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.
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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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.
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 25energy, 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.
This includes at least some allies spawned via Warframe abilities such as Nidus's Maggots via his Ravenous ability.
Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
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 Vitality Mote increases maximum Health by 300 and restores 30 health per second.
Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
The Shock Mote stores an electrical charge that zaps up to 5 enemies within 15 meters with chain lightning every 3 seconds, dealing 10Electricity damage with a guaranteed Status Effect to stun enemies.
The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
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.
Vitality: Provides a 25% damage increase.
Haste: Allows Sol Gate to deal Corrosive procs on every damage instance.
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.
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.
Wisp expends 35energy 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.
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.
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.
Wisp expends 50energy 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 1.5xcritical multiplier. Sparks can score and benefit from headshots due to their homing properties.
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.
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.
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 / 1,500Heat 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 25energy 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.
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.
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.