This is Banshee, stealthy and ranged.
No one puts Banshee in a corner, Tenno. The element of surprise is in her favor.Release Date: March 18th, 2013
Banshee is a sound-themed Warframe. Sophisticated acoustic powers enable Banshee to pinpoint enemy positions and weak spots, suppress gunfire sounds in her surrounding environment, and even emit trembling vibrations to topple her foes. Banshee debuted in Update 7.0 (2013-03-18).
Acquisition
Banshee's blueprints can be researched from the Tenno Lab in the Dojo.
Crafting
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Tenno Lab Research
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Trivia
- The name Banshee comes from the Irish mythological creature which wails loudly if someone is about to die. This corresponds to the Warframe's powers as she is based on sound.
- Banshee was originally developed under the name Decree and is still referred to as as such internally in the game files.
- The characteristic large spike on Banshee's left shoulder is considered a customizable Armor part, and will be removed if any other arm plates are used. This makes it possible to make a symmetrical Banshee.
These like-faced savages, these earth-worn mules, a vast violent ocean at our command. Yet they wither. Mired in massed steel and flesh, casting these hordes from gene molds and flock minds, we inspire nothing.
Our demons of void womb must be different. Unusual. Singular. Crafted without cast, wrought of the finest ore, slender and queer.
Sight without eye. Wrath without sound.
Not a soldier, but a myth. Not a warrior... a spirit... Banshee.Release date: February 28th, 2017
Banshee Prime is the Primed variant of Banshee, possessing higher armor, energy capacity, and sprint speed, as well as an additional
polarity. Banshee Prime was released alongside
Euphona Prime and
Helios Prime.
Acquisition
Vaultings
Crafting
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Notes
- Banshee Prime, compared to
Banshee:
- Higher Armor (135 vs. 105)
- Higher Energy (215/265 vs. 175/225)
- Higher Starting Energy (125 vs. 100)
- Higher Sprint Speed (1.15 vs. 1.1)
- Different Polarities (
vs.
)
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Currently,
Euphona Prime lacks a Signature Weapon bonus with Banshee Prime.
- Banshee Prime possesses a Appearance Left Arm Attachment called Banshee Prime Armor.
Trivia
- Banshee Prime is the third Warframe to have a direct Mastery Rank requirement, the first being
Rhino and the second being
Oberon Prime (as of Update 19.13 (2017-03-09) the mastery rank requirement for Rhino has been removed). She is also the second Warframe to have a Mastery Rank (direct or indirect) above the common 5, the first being
Titania.
- The Banshee Prime Access Pack was unintentionally teased in console version 19.8.0.
- Players who won the Prime Gaming Giveaway received the Banshee Prime Access Pack on Hotfix 19.11.4 (2017-02-22), a week before the pack's official release.
Media
See Also
- Prime, the Orokin enhancement to a Warframe or weapon.
All of Banshee's equipped weapons, including Gunblades such as
Redeemer, and weapons equipped on Sentinels should they be present, are treated as silent.
Abilities
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Sonic Boom Banshee emits a sonic shockwave that pushes targets in range with enough force to incapacitate or kill attackers. Introduced in Update 7.0 (2013-03-18) |
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Misc:
180° (cone angle) |
Info
- Banshee expends
25 energy to channel sound at high velocity to create a shockwave that propagates forward in a 180° cone up to
10 / 12 / 13 / 15 meters away. Enemies caught by the wave are ragdolled several meters and receive
25 / 35 / 40 / 50
Impact damage.
- The shock wave does not affect enemies behind obstacles in the environment unless Banshee has line-of-sight.
- The shock wave will have a very slight delay between activating and knocking down enemies at the maximum range of the ability, as it has a very minute travel time.
- Some enemies, including most heavy units, have a cooldown before being able to be knocked back again.
- Some enemies will simply be stunned or be knocked down, but most will be pushed back.
- Can be used while jumping, sliding, flipping, wall-running or wall-clinging.
- Delay of about 0.8 seconds between uses.
Augment
- Main article: Sonic Fracture
Sonic Fracture is a Warframe Augment Mod for Banshee's
Sonic Boom that allows it to permanently strip armor off enemies.
Tips & Tricks
- Can be used effectively as a source of instant crowd control to get large amounts of enemies out of your face incredibly quickly.
- When combined with
Energy Siphon and Maximized Ability Range, this ability can be used continuously to keep large crowds of enemies off their feet until death. This is one of the most energy efficient crowd-control effects in the game.
- Since Sonic Boom can knock most enemies back, it can be used to instantly kill enemies by sending them down a bottomless pit.
Bugs
- Sonic Boom will leave enemies vulnerable to Finisher attacks long after they have gotten back up from the knockdown, even if she doesn't have Savage Silence equipped or has Silence active.
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Sonar Using acoustic location, Banshee's Sonar power finds and tracks enemies, and exposes critical weak spots to everyone in your squad. Introduced in Update 7.0 (2013-03-18) |
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Info
- Banshee expends
50 energy to emit a sound wave and reveals the location of every enemy within
20 / 25 / 30 / 35 meters. Tracked enemies will be visible on every player's mini-map, and each enemy will have a body part highlighted. These effects last for
10 / 15 / 20 / 30 seconds. Hitting the highlighted body part causes the inflicted damage to be multiplied by
200% / 300% / 400% / 500%.
- Enemies typically have 6 different body parts that can be highlighted: The head, torso, arms (left and right), and legs (left and right). Each part highlighted will affect the entire body part it is on, even if the highlight does not visually cover it. Conversely, each highlight only affects one body part, despite visually reaching other body parts.
- Damage can also be increased by body-part multipliers such as the head or unprotected body parts.
Slash,
Toxin, and
Heat damage over time status effects are not affected by damage multiplier.
Electricity, and
Gas damage over time status effects can be affected by damage multiplier, as they are able to target specific body parts.
- Has a cast delay of about 0.8 seconds and a recast time of about 2.4 seconds.
- Recasting Sonar while it's still active will cause additional body parts to be highlighted. Highlighted areas can overlap, causing inflicted damage to be further amplified multiplicatively (up to a maximum of TWO times).
- Sonar does not highlight all enemies within its maximum area of effect immediately, instead the effect propagates outward from the caster's position, traveling at a fixed pace irrespective of Ability Range mods, similar to the mechanics of
Nova's
Molecular Prime.
Augment
- Main article: Resonance
Resonance is a Warframe Augment Mod for Banshee's
Sonar that triggers an additional Sonar pulse with a fraction of the original pulse's remaining duration if an enemy is killed in a highlighted weakspot.
Tips & Tricks
- Can increase damage done by abilities if the glowing body part is the torso, since most abilities target the torso.
- This ability can help with ranking up new weapons, as the damage multiplier can increase a weapon's damage to a given area, thereby increasing ammo efficiency. Coupled with
Rifle Amp, this can greatly improve a weapon's effectiveness before it has enough room for much-needed mods.
- Because of its multiplicative nature, Sonar is arguably the most potential damage booster currently in the game. A fully modded Banshee combined with a fully modded
Equinox can increase the damage multiplier to 18.95, so a single overlapping area will multiply the damage 359 times. For example: a single rifle shot of 5000 damage on a doubled-weakspot on an unarmored target would deal 1.8 million damage.
- Sonar affects only direct and aerial hits, not status damage.
- Sonar's augment mod
Resonance helps greatly with Ability Efficiency, since it allows Sonars to be automatically cast every few seconds simply by dealing killing damage on weakpoints.
- Although the enemy reveal effect does not combine with
Enemy Radar or
Enemy Sense, it is stronger than each of them.
- It seems the traveling speed of this ability depends on the distance to the target. The wave propagates at ~12 m/s for 24 meters, but at ~15 m/s for 48 meters and at ~16.5 m/s for 80 meters.
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Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. Introduced in Update 7.0 (2013-03-18) |
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Misc:
2 s (stun duration) | |||
Subsumable to Helminth |
Info
- Banshee expends
75 energy to emit a sound dampening aura within
10 / 13 / 15 / 20 meters around her for
10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
- Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun.
- Enemies exiting then reentering the aura can repeatedly experience the stun again.
- Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike.
- Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect.
- Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
- Unaware enemies will still become alerted when sighting players or taking damage.
- Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
- Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
- After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
- The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
- Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
- Disabled by Silence:
- Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc)
- Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.)
- Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc)
- Hook/pull attacks (Scorpion's hook, Ancient's hook, etc)
- Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
- Acolyte abilities.
- Immune to Silence:
- Ranged/melee attacks even if unique (Osprey grenade launchers, Swarm Mutalist MOA's gun, Bombard homing rockets, Electric Crawler melee, etc)
- Intrinsic damage reduction: (Ex: Nox armor, Sentient damage adaptation, etc)
- Passive auras (Shield Osprey emitter, Ancient Healer's aura, Arbitration Shield Drone aura, etc)
- On-death abilities (Volatile Runner's suicide, Toxic Crawler's death cloud, Boiler's infested pod, Undying Flyer's rebirth, etc)
- Nullifier fields (Nullifier Crewman, Isolator Bursa nullifier sphere)
- Special Grineer Interactions:
- Special Infested Interactions:
- Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled.
- Mutalist Osprey cannot let go of Crawlers it has picked up.
- Maggots cannot attach to Tenno, they just do nothing and die.
- Special Corpus Interactions:
- Special Sentient Interactions:
- All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
- If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
- Other Interactions:
- Disabled by Silence:
- Affected enemies will glow with Banshee's energy color.
- Has a cast delay of about 0.4 seconds.
- Cannot be recast while active.
- Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.
Augment
- Main article: Savage Silence
Savage Silence is a Warframe Augment Mod for Banshee's
Silence that multiplies the damage of standing finisher attacks on affected enemies.
Tips & Tricks
- Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage.
- Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range.
- With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed.
- Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies.
- Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover.
- Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels.
- Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly.
- Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.
Bugs
- At times, Silence can be cast yet be unable to affect enemies, indicated by the lack of an energy glow on them. The sound reduction for the player and energy ripples on Banshee will remain until mission ends, however.
- The skill can most likely not be recast while this bug is in active.
- Silence ability block can sometimes prevent triggers coded as abilities that activate after certain animations and scripts, including Lieutenant_Lech_Kril from becomming vulnerable after using his hammer slam by preventing the backpack coolant freeze, Raptors power cell explosion if the Osprey was silenced from spawn to death and pipe within range and General Sargas Ruk opening his heatskin during Eruption in phase 2.
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Sound Quake Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground. Introduced in Update 7.0 (2013-03-18) |
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Misc:
Caster immobile |
Info
- Banshee plants her hands on the ground and remains stationary, releasing ultrasonic reverberations around her which inflict
125 / 150 / 175 / 200
Blast damage per second and
Stagger all enemies within
12 / 15 / 18 / 20 meters.
- Damage does not diminish with distance and does not require line of sight.
- Sound Quake drains
25 / 18 / 15 / 12 energy per second, and will remain active so long as Banshee has energy. Sound Quake will end if Banshee runs out of energy, or if deactivated by pressing the ability key again (default 4 ).
- Banshee cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond and/or
Wellspring while Sound Quake is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Banshee's energy during Sound Quake.
- Banshee cannot replenish energy using
- Banshee is not invincible during the animation.
- Enemies inside the area of effect are staggered for the duration of the skill. However, it's possible for an enemy to stumble outside of Sound Quake's range if they are too close the edge of the effective area.
- Will destroy lights in the area of effect, but not Reinforced Glass or other objects.
- If cast in midair, Banshee will instantly drop to the ground to perform this ability.
- Has a cast delay of 1 second and post-cast delay of 1 second.
Augment
- Main article: Resonating Quake
Resonating Quake is an Warframe Augment Mod for Banshee that replaces
Sound Quake's channeling feature for a single, large shockwave that deals bonus damage at the epicenter, but decreases damage as the shockwave spreads.
Tips & Tricks
- Using Sound Quake can be a very effective crowd control technique to give your team some breathing room to do some of the following:
- Revive a fallen teammate.
- Clear out some heavy mobs without retaliation.
- Re-orient themselves to dish out some CC of their own.
- As Sound Quake's duration is based on the amount of energy one has, (
Primed)
Flow and/or the Arcane Reverb Helmet is very useful in extending the effective duration of the ability.
- Moas are extremely susceptible to Sound Quake, and it generally works well against other Corpus enemies. Though decent against Grineer, it performs the worst out of the three due to their innate high armor.
- While standing on the cryo floors in the Void, Sound Quake's drain is reduced. However, the cast delay is increased and the damage tick occurs once every 2 seconds.
- Since Banshee is immobilized when the ability is active, it's highly suggested to bring a Sentinel with
Vacuum equipped to pick up nearby Energy Orbs and prolong the duration Sound Quake is active.
Bugs
- Caused by minimizing the game during the use of Sound Quake. The animation will continue afterward, disallowing any actions. Only leaving or dying will fix it.
- While casting, getting knocked back into a bottomless pit or otherwise falling into one (the casting animation moves Banshee forward a little bit), will cause the Sound Quake to persist. It will continue to do damage and stun enemies at the cast point, but will not drain energy. Banshee can move around after coming back up from the fall, but can't do most actions like shooting. Recasting Sound Quake will cancel the damage inflicted by Sound Quake, but will leave the visual effects (camera blur and shake) in the area permanently.
- Sound Quake's Blast procs do not actually knock down afflicted enemies (except on the initial shockwave) because the repeated stagger animation caused by the quakes overrides the knockdown. The proc indicator will flash when it occurs, but the enemy that it occurred to will remain standing and staggering around as if it wasn't affected by the Blast proc.
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Hotfix 36.1.6 (2024-09-05)
- Banshee's Silence will now muffle Parazon finisher sounds (player audio only).
Hotfix 36.1.5 (2024-09-03)
- Banshee's Silence will now muffle Melee weapon impact and dismemberment sounds (for player audio).
Update 36.1 (2024-08-21)
- Reduced the sound muffling when using Banshee's Silence.
- High importance gameplay-related sounds will no longer have any muffling applied to them when these abilities are in-use.
Hotfix 35.5.3 (2024-04-04)
- Fixed Banshee’s Sonic Boom ability stripping armor without the Augment 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:
BANSHEE Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)