Archon Amar is one of Erra's Archons, amalgams of Sentient and Warframe. His head is that of a wolf with the body of a
Rhino Prime, armed with the
Nepheri. Amar is fought during The New War and was revived for Archon Hunts.
Lore & History[]
Amar the Wolf was once a Sentient Beast, which were Sentients created by Praghasa and Hunhow to serve as the peacekeepers of Tau. After fighting and dying in the Old War, Amar and the other Beasts were revived by Erra during the New War as Archons; hybrid abominations of Sentient and Warframe.
On Tau, Amar was created in the image of the wolf, a tribute to ancient Earth and its long extinct ecosystems. There he roamed, without any prey to hunt. He was also the one who taught Natah how to utilize her powers of mimicry and deception.
As an Archon, Amar is now the main assassin of Pazuul, hunting down any heathens that refuse to submit to Narmer. He dreams of being a lord of the wilderness again, instead of what he is now.[1]
Behavior[]
- Performs a series of swipes with his claws and Nepheri.
- Rears back and howls before leaping at his target and smashes the ground, inflicting
Heat.
- Rear back and howls before charging straight forward on four legs at high speed, inflicting knockdown.
- Stands its ground and hurls
Heat projectiles three times in succession.
- Howls and creates many clones of itself, hiding among them while regenerating its health. The clones are all stationary and do not attack. In Archon Hunts, they additionally pulse fields that inflict knockdown.
- All the fakes do not wield weapons, and the real Amar can be detected using
Target Radar. Attacking the real Amar will immediately dispel all clones and cancel its regeneration.
- In Archon Hunts, the clones produce a shockwave that inflicts knockdown, and the real Amar gains an extremely small layer of Overguard. Depleting his protection will cancel the ability.
- All the fakes do not wield weapons, and the real Amar can be detected using
- Amar becomes immune to damage, summoning Sentient reinforcements which must be killed to remove its invulnerability.
- In Archon Hunts, Amar creates two
Heat walls around it that rotate clockwise. He gains an extremely small layer of Overguard and depleting his protection will cancel the ability.
Strategy[]
The New War[]
Amar enjoys relying on melee attacks and getting up close and personal; stay moving at all times to avoid the danger. The main threat is Amar's "pack" of clones and hiding among them while healing, the real one can be detected using Target Radar.
At parts of the fight, Amar tries to grapple the Drifter, which must be escaped with a quick-time prompt (melee button, default E ).
Archon Hunt[]
Amar's fight is largely similar to his New War counterpart but has been massively upgraded: he is level 150, is immune to most Warframe abilities, now has armor which cannot be removed, takes up to a maximum of 4 Status Effects of any type, and has Damage Attenuation which resists high-damage weapons. His health type has also been changed from Neutral to Narmer, taking increased damage from Slash and
Toxin damage but resists
Magnetic.
At half health, a cutscene has Amar try to grapple the Warframe but is pushed off. He then retreats and must be pursued, the gateway ahead is guarded by two Narmer Deacons whose veils must be seized and placed at the gateway. The Deacons can tether itself to nearby allies, rendering it invulnerable until those linked allies are killed.
As Amar's health decreases further, he will summon a series of Tyro Battalysts and Tyro Conculysts to shield himself, which must be killed to remove Amar's invulnerability. Amar's final resort is creating two Heat walls that rotate clockwise around him. After depleting all his health, Amar collapses allowing the Warframe to interact with him and rip out his Archon Shard.
Gallery[]
Patch History[]
Hotfix 36.0.8 (2024-07-25)
- Fixed Archons in Archon Hunts not using their proper Narmer Weaknesses/Resistances.
- As a refresher, here are the Narmer vulnerabilities/resistances:
- Vulnerable to Slash and Toxin
- Resistant to Magnetic
- The Archons in The New War Quest remain neutral since you don’t know what the “Narmer” faction is until the near end of the Quest, and therefore wouldn’t be able to plan for them given that you are locked into the Quest once started.
- As a refresher, here are the Narmer vulnerabilities/resistances:
Update 35.0 (2023-12-13)
- Fixed Enemy Highlights not applying Archon Amar’s clones.
- Fixed certain multishot alt-fire attacks, namely from the Arum Spinosa and Quassus, dealing unintentionally high damage to Archons.
- Maximum Damage Per Instance was incorrectly using these weapons’ Primary (single instance) attack instead of its alt-fire (multi-instance) attack in the damage attenuation calculation - which resulted in higher than intended damage numbers for each instance.
Update 34.0 (2023-10-18)
- Archon Hunt Damage Attenuation Changes
Speaking of earning Archon Shards, Damage Attenuation (or “damage pillows”) may be a familiar mechanic for those who frequent Archon Hunts each week.
This was a hot topic, especially near the end of 2022. Since then, we’ve taken our time to assess player feedback and devise a plan to address it -- and we’re finally at a place where we can execute it.
Damage Attenuation is one tool of many to increase enemy difficulty by limiting how much damage they take from player weapons, etc. Our current form of Damage Attenuation has resulted in many weapons feeling lackluster due to the high attenuation values, and damage output was reduced significantly to balance out the post-attenuation modifiers -- meaning that Archon fights felt like a slog if players did not use a limited set of optimal builds.
This is not a favorable outcome, so we have made the following changes:
1 - Maximum Damage Caps have increased
- Maximum Damage per Damage Instance has been increased
- Maximum Damage Per Second has been increased
Our goal is to make big hits still feel like big hits, especially for low-rate-of-fire weapons. We’re able to reduce the damage cap significantly because of the next change:
2 - Modifiers now apply before Damage Attenuation
Critical Multipliers (and other modifiers) applying post-damage-cap allowed for many of the One Shot builds to function, and for full transparency, we want to prevent One Shot Archon builds as much as possible. By changing where these modifiers apply, we can increase the Damage Caps to a much less punishing level for players.
Our goals with these changes are to:
- Increase player damage output, thereby reducing the overall time to kill for Archons
- Make “big hits” feel impactful by no longer throttling them to such an extreme degree
- Encourage overall build diversity for Archon Hunts
- Reduce the ability to use one-shot builds
We’re excited to see what Archon Hunts look like for players with these changes in the live build! Now that these changes have been released, we'll be keeping a close eye on player feedback and the resulting time-to-kill for Archons to see if further iteration is needed.
Hotfix 32.0.6 (2022-09-16)
- Fixed Amar’s Howl not removing Waypoints for Clients.
Hotfix 32.0.5 (2022-09-15)
- Fixed Narmer sigils and Narmer Objects not appearing in the Archon Amar Fight as Client.
- Fixed a script error for Archon Amar's Flame Coil ability.
- Fixed a script error for Archon Amar's Clone ability.
Update 32.0 (2022-09-07)
- NEW WEEKLY MISSION: ARCHON HUNTS (AVAILABLE NOW)
Upon completion of the Veilbreaker Quest, you will unlock Archon Hunts. Archon Hunts are a new class of weekly Mission that are available each week. Now, you can tackle these Narmer experiments with a full squad at your side!
Archon Hunts can be started from the tracking console in Kahl’s Garrison (releasing next week), or through navigation. Equip your Arsenal for a true test of your formidable power as Old foes re-join the fray.
Archon Changes
The final mission of the ARCHON HUNT will always be an Assasination - or ‘Archon Hunt’ mission - Tenno must take up arms against an Archon to complete the Hunt and earn themselves a great reward. Each weekly rotation of an Archon Hunt will feature a new Archon to defeat - Boreal, Amar, or Nira.
The Archons are not how you remember them, Tenno. Since your time fighting them solo in The New War, they have grown stronger. Each of the three Archons have received a rework to increase their difficulty level.
Their greater resistance to damage, harder-hitting attacks, and new methods of trickery make them a formidable foe - a well-equipped loadout and/or a resourceful squad are necessities to defeating these reworked Archons.
Update 31.0 (2021-12-15)
- Introduced.
See Also[]
Nepheri, Amar's weapon
- Amar's Mod Set:
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---|---|---|
Grineer | Light | Narmer Flameblade • Narmer Powerfist • Narmer Shield Lancer |
Medium | Narmer Ballista • Narmer Hellion • Narmer Lancer • Narmer Scorpion • Narmer Scorch • Narmer Trooper | |
Heavy | Narmer Bombard • Narmer Commander • Narmer Heavy Gunner • Narmer Napalm | |
Vehicles | Narmer Firbolg • Narmer Bolkor • Narmer Thumper Doma | |
Corpus | Crewmen | Narmer Crewman • Narmer Detron Crewman • Narmer Jailer • Narmer Nullifier Crewman • Narmer Prod Crewman • Narmer Sniper Crewman • Narmer Corpus Tech |
Walkers | Narmer Dera MOA • Narmer Disc MOA • Narmer Geminex MOA • Narmer Glaxion MOA • Narmer Raknoid | |
Ospreys | Narmer Leech Osprey • Narmer Mine Osprey • Narmer Sapping Osprey • Narmer Shield Osprey | |
Ships | Narmer Dropship | |
Other | Narmer Deacon | |
Archons (Bosses) | Archon Amar • Archon Boreal • Archon Nira |
- ↑ Dialogue spoken by the Lotus during Archon Hunts.