Edit Tab

Khora is red in whip and claw. She works together with her Kavat companion, Venari, to deal high damage and provide crowd control. Two bodies, one will.

This is Khora, and her deadly beast Venari. With bladed precision, she is a mistress of entrapment.

Don't get caught on the wrong end of a whipcrack of Khora's steel. It may be the last thing you hear.

Release Date: April 20th, 2018

Fiercely poised with feral instincts, the huntress Khora and her feline familiar Venari Venari prowl amidst combat scouring for prey. Mistress of the livewire, she enchains her foes to enforce deadly discipline by whiplash, claws, and serrated steel. Khora and Venari pounced from the shadows in Update 22.18 (2018-04-20).

Acquisition

Khora's main and component blueprints are acquired from standard Sanctuary Onslaught (not the Elite variant). Every two stages is a rotation, following the standard A-A-B-C pattern.

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, Khora'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.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell Orokin Cell
3
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 325 Blueprint2 Blueprints Price: N/A
Khora Neuroptics Blueprint
Credits
15,000
KavatGeneticCode Kavat Genetic Code
2
KuakaSpinalClaw Kuaka Spinal Claw
35
PolymerBundle Polymer Bundle
1,500
Salvage Salvage
16,000
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Khora Chassis Blueprint
Credits
15,000
KavatGeneticCode Kavat Genetic Code
5
Iradite Iradite
65
AlloyPlate Alloy Plate
12,250
Rubedo Rubedo
4,300
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Khora Systems Blueprint
Credits
15,000
KavatGeneticCode Kavat Genetic Code
2
Plastids Plastids
1,000
Circuits Circuits
2,600
Ferrite Ferrite
11,500
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Lore & History

Main article: Fragments/Ghoul
Main article: Sigor Savah
EncryptedJournalFragment

Encrypted Journal Fragment

Khora's first recorded appearance is linked to a IconCorpusOn Corpus Morphology Specialist known as Sigor Savah. Savah worked under Nef Anyo's Venusian terraforming expedition, tasked with decoding the IconOrokinOn Orokin gene record of the Vallis and reviving select specimens for study.

During one of his studies, Savah came across a unique specimen of Orokin-era fauna; an unusually large kavat that was found fully intact inside a sealed closet, it's body frozen for millennia. This kavat was in fact Khora's animal companion, Venari Venari. Labeled as Specimen VK-7, Savah returned to his lab with the Venari's body, As he was preparing for a surgical dissection, the kavat had somehow willed itself back to life.

Venari was not simply a mere kavat, as she possessed a unique series of atypical behavioral characteristics. Kept in a cage within his lab, Savah noticed that whenever a visitor came by, she would study their habits. Eventually, she came to anticipate regular arrivals, having memorized their schedules.

Venari would eventually break free of her cage, and would go on to roam the Orb Vallis purging any nearby Infestation w Infested hive sites. Savah would attempt to join up with a Corpus team deployed to a nearby hive, but when he arrived, he found that the entire team and hive were slain by Venari. Before he was able to flee, she blocked him, discouraging Savah from calling for backup. As an act of trust, Venari revealed her wounded side to him. Placing loyalty above profit, Savah found himself tending to the kavat's wounds.

After the incident, Venari managed to infiltrate Savah's lab without raising any alarms or alerting any of the guards. In her jaws, she held a severed, fossilized hand, and left without a sound, leaving the hand behind. Savah began to analyze the hand, and discovered that it was part of the original Khora warframe, one Anyo Corp had no record of in any of their treatise

The Corpus, naming Venari as the Horror of the Hives, deemed the creature a threat unworthy of study, and declared that it was to be destroyed in its lair. Savah would attempt to rescue Venari by using a canister of animal tranquilizer to stun the incoming hunting party. However, their respirators easily dealt with the gas, and he was promptly detained. Due to the disruption, Venari was able to escape unscathed.

For his betrayal, Savah was imprisoned and interrogated on everything he knew about Specimen VK-7, and soon was sentenced to be executed. Venari would visit the hab of Savah's assistant, Smokefinger, giving him the keys to where he was imprisoned. As Smokefinger opened Savah's cell, Venari dispatched his executioner with a bite to the throat. Knowing both of them could no longer stay on Venus, the pair fled for a conveyor bound for a nearby orbiting Rail tractor, but the Corpus had caught up to them. Giving the scientist one final glance, Venari activated the conveyor and lunged at her pursuers, sacrificing herself and sending Savah into orbit.

Savah would then dedicate his life to searching for the remainder of Khora's remains. He found out later that her fused body was found fully intact, within the Orokin terraforming complex on Venus. However, she was shipped offworld by a notorious Solaris Rail agent (presumably Little Duck), who vanished right after.

Savah spent many years on the Plains of Eidolon, believing it to be the location of Khora's remains. Sometime later, after he mysteriously left the Plains, Khora's blueprints would then be donated to the Sanctuary of Cephalon Simaris by a member of TheQuillsSigil The Quills. Shortly after, one of the cephalon's Sentinels found and synthesized Venari, who appeared to have desired capture. However, she immediately disappeared alongside Khora's blueprints, much to the chagrin of Simaris. He states that her presence can often be detected during Sanctuary Onslaught, and that she waits for a worthy Tenno to claim Khora's parts.

Notes

Trivia

  • Khora is the 35th unique Warframe to be released.
  • Khora was announced in Devstream 100. The stream featured her concept artist, Michael Skyers, who is one of Digital Extremes' 3D model artists.
  • Khora's abilities have undergone revision during the development process due to player feedback on Damage 2.5. Initially designed to change between Physical damage types (DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, & DmgSlashSmall64 Slash), her finalized kit was showcased on Devstream 109 with the dependency on damage types removed and a new behavior mode selection feature for Venari was introduced instead.
  • Khora is the first Warframe to ever require Kavat Genetic Codes, due to Venari being a Kavat, and the first Warframe to require Kuaka Spinal Claw, possibly due to her connection with the Plains of Eidolon mentioned in the Ghoul Fragments.
  • The inspiration for Khora's name could come from the Greek Goddess Kore (also known as Persephone), Queen of the Underworld and wife to Hades, God of the dead and King of the Underworld.
    • Kore is also the modern name for a type of free-standing Ancient Greek sculpture portraying an emotionless maiden symbol of the ideal, transcending above the hardships of the world.
    • Another inspiration could be centered around Plato's term khôra which means neither being nor nonbeing, but an interval between in which the "forms" were originally held; it "gives space" and has maternal overtones (a womb, matrix). This seems to be the theme of the Ghoul Journal Fragments.
  • Khora's visual design was inspired from an arachnid, hence the abdomen-like skirt, and spiderweb-like design on her chest.
  • The four spikes on Khora's back are a special auxiliary attachment, similar to NekrosIcon272 Nekros binds.
  • Khora is the second Warframe after InarosIcon272 Inaros to have a built-in polarity in the Exilus mod slot. An Exilus Adapter is still required to unlock the slot, but a Forma is not necessary unless changing it to another polarity.
  • Venari's name originates from the Latin word, meaning "Hunt".
  • Khora is the second Warframe whose main blueprint is dropped as a possible loot reward, first being IvaraIcon272 Ivara.
Edit Tab
AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Khora Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
A harmony of mistress and monster. The gilded huntress and her loyal Kavat, Venari, dominate the battlefield with their will.

None of them truly understands how much I lost, when I lost her. Nor by what subtle art my dead love now lives, within another's gleaming skull.

So tonight, we shall celebrate. In her honor, and mine, I shall unveil a new creation, a harmony of mistress... and monster.

An apex predator, a deathless companion. Unsurpassed. Blood-raw in whip, claw and fang. Khora.

Release Date: July 16th, 2022

Khora Prime is the Primed variant of KhoraIcon272 Khora, possessing increased Armor, Energy, and Shields, as well as an additional Vazarin Pol Polarity, with VenariPrime Venari Prime also having improved Armor, Health, and Damage over Venari Venari. Khora Prime was released alongside HystrixPrime Hystrix Prime and DualKeresPrime Dual Keres Prime.

Acquisition

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell Orokin Cell
5
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Khora Prime Neuroptics Blueprint
Credits
15,000
ArgonCrystal Argon Crystal
2
Cryotic Cryotic
600
Circuits Circuits
1,100
NanoSpores Nano Spores
4,975
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Khora Prime Chassis Blueprint
Credits
15,000
Tellurium Tellurium
2
Plastids Plastids
450
PolymerBundle Polymer Bundle
1,425
AlloyPlate Alloy Plate
5,500
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Khora Prime Systems Blueprint
Credits
15,000
NitainExtract Nitain Extract
2
Neurodes Neurodes
3
Rubedo Rubedo
1,250
Salvage Salvage
3,800
Time: 12 Hour(s)
Rush: PlatinumLarge 25

Notes

  • Khora Prime, compared to KhoraIcon272 Khora:
    • Higher Shield (365/465 vs. 270/370)
    • Higher Armor (345 vs. 290)
    • Higher Energy (175/225 vs. 140/190)
    • Higher Starting Energy (100 vs. 75)
    • Additional Vazarin Pol Polarity (Madurai PolVazarin PolNaramon Pol vs. Madurai PolNaramon Pol)
    • More powerful companion (VenariPrime Venari Prime vs. Venari Venari)
  • If Khora Prime wields her Signature Weapons:
  • 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.
  • Khora Prime's Whipclaw130xWhite Whipclaw and Ensnare130xWhite Ensnare are decorated with golden square ornaments.
  • Khora Prime's Ensnare is tilted 45 degrees, with vertical cuts in the middle.
  • Like Venari, Venari Prime grants 6,000 mastery points.

Trivia

  • Khora Prime is the seventh Primed Warframe to have Signature Weapons, after GarudaPrimeIcon Garuda Prime, HarrowPrimeIcon Harrow Prime, GaraPrimeIcon Gara Prime, OctaviaPrimeIcon64 Octavia Prime, Atlas PrimeIcon272 Atlas Prime, and Banshee PrimeIcon272 Banshee Prime.
  • Treating Venari Prime as an Exalted Weapon of sorts due to having interactions similar to an Exalted Weapon (such as being able to attack enemies in the Rift Plane), Khora Prime is the second Primed Warframe whose Exalted Weapon possesses different stats compared to her standard counterpart.
    • Treating Venari Prime as a unique companion due to having modified stats, Khora Prime is the second Prime Warframe (after GarudaPrimeIcon Garuda Prime) to have three Prime items released together (in Khora's case, Hystrix Prime, Dual Keres Prime, and Venari Prime). Other Prime Warframes have at most two new Prime items, and those who do have Prime Exalted Weapons (such as MesaPrimeIcon272 Mesa Prime's RegulatorsPrime Regulators Prime) have the same stats as their standard counterparts.

Media

Edit Tab
For more information on Khora's Kavat, please refer to the tabs below and visit the Venari130xWhite Venari ability article.

Khora's ferocious Kavat, Venari Venari, fights alongside her with steadfast zeal. Venari is an exclusive Companion for the KhoraIcon272 Khora Warframe, integrated as her signature passive ability. Venari will spawn beside Khora when the player first enters a mission, as a permanent companion that lasts until killed.

While Venari is alive, Khora passively gains a AbilityStrengthBuff15% movement speed boost. If Venari is killed, she will respawn beside Khora after 45 seconds, or instantly if summoned via the third ability for an energy cost. Both passive features are tied to Khora's Venari130xWhite Venari ability allowing her to be modified.

Additionally, Venari is an independent AI-controlled entity from Khora that possesses unique interactions:

  • Venari automatically becomes available for customization in the Arsenal by default, when Khora is equipped as the player's current Warframe.
  • Venari behaves similar to other Kavats. She will follow Khora and seek out nearby enemies to attack them with her bite and claws, occasionally performing wall attacks. Additionally, she can perform special effects based on her current battle posture.
    • Unlike Kavats or other companions, Venari can attack enemies banished by LimboIcon272 Limbo to the Rift Plane.
    • Venari does not perform parkour maneuvers unlike other Kavats and Kubrows.
    • Venari will teleport to Khora or her marked target if she is too far away.
    • Venari's position on the minimap is tracked via a blue Venari icon.
  • When killed, Venari will disappear and wait to respawn instead of entering Bleedout.
  • Venari's UI is displayed above Khora's ability icons on the HUD. Her UI consists of her ability icon, her name, the battle posture cycle selection wheel, the currently selected posture, and her Shield and Health bars.
    • Upon switching battle posture, the name of the selected posture will briefly appear beside Venari's icon on her UI.
    • While Venari is dead, her shield and health bars are hidden from view, as her respawn timer is displayed on the Venari130xWhite Venari ability icon.
  • Venari is not affected by OberonIcon272 Oberon's passive and Master'sSummons130xWhite Master's Summons.
  • Ability Synergy: Venari deals 200% damage to enemies affected by Ensnare130xWhite Ensnare.
  • Replacing Khora's third ability via Helminth will only remove the ability to mark targets for Venari, change her posture, and resummon her. Venari will still be present and boost Khora's movement speed while alive, due to being part of her passive.
    • Mod TT 20px Venari Bodyguard will still be unable to equipped despite its passive-style effects.
  • Additionally to Khora, Venari as well as her Prime counterpart also grant 6,000 mastery points, similar to other companions.
    • Venari and Venari Prime are however not listed on a player's profile.
  • On KhoraPrimeIcon272 Khora Prime, she is accompanied by VenariPrime Venari Prime, acting as a direct upgrade over Venari:
    • Higher Armor (450 vs. 350)
    • Higher Health (350/1,050 vs. 300/900)
    • Higher Damage (55 vs. 40)

In the Arsenal, the player can modify Venari via the Upgrade tab using Mods and Forma. Whether Khora was crafted or purchased, Venari always comes with a preinstalled Orokin Reactor for doubled mod capacity.

  • Venari and Khora both accumulate Affinity and level up in ranks separately.
  • Khora can equip a Companion and Venari simultaneously, due to Venari occupying her own loadout slot rather than the companion slot.
  • Can equip Kavat and Companion eligible mods, but cannot use unique Precept mods from other Kavat variants.
    • Is able to equip Hunter Set Mods, but they do not activate the set bonus nor display the set bonus on the mod descriptions.
  • Venari requires individual Forma for Polarization of her mod slots.
  • Venari is uniquely affected by the following mods:
    • Although Venari has no innate Shield points, she is able to gain a shield bar by equipping Mod TT 20px Link Redirection.
    • (Mod TT 20px Primed) Mod TT 20px Animal Instinct radars stack with other radar mods, including Animal Instinct equipped on Khora's Companion.
    • Mod TT 20px Fetch equipped on Venari will not have its effect stacked with Mod TT 20px Vacuum equipped on a robotic Companion, or another Fetch equipped on an animal Companion.
    • Venari's high base Armor and Health make Mod TT 20px Metal Fiber and Mod TT 20px Enhanced Vitality more effective on her than other Companions, surpassing Mod TT 20px Link Fiber and Mod TT 20px Link Vitality in effectiveness if Khora herself doesn't invest in the linked stats.
    • Venari regains health passively when Mod TT 20px Rejuvenation or Mod TT 20px Medi-Pet Kit are equipped.
    • Venari gains health when Khora uses her melee weapon, if it is equipped with Mod TT 20px Life Strike and Mod TT 20px Healing Return. Health is gained when an enemy is hit and the mod requirements are met.
    • Venari cannot benefit from Mod TT 20px Energy Conversion due to the Ability Strength bonus being consumed by the marking and reviving features of the Venari130xWhite Venari ability.
    • Mod TT 20px Maul increases both Venari's normal attack damage and her Attack posture Snare damage.

Venari is customizable by accessing the Arsenal. When Khora is equipped, Venari's dedicated loadout section becomes available with Appearance tab for modification.

  • Can be colored with Kavat Gene-Masking Kit palettes.
  • Cannot equip alternative Kavat skins and armor sets.
  • Venari's eye color and regalia color will match Khora's chosen energy color.
  • Venari uses a custom model based on the Feral Kavat. Alongside other similar features, Venari is larger in size compared to other Kavats, has metallic lining spread throughout her body, and a single tail with an interchangeable tip, which transforms depending on her current battle posture.

Abilities 

Input table not loaded. Javascript not loaded
Result table not loaded. Javascript not loaded
WhipclawModx256 Whipclaw130xWhite
1
EnergyOrb25
Whipclaw

Send enemies reeling with a deafening whipcrack.

Introduced in Update 22.18 (2018-04-20)

AbilityStrengthBuff Strength:200 / 225 / 250 / 300
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:5 / 7 / 8 / 10 m (cast range)
3 / 4 / 4 / 5 m (explosion radius)

Misc:

200 % (explosion radius range cap)2.0 x (Ensnare damage multiplier)

50 % (Strangledome damage distribution)

Info

  • Khora expends EnergyOrb25 energy to crack her whip toward the aiming reticle, creating an explosion up to AbilityRangeBuff5 / 7 / 8 / 10 meters away in a AbilityRangeBuff3 / 4 / 4 / 5 meters radius area around the first object or entity hit. All enemies within line of sight of the explosion receive AbilityStrengthBuff200 / 225 / 250 / 300 base damage, while enemies at the center are also disoriented briefly, causing them to be knocked back and ragdolled.
    • Explosion radius is capped at 10 meters, achievable with 200% AbilityRangeBuff Ability Range.
    • Damage is distributed evenly between DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture, and DmgSlashSmall64 Slash.
    • Damage also affects Objects, bypasses obstacles in the environment, and does not diminish with distance.
  • Whipclaw has an innate 25% critical chance, 200% critical multiplier, and 25% status chance.
  • Damage is affected by AbilityStrengthBuff Ability Strength, the Melee Combo Counter, certain mods and arcanes, and some weapon traits.
  • Ability Synergy:
    • Whipclaw inflicts 200% damage against enemies affected by Ensnare130xWhite Ensnare.
    • Refreshes the propagation effect on ensnared enemies hit by Whipclaw.
    • If at least one enemy captured by Strangledome130xWhite Strangledome is hit by Whipclaw, all other enemies in the same dome will each receive 50% of the total damage. This also works on a Strangledome cast by an ally Khora. Additionally, Whipclaw's Critical Chance and Status Chance will reroll on each enemy separately.
  • Whipclaw will strike toward the aiming reticle at the end of the animation, landing the attack when the whip is fully extended.
    • The explosion radius is centered on the closest physical object or surface in the player's crosshair, or the farthest area Whipclaw is able to reach.
  • Can be cast while moving and airborne.
  • Casting Whipclaw is an upper-body animation that allows movement and parkour Maneuvers.
  • Khora's whip visually consists of a handle that resembles the Hystrix Hystrix's model, alongside living metal spikes lining the thong, spine, and fall; four claw-like extensions comprise the lash of the whip, ending in the metallic adornments on Khora's body that match Venari130xWhite Venari's selected battle posture. The whip is affected by Khora's chosen Appearance colors.
  • Whipclaw's radial explosion, the whip's energy lights and travel trail, are affected by Khora's chosen energy color.
  • Whipclaw is not affected by cast speed mods (e.g. Mod TT 20px Natural Talent)

Augment

AccumulatingWhipclawMod
Main article: Accumulating Whipclaw

Accumulating Whipclaw is a Warframe Augment Mod for KhoraIcon272 Khora's Whipclaw130xWhite Whipclaw that grants a stacking damage bonus to subsequent Whipclaws upon hitting at least 3 enemies in a single cast, which will decay after 10 seconds.

Accumulating Whipclaw

Tips & Tricks

  • Whipclaw's radial explosion forms when Khora's whip is fully extended. You can adjust your aim to hit your target or elsewhere during this animation.
  • If your target is moving away too quickly during the animation, try to land the explosion on a nearby surface to catch your target in the area of effect.
    • The explosion's area of effect will bypass terrain and obstacles to hit enemies through walls, which pairs well with radar mods such as Mod TT 20px Enemy Sense and Mod TT 20px Animal Instinct to detect nearby enemies.
  • Cast Whipclaw directly on an enemy to knock it backward when it is hit by the radial burst.
  • Modify your equipped melee weapon with eligible Mods that Whipclaw can benefit from.
  • Whipclaw and your melee weapon both benefit from and contribute to the combo counter. Use both frequently to amplify their damage as you hit more enemies.
  • Cast Whipclaw on enemies entangled by Ensnare130xWhite Ensnare for double damage. Ensnared enemies that survive Whipclaw will propagate again to pull in new enemies.
  • Cast Whipclaw on enemies captured by Strangledome130xWhite Strangledome. The initial target takes full damage from Whipclaw, while all other enemies in the dome take half damage. Damage, critical chance, critical multiplier, and status chance on all targets will benefit from your equipped melee mods.
    • Critical chance and status chance will proc on each enemy separately, inflicting them with potentially different damage amounts and Status Effects.
  • Whipclaw's radial explosion can bypass Arctic Eximus bubbles to form inside directly.
  • Equipping with a Helios with Deconstructor and equip 3 Gladiator set mods to increase crit chance no longer works as of Sisters of Parvos update.
  • Equip ArcaneFury Arcane Fury on Khora to increase damage.
Expand/Collapse
EnsnareModx256 Ensnare130xWhite
2
EnergyOrb50
Ensnare

Bind a hapless target in living metal, entangling others who stray too close. Whipclaw will refresh the trap allowing it to capture more enemies.

Introduced in Update 22.18 (2018-04-20)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 12 / 13 / 15 s (duration)
0.5 s (spread delay)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (cast range)
6 / 7 / 8 / 10 m (spread radius)

Misc: 2.0x (damage multiplier)
75% (reduced duration)

Subsumable to Helminth

Info

  • Khora expends EnergyOrb50 energy to thrash her whip at an enemy target within AbilityRangeBuff15 / 20 / 25 / 30 meters, binding it in living metal for AbilityDurationBuff10 / 12 / 13 / 15 seconds. While ensnared, the target is completely disabled, as the living metal propagates and pulls in all nearby enemies within a AbilityRangeBuff6 / 7 / 8 / 10 meters radius after a AbilityDurationBuff0.5 second delay.
    • Ensnare pulls enemies from behind obstacles and does not require line of sight.
    • Propagation always occur after the delay, regardless of any enemies actually being in range.
  • Enemies pulled by the initial target are disabled for 75% of total duration, while extending the propagation effect to pull in and disable all unaffected enemies around them; enemies pulled by branch targets are disabled for 75% of the previously reduced duration, but do not propagate.
    • Subsequently ensnared enemies cannot be affected by the same instance of Ensnare again once freed, including the propagation effect from both the initial and branch targets.
  • Ability Synergy: Ensnared enemies receive 200% damage from Whipclaw130xWhite Whipclaw and Venari Venari. Additionally, ensnared enemies hit by Whipclaw will propagate again to pull in new enemies.
    • Whipclaw propagation refresh is considered as a new instance of Ensnare, therefore it will affect enemies freed from a previous cast.
  • Cannot be recast on affected targets.
  • Casting Ensnare is a full-body animation that stops grounded movement and other actions.
  • The ensnared target is visually trapped within a cluster of spinning, living metal coils, while both the original target and branch targets glow faintly in Khora's chosen energy color.
  • When Ensnare propagates, living chains briefly lash out from the source enemy to pull in new targets before disappearing.
  • The living metal coils on the target are affected by Khora's chosen Appearance colors.
  • Subsuming Khora to the Helminth will offer Ensnare and its augments to be used by other Warframes.

Tips & Tricks

    • Take advantage of Ensnare's long cast range to trap a group of enemies before you, Venari, your other Companion, or your teammates can reach them. Doing so ensures Ensnare has time to propagate after its delay.
    • Cast on key targets such as Bombards to quickly disable them, while pulling any nearby enemies toward it.
    • Ensnared enemies stand upright and will not move while debuffed, making this ability great for performing consistent headshots.
    • Enemies around the initial target will have reduced durations on their debuff, lasting for a shorter time the farther out they are.
    • Ensnare can stop an Acolyte in The Steel Path, rendering him or her defenseless.
    • Unlike Strangledome130xWhite Strangledome, Ensnare is capable of stunning a Demolisher however their disruption pulses every 5 seconds will remove Ensnare, so regular recasts will be needed to keep a Demolisher locked down.
    • Cast Ensnare and follow up with Whipclaw130xWhite Whipclaw to deal double damage and apply Status Effects to multiple enemies at once, while earning multiple hits toward the melee combo counter.
    • Ensnared enemies that survive Whipclaw's explosion have their propagation effects refreshed. This causes them to propagate after the delay to pull in new enemies around them.
    • Cast Ensnare on enemies near Venari or command her to attack a marked ensnared target for double damage.
    • Cast Ensnare on enemies trapped by Strangledome130xWhite Strangledome to spread its effects to nearby enemies, allowing Whipclaw and Venari to deal double damage to ensnared enemies.
      • When Strangledome ends, ensnared enemies will be pulled to the original target if the debuff is still active. Use this opportunity to attack them with weapons, Venari130xWhite Venari, and Whipclaw.
Expand/Collapse
VenariModx256 Venari130xWhite
3
Venari

Command Venari to focus on a target. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to revive her instantly.

Introduced in Update 22.18 (2018-04-20)

AbilityStrengthBuff Strength:
1.05x / 1.1x / 1.12x / 1.15x (speed multiplier)350 (snare damage)

50 HP/sec (health regen)

AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc:

120 s (mark duration)45 s (respawn time)2.5 s (snare duration)5 (hits per snare)3 s (Attack & Protect cooldowns)< 90% HP (missing health threshold)10 m (Heal aura radius)

65 s (Venari self-heal mark duration)

Info

  • Khora commands her loyal Kavat companion Venari Venari to prioritize a target on the aiming reticle for EnergyOrb25 energy, leaving Venari's mark above the target for 120 seconds. Once commanded, Venari chases the marked target if nearby or teleports to it if far away, while refreshing the special effect for her battle posture if it is on cooldown. When Venari reaches the target, she will perform different tasks depending on her battle posture.
    • The target is marked by a floating battle posture icon above their head.
    • Venari's mark cannot be recast on the same target while still active.
    • Venari's mark lasts until removed via duration end, Khora marking a different target, switching battle posture, or the target is killed.
    • Marked targets are prioritized by Venari over enemies afflicted by DmgSlashSmall64 Slash with Mod TT 20px Hunter Command equipped.
    • When a target is marked, Venari audibly snarls in response.
  • While Venari is alive, Khora passively gains a AbilityStrengthBuff1.05x / 1.1x / 1.12x / 1.15x movement speed multiplier. This stacks multiplicatively with speed mods like Mod TT 20px Rush. When Venari is killed, she will respawn beside Khora after 45 seconds or instantly by casting this ability using EnergyOrb50 energy.
    • Speed multiplier stacks multiplicatively with mods such as Mod TT 20px Rush.
    • Revive energy cost is reduced proportionately based on the remaining time until Venari respawns (e.g. 1 second remaining on timer = 1 energy used to revive Venari.)
    • Respawn time is not affected by mods.
    • Respawn time is displayed on the ability icon when Venari is killed.
    • When respawned, Venari visually leaps down from above landing next to Khora.
  • All postures are available by default when Venari is unlocked at Warframe rank 5.
  • Holding the ability key (default 3 ) cycles to Venari's next battle posture for no energy cost, and also deactivates any current Mark:
  • Khora commands Venari to adopt her Attack posture, causing her to ferociously assault nearby enemies and allowing her to use Snare. During Snare, Venari chains her chosen target in place for 2.5 seconds, as she damages the target with 5 hits over the course of the animation; each hit inflicts AbilityStrengthBuff350 DmgSlashSmall64 Slash damage with a guaranteed Status Effect proc. Snare has a cooldown of 3 seconds, which can be bypassed by Khora manually marking a target.
    • Snare damage is affected by by Mod TT 20px Maul, Mod TT 20px Venom Teeth and other elemental damage mods.
    • Snare damage type is affected by elemental mods, including Mod TT 20px Venom Teeth, Mod TT 20px Shock Collar, Mod TT 20px Flame Gland, and Mod TT 20px Frost Jaw.
    • Snare is capable of Status Effect procs with every hit in addition to the forced DmgSlashSmall64 Slash proc. It inherits Venari's Status Chance and damage spread shown on the Arsenal as normal.
    • Snare has 0% critical chance and is not affected by Mod TT 20px Bite or Mod TT 20px Hunter Synergy.
    • Venari's Attack mark can only be cast on an enemy target.
    • Venari's Attack mark will remain on the target until it expires, allowing Venari to focus on killing the target with multiple Snare attacks.
  • Snare is not affected by Mod TT 20px Swipe's multiple targeting and range extension.
  • Casting Snare is a full-body animation that causes Venari to maneuver around the target, before reappearing near the target once finished.
  • Venari is still vulnerable to damage while performing her special attack animation.
  • During Snare, the target is visually held in place by living chains that attach to nearby surfaces.
  • Khora commands Venari to adopt her Protect posture, causing her to defend Khora or herself from the nearest enemy and allowing her to use Tail Whip. During Tail Whip, Venari spins in place to inflict Knockdown b Knockdown and Halikar Disarmed on a single enemy. Tail Whip has a cooldown of 3 seconds, which can be bypassed by Khora manually marking a target.
    • Tail Whip will affect the target even if it moves away from Venari during her spin animation.
    • Does not knockdown nor disarm enemies innately wielding melee weapons.
    • Venari's Protect mark can only be cast on an enemy target.
    • Venari's Protect mark is removed once Tail Whip is performed on the target.
  • Casting Tail Whip is a full-body animation that stops Venari in place.
  • Khora commands Venari to adopt her Heal posture, imbuing her with healing energy and allowing her to use Revitalize. When the current Health of any ally player in the squad or Venari herself reaches below 90% of maximum health, Venari snarls and radiates a healing aura with a 10 meters radius; during Revitalize, Venari instinctively seeks out and follows the player with the lowest amount of current health, granting the target and any nearby injured allies AbilityStrengthBuff50 health regen per second while they remain in the aura.
  • Venari will immediately activate Revitalize then follow the marked target, if Khora marks a target or herself by casting 3  without a target on the aiming reticle. A quick and reliable way of marking Khora herself is to aim straight up briefly then casting the ability.
    • Venari will closely follow its target and Revitalize will not deactivate until the mark is removed. While following a target, Venari also will not attack nearby enemies unless she is equipped with supplemental attack mods like Mod TT 20px Sharpened Claws or Mod TT 20px Pounce.
  • Khora can mark Venari to activate Revitalize, causing Venari to stand still at her current position for 65 seconds or until the mark is removed.
  • Mod TT 20px Growing Power increases healing per second when Venari activates Revitalize during its effect; the bonus healing per second persists until Revitalize is deactivated.
  • Activating Revitalize is a full-body animation that stops Venari in place, while deactivating Revitalize does not require an animation.
  • While the healing aura is active, Venari and the affected allies glow in Khora's chosen energy color.
  • The healing aura is strong enough to keep Khora alive indefinitely within a Survival mission after the life support runs out, however since enemies stop spawning at this state it has limited usefulness.
  • The healing aura is strong enough to keep Khora alive indefinitely within a Vampire type Nightmare Mode mission without having to kill any enemies for health regeneration.
    • Battle posture cannot be switched while Venari is dead, instead the respawn function overrides any input on the ability key.
    • While Venari is in a neutral state with no active Marks she is far less likely to get stuck in terrain, frequently teleporting in beside you if you have gotten ahead of her.
    • Casting speed on all animations related to this ability, on both Khora and Venari, is not affected by mods such as Mod TT 20px Natural Talent and Mod TT 20px Speed Drift.
    • Venari does not benefit from the set bonus of Hunter Mods.
    • Set Mods equipped on Venari do not count towards the number of mods equipped for the set bonus.
    • Mod TT 20px Fetch equipped on Venari does not stack with Mod TT 20px Vacuum or Mod TT 20px Fetch equipped on companions.
    • Casting Venari's mark and summoning Venari do not play any animations on Khora, while changing posture is an upper-body animation that allows movement and parkour Maneuvers.
    • Khora's metallic adornments and Venari's tail change appearance depending on the selected posture: Attack (long spikes), Protect (small stubs and hammer tail), and Heal (curved blades).
    • While Venari is dead, Khora's metallic adornments are hidden from view and will reappear once Venari respawns.
    • The following visual effects are affected by Khora's chosen Warframe energy color:
      • Venari's eye and regalia colors, mark icon color, as well as her death and respawn/teleport landing impact.
      • Khora's battle posture switching.
      • Attack posture Snare trails and Heal posture Revitalize glow.

    Augment

    VenariBodyguardMod
    Main article: Venari Bodyguard

    Venari Bodyguard is a Warframe Augment Mod for KhoraIcon272 Khora's Venari130xWhite Venari that makes Venari die in Khora's place at the cost of an increased spawn timer, but every enemy killed decreases the spawn timer.

    Venari Bodyguard

    Tips & Tricks

    • Khora's passive speed multiplier affects her regular movement speed, which also enhances sprint speed. Combine with high Ability Strength and sprint speed mods such as Mod TT 20px Rush and Mod TT 20px Armored Agility to gain vastly increased mobility.
    • Keep moving and do parkour maneuvers while switching battle postures to evade incoming enemy attacks.
    • By default, Venari will attack enemies and perform her battle posture effects on her own. Place a mark on your target to direct Venari's attention where you desire.
    • Equip Mod TT 20px Hunter Recovery on Venari and place an Attack mark on a distant enemy. Venari will teleport to the target and immediately use Snare to attack it, quickly healing Khora in the process.
    • Use Protect mark to knockdown and disarm dangerous threats such as Napalm and Tech.
    • Heal mark allows versatile options to grant health regen in an area:
      • Use on an ally or Khora herself to have Venari follow suit.
      • Use on Venari to order her to stay put.
      • Use on Khora if Venari is far away to recall her back to your side.
      • Use on an ally in the distance to teleport Venari to the fray.
    • Venari's Heal posture is able to heal static objectives such as Cryopods, Excavators, and Kuva Harvesters. Place a Heal mark on the objective to have Venari stand guard over it providing healing to it and nearby teammates. It can also be used to heal moving objectives like defectors and hostages.
    • Cast Ensnare130xWhite Ensnare to group up enemies for Venari to attack them for double damage.

    Bugs

    • DmgSlashSmall64 Slash procs do not change Venari's target with Mod TT 20px Hunter Command equipped, even when no enemies are marked.
    • Venari's UI will be completely hidden if Venari is dead and the player uses Transference to return to the Warframe.
    • Venari's respawn function can rarely not trigger when Venari is killed, requiring Khora to spend a revive on herself to bring Venari back.
    • Venari randomly stops moving when her heal aura is activated. This bug occurs for targets she automatically chooses to heal, as well as targets marked by Khora. Switching to Attack or Protect postures will reset her AI to normal.
    • Placing a Heal mark on Khora or an ally sometimes causes Venari to toggle the healing aura on and off repeatedly as she edges toward the marked target.
    • Venari is not going to collect items with Mod TT 20px Fetch mod. (only works well playing solo mode)
    • Locked lockers unlocked by Venari via the Mod TT 20px Scavenge mod still appear as locked (red) despite being unlocked, and can still be opened.
    • Mod TT 20px Sense Danger can sometimes make enemy markers appear outside of the minimap in the UI if Venari uses it and Khora moves away from the enemies.
    • If during a Sortie the energy level is insufficient to cast this ability, then it will be rendered inactive completely. The side effect is that if Venari dies it will not revive itself during the mission.
    • Client only: If Venari dies and the ability is cast to revive her, the passive movement speed may be applied with unmodded Strength.
    Expand/Collapse
    StrangledomeModx256 Strangledome130xWhite
    4
    EnergyOrb100
    Strangledome

    Weave a dome of living chain that ensnares and strangles any enemy within, and any foolish enough to approach. Foes outside the trap will try to hasten their comrade's deaths by shooting them. Crack Whipclaw on the dome to further damage any trapped enemies.

    Introduced in Update 22.18 (2018-04-20)

    AbilityStrengthBuff Strength:100 / 150 / 200 / 250
    AbilityDurationBuff Duration:5 / 10 / 15 / 20 s
    AbilityRangeBuff Range:5 m (dome radius)
    5 / 5 / 6 / 10 m (grab radius)

    Misc:

    26 (number of vertices)2.0x (damage multiplier, non-Whipclaw sources)50% (Whipclaw damage distribution)

    2 (limit of instances active)

    Info

    • Khora expends EnergyOrb100 energy to crack her whip downward to unravel a cluster of living chains, creating a stationary dome spanning a AbilityRangeBuff5 meters radius around her that lasts for AbilityDurationBuff5 / 10 / 15 / 20 seconds. Strangledome possesses 26 vertices where its chains connect, with each vertex able to capture a single enemy. Enemies within a AbilityRangeBuff5 / 5 / 6 / 10 meters radius from the center of the dome are Ragdoll b Ragdolled, pulled by chains into the nearest unoccupied vertex, and suspended helplessly for the ability's duration.
      • Strangledome will pull enemies from behind obstacles and does not require line of sight.
      • Players, allied AI, and crowd control-resistant enemies can move and attack through the dome unhindered.
    • While captured, enemies are strangled by the chains taking AbilityStrengthBuff100 / 150 / 200 / 250 damage per second and receive 200% damage from weapons and abilities. In addition, captured enemies have a raised Threat Level, become susceptible to friendly fire, and taunt their former allies into attacking them.
      • Whipclaw130xWhite Whipclaw does not benefit from this damage bonus.
      • Damage is evenly split between DmgImpactSmall64 Impact, DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash.
        • Damage per second benefits from the damage multiplier, which results in Strangledome dealing double damage per second innately.
      • Friendly fire enables captured enemies to receive damage and Status Effects from their former allies.
      • When captured enemies are killed by the ability's innate damage their corpses are dismembered. This is a characteristic of slash majority damage.
      • When captured enemies die, they are released by the chains, freeing the previously occupied vertices to capture new enemies.
    • Ability Synergy: If at least one enemy captured by Strangledome is hit by Whipclaw130xWhite Whipclaw, the targeted enemy will receive 100% of Whipclaw's total damage and all other enemies in the same dome will each receive 50% of that total damage. This also works on a Strangledome cast by an ally Khora. Additionally, Whipclaw's Critical Chance and Status Chance will reroll on each enemy separately.
    • Strangledome adheres to the following casting requirements:
      • If cast in midair, Khora will instantly drop to the ground to perform this ability.
      • Can be recast while active to create a new instance.
        • Khora can have up to 2 Strangledomes active at once. If attempting to create more than 2 Strangledomes, the oldest Strangledome created will be removed.
      • Casting Strangledome is a full-body animation that stops movement and other actions.
      • Strangledome is created 0.5 seconds after the casting animation ends, allowing Khora to move as the dome forms.
    • Strangledome's default shape is a pentakis icosidodecahedron cut in half to form a dome.
    • Each vertex of the dome will attempt to adhere to the nearest surface, reshaping the ability to conform with the environment.
    • Strangledome's chains are affected by Khora's chosen Accents color.
    • The electric currents jumping between vertices and glow on captured enemies are affected by Khora's chosen energy color.
    • Strangledome is a separate deployable object from Khora. As such, Warframe ability nullification effects applied to Khora will not destroy Strangledome.
    • Strangledome can only be nullified by Nullifier Crewman and Isolator Bursa null spheres.
      • Each chain inside the dome behaves as an individual connection, which breaks upon contact with nullifier spheres.
      • If enough chains connecting to a vertex are broken, that vertex is subtracted from the affected Strangledome's total vertices, therefore reducing the number of enemies the dome can hold captive.
      • Once all chains break, Strangledome is completely nullified and its duration is forced to end.
    • Enemies captured by Strangledome cannot prevent Tenno from capturing an Interception point, but can recapture it if an enemy is near the consoles even when strangled.
    • Strangledome has bugged interactions with Casting Speed mods (e.g. Mod TT 20px Natural Talent); it does increase animation speed, but after the animation finishes it starts over until the time where the normal animation would have finished, i.e: making Casting Speed mods useless.

    Tips & Tricks

    • Strangledome's short cast time gives Khora a powerful panic button when enemies are dangerously close.
      • Strangledome can be cast while sliding to keep Khora on the move.
      • Can also be cast while wall clinging to create a floating dome.
    • Prepare domes preemptively where enemy presence is probable to capture more prey as they arrive.
    • Since strangled enemies sway and flail about, it can be difficult to identify them at a glance and hit them accurately. Use the damage numbers dealt by the dome as a visual cue to help you gauge the amount of enemies caught by your dome.
    • Strangled enemies receive double damage from abilities and weapons to help you and your team dispatch them quickly.
    • Strangled enemies also behave as individual decoys that draw aggression from other enemies. Consider leaving some enemies dangling about as distractions to protect your team and any objectives nearby.
    • Cast Whipclaw130xWhite Whipclaw on at least one strangled enemy to deal half damage to all other strangled enemies in the same dome.
    • Cast Ensnare130xWhite Ensnare on a strangled enemy to pull in new enemies from farther away, assisting Strangledome to capture them once in range, while allowing both Whipclaw and Venari to deal double damage to strangled and ensnared enemies within the dome.
    • When a dome's duration is about to end, cast again to create a second dome that captures enemies as they become freed from the previous dome to keep them disabled.

    Bugs

    • Whipclaw does not deal double damage against captured enemies, while other abilities as well as Strangledome's damage do benefit from this damage bonus.
    • Captured enemies can swing wildly in an orbit when hit and not be pulled back closely to the occupied vertices.
    Expand/Collapse

    Strength Mods

    IntensifyMod

    Duration Mods

    ContinuityMod

    Range Mods

    StretchMod

    Whipclaw130xWhite Whipclaw130xWhite
    Ensnare130xWhite Ensnare130xWhite
    Venari130xWhite
    Strangledome130xWhite Strangledome130xWhite Strangledome130xWhite
    Edit Tab

    Update 36.1 (2024-08-21)

    • Fixed Tenacious Bond’s buff icon not appearing in the HUD if equipped on both Venari and a Companion.
    • Fixed Tenacious Bond’s buff not deactivating when Venari dies, to be consistent with how it works on other Companions.

    Update 36.0 (2024-06-18)

    • Fixed Murmur enemies not properly ragdolling when caught in Khora’s Strangledome.
    • Fixed FX sections on the Khora Urushu Skin disappearing briefly when customizing colors in the Arsenal with DirectX 12 enabled.

    Hotfix 35.5.10 (2024-05-01)

    • Fixed an unintended tooltip appearing when hovering over Khora’s Venari ability.

    Hotfix 35.5.6 (2024-04-10)

    Line Of Sight (Los) Improvements

    As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.

    To reiterate, there are now two variations of LoS checking:

    1. The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
    2. The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.

    For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.

    The following Warframe abilities have received the aforementioned improvements:

    • Khora’s Whipclaw (Raycast Checks from multiple points around the whip's impact)

    The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring (this was most reported for Khora’s Whipclaw).

    Update 35.1 (2024-02-20)

    • Fixed a combination of Magus Aggress and the Tenacious Bond Mod (when equipped on both Khora’s Venari and Companion) causing buff icons to disappear.

    Update 35.0 (2023-12-13)

    • Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
      • Khora Prime from 75 to 100

    Hotfix 34.0.5 (2023-10-26)

    • Fixed Khora in the Conclave using their PVE stats.

    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:

    KHORA Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 290 (from 275)

    Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

    KHORA PRIME Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Armor: Base Rank - 345 (from 325)

    Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

    While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

    COMPANION STAT CHANGES

    Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them.
    Historically Health and Shield values would increase as your Companion ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

    Including both the removal of Companion Rank bonuses, and the base increase to stats, the following lists the stat changes for all Companions at Rank 0:

    Revised Kavat Stats:

    General Fixes:

    Hotfix 33.5.4 (2023-06-28)

    Update 33.0 (2023-04-26)

    Update 32.3 (2023-02-15)

    Hotfix 32.2.9 (2023-01-11)

    Hotfix 32.0.5 (2022-09-15)

    Update 32.0 (2022-09-07)

    Hotfix 31.7.1 (2022-07-28)

    Update 31.7 (2022-07-16)

    Hotfix 31.6.4 (2022-07-14)

    Hotfix 31.5.6 (2022-05-04)

    Hotfix 31.5.4 (2022-05-02)

    Update 31.5 (2022-04-27)

    Update 30.7 (2021-09-08)

    Hotfix 30.5.4 (2021-07-17)

    Hotfix 30.5.3 (2021-07-09)

    Update 30.3 (2021-05-25)

    Hotfix 30.2.2 (2021-05-13)

    Hotfix 30.2.1 (2021-05-13)

    Update 30.2 (2021-05-12)

    Update 30.0 (2021-04-13)

    Update 29.10 (2021-03-19)

    Update 29.9 (2021-02-23)

    Update 29.8 (2021-02-11)

    Hotfix 29.6.4 (2021-01-06)

    Update 29.5 (2020-11-19)

    Update 29.2 (2020-09-29)

    Hotfix 29.1.2 (2020-09-22)

    Update 29.1 (2020-09-17)

    Hotfix 29.0.2 (2020-08-26)

    Update 28.1 (2020-07-08)

    Xoris Interaction Changes

    Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.

    Warframe Abilities / Exalted Warframe weapons affected by this are:

    The full breakdown can be read here.

    Hotfix 28.0.6 (2020-06-24)

    Update 27.4 (2020-05-01)

    Hotfix 27.3.6 (2020-03-31)

    Hotfix 27.0.9 (2020-01-09)

    Hotfix 25.8.1 (2019-10-09)

    Update 25.8 (2019-10-01)

    Warframe Looting Ability Changes

    Warframe Loot Abilities will again be able to yield multiple-drops from already looted corpses. A single enemy can be looted by at most one Ability from each group - which is how it worked before, this just clarifies it. Warframe Looting Abilities have been split into separate functionality groups for clarity:

    1. Loot while alive: Ivara
    2. Loot petrified: Atlas
    3. Loot on death: Wukong, Khora, Hydroid. An enemy can only be killed once, they can’t ‘die’ multiple times.
    4. Loot corpse: Nekros, Chesa

    These changes stem from a bigger conversation that was addressed yesterday regarding not providing closure on the Loot Frame changes from The Jovian Concord. All the information can be found here: https://forums.warframe.com/topic/1131506-the-mod-booster-and-free-to-play/

    Hotfix 25.7.6 (2019-09-18)

    Update 25.7 (2019-08-29)

    Update 25.5 (2019-07-31)

    Update 25.3 (2019-07-06)

    Hotfix 25.0.8 (2019-05-31)

    Hotfix 24.8.3 (2019-05-10)

    Hotfix 24.7.2 (2019-04-17)

    Update 24.7 (2019-04-10)

    Update 24.6 (2019-04-04)

    Update 24.5 (2019-03-14)

    Update 24.4 (2019-03-08)

    Hotfix 24.2.7 (2018-01-09)

    Hotfix 24.2.2 (2018-12-18)

    Update 23.7 (2018-09-06)

    Update 23.5 (2018-08-24)

    Hotfix 23.0.5 (2018-06-22)

    Update 23.0 (2018-06-15)

    Update 22.20 (2018-05-17)

    Khora Changes & Fixes:
    The improvements to Khora keep on coming! We have a number of important fixes that really help with making Khora play better, as well as some changes!

    Changes include:

    Fixes include:

    Update 22.19 (2018-05-02)

    Hotfix 22.18.8 (2018-04-28)
    Khora Changes:
    Ability casting times have been shortened across the board - Natural Talent is always great, but the base animations needed shortening.

    New Passive: The ferocious Kavat, Venari, fights by Khora’s side and provides her with a speed boost while active. If killed, Venari will reappear after a short time.

    Whipclaw

    Ensnare

    Venari
    Venari is now a Passive ability - Venari is simply there, no casting required. If Venari dies, she will respawn in 45 seconds or you can summon her back by using the Venari ability for an Energy cost of 50 that scales with the Respawn timer.

    New Venari Ability Description: Command Venari to focus on a target. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to revive her instantly

    Strangledome

    Hotfix 22.18.7 (2018-04-25)
    General Sanctuary Onslaught Changes:

    Hotfix 22.18.5 (2018-04-24)

    Hotfix 22.18.2 (2018-04-20)

    Hotfix 22.18.1 (2018-04-20)

    Update 22.18 (2018-04-20)