Edit Tab The simian warrior is a mountain of strength. Wukong deals heavy damage and has high survivability. His quick trickster tactics are unforgettable. After taking fatal damage Wukong automatically uses one of his mastered survival techniques. These techniques can only be invoked three times per mission.  Celestial Twin  Cloud Walker  Defy  Primal Fury Update 17.12 (2015-11-25)  Impact  Defy  Celestial Twin 10,000 https://www.warframe.com/droptables The simian warrior is a mountain of strength. Wukong deals heavy damage and has high survivability. His quick trickster tactics are unforgettable. This is Wukong, the enduring, the swift. Everybody's got something to hide, Tenno. Except Wukong. Release Date: November 25th, 2015 Descending from the empyrean eternal, the unruly primal saint Wukong wreaks havoc in the System with his immortal trickery and savage beatings. Divide and conquer with twice yourselves, then journey unseen under a cloak of clouds. Endure through any assault with arrogant poise, donning the legendary staff to tip the balance in his favor, and his opponents off their feet. Wukong embarked on a new journey in Update 17.12 (2015-11-25) and was joined by his twin in Update 25.2 (2019-06-19). Acquisition Wukong's blueprints can be researched from the Tenno Lab in the dojo. Crafting Manufacturing Requirements📝 Edit blueprint requirements 25,000 1 1 1  Orokin Cell1 Time: 3 Day(s) Rush: 50  Market Price: 275  Blueprints Price: 35,000 Wukong Neuroptics Blueprint 15,000  Circuits1,400  Neural Sensors1  Polymer Bundle2,600  Nitain Extract2 Time: 12 Hour(s) Rush: 25 Wukong Chassis Blueprint 15,000  Morphics1  Ferrite900  Rubedo50  Nitain Extract4 Time: 12 Hour(s) Rush: 25 Wukong Systems Blueprint 15,000  Argon Crystal2  Neurodes2  Salvage8,000  Plastids4,000 Time: 12 Hour(s) Rush: 25 Tenno Lab Research Blueprint • 5,000 5,000  Nitain Extract5  Ferrite25,000  Plastids9,900  Orokin Cell1 Time: 3 Day(s) Prereq: N/A Neuroptics • 1,500 10,000  Nitain Extract1  Neural Sensors1  Nano Spores1,000  Polymer Bundle500 Time: 3 Day(s) Prereq: Wukong Chassis • 1,500 10,000  Nitain Extract3  Control Module1  Ferrite1,000  Rubedo500 Time: 3 Day(s) Prereq: Wukong Systems • 1,500 10,000  Nitain Extract2  Morphics1  Salvage1,000  Plastids500 Time: 3 Day(s) Prereq: Wukong x1  x3  x10  x30  x100 Notes Wukong's research requires 11 Nitain Extract. This will require 45x Cred worth of Nightwave offerings. Furthermore, crafting Wukong requires 6 Nitain Extract for an additional 30x Cred. Although Reactor Sabotage caches have a chance to reward Nitain Extracts (and thus, cut down on ​x Cred costs), it should not be wholly relied on due to the low chance of Nitain being rewarded. Trivia Wukong descended on September 29th, 2015 for the Chinese build, then on November 25th, 2015 for the global build. Wukong is named after Sun Wukong, (also known as the Monkey King), one of the main characters in the highly influential classic Chinese story Journey to the West. The majority of the Warframe's power set is based upon the Monkey King's lore. The variable-size  Iron Staff that Wukong summons upon using  Primal Fury (and to a lesser extent  Defy) is based off the Ruyi Jingu Bang, the Monkey King's signature weapon capable of changing its size at whim. It was one of several treasures bestowed upon the Monkey King after he defeated the Dragon Kings of the Four Seas.  Cloud Walker is a reference to the Jingdouyun (which translates to "Rolling Cloud"), a skill learned from his master when he was young.  Celestial Twin is a reference to the Monkey King's ability to clone himself through his magical hairs. Five Levels of Immortality is a reference to the Monkey King becoming immortal through five different means. Wukong is the second of three Warframes that were initially introduced as timed exclusives to Warframe China, the others being  Excalibur Umbra Prime and  Nezha. The line in Lotus' summary, "Everybody's got something to hide, Tenno. Except Wukong," is a reference to the song "Everybody's Got Something to Hide Except Me and My Monkey", by the Beatles. Wukong has never had official alternate look (skin), except from TennoGen, until the release of Wukong Prime. When Equipped with Wisp's Agile animation, and unarmed, he will summon his Celestial Twin. He is the 2nd of three frames to feature a unique version of the animation, Equinox and Xaku being the only other frames respectively. Wukong can give himself a handshake by activating the Handshake emote while his Celestial Twin is close by. Edit Tab “Market forces dictate that you need to evolve or die.”Wukong Prime is Vaulted.The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players. The trickster-warrior ascends to his ultimate incarnation. After taking fatal damage Wukong automatically uses one of his mastered survival techniques. These techniques can only be invoked three times per mission.  Celestial Twin  Cloud Walker  Defy  Primal Fury  Impact  Celestial Twin 10,000 https://www.warframe.com/droptables The trickster-warrior ascends to his ultimate incarnation. Release Date: July 6th, 2019 Wukong Prime is the Primed variant of  Wukong, possessing increased shield capacity, armor, energy, and sprint speed, as well as an additional polarity. Wukong Prime was released alongside  Zhuge Prime and  Ninkondi Prime. Acquisition Vaultings Crafting Notes Wukong Prime, compared to  Wukong: Higher Shields (345/445 vs. 270/370) Higher Armor (290 vs. 265) Higher Energy (145/195 vs. 130/180) Higher Starting Energy (65 vs. 50) Higher Sprint Speed (1.05 vs. 1.0) Additional Polarity ( vs. ) As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb. Wukong Prime's  Cloud Walker features additional lightning effects: When Wukong Prime disappears into a cloud, there will be a lightning strike up into the air. When he reappears, there will be several lightning strikes outward from his body onto the ground around him. Trivia Wukong Prime was officially revealed and released during TennoCon 2019. Wukong Prime was the most used Warframe of 2020[1] and 2021.[2] Wukong Prime's tail is slimmer and longer than that of his non-Primed counterpart. Wukong's Prime Access contains various references to the Chinese novel Journey to the West, from where Wukong is best known. It comes bundled with the Tang Fur Pattern for Kubrow and Sanzang Kubrow Armor in reference to Tang Sanzang, who Wukong aids in his journey to retrieve the Buddhist sutras from the West in the aforementioned novel. Wukong Prime's signature Syandana is named Jindou Prime in reference to the Jīndǒuyún (筋斗雲), the technique that allows him to ride or leap through clouds. Media Warframe GOD MODE WUKONG PRIME ENDGAME BUILD & SETUP Edit Tab  Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission, each will make Wukong avoid entering bleedout upon taking fatal damage, Invulnerable for 2 seconds, restore 50% health, and provide a unique buff: Primal Forces: 300% elemental damage for 60 seconds. Heavenly Cloak: Invisibility for 30 seconds. Invisibility does not reveal Wukong when he attacks. Cosmic Armour: Invulnerable for 30 seconds. Monkey Luck: Enemies killed yield extra loot drops for 60 seconds. Sly Alchemy: Orbs are 4x more effective for 60 seconds. When the passive activates, the three randomly selected buffs are briefly displayed as buff icons at the top center part of the HUD. Passive buff icons and timers are displayed beside the shield and health bars. These passive buffs cannot be dispelled even if Wukong's abilities becomes disabled, such as falling out of bounds or crossing a Nullifier bubble. Abilities  Input table not loaded. Javascript not loaded Result table not loaded. Javascript not loaded 125 Celestial Twin Shedding part of himself, Wukong creates a twin to fight by his side. Attack at range and the twin will melee, pull a blade and the twin will lay down covering fire. Use again to command the twin to attack a target with increased damage. Introduced in Update 25.2 (2019-06-19)  Strength:1.5 / 1.6 / 1.75 / 2 x (health multiplier)  Duration:N/A  Range:N/A Misc: ∞ (twin lifespan)0.5 x (damage multiplier)3 x (mark damage multiplier)? m (twin recall range) Info Wukong expends 25 energy to split himself into two corporeal forms, creating a loyal Specter armed with all of his weapons. Celestial Twin attracts enemy attention as he follows Wukong, attacks with either gun or melee dependent on the player's currently held weapon, and has a damage multiplier of 0.5x and a health multiplier of 1.5 / 1.6 / 1.75 / 2x. The twin remains at Wukong's side indefinitely until killed or manually dispelled at any time by holding down the ability key (default 1 ). Twin Warframe and weapons stats are affected by Wukong's equipped Mods. Will not utilize Galvanized mod kill bonuses, as the bonus is tied to a buff only players can get. Health multiplier affects both the health and shields of the twin. Celestial Twin specter AI is designed to aggressively attack nearby enemies while also staying close to Wukong's proximity. It will not attempt to parry enemy attacks with its melee weapon, and will also frequently teleport to reposition near Wukong. Celestial Twin will have swirling aura around his body, affected by energy color. While active, Wukong can command his twin to prioritize a target on the aiming reticle by tapping the ability key (default 1 ), leaving a mark above the target for no energy cost. Once commanded, the twin will seek and destroy the target, with a damage multiplier of 3x. The twin will teleport to his mark if it cannot reach the target after several attempts. Celestial Twin will cycle its weapons depending on Wukong's equipped weapon, if he has them equipped in his arsenal. If Wukong wields a primary or secondary weapon, or an Archgun called down by an Archweapon Deployer, the twin will use a melee weapon. Twin only uses the default/neutral combo of a melee's stance. If Wukong has no melee weapon but has both a primary and secondary weapon, the twin will only use the primary weapon. If Wukong is dual-wielding a one-handed secondary weapon with a Glaive weapon, the twin will only use the Glaive, and as a melee weapon. The twin will never throw the Glaive. If Wukong wields a melee weapon, the twin will use Wukong's last primary or secondary weapon equipped prior to switching. If Wukong has a one-handed secondary weapon and a Glaive equipped, then wields only the melee weapon, the twin will still use Wukong's last primary or secondary weapon equipped prior to switching. If this weapon was the secondary weapon, the twin will visually dual-wield the Glaive and secondary weapon, but will only use the secondary weapon. If Wukong has only one weapon equipped, the twin will use that weapon. On weapons with Alternate Fire, only the primary mode will be used. The twin cannot use an Archgun. The twin is not affected by Sortie weapon restrictions. The twin can trigger weapon-related Warframe Arcanes and Exodia Arcanes, i.e. on critical condition, upon meeting the requirements. The Twin shares its ammo reserves with Wukong's and is capable of looting ammo pickups. If it runs out of ammo, it will swap to another gun. If both guns are out of ammo, it will swap to melee while actively searching for ammo pickups. Depleting all ammo reserves displays a red ammunition icon above the Twin's head. Squad Ammo Restores will replenish ammo but only if the player is in range, even if the Twin himself is in range. The Twin can be affected by self-stagger. If a Celestial Twin crosses a Nullifier bubble, it will not immediately die, but will instead take constant health damage. Wukong himself crossing a Nullifier bubble has no effect on the Twin. If a Celestial Twin falls out of bounds, it will immediately die. If Wukong's abilities become disabled, such as by the Stalker or falling out of bounds, the twin will immediately die. Equipping Archwing during Landscape mission, which also renders abilities disabled, will kill the twin as well. The twin will not be affected by  Stalk or  Ghost, only Wukong will become invisible. Ability Synergy: When activating  Cloud Walker, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.  Enveloping Cloud affects the twin, turning it invisible for its duration. When activating  Defy, the twin will also use Defy, gaining the same increased Threat Level, invulnerability, damage reflection, and armor bonus. When activating  Primal Fury, the twin will also arm itself with the  Iron Staff. When using Emotes with a Celestial Twin, the twin will perform the same emote. Wukong can also perform Handshakes with his own twin. Triggering the Inactivity Penalty will cause the twin to cease all activity and remain immobile until player activity resumes. Kills by the twin are ability kills. Affinity from these go to the warframe, not the weapon that the twin is using.Augment Main article: Celestial Stomp Celestial Stomp is a Warframe Augment Mod for  Wukong that commands his  Celestial Twin to perform a slam attack for 25 Energy when the ability button (default 1 ) is held, suspending nearby enemies in the air. Celestial Stomp 225 Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in Update 17.12 (2015-11-25)  Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)  Duration:2 s (cloud duration)  Range:5 / 6 / 7 / 8 m (stun radius) Misc: +300% (movement speed bonus)100% (status cleanse on cast)2 s (stun duration) Info Wukong expends 25 energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300% Movement Speed, along with vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily  Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking. Cloud Walker does not trigger Sensor Bars, Laser Barriers, and Security Cameras, and can pass through Spy defenses without triggering alarms. Ability Synergy: When activating Cloud Walker with an active  Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly. Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.Augment Main article: Enveloping Cloud Enveloping Cloud is a Warframe Augment Mod for  Wukong's  Cloud Walker that gives allies near the cloud temporary invisibility. Enveloping CloudTips & Tricks An equipped Sentinel with  Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends. 350 Defy Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured. Introduced in Update 17.12 (2015-11-25)  Strength:? / ? / ? / 250 (minimum damage)4 / 5 / 6 / 7.5 x (damage multiplier)0.8 / 1 / 1.2 / 1.5 x (armor multiplier)  Duration:2 s (invulnerability duration)15 / 18 / 20 / 25 s (armor duration)  Range:7 / 8 / 10 / 12 m (staff swing radius) Misc: -50 % (move speed penalty)100 % (status cleanse on spin)50 AP (min. armor bonus)1,500 AP (armor bonus cap) Subsumable to Helminth Info Wukong expends 50 energy to engage a defiant stance while priming his  Iron Staff, becoming Invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his Movement Speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative Status Effects, spins in place while elongating his staff and deals ? / ? / ? / 250  Impact damage plus the stored damage and  Ragdoll to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack. After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points. Armor bonus is removed if Defy is recast before it expires. While the armor bonus is active, a stylized armor bonus counter appears above the ability icons. Ability Synergy: When activating Defy with an active  Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage absorption attack, and armor bonus. Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability. Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes. However, Subsumed Defy's armor bonus is capped at 750. Info Wukong equips his legendary  Iron Staff as his melee Exalted Weapon. Normal attacks inflict 100 / 125 / 200 / 250 damage within 3.5 meters. Attacks have a 2x critical multiplier, 25% critical chance, and 30% status chance. Damage is affected by  Ability Strength and most mods. As an example, with a maxed  Pressure Point,  Shocking Touch and  Intensify, the normal attacks of a rank-3 Primal Fury will dealBase 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 affect  Iron Staff include: damage (e.g.,  Steel Charge) physical damage (e.g.,  Jagged Edge) elemental damage (e.g.,  Shocking Touch) faction (e.g.,  Smite Corpus) Critical chance and critical multiplier (e.g.,  True Steel and  Organ Shatter) Status chance (e.g.,  Melee Prowess and  Vicious Frost) Attack speed (e.g.,  Fury and  Berserker Fury) range (e.g.,  Primed Reach) Tennokai (e.g.,  Dreamer's Wrath)  Condition Overload  Drifting Contact  Healing Return  Shattering Impact Each melee attack adds to the Melee Combo Counter while radial damage from slam attacks do not. Iron Staff can not be equipped with weapon augments (e.g.,  Justice Blades), class-specific mods (e.g.,  Covert Lethality), Melee Combo Counter Mods (except  Drifting Contact), Acolyte Mods (e.g.,  Blood Rush), or Amalgam Mods). Riven Mods are not generated for Iron Staff. The combo counter will reset when equipped with  Xoris. Primal Fury's combo counter decay is affected by  Naramon's  Power Spike. Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will stagger enemies within range. Ground finishers inflict 300% of the total modified damage from normal attacks. Prompted Finishers inflict 2400% of the total modified damage from normal attacks as  True damage. The damage composition of a ground finisher is the same as a modified normal attack. The finisher multipliers for both attacks are affected by  Finishing Touch. Ability Synergy: When activating Primal Fury with an active  Celestial Twin, the twin will also equip the Iron Staff. Primal Fury costs 10 Energy to activate, then consumes 5 energy per second while active and will remain active until Wukong's energy is depleted, or the ability is deactivated by pressing the ability key again. Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration. Wukong cannot replenish energy using  Energy Vampire,  Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,  Energy Siphon,  Energy Nexus,  Dreamer's Bond, and/or  Wellspring while Primal Fury is active. Energy Orbs, Orokin Void Death Orb's energy restores,  Rage,  Hunter Adrenaline,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Wukong's energy while Primal Fury is active. Primal Fury's energy drain is not converted into shields by Augur Mods. While Primal Fury is active, Iron Staff is the only melee weapon Wukong can use. However, his other weapons and abilities can still be cast normally. Primal Fury comes installed with its own unique stance. Additional combos will be unlocked as Primal Fury increases in rank. The ends of Iron Staff have portions made out of energy. These portions are affected by Wukong's energy color. With the range bonus active, these portions are elongated. Primal Fury's attacks can damage enemies across the Rift Plane.Weapon Main article: Iron Staff Iron Staff is  Wukong's and  Wukong Prime's signature Exalted Weapon, summoned by activating the ability  Primal Fury. The weapon exclusively uses the Primal Fury stance. This weapon deals primarily  Impact damage. Innate and two polarities. Combo counter resets when equipped with  Xoris. Advantages: Disadvantages: Stance Main article: Primal Fury (Stance) Primal Fury is a unique Stance exclusive to  Iron Staff that can only be acquired and used by activating  Wukong's fourth ability,  Primal Fury. This Stance overrides the Stance on any currently equipped melee weapon for as long as Primal Fury remains active. Combos Default Combos of Stance or Weapon (📝 Edit Stance Data) Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 Attack Speed Animation Neutral(While Not Moving) Falling Oak Buster  400%   2x 100%   100%  300%   2x 100% 500.0%/s 3.2s Forward(While Moving) Spinning Crash Technique   4x 100%   200%  214.3%/s 2.8s Forward Block(While Blocking & Moving) Cyclone Lightning Strike  200%    300%  263.2%/s 1.9s Block(While Blocking) Rolling Boulder Rush   3x 100%   200%  100%    200%   200%    200%  151.9%/s 4.0s Heavy(Heavy Attack) The Way  500%   500%  N / A N / A Slide(While Sliding) Crushing Reach   100% N / A N / A Aerial(While In Air) Deadly Circle N / A N / A Wall(While Wall Latching) Guiding Plank N / A N / A Finisher(On Knocked Down Enemy) Wide Dispatch N / A N / A Slam(Looking At Ground While In Air) Slam Attack   200%   N / A N / A  Default "Sweep" Attack •  360°/Spin Attack •  Direct and Radial Slam Attack •  Ranged Attack •  "Thrust" Attack Key Inputs  Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)  Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)  Block  (PC default RMB; XBX, PSN, and NSW default right trigger)  Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits  Attack does double damage   Attack hits twice  Melee Attack Explanations 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. 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. Augment Main article: Primal Rage Primal Rage is a Warframe Augment Mod for  Wukong that increases the critical chance of  Primal Fury with every kill, up to a maximum of 150%. The additional critical chance gradually falls off after  Wukong stops killing for 5 seconds. Primal RageTips & Tricks It is preferable to use  Steel Charge over  Growing Power when modding for pure damage as the former adds more damage to Primal Fury than the latter. Bugs (Needs further research) At times, Celestial Twin may cease using Iron Staff and default to its normal weapon behavior. Reactivating Primal Fury will not correct this state, though resummoning the Twin might. Strength Mods Duration Mods Range Mods Edit Tab Update 36.0 (2024-06-18) Line Of Sight Improvements As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks. From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes. Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise. To name a few Warframe abilities that benefit from this with Jade Shadows: TOP FIXES Fixed being unable to cast/cancel abilities or attack as Wukong after ledge grabbing during Cloud Walker’s cast animation. Fixed loss of function (invisible weapons, being unable to reload, etc.) as Wukong after hitting a teleport volume while in Cloud Walker. Hotfix 35.5.7 (2024-04-17) Fixed Wukong’s Celestial Twin indicating it needs ammo while using the Nataruk (silly monkey the Nataruk has infinite ammo). Update 35.5 (2024-03-27) Fixed rolling while activating Wukong’s Cloud Walker ability resulting in players being unable to turn while Cloud Walking. Hotfix 35.0.9 (2024-01-17) Fixed Wukong’s Clone being inactive at the start of the first and second phase of the Archon Hunt fight. Update 35.0 (2023-12-13) Fixed Panthera firing its primary and alt fire simultaneously and repeatedly after casting Wukong's Cloud Walker. Update 34.0 (2023-10-18) Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding. Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player. Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health. In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300. With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change. To remedy this, we approached this problem in two ways: 1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods. Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes: Vitality: Reduced from +440% to +100% Health Redirection: Reduced from +440% to +100% Shield Capacity Steel Fiber: Reduced from +110% to +100% Armor Flow: Reduced from +150% to +100% Energy Max Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes. Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do. So, our next step: 2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible. With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally. While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal. In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats. For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes. Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases. Warframe Stat Changes: WUKONG Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 265 (from 250) Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180) WUKONG PRIME Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Shields: Base Rank - 345 (from 120) / Max Rank - 445 (from 360) Armor: Base Rank - 290 (from 275) Energy: Base Rank - 145 (from 130) / Max Rank - 195 (from 195) While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens! Hotfix 33.6.1 (2023-07-31) Missed Notes: With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged. Hotfix 33.0.11 (2023-05-24) Fixed unintended and extreme high damage from casting Thermal Sunder over and over again using Wukong (infused from Helminth) while there is a Gauss present (Player and Specter). Hotfix 32.2.10 (2023-01-18) Fixed script error with Wukong’s Passive. Hotfix 32.2.9 (2023-01-11) Wukong’s Twin will no longer attempt to reload when they have no ammo to do so. Instead an ammo icon will now appear above their head once they have depleted the ammo pool of all weapons to indicate that they are needing ammo pickups. Since Wukong’s Twin share ammo pools with you, once they run out of ammo they will actively search for pickups nearby. But you can also help them do so in the following ways: Grabbing ammo pickups yourself to add to the shared pool. Using Squad Ammo Restores to add to the shared pool (must be in range of the Restore, as AI do not receive ammo if they are in range but you are not). Wukong’s Twin will now sit down if the player is AFK, instead of freezing in place doing nothing (similar to Specters). Fixed script error caused by Wukong’s Cloud Walker. Update 32.2 (2022-11-30) WARFRAME AUGMENT BUFFS - PART 3 (FINAL) In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity. *Stats below are all at Max Rank. WUKONG Enveloping Cloud Was: Allies within 4m of the cloud become invisible to enemies for 14s. Changes: Changed the invisibility applied to no longer make allies visible when they make noise. They will now remain invisible for the full duration regardless of noise. Update 32.1 (2022-11-02) Fixed ammo pools not being shared properly across NPCs (Wukong’s Clone). Hotfix 32.0.9 (2022-10-05) Reduced the Mastery Rank restriction of all Prime Warframes to 0. Only 11/34 frames had any Mastery Rank restrictions, so we decided to make these consistent with the rest (there were no Mastery Rank restrictions on any non-Primed Warframes). Update 32.0 (2022-09-07) Celestial Twin Changes: Wukong is a top performer as a mobile and tanky Warframe. Celestial Twin has had the ability to effortlessly carry players through most content thanks to the Twin doing a lot of the heavy lifting. In an effort to encourage a more harmonious work relationship between Wukong and his Twin, we have made the following above adjustments: Overall damage of Celestial Twin has been halved, but marking enemies with your Ability Button still offers a 3x damage boost against marked targets. Celestial Twin is vulnerable to self-stagger from its own weapon. As the Twin shares your Wukong’s loadout, this can be bypassed by adjusting your mods accordingly if you wish. Wukong and his Celestial Twin now share an Ammo Pool. Ammo that is picked up by either you or your Celestial Twin is shared between you. Upon running out of ammo for a specific weapon, the Twin will either swap to a weapon in your loadout that does have ammo or swap to melee when completely out of ammo. The Twin will also search out Ammo pickups. Prior to this change, Celestial Twin had an infinite ammo pool, which allowed for the use of high-impact low-ammo weapons, such as the Bramma, to be used far outside the weapon's balance intentions. Since your Twin now inherents your loadout, a more active role is encouraged to maintain its effectiveness. Made several HUD adjustments to Wukong’s Celestial Twin/Defy icons so that they are not stretched or overlap other UI elements. Primal Fury Changes: Melee stance has been reworked to modern standards - bigger hits in the combos now have larger damage multipliers built in. Added a short duration vortex pull at the end of his forward combo when he slams the floor. Does not scale with Ability Strength Mods. Hotfix 31.6.3 (2022-06-16) Fixed script error with Wukong’s Passive. Hotfix 31.6.1 (2022-06-09) Fixed script error with Wukong’s passive. Hotfix 31.5.10 (2022-05-17) Fixed script error related to Wukong’s Cloud Walker. Update 31.5 (2022-04-27) Fixed Wukong Clone holding the Kuva Bramma arrow incorrectly. Update 31.1 (2022-02-09) Fixed FX missing on Staff ends when using the Samadhi Staff Skin while Wukong’s Primal Fury is active. Update 30.5 (2021-07-06) Fixed script error with Wukong’s Passive. Fixed script error with Wukong’s Celestial Twin. Hotfix 30.0.3 (2021-04-15) Fixed a crash caused by Wukong’s passive. Hotfix 30.0.1 (2021-04-13) Fixed a script error while using Wukong’s Celestial Twin. Update 29.10 (2021-03-19) Fixed motion blur issues on the Laddak Cloak and Kuva Braid Syandanas when equipped on Wukong Prime. Hotfix 29.2.2 (2020-10-06) Fixed rare script error when casting Wukong’s Primal Fury ability. Hotfix 29.1.1 (2020-09-18) Fixed a script error when casting Wukong’s Cloud Walker ability. Hotfix 29.0.6 (2020-09-01) Another fixed towards Wukong Prime's Iron Staff not blocking 100% of Damage as intended. Update 28.3 (2020-08-12) Wukong's Iron Staff now has a 100% Damage block. All melee weapons are intended to have perfect blocking after Melee 3.0, Wukong's staff just slipped through the cracks. Update 28.2 (2020-07-14) Fixed hearing Client Wukong Iron Staff FX sounds when the Wukong is far enough that you shouldn't hear it. Update 28.1 (2020-07-08) Xoris Interaction Changes Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice. Warframe Abilities / Exalted Warframe weapons affected by this are: The full breakdown can be read here. Hotfix 28.0.5 (2020-06-17) Fixed the Shi Chest Plate Armor attachment clipping through the Wukong. Update 28.0 (2020-06-11) Update 27.2 (2020-03-05) Hotfix 27.0.12 (2020-01-23) Fixed toggle sprint carrying over into Wukong’s Cloud Walker (normal hold sprint did not). Hotfix 27.0.9 (2020-01-09) Fixed a script error in Wukong’s Celestial Twin ability. Update 25.8 (2019-10-01) Warframe Looting Ability Changes Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity: Loot while alive: Ivara Loot petrified: Atlas Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times. Loot corpse: Nekros, Chesa These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/ Hotfix 25.7.4 (2019-09-05) Fixed an issue where Cloud Walker being deactivated would launch Wukong in the direction he was traveling before activating it. He now maintains the momentum that he was traveling with during Cloud Walker. Update 25.7 (2019-08-29) Fixed Wukong holding the wrong staff in the Market dioramas for the Wukong Samadhi Collection and Wukong Samadhi Skin. Fixed Iron Staff’s Energy drain not occuring when cast with Defy after emptying ammo from the only weapon equipped. Fixed the Wukong Samadhi Skin’s Shoulder Armor not appearing when previewing in the Arsenal. Fixed some ugly texture stretching on the Wukong Samadhi Iron Staff Skin in the in-game Market. Hotfix 25.5.2 (2019-08-02) Fixed invalid colour options being shown for Wukong Prime Staff and Wukong Samadhi Staff Skin. Hotfix 25.4.1 (2019-07-24) Fixed experiencing a functionality loss in the form of one or more weapons/Abilities not working after falling into a teleport volume while having an active Exalted weapon (Wukong). Hotfix 25.3.3 (2019-07-16) Fixed an issue with Wukong's Celestial Stomp becoming unreliable if you use it too quickly after joining in progress. Hotfix 25.3.2 (2019-07-12) Wukong’s Celestial Twin no longer utilizes Quick Thinking to fix the Twin living indefinitely. Fixed ability to replicate Wukong’s Celestial Twin multiple times by abusing Emotes. Fixed Wukong’s Cloudwalk and Defy abilities turning off sprint toggle when used. Fixed Wukong’s Immortality Passive triggering while in Archwing in Vallis / Plains which results in getting stuck in Archwing instead of being knocked out. Further fixes to floating Armor on Wukong / Wukong Prime. Hotfix 25.3.1 (2019-07-08) Fixed Wukong missing his tail when equipping the Wukong Mithra Skin. Fixed offset left shoulder Emblem on Wukong Prime. Update 25.3 (2019-07-06) Introduced Wukong Prime. Fixed Wukong’s Tennogen Skins not updating some parts of his outfit. Hotfix 25.2.4 (2019-06-27) Fixed Wukong's new Passive Ability not resetting for Clients after going back and forth from Cetus/Fortuna to Plains of Eidolon/Orb Vallis. Fixed performing a ground slam on a Cryopod while Wukong's Primal Staff is equipped resulting in the Warframe’s animation to get stuck in the air. Fixed Wukong's Celestial Twin kills not counting towards the Power Trip Nightwave Act. Fixed hearing another player’s Wukong Specter casting Defy. Hotfix 25.2.3 (2019-06-25) Changed Wukong’s Monkey Loot passive to not generate extra drops from ability immune or VIP enemies to follow cadence with others. Wukong's Passive will now refresh when he enters a Relay / Town. Fixed Wukong's staff getting stuck extra girthy if you interrupt the melee attack with something (Ability cast, etc). Hotfix 25.2.2 (2019-06-21) Wukong’s Celestial Twin now behaves with Nullifiers by: If Wukong enters the bubble with Celestial Twin active, nothing happens. If Wukong’s Celestial Twin enter the bubble, his Health will drain down. Performance improvements towards Wukong’s Celestial Twin and Cloud Walker. Removed Wukong from Frame Fighter until balance can be restored with his newly revisited abilities. Fixed cancelling Wukong’s Primal Fury with Celestial Twin resulting in an aggressive forward momentum. No Wukoptering with scissors! Fixed Client Celestial Twin not choosing to use your Secondary weapon. Hotfix 25.2.1 (2019-06-20) Wukong Celestial Twin can now be cancelled by the Stalker. Cancelled Warframe's live adaptation of Planet of the Apes due to "too much monkeying around" by fixing the ability to spawn infinite Celestial Twins. Fixed Wukong’s Celestial Twin swapping from Secondary to Primary weapon on his own. Fixed Wukong Cloud Walker invulnerability duration at Ranks 1 and 2 to always be a base 2 (s). Fixed Wukong not being able to Melee slam out of Cloud Walker. Fixed a script error when casting Wukong’s Celestial Twin. Fixed a script error when casting Wukong’s Defy. Update 25.2 (2019-06-19) WUKONG REVISITED! To celebrate the changes, all players who currently own Wukong will receive 3 Forma (per Wukong owned)! General Wukong Changes Health increased from 100 to 150 (at max rank increased from 300 to 450). Shield decreased from 125 to 100 (at max rank decreased from 375 to 300). Why? Since Wukong’s new kit now involves an Armour buff, relying more on his Health will enable a better synergy. Energy increased from 100 to 120 (at max rank 150 to 180). Sprint increased from .95 to 1.0. Improved his Primary/Secondary Energy blend on his Helmet tails. Updated Wukong’s Arsenal Ability videos to reflect his Revisited abilities. Replaced existing Wukong tips with tips based on his revisited abilities. PASSIVE 5 Levels of Immortality: Wukong has learned 5 techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission to avoid death 3 times. Each technique will make Wukong invulnerable for 2 seconds, restore 50% health, and provide a unique buff. Primal Forces: Triple elemental damage for 60 seconds Heavenly Cloak: Invisibility for 30 seconds Cosmic Armour: Invulnerable for 30 seconds Monkey Luck: Extra loot drops for 60 seconds Sly Alchemy: Orbs 4x more effective for 60 seconds Celestial Twin Replacing Iron Jab, Celestial Twin will allow for Wukong to shed a part of himself to call a supporting clone into action. The clone will attack from range while Wukong uses melee, or will use melee while Wukong uses range. Press ability again to command Wukong’s clone to attack a specific target with increased damage. Wukong’s clone will remain until it runs out of life. Cloud Walker Wukong evaporates into a fast-moving cloud of mist that will temporarily daze and paralyze enemies in his path. While in his cloud of mist, Cloud Walker has the additional mechanic of healing Wukong and his clone. His movement can be interrupted by attacking at any time. Cloud Walker has a much faster cast time which will no longer hold Wukong in place. Wukong will no longer trigger laser traps or doors while using Cloud Walker. Energy cost for Cloud Walker has been lowered. Defy Defy will now taunt enemies while Wukong and his clone gain temporary invulnerability with reduced movement speed. All damage is captured, stored, and dealt back in a single furious long range staff spin attack. Based on the amount of damage prevented by Defy, Wukong and his clone will receive a temporary armour buff. Press ability again to trigger spin early. Primal Fury Primal Fury will feature a new specialized and streamlined combo for Wukong’s legendary Iron Staff. As a preview of the upcoming Melee 3.0 system, Wukong’s Primal Fury uses new combo routes with simplified inputs providing a safe, limited space to try out coming releases. Damage for Wukong and his clone is redistributed for a more powerful feel, with a much higher status chance, larger base range, and some slash. Casting no longer holds Wukong in place. With new energy requirements, the cast cost of Primal Fury was lowered but cast drain was increased to be turned off and on as desired. Animation has been trimmed. The range of Wukong’s Iron Staff is always long, comparable to top range Zaws, and no longer needs to build combo to scale range. Wukong Augment Changes Celestial Twin Augment: Replacing Iron Vault, Wukong will command his clone to perform a wide radius slam, suspending enemies. Primal Rage: Increased cap from 100 to 150%, increased bonus per kill from 10% to 15%. Drain now scales with duration, so the higher Wukong’s duration, the slower it drains, and when Wukong gets a kill the drain stops for 5 seconds. Please visit our Dev Workshop post to read more about the reasons for these changes: https://forums.warframe.com/topic/1102598-dev-workshop-revisiting-wukong/ UI Change Warframe Ability Augment stats are now displayed in the Ability screen for Wukong! Update 25.1 (2019-06-05) Fixed Zanuka being unable to capture Wukong. Hotfix 23.0.8 (2018-07-09) Fixed using a Warframe with an Exalted Melee weapon, certain actions will lead to a weird "in-between" state, where your Exalted Melee Stance incorporates moves from your currently equipped melee weapon. Update 23.0 (2018-06-15) MODDABLE ‘EXALTED’ WEAPONS! Warframes with unique Ability-driven (Exalted) Weapons can now be separately Modded in your Arsenal! This includes the ability to customize their appearance too! If you own any of the following Warframes, their “Exalted” Weapon have been added to your Arsenal: Exalted Weapons work in the following ways: They appear in your Arsenal as an unranked moddable Weapon option once you’ve unlocked the Ability. All Exalted weapons use the Mod classes expected for the class of weapon. Melee Exalted Weapons have their Stance Mod permanently displayed in the modding UI with access to Combos! While Exalted Weapons can be ranked, they do not count towards Mastery Rank (with the exception of Khora’s Venari). Riven Mods are not generated for Exalted Weapons. Hotfix 22.18.7 (2018-04-25) Fixed Wukong’s Primal Fury adding increased Range to all Melee weapons instead of just his Iron Staff in Sanctuary Onslaught. Hotfix 22.17.3 (2018-04-11) Fixed Wukong's Iron Staff not getting as large/buffed as it should be for Clients during melee combos. Hotfix 21.0.8 (2017-07-13) Fixed an issue where Clients downed while using Wukong’s Primal Fury would be unable to switch weapons when revived. Hotfix 21.0.7 (2017-07-13) Fixed casting and deactivating Wukong’s Primal Fury while in Dual-Wield mode resulting in the UI stating the name of your Pistol and ability used. Update 19.9 (2017-02-01) Fixed using Wukong's Primal Fury during a ‘Weapon Only’ Sortie resulting in "Power In Use" when casting any ability for the remainder of the mission. Update 19.6 (2017-01-11) Fixed being able to use weapons with Alternate Fire while in Wukong’s Cloudwalker. Hotfix 19.0.3 (2016-11-14) Fixed Wukong's Defy and Iron Jab having duplicate Ability Descriptions. Update: The Silver Grove (2016-08-19) Fixed being able to pass through certain geometry with Cloud Walker. Update 18.14 (2016-06-08) Augment: Primal Fury –  Primal Rage Augment: Iron Jab –  Iron Vault Update 18.12 (2016-05-17) Fixed being able to walk through objects while in Cloud Walker ability. Hotfix 18.8.1 (2016-04-08) Fixed Cloud Walker ability leaving weapons visible for a moment when cast. Update 18.5 (2016-03-04) Fixed Iron Staff animations breaking if a player uses their melee attack on a Nullifier. Fixed the  Body Count Mod adding excessive time to Wukong’s melee combo counter due to his passive. Update 18.2 (2016-01-05) Fixed an error that would prevent Clients from being able to use Wukong's powers if meleeing while their 4th Ability Power was ending, or being deactivated due to a Nullifier bubble. Hotfix 18.1.3 (2015-12-18) Tweaked the visual FX on Wukong's Defy ability. Fixed Wukong's Iron Jab not properly knocking down enemies. Update 18.1 (2015-12-16) Iron Jab will now increase the melee combo counter on hit. Hotfix 18.0.8 (2015-12-11) Fixed Iron Jab not properly focusing on the direction of the Warframe, using the camera to aim instead. Update 18.0 (2015-12-03) Wukong's ground slam attacks now only cause camera shake for the player, instead of the entire Squad. Update 17.12 (2015-11-25) ↑ https://www.warframe.com/2020stats ↑ https://www.warframe.com/2021stats