- For the Plains of Eidolon resource, see Cetus Wisp.
Invisible in the air and swift on the ground, she moves like the wind. This is Wisp. Summoner of the ethereal.
Her grace is only balanced by her destruction. Do not get lost in its wake, Tenno.Release Date: May 22nd, 2019
Eerie. Elusive. Enigmatic. Haunting the spatial crossroads between dimensional doorways, the ethereal enchantress Wisp summons strange apparitions from beyond the breach. Sever her soul to escape death, steal the sight from enemy eyes, and vaporize all before the blaze of our celestial light. Wisp materialized in Update 25.0 (2019-05-22).
Acquisition
Wisp's main and components blueprints are acquired from defeating the Ropalolyst on The Ropalolyst, Jupiter.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.
Crafting
Notes
Trivia
- Wisp was first mentioned in Devstream 115 along with 2 other unnamed Warframes, and was mentioned again in Devstream 122 along with
Hildryn.
- Wisp is the first Warframe design with no feet on her model; as a result, she floats above ground constantly, leaning to the direction of movement or floating upright when stationary.
- As mentioned by Geoff Crookes in Devstream 123, Wisp is the first Warframe to have completely unique walking, sprinting, and hard landing animations and, like
Hildryn and
Limbo before her, has unique rolling animations as well.
- However, Wisp still uses default animations (walking, running, and standing on her nonexistent "feet") when crouching, aiming her gun, wielding an Archgun in ground combat, or extracting from a mission.
- As mentioned by Geoff Crookes in Devstream 123, Wisp is the first Warframe to have completely unique walking, sprinting, and hard landing animations and, like
- Wisp is the 40th Warframe to be released (excluding Primed and Umbra variants).
- Wisp's abilities and animations were debuted in Devstream 126.
- Wisp's theme is based around Will-o'-Wisps, otherworldly apparitions mentioned in varying folklore. They are most commonly described as a fiery light that would distract and lure unwary travelers off paths to their demise.
- Wisp is one of the few Warframes whose main blueprint is dropped as loot reward, others being
Khora and
Ivara.
- Wisp is also the first Warframe whose main blueprint is dropped from a boss, namely Ropalolyst.
- Wisp is the first Warframe to require
Hexenon to build.
In languid dreams a vision came, of new heaven, new Earth. I breathed life into its custodian. A subtle sprite, to seed life. Yet as I reached for my savage warden, she... slipped from me.
So now... ...I cast her in flesh. Yours.
Let her be real. Incandescent. This fugitive form. This... Wisp.Release Date: July 27th, 2023
Wisp Prime is the Primed variant of Wisp, sporting increased Shield, Armor, and Sprint Speed, as well as an additional
polarity. Wisp Prime was released alongside
Fulmin Prime and
Gunsen Prime.
Acquisition
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
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|||||
Wisp Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 10 |
![]() 2 |
![]() 1,500 |
![]() 6,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Wisp Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 7 |
![]() 2,150 |
![]() 250 |
![]() 8,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Wisp Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 2 |
![]() 1,350 |
![]() 4,375 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Wisp Prime, compared to
Wisp:
- Higher Shield (270/370 vs. 180/280)
- Higher Armor (210 vs. 185)
- Higher Sprint Speed (1.25 vs. 1.2)
- Additional
polarity (
vs.
)
- If Wisp Prime wields her signature
Fulmin/
Fulmin Prime, the weapon's Alternate Fire mode-switching animation is reduced from 1 seconds to 0.5 seconds.
- 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.
- Wisp Prime's
Reservoirs and Motes feature the same Prime aesthetics as the Warframe.
- Wisp Prime possesses a cape Appearance Auxiliary Attachment named Wisp Prime Shroud.
Trivia
- Wisp Prime is the eleventh Primed Warframe to have Signature Weapons, after
Hildryn Prime,
Baruuk Prime,
Revenant Prime,
Khora Prime,
Garuda Prime,
Harrow Prime,
Gara Prime,
Octavia Prime,
Atlas Prime, and
Banshee Prime.
Media
Wisp weaves between dimensions whilst she is airborne, gaining a cloak that renders her and her Companions completely invisible to enemies indefinitely until she lands or fires a weapon. Wisp's cloak will reactivate briefly after the player stops firing provided they are still airborne.
- The cloak does not wear off immediately after landing, allowing Wisp to constantly remain invisible.
- Hard Landings will dissipate the cloak immediately.
- Silenced weapons will still remove her invisibility.
- Invisibility is not affected by Melee weapon strikes, allowing Wisp to freely use them without making her visible.
- Unlike other invisible abilities, Wisp does not turn transparent. Instead she visually glows and emits energy particles that are affected by her chosen Energy color.
Abilities
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Reservoirs Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies. Introduced in Update 25.0 (2019-05-22) |
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Info
- Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for
25 energy, placing the pod directly in front of her. The reservoir pods have a range of
5 meters and last indefinitely, while the motes retrieved from the pods lasts
19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
- Casting additional reservoir pods will replace the oldest pod.
- Up to three different reservoir types can be unlocked as the ability is ranked up:
- Vitality: unlocked by default (Unranked Warframe)
- Haste: unlocked at rank 1 (Warframe Rank 7)
- Shock: unlocked at rank 2 (Warframe Rank 14)
- Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
- Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
- Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, Companions, summoned allied units such as Specters and Railjack Crews, allied Invasion units, Hostages, converted Liches and Sisters, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the reservoir's range.
- Motes grant the affected entity a specialized buff based on the reservoir type.
- Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
- Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
- Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
- If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
- A lower-value pod will still refresh the duration of a higher-value pod.
- Each entity is limited to 1 active Mote buff per reservoir type.







- The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
- Ability Synergy:
- Casting
Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
- Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
- Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
- Wisp cannot teleport to a pod while within less than 10 meters of it.
- Currently obtained Motes provide additional properties to
Sol Gate.
- Casting
Augment
- Main article: Fused Reservoir
Fused Reservoir is a Warframe Augment Mod/Exilus Mod for Wisp that allows her to spawn a fourth
Reservoir with all three buffs at an increased energy cost.
Tips & Tricks
- Avoid using Shock Motes in Spy missions, as it can hit Grineer Sensor Regulators and alert them.
- Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
- Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
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Wil-O-Wisp Cast forward a spectral image of Wisp to confuse and distract enemies. Reactivate to travel to its position. Hold to have the image travel faster and teleport to its position on release. Introduced in Update 25.0 (2019-05-22) |
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Misc: 3 s (teleport invulnerability time) |
Info
- Wisp expends
35 energy to fade between dimensions, cloaking herself and her Companion from enemy eyes while spawning a spectral copy of herself that flies toward the last position of the reticle when activated. The spectral clone draws the attention and fire from nearby enemies. Wisp's cloak and clone both last for
2.5 / 3 / 3.5 / 4 seconds.
- Casting the ability again while the clone is traveling will dissipate the cloak and clone, then instantly teleport Wisp to its location. Wisp gains invulnerability for 3 seconds after teleportation.
- Tap the ability key (default 2 ) to summon a slow moving clone. Hold down the ability key to summon a fast moving clone, then instantly teleport to it upon releasing the button.
- Ability Synergy:
- Wil-O-Wisp spectral clone plucks motes from the
Reservoirs it passes through during its lifetime.
- Casting
Breach Surge while the spectral clone is traveling creates a second breach expansion around the clone.
- Can be cast while
Sol Gate is active to cloak, spawn a clone and teleport to it when desired.
- Wil-O-Wisp spectral clone plucks motes from the
- Spectral clone is a flying object that attempts to continue its path when colliding with terrain.
- Clone is capable of opening doors when in proximity.
- Spectral clone is visually surrounded by flowing light particles and leaves an energy trail where it travels.
- Spectral clone is affected by all Appearance customizations on Wisp.
- Light particles, energy trail, and teleport portal colors are affected by Wisp's chosen energy color.
Tips & Tricks
- Using this ability, Wisp is able to open Friendship Doors alone.
- The decoy can go through Spy laser barriers without tripping them, allowing Wisp to deploy the decoy through it and then teleport past it. However, the decoy can still be seen by guards.
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Breach Surge Open a dimensional breach to overwhelm nearby enemies and cause them to release aggressive Surge sparks when damaged. Wisp may also target a Reservoir to teleport to it and double the range of the surge. Introduced in Update 25.0 (2019-05-22) |
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Misc: 10 % (spark chance on hit)10 m (spark seek range)100 % (spark chance on kill)100 % (spark critical chance)1.5 x (spark crit multiplier)5 million (spark damage cap)200 % (Reservoir surge range bonus)10 m (Reservoir teleport min. range)
100 % (Sol Gate spark chance on hit) | |||
Subsumable to Helminth |
Info
- Wisp expends
50 energy to collapse a portal into an energy explosion that rapidly expands over a
11 / 13 / 16 / 18 meter radius area around the cast location. Enemies in direct Line of Sight of Wisp and within range are
Blinded by the surge for
7 / 9 / 12 / 16 seconds. Blinded enemies have a 10% chance when damaged or 100% chance when killed to release a surge spark in the form of a homing projectile that seeks the head of another enemy within 10 meters, dealing
Radiation damage equal to the damage dealt to the surged enemy, then amplified by a damage multiplier of
1 / 1.25 / 1.6 / 2 and
20% status chance.
- Surge sparks have 100% critical chance and a 1.5x critical multiplier. Sparks can score and benefit from headshots due to their homing properties.
- Sparks are affected by
Vigorous Swap,
Arcane Arachne, abilities such as
Eclipse and
Rift Surge augmented with
Rift Torrent.
- Sparks are not affected by
Theorem Demulcent however.
- Sparks are not affected by
- Blinded enemies are susceptible to stealth damage bonus, but are not vulnerable to melee finishers.
- Enemies with Overguard will be affected by the Breach Surge, but will not be blinded and will not release sparks. If their Overguard is removed, they will be blinded and release sparks normally.
- Surge sparks will attempt to home in on a nearby enemy during flight. Without a target to strike, surge sparks randomly impact onto a nearby surface and explode.
- Surge sparks cannot be created by a kill made by another surge spark.
- Ability Synergy:
- Casting on
Reservoirs will teleport Wisp to their location and double Breach Surge's range.
- Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
- Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
- Wisp cannot teleport to a pod while within less than 10 meters of it.
- Casting Breach Surge while
Wil-O-Wisp's clone is traveling will create a second surge around the clone.
- Casting on Reservoirs will also double the range of the cast created by the clone.
Sol Gate's solar plasma beam has a 100% chance to trigger a surge spark on every hit.
- Casting on
- Can be recast while active to blind new targets and refresh duration on previously blinded enemies in range.
- Casting Breach Surge is a full-body animation that restricts all actions except directional movement.
- Wisp visually conjures a sphere of dimensional energy and forcibly collapses it to release the energy explosion. Enemies blinded by the explosion have an orb of blinding light scorch their eyes for the duration of the debuff.
- Energy explosion, blinding light, and surge sparks are affected by Wisp's chosen Energy colors.
- Subsuming Wisp to the Helminth will offer Breach Surge and its augments to be used by other Warframes.
Augment
- Main article: Critical Surge
Critical Surge is an Warframe Augment Mod for Wisp's
Breach Surge that halves its energy cost and grants her additional primary weapon critical chance based on distance traveled, up to 250% critical chance upon teleporting to her
Reservoirs.
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Sol Gate Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Introduced in Update 25.0 (2019-05-22) |
![]() 2,000 / 2,200 / 2,500 / 3,000 (boosted beam damage per half second) |
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Misc: 500 % (base beam max damage ramp-up)1,000 % (boosted beam max damage ramp-up)-50 % (boosted beam move speed penalty)25 % (Vitality Mote damage bonus)
100 % (Haste Mote 100 % (Breach Surge spark chance on hit) |
Info
- Wisp tears open and sustains a portal to the sun to harness its destructive power. While sustaining the portal, Wisp focuses the solar plasma into a single beam with curving flares over a length of
40 meters; the beam possesses infinite Punch Through against enemy bodies, and inflicts
1,000 / 1,100 / 1,250 / 1,500
Heat and
Radiation damage per half seconds with a ?% status chance to all enemies it contacts. Each enemy that receives damage from the beam becomes more vulnerable to it, with beam damage increasing by 50% per half second up to a maximum of 500% damage bonus per damage instance. Press the ability key (default 4 ) while active to deactivate this ability.
- Wisp recoils backward when the ability deactivates.
- Holding the fire button (default LMB ) increases the beam's damage to
2,000 / 2,200 / 2,500 / 3,000, status chance to ?%, and damage ramp-up per half second to 100% up to a maximum of 1,000% damage bonus. Wisp's movement speed is slowed by 50% while boosting Sol Gate.
- Sol Gate expends
25 energy to activate, then consumes
12 energy per second (
24 energy per second during the boosted version) while active and will remain active until Wisp'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.
- Wisp cannot replenish energy using
Energy Vampire, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Sol Gate is active.
- Sol Gate's energy drain is not converted into shields by Augur Mods.
- Energy can be replenished by Energy Orbs,
Arcane Energize, Orokin Void Death Orb energy restores,
Rage, and/or
Hunter Adrenaline while the ability is active.
- Ability Synergy:
- Currently obtained Motes from
Reservoirs provide additional properties to Sol Gate.
- Vitality: Provides a 25% damage increase.
- Haste: Allows Sol Gate to deal
Corrosive procs on every damage instance.
- Does not gain
Corrosive damage.
- Does not gain
- Shock: Provides a 25% damage increase.
- Reservoir Motes orbiting Wisp will instead orbit around the portal. When Sol Gate is deactivated, Motes will return to Wisp again.
Wil-O-Wisp can be cast during Sol Gate to cloak, spawn a clone and teleport to it when desired.
- Has a 100% chance to trigger
Breach Surge's surge spark.
- Currently obtained Motes from
- Wisp cannot cast Reservoirs or Breach Surge, perform parkour Maneuvers or sprinting except dodge rolls, or other general interactions while channeling this ability.
- Wisp is immune to knockdown while channeling this ability.
- Energy beams, energy particles, and energy surge color tinting are affected by Wisp's chosen Warframe energy color.
Strength Mods | Duration Mods | Range Mods |
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Hotfix 36.0.5 (2024-07-20)
- Fixed Wisp being unable to teleport to her Reservoirs after entering an Open Landscape mission from its respective town (ex: the Plains of Eidolon accessed via Cetus).
Update 35.6 (2024-05-15)
- Fixed Wisp’s Reservoir Mote counter disappearing from the HUD after switching to and from Operator.
Hotfix 35.5.9 (2024-05-01)
- Fixed Wisp’s Agile & Noble Animation Sets causing Warframe animations to freeze and become nonfunctional.
Hotfix 35.5.6 (2024-04-10)
- Fixed Warframe with cyclable abilities missing stats for each of their effects in the ability screen. Specifically:
Update 35.5 (2024-03-27)
- Fixed some of Wisp’s abilities not consuming Inner Might upon cast.
- Fixed an offset issue with the Glissanda Prime Chest Armor when equipped on Wisp Prime with the Somnium Skin.
- Fixed Grimoire’s firing and angles being broken when used with Wisp’s Animation Sets.
Hotfix 35.0.7 (2024-01-09)
- Fixed Wisp’s Animation Sets missing a custom animation while running with the Grimoire. The floor is always lava challenge is officially back on!
Hotfix 35.0.2 (2023-12-14)
- Fixed Wisp not having her custom running animation when using the Grimoire.
Hotfix 35.0.1 (2023-12-13)
- Fixed a script error in Wisp’s Sol Gate ability.
Update 35.0 (2023-12-13)
- Fixed being unable to use Wisp’s Will-O-Wisp in the Undercroft after casting it in the lobby before loading in.
- Fixed performance issues caused by interactions between Wisp’s Shock Mote with a companion with Vicious Bond equipped.
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:
WISP Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 180 (from 75) / Max Rank - 280 (from 225) Armor: Base Rank - 185 (from 175)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)