This is Trinity, the healer, the equalizer.
Trinity is a must for any high-stakes mission. She'll save your life, Tenno.Release Date: October 25th, 2012
Trinity is a support-based Warframe. Her abilities favour restoration and preservation over destruction. Draining powers turn her enemies into conduits of life and energy, while defensive powers redirect and dissipate attacks upon herself and her team.
Acquisition
Trinity's main blueprint can be purchased from the Market. Trinity's component blueprints are obtained from defeating Ambulas on Hades, Pluto.All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Trinity's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Historical
Crafting
Trivia
- Trinity will receive a "light rework" alongside Nyx when 1999 releases.
- The word Trinity is the name for the Christian doctrine which holds that there is one God in three Divine Persons, the Father, son and the Holy Spirit. It could also be in reference to the classic "holy trinity" in MMO parties: tank, DPS, healer.
- The names of her alternate helmets are based on notion related with healing and medicine.
- Trinity's immortal skin has an Ankh, the symbol of eternal life, stretching from her chest to her lower abdomen.
- Prior to Hotfix 22.8.3 (2018-01-11), Trinity parts blueprints dropped from Captain Vor and Lieutenant Lech Kril on Exta, Ceres. This is now the drop location of
Frost.
Release Date: October 6th, 2015
Trinity Prime is the Primed variant of Trinity, possessing a higher shield, armor, and sprint speed, as well as an additional
and
polarities. Trinity Prime was released alongside
Dual Kamas Prime and Kavasa Prime Collar.
Acquisition
Vaultings
- On August 23rd, 2017, it was announced that Trinity Prime, alongside
Dual Kamas Prime and Kavasa Prime Collar, would enter the Prime Vault and be retired from the reward tables on August 29th, 2017. Any preexisting components or fully-built frames will remain as is.
- On June 5th, 2018, Trinity Prime and an exclusive Syandana were released as Twitch Prime benefits, similar to how
Frost Prime was released to Twitch Prime subscribers. This offer expired on 12 March 2019.
- Trinity Prime, alongside
Dual Kamas Prime, Kavasa Prime Collar,
Nova Prime,
Soma Prime, and
Vasto Prime, was available again from May 26th, 2020 to September 29th, 2020.
- Trinity Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
Notes
- Trinity Prime, compared to
Trinity:
- Higher Shields (455/555 vs. 270/370)
- Higher Armor (135 vs. 105)
- Higher Starting Energy (125 vs. 75)
- Higher Sprint Speed (1.1 vs. 1.0)
- Additional
and
Polarities (
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.
- When Trinity Prime casts
Blessing, she emits a pillar of light from her body and additional sound effects that do not occur with the Trinity base model.
- Trinity Prime is tied with
Vauban Prime for the most
Cryotic requirement of any Warframe.
Trivia
- In Update 17.5 (2015-10-01), a glitch caused the Trinity Prime and
Dual Kamas Prime parts to drop in the Orokin Void one week before their planned release date. This was fixed in Hotfix 17.5.1 (2015-10-01)
- Concluding With Trinity Prime, the original 8 Warframes (
Ash,
Ember,
Excalibur,
Loki,
Mag,
Rhino, Trinity and
Volt) have all received their prime versions, marking a milestone for WARFRAME since its closed beta.
- Trinity Prime has a unique way of holstering her Melee and Primary weapons by placing them vertically down on her back. Trinity holds this distinction with
Chroma, and
Nekros.
- The moving energy pattern on the front of Trinity Prime's helmet resembles a heart beat on a cardiograph, referencing her role as a healer.
Media
Talented in rapid restoration and emergency triage, Trinity commences revival of fallen allies in bleedout 25% faster and from 50% further away.
Abilities
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Well of Life Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy. Introduced in Update 4 (2012-11-02) |
![]() 0.25 / 0.5 / 0.75 / 1 % (lifesteal on hit) |
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![]() 10 / 12 / ? / 15 m (healing radius) | |||
Misc: ∞ (lifesteal range)1 (max target limit)10% (status negation damage)
5% (boss status negation damage) | |||
Subsumable to Helminth |
Info
- Trinity expends
25 energy to imbue a single enemy target within
100 meters with life energy and suspends it in midair. The enemy is Invulnerable and incapacitated, lifted airborne, and emits an
10 / 12 / ? / 15 meter aura for
7 / 9 / 10 / 12 seconds. When Trinity or her allies stand within the aura, they are healed
25 / 50 / 75 / 100 Health points per second and are immune to Status Effects. Damaging the target instantly heals the attacking ally for
0.25% / 0.5% / 0.75% / 1% of the damage dealt over infinite range, as well as applying the damage-converted healing to all allies standing within the aura. If a status effect is negated, the target takes 10% (5% on boss enemies) total health damage. While active, press the ability key again (default 1 ) to release the target early. A maximum of 1 target can be turned into a Well of Life.
- Casting time of 2 seconds is affected by Casting Speed.
- All damage suffered by the invulnerable enemy target is stored and dealt in full when the ability ends.
- When negating a status effect, a wisp will spawn from the ally and seek out the lifted target.
- Wisps are restricted to spawning at a rate of once per second.
- Wisps do not deal any inherent damage type, bypassing any normal damage calculation steps.
- Wisps can be triggered by self-stagger.
- Allies affected by the radial healing include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- Defense Object healing is uncapped, making this ability one of the only abilities in the game not subjected to this healing cap.
- Ability Synergy:
Link can tether to a Well of Life target, applying lifesteal during Link's Damage Redirection.
- Casting Well of Life is a full-body animation that stops grounded movement and all other actions.
- If the target dies before Trinity finishes her casting animation, the energy cost is refunded.
- Subsuming Trinity to the Helminth will offer Well of Life and its augments to be used by other Warframes.
Augment
- Main article: Pool of Life
Pool Of Life is a Warframe Augment Mod that makes enemies marked by Trinity's
Well of Life drop Health Orbs, with a chance to drop an additional Energy Orb.
Rank | Health Orbs dropped | Energy Orb chance | Cost |
---|---|---|---|
0 | 1 | 100% | 6 |
1 | 2 | 100% | 7 |
2 | 3 | 100% | 8 |
3 | 4 | 100% | 9 |
Tips & Tricks
- Well of Life can effectively lock down a Synthesis Target for scanning.
- Additionally, the invulnerability offers the target temporary protection from accidental death, but stored damage will be dealt in full when the ability ends.
Bugs
- If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in midair for the duration of the skill.
- In Corpus levels, if the player targets something outside of the above-mentioned range [clarification needed], the nearest turret (and possibly cameras) will be targeted.
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Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) |
![]() 15 / 17 / 20 / 25 (energy restored per pulse)6.25% (damage percentage)
≥25% (damage health threshold) |
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![]() 15 / 17 / 20 / 25 m (pulse radius) | |||
Misc:
4 (number of pulses) |
Info
- Trinity expends
50 energy to extract pure energy from a single enemy target within
100 meters. The target is incapacitated in place, glows bright blue and emits 4 energy pulses over
5 / 6 / 7 / 9 seconds. Each energy pulse restores
10 / 15 / 20 / 25 energy points to Trinity and allied Warframes within a radius of
15 / 17 / 20 / 25 meters, while the target is constantly
Staggered. During this time,
6.25% of the target's current health is dealt to it as
True Damage each pulse, bypassing the target's Shields. If the target's health drops, or is already, below
25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as
True Damage each pulse.
- If a marked target dies, all remaining pulses are released at once.
- Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed.
- Increasing
Ability Duration will cause the pulses to take longer to come out, while decreasing Ability Duration quickens the pulses.
- Increasing
- The 6.25% damage percentage is applied to either the target's remaining health or to 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5
True damage if the resulting damage is below 5 damage points.
- Cast time of 1.2 seconds is affected by Casting Speed.
- The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as Grineer Rollers, Corpus Ospreys, or certain bosses.
- Energy Vampire cannot be recast on the same target until its duration has expired.
- Energy Vampire cannot be cast on invulnerable targets.
- If Energy Vampire is cast on a Manic during its vulnerable phase, pulses can continue through its invulnerable phase.
- Players with channeled abilities active do not gain energy from Energy Vampire.
Augment
- Main article: Vampire Leech
Vampire Leech is a Warframe Augment Mod for Trinity that causes
Energy Vampire to convert excess energy into Shields, and will even boost into Overshields.
Tips & Tricks
- Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy.
- While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration.
- Decreasing Energy Vampire's duration via Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast.
- With a maxed
Transient Fortitude and
Fleeting Expertise, a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most.
- A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage.
- With a maxed
- If used on Grineer Latchers, the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player.
- Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage.
Bugs
- If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
- In Corpus levels, if the player targets something outside of the above-mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.
- If Energy Vampire is cast on an Eidolon Vomvalsyt, it will not emit the remaining energy pulses if their physical form is destroyed before the effect wears off.
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Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02) |
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Misc: 1 / 2 / 2 / 3 (affected enemies)50% / 60% / 70% / 75% (damage redirection)
100% (damage and status transfer) |
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Blessing Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage immunity. Introduced in Update 4 (2012-11-02) |
![]() 25% / 30% / 40% / 50% (damage reduction) |
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Misc:
50 m (affinity range) |
Info
- Trinity expends
100 energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring
40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them
25% / 30% / 40% / 50% Damage Reduction for
3 / 5 / 7 / 10 seconds.
- Cast time of 0.5 seconds is affected by Casting Speed.
- Affinity Range is affected by
Mending Unity and Fosfor flares.
- Damage reduction is capped at 75%, achievable with 150%
Ability Strength.
- Affected allies include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitration Defense Operatives, and Defense Objects.
- On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
- Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
- After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
- Does not restore or create overshields.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Can be recast while active.
- In addition to disappearing when the buff timer reaches zero, Blessing will disappear for a brief moment when recasting.
- In addition to the above, Blessing disappears when the caster of the Blessing goes into Archwing mode.
Augment
- Main article: Champion's Blessing
Champion's Blessing is a Warframe Augment Mod for Trinity's
Blessing that increases their own primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.
Tips & Tricks
- Blessing's damage reduction increases the effectiveness of her
Vampire Leech augment's overshields.
- Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
- 125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
- Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
- Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from
Wisp's
Reservoirs
Strength Mods | Duration Mods | Range Mods |
---|---|---|
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Update 35.5 (2024-03-27)
- Updated Trinity’s Blessing description to accurately communicate the damage reduction offered by it.
- Previously the description indicated it “[gave allies] some damage resistance”, which is not accurate as damage resistance is a separate mechanic not offered by Blessing.
- Now reads: “Restore the health and shields of nearby allies while reducing the damage they take from enemies.”
- Updated Trinity’s Well of Life ability description to better explain its mechanic:
- “Create a well of life on an enemy. Allies near the target gradually regenerate health and are immune to Status Effects. Status Effect damage intended for nearby allies will be absorbed by the enemy. Allies gain additional health when they attack the enemy.”
Update 35.1 (2024-02-20)
- Fixed a bug with Trinity’s Well of Life and self-stagger-inducing weapons that allowed Thumpers in the Plains of Eidolon to be one-shot.
- In order to address this bug, the Well of Life wisps will no longer spawn from self-staggering and as an additional precaution to prevent similar issues from occurring, they now negate 5% (previously 10%) of the maximum Health of non-ability immune bosses (non-boss targets still receive 10%). While we understand this may have been a popular way to use the ability, the interaction with certain boss units, such as Thumpers, allowed players to bypass the intended gameplay loops that make these units challenging in comparison to standard enemies.
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:
TRINITY Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)