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,  Exalted Blade,  Valkyr Talons,  Iron Staff,  Desert Wind, or  Shadow Claws. Pairs very well with  Body Count,  Drifting Contact,  Gladiator Rush, or The  Primary Dexterity &  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  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[] Gladiator Mod Set, which has a similar effect. Weeping Wounds, the Status Effect equivalent. 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) Now drops from level 30-40 Necralisk Bounties 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) Added to the game as an event-exclusive drop from Operation: Shadow Debt. Last updated: Update 26.0 (2019-10-31) CollapseCritical Hit Mods Edit Rifle Chance  Point Strike •  Critical Delay •  Argon Scope ( Galvanized) Damage  Vital Sense •  Hammer Shot •  Bladed Rounds Shotgun Chance  Blunderbuss •  Critical Deceleration •  Laser Sight Damage  Ravage ( Primed) •  Shrapnel Shot Pistol Chance  Pistol Gambit ( Primed) •  Creeping Bullseye •  Hydraulic Crosshairs ( Galvanized) Damage  Target Cracker ( Primed) •  Hollow Point •  Sharpened Bullets Melee Chance  Blood Rush •  Maiming Strike •  True Steel ( Sacrificial) Damage  Gladiator Might •  Organ Shatter ( Amalgam) Arch-gun Chance  Critical Focus •  Parallax Scope Damage  Critical Focus •  Hollowed Bullets Arch-melee Chance  Critical Meltdown •  Tempered Blade Damage  Bleeding Edge Weapon Augment  Deadly Maneuvers •  Deadly Sequence •  Exposing Harpoon •  Hata-Satya •  Amalgam Ripkas True Steel ↑ Chance to roll item within drop table ↑ Amount rewarded on successful roll ↑ (Quantity × Chance) ↑ Chance to roll drop table ↑ Chance to roll item within drop table ↑ (Drop Table Chance × Item Chance) ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details ↑ Amount rewarded on successful roll ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)