- For the boss in Kullervo's Hold, see Kullervo (Boss).
Release Date: June 21st, 2023
Sentenced to suffer eternally for rebellion against Orokin reign, his salvation spirals forth as the fabled kingdom returns. Imprisoned high above perilous skies, since exiled in an infinite dungeon, escape its labyrinth and exact righteous vengeance as the Crimson Renegade, Kullervo. Clad in hollowed steel of malleable memory, battle-scarred with gashes deep, where the torturous blades still dwell. Punish the foolish, rain down his agony, and flaunt the despised daggers in bittersweet betrayal.
Acquisition
Kullervo's main and component blueprints are purchased from
Acrithis for
Kullervo's Bane; the main blueprint requires 15 Banes, while the parts require 9, to a total of 42 Kullervo's Banes.
Banes are obtained from defeating the Kullervo Boss and completion of the Spiral (defeating the Orowyrm) in Duviri. He will appear on the island Kullervo's Hold, which only spawns during Anger, Sorrow, and Fear Spirals from The Duviri Experience and The Lone Story game modes. It can appear as a fourth, fifth, or sixth spiral stage or a side objective; speak with The Warden to engage in gladiatorial combat with the imprisoned Kullervo in the waterlogged arena. Once both tasks have been cleared, the player will earn 4, 5, or 6 Kullervo's Bane (6, 7, or 8 on The Steel Path).
While the Kullervo Boss is sometimes available as a main objective included in The Lone Story, it is recommended to run The Duviri Experience when specifically aiming at acquiring
Kullervo's Bane as, even when he is not a main objective in that mode, he will always be available as a side objective.
Crafting
| Manufacturing Requirements | |||||
|---|---|---|---|---|---|
30,000 |
1 |
1 |
1 |
10 |
Time: 3 Day(s) |
| Rush: | |||||
| Kullervo Neuroptics Blueprint | |||||
15,000 |
50 |
50 |
100 |
100 |
Time: 12 Hour(s) |
| Rush: | |||||
| Kullervo Chassis Blueprint | |||||
15,000 |
125 |
100 |
75 |
100 |
Time: 12 Hour(s) |
| Rush: | |||||
| Kullervo Systems Blueprint | |||||
15,000 |
100 |
100 |
360 |
100 |
Time: 12 Hour(s) |
| Rush: | |||||
Lore
Kullervo killed an Orokin in an attempt of gaining the favor and admiration of an Executor. However, this earned him his first crime: Murder. During The Old War, the Orokin began to destroy other Warframes. However, Kullervo did nothing to aid them, and thus earned his second crime: Cowardice. The Executors then sent a squad of Dax to detain Kullervo, but during the scuffle, he accidentally killed Archimedean Ainikki, his 'mother'. By fleeing and slaying the Dax, Kullervo earned his third crime: Flight from Custody.
Then Tenno would then return from the Zariman. Immediately after, Kullervo would begin attacking various sensitive Orokin locations, such as their labs, homes, and places of government. The purpose: To distract and buy time for some unknown plot. As consequence, Kullervo was given the crime of Treason. The next generation of Warframes was then created. Kullervo spared no time and began whispering dark thoughts into their minds, earning him his fifth crime: Espionage.
After the conclusion of the Old War, during the Night of the Naga Drums, Kullervo's planning had borne fruit. The Tenno attacked, and the Orokin Empire began to fall. Even though Kullervo was not entirely responsible, he earned his second count of Treason. As the Empire fell around the Origin System, Kullervo found the one Executor he abhorred the most; one of the Orokin Seven. He would attempt to execute this Executor, but ultimately failed. With this, Kullervo earned his ultimate crime: Attempted Regicide, and finally, Kullervo received his imprisonment and his punishment.
According to Acrithis, Kullervo arrived in Duviri in a ball of fire which then formed the island Kullervo's Hold. There he is kept imprisoned by The Warden in seven cells to represent each of his crimes (with last one Attempted Regicide notably caved-in). The Warden refers himself as Kullervo's guilt and the form and voice of his greatest persecutor, implying to be a Conceptual Embodiment of Ballas, the Orokin Executor that charged Kullervo with his seven crimes and the survivor of his Attempted Regicide, formed from Kullervo's guilty conscious.
When exploring Kullervo's Hold, the children of Duviri that the Drifter encounters will sing of Kullervo's deeds in poetic rhymes, beginning with "Kullervo, Kullervo...". A lone girl hidden in a nearby cave tunnel cradles Vaenn, Kullervo's signature heavy blade to hide it from The Warden.
Notes
- When Kullervo wields his signature
Rauta, his equipped melee weapon gains 7 seconds of Melee Combo duration. - Kullervo has unique interactions due to his lack of shields:
- The shield reduction from the Decaying Dragon Key has no effect, allowing Kullervo to carry it without issue.
- The No Shields Nightmare Mode condition has no effect.
- Cryogenic Leakage has no effect on his nonexistent shields. His friction is still affected however.
- The increased shield damage from
Magnetic has no effect. Energy drain and HUD disruption still occurs however.
Rage and
Hunter Adrenaline will always give energy when damage is taken.
- Energy will not be granted when damaged through Overguard via
Recompense, however.
- Energy will not be granted when damaged through Overguard via
- The Hijack objective will drain his health instead in order to move.
- He cannot receive overshields, or gain shields from allied Shield Ospreys, Orokin Drones,
Hildryn's
Haven, or
Protea's
Grenade Fan. - His lack of shields prevents him from receiving shield gating.
- However, Overguard provides its own form of gating, granting 0.5 seconds of invulnerability upon depletion.
- The numerous daggers stuck to Kullervo's body are an Appearance Auxiliary Attachment named Baneful Blades.
Trivia
- Kullervo is the 53rd unique Warframe to be released.
- He was originally slated for release after
Voruna, but was later pushed back to focus developer efforts on Duviri itself, then became next in line after
Citrine.[citation needed]
- He was originally slated for release after
- Kullervo debuted in Devstream 170 showcasing his concept art by Keith Thompson, work-in-progress sculpts, in-game model, and signature weapon. In Devstream 171, [DE]Rebecca showcased the prison fight against Kullervo as the Drifter on the dungeon island arena.
- Kullervo's default helmet resembles the headpiece of the mad king Dominus Thrax, while his hollow-esque bodily appearance matches the Thrax Dax, which curiously imply either gradual transformation during his imprisonment in Duviri, or a specific design by Archimedean Ainikki.
- The numerous daggers embedded into his chest and back invoke the imagery of a similar fate for the Drifter in The Duviri Paradox with their repeated "death by impalement".
- The name Kullervo (kulːerʋo) is likely based on the same fictional character from the Finnish national epic, Kalevala, which follows the tale of an ill-fated man who experiences tragedies throughout his life. In the epic, Kullervo's knife came from his old family before he became a slave.
- His name was suggested by DE's community coordinator Helen Heikkilä, who is of Finnish descent and studied the Kalevala growing up.
- This may also be the source of the name of his fourth move, Storm of Ukko. Ukko being a god in Finnish mythology, who also appears in Kalevala.
- Before the release of Kullervo, the 53rd Warframe, Arsenal Loadout slots were capped at 52 slots total. Developers intend to continue to extend the slot limit by one more slot for every new Warframe onward, starting with Kullervo.[1]
- In the first two weeks after Update 33.5 (2023-06-21) launched (June 21st, 2023 @ 12 PM ET until July 5th, 2023 @ 12 PM ET), entering Duviri via the Star Chart banner and Dormizone door presented all players with an event mission called Kullervo's Hold, which was based on The Lone Story's Spiral-focused gameplay and always included the dungeon island in Duviri, allowing players to obtain
Kullervo's Bane regardless of the current Mood Spiral. This limited-time access required 5
Pathos Clamps. - Kullervo is the third Health-based Warframe after
Inaros and
Nidus who lack Shields.
References
- ↑ Ford, Rebecca (2023, May 29). when Kullervo launches in June, you will be able to buy an additional loadout slot to bring the total to 53! we intend to keep this trend of +1 slot with each new frame for as long as it scales.. Twitter. Accessed 2023-05-30. Archived from the original on 2023-06-21.
| Warframes | ||
|---|---|---|
| Upcoming | ||
| Koumei • Cyte-09 | ||
| Attributes • Helminth • Augments • Compare All • Cosmetics | ||

151 comments
Sakuya izayoi warframe lol
I have been farming this mf on and off for like 3 months now and finally got his parts... now time to farm materials yay
I want you
I wish Collective Curse had a Tap/Hold mechanic that works like Garuda's Blending Talons augment. Tap to cast Curse as normal in a cone or Hold to instead cast it as a smaller AoE around you. would make his kit more fluid, imo. but maybe it would be considered OP, idk
Thats dumb
Do hits with his 2 or 4 count as melee hits, or only combo increases?
So after the recent dmg change, did they also nerfed Kullervo's armor too?! Felt squisier than before
Armor is irrelevant for Kullervo has armor DR has no effect on overguard. And they made no changes to player armor.
Kullervo my beloved
Kullervo is a stabmaxxing critpilled meleechad.
You just put 3 tumors in my head. At long last I will be free of the younger zoomer brainrot.
Calling others zoomer brainrot meanwhile calling themselfs skoomaseller is cringe ngl
Sure... I guess.
Disregard Patchnotes.
NOTHING HAS BEEN FIXED.
NOTHING HAS BEEN ADRESSED.
NOTHING HAS NOT BEEN IGNORED.
ALL WAS ERASED AND SWEPT UNDER THE FLOOR
Huh wym
Wrathful advance is still buggy AF.
The camera goes all over the place trying to track enemies, often aiming 45 degrees down at shorter opponents, ruining melee projectile builds.
It's also common, like once a mission, to get locked out of controlling anything (movement/camera/abilities/attacks) INDEFINITELY, and the only real way to fix it, is to swap to operator so that when you swap back, your cursor lines up with another enemy, and you use wrathful advance again.
why is the warden not spawning throughout the end of tge lone story mode? even as an initiated session as host, neither after 5th nor after 6th phase in anger he does (not!) spawn on his little throne. AND why the heck does nobody clear that out in the aquisition description ???
Because it's worded kinda bad here. it can appear in Lone Story AS AN OBJECTIVE. Otherwise it's inactive, since it's a side objective. And there are no side objectives in lone story
Kullervo
Bottom Text.
I need to raise this guy to his maximum, I need Stela.
He is a bit of a pain to get, but if you like melee, it is SO FUCKING WORTH IT
To start, His Passive grants HUGE qualities of life to using heavy melee attacks, where normally they are super fucking slow to use and absolutely destroy all your combo if you aren't modding for efficiency, now does not matter because they are now much faster and significantly cheaper. Ironically it still pairs well with Tennokai because it still isn't free, and having even more windup speed is fun. Alternatively you could throw a cheap Damage+Heavy Attack Efficiency mod on you melee of choice and enjoy your nearly free heavy attacks.
For his 1, he has what might be the strongest melee damage buffing ability in the game with Wrathful Advance, giving an UNREALISTICALLY HIGH crit chance buff. This buff is literally so fucking strong, you can turn anything into a crit weapon. Want to make a Rumblejack crit build for some god forsaken reason? That problem is solved with Kullervo. His 1 also having the ability to swap between a strong attack and a teleportation ability is incredibly fun, both for getting into and getting out of conflict, or just trivializing Maroo's Statue Hunt.
His 2 also grants an incredibly addition of flavor to his kit, giving him the capability to survive really well in endgame simply just by facetanking everything with ridiculous amounts of Overguard, and building combo count while doing so, adding even more into the amount of melee damage you can do while keeping you alive.
His 3rd ability might honestly be the best part in his kit, with the capabilities to turn any single target attack into what is effectively a huge aoe weapon. Want to snipe things? Problem solved with Kullervo! Simply look at the group you want dead, press 3, then attack with whatever weapon you are using and boom. Everything is dead. It also helps tremendously with his heavy melee attacking playstyle, and can turn a 2 mil attack on one enemy to a 2 mil attack that cleans a fucking room. (Also it should be noted that if you hit anything chained with a melee/any of his abilities, it builds combo count, thus helping you to go further with melee)
His 4 is also a fantastic addition to his kit, being a decent cast and go ability (that also looks hella flashy) that can help you lock down a group with constant slash procs, with each dagger that hits from your dagger rain giving you combo to help your melee.
TL:DR, Kullervo is fantastic and absolutely worth getting if you like melee, chaining damage, or masochism. Super good for melee, super good for sniping ironically, super good for aoe meta shenanigans like everything else right now. Get him if you don't have him. (one of the few frames I would suggest buying with Plat if you don't have the patience to farm him, thats how good he is)
Actually overguard works just fine when you one shot everything while invulnerable.
Kullervo and Dante laughing.
I wouldn't say kullervo overguard laughing, Dante on the other hand is indeed actually laughing. Dude has overguard regen, still on really high level mission the enemy gonna shred their overguard be it Kullervo or Dante. Dante has a lot of leeway but Kullervo be ready to push them buttons.
If you're just relying on the max overguard number to survive you're doing it wrong. he isn't rhino. the idea is you should be using overguard gating with kullervo. works fine at high levels. youll be using his 2 very frequently though
Bby girl
After all the QOL updates and changes, the only weaknesses on his kit were how his 4th was a stationary ability and the most expensive one on his kit, but the new incoming augment will fix both problems at the same time. It synergies perfectly with the high mobility capabilities of Kullervo, but now Storm of Ukko will no longer represent an energy issue since you will not need to recast it every time you move (teleport) to a new enemy anymore, and most importantly, it will allow you to keep your combo up all the time.
On top of that, you can already deal an insane amount of damage to all enemies affected by Collective Curse once at least one enemy steps inside the effective area due to the damage stack per enemy chained. Giving us the ability to move it at will is a beautiful gift and I can't wait to add it to my build.
Thanks DE! <3
I'm actually kinda neutral on that suggested augment. On the one hand it sounds like a good thing, but on the other whenever i use that ability its to lock down a specific area, with the augment you relocate it where you teleport so you might move it into the 'wrong' spot. Thankfully its an augment and not part of the ability, exactly what an augment should be.
I wonder what his prime weapons will be when he gets primed in ~2026. Rauta Prime defintely, Sun & Moon Prime? Syam or Sampotes Prime would be insane, but it's unlikely. Maybe Cinta Prime?
A dagger would be fantastic, and the only one I can think that might get a prime is Ceramic Dagger.
Ceramic Dagger Prime Incarnon. . .
Scary thought
Kunai prime would be really cool.
2027.
Given that Kullervo in Kalevala uses a dagger, probably a prime dagger or dual dagger. Ceramic Dagger Prime would be nice if it'll come with better crit damage and status chance. Or maybe we'll get Ether Daggers Prime, those things are forgotten.
This dude + Nami Solo incarnon, with some modded range = Crowds die in under a second, even without Collective Curse.
So the augment description they showed off is a doozy, take his dagger rain, make it follow your wrathful advance teleports, and extend the duration each time you do. You will never run out of melee combo at that rate.
Fun fact: If you get mesa on your rotation, she can shoot kullervo with her regulators during the cutscene if they are turned on before the cutscene starts.
WRATHFUL ADVANCE WORKS WITH TENNOKAI NOW!!! BRING ON THE MEME BUILDS!