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Stagger, also known as Interrupt, is a Status Effect that causes enemies to flinch and recoil.
When an Impact proc occurs, the enemy will flinch and recoil backwards. However, Ospreys, Bosses, and Tenno are immune to the effects of stagger caused by Impact.
All weapons with a radial area of effect can cause Tenno to stagger if the user is caught in the resulting explosion. Depending on how far the user is from the center of the radial effect, the Tenno may either flinch briefly or be knocked away, being unable to take any action during these animations. Although the user takes no damage, they can still be harmed by enemies while recovering from the stagger.
Radial area weapons with a very rapid fire rate can be much more severe in this aspect. If the Tenno is hit by more than one blast at flinch range within the timespan of one flinch, it is upgraded to a full knockdown. The Akarius is a particularly noteworthy example of this.
Towards the end of the backflip stagger animation, the Warframe will flash in their energy colors briefly. Jumping during the flash will cancel the stagger, allowing players to act earlier.
Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level.
Misc:
0.1% (battery drain per hit) 1% (battery drain per second) 0.25% (battery charge per melee attack) 2 / 3 / 4 / 5 % (energy restore per hit) 50% (damage reduction cap at empty battery) 100% (damage reduction cap at full battery) 100% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
Damage reduction is calculated as: Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
Both damage reduction and energy restoration still function even when the battery is empty.
Energy restoration is calculated before all damage mitigation.
Ability Synergy:
While Kinetic Plating is active, it adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
Kinetic Plating stacks and synergizes well with Adaptation.
Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage types, making it possible to get instantly killed by high level toxin damage.
Adaptation's damage reduction can alleviate this downside.
Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
This can be scaled up to 90%, which requires 250% Ability Strength.
However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
Kullervo surrounds himself with daggers. Each dagger that strikes an enemy restores his health, but each dagger that misses an enemy strikes Kullervo, dealing a bit of damage. When Kullervo has max Health, he receives Overguard from struck enemies.
Strength:200 / 300 / 400 / 500 Slash damage per dagger hit + 250 / ? / ? / 350 HP or Overguard per dagger hit - 20 / 25 / 30 / 35 Overguard or HP drained per missed dagger 10,000 max Overguard
Misc:
10 daggers 5 s dagger airtime 1 s invulnerability time 3 daggers max per enemy Slash and Stagger status on hit 3 HP self damage threshold +1 melee combo per dagger hit on enemy
Kullervo expends 50Energy to unsheathe 10 daggers that quickly expand into a horizontal orbit spanning 5 / 6 / 7 / 8 meters and surround him for 5 seconds. On cast, Kullervo also becomes Invulnerable for 1 second. When enemies enter the orbit, the daggers home in to stab them, with each individual enemy stabbed by a maximum of 3 daggers; each dagger inflicts 200 / 300 / 400 / 500Slash damage, with guaranteed Slash and Stagger status effects to its target, then heals Kullervo by 250 / ? / ? / 350Health points or grants him equal Overguard points if already at full health, capped to a maximum of 10,000 Overguard.
Health and Overguard points are gained the moment each dagger strikes an enemy.
Daggers do not require direct line of sight and will bypass terrain and obstacles in the environment to strike their targets.
Daggers that strike enemies are removed from orbit, while daggers without targets will gradually turn and sheathe back into Kullervo when Recompense expires, with each dagger damaging him by 20 / 25 / 30 / 35 Overguard points or health points if Overguard is absent. Kullervo cannot be killed by his daggers and remains alive at a minimum health threshold of 3 points.
Each direct dagger strike against enemies increases Kullervo's Melee Combo Counter by 1 hit.
Recompense's dagger damage spreads through enemies under Collective Curse when striking a cursed target.
Does not count as extra hits to Kullervo's melee combo counter, nor grant extra health or Overguard.
Cannot be recast while active.
Casting Recompense is an upper-body animation that allows movement and Maneuvers while restricting other actions.
Recompense is dispelled by Kullervo entering an ability nullification zone, which immediately turn his remaining daggers around and sheathe into him inflicting no damage. If Kullervo falls out of bounds, the remaining daggers will inflict damage upon him.
Kullervo's earned Overguard cannot be dispelled and lasts until drained by enemy or self damage.
Nezha expends 75energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90%Damage Redirection towards the ring's health pool. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously Staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Warding Halo's health uses the following expression: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 200 × (1 + 1.1)))) × (1 + 0.3) = 4,127.5 before absorbing damage.
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.
Slash damage instances immediately affect enemies as they enter the stun radius.
Cast animation of ~1 second, affected by Casting Speed.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed Heatstatus effect, and making Nezha invulnerable for 2 seconds.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from a hit which exceeds the health of Warding Halo will transfer over in full to Nezha's health, but that damage cannot lower his health below 2.
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.
Nidus expends 1Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25%Ability Strength bonus and a 10% / 15% / 20% / 25% weapon damage bonus.
Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
With a maxed Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
When linked with an enemy, the target is incapacitated for the duration while Nidus gains 20% / 30% / 40% / 50%Damage Redirection toward the linked target. All negative Status Effects, including Knockdown and Stagger, are also redirected.
Damage Redirection is capped at 90%, achievable with 180% Ability Strength.
Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
Friendly fire is not transferred to the linked target.
Can link to enemies with Overguard, however they will not be incapacitated and can still attack.
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.
Ability Synergy: While linked to a target, using Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
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 Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Parasitic Vitality is a Warframe Augment Mod for Nidus that allows Parasitic Link to grant Nidus and the ally he is linked through with the ability bonus Health, scaling with each mutation stack.
Link with a nearby teammate or enemy for Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
Linking with an enemy caught by Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like Blood Rush for best results.
Maggots from Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
Revenant expends 50energy to surround himself in a shroud of Sentient energy that reflects 3 / 4 / 5 / 6 incoming enemy attacks; attackers receive 100% of the reflected damage and Status Effects, while also becoming stunned for 2 / 3 / 4 / 5 seconds. Upon consuming a charge, Revenant becomes Invulnerable for 1 second. Mesmer Skin lasts indefinitely until all charges are used.
Number of remaining charges is displayed on the ability icon.
For any non-integer the number of charges is rounded up to the next whole number. For example, 255% Ability Strength = 15.3 charges, this is rounded to 16. However in game the maximum charges will display 15, with the 16th charge displayed as 0.
Revenant is immune to self-stagger, which does not consume a charge.
Does not reflect damage dealt by status effects and objects created by enemies (e.g., Napalm flame patches)
Revenant's Health can still take damage, but will not be lowered below 2 and therefore cannot die as long as he has charges.
Mesmer Skin converts knockdown from Shockwave MOA waves into a knockback.
Mesmer Skin reflects damage from Scorpion and Ancient hookshots, as well as blocking their knockdown and pull effects.
Ability Synergy:
Enthrall costs 0 energy to cast on an enemy stunned by Mesmer Skin.
While Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count.
While Mesmer Skin is active, allies such as Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge.
Can be recast while active to apply a new instance. Previously unused Mesmer Skin charges are removed during recast.
Casting Mesmer Skin is a full body animation that interrupts grounded movement and other actions.
Revenant visually grows a cluster of Eidolon tendrils on his left shoulder, emits fumes from his body and a shroud of white mist around his torso while Mesmer Skin is active. Allies that gain Mesmer Skin also exhibit these visual effects on their body.
Eidolon tendrils and fumes color tinting are affected by Revenant's chosen Warframe energy color.
Casting while in air allows Revenant to maintain forward momentum while activating Mesmer Skin.
When receiving the Ability Strength and Ability Range buff from Void Fissure missions, activate Mesmer Skin right before the buff ends. Avoid Nullifier Crewmen and other enemies with an ability nullifying field to take full advantage of the buffed Mesmer Skin. Additionally, if Mesmer Skin is activated and the buff is no longer active, the un-buffed Mesmer Skin value will replace the buffed Mesmer Skin value, even if the buffed value was greater.
Bugs
Damage dealt by Nullifier Crewman with its null sphere intact does not use up Mesmer Skin charges. Damage is still mitigated completely.
The remaining charge counter on the ability icon can sometimes disappear while the ability is still active, most prominently observed after performing Transference back into the Warframe.
Charges can be modified into decimals, but the ability icon counter only displays whole numbers, including 0 which can be misleading.
When using Rage or Hunter Adrenaline, even though damage is fully nullified, if the damage exceeds Revenant's shield value, energy will still be granted.
Rhino expends 50energy to harden his skin, receiving Overguard equal to 400 / 600 / 800 / 1200 plus 100% / 125% / 175% / 250% of his total armor. Upon activation, Rhino is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
Iron Skin's Overguard uses the following equation: Overguard = (Base Overguard + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
As an example for Rhino:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial Overguard of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
Modifying that equation for Rhino Prime:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial Overguard of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin 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 as Puncture damage.
With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
It is possible to gain a significant amount of Overguard by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete the extra Overguard if the player does not move out of the way once the invulnerability phase ends.
Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its Overguard by boosting the armor.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, which in turn increases Iron Skin's Overguard .
Bugs
Migrating hosts will completely remove Iron skin, regardless of the level it was at.
If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
Using Iron Skin while in a conveyor would make Rhino immovable.
Titania expends 25energy to scatter enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are Disarmed and Ragdolled as they weightlessly float in mid-air for 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from Status Effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania.
Cast animation of 1 second is affected by Casting Speed.
Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting.
Status immunity also protects from crowd control effects such as Knockdown and Stagger, including the lock-out animation of Archwing and Razorwing when impacting a surface.
After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the Infested) will recover quickly.
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 colors.
Allies visually emit energy butterflies fluttering about, affected by their own energy colors.
Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect.
Subsuming Titania to the Helminth will offer Spellbind and its augments to be used by other Warframes.
The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces.
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Stored damage dealt bypasses shield gating and can kill instantly if too large.
Stored damage is reset upon swapping weapons.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds.
Hysteria costs 25energy to activate, then consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
The hard-coded minimum energy drain is 0.62 energy per second rising to 3.75 energy per second.
Hysteria's energy drain is not converted into shields by Augur Mods.
Hysteria is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
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).
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Enraged is a Warframe Augment Mod for Valkyr's Hysteria 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.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Overguard renders Valkyr immune to energy loss caused by Ancient Disruptors which can otherwise cause Hysteria to end unexpectedly in infested missions.
Overguard can be easily obtained by summoning and un-summoning an archgun.
The first heavy attack in Hysteria is considered a slam and thus can benefit from seismic wave for a potentially large increase in damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.
Misc:90% damage redirection ∞ duration 18 m/s move speed 21 m/s boost speed 3 m jump height 12 m double jump height 1.25 s jump charge time 17 m charged jump height 10 m dash distance 1,000 Impact damage on landing 5 Impact damage on slam shockwave 2 m slam shockwave radius
Yareli expends 25energy to summon her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. Upon activation, the board is Invulnerable for 4 seconds, during this time all incoming damage it takes is added to its total health. While riding Merulina, Yareli switches her combat and movement controls to K-Drive controls; aboard her transport, Yareli unholsters and only wields her equipped secondary weapon, becomes immune to Ragdoll and resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for 0 energy cost by pressing the ability key again (default 2 ), press or hold and release the quick melee attack key (default E ), or hold and release the interact key (default X ) to despawn it and switch back to normal Warframe controls.
Yareli is Invulnerable for 1.5 seconds when dismounting manually or on Merulina's destruction.
She is immune to K-Drive ragdoll effects from dismounting Merulina, does not eject off from failing K-Drive board grabs and flips, nor from strong impact collisions with the environment and obstacles.
She can also initiate interaction (default X ) with some entities and Objects such as opening doors and lockers, using elevators, picking up/inserting a datamass, picking up Ayatan Star/Sculptures and Granum Crown, Hacking consoles, activating Survival Life Support Capsules, etc.
Attempting to revive an ally in Bleedout forces Yareli to dismount when the interact key is pressed.
Interacting with objects requires Reload with Context Action Input enabled otherwise you will dismount.
She is able to perform Transference while aboard Merulina. This will not cause her to dismount.
Merulina is Yareli's personal deployable vehicle that possesses unique attributes and K-Drive maneuvers:
Merulina has a base Health pool of 3,000 / 4,500 / 6,000 / 7,500Flesh and 50 armor that protects Yareli by redirecting90% of all incoming damage from Yareli to Merulina's health. The ability lasts indefinitely until its health pool fully depletes, or Yareli dismounts or falls out of bounds. Upon destruction, Merulina prevents the damage from the last lethal hit from spilling over to Yareli's hitpoints.
However, Adaptation stacks can still be accumulated while riding Merulina.
Merulina benefits from armor from Azure Archon Shards, but not other sources.
Merulina cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
While active, Merulina's health indicator is displayed above Yareli's ability icons. The UI element consists of Merulina's animated portrait on the left, the current numeric total of remaining health points on the right, and a health bar at the bottom that drains from left to right.
Merulina's hidden K-Drive stats include:
Move Speed of 18 meters per second and Boost Speed of 21 meters per second
Jump Height of 3 meters and Double Jump Height of 12 meters.
Jump Charge Time of 1.25 seconds and Charged Jump Height of 17 meters.
Merulina is not affected by K-Drive mods, including those equipped on a custom-built K-Drive in Yareli's Vehicle tab in the Arsenal screen.
Merulina gradually loses a percentage of health per second when Yareli is within an ability nullifying sphere created by special enemies, such as the Nullifier Crewman.
Merulina's colors can be customized via its own Appearance tab in the Arsenal screen, once the ability is unlocked on Yareli at Warframe Rank 3.
Energy colors on Merulina will instead match the chosen selections in Yareli's Appearance tab.
Merulina visually appears as an Infested aquatic creature with physical characteristics commonly found in real world stingrays (flat body with flaps and tail), Portuguese man o' war (translucent membranes, multiple stingers), and crustaceans (spiked chitinous carapace). The creature's frontal beak, fin flaps, and tails use cloth and jiggle physics, allowing them to sway along to Yareli's movement. The bioluminescent central cavity holds flowing liquid in motion that glistens and shimmers to the light.
Merulina produces liquid splashes and bubbles beneath its belly as it moves and lands on surfaces.
Merulina audibly makes chirping and gurgling creature sounds while Yareli is riding on it and performing K-Drive tricks.
Tricks
K-Drive trick scores earned with Merulina yield VentkidsStanding in any mission.
While riding Merulina, Yareli can holster away her secondary weapon by pressing the switch weapon key (default F ) to enable her to perform more K-Drive tricks such as board grabs (default LMB ) and flips (default RMB ).
Yareli and Merulina will dash toward the input direction for a distance of 10 meters when performing a dodge maneuver:
Merulina's dash can be used on the ground, while in midair, and during casting animations to quickly reposition and break free from falling.
Each dash triggers a short cooldown before another can be performed.
Action
PC
PSN
Xbox
NSW
Dash
Tap LShift
Tap L1 /LB
Tap LB
Tap L
When moving at cruising or boosted speed (default hold LShift ) with enough momentum, Yareli aboard Merulina can slide through some environmental barriers such as small railings, and surf on top of Defense Objects such as the Warframe Cryopod and Excavator.
Merulina can ollie and double jump (default Spacebar x2) to reach greater heights than Warframes' jumping.
Double jump can be performed after a charged jump (default hold and release Spacebar ).
Landing directly on top of an enemy from any height with Merulina inflicts 1,000Impact damage and knockdown.
Performing a K-Drive slam shockwave (default while in midair, tap + tap and hold down LCtrl ) causes Yareli to dive toward the ground, emitting a 2 meter expanding shockwave on landing that inflicts 5Impact damage with a status chance to all enemies inside, causing guaranteed heavy knockdown and knockback away from the impact point.
Merulina is able to surf on some allied summoned objects, such as Frost's Snow Globe.
Yareli performs her other abilities' casting animations without stopping her movement while aboard Merulina.
Sea Snares' casting animation is faster while aboard Merulina.
Surging Blades costs 0 energy to cast while aboard Merulina.
Cannot be cast if spacing around Yareli is obstructed. Merulina will self-destruct if Yareli attempts to mount it while she is standing in an out-of-bounds zone, usually below the playable area of a mission such as the pillar protrusions in the Simulacrum.
Mounting and dismounting from Merulina are full-body animations that carry forth Yareli's momentum while stopping other actions.
Yareli visually leaps gleefully into the air as she spins counterclockwise, summoning Merulina beneath her as they land onto the ground with a splash.
When performing a moving dismount from Merulina, Yareli hops off spinning clockwise and lands several meters away, while creating a splashing wave for Merulina to dive forward back into the abyss.
When dashing with Merulina, various animations play for Yareli depending on the input direction:
Without moving, she twirls clockwise as she lands back onto Merulina's back.
While moving, she holds onto Merulina as they launch forward, flipping upside down and returning upright similar to a Bullet Jump.
While moving backward, she recoils raising both her hands up with open palms.
Subsumed abilities injected into Yareli via the Helminth system cannot be cast while aboard Merulina.
Developers noted that due to the amount of new custom animations required for this to function properly, this interaction will remain unchanged for the foreseeable future.
While Yareli herself is rather fragile, Merulina vastly improves her survivability. Deploying her during a fight, even when standing still, makes Yareli deceptively durable.
Bringing a secondary weapon with good crowd control and not dependent on accuracy, such as Atomos and her signature Kompressa, can compensate for the disabled primary and melee capabilities while riding Merulina.
Akarius is also a viable sidearm while riding Merulina due to its homing ability, its reload speed increase while moving, and because Yareli can resist knockbacks from explosions while riding.
Riding Merulina counts in Nightwave challenges involving K-Drives, though she should take down enemies with her equipped secondary weapon and not with her abilities.
Unlike most sources of healing, Blood Altar will work with Merulina, providing healing even over the initial total health, unless the augment Loyal Merulina is equipped.
On mouse and keyboard, steering on Merulina with mouse is much more precise than using movement keys.
Bugs
Gameplay
Cannot trigger Arcane Pulse while aboard Merulina.
Yareli can fall through a moving elevator while riding on Merulina.
Yareli on Merulina can be slowed down by bumping her head on doorframes in older Tile Sets such as Corpus Outpost and Grineer Galleon as she moves through them at any speed.
Yareli's Critical Flow passive does not activate when falling from heights aboard Merulina, while it works when Yareli is on foot.
Yareli aboard Merulina is incapable of picking up Resurgence Tokens in Arbitrations without crouching.
Yareli aboard Merulina is able to stand on Frost's Snow Globe.
Performing a mercy finisher while on Merulina will occasionally completely disable the ability to shoot, reload, or use abilities until her secondary weapon is swapped off of for a few seconds.
In rare instances on the Corpus Ship tileset, dismounting Merulina close enough to the ceiling of some hallways can cause Yareli to be placed out of bounds.
Yareli aboard Merulina counts as separate unit.
Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
Menus
When customizing Merulina's Appearance via the Arsenal, it does not appear properly on screen when Yareli is in Captura or Relay hubs, including Cetus, Fortuna and Necralisk.
Merulina can sometimes be seen leveling up and accumulating Affinity at the end of mission summary screen.
Visuals
Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
Activating Life Support Capsules and hacking a console will trigger the latest ability cast's animation.
Yareli on Merulina inside Limbo's Rift Plane does not show the Rift overlay effect on the player's screen.
Reshaping the surrounding terrain, Atlas expends 50energy to erect a Bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is Invulnerable for 1 / 2 / 3 / 4 seconds; incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. After the invulnerability phase, whenever the Bulwark receives damage, the amount of health lost multiplied by 1 times is converted into Slash damage and inflicted on all enemies within ? meters from the Bulwark. Atlas can maintain only 1 bulwark at a time.
The bulwark's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
Enemies affected by the rolling damage are ragdolled.
The explosion damage does not bypass obstacles in the environment and diminishes with distance.
Ability Synergy: Casting 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 30 meters. They also inflict 200% bonus damage on rolling and explosion damage.
Bulwarks and Boulders become silver-colored and metallic when petrified.
As the 3 bulwarks created by Tectonic Fracture cannot become boulders, Petrify has no effect on them.
Casting Petrify on a moving boulder will not grant it bonuses.
While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
Enemies will attack the Bulwark if it obstructs their path. Though some enemies may simply run up against it.
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, but the bulwark does have gravity and will fall down if created in the air or without a surface directly underneath it.
Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Can completely block off narrow enough areas or chokepoints from enemies without limiting the movement of allies.
The Boulder can be used to push down long corridors, but care should be taken when aiming as the Boulder will detonate when it hits a side wall or standing obstacle.
The Bulwark's cover can assist in reviving allies who have fallen to a frontal threat.
Note that Bulwark's protection is less effective against enemy AoE attacks.
Enemies will not change their motion to sidestep a rolling Boulder. This makes the boulder very effective against lines of charging foes.
Although it does not boast above average threat level, The Bulwark can be used to draw fire away from the player as long as it is closer to the enemy than the player is.
This is most effective against fast and threatening melee attackers like Thrax Centurions or many infested, which can often force the player into the air to avoid them. Placing a Bulwark can completely halt this attack provided these enemies get close enough to start attacking it instead.
Thrax Centurions specifically can be completely neutralized by placing a wall as, for unknown reasons, they will focus on the wall but not attack it. This potentially means they can be indefinitely taken out of the fight as long as the wall is not destroyed or recast.
Misc:
1 / 2 / 3 / 4 s (invulnerability duration) 10 (Cold status procs on cast) 0.33 (Cold status proc per second) 3 (Cold status procs on break) 4 (globe limit) 1,000,000 (health cap)
Frost expends 50Energy to create a protective globe of ice with a radius of 5 meters, a base health of 1500 / 2500 / 3000 / 3500, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = { Base Health + Armor Multiplier × [ Frost's Base Armor × (1 + Base Armor Bonus) + Additional Armor) ] } × (1 + Ability Strength) + Absorbed Damage
For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of { 3500 + 5 × [ 300 × (1 + 1) ] } × (1 + 0.3) = 8,450 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
Most enemy gunfire is blocked from entering the globe. Ally gunfire is able to enter and exit the globe normally.
Upon activation, enemies within range are inflicted with 10ColdStatus Effects to freeze enemies for ? / ? / ? / 10 seconds and are violently pushed outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True damage.
Enemies that enter a formed Snow Globe receive a Cold status effect at a rate of 0.33 seconds.
Snow Globe visually cracks as it receives damage. Upon breaking, it inflicts ? / ? / ? / 150Cold damage and 3Cold status effects to enemies inside the globe.
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 4 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.
Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
Ability Synergy:
Frost passively gains 50 armor from enemies affected by Cold status effect within 15 meters of him, fortifying Snow Globe.
Casting Freeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold area damage in an area of effect.
The damage does not diminish with distance and bypasses obstacles in the environment.
Chilling Globe is a Warframe Augment Mod for Frost that gives Snow Globe a chance to inflict 10 Cold status effects and freeze enemies solid that enter its range.
Place over a cryopod in defense missions to shield it from all incoming fire.
Since allied fire can now both enter and exit Snow Globe, using mods to affect the size of the globe (Ability Range) can now be done for strategy or preference, without worrying about interfering with your allies loadouts.
When a teammate is downed, place a Snow Globe over them to protect you while reviving.
When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
Using Freeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
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.
Gara expends 75Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. 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.
Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
If a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
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 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50%Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
On death, crystallized enemies shatter into glass with visual and sound effects.
Barrier Formation
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 lasts until all segments are destroyed or when Mass Vitrify is recast.
The glass barrier consists of a circle made out of 12 individual segments, each possessing 500 / 750 / 1000 / 1600 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments.
Barrier segment health uses the following expression: Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health
With a maxed Steel Fiber and Intensify a wall segment would have (1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Minimum Health added from each enemy affected by the crystallization phase is Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods)
Maximum Health added is Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10
Whichever formula results in a greater value is used for health added.
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.
When a segment's health is depleted, it explodes outward and damages all enemies for 250 / 300 / 350 / 400 damage in a range of 5 / 6 / 7 / 8 meters.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Player and AI interaction with the glass barrier have notable differences:
Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
Ability Synergy:
If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Gara's Passive allows casting abilities to have a 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
Tips & Tricks
While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker,Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
Synergizes well with Magus Anomaly to bring in a group of enemies to vitrify and build stronger walls. Scaling infinitely. Perfect for choke points.
Enemies Vitrified, take 50% more damage from all sources.
Mass Vitrify will refresh Allies Splinter Storm timers if they are passing through while Mass Vitrify is cast.
Bugs
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.
Operators that come into contact with the ring while it's expanding are slowed down.
Garuda expends 25Energy to leap into the air to pounce at an enemy target within 30 meters, Staggering all enemies within an 8 meter radius on landing while violently slashing the victim with her talons to inflict Knockdown. The victim is instantly killed if its health was at or below 40% when Dread Mirror was cast.
Garuda must have sufficient space to land next to the victim to cast this ability.
Dread Mirror's knockdown effect can forcefully interrupt some otherwise uninterruptible enemy attacks, such as the Battalyst's omnidirectional laser phase.
Once Garuda strikes the victim, she rips its lifeforce out to conjure a Dread Mirror in front of her for 13 / 15 / 18 / 20 seconds. The mirror is a large hovering invulnerable frontal shield that reorients itself to face the player's camera direction. All incoming enemy ranged and melee attacks are blocked by the mirror on contact, while the damage is absorbed into the Dread Heart beating above the mirror's frame; incoming enemy damage is first multiplied by 1 / 1.5 / 1.75 / 2 times then absorbed by the heart. The heart lingers indefinitely until Garuda throws it.
The shield blocks Stagger and Knockdown effects from otherwise staggering attacks - including self-stagger from explosive projectiles that explode too close.
Does not resist knockback effects that launch the player.
10% of the victim's maximum health is absorbed as initial damage for the heart when Garuda strikes the target.
Maximum health is considered from only health, not shields.
If the victim is instantly killed, the health absorbed is increased to 20%.
Minimum health threshold is 1000. Meaning, target's maximum health for damage capture will be considered as 1000 if the actual value is lower than this threshold.
Instant kill threshold of 40% is calculated from the percentage of current Health plus Shields relative to their combined maximum.
The victim receives damage equal to 10% of their maximum health as Slash damage.
Enemies that touch the mirror will take 100Impact damage and stagger backwards away from Garuda. Rolling towards enemies will Ragdoll them.
Mirror contact damage is not affected by mods.
This damage is also absorbed into the Dread Heart.
The mirror hits once when Garuda strikes the victim, absorbing one instance of contact damage, unless they are instantly killed.
Damage absorbed is displayed in a numeric value above the heart.
Dread Mirror lasts until it expires or the Dread Heart is thrown, while the Dread Heart will persist until thrown, even after the mirror disappears, and can absorb damage from multiple Dread Mirrors indefinitely.
The mirror can block some directional area of effect abilities, such as Profit-Taker's EMP Slam and Laser Sweep or heavy Corpus/Grineers ground slam. Some area of effect attacks, like ones used by Eidolons or Eximus special attacks cannot be blocked.
Melee units can hit the player if the unit is close enough to swing inside the shield.
While the Dread Heart is floating above Garuda, holding down the ability button (default 1 ) causes Garuda to grasp the heart in her talons and drain 50Energy per second to continuously increase the absorbed damage by 100% of the currently stored damage value per second. Releasing the ability button or running out of energy causes Garuda to throw the heart as a high velocity explosive projectile toward the location on the aiming reticle. The heart bursts on impact with an enemy or a surface to inflict the amplified damage as Impact with 100%Status Chance and a 6 / 7 / 8 / 10 meter radius.
Garuda cannot perform parkour Maneuvers (except for rolling and sliding) or general interactions while channeling the heart. However, she can still move.
Charging in mid-air will allow Garuda to hover for a few seconds.
The explosion bypasses obstacles in the environment and its damage does not decrease with distance.
Can be recast while active to pounce at a target and refresh the mirror's duration.
Can be cast while airborne.
Casting Dread Mirror is full-body animation that relocates Garuda to her target. Charging the Dread Heart is an upper-body animation that reduces Garuda's movement speed and grounds her once landed, as well as preventing other actions until the heart is thrown.
The Dread Heart visually drips blood constantly, beats faster when absorbing damage, and grows spikes when its stored damage is high enough.
The maximum charged damage of the Dread Heart is displayed as 4.29+03eM, which likely represents the value 4,294,967,295. However, when used, it might instead deal no damage.
The Dread Mirror's frame colors are affected by Garuda's chosen Appearance colors.
Dread Mirror, Dread Heart and particle effects are affected by Garuda's chosen Energy color.
Synergizes well with Guardian Derision, making more enemies attack Garuda and her Dread Mirror, allowing quick, indefinite damage build-up for Dread Heart.
The ability to instantly kill enemies solely relies on a percentage threshold, making it a potentially powerful tool to quickly dispatch otherwise tough high level enemies - including Steel Path versions of Sentient fighters in Lua missions and Veil Proxima anomalies, or the Thrax Centurion and Thrax Legatus in the Zariman Ten Zero.
Any enemy that survives the jump attack is likely going to be knocked down, leaving an opening for a quick ground finisher and/or heavy damage.
Combined with Blood Altar, Garuda can effectively tank and shrug off most damage that comes her way.
Considering how far Garuda can move with her pounce, it can make for an effective means to escape an encounter while defending yourself.
Facing Dread Mirror outward while standing in the corner makes Garuda less vulnerable to direct attacks.
Alternatively, positioning herself to face enemies within a tight corridor gives her virtually unparalleled survivability from the front, and at the same time racking a lot of damage for Dread Heart.
Using the ability multiple times before unleashing the heart will ramp up the damage rapidly, eliminating the reliance on enemy aggro.
The mirror can prevent some AoE damage like an explosion from a barrel, or even massive attacks from the Profit-Taker Orb, by facing the barrier directly along the path of these attacks.
However, it can't block AoE stagger from self-damage weapons.
It also can't block damage-over-time AoE attacks such as from Nox's toxic blobs or Napalm missiles.
Dread Mirror can help Garuda avoid the energy-draining Magnetic proc from Profit-Taker's EMP Slam, as well as being knocked down by the field boss's Repelling Shields.
While Dread Mirror cannot save Garuda from AoE sweeps by an Eidolon, it still helps her survive the incoming homing missiles.
Dread Mirror can protect Garuda from Arc Traps, providing the Mirror is between her and the trap. The trap will self-destruct after 3 seconds as if it has been activated, but since there is no arc, no damage will be absorbed.
Rolling into enemies with Dread Mirror active will ragdoll them, frequently drag them along for a brief moment, and send them flying for several meters. This is a good makeshift crowd control.
Dread Heart, being a projectile, fully benefits from the buffs of Mutalist Quanta's alternate fire.
Be aware that crossing Nullifier Crewman bubbles, falling out of bounds, or activating Archwing will remove Dread Heart, thus losing its accumulated damage.
Dread Heart counts as both ability damage and weapon damage, allowing for additional methods of increasing its effectiveness. For example, Nourish will both increase its damage and make it proc Viral instead of Impact sometimes, and a critical charm from Smeeta will make it orange crit.
Priming enemies with Seeking Talons before damaging them with the Dread Heart is advised, as it will result in hefty slash procs scaling off Dread Heart's damage.
Bugs
There currently is a very frequent UI bug where you won't see the remaining duration at the ability icon.
Nezha expends 25energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus Movement Speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?Heatstatus chance. While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects.
Cast animation of ~0.5 seconds, affected by Casting Speed.
Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
Ability Synergy: If Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250Heat damage with a 10% / 25% / 50% / ?Heatstatus chance within a radius of 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
Damage does not bypass obstacles in the environment and diminishes with distance.
Fire Walker can be cast while moving but will interrupt all other actions.
Can be recast while active to refresh its duration.
Subsuming Nezha to the Helminth will offer Fire Walker and its augments to be used by other Warframes.
This does not allow other Warframes to use Fire Walker's explosion on teleport. This is exclusively a synergy with Blazing Chakram.
Oberon expends 50energy to consecrate the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100Radiation damage with a 5 / 10 / 12 / 15%Radiationstatus chance every 0.5 seconds, while allies are relinquished of any negative Status Effects and become immune to them for as long as they are standing on the area. Up to a maximum of 4 Hollowed Ground can exist at a time.
Radius follows the expression:
Base Range + 11.25 × (Ability Range - 1)
For example, with a maxed Stretch, the radius will increase to:
15 + 11.25 × (1.45 - 1) = 20.0625 meters.
Angle follows the expression:
Base Angle + 135° × (Ability Range - 1)
For example, with a maxed Stretch, the angle will increase to:
180° + 135° × (1.45 - 1) = 240.75°).
234% Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
Flying enemies that are too high above the ground may not be affected by this ability.
Ability Synergy:
If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by 10% / 20% / 30% / 50%.
If cast in midair, Oberon will instantly drop to the ground to perform this ability.
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.
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting Hallowed Ground 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 proc. This mod also passively increases Hallowed Ground's duration.
Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer MagneticSensor Bars and Corpus Laser Barriers.
Note however that activating these traps in spy missions will still trigger vault alarms.
Trinity expends 75energy to link herself with up to 1 / 2 / 2 / 3 enemies within a radius of 12 / 14 / 17 / 20 meters for ? / ? / ? / 20 seconds. While linked, she receives 50% / 60% / 70% / 75%Damage Redirection, also transfers 100% of damage taken and any Status Effects inflicted on her toward the linked enemies.
Casting time of 0.6 seconds is affected by Casting Speed.
Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
Ability Synergy: Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection.
If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
Volt expends 50energy to create an electrical energy barrier 4.25 meters high and 6 meters wide that blocks enemy fire, lasting for 10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain +50%Electricity damage and +100%critical multiplier. A maximum of 6 Electric Shields can be created at a time.
The critical multiplier is applied after and multiplies other sources of critical damage.
The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50Electricity damage.
Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150%Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
The Electricity damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Electricity from Electric Shield. Electricity damage bonus from the shield does not increase Electricity status effect damage.
Casting Electric Shields after reaching the maximum will remove the oldest shield.
Volt has the ability to pickup one of his Electric Shields through a context action (default X ). Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile as a hovering frontal shield that reorients itself to face the player's camera direction, as well as Ragdolling enemies that come into contact with it. Activating the context action again will place down the shield and revert its size.
Picking up the shield will prevent Volt from gaining energy from sources such as Squad Energy Restore.
Electric Shield affects things that pass through it differently:
Melee attacks do not gain bonuses from passing through the shield.
Projectile based melee attacks such as Warfan heavy attack projectiles, Gunblade shots, Syam's shockwave, Tenet Agendus's energy disk, and Nepheri's fireballs can benefit from Electric Shield's bonuses.
Glaive throws do not benefit from Electric Shield.
AoE attacks require the main projectile to pass through the shield to gain the bonuses; AoE attacks where only the AoE passes through the shield but not the main projectile will not gain the bonuses.
Warframe abilities do not gain bonuses from passing through the shield.
Certain projectile based abilities such as Fireball, Smite, and Flechette Orb can benefit from Electric Shield's bonuses.
Prevents self-stagger from area of effect weapons if the player shoots behind the shield.
Ability Synergy: Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield 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.
Multiple instances of the Electric Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.
As Electric Shield doesn't buff Warframes directly but instead the weapons fired through it, it's one of the only ways to increase Operator damage output. This is particularly useful for Eidolon hunts.
Bugs
If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).
Enemies with special attacks (like a Heavy Gunner's slam attack) will still happen if the stagger happens during any point of the enemy charging up the attack.