Blood Rush is an uncommon Melee mod that increases critical chance as the Melee Combo Counter increases.

Stats[]

Rank Effect Cost Effect at 12x
0 +3.6% 4 39.6%
1 +7.3% 5 80.3%
2 +10.9% 6 119.9%
3 +14.6% 7 160.6%
4 +18.2% 8 200.2%
5 +21.8% 9 239.8%
6 +25.5% 10 280.5%
7 +29.1% 11 320.1%
8 +32.8% 12 360.8%
9 +36.4% 13 400.4%
10 +40% 14 440%

Drop Locations[]

Mission Drop Tables

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • Blood Rush multiplies critical chance based on the Melee Combo Counter tier increase.
    • Without a Combo Counter, Blood Rush provides no bonus to critical chance. At 2x, it increases critical chance by 0.40 × (2 - 1) = 40% and at 3x, it increases critical chance by 0.40 × (3 - 1) = 80%. At the standard max Combo Counter of 12x, it increases critical chance by 440%.
  • Blood Rush cannot be equipped on Diwata Diwata, ExaltedBladeWeapon Exalted Blade, ValkyrTalons Valkyr Talons, IronStaff Iron Staff, DesertWind Desert Wind, or ShadowClaws Shadow Claws.
  • Pairs very well with Mod TT 20px Body Count, Mod TT 20px Drifting Contact, Mod TT 20px Gladiator Rush, or The PrimaryDexterity Primary Dexterity & SecondaryDexterity Secondary Dexterity arcanes which allow players to keep the Combo Counter up more consistently.
  • Since thrown attacks from Glaive weapons are affected by the Combo Counter, they will also receive any bonus from Blood Rush.

Calculation[]

The formula for calculating the increased critical chance reached by the mod is as follows:

Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus

For example, a weapon with 20% base critical chance, modded with maxed Mod TT 20px True Steel (1.2) and Blood Rush (0.4), and with a Combo Multiplier of 4.0x would reach 20% × (1 + 1.2 + 0.4 × (4.0 - 1)) = 68% chance to crit.

The table below displays the critical chance that a melee weapon can achieve depending on its base critical chance and current combo multiplier.

Base Crit Chance Difference Per Multiplier Combo Multipliers (No Critical Chance Increase at 1x)
1x 2x 3x 4x 5x 6x 7x 8x 9x 10x 11x 12x
2 0.8 2 2.8 3.6 4.4 5.2 6 6.8 7.6 8.4 9.2 10 10.8
4 1.6 4 5.6 7.2 8.8 10.4 12 13.6 15.2 16.8 18.4 20 21.6
6 2.4 6 8.4 10.8 13.2 15.6 18 20.4 22.8 25.2 27.6 30 32.4
8 3.2 8 11.2 14.4 17.6 20.8 24 27.2 30.4 33.6 36.8 40 43.2
10 4 10 14 18 22 26 30 34 38 42 46 50 54
12 4.8 12 16.8 21.6 26.4 31.2 36 40.8 45.6 50.4 55.2 60 64.8
14 5.6 14 19.6 25.2 30.8 36.4 42 47.6 53.2 58.8 64.4 70 75.6
16 6.4 16 22.4 28.8 35.2 41.6 48 54.4 60.8 67.2 73.6 80 86.4
18 7.2 18 25.2 32.4 39.6 46.8 54 61.2 68.4 75.6 82.8 90 97.2
20 8 20 28 36 44 52 60 68 76 84 92 100 108
22 8.8 22 30.8 39.6 48.4 57.2 66 74.8 83.6 92.4 101.2 110 118.8
24 9.6 24 33.6 43.2 52.8 62.4 72 81.6 91.2 100.8 110.4 120 129.6
26 10.4 26 36.4 46.8 57.2 67.6 78 88.4 98.8 109.2 119.6 130 140.4
28 11.2 28 39.2 50.4 61.6 72.8 84 95.2 106.4 117.6 128.8 140 151.2
30 12 30 42 54 66 78 90 102 114 126 138 150 162
32 12.8 32 44.8 57.6 70.4 83.2 96 108.8 121.6 134.4 147.2 160 172.8
34 13.6 34 47.6 61.2 74.8 88.4 102 115.6 129.2 142.8 156.4 170 183.6
36 14.4 36 50.4 64.8 79.2 93.6 108 122.4 136.8 151.2 165.6 180 194.4
38 15.2 38 53.2 68.4 83.6 98.8 114 129.2 144.4 159.6 174.8 190 205.2
40 16 40 56 72 88 104 120 136 152 168 184 200 216
42 16.8 42 58.8 75.6 92.4 109.2 126 142.8 159.6 176.4 193.2 210 226.8
44 17.6 44 61.6 79.2 96.8 114.4 132 149.6 167.2 184.8 202.4 220 237.6
46 18.4 46 64.4 82.8 101.2 119.6 138 156.4 174.8 193.2 211.6 230 248.4
48 19.2 48 67.2 86.4 105.6 124.8 144 163.2 182.4 201.6 220.8 240 259.2
50 20 50 70 90 110 130 150 170 190 210 230 250 270

Crit Chance = Weapon Crit Chance × [1 + Mod Crit Bonus + Blood Rush Bonus x (Combo Multi - 1)] + Static Crit Bonus

A spreadsheet that performs the same calculation, and also allows to enter your Crit Chance % from Crit Mods and the CC% per combo, can be found online here.

Trivia[]

  • Prior to Update 26.0 (2019-10-31), Blood Rush provided +165% critical chance per combo level. Critical chance was calculated according to the following equation:
Crit Chance = [Base Crit Chance × (1 + Mod Crit Chance) + Static Critical Chance Modifiers] × [1 + (Blood Rush Multiplier × Combo Multiplier)]

See Also[]

Patch History[]

Update 30.5 (2021-07-06)

Melee Mod Nerfs

Blood Rush’s maximum value is being lowered. This changes the achievability of consistent Red Crits from just one Mod (on most Melee weapons, some High-Critical exceptions), and now additional help will be needed via Mods, Arcanes, or Warframe abilities to achieve consistent Red Crits.

One Mod alone generally delivering the best tier of Criticals felt too powerful.

Blood Rush is changing from:
+60% Critical Chance stacks with Combo Multiplier

To
+40% Critical Chance stacks with Combo Multiplier

Update 29.5 (2020-11-19)

  • Fixed Blood Rush not applying to Garuda’s Talons (only applies when Talons are the single equipped Melee).
  • Fixed return issue with combo stacking Melee Mods (like Blood Rush) not resetting while in Operator with a very specific loadout as Client, as reported here: https://forums.warframe.com/topic/1202616-blood-rush-still-bugged/

Update 29.0 (2020-08-25)

Hotfix 27.5.5 (2020-05-21)

  • Fixed the Blood Rush Critical Chance boost not resetting when the Melee combo counter is reset.

Hotfix 27.5.4 (2020-05-20)

  • Fixed Blood Rush bonuses not resetting if you’re the Operator when the Combo expires.

Update 26.0 (2019-10-31)

  • Changed from multiplicative to additive with other mods. Now only multiplies base critical chance. Critical chance bonus went from 165% to 60%.
  • (Undocumented) Added buff icon.

Update 18.5 (2016-03-04)

  • Added as potential reward from Lua Spy missions.

Hotfix 18.4.1 (2016-01-25)

Last updated: Update 26.0 (2019-10-31)

CollapseCritical Hit Mods Edit
Rifle Chance Mod TT 20px Point StrikeMod TT 20px Critical DelayMod TT 20px Argon Scope (Mod TT 20px Galvanized)
Damage Mod TT 20px Vital SenseMod TT 20px Hammer ShotMod TT 20px Bladed Rounds
Shotgun Chance Mod TT 20px BlunderbussMod TT 20px Critical DecelerationMod TT 20px Laser Sight
Damage Mod TT 20px Ravage (Mod TT 20px Primed) • Mod TT 20px Shrapnel Shot
Pistol Chance Mod TT 20px Pistol Gambit (Mod TT 20px Primed) • Mod TT 20px Creeping BullseyeMod TT 20px Hydraulic Crosshairs (Mod TT 20px Galvanized)
Damage Mod TT 20px Target Cracker (Mod TT 20px Primed) • Mod TT 20px Hollow PointMod TT 20px Sharpened Bullets
Melee Chance Mod TT 20px Blood RushMod TT 20px Maiming StrikeMod TT 20px True Steel (Mod TT 20px Sacrificial)
Damage Mod TT 20px Gladiator MightMod TT 20px Organ Shatter (Mod TT 20px Amalgam)
Arch-gun Chance Mod TT 20px Critical FocusMod TT 20px Parallax Scope
Damage Mod TT 20px Critical FocusMod TT 20px Hollowed Bullets
Arch-melee Chance Mod TT 20px Critical MeltdownMod TT 20px Tempered Blade
Damage Mod TT 20px Bleeding Edge
Weapon Augment Mod TT 20px Deadly ManeuversMod TT 20px Deadly SequenceMod TT 20px Exposing HarpoonMod TT 20px Hata-SatyaMod TT 20px Amalgam Ripkas True Steel
  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)