The Hounds that accompany the Sisters of Parvos have each of their parts randomly selected on creation of the Sister, and the player will inherit their Hound upon vanquishing their controlling Sister. Vanquished Sisters are also guaranteed to drop one random Hound component blueprint, which can be assembled with Legs' assistance.
A Hound companion needs four different components to be built, the Model, the Core, the Bracket, and the Stabilizer. Each component type has several options to choose from, allowing to customize stats and the Hound's type and appearance.
The Hound's Model forms the machine's head and is the component that earns Mastery Rank points for the Hound after gilding. Each Model comes equipped with one Precept mod and weapon which can only be provided by that particular Model, though the Precepts and weapons can be used on any Hound once acquired.
The Core determines the appearance of the Hound's torso, and modifies the base stats of the Hound.
The Bracket determines the appearance of the Hound's legs, and modifies the base stats of the Hound. Each Bracket comes equipped with one Precept mod which can only be provided by that particular Bracket, though the Precepts can be used on any Hound once acquired. Modifiers from Bracket are doubled once the Hound is Gilded and are additive with mods like
Calculated Redirection.
The Stabilizer determines the appearance of the Hound's tail, and determines the Mod Polarities that the Hound will have. Each Stabilizer comes equipped with one Precept mod which can only be provided by that particular Stabilizer, though the Precepts can be used on any Hound once acquired.
Before players can craft a Hound, they must first obtain the blueprints for the parts they desire from vanquishing Sisters of Parvos, after which these parts must then be constructed at the Foundry. Some of these components require
Spectral Debris, which only drops from Errant Specters.
Once the component parts have been crafted, players must return to Legs and select the Configure a Hound Companion option. Here, players must choose the crafted components they have available to form the Hound. Once a Model, Core, Bracket, and Stabilizer are selected, the player will be shown a preview of the Hound's appearance, along with the Hound's stats. If the Hound is satisfactory, players can then proceed with the Build Hound action, which will instantly craft the Hound for
4,000. A player must have two Companion Slots available to claim a Hound, one for the Hound itself and one for the weapon its Model comes with. Players can also use the Configure screen to preview builds of Hound components they do not yet own.
A newly built Hound cannot be renamed, customized, Polarized, or equipped with a Focus Lens, and cannot earn Mastery Rank experience. However, they can be equipped with an
Orokin Reactor.
Once built, a Hound cannot be disassembled to return its component parts.
In order to fully unlock all of a Hound's features, players must gild their Hound. To gild a Hound, players must have a reputation rank of at least Doer with Solaris United, and the desired Hound must first be leveled up to Rank 30. Afterwards, players must return to Legs and select the Gild option under Other Services, which will cost 10
Training Debt-Bonds and
5,000. Upon gilding the Hound, players will be asked to first add a Polarity to the Hound, and then finally give it a custom name. This process will reset the Hound's level back to Rank 0.
A Gilded Hound will have all the functionality available to other companions. A Hound will only give Mastery Rank points once gilded.
Visually, the Gilded Hound will have a modified appearance over a newly-built one, sporting a gray coat of paint as opposed to a brown one.
Update 34.0 (2023-10-18)
This section covers the following topics (in order):
Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul.
Our high-level objectives for this Companion rework are:
1. Make Companions more viable in high-level gameplay by making them immortal.
Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.
2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.
3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability.
Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."
We've all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: "Your Companion is down!" Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.
All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely!
Here are the specifics to how each Companion behaves while Incapacitation:
Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation - see the “Companion Mod Changes & Additions” section below for specifics.
Two broad changes have been made with regard to your Companion's base stats to increase their staying power:
1. Health, Shields and Armor have been refactored across the board.
This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.
2. 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!
Revised Hound Stats:
Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.
Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:
Changes To Existing Mods
Several Mods have been modified to interact with how your Companion deals with Incapacitation.
Stats below are shown at Max Rank.
Sentinel Survivability Mod Changes:
Companion Survivability Mod Changes:
Other Companion Mod Changes:
Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.
The following new Mods aim to do just that!
These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son).
*Stats below are shown at Max Rank.
Available In Master Teasonai’s Offerings (Cetus):
Tandem Bond
Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s.
Covert Bond
Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.
Mystic Bond
After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy.
Restorative Bond
Health Orbs restore 60 more Health and reduce Companion Recovery by 3s.
Manifold Bond (Robotic)*
Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.
*Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.
Available In The Business’ Offerings (Fortuna):
Aerial Bond
Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.
Astral Bond
Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s.
Momentous Bond
Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s.
Reinforced Bond
If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.
Tenacious Bond
Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier.
Available In Son’s Offerings (Necralisk):
Duplex Bond
Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.
Seismic Bond
While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks.
Vicious Bond
Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius.
Contagious Bond
When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.
A few further changes that are worth mentioning:
Hotfix 34.0.2 (2023-10-19)
Update 32.0 (2022-09-07)
As mentioned on Devstream #163, we have made changes to the Gilding system to make it easier to access the full power of your Modular items earlier on in-game. For those players that have just completed the Second Dream and are looking to craft a more powerful Amp to help you into and beyond The New War - these changes are for you!
Instead of upon Gilding, modular weapons will now have their full stats available upon ranking up to Level 30. Gilding your Modular weapon now serves the purpose of allowing it to earn Mastery and unlock customization. This allows players to have access to more powerful gear without needing to fully level and earn Standing for the respective Syndicates!
Update 31.1 (2022-02-09)
Hotfix 31.0.7 (2022-01-07)
Update 30.9 (2021-11-11)
Hotfix 30.7.6 (2021-09-23)
Hotfix 30.7.3 (2021-09-10)
Hotfix 30.7.2 (2021-09-09)
If you’ve engaged in the Adversary hunts with Kuva Liches and Sisters of Parvos, your Foundry might be suffering from some unavoidable clutter. The amount of Hounds and weapons sitting in your Foundry have grown to not only take up room in your list but also within the database itself!
To alleviate this clutter, you can now Sell a Hound and/or Adversary weapon directly from your Foundry without having to claim the item and use a Slot, granting yourself some Credits! Get cleaning up your (H)Foundry. Ordis’ orders!
Hotfix 30.5.4 (2021-07-17)
Hotfix 30.5.2 (2021-07-07)
Hotfix 30.5.1 (2021-07-06)
Update 30.5 (2021-07-06)