMultiplier":"2.4","AttackName":"Charged Throw Bounce Explosion","CritChance":"0.22","StatusChance":"0.2","ShotType":"AoE","Damage":{"Electricity":"500"}},{"ChargeTime":"1.192","CritChance":"0.22","Falloff":{"EndRange":"9","Reduction":"0","StartRange":"0"},"Range":"9","FireRate":"0.833","CritMultiplier":"2.4","ForcedProcs":["Impact","Electricity"],"AttackName":"Charged Throw Recall Explosion","IsSilent":true,"StatusChance":"0.2","ShotType":"AoE","Damage":{"Electricity":"1000"}}],"HeavySlamElement":"Electricity","Name":"Xoris","Slot":"Melee","SlamAttack":"240","SlamRadius":"6","HeavySlamForcedProcs":["Lifted"],"Polarities":[]}, resetting combo count on activation.
Advantages:
- Tied with
Desert Wind{"BlockAngle":"60","HeavySlamAttack":"750","FollowThrough":"1","HeavySlamRadius":"9","_TooltipAttackDisplay":"1","Class":"Exalted Weapon","HeavyAttack":"3750","Users":["Baruuk"],"MeleeRange":"1.2","Image":"DesertWind.png","_IgnoreInMasteryCount":true,"Introduced":"24.2","Polarities":["V","V","D"],"MaxRank":"30","InternalName":"/Lotus/Powersuits/Pacifist/PacifistFist","ComboDur":"5","SlamForcedProcs":["Ragdoll"],"WindUp":"0.5","Link":"Desert Wind","Traits":["Tenno"],"SlideAttack":"750","SweepRadius":"0.25","SlamElement":"Impact","CompatibilityTags":["POWER_WEAPON"],"Attacks":[{"CritChance":"0.5","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Impact":"250"},"StatusChance":"0.15","IsSilent":true,"FireRate":"1"}],"HeavySlamElement":"Blast","Name":"Desert Wind","Slot":"Melee","SlamAttack":"500","SlamRadius":"8","Conclave":false,"DefaultUpgrades":["Serene Storm"]} for the highest critical chance of all melee weapons.
- Innate 5% lifesteal.
- Very high attack speed.
Disadvantages:
- Low status chance.
- Short range.
- Requires energy to activate and keep active.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe or Melee, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except
Drifting Contact{"IncompatibilityTags":["SENTINEL_WEAPON","HOUND_WEAPON"],"UpgradeTypes":["WEAPON_MELEE_COMBO_DURATION_BONUS","WEAPON_PROC_CHANCE"],"MaxRank":"3","Image":"DriftingContactMod.png","Introduced":"Recurring Nightmares","InternalName":"/Lotus/Upgrades/Mods/Melee/DualStat/ComboTimeStatusChanceMod","Transmutable":false,"Type":"Melee","Rarity":"Rare","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Drifting Contact","Icon":"DriftingContact.png","Description":"+10s Combo Duration\r\n+40% Status Chance","Link":"Drifting Contact","CodexSecret":false}), Acolyte Mods (e.g.,
Blood Rush{"IncompatibilityTags":["POWER_WEAPON","SENTINEL_WEAPON","HOUND_WEAPON"],"UpgradeTypes":["WEAPON_CRIT_CHANCE"],"MaxRank":"10","Image":"BloodRushMod.png","Introduced":"18.4.1","InternalName":"/Lotus/Upgrades/Mods/Melee/Event/ComboCritChanceMod","Transmutable":false,"Type":"Melee","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Madurai","Name":"Blood Rush","Icon":"BloodRush.png","Description":"+40% Critical Chance stacks with Combo Multiplier","Link":"Blood Rush","CodexSecret":false}), or Amalgam Mods (e.g.,
Amalgam Organ Shatter{"Description":"+85% Critical Damage\r\n+60% Heavy Attack Wind Up Speed","UpgradeTypes":["WEAPON_CRIT_DAMAGE","WEAPON_MELEE_HEAVY_CHARGE_SPEED"],"MaxRank":"5","Image":"AmalgamOrganShatterMod.png","Introduced":"24.4","InternalName":"/Lotus/Upgrades/Mods/DualSource/Melee/CritDamageChargeSpeedMod","Transmutable":false,"Type":"Melee","Rarity":"Rare","Tradable":false,"BaseDrain":"6","Polarity":"Madurai","Class":"Amalgam","Name":"Amalgam Organ Shatter","IncompatibilityTags":["SENTINEL_WEAPON","HOUND_WEAPON","POWER_WEAPON"],"Incompatible":["Organ Shatter","Flawed Organ Shatter"],"Link":"Amalgam Organ Shatter","Icon":"AmalgamOrganShatter.png","CodexSecret":false}).
- Cannot equip Melee Arcane Enhancements.
Stance

- Main article: Hysteria (Stance)
Hysteria is a unique Stance exclusive to Valkyr Talons{"FollowThrough":"1","HeavySlamAttack":"750","HeavySlamRadius":"7","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Exalted Weapon","MaxRank":"30","Users":["Valkyr"],"SlamAttack":"500","HeavySlamForcedProcs":["Lifted"],"BlockAngle":"60","Introduced":"23.0","Polarities":["V","Bar","Bar"],"Image":"ValkyrTalons.png","InternalName":"/Lotus/Powersuits/Berserker/BerserkerMelee","Name":"Valkyr Talons","SlamForcedProcs":["Ragdoll"],"WindUp":"0.5","Traits":["Tenno"],"Link":"Valkyr Talons","SlideAttack":"750","SweepRadius":"0.25","CompatibilityTags":["POWER_WEAPON"],"Slot":"Melee","Attacks":[{"CritChance":"0.5","CritMultiplier":"2","AttackName":"Normal Attack","Damage":{"Slash":"83.3","Puncture":"83.3","Impact":"83.3"},"StatusChance":"0.1","IsSilent":true,"FireRate":"1.5"}],"HeavySlamElement":"Blast","ComboDur":"5","_IgnoreInMasteryCount":true,"MeleeRange":"1.7","SlamRadius":"6","HeavyAttack":"2083","DefaultUpgrades":["Hysteria"]} that can only be acquired and used by activating
Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false}'s fourth ability,
Hysteria{"Description":"Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.","Cost":"25","Augments":["Enraged","Hysterical Assault"],"Powersuit":"Valkyr","CardImage":"HysteriaModx256.png","Name":"Hysteria","Introduced":"11","Icon":"Hysteria130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LastStandAbility","Weapon":"Valkyr Talons"}. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ![]() | |||||||||||||||||||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ![]() | |||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ![]() | |||||||||||||||||||||||
Block (While Blocking) |
Delirium | ![]() 100% ![]() 100% ![]() ![]() |
416.7%/s | 2.4s | ![]() | ||||||||||||||||||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ![]() | |||||||||||||||||||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ![]() | |||||||||||||||||||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ![]() | |||||||||||||||||||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ![]() | |||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ![]() | |||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 0.0%/s | 0.7s | ![]() | |||||||||||||||||||||||
View Full Legend
View Full Legend
|
Augment

- Main article: Enraged
Enraged is a Warframe Augment Mod for Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Hysteria{"Description":"Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.","Cost":"25","Augments":["Enraged","Hysterical Assault"],"Powersuit":"Valkyr","CardImage":"HysteriaModx256.png","Name":"Hysteria","Introduced":"11","Icon":"Hysteria130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LastStandAbility","Weapon":"Valkyr Talons"} that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
Rank | Damage & Critical Chance Bonus | Hysteria Duration | Hysteria Cooldown | Cost |
---|---|---|---|---|
0 | +125% | 15s | 15s | 6 |
1 | +150% | 15s | 15s | 7 |
2 | +175% | 15s | 15s | 8 |
3 | +200% | 15s | 15s | 9 |

- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr{"Sprint":"1.1","Description":"Valkyr was modified into a highly motivated and fearsome killer. She is adept at dealing damage and surviving. Her battle cry strikes terror into all who hear it.","Conclave":true,"Shield":"135","ShieldRank30":"185","MaxRank":"30","Themes":"Berserker, Feline","Tactical":"Warcry","Image":"Valkyr.png","SquadPortrait":"ValkyrLargePortrait.png","Introduced":"11","Armor":"630","FullImages":{"Portrait":"ValkyrFull.png"},"InternalName":"/Lotus/Powersuits/Berserker/Berserker","Passive":"Recover 50% faster from being knocked down.","Progenitor":"Electricity","Type":"Warframe","Health":"270","Link":"Valkyr","Portrait":"ValkyrIcon272.png","Polarities":["V","V"],"Abilities":["Rip Line","Warcry","Paralysis","Hysteria"],"InitialEnergy":"50","Subsumed":"Warcry","AuraPolarity":"V","Name":"Valkyr","Sex":"Female","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"100","CodexSecret":false} that allows her to pounce onto enemies while in
Hysteria{"Description":"Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.","Cost":"25","Augments":["Enraged","Hysterical Assault"],"Powersuit":"Valkyr","CardImage":"HysteriaModx256.png","Name":"Hysteria","Introduced":"11","Icon":"Hysteria130xWhite.png","Key":"4","InternalName":"/Lotus/Powersuits/PowersuitAbilities/LastStandAbility","Weapon":"Valkyr Talons"} by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria.
Rank | Leap distance | Invulnerability duration | Cost |
---|---|---|---|
0 | 25m | 0.5s | 6 |
1 | 30m | 0.5s | 7 |
2 | 40m | 0.5s | 8 |
3 | 50m | 0.5s | 9 |
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![]() 1 ![]() |
Shock{"Description":"Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.","Cost":"15","Augments":["Shock Trooper"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShockAbility","CardImage":"ShockModx256.png","Subsumable":true,"Introduced":"5.3","Powersuit":"Volt","Key":"1","Icon":"Shock130xWhite.png","Name":"Shock"} Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies. Introduced in Update 5.3 (2013-01-10) |
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Misc:
3 (chain links) | |||
Subsumable to Helminth |
Info
- Volt releases an arc discharge at a specified location that can chain to enemies within 10 meters of each point of contact. The arc can chain a maximum of 3 times and inflicts 30
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage with a 100% status chance to each enemy.
- Shock's first point of contact can only be an enemy:
- By aiming the arc directly at an enemy, Shock will have the potential to damage and stun a maximum of 3 enemies per cast.
- Shock can only chain to enemies within the arc's line of sight (e.g., Shock will not phase through obstacles in the environment to reach enemies within range).
- Shock's first point of contact can only be an enemy:
- Can be used while performing many actions without interrupting them, including reloading.
Augment

- Main article: Shock Trooper
Shock Trooper is a Warframe Augment Mod for Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that allows
Shock{"Description":"Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.","Cost":"15","Augments":["Shock Trooper"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShockAbility","CardImage":"ShockModx256.png","Subsumable":true,"Introduced":"5.3","Powersuit":"Volt","Key":"1","Icon":"Shock130xWhite.png","Name":"Shock"} to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage to all attacks.
Rank | ![]() |
Duration | Range | Cost |
---|---|---|---|---|
0 | 50% | 28s | 15m | 6 |
1 | 65% | 32s | 15m | 7 |
2 | 80% | 36s | 15m | 8 |
3 | 100% | 40s | 15m | 9 |
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![]() 2 ![]() |
Speed{"Description":"Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time.","Cost":"25","Augments":["Shocking Speed"],"CardImage":"SpeedModx256.png","Name":"Speed","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SpeedAbility","Key":"2","Icon":"Speed130xWhite.png","Powersuit":"Volt"} Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time. Introduced in Update 5.3 (2013-01-10) |
![]() 15% (reload speed buff) |
![]() | |||
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Info
- Volt energizes the surrounding area, increasing the attack speed and mobility for himself. Volt will gain 15% weapon reload speed and 35% melee attack speed and movement speed bonuses. The effects last for 3 seconds.
- Increases the distance of combat maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.
- Can be used while performing many actions without interrupting them, including reloading.
- Can be recast while active to refresh duration.
Augment

- Main article: Shocking Speed
Shocking Speed is a Warframe Augment Mod for Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Speed{"Description":"Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time.","Cost":"25","Augments":["Shocking Speed"],"CardImage":"SpeedModx256.png","Name":"Speed","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/SpeedAbility","Key":"2","Icon":"Speed130xWhite.png","Powersuit":"Volt"} that causes him and his allies to inflict
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage and status to enemies within close proximity while moving.
Rank | ![]() |
Range | Cost |
---|---|---|---|
0 | 75 | 3m | 6 |
1 | 150 | 3m | 7 |
2 | 225 | 3m | 8 |
3 | 300 | 3m | 9 |
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![]() 3 ![]() |
Electric Shield{"Description":"Volt deploys an obstacle of energy, providing cover in any situation.","Cost":"50","Augments":["Recharge Barrier","Transistor Shield"],"CardImage":"ElectricShieldModx256.png","Name":"Electric Shield","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldAbility","Key":"3","Icon":"ElectricShield130xWhite.png","Powersuit":"Volt"} Volt deploys an obstacle of energy, providing cover in any situation. Introduced in Update 5.3 (2013-01-10) |
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Misc:
50% (damage bonus) |
Info
- Shots fired through Electric Shield by Volt and his allies will gain 50%
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage.
- Cannot be hit with hitscan or projectile weapons with Punch Through, but melee attacks & abilities can still hit Volt through Electric Shield.
- "Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
- Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 14 seconds.
- As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
- The Static Shield can only be cast a maximum of 2 times. Casting after the maximum will remove the earliest Static Shield and create a new one where cast.
- A Static Shield cannot be cast while a Current Shield is equipped.
- "Current" refers to an electrical current, which is the flow or movement of electrons.
- Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
- The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
- When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons and will have his speed and mobility reduced.
- Volt will be drained 2 energy for every 2 meters he travels with the Current Shield equipped.
- Note that despite the drain rate the Current Shield will still disappear when the 14 second time limit is reached.
- Only one Current Shield can be equipped at a time.
- Casting Shock through an Electric Shield will electrify it, inflicting 50% of Shock's damage to enemies that pass through it.
Augment

- Main article: Recharge Barrier
Recharge Barrier is a PvE and Conclave Warframe Augment Mod for Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Electric Shield{"Description":"Volt deploys an obstacle of energy, providing cover in any situation.","Cost":"50","Augments":["Recharge Barrier","Transistor Shield"],"CardImage":"ElectricShieldModx256.png","Name":"Electric Shield","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldAbility","Key":"3","Icon":"ElectricShield130xWhite.png","Powersuit":"Volt"} that restores allies' shields when they pass through the barrier.

- Main article: Transistor Shield
Transistor Shield is a Warframe Augment Mod for Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Electric Shield{"Description":"Volt deploys an obstacle of energy, providing cover in any situation.","Cost":"50","Augments":["Recharge Barrier","Transistor Shield"],"CardImage":"ElectricShieldModx256.png","Name":"Electric Shield","Introduced":"5.3","InternalName":"/Lotus/Powersuits/PowersuitAbilities/ShieldAbility","Key":"3","Icon":"ElectricShield130xWhite.png","Powersuit":"Volt"} that allows allies to pick up and move Electric Shields. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.
Rank | Damage Absorbed | Cost |
---|---|---|
0 | 150% | 6 |
1 | 200% | 7 |
2 | 250% | 8 |
3 | 300% | 9 |
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![]() 4 ![]() |
Discharge{"Description":"Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.","Cost":"100","Augments":["Capacitance"],"CardImage":"DischargeModx256.png","Name":"Discharge","Introduced":"18.13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/OverLoadAbility","Key":"4","Icon":"Discharge130xWhite.png","Powersuit":"Volt"} Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies. Introduced in Update 18.13 (2016-05-27) |
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![]() 4 m (Tesla Radius) | |||
Misc:
1 s (Ability Duration) |
Info
- Volt emits a powerful electric pulse over 8 meters, any enemies that are hit with the initial pulse or that enter the pulse's area in first 1 seconds after the cast will be damaged for the entire 3 second Effect Duration and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 meters.
- Tesla Arcs are not obstructed by the environment.
- Effected enemies will remain undamaged by Discharge itself for the first .5 seconds, then begin to damage themselves for 50
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage per tick for the remaining Effect Duration.
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage ticks twice every second.
- Enemies can still receive damage from outside sources during the initial .5 seconds of Discharge (e.g. Tesla Damage from other nearby enemies).
- Tesla Damage deals 50
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage per tick to hostiles within 4 meters of each other.
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage ticks twice every second.
- Discharge Damage, Tesla Damage, and Effect Duration all have falloff over the 8m range.
- At the casting point Discharge Damage, Tesla Damage, and Effect Duration remain at 100%, linearly decreasing until all reach 50% of their respective values at 8 meters from the cast point.
Augment

- Main article: Capacitance
Capacitance is a Warframe Augment Mod for Volt{"Sprint":"1","Description":"Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Electricity","Tactical":"Speed","Image":"Volt.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"VoltFull.png"},"InternalName":"/Lotus/Powersuits/Volt/Volt","Passive":"Grounded movement generates an electrical charge building up 1000 Damage per meter that is unleashed with the next attack.","Progenitor":"Electricity","SquadPortrait":"VoltLargePortrait.png","Health":"270","Link":"Volt","Portrait":"VoltIcon272.png","Polarities":["Bar","V"],"Abilities":["Shock","Speed","Electric Shield","Discharge"],"InitialEnergy":"50","Subsumed":"Shock","AuraPolarity":"V","Name":"Volt","Sex":"Male","Playstyle":"Damage","SellPrice":"10000","Energy":"100","CodexSecret":false} that converts a percentage of damage dealt by
Discharge{"Description":"Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.","Cost":"100","Augments":["Capacitance"],"CardImage":"DischargeModx256.png","Name":"Discharge","Introduced":"18.13","InternalName":"/Lotus/Powersuits/PowersuitAbilities/OverLoadAbility","Key":"4","Icon":"Discharge130xWhite.png","Powersuit":"Volt"} into shields, split between himself and allies.
Rank | Shield Bonus | Cost |
---|---|---|
0 | 1.5% | 6 |
1 | 2% | 7 |
2 | 2.5% | 8 |
3 | 3% | 9 |
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![]() 1 ![]() -12.5 (airborne) +5/s hovering |
Tail Wind{"Description":"From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.","Cost":"25","Augments":["Target Fixation"],"CardImage":"TailWindModx256.png","Name":"Tail Wind","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TailWindAbility","Key":"1","Icon":"TailWind130xWhite.png","Powersuit":"Zephyr"} From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below. Introduced in Update 12.0 (2014-02-05) |
![]() 50 (jump damage) |
![]() ≤ 7.5 m (hover height) | |||
![]() 6 m (explosion radius) | |||
Misc:
1 s (dash duration) |
Info
- Zephyr generates a powerful gust of wind for propulsion, as she soars toward the aiming reticle at a speed of 30 meters per second for 1 second. While in flight, Zephyr rides an air current with a 2 meters radius, which inflicts 50
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"} damage and knockdown to all enemies it contacts.
- Casting Tail Wind while Zephyr is airborne halves the energy cost.
- If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward. Holding the ability key (default 1 ) instead prepares Zephyr for a Hover Jump technique.
- If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or at a slight angle toward the ground causes Zephyr to perform a Dive Bomb technique.
- Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends.
- Each Tail Wind dash resets Aim Glide, allowing Zephyr to perform this maneuver repeatedly without landing.
- Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions:
- While Zephyr is on the ground, holding the ability key (default 1 ) for up to 2 seconds causes Zephyr to brace for launch as she generates force for liftoff. Once fully charged, Zephyr skyrockets upward to a maximum height of 7.5 meters; enemies within a 6 meters radius around the launch point are inflicted 80
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage and suffer a knockdown. At the apex of the jump, Zephyr suspends herself in midair and hover in place for up to 5 seconds at full charge.
- Due to Hover Jump requiring Zephyr to be on land, Tail Wind consumes the full energy cost.
- Releasing the ability key before a full charge results in reduced height and hover duration based on the amount of time spent charging.
- Zephyr cannot move away or perform Maneuvers while hovering, but can aim freely, fire and reload primary and secondary weapons, as well as cast abilities.
- Casting Tail Wind again, rolling (default Shift ) or using quick melee attack (default E ) will cancel hovering. Using the melee method can transition directly into a melee ground slam when aiming downward.
- Cannot charge for jump when Zephyr is airborne. Activation in midair will result in a dash or dive bomb instead.
- While charging, a charge meter appears around the aiming reticle that gradually fills clockwise.
- While Zephyr is airborne, casting Tail Wind downward causes Zephyr to nose dive into the ground at an initial speed of 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a 6 meters radius around the landing point that inflicts 40 base
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage amplified by height of the dive, as well as Knockdown on all enemies in range.
- Activating Dive Bomb at a height less than 4 meters will only inflict base damage.
- Performing a dive bomb during a Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air.
- Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation.
- Casting Tail Wind interrupts reloading.
- Air current visual effects and hover jump charge meter are affected by Zephyr's chosen Warframe energy color.
Augment

- Main article: Target Fixation
Target Fixation is a Warframe Augment Mod for Zephyr{"Sprint":"1.1","Description":"Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Air Elemental, Avian","Tactical":"Tornado","Image":"Zephyr.png","Type":"Warframe","Introduced":"12","Armor":"105","FullImages":{"Portrait":"ZephyrFull.png"},"InternalName":"/Lotus/Powersuits/Tengu/Tengu","Passive":"Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.","Progenitor":"Impact","SquadPortrait":"ZephyrLargePortrait.png","Health":"455","Link":"Zephyr","Portrait":"ZephyrIcon272.png","Polarities":["V","Bar"],"Abilities":["Tail Wind","Airburst","Turbulence","Tornado"],"InitialEnergy":"50","Subsumed":"Airburst","AuraPolarity":"D","Name":"Zephyr","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that increases
Tail Wind{"Description":"From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below.","Cost":"25","Augments":["Target Fixation"],"CardImage":"TailWindModx256.png","Name":"Tail Wind","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TailWindAbility","Key":"1","Icon":"TailWind130xWhite.png","Powersuit":"Zephyr"}'s damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost. It also resets double jump and bullet jump.
Rank | Damage Bonus | Cost |
---|---|---|
0 | +40% | 6 |
1 | +60% | 7 |
2 | +80% | 8 |
3 | +100% | 9 |
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Airburst{"Description":"Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.","Cost":"50","Augments":["Airburst Rounds"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TenguBurstAbility","CardImage":"AirburstModU15.png","Subsumable":true,"Introduced":"22.12","Powersuit":"Zephyr","Key":"2","Icon":"Airburst130xWhite.png","Name":"Airburst"} Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit. Introduced in Update 22.12 (2018-02-09) |
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Misc:
3 (number of projectiles) | |||
Subsumable to Helminth |
Info
- Zephyr launches 3 projectiles towards her aiming reticle. Airburst projectiles travel rapidly, spanning ? meters in width. Airbursts explode in a 3 meters radius, knocking back all enemies in range and inflicting 50 damage upon contact with an enemy, surface, or having reached 100 meters.
- Explosion damage does not diminish with distance.
- Launching Airburst into
Tornado{"Description":"Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.","Cost":"100","Augments":["Funnel Clouds"],"CardImage":"TornadoModx256.png","Name":"Tornado","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TornadoAbility","Key":"4","Icon":"Tornado130xWhite.png","Powersuit":"Zephyr"} increases their height.
- The casting cost of Airburst is halved when Zephyr is airborne.
- Each projectile have a flight time and will continue to travel until it hits an enemy or a solid object.
- A well-aimed Airburst can pass through multiple tornadoes.
- Casting Airburst is a One-Handed Action, meaning it can be used while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Augment

- Main article: Airburst Rounds
Airburst Rounds is a Warframe Augment Mod for Zephyr{"Sprint":"1.1","Description":"Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Air Elemental, Avian","Tactical":"Tornado","Image":"Zephyr.png","Type":"Warframe","Introduced":"12","Armor":"105","FullImages":{"Portrait":"ZephyrFull.png"},"InternalName":"/Lotus/Powersuits/Tengu/Tengu","Passive":"Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.","Progenitor":"Impact","SquadPortrait":"ZephyrLargePortrait.png","Health":"455","Link":"Zephyr","Portrait":"ZephyrIcon272.png","Polarities":["V","Bar"],"Abilities":["Tail Wind","Airburst","Turbulence","Tornado"],"InitialEnergy":"50","Subsumed":"Airburst","AuraPolarity":"D","Name":"Zephyr","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that provides a damage bonus for secondaries for every enemy hit with
Airburst{"Description":"Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.","Cost":"50","Augments":["Airburst Rounds"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TenguBurstAbility","CardImage":"AirburstModU15.png","Subsumable":true,"Introduced":"22.12","Powersuit":"Zephyr","Key":"2","Icon":"Airburst130xWhite.png","Name":"Airburst"}.
Rank | Damage bonus per enemy | Duration | Cost |
---|---|---|---|
0 | +10% | 5s | 6 |
1 | +20% | 8s | 7 |
2 | +30% | 11s | 8 |
3 | +40% | 14s | 9 |
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Turbulence{"Description":"Creates a wind shield around Zephyr, redirecting all incoming projectiles.","Cost":"75","Augments":["Jet Stream "],"CardImage":"TurbulenceModx256.png","Name":"Turbulence","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TurbulenceAbility","Key":"3","Icon":"Turbulence130xWhite.png","Powersuit":"Zephyr"} Creates a wind shield around Zephyr, redirecting all incoming projectiles. Introduced in Update 12.0 (2014-02-05) |
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Info
- Zephyr surrounds herself in turbulent winds that alter the trajectory of incoming enemy bullets and projectiles, sustaining a protective aura with a 1 meter radius that lasts for 6 seconds.
- Zephyr is not immune to projectile & hitscan damage while Turbulence is active, and can still be hit (although very unlikely).
- Turbulence can shield against projectile abilities like
Ash{"Sprint":"1.15","Description":"Behold the patron saint of the Orokin school of political assassination. Ash specializes in stealth. The edge of his blade is sooner felt than seen.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Assassin, Ninja","Tactical":"Smoke Screen","Image":"Ash.png","Type":"Warframe","Introduced":"Vanilla","Armor":"105","FullImages":{"Portrait":"AshFull.png"},"InternalName":"/Lotus/Powersuits/Ninja/Ninja","Passive":"Bleed effects inflicted on enemies do 25% increased damage and last 50% longer.","Progenitor":"Radiation","SquadPortrait":"AshLargePortrait.png","Health":"455","Link":"Ash","Portrait":"AshIcon272.png","Polarities":["V","V"],"Abilities":["Shuriken","Smoke Screen","Teleport","Blade Storm"],"InitialEnergy":"50","Subsumed":"Shuriken","AuraPolarity":"V","Name":"Ash","Sex":"Male","Playstyle":"Stealth","SellPrice":"10000","Energy":"100","CodexSecret":false}'s
Shuriken{"Description":"Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.","Cost":"25","Augments":["Seeking Shuriken"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/GlaiveAbility","CardImage":"ShurikenModx256.png","Subsumable":true,"Introduced":"Vanilla","Powersuit":"Ash","Key":"1","Icon":"Shuriken130xWhite.png","Name":"Shuriken"} and thrown melee weapons such as Glaives.
- Turbulence protects Zephyr from incoming projectiles but does not make Zephyr immune to all forms of damage or crowd control. While Turbulence is active, Zephyr is vulnerable to:
- Status effects,
Impair{"Status":["Disables jumping, bullet jump, and sprinting"],"Name":"Impair","Link":"Impair","Color":"#5d5d5d","Icon":"DmgImpairSmall64.png","InternalName":"PT_ROOTS","DarkModeColor":"#d5d5d5"} and knockdowns.
- Melee attacks (non-projectiles).
- Cannot be recast while active.
- Status effects,
- Wind visual effects are affected by Zephyr's chosen Warframe energy color.
Augment

- Main article: Jet Stream
Jet Stream is a Warframe Augment Mod for Zephyr{"Sprint":"1.1","Description":"Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Air Elemental, Avian","Tactical":"Tornado","Image":"Zephyr.png","Type":"Warframe","Introduced":"12","Armor":"105","FullImages":{"Portrait":"ZephyrFull.png"},"InternalName":"/Lotus/Powersuits/Tengu/Tengu","Passive":"Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.","Progenitor":"Impact","SquadPortrait":"ZephyrLargePortrait.png","Health":"455","Link":"Zephyr","Portrait":"ZephyrIcon272.png","Polarities":["V","Bar"],"Abilities":["Tail Wind","Airburst","Turbulence","Tornado"],"InitialEnergy":"50","Subsumed":"Airburst","AuraPolarity":"D","Name":"Zephyr","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that grants
Turbulence{"Description":"Creates a wind shield around Zephyr, redirecting all incoming projectiles.","Cost":"75","Augments":["Jet Stream "],"CardImage":"TurbulenceModx256.png","Name":"Turbulence","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TurbulenceAbility","Key":"3","Icon":"Turbulence130xWhite.png","Powersuit":"Zephyr"} the ability to provide additional Movement Speed and Projectile Speed for
Zephyr{"Sprint":"1.1","Description":"Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Air Elemental, Avian","Tactical":"Tornado","Image":"Zephyr.png","Type":"Warframe","Introduced":"12","Armor":"105","FullImages":{"Portrait":"ZephyrFull.png"},"InternalName":"/Lotus/Powersuits/Tengu/Tengu","Passive":"Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.","Progenitor":"Impact","SquadPortrait":"ZephyrLargePortrait.png","Health":"455","Link":"Zephyr","Portrait":"ZephyrIcon272.png","Polarities":["V","Bar"],"Abilities":["Tail Wind","Airburst","Turbulence","Tornado"],"InitialEnergy":"50","Subsumed":"Airburst","AuraPolarity":"D","Name":"Zephyr","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} and nearby allies.
Rank | Movement Speed | Projectile Speed | Cost |
---|---|---|---|
0 | 20% | 50% | 6 |
1 | 25% | 65% | 7 |
2 | 30% | 80% | 8 |
3 | 40% | 100% | 9 |
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Tornado{"Description":"Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.","Cost":"100","Augments":["Funnel Clouds"],"CardImage":"TornadoModx256.png","Name":"Tornado","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TornadoAbility","Key":"4","Icon":"Tornado130xWhite.png","Powersuit":"Zephyr"} Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage. Introduced in Update 12.0 (2014-02-05) |
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Misc:
4 (number of tornadoes) |
Info
- Zephyr forms a maximum of 4 tornadoes at the location on the aiming reticle over unrestricted range; tornadoes will prioritize forming on top of enemies within a spawning area of 10 meters around the location and around Zephyr. Once created, tornadoes wander the battlefield, being drawn to enemy presence until they expire in 10 seconds.
- Synergy:
Airburst{"Description":"Launch a burst of massively dense air. Hold to send enemies flying, tap to pull them toward the burst. Damage increases per enemy hit.","Cost":"50","Augments":["Airburst Rounds"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/TenguBurstAbility","CardImage":"AirburstModU15.png","Subsumable":true,"Introduced":"22.12","Powersuit":"Zephyr","Key":"2","Icon":"Airburst130xWhite.png","Name":"Airburst"} projectiles that travel through tornadoes will increase the affected tornadoes' height to 9 meters.
- Tornado's visual effects are modified by each elemental damage type.
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]} damage type and default physical damage tornado share the same visual effects.
- Can be recast while active to replace old tornadoes.
- Tornadoes exhibit numerous unique properties and mechanics as summoned allied AI units:
- Each tornado is invulnerable to damage, intangible, weightless, 6 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 2 meters from a tornado are knocked down along its path. Each tornado inflicts 45 damage per tick to all enemies within its grasp; damage ticks occur at a rate of 4 per second.
- Tornadoes phase through all entities, walls and objects in the environment.
- Tornadoes float and do not require a surface to travel between locations; however, if hovering in midair, tornadoes will descend toward the ground to follow AI pathing to reach enemies.
- Corpses of slain enemies are pulled by tornadoes.
- If a source of damage contains Elemental Damage types, tornadoes can adapt their damage per tick's physical damage types (
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Link":"Damage/Impact Damage","Color":"#3d5e5e","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#80c4c4","ColorBorder":"#486061","Icon":"DmgImpactSmall64.png","Name":"Impact","ColorBackground":"#cad8d8","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"},
Puncture{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialPunctureGlyph.png","Link":"Damage/Puncture Damage","Color":"#5c5247","Positives":["Corpus","Orokin"],"DarkModeColor":"#c6b098","ColorBorder":"#615448","Name":"Puncture","Icon":"DmgPunctureSmall64.png","Status":["Weakened","Crit Chance +"],"ColorBackground":"#d8d1ca","InternalName":"DT_PUNCTURE","ProcInternalName":"PT_FRAILTY"}, and
Slash{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialSlashGlyph.png","Link":"Damage/Slash Damage","Color":"#7a5254","Positives":["Infested","Narmer"],"DarkModeColor":"#e69ca0","ColorBorder":"#614849","Name":"Slash","Icon":"DmgSlashSmall64.png","Status":["Bleed DoT"],"ColorBackground":"#d8cacb","InternalName":"DT_SLASH","ProcInternalName":"PT_BLEEDING"}) into one of the following elemental damage types:
Cold{"Negatives":["Tenno Shield","Techrot"],"GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Positives":["Sentient"],"DarkModeColor":"#5bbcec","ColorBorder":"#1c638d","Name":"Cold","Icon":"DmgColdSmall64.png","Status":["Slowdown","Crit Damage +"],"ColorBackground":"#c3d5df","InternalName":"DT_FREEZE","ProcInternalName":"PT_CHILLED"},
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Link":"Damage/Electricity Damage","Color":"#610fb3","Positives":["Corpus Amalgam","The Murmur"],"DarkModeColor":"#c4a2e6","ColorBorder":"#561c8d","Icon":"DmgElectricitySmall64.png","Name":"Electricity","ColorBackground":"#d2c3df","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"},
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Link":"Damage/Heat Damage","Color":"#994d00","Positives":["Infested"],"DarkModeColor":"#fb9733","ColorBorder":"#8d501c","Icon":"DmgFireSmall64.png","Name":"Heat","ColorBackground":"#dfd0c3","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"},
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Link":"Damage/Toxin Damage","Color":"#061","ColorBorder":"#1c8d30","Positives":["Narmer"],"DarkModeColor":"#0c2","Bypass":["Tenno Shield"],"Icon":"DmgToxinSmall64.png","Name":"Toxin","ColorBackground":"#c3dfc8","Status":["Poison DoT"],"BypassNotes":["5"],"InternalName":"DT_POISON","ProcInternalName":"PT_POISONED"};
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]},
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","ColorBorder":"#708d1c","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#93c203","Color":"#4d6600","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosive","ProcInternalName":"PT_CAUSTIC_BURN","Status":["Armor Reduction"],"ColorBackground":"#d8dfc3","InternalName":"DT_CORROSIVE","Types":["Electricity","Toxin"]},
Gas{"Negatives":["Tenno Shield","Scaldra"],"GlyphImage":"EssentialGasGlyph.png","Link":"Damage/Gas Damage","ColorBorder":"#1c8d5a","Positives":["Infested Deimos","Techrot"],"DarkModeColor":"#0c6","Color":"#063","Icon":"DmgGasSmall64.png","Name":"Gas","ProcInternalName":"PT_ASPHYXIATION","Status":["Gas Cloud DoT"],"ColorBackground":"#c3dfd2","InternalName":"DT_GAS","Types":["Heat","Toxin"]},
Magnetic{"Negatives":["Narmer","Tenno Shield"],"GlyphImage":"EssentialMagneticGlyph.png","Link":"Damage/Magnetic Damage","ColorBorder":"#201c8d","Positives":["Corpus","Corpus Amalgam","Techrot"],"DarkModeColor":"#9797e6","Color":"#4747d1","Icon":"DmgMagneticSmall64.png","Name":"Magnetic","ProcInternalName":"PT_MAGNETIZED","Status":["Additional Shield Damage","Electricity DoT on Shield/Overguard break"],"ColorBackground":"#c4c3df","InternalName":"DT_MAGNETIC","Types":["Cold","Electricity"]},
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]}, and
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Link":"Damage/Viral Damage","ColorBorder":"#8d1c4b","Positives":["Orokin"],"DarkModeColor":"#f093b9","Color":"#b71658","Icon":"DmgViralSmall64.png","Name":"Viral","ProcInternalName":"PT_INFECTED","Status":["Increased Health Damage"],"ColorBackground":"#dfc3cf","InternalName":"DT_VIRAL","Types":["Cold","Toxin"]}.
- Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed.
- As such, shooting a tornado multiple times using a different weapon with a different highest elemental damage number, causes the tornado to change its damage type when the stored total damage from one source is exceeded by another.
- For example, hitting a tornado with a primary weapon that deals 50
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","ColorBorder":"#708d1c","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#93c203","Color":"#4d6600","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosive","ProcInternalName":"PT_CAUSTIC_BURN","Status":["Armor Reduction"],"ColorBackground":"#d8dfc3","InternalName":"DT_CORROSIVE","Types":["Electricity","Toxin"]} and 45
Blast{"Negatives":["Corpus Amalgam","Tenno Shield"],"GlyphImage":"EssentialBlastGlyph.png","Link":"Damage/Blast Damage","ColorBorder":"#8d361c","Positives":["Infested Deimos"],"DarkModeColor":"#dd704e","Color":"#b32a00","Icon":"DmgBlastSmall64.png","Name":"Blast","ProcInternalName":"","Status":["Mini Explosion"],"ColorBackground":"#dfcac3","InternalName":"DT_EXPLOSION","Types":["Heat","Cold"]} damage stores 50 total damage and changes the tornado's damage type to
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Link":"Damage/Corrosive Damage","ColorBorder":"#708d1c","Positives":["Grineer","Kuva Grineer","Scaldra"],"DarkModeColor":"#93c203","Color":"#4d6600","Icon":"DmgCorrosiveSmall64.png","Name":"Corrosive","ProcInternalName":"PT_CAUSTIC_BURN","Status":["Armor Reduction"],"ColorBackground":"#d8dfc3","InternalName":"DT_CORROSIVE","Types":["Electricity","Toxin"]}. Hitting the same tornado with a secondary weapon that deals 25
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]} damage three times stores 75 total damage, exceeding the previous amount and changes the tornado's damage type to
Radiation{"Negatives":["Orokin","Tenno Shield"],"GlyphImage":"EssentialRadiationGlyph.png","Link":"Damage/Radiation Damage","ColorBorder":"#8d701c","Color":"#806000","Positives":["Sentient","The Murmur"],"DarkModeColor":"#dda600","Icon":"DmgRadiationSmall64.png","ProcInternalName":"PT_RAD_TOX","Name":"Radiation","ColorBackground":"#dfd8c3","Status":["Friendly Fire"],"StatusNotes":["1"],"InternalName":"DT_RADIATION","Types":["Heat","Electricity"]}.
- Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed.
- Once a tornado adapts to an elemental damage type, it cannot revert to its three physical damage types by absorbing damage.
- If the damage source deals multiple elemental damage types, then a tornado will be charged with the damage type with the highest damage number.
- If the damage source has equal damage numbers between all its elemental damage types, then priority will be given by alphabetical order of the damage types' names.
- A tornado will not deal combined elemental damage by absorbing two base elemental damage types (e.g., a tornado will not inflict Blast damage by shooting it with Cold damage and Heat damage from different sources).
Augment

- Main article: Funnel Clouds
Funnel Clouds is a Warframe Augment Mod for Zephyr{"Sprint":"1.1","Description":"Command the power of the wind. Zephyr's cyclonic abilities protect her, deal high damage, and provide crowd control. She swoops in from above and leaves a path of destruction.","Conclave":true,"Shield":"455","MaxRank":"30","Themes":"Air Elemental, Avian","Tactical":"Tornado","Image":"Zephyr.png","Type":"Warframe","Introduced":"12","Armor":"105","FullImages":{"Portrait":"ZephyrFull.png"},"InternalName":"/Lotus/Powersuits/Tengu/Tengu","Passive":"Zephyr moves faster and falls slower while airborne. Also gain 150% Critical Hit chance with weapons while airborne.","Progenitor":"Impact","SquadPortrait":"ZephyrLargePortrait.png","Health":"455","Link":"Zephyr","Portrait":"ZephyrIcon272.png","Polarities":["V","Bar"],"Abilities":["Tail Wind","Airburst","Turbulence","Tornado"],"InitialEnergy":"50","Subsumed":"Airburst","AuraPolarity":"D","Name":"Zephyr","Sex":"Female","Playstyle":"Damage, Crowd Control","SellPrice":"10000","Energy":"100","CodexSecret":false} that increases the number of active
Tornadoes{"Description":"Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage.","Cost":"100","Augments":["Funnel Clouds"],"CardImage":"TornadoModx256.png","Name":"Tornado","Introduced":"12","InternalName":"/Lotus/Powersuits/PowersuitAbilities/TornadoAbility","Key":"4","Icon":"Tornado130xWhite.png","Powersuit":"Zephyr"} while decreasing their size and removes their ability to pick up enemies.
Rank | (Additional) Tornadoes | Cost |
---|---|---|
0 | 2 | 6 |
1 | 4 | 7 |
2 | 6 | 8 |
3 | 8 | 9 |
Mods[edit | edit source]
- Main article: Conclave Mods
Restrictions on Mod choice is also applied. The Conclave Syndicate also sells a variety of Mods for players with sufficient Standings, some of which are currently PvP exclusives. PvE usable mods can also be obtained from defeating Sentients or bought with Cred offerings in Nightwave. All Conclave mods are also possible rewards after completing a PvP match.