- For stance combos, see Stance.
- For the combo mechanic associated with Sniper Rifles, see Sniper Rifle.
Melee Combo is a power source that grows as the Tenno strikes or blocks with melee weapons, multiplying the damage of certain attacks. Heavy attacks consume the melee combo gauge, called the combo counter, for a burst of damage (from 1x to 12x). Certain Warframe abilities also benefit from melee combo, and they do not consume combo points, but they receive 1/4 of the added damage. Normal melee attacks are not affected by the combo multiplier, though combo scaling effects and mods can apply to all melee attacks. An inactive melee combo resets to zero after 5 seconds.
Different attacks award varying amounts of combo points, depending on their strength and number of hits. The combo reset period is affected by combo duration, and combo consumption from heavy attacks is affected by Heavy Attack Efficiency.
Combo Gain[]
Attacking or blocking grants combo points dependent on different values and bonuses.
Stance Attacks[]
Stance attacks (that is, most melee attacks) add combo points, scaling with the attack's stance damage multiplier (100% stance damage multiplier = 1 point). For example, an attack with a 300% damage multiplier, adds 3 combo points per hit. Only successful strikes against an enemy will award combo points.
Some exceptions to these values exist, such as the last attack of Swirling Tiger's Dancing Hunter combo or the first hit of
Homing Fang's Cutting Arches.
Blocking[]
Each blocked enemy attack adds 1 combo point, including each individual projectile.
Other Attacks[]
- Stealth and finisher attacks add varying amounts of points to the combo counter.
- Melee hits against destructible objects, like Storage Containers, do not add to the combo counter.
- The
Rauta generates 2 combo points for each pellet that lands on an enemy, up to a maximum of 28 combo points spread across 14 pellets.
Additional Combo Count Chance[]
Certain mods supply additional combo count chance (ACCC), awarding an extra combo point either on hit, on block, or under other specific circumstances. ACCC starts at +0% and benefits additively from the following mods and effects.
Pet Mods[]
Beast type pets can now give you +6 combo when they attack, this can help you gain combo or help prevent your combo counter from decaying.
Naramon's
Opening Slam adds +100% additional combo count chance to all sources for up to 20 seconds.
Combo Multiplier[]
The Bonus Damage Multiplier starts at 2.0x after 20 consecutive hits. The multiplier is increased by 1.0x every consecutive 20 hits until 220 consecutive hits have been made, at which point the bonus damage multiplier will cap at 12.0x. Heavy Attacks receive the full damage multiplier, while affected #Warframe Abilities receive 1/4 of the multiplier.
Combo Counter Bonus Tier | Heavy Attack Multiplier | Base Damage Multiplier (Certain Warframe abilities) | Minimum Consecutive Hits Required |
---|---|---|---|
2 | 2.0x | 1.25x | 20 |
3 | 3.0x | 1.5x | 40 |
4 | 4.0x | 1.75x | 60 |
5 | 5.0x | 2.0x | 80 |
6 | 6.0x | 2.25x | 100 |
7 | 7.0x | 2.5x | 120 |
8 | 8.0x | 2.75x | 140 |
9 | 9.0x | 3.0x | 160 |
10 | 10.0x | 3.25x | 180 |
11 | 11.0x | 3.5x | 200 |
12 | 12.0x | 3.75x | 220 |
13 (only with ![]() |
13.0x | 4.0x | 240 |
Venka Prime has a passive ability that allows it to reach 240 consecutive hits for a 13.0x multiplier.
Combo Duration[]
Combo Duration extends the combo timer from its default of 5 seconds, increasing the time a combo takes to reset. Visually, the combo timer is represented by a grey horizontal bar below the combo counter.
Riven Mods can include positive or negative combo duration. (See: Riven Mods#Attributes for values.) A zero or negative combo duration prevents increasing the combo counter.
Melee Combo duration cannot be reduced to below 0.1 seconds.
Combo Decay[]
With the Power Spike passive from the
Naramon focus school, the combo counter decays by 20 / 15 / 10 / 5 every reset instead of depleting completely. Whenever the counter goes below a multiplier threshold, it decreases the multiplier to the new value. At max rank without combo counter duration mods, it takes 220 seconds, or 44 reset ticks, to fully deplete. Combo duration mods greatly increase this time, as they apply to every reset tick. Replenishing the counter works the same as without the passive.
Exceptions[]
Xoris has infinite combo duration.
Tenet Livia and
Tenet Grigori pause their combo timer while holstered.
Anku with Anku Incarnon Genesis installed can pause their combo timer while holstered with Evolution III, Perk 1: Standoff.
Ack & Brunt with Ack & Brunt Incarnon Genesis installed can pause their combo timer while holstered with Evolution III, Perk 2: Abiding Hold.
MK1-Furax/
Furax/
Furax Wraith with Furax Incarnon Genesis installed can pause their combo timer while holstered with Evolution III, Perk 3: Standoff.
- Triggering
Combo Killer pistol kill resets timer.
Warframe Abilities[]
Certain melee-oriented Warframe abilities benefit from and contribute to the melee combo counter. These abilities include the following.
Ash's
Blade Storm
Atlas's
Landslide
Excalibur's
Slash Dash
Gara's
Shattered Lash (benefits from, but does not contribute to combo count)
Khora's
Whipclaw
Kullervo's
Recompense and
Storm of Ukko (contributes to, but does not benefit from combo count)
Exodia Contagion
Exodia Force
Exalted Weapon[]
Exalted Melee Weapons like Excalibur's
Exalted Blade have their own independent melee combo, governed by its own combo count, multiplier, and expiration. Striking with an exalted melee weapon raises its own exalted combo counter and not the main combo — and vice-versa. A holstered weapon's combo timer expires at the normal rate.
Heavy Attack Efficiency[]
Heavy Attack Efficiency (previously known as "Combo Efficiency") reduces the cost of heavy attacks to below 100% combo points. For example, 40% heavy attack efficiency will change the amount spent to 60% combo points. This effect stacks additively and is capped at 90%; with both Focus Energy and
Reflex Coil, 10% of the combo counter will still be consumed with a heavy attack.
Riven Mods can include heavy attack efficiency. (See: Riven Mods#Attributes for values.)
Initial Combo[]
Initial Combo grants a minimum value of combo points when idle or after a combo reset. Heavy attacks spend initial combo, which regenerates at a rate of 40 combo points per second.
Riven Mods can include positive initial combo, but not negative initial combo. (See: Riven Mods#Attributes for values.) Certain weapons also innately provide initial combo: the Synoid Heliocor,
Furax Wraith, and
Fragor Prime give 20, 20, and 30 initial combo, respectively.
Combo Scaling Effects[]










Tips[]
- Tenno can reset their combo duration with no enemies nearby, by using a heavy attack paired with heavy attack efficiency (some points will still be spent), because the combo duration timer resets on heavy attack regardless of whether enemies are struck.
See Also[]
11 comments
A new aura: Ready Steel gives +24 to initial combo, a full squad running it +96, add corrupt charge for +126 for delicious tier 7 heavy attacks, tier 8 with covert lethality.
When are we getting REFLEX COIL PRIME? the most overdue perk since second dream.
I have riven that -combo duration
-4.2s on my weapon that have base 5s result is -3s combe duration
How is that work?
Ahh, can't edit comment, result is -0.3s
Still no reply, eh?
Nvm, I figured it out, it cuz I use corrupt charge
Add+
Result on -combo duration is you will not gain combo counter anymore and locked with initial combo(if you have) instead.
What I did is (cd=combo duration)
have Riv +22 initial combo / -2.9cd
+ corrupt charge(+30 initial combo / -50% cd)
my melee is base 5s cd
result is -0.4s cd and locked with 52 initial combo count
system was applying the corrupt charge before Riv
(they may mention somewhere I just don't know)
I can't see my combo count at all anymore. It's just not there. Anyone else have this problem?
Yeah same here no idea what happened
Please add combo killer the mod for throwables that adds duration and reset combo on pistol kills
It's added now but know that you're always free to edit, you don't even need an account!
There are more things that scale with combo counter, like the "jugulus" mod set (more combo, more tentacles).
The "Lifted" status effect duration is also affected by the combo counter.
Added, thanks.
I got a riven with a -60% chance to gain combo count
Does that mean that 60% of the times I get no combo from attacks or does it only affect my chance to gain additional combo count?
Nvm just tested it and you get a 60% chance to get no combo at all. Probably should put that info in the wiki.
-chance to gain combo count means on hit, you have a chance to gain nothing. +combo count gain chance means when you do gain combo, it has a chance to double. you can get both on one riven
With heavy attack at full combo AND combo efficiency (90% cap)
Do you get both bonusses on heavy attack or just the heavy one ?
Aka do you get 12x AND 3,75x bonus (12 x 3,75 = 45x multi) or only the 12x ??
The 3,75x bonus is only for some specific ability ; it has no effect on the melee.
Ye found out
But still, if you have ability that uses that combo multi for teh 3,75x multi, can it get the 12x too ?
The Heavy Attack Multiplier is additive to +dmg mods? worth to have +initial combo in rivens for heavy attack build?
They are a separate damage multiplier so it is multiplicative to base damage bonuses.
Combos white tag by stance description removed or visual bug?
Same here, but have no answer. Hope it will be back again :(
What does "white tag by stance description" mean?
Should add Wukong to the list of Frames that benefit from the Combo Counter.
It's a list of non-melee-weapon abilities that benefit from the combo counter.
Also before commenting this I tested defy and it doesn't benefit from the counter, so he has no abilities that would go on the list