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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Status Effects 1.1 General 1.2 Enemy Behavior 1.3 Increasing Slash Proc Damage 1.4 Melee weapon types that force proc Bleeds on Heavy Attacks 1.5 Railjack 2 Dismemberment 3 Slash Sources 3.1 Weapons 3.2 Mods 3.3 Abilities 3.4 Augments 4 Sources of Slash Resistances 4.1 Arcanes 4.2 Mods 5 Additional Effects 6 Media 7 Patch History (/wiki/Damage/Slash_Damage?veaction=edit) in: (/wiki/Category:Articles_with_unsourced_statements) (Category:Articles with unsourced statements) Articles with unsourced statements , (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics , (/wiki/Category:Damage_2.0) (Category:Damage 2.0) Damage 2.0 , (/wiki/Category:Update_11) (Category:Update 11) Update 11 English (https://warframe.fandom.com/es/wiki/Da%C3%B1o_Cortante) Español (https://warframe.fandom.com/fr/wiki/D%C3%A9g%C3%A2ts/D%C3%A9g%C3%A2ts_Tranchants) Français (https://warframe.fandom.com/it/wiki/Danno_2.0/Danno_Taglio) Italiano Slash Damage < (/wiki/Damage) (Damage) Damage 1 (/wiki/Damage/Slash_Damage?veaction=edit) Edit (/wiki/Damage/Slash_Damage?action=edit) Edit source (/wiki/Damage/Slash_Damage?action=history) History (/wiki/Talk:Damage/Slash_Damage?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Slash Damage (https://static.wikia.nocookie.net/warframe/images/6/64/EssentialSlashGlyph.png/revision/latest?cb=20210326161742) (EssentialSlashGlyph) (EssentialSlashGlyph) Icon (https://static.wikia.nocookie.net/warframe/images/5/54/Slash_b.svg/revision/latest?cb=20150811174234) (Slash b) (https://static.wikia.nocookie.net/warframe/images/9/93/Slash_w.svg/revision/latest?cb=20150811174243) (Slash w) DAMAGE EFFICACY x1.5 damage to Infestedx1.5 damage to Narmer STATUS EFFECT Slash Status Effect temporarily ignores the target's armor and causes them to bleed over time for extra damage. —In-game Description (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Damage is one of the three physical damage types. Deals increased damage to (/wiki/Damage/Infested) Infested and (/wiki/Damage/Narmer) Narmer . Its (/wiki/Status_Effect) (Status Effect) Status Effect inflicts a damage over time that bypasses enemy (/wiki/Armor) (Armor) Armor . Contents 1 Status Effects 1.1 General 1.2 Enemy Behavior 1.3 Increasing Slash Proc Damage 1.4 Melee weapon types that force proc Bleeds on Heavy Attacks 1.5 Railjack 2 Dismemberment 3 Slash Sources 3.1 Weapons 3.2 Mods 3.3 Abilities 3.4 Augments 4 Sources of Slash Resistances 4.1 Arcanes 4.2 Mods 5 Additional Effects 6 Media 7 Patch History (/wiki/Status_Effect) (Status Effect) Status Effects [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=1) (Edit section: Status Effects) ] General [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=2) (Edit section: General) ] The status effect of (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage is Bleed . It applies a (Damage over Time) DoT effect after a 1 second delay, dealing a tick of damage each second for 6 seconds. Each tick deals (/wiki/Cinematic_Damage) (Cinematic Damage) Cinematic damage equal to: Modded Base Damage = Base Damage × ( 1 + Base Damage Bonuses ) × ( 1 + Faction Damage Bonuses ) {\displaystyle { \begin{aligned} \text{Modded Base Damage} &= \text{Base Damage} \times (1 + \text{Base Damage Bonuses}) \times (1 + \text{Faction Damage Bonuses}) \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Modded Base Damage}}&={\text{Base Damage}}\times (1+{\text{Base Damage Bonuses}})\times (1+{\text{Faction Damage Bonuses}})\end{aligned}}}) Notice that modded base damage calculation used for DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses : mods like (/wiki/Buzz_Kill) (Mod TT 20px) (/wiki/Buzz_Kill) Buzz Kill has no effect on Slash Proc Damage. Slash Proc Damage per Tick = 0.35 × Modded Base Damage × ( 1 + Faction Damage Bonuses ) × Additional Multipliers {\displaystyle { \begin{aligned} \text{Slash Proc Damage per Tick} &= 0.35 \times \text{Modded Base Damage} \times (1 + \text{Faction Damage Bonuses}) \times \text{Additional Multipliers} \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Slash Proc Damage per Tick}}&=0.35\times {\text{Modded Base Damage}}\times (1+{\text{Faction Damage Bonuses}})\times {\text{Additional Multipliers}}\end{aligned}}}) Additional Multipliers include modded critical multiplier on (/wiki/Critical_Hit) (Critical Hit) Critical Hit and multipliers on (/wiki/Enemy_Body_Parts) (Enemy Body Parts) Enemy Body Parts ; these stack multiplicatively with each other. Multiple instances of the effect can stack on the same target, with each instance having its own timer, but only up to 10 tick numbers are actually shown, the rest are hidden to save performance. While bleeding, the target will have small bursts of blood come out every fraction of a second where they were hit to trigger this proc. (/wiki/Machinery) Machinery and (/wiki/Robotic_(Health)) Robotic enemies will instead bleed oil. Slash tick damage and proc duration Time from initial proc 0s 1s 2s 3s 4s 5s 6s 7s Tick damage occured? ✗ ✓ ✓ ✓ ✓ ✓ ✓ ✗ Enemy Behavior [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=3) (Edit section: Enemy Behavior) ] Slash procs from enemies only deal 10% of the hit's base damage instead of 35% . Increasing Slash Proc Damage [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=4) (Edit section: Increasing Slash Proc Damage) ] Because Bleed scales off of the base damage of the weapon, the amount of damage dealt is not affected by elemental mods nor physical-type mods like (/wiki/Contagious_Spread) (Mod TT 20px) (/wiki/Contagious_Spread) Contagious Spread and (/wiki/Buzz_Kill) (Mod TT 20px) (/wiki/Buzz_Kill) Buzz Kill , but is affected by (/wiki/Faction_Damage_Mods) (Faction Damage Mods) Faction Damage Mods and Base Damage mods like (/wiki/Pressure_Point) (Mod TT 20px) (/wiki/Pressure_Point) Pressure Point . (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs scale with damage multipliers such as (/wiki/Enemy_Body_Parts) (Enemy Body Parts) Headshots and (/wiki/Critical_Hit) (Critical Hit) Critical Hits , which greatly increases the damage dealt. However weakspots generated by (/wiki/Sonar) (Sonar130xWhite) (/wiki/Sonar) Sonar or (/wiki/Detect_Vulnerability) (Mod TT 20px) (/wiki/Detect_Vulnerability) Detect Vulnerability only increase the initial hit, not the DoT. For example, tick damage for a weapon with an innate 100 damage, (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration , and (/wiki/Bane_of_Grineer) (Mod TT 20px) (/wiki/Bane_of_Grineer) Bane of Grineer will be: Modded Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5 Tick damage = 0.35 × 344.5 × (1 + 0.3) = 156.7475 As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1+Faction Bonus)^2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods. Mods that affect (/wiki/Finisher) (Finisher) Finisher melee attacks (e.g. (/wiki/Finishing_Touch) (Mod TT 20px) (/wiki/Finishing_Touch) Finishing Touch and (/wiki/Savage_Silence) (Mod TT 20px) (/wiki/Savage_Silence) Savage Silence ) have no effect on (/wiki/Cinematic_Damage) (Cinematic Damage) Cinematic damage, and as such do not interact with (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs in any special way. Unlike other DoT effects, enemy (/wiki/Armor) (Armor) armor will have no effect on slash proc damage despite decreasing the initial damage. In other words, slash procs will deal the same damage per tick against the same target at differing levels. Thus, buffs/debuffs that increase/decrease enemy armor will also have no effect on slash proc damage. Melee weapon types that force proc Bleeds on (https://warframe.fandom.com/wiki/Melee?so=search#Heavy_Attack) Heavy Attacks [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=5) (Edit section: Melee weapon types that force proc Bleeds on Heavy Attacks) ] (/wiki/Claws) (Claws) Claws , (/wiki/Dual_Daggers) (Dual Daggers) Dual Daggers , (/wiki/Category:Nikana) (Category:Nikana) Nikanas , (/wiki/Two-Handed_Nikana) (Two-Handed Nikana) Two-Handed Nikanas , (/wiki/Rapier) (Rapier) Rapiers , (/wiki/Scythe) (Scythe) Scythes , (/wiki/Tonfa) (Tonfa) Tonfas , (/wiki/Warfan) (Warfan) Warfans and (/wiki/Whip) (Whip) Whips have guaranteed Bleed procs on their entire heavy attacks, regardless of stance used while (/wiki/Dagger) (Dagger) Daggers and (/wiki/Category:Machete) (Category:Machete) Machetes only on parts of their heavy attacks. Railjack [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=6) (Edit section: Railjack) ] Railjack Slash Damage results in a Tear Status Effect which increases damage dealt to enemy ships. —In-Game Description The status effect of (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage against (/wiki/Railjack) (Railjack) Railjack space enemies is Tear , increasing the damage the target ship takes by 7.5% for 20 seconds, with subsequent procs stacking multiplicatively with itself. Dismemberment [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=7) (Edit section: Dismemberment) ] Enemies killed by (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage to the torso can result in their corpse being bisected, which is considerably valuable for a (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros using (/wiki/Desecrate) (Desecrate130xWhite) (/wiki/Desecrate) Desecrate , as each part of the body can spawn a (/wiki/Pickups#Health) (Pickups) Health Orb and some loot (note that individual limbs that have been removed from a corpse cannot be Desecrated, only large parts of the body). Corpses can also be quickly meleed to dismember them; however, an enemy's corpse can only ever be mutilated twice—if melee spam ended up lopping two limbs from a corpse, it will not be possible to then attempt to bisect it to get two desecrate rolls. Note that this characteristic may be disabled due to gore settings or regional locks: the Japanese version of (/wiki/WARFRAME) (WARFRAME) WARFRAME , for example, does not allow for much corpse dismemberment. Bleed damage does not dismember a body if it is the cause of death, only direct (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage from weapons. Consequently, (/wiki/Hunter_Munitions) (Mod TT 20px) (/wiki/Hunter_Munitions) Hunter Munitions cannot be used on its own to cause dismemberment. Weapons must have over 50% of their physical (IPS) damage as (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage to dismember. Weapons with exactly 50%, such as the (/wiki/Soma) (Soma) (/wiki/Soma) Soma , do not initially dismember, but for example can be modded with (/wiki/Sawtooth_Clip) (Mod TT 20px) (/wiki/Sawtooth_Clip) Sawtooth Clip to bump slash damage above 50%, and thus enable dismemberment. Elemental mods have no effect on this ratio and can therefore be included and still cause dismemberment. As an alternative, the "gore" attribute from (/wiki/Amalgam_Ripkas_True_Steel) (Mod TT 20px) (/wiki/Amalgam_Ripkas_True_Steel) Amalgam Ripkas True Steel mod also applies itself to the rest of the player's equipped weapons, companions, and Warframe abilities, and they will function identically to the dismemberment mechanic, whilst ignoring the weapon's IPS disposition. (/wiki/Tentacle_Swarm) (Tentacle Swarm) Tentacle Swarm will also consistently dismember bodies when they are killed by it, meaning that it will allow for 4 drops while running (/wiki/Pilfering_Swarm) (Pilfering Swarm) Pilfering Swarm alongside Nekros' Desecrate. Slash Sources [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=8) (Edit section: Slash Sources) ] Main article: (/wiki/Category:Slash_Damage) (Category:Slash Damage) Category:Slash Damage Weapons [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=9) (Edit section: Weapons) ] These weapons deal the majority of their physical damage as (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash . The damage ratio is important for physical damage status effects, as the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Bleed more than (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact 's (/wiki/Stagger) (Stagger) Stagger or (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture 's Weakened. View Slash Weapon List▾ ▾ Weapons with Slash damage (Sort ascending) Name (Sort ascending) Slot (Sort ascending) Class (Sort ascending) Attack Name (Sort ascending) (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (Sort ascending) Majority (/wiki/Ack_%26_Brunt) (Ack&Brunt) (/wiki/Ack_%26_Brunt) Ack & Brunt Melee Sword and Shield Normal Attack 119.2 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Aeolak) (Aeolak) (/wiki/Aeolak) Aeolak Primary Rifle Normal Attack 17 38.33% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Afentis) (Afentis) (/wiki/Afentis) Afentis Primary Speargun Semi 20 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Afuris_Prime) (AfurisPrime) (/wiki/Afuris_Prime) Afuris Prime Secondary Dual Pistols Normal Attack 3.9 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Afuris) (Afuris) (/wiki/Afuris) Afuris Secondary Dual Pistols Normal Attack 3 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Agkuza) (Agkuza) (/wiki/Agkuza) Agkuza Archmelee Archmelee Normal Attack 65.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Akaten) (Akaten) (/wiki/Akaten) Akaten Hound Unique Normal Attack 76 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Akbolto_Prime) (AkboltoPrime) (/wiki/Akbolto_Prime) Akbolto Prime Secondary Dual Pistols Normal Attack 1.8 85.91% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Akbronco_Prime) (AkbroncoPrime) (/wiki/Akbronco_Prime) Akbronco Prime Secondary Dual Shotguns Normal Attack 5 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Akbronco) (Akbronco) (/wiki/Akbronco) Akbronco Secondary Dual Shotguns Normal Attack 4.2 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Akjagara_Prime) (AkjagaraPrime) (/wiki/Akjagara_Prime) Akjagara Prime Secondary Dual Pistols Normal Attack 30.4 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Akjagara) (Akjagara) (/wiki/Akjagara) Akjagara Secondary Dual Pistols Normal Attack 25.2 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Aklato) (Aklato) (/wiki/Aklato) Aklato Secondary Dual Pistols Normal Attack 24 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Aklex_Prime) (AklexPrime) (/wiki/Aklex_Prime) Aklex Prime Secondary Dual Pistols Normal Attack 15 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Aklex) (Aklex) (/wiki/Aklex) Aklex Secondary Dual Pistols Normal Attack 13 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Akmagnus_Prime) (AkmagnusPrime) (/wiki/Akmagnus_Prime) Akmagnus Prime Secondary Dual Pistols Normal Attack 26.95 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Akmagnus) (Akmagnus) (/wiki/Akmagnus) Akmagnus Secondary Dual Pistols Normal Attack 26.95 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Aksomati_Prime) (AksomatiPrime) (/wiki/Aksomati_Prime) Aksomati Prime Secondary Dual Pistols Fully Spooled 10 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Aksomati) (Aksomati) (/wiki/Aksomati) Aksomati Secondary Dual Pistols Fully Spooled 9 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Akstiletto_Prime) (AkstilettoPrime) (/wiki/Akstiletto_Prime) Akstiletto Prime Secondary Dual Pistols Normal Attack 10.8 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Akstiletto) (Akstiletto) (/wiki/Akstiletto) Akstiletto Secondary Dual Pistols Normal Attack 8.4 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Akvasto_Prime) (AkvastoPrime) (/wiki/Akvasto_Prime) Akvasto Prime Secondary Dual Pistols Normal Attack 77 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Akvasto) (Akvasto) (/wiki/Akvasto) Akvasto Secondary Dual Pistols Normal Attack 45 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Akzani) (Akzani) (/wiki/Akzani) Akzani Secondary Dual Pistols Normal Attack 1.8 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Amphis) (Amphis) (/wiki/Amphis) Amphis Melee Staff Normal Attack 19.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Anku) (Anku) (/wiki/Anku) Anku Melee Scythe Normal Attack 8.5 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Ankyros_Prime) (AnkyrosPrime) (/wiki/Ankyros_Prime) Ankyros Prime Melee Fist Normal Attack 19.2 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Ankyros) (Ankyros) (/wiki/Ankyros) Ankyros Melee Fist Normal Attack 13.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Apoc MK I Railjack Turret Turret Normal Attack 68.1 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Apoc MK II Railjack Turret Turret Normal Attack 115.8 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Apoc MK III Railjack Turret Turret Normal Attack 185.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Apoc Railjack Turret Turret Normal Attack 37.8 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Arca_Scisco) (ArcaScisco) (/wiki/Arca_Scisco) Arca Scisco Secondary Pistol Normal Attack 24 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Arca_Titron) (ArcaTitron) (/wiki/Arca_Titron) Arca Titron Melee Hammer Normal Attack 126 65.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Argo_%26_Vel) (Argo&Vel) (/wiki/Argo_%26_Vel) Argo & Vel Melee Sword and Shield Normal Attack 240 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Argonak) (Argonak) (/wiki/Argonak) Argonak Primary Rifle Semi-Auto Mode 26.22 46.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Artemis_Bow_(Weapon)) (ArtemisBowPrimeWeapon) (/wiki/Artemis_Bow_(Weapon)) Artemis Bow Prime Primary Exalted Weapon Base Charged Shot 14.4 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Artemis_Bow_(Weapon)) (ArtemisBowWeapon) (/wiki/Artemis_Bow_(Weapon)) Artemis Bow Primary Exalted Weapon Base Charged Shot 14.4 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Arum_Spinosa) (ArumSpinosa) (/wiki/Arum_Spinosa) Arum Spinosa Melee Warfan Normal Attack 201.96 68.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Atterax) (Atterax) (/wiki/Atterax) Atterax Melee Whip Normal Attack 116.1 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Attica) (Attica) (/wiki/Attica) Attica Primary Crossbow Normal Attack 16 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Azima) (Azima) (/wiki/Azima) Azima Secondary Pistol Normal Attack 13 65.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Azothane) (Azothane) (/wiki/Azothane) Azothane Melee Two-Handed Nikana Normal Attack 85 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Balla) (Balla) (/wiki/Balla) Balla Melee Zaw Dagger / Staff Balla Strike 78.4 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Ballistica_Prime) (BallisticaPrime) (/wiki/Ballistica_Prime) Ballistica Prime Secondary Crossbow Charged Shot 30.4 55.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Ballistica) (Ballistica) (/wiki/Ballistica) Ballistica Secondary Crossbow Charged Shot 10 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Baza_Prime) (BazaPrime) (/wiki/Baza_Prime) Baza Prime Primary Rifle Normal Attack 3.52 42.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Baza) (Baza) (/wiki/Baza) Baza Primary Rifle Normal Attack 3.52 42.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Boar_Prime) (BoarPrime) (/wiki/Boar_Prime) Boar Prime Primary Shotgun Normal Attack 8 65.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Boar) (Boar) (/wiki/Boar) Boar Primary Shotgun Normal Attack 6.6 55.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Boltace) (Boltace) (/wiki/Boltace) Boltace Melee Tonfa Normal Attack 17.6 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Boltor) (Boltor) (/wiki/Boltor) Boltor Primary Rifle Normal Attack 2.5 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Brakk) (Brakk) (/wiki/Brakk) Brakk Secondary Shotgun Sidearm Normal Attack 6 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Braton_Prime) (BratonPrime) (/wiki/Braton_Prime) Braton Prime Primary Rifle Normal Attack 21 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Braton_Vandal) (BratonVandal) (/wiki/Braton_Vandal) Braton Vandal Primary Rifle Normal Attack 21 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Braton) (Braton) (/wiki/Braton) Braton Primary Rifle Normal Attack 8.16 34.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Broken_Scepter) (BrokenScepter) (/wiki/Broken_Scepter) Broken Scepter Melee Staff Normal Attack 35.8 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Broken_War) (BrokenWar) (/wiki/Broken_War) Broken War Melee Sword Normal Attack 149.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Bronco_Prime) (BroncoPrime) (/wiki/Bronco_Prime) Bronco Prime Secondary Shotgun Sidearm Normal Attack 5 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Bronco) (Bronco) (/wiki/Bronco) Bronco Secondary Shotgun Sidearm Normal Attack 4.2 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Bubonico) (Bubonico) (/wiki/Bubonico) Bubonico Primary Arm Cannon Auto 19 46.34% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Burst_Laser_Prime) (BurstLaserPrime) (/wiki/Burst_Laser_Prime) Burst Laser Prime Robotic Pistol Normal Attack 0.6 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Burst_Laser) (BurstLaser) (/wiki/Burst_Laser) Burst Laser Robotic Pistol Normal Attack 0.3 85.71% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Burston_Prime) (BurstonPrime) (/wiki/Burston_Prime) Burston Prime Primary Rifle Normal Attack 18.4 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Burston) (Burston) (/wiki/Burston) Burston Primary Rifle Normal Attack 10 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Buzlok) (Buzlok) (/wiki/Buzlok) Buzlok Primary Rifle Normal Attack 6 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Cantare) (Cantare) (/wiki/Cantare) Cantare Secondary Thrown Normal Attack 63 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Cassowar) (Cassowar) (/wiki/Cassowar) Cassowar Melee Polearm Normal Attack 82.72 44.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Caustacyst) (Caustacyst) (/wiki/Caustacyst) Caustacyst Melee Scythe Normal Attack 69 39.62% (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive (/wiki/Centaur) (Centaur) (/wiki/Centaur) Centaur Archmelee Archmelee Normal Attack 263.2 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Cernos_Prime) (CernosPrime) (/wiki/Cernos_Prime) Cernos Prime Primary Bow Charged Horizontal/Vertical Shot 9.2 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Cernos) (Cernos) (/wiki/Cernos) Cernos Primary Bow Charged Shot 19 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Ceti_Lacera) (CetiLacera) (/wiki/Ceti_Lacera) Ceti Lacera Melee Blade and Whip Normal Attack 66 46.30% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Cinta) (Cinta) (/wiki/Cinta) Cinta Primary Bow Charged Shot 160 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Convectrix) (Convectrix) (/wiki/Convectrix) Convectrix Primary Shotgun Normal Attack 9.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Corinth_Prime) (CorinthPrime) (/wiki/Corinth_Prime) Corinth Prime Primary Shotgun Buckshot 27 42.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Corinth) (Corinth) (/wiki/Corinth) Corinth Primary Shotgun Buckshot 27 42.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Corufell) (Corufell) (/wiki/Corufell) Corufell Melee Heavy Scythe Normal Attack 36 48.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Corvas) (Corvas) (/wiki/Corvas) Corvas (Atmosphere) Archgun (Atmosphere) Shotgun Charged Shot 16 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Cronus) (Cronus) (/wiki/Cronus) Cronus Melee Sword Normal Attack 58.3 55.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Cyath) (Cyath) (/wiki/Cyath) Cyath Melee Zaw Machete / Polearm Cyath Strike 172.5 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Cycron) (Cycron) (/wiki/Cycron) Cycron Secondary Pistol Normal Attack 5 43.48% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Cyngas) (Cyngas) (/wiki/Cyngas) Cyngas (Atmosphere) Archgun (Atmosphere) Rifle Normal Attack 80 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Cyngas) (Cyngas) (/wiki/Cyngas) Cyngas Archgun Archgun Normal Attack 40.8 34.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Daikyu) (Daikyu) (/wiki/Daikyu) Daikyu Primary Bow Charged Shot 210 40.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dakra_Prime) (DakraPrime) (/wiki/Dakra_Prime) Dakra Prime Melee Sword Normal Attack 136 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dargyn) (GrnSkiffMissile) (/wiki/Dargyn) Dargyn Vehicle Unique Normal Attack 150 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Dark_Dagger) (DarkDagger) (/wiki/Dark_Dagger) Dark Dagger Melee Dagger Normal Attack 36 38.96% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Dark_Split-Sword) (DarkSplitSwordDualSwords) (/wiki/Dark_Split-Sword) Dark Split-Sword (Dual Swords) Melee Dual Swords Normal Attack 28 48.28% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dark_Split-Sword) (DarkSplitSwordHeavyBlade) (/wiki/Dark_Split-Sword) Dark Split-Sword (Heavy Blade) Melee Heavy Blade Normal Attack 52 43.48% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Dark_Sword) (DarkSword) (/wiki/Dark_Sword) Dark Sword Melee Sword Normal Attack 60 46.15% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dehtat) (Dehtat) (/wiki/Dehtat) Dehtat Melee Zaw Rapier / Polearm Dehtat Strike 89.6 50.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dera_Vandal) (DeraVandal) (/wiki/Dera_Vandal) Dera Vandal Primary Rifle Normal Attack 1.6 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dera) (Dera) (/wiki/Dera) Dera Primary Rifle Normal Attack 1.5 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Despair) (Despair) (/wiki/Despair) Despair Secondary Thrown Normal Attack 8.7 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Destreza_Prime) (DestrezaPrime) (/wiki/Destreza_Prime) Destreza Prime Melee Rapier Normal Attack 30.6 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Destreza) (Destreza) (/wiki/Destreza) Destreza Melee Rapier Normal Attack 19.75 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Deth_Machine_Rifle_Prime) (DethMachineRiflePrime) (/wiki/Deth_Machine_Rifle_Prime) Deth Machine Rifle Prime Robotic Rifle Normal Attack 5.95 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Deth_Machine_Rifle) (DethMachineRifle) (/wiki/Deth_Machine_Rifle) Deth Machine Rifle Robotic Rifle Normal Attack 4.25 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dex_Dakra) (DexDakra) (/wiki/Dex_Dakra) Dex Dakra Melee Dual Swords Normal Attack 113.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dex_Furis) (DexFuris) (/wiki/Dex_Furis) Dex Furis Secondary Dual Pistols Normal Attack 2.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dex_Nikana) (DexNikana) (/wiki/Dex_Nikana) Dex Nikana Melee Nikana Normal Attack 126 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dex_Pixia) (DexPixiaPrime) (/wiki/Dex_Pixia) Dex Pixia Prime Secondary Exalted Weapon Normal Attack 128 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dex_Pixia) (DexPixia) (/wiki/Dex_Pixia) Dex Pixia Secondary Exalted Weapon Normal Attack 128 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dex_Sybaris) (DexSybaris) (/wiki/Dex_Sybaris) Dex Sybaris Primary Rifle Normal Attack 33.75 45.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Diwata) (DiwataPrime) (/wiki/Diwata) Diwata Prime Melee Exalted Weapon Normal Attack 20 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Diwata) (Diwata) (/wiki/Diwata) Diwata Melee Exalted Weapon Normal Attack 20 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dokrahm) (Dokrahm) (/wiki/Dokrahm) Dokrahm Melee Zaw Scythe / Heavy Blade Dokrahm Strike 154.5 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dorrclave) (Dorrclave) (/wiki/Dorrclave) Dorrclave Melee Blade and Whip Normal Attack 222 100.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dragon_Nikana) (DragonNikana) (/wiki/Dragon_Nikana) Dragon Nikana Melee Nikana Normal Attack 159.8 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Drakgoon) (Drakgoon) (/wiki/Drakgoon) Drakgoon Primary Shotgun Charged Shot 56 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dread) (Dread) (/wiki/Dread) Dread Primary Bow Charged Shot 302.4 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Cleavers) (DualCleavers) (/wiki/Dual_Cleavers) Dual Cleavers Melee Dual Swords Normal Attack 109.9 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Decurion) (DualDecurion) (/wiki/Dual_Decurion) Dual Decurion (Atmosphere) Archgun (Atmosphere) Dual Pistols Normal Attack 52.2 45.02% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Dual_Decurion) (DualDecurion) (/wiki/Dual_Decurion) Dual Decurion Archgun Archgun Normal Attack 30.2 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Dual_Ether) (DualEther) (/wiki/Dual_Ether) Dual Ether Melee Dual Swords Normal Attack 126 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Heat_Swords) (DualHeatSwords) (/wiki/Dual_Heat_Swords) Dual Heat Swords Melee Dual Swords Normal Attack 102.9 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Ichor) (DualIchor) (/wiki/Dual_Ichor) Dual Ichor Melee Dual Swords Normal Attack 45 38.52% (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin (/wiki/Dual_Kamas_Prime) (DualKamasPrime) (/wiki/Dual_Kamas_Prime) Dual Kamas Prime Melee Dual Swords Normal Attack 120 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Kamas) (DualKamas) (/wiki/Dual_Kamas) Dual Kamas Melee Dual Swords Normal Attack 81.6 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Keres_Prime) (DualKeresPrime) (/wiki/Dual_Keres_Prime) Dual Keres Prime Melee Dual Swords Normal Attack 104.4 58.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Keres) (DualKeres) (/wiki/Dual_Keres) Dual Keres Melee Dual Swords Normal Attack 66.7 58.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Raza) (DualRaza) (/wiki/Dual_Raza) Dual Raza Melee Dual Swords Normal Attack 66 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Skana) (DualSkana) (/wiki/Dual_Skana) Dual Skana Melee Dual Swords Normal Attack 84 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Dual_Toxocyst) (DualToxocyst) (/wiki/Dual_Toxocyst) Dual Toxocyst Secondary Dual Pistols Normal Attack 7.5 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Dual_Zoren) (DualZoren) (/wiki/Dual_Zoren) Dual Zoren Melee Dual Swords Normal Attack 63 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Edun) (Edun) (/wiki/Edun) Edun Melee Polearm Normal Attack 110 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Endura) (Endura) (/wiki/Endura) Endura Melee Rapier Normal Attack 50 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Epitaph_Prime) (EpitaphPrime) (/wiki/Epitaph_Prime) Epitaph Prime Secondary Pistol Charged Shot 141.75 45.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Epitaph) (Epitaph) (/wiki/Epitaph) Epitaph Secondary Pistol Charged Shot 135 45.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ether_Daggers) (EtherDaggers) (/wiki/Ether_Daggers) Ether Daggers Melee Dual Daggers Normal Attack 156.8 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ether_Reaper) (EtherReaper) (/wiki/Ether_Reaper) Ether Reaper Melee Scythe Normal Attack 126 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ether_Sword) (EtherSword) (/wiki/Ether_Sword) Ether Sword Melee Sword Normal Attack 134.4 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Euphona_Prime) (EuphonaPrime) (/wiki/Euphona_Prime) Euphona Prime Secondary Shotgun Sidearm Slug 16.25 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Evensong) (Evensong) (/wiki/Evensong) Evensong Primary Bow Charged Shot 350 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade Melee Exalted Weapon Normal Attack 175 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Exalted_Blade_(Weapon)) (ExaltedPrimeBlade) (/wiki/Exalted_Blade_(Weapon)) Exalted Prime Blade Melee Exalted Weapon Normal Attack 175 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Exalted_Blade_(Weapon)) (ExaltedUmbraBlade) (/wiki/Exalted_Blade_(Weapon)) Exalted Umbra Blade Melee Exalted Weapon Normal Attack 175 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Exergis) (Exergis) (/wiki/Exergis) Exergis Primary Shotgun Normal Attack 260 48.15% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Fang_Prime) (FangPrime) (/wiki/Fang_Prime) Fang Prime Melee Dual Daggers Normal Attack 26.7 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Fang) (Fang) (/wiki/Fang) Fang Melee Dual Daggers Normal Attack 16.2 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Felarx) (Felarx) (/wiki/Felarx) Felarx Primary Shotgun Normal Attack 83.6 44.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ferrox) (Ferrox) (/wiki/Ferrox) Ferrox Primary Speargun Charged Shot 70 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Fluctus) (Fluctus) (/wiki/Fluctus) Fluctus (Atmosphere) Archgun (Atmosphere) Rifle Normal Attack 350 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Fluctus) (Fluctus) (/wiki/Fluctus) Fluctus Archgun Archgun Normal Attack 175 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Flux_Rifle) (FluxRifle) (/wiki/Flux_Rifle) Flux Rifle Primary Rifle Normal Attack 17.16 78.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Fragor_Prime) (FragorPrime) (/wiki/Fragor_Prime) Fragor Prime Melee Hammer Normal Attack 40.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Fragor) (Fragor) (/wiki/Fragor) Fragor Melee Hammer Normal Attack 30 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Furax_Wraith) (FuraxWraith) (/wiki/Furax_Wraith) Furax Wraith Melee Fist Normal Attack 20.8 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Furax) (Furax) (/wiki/Furax) Furax Melee Fist Normal Attack 20.2 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Furis) (Furis) (/wiki/Furis) Furis Secondary Pistol Normal Attack 3 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Fusilai) (Fusilai) (/wiki/Fusilai) Fusilai Secondary Thrown Full Auto Mode 46.2 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Galatine_Prime) (GalatinePrime) (/wiki/Galatine_Prime) Galatine Prime Melee Heavy Blade Normal Attack 266 95.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Galatine) (Galatine) (/wiki/Galatine) Galatine Melee Heavy Blade Normal Attack 172.9 95.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Galvacord) (Galvacord) (/wiki/Galvacord) Galvacord Melee Whip Normal Attack 64 45.71% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Garuda_Prime_Talons) (GarudaPrimeTalons) (/wiki/Garuda_Prime_Talons) Garuda Prime Talons Melee Claws Normal Attack 238 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Garuda_Talons) (GarudaTalons) (/wiki/Garuda_Talons) Garuda Talons Melee Claws Normal Attack 173.6 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Gazal_Machete) (GazalMachete) (/wiki/Gazal_Machete) Gazal Machete Melee Machete Normal Attack 133.5 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ghoulsaw) (Ghoulsaw) (/wiki/Ghoulsaw) Ghoulsaw Melee Assault Saw Normal Attack 114.26 58.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Gorgon_Wraith) (GorgonWraith) (/wiki/Gorgon_Wraith) Gorgon Wraith Primary Rifle Fully Spooled 1.35 85.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Gorgon) (Gorgon) (/wiki/Gorgon) Gorgon Primary Rifle Fully Spooled 2.5 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Grakata) (Grakata) (/wiki/Grakata) Grakata Primary Rifle Normal Attack 2.9 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Gram_Prime) (GramPrime) (/wiki/Gram_Prime) Gram Prime Melee Heavy Blade Normal Attack 225 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Gram) (Gram) (/wiki/Gram) Gram Melee Heavy Blade Normal Attack 112 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Grinlok) (Grinlok) (/wiki/Grinlok) Grinlok Primary Rifle Normal Attack 74.8 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Guandao_Prime) (GuandaoPrime) (/wiki/Guandao_Prime) Guandao Prime Melee Polearm Normal Attack 168 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Guandao) (Guandao) (/wiki/Guandao) Guandao Melee Polearm Normal Attack 141.4 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Gunsen_Prime) (GunsenPrime) (/wiki/Gunsen_Prime) Gunsen Prime Melee Warfan Normal Attack 202.5 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Gunsen) (Gunsen) (/wiki/Gunsen) Gunsen Melee Warfan Normal Attack 128 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Harmony) (Harmony) (/wiki/Harmony) Harmony Melee Scythe Normal Attack 72 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Harpak) (Harpak) (/wiki/Harpak) Harpak Primary Rifle Normal Attack 7.5 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Hate) (Hate) (/wiki/Hate) Hate Melee Scythe Normal Attack 161 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Heat_Dagger) (HeatDagger) (/wiki/Heat_Dagger) Heat Dagger Melee Dagger Normal Attack 56 36.54% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Heat_Sword) (HeatSword) (/wiki/Heat_Sword) Heat Sword Melee Sword Normal Attack 117.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Hek) (Hek) (/wiki/Hek) Hek Primary Shotgun Normal Attack 15 65.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Heliocor) (Heliocor) (/wiki/Heliocor) Heliocor Melee Hammer Normal Attack 14 85.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Hespar) (Hespar) (/wiki/Hespar) Hespar Melee Heavy Scythe Normal Attack 134.4 48.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Hikou_Prime) (HikouPrime) (/wiki/Hikou_Prime) Hikou Prime Secondary Thrown Normal Attack 1.8 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Hikou) (Hikou) (/wiki/Hikou) Hikou Secondary Thrown Normal Attack 7.8 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Hind) (Hind) (/wiki/Hind) Hind Primary Rifle Burst Mode 15 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Hirudo) (Hirudo) (/wiki/Hirudo) Hirudo Melee Sparring Normal Attack 6.5 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Hystrix_Prime) (HystrixPrime) (/wiki/Hystrix_Prime) Hystrix Prime Secondary Pistol Poison Quill 3.68 86.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Hystrix) (Hystrix) (/wiki/Hystrix) Hystrix Secondary Pistol Poison Quill 2.88 86.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Imperator) (Imperator) (/wiki/Imperator) Imperator (Atmosphere) Archgun (Atmosphere) Rifle Normal Attack 25 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Imperator_Vandal) (ImperatorVandal) (/wiki/Imperator_Vandal) Imperator Vandal (Atmosphere) Archgun (Atmosphere) Rifle Normal Attack 25 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Imperator_Vandal) (ImperatorVandal) (/wiki/Imperator_Vandal) Imperator Vandal Archgun Archgun Normal Attack 12.5 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Imperator) (Imperator) (/wiki/Imperator) Imperator Archgun Archgun Normal Attack 12.5 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Innodem) (Innodem) (/wiki/Innodem) Innodem Melee Dagger Normal Attack 180 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Iron_Staff) (IronStaffPrime) (/wiki/Iron_Staff) Iron Staff Prime Melee Exalted Weapon Normal Attack 80 68.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Iron_Staff) (IronStaff) (/wiki/Iron_Staff) Iron Staff Melee Exalted Weapon Normal Attack 80 68.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Ironbride) (Ironbride) (/wiki/Ironbride) Ironbride Archmelee Exalted Weapon Normal Attack 1050 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Jat_Kittag) (JatKittag) (/wiki/Jat_Kittag) Jat Kittag Melee Hammer Normal Attack 10 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Jat_Kusar) (JatKusar) (/wiki/Jat_Kusar) Jat Kusar Melee Blade and Whip Normal Attack 45 37.16% (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Jaw_Sword) (JawSword) (/wiki/Jaw_Sword) Jaw Sword Melee Sword Normal Attack 90 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kama) (Kama) (/wiki/Kama) Kama Melee Machete Normal Attack 63 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Karak_Wraith) (KarakWraith) (/wiki/Karak_Wraith) Karak Wraith Primary Rifle Normal Attack 7.75 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Karak) (Karak) (/wiki/Karak) Karak Primary Rifle Normal Attack 7.25 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Karyst_Prime) (KarystPrime) (/wiki/Karyst_Prime) Karyst Prime Melee Dagger Normal Attack 102 29.65% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Karyst) (Karyst) (/wiki/Karyst) Karyst Melee Dagger Normal Attack 72 31.87% (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin (/wiki/Kaszas) (Kaszas) (/wiki/Kaszas) Kaszas Archmelee Archmelee Normal Attack 58.7 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Keratinos) (Keratinos) (/wiki/Keratinos) Keratinos Melee Claws Normal Attack 87 35.66% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kesheg) (Kesheg) (/wiki/Kesheg) Kesheg Melee Polearm Normal Attack 120.5 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Knell_Prime) (KnellPrime) (/wiki/Knell_Prime) Knell Prime Secondary Pistol Normal Attack 21.6 46.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Knell) (Knell) (/wiki/Knell) Knell Secondary Pistol Normal Attack 18 46.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Knux) (Knux) (/wiki/Knux) Knux Archmelee Archmelee Normal Attack 22.25 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kogake_Prime) (KogakePrime) (/wiki/Kogake_Prime) Kogake Prime Melee Sparring Normal Attack 36.3 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kogake) (Kogake) (/wiki/Kogake) Kogake Melee Sparring Normal Attack 18 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kohm) (Kohm) (/wiki/Kohm) Kohm Primary Shotgun Fully Spooled 18 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kohmak) (Kohmak) (/wiki/Kohmak) Kohmak Secondary Shotgun Sidearm Fully Spooled 18 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Komorex) (Komorex) (/wiki/Komorex) Komorex Primary Sniper Rifle 2x Zoom 46.6 48.04% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Korrudo) (Korrudo) (/wiki/Korrudo) Korrudo Melee Sparring Normal Attack 77.2 57.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Korumm) (Korumm) (/wiki/Korumm) Korumm Melee Polearm Normal Attack 104 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kraken) (Kraken) (/wiki/Kraken) Kraken Secondary Pistol Normal Attack 6.125 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kreska) (Kreska) (/wiki/Kreska) Kreska Melee Machete Normal Attack 45 52.63% (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Krohkur) (Krohkur) (/wiki/Krohkur) Krohkur Melee Sword Normal Attack 151.9 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kronen_Prime) (KronenPrime) (/wiki/Kronen_Prime) Kronen Prime Melee Tonfa Normal Attack 169.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kronen) (Kronen) (/wiki/Kronen) Kronen Melee Tonfa Normal Attack 104 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kronsh) (Kronsh) (/wiki/Kronsh) Kronsh Melee Zaw Machete / Polearm Kronsh Strike 70.2 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kunai) (Kunai) (/wiki/Kunai) Kunai Secondary Thrown Normal Attack 6.9 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Kuva_Brakk) (KuvaBrakk) (/wiki/Kuva_Brakk) Kuva Brakk Secondary Shotgun Sidearm Normal Attack 4.5 45.03% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kuva_Drakgoon) (KuvaDrakgoon) (/wiki/Kuva_Drakgoon) Kuva Drakgoon Primary Shotgun Charged Shot 36.8 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kuva_Hek) (KuvaHek) (/wiki/Kuva_Hek) Kuva Hek Primary Shotgun Normal Attack 17.4 65.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Kuva_Hind) (KuvaHind) (/wiki/Kuva_Hind) Kuva Hind Primary Rifle Burst 15 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kuva_Karak) (KuvaKarak) (/wiki/Kuva_Karak) Kuva Karak Primary Rifle Normal Attack 9.7 42.17% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kuva_Kohm) (KuvaKohm) (/wiki/Kuva_Kohm) Kuva Kohm Primary Shotgun Fully Spooled 12 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Kuva_Kraken) (KuvaKraken) (/wiki/Kuva_Kraken) Kuva Kraken Secondary Pistol Normal Attack 5.375 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kuva_Ogris) (KuvaOgris) (/wiki/Kuva_Ogris) Kuva Ogris Primary Launcher Rocket Explosion 155 50.80% (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast (/wiki/Kuva_Quartakk) (KuvaQuartakk) (/wiki/Kuva_Quartakk) Kuva Quartakk Primary Rifle Burst-Fire While Aiming 18.35 37.04% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kuva_Seer) (KuvaSeer) (/wiki/Kuva_Seer) Kuva Seer Secondary Pistol Projectile Impact 36.7 51.98% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Kuva_Shildeg) (KuvaShildeg) (/wiki/Kuva_Shildeg) Kuva Shildeg Melee Hammer Normal Attack 28.7 49.02% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Kuva_Sobek) (KuvaSobek) (/wiki/Kuva_Sobek) Kuva Sobek Primary Shotgun Normal Attack 9.625 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Kuva_Tonkor) (KuvaTonkor) (/wiki/Kuva_Tonkor) Kuva Tonkor Primary Launcher Grenade Explosion 204 44.81% (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast (/wiki/Kuva_Twin_Stubbas) (KuvaTwinStubbas) (/wiki/Kuva_Twin_Stubbas) Kuva Twin Stubbas Secondary Dual Pistols Normal Attack 12.7 47.04% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Lacera) (Lacera) (/wiki/Lacera) Lacera Melee Blade and Whip Normal Attack 66 46.30% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Lacerten) (Lacerten) (/wiki/Lacerten) Lacerten Hound Unique Normal Attack 76 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Laetum) (Laetum) (/wiki/Laetum) Laetum Secondary Pistol Normal Attack 96 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Laith MK I Railjack Turret Turret Normal Attack 52 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Laith MK II Railjack Turret Turret Normal Attack 88.4 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Laith MK III Railjack Turret Turret Normal Attack 141.6 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laser_Rifle) (LaserRifle) (/wiki/Laser_Rifle) Laser Rifle Robotic Rifle Normal Attack 0.8 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Lato_Prime) (LatoPrime) (/wiki/Lato_Prime) Lato Prime Secondary Pistol Normal Attack 42 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Lato_Vandal) (LatoVandal) (/wiki/Lato_Vandal) Lato Vandal Secondary Pistol Normal Attack 27.6 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Lato) (Lato) (/wiki/Lato) Lato Secondary Pistol Normal Attack 20 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Latron_Prime) (LatronPrime) (/wiki/Latron_Prime) Latron Prime Primary Rifle Normal Attack 9 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Latron_Wraith) (LatronWraith) (/wiki/Latron_Wraith) Latron Wraith Primary Rifle Normal Attack 3.1 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Latron) (Latron) (/wiki/Latron) Latron Primary Rifle Normal Attack 8.25 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Lavan Apoc MK I Railjack Turret Turret Normal Attack 72.9 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Lavan Apoc MK II Railjack Turret Turret Normal Attack 124.2 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Lavan Apoc MK III Railjack Turret Turret Normal Attack 198.6 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Laith) (TurretLaith) (/wiki/Laith) Lavan Laith MK I Railjack Turret Turret Normal Attack 57.2 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Lavan Laith MK II Railjack Turret Turret Normal Attack 97.6 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Lavan Laith MK III Railjack Turret Turret Normal Attack 156 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Lecta) (Lecta) (/wiki/Lecta) Lecta Melee Whip Normal Attack 25 55.45% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Lesion) (Lesion) (/wiki/Lesion) Lesion Melee Polearm Normal Attack 177.75 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Lex_Prime) (LexPrime) (/wiki/Lex_Prime) Lex Prime Secondary Pistol Normal Attack 18 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Lex) (Lex) (/wiki/Lex) Lex Secondary Pistol Normal Attack 13 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/MK1-Braton) (Braton) (/wiki/MK1-Braton) MK1-Braton Primary Rifle Normal Attack 9 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/MK1-Furax) (MK1-Furax) (/wiki/MK1-Furax) MK1-Furax Melee Fist Normal Attack 13.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/MK1-Furis) (Furis) (/wiki/MK1-Furis) MK1-Furis Secondary Pistol Normal Attack 1.95 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/MK1-Kunai) (Kunai) (/wiki/MK1-Kunai) MK1-Kunai Secondary Thrown Normal Attack 6 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/MK1-Paris) (Paris) (/wiki/MK1-Paris) MK1-Paris Primary Bow Charged Shot 34.5 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/MK1-Strun) (Strun) (/wiki/MK1-Strun) MK1-Strun Primary Shotgun Normal Attack 5.4 55.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Machete_Wraith) (MacheteWraith) (/wiki/Machete_Wraith) Machete Wraith Melee Machete Normal Attack 147.7 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Machete) (Machete) (/wiki/Machete) Machete Melee Machete Normal Attack 84 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Magistar) (Magistar) (/wiki/Magistar) Magistar Melee Hammer Normal Attack 10.5 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Magnus_Prime) (MagnusPrime) (/wiki/Magnus_Prime) Magnus Prime Secondary Pistol Normal Attack 26.95 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Magnus) (Magnus) (/wiki/Magnus) Magnus Secondary Pistol Normal Attack 26.95 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Mandonel) (Mandonel) (/wiki/Mandonel) Mandonel (Atmosphere) Archgun (Atmosphere) Shotgun Horizontal Spread 20 44.44% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Mandonel) (Mandonel) (/wiki/Mandonel) Mandonel Archgun Archgun Horizontal Spread 10 44.44% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Marelok) (Marelok) (/wiki/Marelok) Marelok Secondary Pistol Normal Attack 64 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Masseter_Prime) (MasseterPrime) (/wiki/Masseter_Prime) Masseter Prime Melee Heavy Blade Normal Attack 114.4 56.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Masseter) (Masseter) (/wiki/Masseter) Masseter Melee Heavy Blade Normal Attack 106.04 56.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Mewan) (Mewan) (/wiki/Mewan) Mewan Melee Zaw Sword / Polearm Mewan Strike 89.6 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Mios) (Mios) (/wiki/Mios) Mios Melee Blade and Whip Normal Attack 79.65 45.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Mire) (Mire) (/wiki/Mire) Mire Melee Sword Normal Attack 47 41.14% (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin (/wiki/Miter) (Miter) (/wiki/Miter) Miter Primary Rifle Charged Shot 225 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Mutalist_Cernos) (MutalistCernos) (/wiki/Mutalist_Cernos) Mutalist Cernos Primary Bow Uncharged Shot 10.25 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Mutalist_Quanta) (MutalistQuanta) (/wiki/Mutalist_Quanta) Mutalist Quanta Primary Rifle Normal Attack 7.5 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Nagantaka_Prime) (NagantakaPrime) (/wiki/Nagantaka_Prime) Nagantaka Prime Primary Crossbow Semi-Auto 155.7 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nagantaka) (Nagantaka) (/wiki/Nagantaka) Nagantaka Primary Crossbow Semi-Auto 143.1 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nami_Skyla_Prime) (NamiSkylaPrime) (/wiki/Nami_Skyla_Prime) Nami Skyla Prime Melee Dual Swords Normal Attack 126 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nami_Skyla) (NamiSkyla) (/wiki/Nami_Skyla) Nami Skyla Melee Dual Swords Normal Attack 87.5 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nami_Solo) (NamiSolo) (/wiki/Nami_Solo) Nami Solo Melee Machete Normal Attack 120.4 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nataruk) (Nataruk) (/wiki/Nataruk) Nataruk Primary Bow Perfect Shot 252 72.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Nepheri) (Nepheri) (/wiki/Nepheri) Nepheri Melee Dual Daggers Normal Attack 85 35.25% (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Nikana_Prime) (NikanaPrime) (/wiki/Nikana_Prime) Nikana Prime Melee Nikana Normal Attack 178.2 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Nikana) (Nikana) (/wiki/Nikana) Nikana Melee Nikana Normal Attack 120.7 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ninkondi_Prime) (NinkondiPrime) (/wiki/Ninkondi_Prime) Ninkondi Prime Melee Nunchaku Normal Attack 50 38.46% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Noctua_(Weapon)) (Noctua) (/wiki/Noctua_(Weapon)) Noctua Secondary Exalted Weapon Normal Attack 250 100.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Obex) (Obex) (/wiki/Obex) Obex Melee Sparring Normal Attack 18 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Ohma) (Ohma) (/wiki/Ohma) Ohma Melee Tonfa Normal Attack 38 49.11% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Okina_Prime) (OkinaPrime) (/wiki/Okina_Prime) Okina Prime Melee Dual Daggers Normal Attack 110.4 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Okina) (Okina) (/wiki/Okina) Okina Melee Dual Daggers Normal Attack 70 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Onorix) (Onorix) (/wiki/Onorix) Onorix Archmelee Archmelee Normal Attack 206 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Ooltha) (Ooltha) (/wiki/Ooltha) Ooltha Melee Zaw Sword / Staff Ooltha Strike 112 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Opticor_Vandal) (OpticorVandal) (/wiki/Opticor_Vandal) Opticor Vandal Primary Rifle Charged Shot 80 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Opticor) (Opticor) (/wiki/Opticor) Opticor Primary Rifle Charged Shot 50 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Orthos_Prime) (OrthosPrime) (/wiki/Orthos_Prime) Orthos Prime Melee Polearm Normal Attack 163.8 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Orthos) (Orthos) (/wiki/Orthos) Orthos Melee Polearm Normal Attack 129.5 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Pandero_Prime) (PanderoPrime) (/wiki/Pandero_Prime) Pandero Prime Secondary Pistol Normal Attack 52 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Pandero) (Pandero) (/wiki/Pandero) Pandero Secondary Pistol Normal Attack 36 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Pangolin_Prime) (PangolinPrime) (/wiki/Pangolin_Prime) Pangolin Prime Melee Sword Normal Attack 198.4 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Pangolin_Sword) (PangolinSword) (/wiki/Pangolin_Sword) Pangolin Sword Melee Sword Normal Attack 120 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Panthera_Prime) (PantheraPrime) (/wiki/Panthera_Prime) Panthera Prime Primary Rifle Normal Attack 70 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Panthera) (Panthera) (/wiki/Panthera) Panthera Primary Rifle Normal Attack 70 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Paracesis) (Paracesis) (/wiki/Paracesis) Paracesis Melee Heavy Blade Normal Attack 155.4 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Paris_Prime) (ParisPrime) (/wiki/Paris_Prime) Paris Prime Primary Bow Charged Shot 63 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Paris) (Paris) (/wiki/Paris) Paris Primary Bow Charged Shot 48 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Pennant) (Pennant) (/wiki/Pennant) Pennant Melee Two-Handed Nikana Normal Attack 40 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Peram) (PeramFishingSpear) (/wiki/Peram) Peram Fishing Spear Gear Fishing Spear Normal Attack 10 100.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Perigale) (Perigale) (/wiki/Perigale) Perigale Primary Sniper Rifle Normal Attack 55 56.02% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Phaedra) (Phaedra) (/wiki/Phaedra) Phaedra (Atmosphere) Archgun (Atmosphere) Rifle Normal Attack 11.6 65.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Phaedra) (Phaedra) (/wiki/Phaedra) Phaedra Archgun Archgun Normal Attack 5.6 65.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Phenmor) (Phenmor) (/wiki/Phenmor) Phenmor Primary Rifle Normal Attack 98 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Plague_Keewar) (PlagueKeewar) (/wiki/Plague_Keewar) Plague Keewar Melee Zaw Scythe / Staff Plague Keewar Strike 91 29.74% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Plague_Kripath) (PlagueKripath) (/wiki/Plague_Kripath) Plague Kripath Melee Zaw Rapier / Polearm Plague Kripath Strike 49 32.86% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Plasma_Sword) (PlasmaSword) (/wiki/Plasma_Sword) Plasma Sword Melee Sword Normal Attack 88 44.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Praedos) (Praedos) (/wiki/Praedos) Praedos Melee Tonfa Normal Attack 160 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Prime_Laser_Rifle) (PrimeLaserRifle) (/wiki/Prime_Laser_Rifle) Prime Laser Rifle Robotic Rifle Normal Attack 2.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Prisma_Burst_Laser) (PrismaBurstLaser) (/wiki/Prisma_Burst_Laser) Prisma Burst Laser Robotic Pistol Normal Attack 0.5 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Prisma_Dual_Cleavers) (PrismaDualCleavers) (/wiki/Prisma_Dual_Cleavers) Prisma Dual Cleavers Melee Dual Swords Normal Attack 106.4 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Prisma_Dual_Decurions) (PrismaDualDecurions) (/wiki/Prisma_Dual_Decurions) Prisma Dual Decurions (Atmosphere) Archgun (Atmosphere) Dual Pistols Normal Attack 60.5 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Prisma_Dual_Decurions) (PrismaDualDecurions) (/wiki/Prisma_Dual_Decurions) Prisma Dual Decurions Archgun Archgun Normal Attack 30.2 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Prisma_Gorgon) (PrismaGorgon) (/wiki/Prisma_Gorgon) Prisma Gorgon Primary Rifle Fully Spooled 2.3 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Prisma_Grakata) (PrismaGrakata) (/wiki/Prisma_Grakata) Prisma Grakata Primary Rifle Normal Attack 4 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Prisma_Grinlok) (PrismaGrinlok) (/wiki/Prisma_Grinlok) Prisma Grinlok Primary Rifle Normal Attack 93.5 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Prisma_Machete) (PrismaMachete) (/wiki/Prisma_Machete) Prisma Machete Melee Machete Normal Attack 135.1 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Prisma_Obex) (PrismaObex) (/wiki/Prisma_Obex) Prisma Obex Melee Sparring Normal Attack 22.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Prisma_Ohma) (PrismaOhma) (/wiki/Prisma_Ohma) Prisma Ohma Melee Tonfa Normal Attack 44 49.60% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Prisma_Skana) (PrismaSkana) (/wiki/Prisma_Skana) Prisma Skana Melee Sword Normal Attack 119 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Prisma_Twin_Gremlins) (PrismaTwinGremlins) (/wiki/Prisma_Twin_Gremlins) Prisma Twin Gremlins Secondary Dual Pistols Normal Attack 11.34 47.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Prisma_Veritux) (PrismaVeritux) (/wiki/Prisma_Veritux) Prisma Veritux Archmelee Archmelee Normal Attack 275.8 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Necramech) (Pugil) (/wiki/Necramech) Pugil Nech-Melee Unique Normal Attack 83.3 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Pyrana_Prime) (PyranaPrime) (/wiki/Pyrana_Prime) Pyrana Prime Secondary Shotgun Sidearm Normal Attack 20.16 84.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Pyrana) (Pyrana) (/wiki/Pyrana) Pyrana Secondary Shotgun Sidearm Normal Attack 17.6 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Quartakk) (Quartakk) (/wiki/Quartakk) Quartakk Primary Rifle Burst-Fire 16.66 37.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Quassus) (Quassus) (/wiki/Quassus) Quassus Melee Warfan Normal Attack 156.4 68.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Quatz) (Quatz) (/wiki/Quatz) Quatz Secondary Pistol Auto 7 37.93% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Quellor) (Quellor) (/wiki/Quellor) Quellor Primary Rifle Auto 12 37.93% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Rabvee) (Rabvee) (/wiki/Rabvee) Rabvee Melee Zaw Machete / Hammer Rabvee Strike 81.9 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Rakta_Ballistica) (RaktaBallistica) (/wiki/Rakta_Ballistica) Rakta Ballistica Secondary Crossbow Burst Shot 18.75 50.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Rakta_Cernos) (RaktaCernos) (/wiki/Rakta_Cernos) Rakta Cernos Primary Bow Charged Shot 23.5 90.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Rakta_Dark_Dagger) (RaktaDarkDagger) (/wiki/Rakta_Dark_Dagger) Rakta Dark Dagger Melee Dagger Normal Attack 62 39.02% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Rampart) (Rampart) (/wiki/Rampart) Rampart Emplacement Unique Normal Attack 66.6 33.35% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Rathbone) (Rathbone) (/wiki/Rathbone) Rathbone Archmelee Archmelee Normal Attack 22.5 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Rattleguts) (Rattleguts) (/wiki/Rattleguts) Rattleguts (Secondary) Secondary Pistol Normal Attack 0 -nan% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Rauta) (Rauta) (/wiki/Rauta) Rauta Primary Shotgun Normal Attack 78 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Razorwing) (Panel) (/wiki/Razorwing) Razorflies Unique Unique Normal Attack 80 100.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Reaper_Prime) (ReaperPrime) (/wiki/Reaper_Prime) Reaper Prime Melee Scythe Normal Attack 140 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Regulators) (RegulatorsPrime) (/wiki/Regulators) Regulators Prime Secondary Exalted Weapon Normal Attack 12.5 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Regulators) (Regulators) (/wiki/Regulators) Regulators Secondary Exalted Weapon Normal Attack 12.5 50.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Ripkas) (Ripkas) (/wiki/Ripkas) Ripkas Melee Claws Normal Attack 147.05 85.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Rubico_Prime) (RubicoPrime) (/wiki/Rubico_Prime) Rubico Prime Primary Sniper Rifle Unzoomed 9.3 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Rubico) (Rubico) (/wiki/Rubico) Rubico Primary Sniper Rifle Unzoomed 9 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sampotes) (Sampotes) (/wiki/Sampotes) Sampotes Melee Hammer Normal Attack 37.2 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sancti_Magistar) (SanctiMagistar) (/wiki/Sancti_Magistar) Sancti Magistar Melee Hammer Normal Attack 12 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sancti_Tigris) (SanctiTigris) (/wiki/Sancti_Tigris) Sancti Tigris Primary Shotgun Normal Attack 168 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sarofang) (Sarofang) (/wiki/Sarofang) Sarofang Melee Heavy Blade Normal Attack 112 56.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sarpa) (Sarpa) (/wiki/Sarpa) Sarpa Melee Gunblade Ranged Attack 21 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Scindo_Prime) (ScindoPrime) (/wiki/Scindo_Prime) Scindo Prime Melee Heavy Blade Normal Attack 200 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Scindo) (Scindo) (/wiki/Scindo) Scindo Melee Heavy Blade Normal Attack 160 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Scoliac) (Scoliac) (/wiki/Scoliac) Scoliac Melee Whip Normal Attack 105 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Secura_Lecta) (SecuraLecta) (/wiki/Secura_Lecta) Secura Lecta Melee Whip Normal Attack 66 45.45% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Seer) (Seer) (/wiki/Seer) Seer Secondary Pistol Normal Attack 33.67 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sepfahn) (Sepfahn) (/wiki/Sepfahn) Sepfahn Melee Zaw Nikana / Staff Sepfahn Strike 146.9 65.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sepulcrum) (Sepulcrum) (/wiki/Sepulcrum) Sepulcrum Secondary Pistol Primary-Fire 11.5 56.04% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Serro) (Serro) (/wiki/Serro) Serro Melee Polearm Normal Attack 96 58.97% (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Shadow_Claws) (ShadowClawsPrime) (/wiki/Shadow_Claws) Shadow Claws Prime Melee Exalted Weapon Normal Attack 125 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Shadow_Claws) (ShadowClaws) (/wiki/Shadow_Claws) Shadow Claws Melee Exalted Weapon Normal Attack 125 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sheev) (Sheev) (/wiki/Sheev) Sheev Melee Dagger Normal Attack 243 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sibear) (Sibear) (/wiki/Sibear) Sibear Melee Hammer Normal Attack 50 48.15% (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold (/wiki/Sicarus_Prime) (SicarusPrime) (/wiki/Sicarus_Prime) Sicarus Prime Secondary Pistol Normal Attack 15 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sicarus) (Sicarus) (/wiki/Sicarus) Sicarus Secondary Pistol Normal Attack 4.5 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sigma_%26_Octantis) (Sigma&Octantis) (/wiki/Sigma_%26_Octantis) Sigma & Octantis Melee Sword and Shield Normal Attack 107.88 62.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Skana_Prime) (SkanaPrime) (/wiki/Skana_Prime) Skana Prime Melee Sword Normal Attack 147 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Skana) (Skana) (/wiki/Skana) Skana Melee Sword Normal Attack 84 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Skiajati) (Skiajati) (/wiki/Skiajati) Skiajati Melee Nikana Normal Attack 136.5 78.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Slaytra) (Slaytra) (/wiki/Slaytra) Slaytra Melee Machete Normal Attack 166.5 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Snipetron_Vandal) (SnipetronVandal) (/wiki/Snipetron_Vandal) Snipetron Vandal Primary Sniper Rifle 2.5x Zoom 10 90.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Snipetron) (Snipetron) (/wiki/Snipetron) Snipetron Primary Sniper Rifle 2.5x Zoom 18 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Sobek) (Sobek) (/wiki/Sobek) Sobek Primary Shotgun Normal Attack 8.75 75.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Soma_Prime) (SomaPrime) (/wiki/Soma_Prime) Soma Prime Primary Rifle Fully Spooled 6 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Soma) (Soma) (/wiki/Soma) Soma Primary Rifle Fully Spooled 6 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Spectra_Vandal) (SpectraVandal) (/wiki/Spectra_Vandal) Spectra Vandal Secondary Pistol Normal Attack 12.76 58.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Spectra) (Spectra) (/wiki/Spectra) Spectra Secondary Pistol Normal Attack 10.44 58.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Spira_Prime) (SpiraPrime) (/wiki/Spira_Prime) Spira Prime Secondary Thrown Normal Attack 6 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Spira) (Spira) (/wiki/Spira) Spira Secondary Thrown Normal Attack 24.6 60.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Sporothrix) (Sporothrix) (/wiki/Sporothrix) Sporothrix Primary Sniper Rifle 2.7x Zoom 155.82 42.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Stahlta) (Stahlta) (/wiki/Stahlta) Stahlta Primary Rifle Auto 28.08 54.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Stradavar_Prime) (StradavarPrime) (/wiki/Stradavar_Prime) Stradavar Prime Primary Rifle Full Auto Mode 9 35.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Stradavar) (Stradavar) (/wiki/Stradavar) Stradavar Primary Rifle Full Auto Mode 8.4 35.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Strun_Prime) (StrunPrime) (/wiki/Strun_Prime) Strun Prime Primary Shotgun Normal Attack 21.6 45.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Strun_Wraith) (StrunWraith) (/wiki/Strun_Wraith) Strun Wraith Primary Shotgun Normal Attack 8 65.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Strun) (Strun) (/wiki/Strun) Strun Primary Shotgun Normal Attack 7.5 55.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Stubba) (Stubba) (/wiki/Stubba) Stubba Secondary Pistol Normal Attack 15.51 47.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sun_%26_Moon) (Sun&Moon) (/wiki/Sun_%26_Moon) Sun & Moon Melee Dual Nikanas Normal Attack 106.4 56.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Supra_Vandal) (SupraVandal) (/wiki/Supra_Vandal) Supra Vandal Primary Rifle Fully Spooled 6 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Supra) (Supra) (/wiki/Supra) Supra Primary Rifle Fully Spooled 6 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Sweeper_Prime) (SweeperPrime) (/wiki/Sweeper_Prime) Sweeper Prime Robotic Shotgun Normal Attack 1 85.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Sweeper) (Sweeper) (/wiki/Sweeper) Sweeper Robotic Shotgun Normal Attack 0.7 85.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Syam) (Syam) (/wiki/Syam) Syam Melee Nikana Normal Attack 108 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sybaris_Prime) (SybarisPrime) (/wiki/Sybaris_Prime) Sybaris Prime Primary Rifle Normal Attack 29.92 34.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Sybaris) (Sybaris) (/wiki/Sybaris) Sybaris Primary Rifle Normal Attack 27.2 34.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Synoid_Heliocor) (SynoidHeliocor) (/wiki/Synoid_Heliocor) Synoid Heliocor Melee Hammer Normal Attack 14 85.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Tatsu_Prime) (TatsuPrime) (/wiki/Tatsu_Prime) Tatsu Prime Melee Two-Handed Nikana Normal Attack 76 34.78% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Tatsu) (Tatsu) (/wiki/Tatsu) Tatsu Melee Two-Handed Nikana Normal Attack 68 33.64% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Tekko_Prime) (TekkoPrime) (/wiki/Tekko_Prime) Tekko Prime Melee Fist Normal Attack 115.2 64.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tekko) (Tekko) (/wiki/Tekko) Tekko Melee Fist Normal Attack 112 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Telos_Boltace) (TelosBoltace) (/wiki/Telos_Boltace) Telos Boltace Melee Tonfa Normal Attack 10.5 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tenet_Diplos) (TenetDiplos) (/wiki/Tenet_Diplos) Tenet Diplos Secondary Dual Pistols Normal Attack 7.8 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Tenet_Exec) (TenetExec) (/wiki/Tenet_Exec) Tenet Exec Melee Heavy Blade Normal Attack 87.4 54.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Tenet_Ferrox) (TenetFerrox) (/wiki/Tenet_Ferrox) Tenet Ferrox Primary Speargun Charged Shot 40 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tenet_Flux_Rifle) (TenetFluxRifle) (/wiki/Tenet_Flux_Rifle) Tenet Flux Rifle Primary Rifle Normal Attack 17.2 78.18% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tenet_Grigori) (TenetGrigori) (/wiki/Tenet_Grigori) Tenet Grigori Melee Scythe Normal Attack 136.8 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tenet_Livia) (TenetLivia) (/wiki/Tenet_Livia) Tenet Livia Melee Two-Handed Nikana Normal Attack 178.2 90.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tenet_Tetra) (TenetTetra) (/wiki/Tenet_Tetra) Tenet Tetra Primary Rifle Normal Attack 13.2 56.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tenora_Prime) (TenoraPrime) (/wiki/Tenora_Prime) Tenora Prime Primary Rifle Fully Spooled 8.4 40.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tenora) (Tenora) (/wiki/Tenora) Tenora Primary Rifle Fully Spooled 7.2 40.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tiberon_Prime) (TiberonPrime) (/wiki/Tiberon_Prime) Tiberon Prime Primary Rifle Burst 14.4 40.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tiberon) (Tiberon) (/wiki/Tiberon) Tiberon Primary Rifle Normal Attack 11 50.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Tigris_Prime) (TigrisPrime) (/wiki/Tigris_Prime) Tigris Prime Primary Shotgun Normal Attack 156 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tigris) (Tigris) (/wiki/Tigris) Tigris Primary Shotgun Normal Attack 168 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tipedo_Prime) (TipedoPrime) (/wiki/Tipedo_Prime) Tipedo Prime Melee Staff Normal Attack 136 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tipedo) (Tipedo) (/wiki/Tipedo) Tipedo Melee Staff Normal Attack 99.2 80.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tonbo) (Tonbo) (/wiki/Tonbo) Tonbo Melee Polearm Normal Attack 138 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Tunguska_Cannon) (DomeCharge) (/wiki/Tunguska_Cannon) Tunguska Cannon Railjack Turret Turret Normal Attack 2825 85.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Twin_Basolk) (TwinBasolk) (/wiki/Twin_Basolk) Twin Basolk Melee Dual Swords Normal Attack 55 40.48% (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Twin_Grakatas) (TwinGrakatas) (/wiki/Twin_Grakatas) Twin Grakatas Secondary Dual Pistols Normal Attack 2.67 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Twin_Gremlins) (TwinGremlins) (/wiki/Twin_Gremlins) Twin Gremlins Secondary Dual Pistols Normal Attack 12.33 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Twin_Kohmak) (TwinKohmak) (/wiki/Twin_Kohmak) Twin Kohmak Secondary Dual Shotguns Fully Spooled 18 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Twin_Krohkur) (TwinKrohkur) (/wiki/Twin_Krohkur) Twin Krohkur Melee Dual Swords Normal Attack 175 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Twin_Rogga) (TwinRogga) (/wiki/Twin_Rogga) Twin Rogga Secondary Dual Shotguns Normal Attack 4.7 50.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Twin_Vipers_Wraith) (TwinVipersWraith) (/wiki/Twin_Vipers_Wraith) Twin Vipers Wraith Secondary Dual Pistols Normal Attack 1.8 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Twin_Vipers) (TwinVipers) (/wiki/Twin_Vipers) Twin Vipers Secondary Dual Pistols Normal Attack 5.1 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Tysis) (Tysis) (/wiki/Tysis) Tysis Secondary Pistol Normal Attack 17 46.94% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Unarmed) (Blank) (/wiki/Unarmed) Unarmed Unique Unique Normal Attack 5.2 70.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Valkyr_Talons) (ValkyrTalons) (/wiki/Valkyr_Talons) Valkyr Prime Talons Melee Exalted Weapon Normal Attack 83.3 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Valkyr_Talons) (ValkyrTalons) (/wiki/Valkyr_Talons) Valkyr Talons Melee Exalted Weapon Normal Attack 83.3 33.33% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Vastilok) (Vastilok) (/wiki/Vastilok) Vastilok Melee Gunblade Ranged Attack 49.68 72.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Vasto_Prime) (VastoPrime) (/wiki/Vasto_Prime) Vasto Prime Secondary Pistol Normal Attack 77 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Vasto) (Vasto) (/wiki/Vasto) Vasto Secondary Pistol Normal Attack 45 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Vaykor_Hek) (VaykorHek) (/wiki/Vaykor_Hek) Vaykor Hek Primary Shotgun Normal Attack 15 65.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Vaykor_Marelok) (VaykorMarelok) (/wiki/Vaykor_Marelok) Vaykor Marelok Secondary Pistol Normal Attack 48 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Vectis_Prime) (VectisPrime) (/wiki/Vectis_Prime) Vectis Prime Primary Sniper Rifle 3.5x Zoom 52.5 45.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Vectis) (Vectis) (/wiki/Vectis) Vectis Primary Sniper Rifle 3x Zoom 56.25 40.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Veldt) (Veldt) (/wiki/Veldt) Veldt Primary Rifle Normal Attack 43.2 48.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Velocitus) (Velocitus) (/wiki/Velocitus) Velocitus (Atmosphere) Archgun (Atmosphere) Rifle Charged Shot 800 25.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Velocitus) (Velocitus) (/wiki/Velocitus) Velocitus Archgun Archgun Charged Shot 400 25.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Velox_Prime) (VeloxPrime) (/wiki/Velox_Prime) Velox Prime Secondary Pistol Normal Attack 12.96 48.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Velox) (Velox) (/wiki/Velox) Velox Secondary Pistol Normal Attack 11.52 48.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Venato) (Venato) (/wiki/Venato) Venato Melee Scythe Normal Attack 77 50.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Venka_Prime) (VenkaPrime) (/wiki/Venka_Prime) Venka Prime Melee Claws Normal Attack 141 75.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Venka) (Venka) (/wiki/Venka) Venka Melee Claws Normal Attack 98 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Verdilac) (Verdilac) (/wiki/Verdilac) Verdilac Melee Whip Normal Attack 106.5 50.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Vericres) (Vericres) (/wiki/Vericres) Vericres Melee Warfan Normal Attack 129.6 72.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Veritux) (Veritux) (/wiki/Veritux) Veritux Archmelee Archmelee Normal Attack 329 70.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Vidar Apoc MK I Railjack Turret Turret Normal Attack 68.1 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Vidar Apoc MK II Railjack Turret Turret Normal Attack 115.8 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Vidar Apoc MK III Railjack Turret Turret Normal Attack 185.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Laith) (TurretLaith) (/wiki/Laith) Vidar Laith MK I Railjack Turret Turret Normal Attack 52 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Vidar Laith MK II Railjack Turret Turret Normal Attack 88.4 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Vidar Laith MK III Railjack Turret Turret Normal Attack 141.6 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Viper_Wraith) (ViperWraith) (/wiki/Viper_Wraith) Viper Wraith Secondary Pistol Normal Attack 1.8 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Viper) (Viper) (/wiki/Viper) Viper Secondary Pistol Normal Attack 5.1 60.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Vitrica) (Vitrica) (/wiki/Vitrica) Vitrica Melee Heavy Blade Normal Attack 133.2 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Volnus_Prime) (VolnusPrime) (/wiki/Volnus_Prime) Volnus Prime Melee Hammer Normal Attack 115 46.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Volnus) (Volnus) (/wiki/Volnus) Volnus Melee Hammer Normal Attack 101.2 46.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Vulkar) (Vulkar) (/wiki/Vulkar) Vulkar Primary Sniper Rifle 2.5x Zoom 11.2 80.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/War) (War) (/wiki/War) War Melee Heavy Blade Normal Attack 70 48.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Wolf_Sledge) (WolfSledge) (/wiki/Wolf_Sledge) Wolf Sledge Melee Hammer Normal Attack 119.1 51.00% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact (/wiki/Zenistar) (Zenistar) (/wiki/Zenistar) Zenistar Melee Heavy Blade Normal Attack 68 50.34% (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Zenith) (Zenith) (/wiki/Zenith) Zenith Primary Rifle Semi-Auto Mode 15 80.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Zetki Apoc MK I Railjack Turret Turret Normal Attack 82.5 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Zetki Apoc MK II Railjack Turret Turret Normal Attack 140.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Apoc) (TurretApoc) (/wiki/Apoc) Zetki Apoc MK III Railjack Turret Turret Normal Attack 224.4 70.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Laith) (TurretLaith) (/wiki/Laith) Zetki Laith MK I Railjack Turret Turret Normal Attack 67.6 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Zetki Laith MK II Railjack Turret Turret Normal Attack 114.8 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Laith) (TurretLaith) (/wiki/Laith) Zetki Laith MK III Railjack Turret Turret Normal Attack 184 40.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Zhuge_Prime) (ZhugePrime) (/wiki/Zhuge_Prime) Zhuge Prime Primary Crossbow Arrow Impact 17.5 45.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Zhuge) (Zhuge) (/wiki/Zhuge) Zhuge Primary Crossbow Normal Attack 20 75.00% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture (/wiki/Zylok_Prime) (ZylokPrime) (/wiki/Zylok_Prime) Zylok Prime Secondary Pistol Normal Attack 126 60.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Zylok) (Zylok) (/wiki/Zylok) Zylok Secondary Pistol Normal Attack 78.4 56.00% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Weapons with guaranteed Slash proc (/wiki/Glaive_Prime) (Glaive Prime (53 KB)) (Glaive Prime (53 KB)) (Glaive Prime (Thrown)) (Glaive Prime (53 KB)) (Glaive Prime (Thrown)) (/wiki/Glaive_Prime) (GlaivePrime) (/wiki/Glaive_Prime) Glaive Prime (Thrown) (/wiki/Pangolin_Sword) (Pangolin Sword (8 KB)) (Pangolin Sword (8 KB)) (Pangolin Sword (Slam attack)) (Pangolin Sword (8 KB)) (Pangolin Sword (Slam attack)) (/wiki/Pangolin_Sword) (PangolinSword) (/wiki/Pangolin_Sword) Pangolin Sword (Slam attack) (/wiki/Pangolin_Prime) (Pangolin Prime (17 KB)) (Pangolin Prime (17 KB)) (Pangolin Prime (Slam attack)) (Pangolin Prime (17 KB)) (Pangolin Prime (Slam attack)) (/wiki/Pangolin_Prime) (PangolinPrime) (/wiki/Pangolin_Prime) Pangolin Prime (Slam attack) (/wiki/Quassus) (Quassus (43 KB)) (Quassus (43 KB)) (Quassus (Heavy attack projectiles)) (Quassus (43 KB)) (Quassus (Heavy attack projectiles)) (/wiki/Quassus) (Quassus) (/wiki/Quassus) Quassus (Heavy attack projectiles) Mods [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=10) (Edit section: Mods) ] Primary Secondary Melee Warframe Archgun Archmelee Stance (/wiki/Sawtooth_Clip) (Sawtooth Clip (158 KB)) (Sawtooth Clip (158 KB)) (Sawtooth Clip) (Sawtooth Clip (158 KB)) (Sawtooth Clip) (/wiki/Sawtooth_Clip) (Mod TT 20px) (/wiki/Sawtooth_Clip) Sawtooth Clip (/wiki/Shredder) (Shredder (161 KB)) (Shredder (161 KB)) (Shredder) (Shredder (161 KB)) (Shredder) (/wiki/Shredder) (Mod TT 20px) (/wiki/Shredder) Shredder (/wiki/Fanged_Fusillade) (Fanged Fusillade (42 KB)) (Fanged Fusillade (42 KB)) (Fanged Fusillade) (Fanged Fusillade (42 KB)) (Fanged Fusillade) (/wiki/Fanged_Fusillade) (Mod TT 20px) (/wiki/Fanged_Fusillade) Fanged Fusillade (/wiki/Sweeping_Serration) (Sweeping Serration (40 KB)) (Sweeping Serration (40 KB)) (Sweeping Serration) (Sweeping Serration (40 KB)) (Sweeping Serration) (/wiki/Sweeping_Serration) (Mod TT 20px) (/wiki/Sweeping_Serration) Sweeping Serration (/wiki/Hunter_Munitions) (Hunter Munitions (307 KB)) (Hunter Munitions (307 KB)) (Hunter Munitions (Chance to proc  Slash on a Critical Hit)) (Hunter Munitions (307 KB)) (Hunter Munitions (Chance to proc  Slash on a Critical Hit)) (/wiki/Hunter_Munitions) (Mod TT 20px) (/wiki/Hunter_Munitions) Hunter Munitions (Chance to proc (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash on a (/wiki/Critical_Hit) (Critical Hit) Critical Hit ) (/wiki/Internal_Bleeding) (Internal Bleeding (180 KB)) (Internal Bleeding (180 KB)) (Internal Bleeding (Chance to proc  Slash on  Impact proc)) (Internal Bleeding (180 KB)) (Internal Bleeding (Chance to proc  Slash on  Impact proc)) (/wiki/Internal_Bleeding) (Mod TT 20px) (/wiki/Internal_Bleeding) Internal Bleeding (Chance to proc (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash on (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact proc) (/wiki/Serrated_Rounds) (Serrated Rounds (40 KB)) (Serrated Rounds (40 KB)) (Serrated Rounds (Conclave only)) (Serrated Rounds (40 KB)) (Serrated Rounds (Conclave only)) (/wiki/Serrated_Rounds) (Mod TT 20px) (/wiki/Serrated_Rounds) Serrated Rounds ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/Flak_Shot) (Flak Shot (43 KB)) (Flak Shot (43 KB)) (Flak Shot (Conclave only)) (Flak Shot (43 KB)) (Flak Shot (Conclave only)) (/wiki/Flak_Shot) (Mod TT 20px) (/wiki/Flak_Shot) Flak Shot ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/Razor_Shot) (Razor Shot (176 KB)) (Razor Shot (176 KB)) (Razor Shot) (Razor Shot (176 KB)) (Razor Shot) (/wiki/Razor_Shot) (Mod TT 20px) (/wiki/Razor_Shot) Razor Shot (/wiki/Maim) (Maim (41 KB)) (Maim (41 KB)) (Maim) (Maim (41 KB)) (Maim) (/wiki/Maim) (Mod TT 20px) (/wiki/Maim) Maim (/wiki/Carnis_Stinger) (Carnis Stinger (180 KB)) (Carnis Stinger (180 KB)) (Carnis Stinger) (Carnis Stinger (180 KB)) (Carnis Stinger) (/wiki/Carnis_Stinger) (Mod TT 20px) (/wiki/Carnis_Stinger) Carnis Stinger (/wiki/Hemorrhage) (Hemorrhage (182 KB)) (Hemorrhage (182 KB)) (Hemorrhage (Chance to proc  Slash on  Impact proc)) (Hemorrhage (182 KB)) (Hemorrhage (Chance to proc  Slash on  Impact proc)) (/wiki/Hemorrhage) (Mod TT 20px) (/wiki/Hemorrhage) Hemorrhage (Chance to proc (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash on (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact proc) (/wiki/Razor_Munitions) (Razor Munitions (37 KB)) (Razor Munitions (37 KB)) (Razor Munitions (Conclave only)) (Razor Munitions (37 KB)) (Razor Munitions (Conclave only)) (/wiki/Razor_Munitions) (Mod TT 20px) (/wiki/Razor_Munitions) Razor Munitions ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/Jagged_Edge) (Jagged Edge (42 KB)) (Jagged Edge (42 KB)) (Jagged Edge) (Jagged Edge (42 KB)) (Jagged Edge) (/wiki/Jagged_Edge) (Mod TT 20px) (/wiki/Jagged_Edge) Jagged Edge (/wiki/Buzz_Kill) (Buzz Kill (41 KB)) (Buzz Kill (41 KB)) (Buzz Kill) (Buzz Kill (41 KB)) (Buzz Kill) (/wiki/Buzz_Kill) (Mod TT 20px) (/wiki/Buzz_Kill) Buzz Kill (/wiki/Carnis_Mandible) (Carnis Mandible (170 KB)) (Carnis Mandible (170 KB)) (Carnis Mandible) (Carnis Mandible (170 KB)) (Carnis Mandible) (/wiki/Carnis_Mandible) (Mod TT 20px) (/wiki/Carnis_Mandible) Carnis Mandible (/wiki/Rending_Strike) (Rending Strike (330 KB)) (Rending Strike (330 KB)) (Rending Strike) (Rending Strike (330 KB)) (Rending Strike) (/wiki/Rending_Strike) (Mod TT 20px) (/wiki/Rending_Strike) Rending Strike (/wiki/Sharpened_Blade) (Sharpened Blade (44 KB)) (Sharpened Blade (44 KB)) (Sharpened Blade (Conclave only)) (Sharpened Blade (44 KB)) (Sharpened Blade (Conclave only)) (/wiki/Sharpened_Blade) (Mod TT 20px) (/wiki/Sharpened_Blade) Sharpened Blade ((/wiki/Conclave) (Conclave) Conclave only) (/wiki/Amar%27s_Contempt) (Amar's Contempt (48 KB)) (Amar's Contempt (48 KB)) (Amar's Contempt) (Amar's Contempt (48 KB)) (Amar's Contempt) (/wiki/Amar%27s_Contempt) (Mod TT 20px) (/wiki/Amar%27s_Contempt) Amar's Contempt (/wiki/Rending_Turn) (Rending Turn (162 KB)) (Rending Turn (162 KB)) (Rending Turn) (Rending Turn (162 KB)) (Rending Turn) (/wiki/Rending_Turn) (Mod TT 20px) (/wiki/Rending_Turn) Rending Turn (/wiki/Zodiac_Shred) (Zodiac Shred (180 KB)) (Zodiac Shred (180 KB)) (Zodiac Shred) (Zodiac Shred (180 KB)) (Zodiac Shred) (/wiki/Zodiac_Shred) (Mod TT 20px) (/wiki/Zodiac_Shred) Zodiac Shred (/wiki/Astral_Slash) (Astral Slash (183 KB)) (Astral Slash (183 KB)) (Astral Slash) (Astral Slash (183 KB)) (Astral Slash) (/wiki/Astral_Slash) (Mod TT 20px) (/wiki/Astral_Slash) Astral Slash The following stances have at least one combo with a forced (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc. Note that all stances for Gunblade, Fist, Sparring, Staff, Hammer, and Nunchaku weapons do not have have a forced Slash proc. (/wiki/Iron_Phoenix) (Iron Phoenix (176 KB)) (Iron Phoenix (176 KB)) (Iron Phoenix) (Iron Phoenix (176 KB)) (Iron Phoenix) (/wiki/Iron_Phoenix) (Mod TT 20px) (/wiki/Iron_Phoenix) Iron Phoenix (/wiki/Crimson_Dervish) (Crimson Dervish (174 KB)) (Crimson Dervish (174 KB)) (Crimson Dervish) (Crimson Dervish (174 KB)) (Crimson Dervish) (/wiki/Crimson_Dervish) (Mod TT 20px) (/wiki/Crimson_Dervish) Crimson Dervish (/wiki/Vengeful_Revenant) (Vengeful Revenant (154 KB)) (Vengeful Revenant (154 KB)) (Vengeful Revenant) (Vengeful Revenant (154 KB)) (Vengeful Revenant) (/wiki/Vengeful_Revenant) (Mod TT 20px) (/wiki/Vengeful_Revenant) Vengeful Revenant (/wiki/Swooping_Falcon) (Swooping Falcon (177 KB)) (Swooping Falcon (177 KB)) (Swooping Falcon) (Swooping Falcon (177 KB)) (Swooping Falcon) (/wiki/Swooping_Falcon) (Mod TT 20px) (/wiki/Swooping_Falcon) Swooping Falcon (/wiki/Crossing_Snakes) (Crossing Snakes (173 KB)) (Crossing Snakes (173 KB)) (Crossing Snakes) (Crossing Snakes (173 KB)) (Crossing Snakes) (/wiki/Crossing_Snakes) (Mod TT 20px) (/wiki/Crossing_Snakes) Crossing Snakes (/wiki/Swirling_Tiger) (Swirling Tiger (176 KB)) (Swirling Tiger (176 KB)) (Swirling Tiger) (Swirling Tiger (176 KB)) (Swirling Tiger) (/wiki/Swirling_Tiger) (Mod TT 20px) (/wiki/Swirling_Tiger) Swirling Tiger (/wiki/Carving_Mantis) (Carving Mantis (176 KB)) (Carving Mantis (176 KB)) (Carving Mantis) (Carving Mantis (176 KB)) (Carving Mantis) (/wiki/Carving_Mantis) (Mod TT 20px) (/wiki/Carving_Mantis) Carving Mantis (/wiki/Eleventh_Storm) (Eleventh Storm (181 KB)) (Eleventh Storm (181 KB)) (Eleventh Storm) (Eleventh Storm (181 KB)) (Eleventh Storm) (/wiki/Eleventh_Storm) (Mod TT 20px) (/wiki/Eleventh_Storm) Eleventh Storm (/wiki/Final_Harbinger) (Final Harbinger (187 KB)) (Final Harbinger (187 KB)) (Final Harbinger) (Final Harbinger (187 KB)) (Final Harbinger) (/wiki/Final_Harbinger) (Mod TT 20px) (/wiki/Final_Harbinger) Final Harbinger (/wiki/Cyclone_Kraken) (Cyclone Kraken (178 KB)) (Cyclone Kraken (178 KB)) (Cyclone Kraken) (Cyclone Kraken (178 KB)) (Cyclone Kraken) (/wiki/Cyclone_Kraken) (Mod TT 20px) (/wiki/Cyclone_Kraken) Cyclone Kraken (/wiki/Sundering_Weave) (Sundering Weave (176 KB)) (Sundering Weave (176 KB)) (Sundering Weave) (Sundering Weave (176 KB)) (Sundering Weave) (/wiki/Sundering_Weave) (Mod TT 20px) (/wiki/Sundering_Weave) Sundering Weave (/wiki/Blind_Justice) (Blind Justice (175 KB)) (Blind Justice (175 KB)) (Blind Justice) (Blind Justice (175 KB)) (Blind Justice) (/wiki/Blind_Justice) (Mod TT 20px) (/wiki/Blind_Justice) Blind Justice (/wiki/Decisive_Judgement) (Decisive Judgement (178 KB)) (Decisive Judgement (178 KB)) (Decisive Judgement) (Decisive Judgement (178 KB)) (Decisive Judgement) (/wiki/Decisive_Judgement) (Mod TT 20px) (/wiki/Decisive_Judgement) Decisive Judgement (/wiki/Tranquil_Cleave) (Tranquil Cleave (179 KB)) (Tranquil Cleave (179 KB)) (Tranquil Cleave) (Tranquil Cleave (179 KB)) (Tranquil Cleave) (/wiki/Tranquil_Cleave) (Mod TT 20px) (/wiki/Tranquil_Cleave) Tranquil Cleave (/wiki/Vulpine_Mask) (Vulpine Mask (188 KB)) (Vulpine Mask (188 KB)) (Vulpine Mask) (Vulpine Mask (188 KB)) (Vulpine Mask) (/wiki/Vulpine_Mask) (Mod TT 20px) (/wiki/Vulpine_Mask) Vulpine Mask (/wiki/Defiled_Snapdragon) (Defiled Snapdragon (188 KB)) (Defiled Snapdragon (188 KB)) (Defiled Snapdragon) (Defiled Snapdragon (188 KB)) (Defiled Snapdragon) (/wiki/Defiled_Snapdragon) (Mod TT 20px) (/wiki/Defiled_Snapdragon) Defiled Snapdragon (/wiki/Wise_Razor) (Wise Razor (326 KB)) (Wise Razor (326 KB)) (Wise Razor) (Wise Razor (326 KB)) (Wise Razor) (/wiki/Wise_Razor) (Mod TT 20px) (/wiki/Wise_Razor) Wise Razor (/wiki/Slicing_Feathers) (Slicing Feathers (178 KB)) (Slicing Feathers (178 KB)) (Slicing Feathers) (Slicing Feathers (178 KB)) (Slicing Feathers) (/wiki/Slicing_Feathers) (Mod TT 20px) (/wiki/Slicing_Feathers) Slicing Feathers (/wiki/Homing_Fang) (Homing Fang (178 KB)) (Homing Fang (178 KB)) (Homing Fang) (Homing Fang (178 KB)) (Homing Fang) (/wiki/Homing_Fang) (Mod TT 20px) (/wiki/Homing_Fang) Homing Fang (/wiki/Pointed_Wind) (Pointed Wind (182 KB)) (Pointed Wind (182 KB)) (Pointed Wind) (Pointed Wind (182 KB)) (Pointed Wind) (/wiki/Pointed_Wind) (Mod TT 20px) (/wiki/Pointed_Wind) Pointed Wind (/wiki/Stinging_Thorn) (Stinging Thorn (171 KB)) (Stinging Thorn (171 KB)) (Stinging Thorn) (Stinging Thorn (171 KB)) (Stinging Thorn) (/wiki/Stinging_Thorn) (Mod TT 20px) (/wiki/Stinging_Thorn) Stinging Thorn (/wiki/Gnashing_Payara) (Gnashing Payara (172 KB)) (Gnashing Payara (172 KB)) (Gnashing Payara) (Gnashing Payara (172 KB)) (Gnashing Payara) (/wiki/Gnashing_Payara) (Mod TT 20px) (/wiki/Gnashing_Payara) Gnashing Payara (/wiki/Sinking_Talon) (Sinking Talon (175 KB)) (Sinking Talon (175 KB)) (Sinking Talon) (Sinking Talon (175 KB)) (Sinking Talon) (/wiki/Sinking_Talon) (Mod TT 20px) (/wiki/Sinking_Talon) Sinking Talon (/wiki/Spinning_Needle) (Spinning Needle (181 KB)) (Spinning Needle (181 KB)) (Spinning Needle) (Spinning Needle (181 KB)) (Spinning Needle) (/wiki/Spinning_Needle) (Mod TT 20px) (/wiki/Spinning_Needle) Spinning Needle (/wiki/Four_Riders) (Four Riders (175 KB)) (Four Riders (175 KB)) (Four Riders) (Four Riders (175 KB)) (Four Riders) (/wiki/Four_Riders) (Mod TT 20px) (/wiki/Four_Riders) Four Riders (/wiki/Malicious_Raptor) (Malicious Raptor (166 KB)) (Malicious Raptor (166 KB)) (Malicious Raptor) (Malicious Raptor (166 KB)) (Malicious Raptor) (/wiki/Malicious_Raptor) (Mod TT 20px) (/wiki/Malicious_Raptor) Malicious Raptor (/wiki/Vermillion_Storm) (Vermillion Storm (178 KB)) (Vermillion Storm (178 KB)) (Vermillion Storm) (Vermillion Storm (178 KB)) (Vermillion Storm) (/wiki/Vermillion_Storm) (Mod TT 20px) (/wiki/Vermillion_Storm) Vermillion Storm (/wiki/Shimmering_Blight) (Shimmering Blight (171 KB)) (Shimmering Blight (171 KB)) (Shimmering Blight) (Shimmering Blight (171 KB)) (Shimmering Blight) (/wiki/Shimmering_Blight) (Mod TT 20px) (/wiki/Shimmering_Blight) Shimmering Blight (/wiki/Bleeding_Willow) (Bleeding Willow (175 KB)) (Bleeding Willow (175 KB)) (Bleeding Willow) (Bleeding Willow (175 KB)) (Bleeding Willow) (/wiki/Bleeding_Willow) (Mod TT 20px) (/wiki/Bleeding_Willow) Bleeding Willow (/wiki/Twirling_Spire) (Twirling Spire (167 KB)) (Twirling Spire (167 KB)) (Twirling Spire) (Twirling Spire (167 KB)) (Twirling Spire) (/wiki/Twirling_Spire) (Mod TT 20px) (/wiki/Twirling_Spire) Twirling Spire (/wiki/Reaping_Spiral) (Reaping Spiral (170 KB)) (Reaping Spiral (170 KB)) (Reaping Spiral) (Reaping Spiral (170 KB)) (Reaping Spiral) (/wiki/Reaping_Spiral) (Mod TT 20px) (/wiki/Reaping_Spiral) Reaping Spiral (/wiki/Stalking_Fan) (Stalking Fan (175 KB)) (Stalking Fan (175 KB)) (Stalking Fan) (Stalking Fan (175 KB)) (Stalking Fan) (/wiki/Stalking_Fan) (Mod TT 20px) (/wiki/Stalking_Fan) Stalking Fan (/wiki/Cleaving_Whirlwind) (Cleaving Whirlwind (175 KB)) (Cleaving Whirlwind (175 KB)) (Cleaving Whirlwind (ground finisher only)) (Cleaving Whirlwind (175 KB)) (Cleaving Whirlwind (ground finisher only)) (/wiki/Cleaving_Whirlwind) (Mod TT 20px) (/wiki/Cleaving_Whirlwind) Cleaving Whirlwind (ground finisher only) (/wiki/Rending_Crane) (Rending Crane (169 KB)) (Rending Crane (169 KB)) (Rending Crane (ground finisher only)) (Rending Crane (169 KB)) (Rending Crane (ground finisher only)) (/wiki/Rending_Crane) (Mod TT 20px) (/wiki/Rending_Crane) Rending Crane (ground finisher only) (/wiki/Tempo_Royale) (Tempo Royale (173 KB)) (Tempo Royale (173 KB)) (Tempo Royale (ground finisher only)) (Tempo Royale (173 KB)) (Tempo Royale (ground finisher only)) (/wiki/Tempo_Royale) (Mod TT 20px) (/wiki/Tempo_Royale) Tempo Royale (ground finisher only) (/wiki/Astral_Twilight) (Astral Twilight (168 KB)) (Astral Twilight (168 KB)) (Astral Twilight) (Astral Twilight (168 KB)) (Astral Twilight) (/wiki/Astral_Twilight) (Mod TT 20px) (/wiki/Astral_Twilight) Astral Twilight (/wiki/Gleaming_Talon) (Gleaming Talon (166 KB)) (Gleaming Talon (166 KB)) (Gleaming Talon) (Gleaming Talon (166 KB)) (Gleaming Talon) (/wiki/Gleaming_Talon) (Mod TT 20px) (/wiki/Gleaming_Talon) Gleaming Talon (/wiki/Gemini_Cross) (Gemini Cross (176 KB)) (Gemini Cross (176 KB)) (Gemini Cross) (Gemini Cross (176 KB)) (Gemini Cross) (/wiki/Gemini_Cross) (Mod TT 20px) (/wiki/Gemini_Cross) Gemini Cross (/wiki/Sovereign_Outcast) (Sovereign Outcast (177 KB)) (Sovereign Outcast (177 KB)) (Sovereign Outcast) (Sovereign Outcast (177 KB)) (Sovereign Outcast) (/wiki/Sovereign_Outcast) (Mod TT 20px) (/wiki/Sovereign_Outcast) Sovereign Outcast (/wiki/Burning_Wasp) (Burning Wasp (174 KB)) (Burning Wasp (174 KB)) (Burning Wasp) (Burning Wasp (174 KB)) (Burning Wasp) (/wiki/Burning_Wasp) (Mod TT 20px) (/wiki/Burning_Wasp) Burning Wasp (/wiki/Coiling_Viper) (Coiling Viper (162 KB)) (Coiling Viper (162 KB)) (Coiling Viper) (Coiling Viper (162 KB)) (Coiling Viper) (/wiki/Coiling_Viper) (Mod TT 20px) (/wiki/Coiling_Viper) Coiling Viper (/wiki/Special:Upload?wpDestFile=ExaltedBladeStance.png) (ExaltedBladeStance.png) ExaltedBladeStance.png (/wiki/Exalted_Blade_(Stance)) (Mod TT 20px) (/wiki/Exalted_Blade_(Stance)) Exalted Blade (ground finisher only) Abilities [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=11) (Edit section: Abilities) ] Ash Caliban Citrine Excalibur Equinox (Day Form) Gara Garuda Hydroid Inaros Khora Nova Protea Styanax Valkyr Voruna Yareli Zephyr Shuriken Blade Storm (/wiki/Shuriken) (Shuriken) (ShurikenModx256) (/wiki/Shuriken) (Shuriken) (Shuriken130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Shuriken) Shuriken Launches a spinning blade of pain, dealing high damage and impaling enemies to walls. Introduced in (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 250 / 350 / 500 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage on hit) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 1 / 1 / 2 / 2 (number of shurikens)6 m (auto-target radius)60 m (targeting range)90° (homing angle)(/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status on hit (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Ash expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to throw 1 / 1 / 2 / 2 shuriken to strike enemies standing within a 6 meter radius around him , or home in on enemies within 60 meters and a 90° angle of the aiming reticle. Each Shuriken inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 250 / 350 / 500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with a guaranteed (/wiki/Status_Effect) (Status Effect) Status Effect on hit . The (/wiki/Bleed) (Bleed) Bleed DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds, due to Ash's passive. The Bleed damage bypasses armor. Should Shuriken hit an enemy's head, the Bleed DoT will inflict 87.5% of the initial damage per tick for the same duration. Shurikens do not require direct line of sight to home in on enemies. Shurikens can bypass obstacles in the environment to strike targets behind walls and objects. Shurikens will travel toward the aiming reticle on a slight angle if no enemies were standing close to Ash or within the targeting range and homing angle. Enemies will still receive damage and proc if hit by these Shurikens. Shuriken will not disrupt (/wiki/Shade) (Shade) Shade 's cloak. Shuriken is a (/wiki/One-Handed_Action) (One-Handed Action) one-handed action . As such, it can be used while performing various maneuvers and actions without interruption. Delay of about 0.5 seconds between uses. Subsuming Ash to the (/wiki/Helminth) (Helminth) Helminth will offer Shuriken and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/e/ed/SeekingShurikenMod.png/revision/latest?cb=20230116090711) (SeekingShurikenMod) Main article: (/wiki/Seeking_Shuriken) (Seeking Shuriken) Seeking Shuriken Seeking Shuriken is an (/wiki/Ash) (AshIcon272) (/wiki/Ash) Ash (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod that allows (/wiki/Shuriken) (Shuriken130xWhite) (/wiki/Shuriken) Shuriken to temporarily reduce the armor of their targets. (/wiki/Mod#Mod_Rank) (Mod) Rank Armor Reduction Duration (/wiki/Mod#Attributes) (Mod) Cost 0 35% 2s 6 1 45% 4s 7 2 55% 6s 8 3 70% 8s 9 Tips & Tricks Can be cast in rapid succession and since (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs ignore (/wiki/Armor) (Armor) armor and can be stacked, this can bypass the high scaled armor of Grineer units. Shuriken can be used to seek out nearby hidden enemies due to its homing feature. However, Shuriken will often try to seek enemies that you've run past, making it miss both the enemy you ran past and the target you were trying to hit. Using the (/wiki/Seeking_Shuriken) (Mod TT 20px) (/wiki/Seeking_Shuriken) Seeking Shuriken augment, Ash can strip armor of any enemy entirely with only 143% (/wiki/Ability_Strength) (Ability Strength) Ability Strength . It works great on bosses, especially in (/wiki/Sortie) (Sortie) Sorties when they are high level. (Expand/Collapse) (Expand/Collapse) (/wiki/Blade_Storm) (Blade Storm) (BladeStormModx256) (/wiki/Blade_Storm) (Blade Storm) (BladeStorm130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 0 +(/wiki/Ability_Efficiency) (Ability Efficiency) 6-12/mark (/wiki/Blade_Storm) Blade Storm Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport. Introduced in (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 750 / 1000 / 1500 / 2000 ((/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 50 m (Stats unlisted in-game, not affected by Mods) Misc : 3 (number of hits per mark)2 (number of Shadow Clones)(/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status per hit50 % (invisible mark discount)100 % (energy discount for Teleport on marked enemy) Info Augment Tips & Tricks Bugs Info Ash toggles a state of intense focus as he searches for targets to assassinate. During targeting mode, enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 50 meters from Ash that are seen near the aiming reticle become highlighted and tagged with a death mark above their head, consuming (/wiki/Ability_Efficiency) (EnergyOrb) 12 (/wiki/Energy) (Energy) energy per enemy. Leaving this range while targeting will unmark enemies and refund the energy. When 1 or more enemies are marked, reactivating the ability will create 2 Shadow Clones that teleport to each marked enemy, striking them with 3 (/wiki/Finisher#Front-_.2F_Back-Finisher) (Finisher) Finisher attacks that inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 750 / 1000 / 1500 / 2000 (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage per hit with a guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect. Damage is affected by (/wiki/Ability_Strength) (Ability Strength) Ability Strength , (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge , (/wiki/Savage_Silence) (Mod TT 20px) (/wiki/Savage_Silence) Savage Silence , (/wiki/Radiant_Finish) (Mod TT 20px) (/wiki/Radiant_Finish) Radiant Finish , (/wiki/Arcane_Fury) (ArcaneFury) (/wiki/Arcane_Fury) Arcane Fury , (/wiki/Arcane_Blade_Charger) (ArcaneBladeCharger) (/wiki/Arcane_Blade_Charger) Arcane Blade Charger , (/wiki/Melee#Combo_Counter) (Melee) Combo Counter multipliers, and (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral status. Blade Storm gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with (/wiki/Venka_Prime) (VenkaPrime) (/wiki/Venka_Prime) Venka Prime equipped at 13x combo. The (/wiki/Innodem) (Innodem) (/wiki/Innodem) Innodem additive stats from Evolution II: Perk 2: increase the attack speed by 25% and from Evolution III: Perk 3: increase the finisher damage by 60% Melee damage mods do increase damage, including (/wiki/Finishing_Touch) (Mod TT 20px) (/wiki/Finishing_Touch) Finishing Touch and (/wiki/Covert_Lethality) (Mod TT 20px) (/wiki/Covert_Lethality) Covert Lethality , (/wiki/Primed_Pressure_Point) (Mod TT 20px) (/wiki/Primed_Pressure_Point) Primed Pressure Point and (/wiki/Spoiled_Strike) (Mod TT 20px) (/wiki/Spoiled_Strike) Spoiled Strike . Melee mods that affect the (/wiki/Melee#Combo_Counter) (Melee) combo counter and (/wiki/Attack_speed) (Attack speed) attack speed will benefit blade storm. Weapons that modify the combo meter also apply, including the bonus initial combo count passives for (/wiki/Furax_Wraith) (FuraxWraith) (/wiki/Furax_Wraith) Furax Wraith (20), (/wiki/Synoid_Heliocor) (SynoidHeliocor) (/wiki/Synoid_Heliocor) Synoid Heliocor (20), (/wiki/Fragor_Prime) (FragorPrime) (/wiki/Fragor_Prime) Fragor Prime (30), and (/wiki/Venka_Prime) (VenkaPrime) (/wiki/Venka_Prime) Venka Prime 's increased combo cap. Animation speed is affected by attack speed mods (e.g. (/wiki/Fury) (Mod TT 20px) (/wiki/Fury) Fury ) up to the (/wiki/Finisher) (Finisher) Finisher cap of +50%. Buffs such as (/wiki/Speed) (Speed130xWhite) (/wiki/Speed) Speed , (/wiki/Warcry) (Warcry130xWhite) (/wiki/Warcry) Warcry and (/wiki/Arcane_Strike) (ArcaneStrike) (/wiki/Arcane_Strike) Arcane Strike will only buff Ash's Animation speed when he joins blade storm via (/wiki/Teleport) (Teleport130xWhite) (/wiki/Teleport) Teleport , and not the clone's. Animation speed is not affected by the base weapon's attack speed, (/wiki/Berserker_Fury) (Mod TT 20px) (/wiki/Berserker_Fury) Berserker Fury , or casting speed mods (e.g., (/wiki/Natural_Talent) (Mod TT 20px) (/wiki/Natural_Talent) Natural Talent ). (/wiki/Arcane_Arachne) (ArcaneArachne) (/wiki/Arcane_Arachne) Arcane Arachne does not increase damage. Kills from Blade Storm will not proc (/wiki/Arcane_Reaper) (ArcaneReaper) (/wiki/Arcane_Reaper) Arcane Reaper The Bleed's DoT inflicts 43.75% of the initial damage per tick for a total of 9 ticks over 9 seconds. The Bleed damage bypasses (/wiki/Armor) (Armor) armor . Direct hit damage therefore accounts for only 20% of Blade Storm's total damage. Total Direct hit Damage (not (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash 's (/wiki/Bleed) (Bleed) Bleed 's DoT) is further multiplied by (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's (/wiki/Radiant_Finish) (Mod TT 20px) (/wiki/Radiant_Finish) Radiant Finish and (/wiki/Banshee) (BansheeIcon272) (/wiki/Banshee) Banshee 's (/wiki/Savage_Silence) (Mod TT 20px) (/wiki/Savage_Silence) Savage Silence . (eg. with 100% strength: 2,000 × (1 + (/wiki/Radiant_Finish) (Mod TT 20px) (/wiki/Radiant_Finish) 300% ) = 8,000 ) Strikes from Ash and his clones add to the melee combo counter. Strikes from the Shadow Clones add 1 hit per enemy (4 with (/wiki/Rising_Storm) (Mod TT 20px) (/wiki/Rising_Storm) Rising Storm ) Combo gain is affected by combo gain (/wiki/Quickening) (Mod TT 20px) (/wiki/Quickening) mods and (/wiki/Exodia_Triumph) (ExodiaTriumph) (/wiki/Exodia_Triumph) arcanes , but not (/wiki/Relentless_Combination) (Mod TT 20px) (/wiki/Relentless_Combination) Relentless Combination . The combo counter will reset when equipped with (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris or similar melee weapons that feature infinite duration combo counter. Enemies that die to Direct Hits (not (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash 's Bleed's DoT) will activate (/wiki/Arcane_Trickery) (ArcaneTrickery) (/wiki/Arcane_Trickery) Arcane Trickery , (/wiki/Arcane_Ultimatum) (ArcaneUltimatum) (/wiki/Arcane_Ultimatum) Arcane Ultimatum , and (/wiki/Exodia_Might) (ExodiaMight) (/wiki/Exodia_Might) Exodia Might . Reactivating Blade Storm with no marks will toggle off targeting mode instead. While in targeting mode, Ash emits black smoke and his vision darkens. Blade Storm has no casting animations, so Ash can still perform all other functions normally such as maneuvering, casting other abilities, and firing or reloading weapons. Ash cannot re-enter targeting mode while his Shadow Clones are attacking marked enemies. Ability Synergy: Invisibility by means of (/wiki/Smoke_Screen) (SmokeScreen130xWhite) (/wiki/Smoke_Screen) Smoke Screen or other allied abilities will halve the energy cost of Blade Storm to (/wiki/Ability_Efficiency) (EnergyOrb) 6 energy per enemy. While Blade Storm is attacking, (/wiki/Teleport) (Teleport130xWhite) (/wiki/Teleport) Teleport can be cast on a marked enemy at 0 energy cost to include Ash in the assault. Ash becomes invulnerable for the duration as he teleports and strikes all remaining marked enemies in a cinematic sequence. While joining Blade Storm costs no energy, Ash must have enough energy to cast Teleport to join. Strikes by Ash deal the same damage as his clones, but will attack enemies not targeted by his clones at the moment. He consumes marks, which generally accelerates the assault, when the enemy is not dying from the first hit. Ash can regenerate his shields during the animation. Augment (https://static.wikia.nocookie.net/warframe/images/e/ee/RisingStormMod.png/revision/latest?cb=20190814014706) (RisingStormMod) Main article: (/wiki/Rising_Storm) (Rising Storm) Rising Storm Rising Storm is an (/wiki/Ash) (AshIcon272) (/wiki/Ash) Ash (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod that allows the clones generated by (/wiki/Blade_Storm) (BladeStorm130xWhite) (/wiki/Blade_Storm) Blade Storm to contribute additional hits to the (/wiki/Melee_2.0#Combo_Counter) (Melee 2.0) Melee Combo Counter , as well as increases the duration the Melee Combo Counter lasts. (/wiki/Rising_Storm) (Rising Storm) Rising Storm Tips & Tricks Blade Storm can be activated while zooming in with a ranged weapon. This can be used to more precisely pick targets. You are invincible while using (/wiki/Blade_Storm) (BladeStorm130xWhite) (/wiki/Blade_Storm) Blade Storm . This can be used to give time to regenerate your shields. (/wiki/Blade_Storm) (BladeStorm130xWhite) (/wiki/Blade_Storm) Blade Storm can be used to pick up items that are very far away or in dangerous situations (an item surrounded by 5 enemies for example). This generally requires a sentinel's (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuum skill for maximum effectiveness. Simply target an enemy near something you want to pick up and activate the ability. Since you return to your starting point you will return to your "safe spot" but will have picked up health orbs, energy orbs, resources, and even mods. Blade Storm can be used to start long melee combo chains to gain additional bonus melee damage. This synergizes well with builds centered around (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush , (/wiki/Weeping_Wounds) (Mod TT 20px) (/wiki/Weeping_Wounds) Weeping Wounds , and (/wiki/Set_Mods#Gladiator_Mod_Set) (Set Mods) Gladiator Mods . Blade Storm can be empowered by performing melee combo chains before casting, as the ability's damage benefits greatly from the bonus melee damage multiplier. Since Blade Storm deals (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage, the ability is well suited to dealing with (/wiki/Conculyst) (Conculyst) Conculysts and (/wiki/Battalyst) (Battalyst) Battalysts . Ash's second ability, (/wiki/Smoke_Screen) (SmokeScreen130xWhite) (/wiki/Smoke_Screen) Smoke Screen , synergizes well with this ability, reducing both the energy cost per mark and Ash's vulnerability when marking enemies. Similarly, (/wiki/Arcane_Trickery) (ArcaneTrickery) (/wiki/Arcane_Trickery) Arcane Trickery also synergizes well, since it can be triggered by Blade Storm and reduces the cost per mark. Blade Storm allows Ash to easily trigger (/wiki/Arcane_Ultimatum) (ArcaneUltimatum) (/wiki/Arcane_Ultimatum) Arcane Ultimatum , giving him a boost in survivability. Blade Storm finishers also trigger (/wiki/Exodia_Might) (ExodiaMight) (/wiki/Exodia_Might) Exodia Might with Zaws, allowing substantial health regeneration without the use of (/wiki/Life_Strike) (Mod TT 20px) (/wiki/Life_Strike) Life Strike . Considering Blade Storm has a 100% chance to proc (/wiki/Bleed) (Bleed) Bleed , dealing 43.75% of the base damage 10 times in 9 seconds, the ability actually does 2,000 + ((2,000×0.4375)×10) = 10,750 damage in 9 seconds, making it one of the most powerful abilities in the game if modded and used accordingly. If used during (/wiki/Slide) (Slide) sliding , Blade Storm seems to use a shorter version of finishing animations, which reduces total animation time. Blade Storm benefits greatly from the effects of (/wiki/Body_Count) (Mod TT 20px) (/wiki/Body_Count) Body Count , (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact , and (/wiki/Gladiator_Rush) (Mod TT 20px) (/wiki/Gladiator_Rush) Gladiator Rush . Instead of having a 3 second delay before the combo counter disappears, the delay will be 3+12+10+6 = 31 seconds. Using the (/wiki/Rising_Storm) (Mod TT 20px) (/wiki/Rising_Storm) Rising Storm augment will further increase the delay. Since Ash only spawns 2 Shadow Clones, it's highly suggested to equip attack speed mods as the time needed for the Shadow Clones' animations can make gameplay sluggish, especially if a large amount of enemies are marked. Joining Blade Storm has multiple benefits for Ash: Becoming invulnerable allows Ash to ignore status effects, such as (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , and regenerate his shields. The rate in which attacks are dealt is increased as there will be 3 attackers instead of 2. The amount of hits added to the (/wiki/Melee_2.0#Combo_Counter) (Melee 2.0) combo counter from the ability will be higher than if Ash were to not join. Using Teleport on an unmarked enemy while Ash's Shadow Clones are attacking marked ones will result in the unmarked enemy being marked without consuming any energy. Ash will then join Blade Storm until all marks are expended. Enemies attacked by Blade Storm this way are only attacked once. Bugs On certain unspecific occasions Ash will become invulnerable after using Blade Storm. It should also be noted that Blade Storm can cause lag commonly. Very rarely, after using Blade Storm, Ash will float and become invincible. He is unable to jump or fall down, use melee weapons (or primaries/secondaries in some cases), or use Blade Storm again. Pressing E will teleport to a random enemy and perform a purely aesthetic Blade Storm attack which does no damage. This appears to occur when Blade Storm's initial target is killed before Blade Storm begins. On some occasions (most likely related to latency), Ash will remain vulnerable whilst being unable to exit this bugged state without getting killed (as in, actually dying and using a revive charge, as revived by a teammate will not end this glitch). This may occur when the initial target for Blade Storm is killed (by another player/procs) during the teleporting animation, causing Ash to teleport to his casting location, and initiate this bug. To deactivate the bug, Ash can prompt a "falling out of level" event by power wall climbing to the sky if there is a wall in the map that allows him to. This will respawn Ash to a random location on the ground and deactivate the bug. Very Rarely, when Ash finishes using Blade Storm he will appear at the location where he used it with 0 Health, unable to move, unable to use weapons, and unable to be damaged by enemies. Any on screen prompts that occur, such as Defense and Interception wave prompts, will not be presented to Ash in this state. Ash cannot be revived as he isn't considered down despite the fact that he has 0 health. The only way to fix this bug is to wait for the mission to end or leave the mission. If wielding a melee weapon when cast, Blade Storm will occasionally perform Finisher attacks on enemies. This does not occur if the player is hosting. Occasionally, Ash will fall out of the map after using Blade Storm, where he will either teleport back to the original casting position or die. If Blade Storm is cast and Ash's holograms seek out a (/wiki/Mind_Control) (MindControl130xWhite) (/wiki/Mind_Control) Mind Control led target, they will attack the target indefinitely until either the Mind Controlled target dies or its duration expires. Attempting to use Blade Storm against another player when fighting in the Dojo will cause Ash to become invincible and hover in the air. In this state, Ash can only move and use firearms. When Ash has no melee weapon equipped, it is possible in some cases for Ash to attain an unmodded Skana after using Bladestorm. This Skana is not listed in the end of mission screen, nor in the in-game gear list, and is lost upon dying or completion of the mission. When used on a Crewship during Railjack missions, and using teleport to join the fray, Ash can grow 10x in size and will be too large to move around not only the Crewship but also the Railjack. Player will have to return to dock to reset size. (Expand/Collapse) (Expand/Collapse) (/wiki/Razor_Gyre) (Razor Gyre) (RazorGyreModx256) (/wiki/Razor_Gyre) (Razor Gyre) (RazorGyre130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 4/s +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 0.02/s/dmg (/wiki/Razor_Gyre) Razor Gyre Become a spinning vortex of death. Hold to accelerate the maelstrom, increasing damage or target an enemy by tapping to dash toward them. Hitting enemies inflicted with Sentient Wrath creates a destructive blast. Introduced in (/wiki/Update_31#Update_31.0) (Update 31) Update 31.0 (2021-12-15) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 300 / 400 / 500 /s ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second)+ 1 / 2 / 3 / 4 HP/s (heal rate per enemy)+ 50 / 50 / 75 / 100 /s ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage increase per second)150 / 200 / 350 / 500 ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact slam damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 8 / 10 / 11 / 12 m (Stats unlisted in-game, not affected by Mods) Misc : Knockdown & stagger immunity2 (damage ticks per second)50 m (dash distance)10 m (dash slam radius)Dash knockback on hit10% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Status Chance Info Bugs Info Caliban levitates and rapidly rotates to generate a tempest of lacerating energy spanning a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 8 / 10 / 11 / 12 meters around himself. While active, Caliban gains (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger immunity as Razor Gyre inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 300 / 400 / 500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second, and heals by (/wiki/Ability_Strength) (AbilityStrengthBuff) 1 / 2 / 3 / 4 health per second for each enemy hit. Damage and healing per second are divided into 2 ticks per second, each with a chance to stagger and 10% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Status_Chance) (Status Chance) Status Chance . Enemies must remain in range and line-of-sight of Caliban to be affected.. While active, Caliban can accelerate his rotation by holding down the fire key (default LMB ), increasing damage by (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 50 / 75 / 100 for each second the hotkey is held. The stored damage continuously amplifies the spinning (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash attack and grants and single-use damage bonus to the dash (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact attack. The accumulated damage is lost when Razor Gyre is deactivated or Caliban dashes to an enemy. Damage increase per second is affected by (/wiki/Ability_Strength) (Ability Strength) Ability Strength . Damage increase on (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage is halved per tick similar to how the starting damage per second is split over 2 ticks per second. (e.g. Charging 100 damage adds 50 per tick or 100 per second.) Damage increases by many increments of 1 rather than 100 on every second. Damage increase is shown as a Razor Gyre buff icon beside Caliban's shield and health indicators. While active, tapping the fire key (default LMB ) while an enemy is on the reticle causes Caliban to rapidly dash to them from up to 50 meters away for no additional energy cost, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 150 / 200 / 350 / 500 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage plus the stored (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage all in a 10 meter radius, inflicting knockback and (/wiki/Knockdown) (Knockdown) Knockdown effects of variable strength. The stored damage is reset to 0 whether he impacts his target or not. Knockback force is weaker on the target the further Caliban travels, and weaker on surrounding targets the further they are from the point of impact. When dashing upwards into aerial or (/wiki/Lifted) (Lifted b) (/wiki/Lifted) Lifted enemies, Caliban can bounce high into the air. Caliban can dash to an enemy target while there are obstructions in his path. He will cancel the dash if he cannot move for more than 1.5 seconds. Caliban first expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy to activate Razor Gyre, then drains (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 4 energy per second to continuously channel the ability. For every 1 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage stored by Caliban's acceleration, Razor Gyre drains an additional (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 0.02 energy per second which resets to the base energy drain amount upon triggering the dash. Razor Gyre ends when Caliban runs out of energy or when manually deactivated by pressing the ability key again (default 1 ). Caliban cannot replenish energy using (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire , (/wiki/Rally_Point) (RallyPoint130xWhite) (/wiki/Rally_Point) Rally Point , (/wiki/Rift_Plane) (Rift Plane) Rift Plane 's innate energy regeneration, (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores , (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon , (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus , (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond , and/or (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring while Razor Gyre is active. (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb 's energy restores, (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage , (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline , (/wiki/Spellbound_Harvest) (Mod TT 20px) (/wiki/Spellbound_Harvest) Spellbound Harvest , and (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize can still replenish Caliban's energy during Razor Gyre. (/wiki/Energy_Orb) (Energy Orb) Energy Orbs and (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate 's Energy Motes will not be collected by Caliban during Razor Gyre. Ability Synergy: While channeling Razor Gyre, (/wiki/Sentient_Wrath) (SentientWrath130xWhite) (/wiki/Sentient_Wrath) Sentient Wrath can be cast, (Not improved further with Natural Talent.) casts ~50% faster , and allows Caliban to continue moving during cast. Sentient Wrath's damage vulnerability on enemies increases Razor Gyre's damage. While channeling Razor Gyre, Caliban experiences various restrictions: Cannot fire, switch or reload weapons. Cannot perform most (/wiki/Maneuvers) (Maneuvers) Maneuvers except basic movement. Cannot cast (/wiki/Lethal_Progeny) (LethalProgeny130xWhite) (/wiki/Lethal_Progeny) Lethal Progeny or (/wiki/Fusion_Strike) (FusionStrike130xWhite) (/wiki/Fusion_Strike) Fusion Strike . Cannot collect (/wiki/Pickups) (Pickups) Pickups but can vacuum them along as floating items, including Energy Orbs. Activation and deactivation is not affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Activating and deactivating Razor Gyre are full-body animations that stop Caliban's movement and other actions. Bugs Caliban can use the Gear and Emote menu while channeling Razor Gyre. If he performs a selected Emote, Razor Gyre cannot be deactivated manually until the player uses the ESC menu and resumes the game. (Expand/Collapse) (Expand/Collapse) Fractured Blast (/wiki/Fractured_Blast) (Fractured Blast) (FracturedBlastModx256) (/wiki/Fractured_Blast) (Fractured Blast) (FracturedBlast130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Fractured_Blast) Fractured Blast Slash and stagger enemies with a crystal blast that inflicts Bleed. Enemies afflicted with this Status Effect have an increase chance of dropping Health and Energy Orbs. Introduced in (/wiki/Update_32#Update_32.3) (Update 32) Update 32.3 (2023-02-15) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 250 / 300 / 400 / 500 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage50% health orb drop chance20% energy orb drop chance (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 14 m (Stats unlisted in-game, not affected by Mods) Misc : (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash statuses on hit (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Tips & Tricks Info Slice apart the wicked with stalactic spikes and shatter their remains into precious minerals. Citrine expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy to flick a seeking cluster of crystal shards over a sight detection cone spanning (/wiki/Ability_Range) (AbilityRangeBuff) 14 meters. Enemies struck by her crystals receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 250 / 300 / 400 / 500 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with guaranteed status effects. While afflicted with (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status from this ability, affected enemies have a crystal hovering above their heads to indicate (/wiki/Ability_Strength) (AbilityStrengthBuff) 50% (/wiki/Health_Orb) (Health Orb) Health Orb drop chance and (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% (/wiki/Energy_Orb) (Energy Orb) Energy Orb drop chance on death. Orb drop chances modded above 100% yield a guaranteed orb and a chance to drop a second orb. Drop chance percentage in decimals is rounded down to the nearest whole number in-game. Fractured Blast damages and breaks destructible (/wiki/Objects) (Objects) Objects in the environment bypassing its line of sight restriction. Ability Synergy: Increased Health Orb drop chance allows Citrine to strengthen her (/wiki/Citrine/Abilities#Passive) (Citrine/Abilities) Geoluminesence Passive . Fractured Blast contributes kills and assists to increase (/wiki/Preserving_Shell) (PreservingShell130xWhite) (/wiki/Preserving_Shell) Preserving Shell 's damage reduction. If Citrine casts Fractured Blast while standing inside (/wiki/Prismatic_Gem) (PrismaticGem130xWhite) (/wiki/Prismatic_Gem) Prismatic Gem 's aurora, the (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status duration are extended, while the gem sweeps its beam to each impacted enemy individually in rapid succession to inflict one instance of damage and a set of status effects. Can be recast while active. Slashing already affected enemies extends the orbs drop chance kill window. Casting Fractured Blast is an upper-body animation that allows movement and (/wiki/Maneuvers) (Maneuvers) Maneuvers while interrupting other actions. Subsuming Citrine to the (/wiki/Helminth) (Helminth) Helminth will offer Fractured Blast and its augments to be used by other Warframes. However, Subsumed Fractured Blast's damage is reduced to (/wiki/Ability_Strength) (AbilityStrengthBuff) 125 / 150 / 200 / 250 , Health Orb drop chance reduced to (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% , and Energy Orb drop chance reduced to (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% . Tips & Tricks The increased Orb drop rate allows Citrine to effectively make use of (/wiki/Health_Conversion) (Mod TT 20px) (/wiki/Health_Conversion) Health Conversion , (/wiki/Energy_Conversion) (Mod TT 20px) (/wiki/Energy_Conversion) Energy Conversion , (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium , (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , (/wiki/Arcane_Eruption) (ArcaneEruption) (/wiki/Arcane_Eruption) Arcane Eruption , (/wiki/Arcane_Pulse) (ArcanePulse) (/wiki/Arcane_Pulse) Arcane Pulse , and (/wiki/Arcane_Blessing) (ArcaneBlessing) (/wiki/Arcane_Blessing) Arcane Blessing . Recast on already affected enemies to extend the time needed to kill them for orb drops. Use the damage numbers from (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status to visually keep track of the enemies' whereabouts, even when hidden behind obstacles. Select bright energy colors to make the floating crystal indicator overhead more visible. (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact status interrupts the enemy's actions. Since Fractured Blast uses a quick upper-body animation, Citrine can use this brief moment of opportunity to immediately follow up with weapon attacks or other abilities. (Expand/Collapse) (Expand/Collapse) Slash Dash Radial Javelin Exalted Blade (/wiki/Slash_Dash) (Slash Dash) (SlashDashModx256) (/wiki/Slash_Dash) (Slash Dash) (SlashDash130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Slash_Dash) Slash Dash Dash between enemies while slashing with the Exalted Blade. Introduced in (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 125 / 200 / 250 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 6 / 8 / 10 / 12 m (range)7 m (chain range) Info Augment Tips & Tricks Bugs Info Excalibur expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy to dash forward (/wiki/Ability_Range) (AbilityRangeBuff) 6 / 8 / 10 / 12 meters to cut enemies down with his Exalted Blade, automatically chaining to additional enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 7 meters. Each strike inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 125 / 200 / 250 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with a guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown . Excalibur has (/wiki/Health) (Health) Health (/wiki/Invulnerability) (Invulnerability) Invulnerability during Slash Dash. (/wiki/Shield) (Shield) Shields will still take damage and Energy Draining affects can still be applied to Excalibur, such as from (/wiki/Ancient_Disruptor) (Ancient Disruptor) Ancient Disruptors . Every instance of damage increases the (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter by 1 point. If there are no enemies within its targeting area, Slash Dash will make Excalibur dash forward in the direction of aim, allowing it to be used as a mobility aid when reaching high places. Slash Dash is affected by Aim Glide and momentum, but will not change momentum outside of its animation. Thus, whichever way you were going before you cast Slash Dash you will continue to go unless stopped, by other means, at same speed. This will affect how far your Slash Dash will go when not targeted. Chained Slash Dash can be cancelled by jumping or rolling. Slash Dash can damage enemies across the (/wiki/Rift_Plane) (Rift Plane) Rift Plane . Damage is affected by (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength , the (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter , some mods, and certain weapon traits. Slash Dash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with (/wiki/Venka_Prime) (VenkaPrime) (/wiki/Venka_Prime) Venka Prime equipped at 13x combo. The mod stats that affect Slash Dash include: Base damage buffs, such as (/wiki/Pressure_Point) (Mod TT 20px) (/wiki/Pressure_Point) Pressure Point , (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge , (/wiki/Arcane_Fury) (ArcaneFury) (/wiki/Arcane_Fury) Arcane Fury , and (/wiki/Melee_Retaliation) (MeleeRetaliation) (/wiki/Melee_Retaliation) Melee Retaliation . Physical damage mods such as (/wiki/Jagged_Edge) (Mod TT 20px) (/wiki/Jagged_Edge) Jagged Edge . Since Slash Dash only deals (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash , mods that increase (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture or (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact have no effect. Elemental damage buffs such as (/wiki/Molten_Impact) (Mod TT 20px) (/wiki/Molten_Impact) Molten Impact and (/wiki/Melee_Exposure) (MeleeExposure) (/wiki/Melee_Exposure) Melee Exposure . Critical Chance buffs, such as (/wiki/True_Steel) (Mod TT 20px) (/wiki/True_Steel) True Steel , (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush , and (/wiki/Arcane_Avenger) (ArcaneAvenger) (/wiki/Arcane_Avenger) Arcane Avenger . Slash Dash has 0% Critical Chance by default. Critical Damage buffs, such as (/wiki/Organ_Shatter) (Mod TT 20px) (/wiki/Organ_Shatter) Organ Shatter and (/wiki/Magus_Aggress) (MagusAggress) (/wiki/Magus_Aggress) Magus Aggress . Slash Dash has 1x Critical Damage by default. Status Chance mods, such as (/wiki/Melee_Prowess) (Mod TT 20px) (/wiki/Melee_Prowess) Melee Prowess and (/wiki/Weeping_Wounds) (Mod TT 20px) (/wiki/Weeping_Wounds) Weeping Wounds . Slash Dash has 0% Status Chance by default. Combo Count mods, such as (/wiki/True_Punishment) (Mod TT 20px) (/wiki/True_Punishment) True Punishment . Weapon specific traits that affect Slash Dash include: (/wiki/Incarnon) (Incarnon) Incarnon Evolution stat buffs. (/wiki/Lich_System#Notes) (Lich System) Progenitor damage bonuses on (/wiki/Kuva_(Variant)) (Kuva (Variant)) Kuva (Variant) and (/wiki/Tenet) (Tenet) Tenet weapons. (/wiki/Dorrclave) (Dorrclave) (/wiki/Dorrclave) Dorrclave 's Rising Vendetta buff. (/wiki/Ekhein) (Ekhein) (/wiki/Ekhein) Ekhein 's Heavy Insight buff. (/wiki/Lesion) (Lesion) (/wiki/Lesion) Lesion 's Frenzy buff. Excalibur's (/wiki/Excalibur/Abilities#Swordsmanship) (Excalibur/Abilities) Swordsmanship passive. Requires a (/wiki/Category:Sword) (Category:Sword) longsword , (/wiki/Category:Dual_Swords) (Category:Dual Swords) dual sword , (/wiki/Category:Rapier) (Category:Rapier) rapier , or (/wiki/Category:Nikana) (Category:Nikana) nikana be equipped. (/wiki/Scindo_Manticore_Skin) (Scindo Manticore Skin) Scindo Manticore Skin 's damage bonus. Slash Dash is not affected by: The equipped melee weapon's stats (/wiki/Category:Faction_Damage_Mods) (Category:Faction Damage Mods) Faction Damage Mods Unique mod effects, such (/wiki/Shattering_Impact) (Mod TT 20px) (/wiki/Shattering_Impact) Shattering Impact , (/wiki/Healing_Return) (Mod TT 20px) (/wiki/Healing_Return) Healing Return , (/wiki/Energy_Channel) (Mod TT 20px) (/wiki/Energy_Channel) Energy Channel , (/wiki/Vulcan_Blitz) (Mod TT 20px) (/wiki/Vulcan_Blitz) Vulcan Blitz , and (/wiki/Power_Throw) (Mod TT 20px) (/wiki/Power_Throw) Power Throw . (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload . Slash Dash's cone length is not affected by melee range mods (e.g., (/wiki/Reach) (Mod TT 20px) (/wiki/Reach) Reach ). While (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade is active, Slash Dash will be affected by mods on (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade instead of the regular melee. Slash Dash's damage composition is not affected by (/wiki/Chromatic_Blade) (Mod TT 20px) (/wiki/Chromatic_Blade) Chromatic Blade . Ability Synergy: When (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade is active, Slash Dash gains the following benefits: Slash Dash will receive a 10% bonus to its base damage from Excalibur's passive as (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade is considered a (/wiki/Category:Sword) (Category:Sword) longsword . Slash Dash hits will add to Exalted Blade's (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter . (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade will release an energy wave when an enemy is hit by Slash Dash. The waves behave identically to those from normal swings of (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade . Augment (https://static.wikia.nocookie.net/warframe/images/c/c3/PurgingSlashMod.png/revision/latest?cb=20240615014321) (PurgingSlashMod) Main article: (/wiki/Purging_Slash) (Purging Slash) Purging Slash Purging Slash is a PvE and (/wiki/Conclave) (Conclave) Conclave (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's (/wiki/Slash_Dash) (SlashDash130xWhite) (/wiki/Slash_Dash) Slash Dash that removes allies' (/wiki/Status_Effect) (Status Effect) debuffs and restores their (/wiki/Shields) (Shields) shields when Slash Dashed into. (/wiki/Purging_Slash) (Purging Slash) Purging Slash (https://static.wikia.nocookie.net/warframe/images/0/02/SurgingDashMod.png/revision/latest?cb=20220317084442) (SurgingDashMod) Main article: (/wiki/Surging_Dash) (Surging Dash) Surging Dash Surging Dash is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur , allowing each enemy hit by (/wiki/Slash_Dash) (SlashDash130xWhite) (/wiki/Slash_Dash) Slash Dash to add to the Warframe's (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter . (/wiki/Surging_Dash) (Surging Dash) Surging Dash Tips & Tricks Slash Dash will hit through a Grineer Shield Lancer's Shield. With high (/wiki/Ability_Range) (Ability Range) Ability Range and not aiming at enemies, players can launch themselves into the air, travel with high velocity and long distance. Can be used to pass through (/wiki/Corpus) (Corpus) Corpus laser doors mostly unharmed. Perfect for medium-distance traveling and quickly closing in on distant enemies. With the proper mods this is one of the most damage-efficient AoE abilities in the game, doing massive damage to multiple targets for very little cost. Invulnerability allows players to deal with enemies by repeatedly casting Slash Dash without fear of damage from enemies or status procs during the animation. However, being that there is no invulnerability overlap between the end of the first cast and the beginning of the second cast, there is a small window for Excalibur to receive damage. Casting Slash Dash while Exalted Blade is active will allow players to increase the amount of damage they deal and hit a larger amount of enemies without having to build for (/wiki/Ability_Range) (Ability Range) range . Pressing the melee button at any time during the targeted Slash Dash cast will cancel the rest of ability's targets and summon your melee weapon instantly. Effective for canceling out of the recovery animation for heavy and slam attacks. The ability to then cancel out of the Slash Dash with another attack can lead to large speed increases in combat. Bugs It is possible to get stuck on an enemy during the duration of the ability, and in most cases the enemy will not take damage. (Expand/Collapse) (Expand/Collapse) (/wiki/Radial_Javelin) (Radial Javelin) (RadialJavelinModx256) (/wiki/Radial_Javelin) (Radial Javelin) (RadialJavelin130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Radial_Javelin) Radial Javelin Launches javelins towards enemies, dealing high damage and impaling them to walls. Introduced in (/wiki/Closed_Beta_Updates#Vanilla) (Closed Beta Updates) Vanilla (2012-10-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 500 / 650 / 800 / 1000 (damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 15 / 18 / 22 / 25 m Info Augment Tips & Tricks Info Excalibur expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) Energy to summon javelins against enemies within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 15 / 18 / 22 / 25 meters. Excalibur then drives his weapon into the ground, launching the javelins into their targets. Each javelin inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 650 / 800 / 1000 damage evenly distributed between (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash , with a guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger . While javelins do not (/wiki/Punch_through) (Punch through) punch through objects or enemies, their striking position is optimized to ensure a successful hit on their targets when they spawn. This allows the javelins to bypass obstacles in the environment including walls, cover, and (/wiki/Shield_Lancer) (Shield Lancer) Grineer Shield Lancer shields. Radial Javelin will not target enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view can still be targeted by Radial Javelin if the ability is used within a small time frame). Each javelin appears as an ethereal (/wiki/Skana) (Skana) (/wiki/Skana) Skana . (/wiki/Excalibur/Prime) (Excalibur PrimeIcon272) (/wiki/Excalibur/Prime) Excalibur Prime and (/wiki/Excalibur/Umbra) (Excalibur UmbraIcon272) (/wiki/Excalibur/Umbra) Excalibur Umbra javelins appear as ethereal (/wiki/Skana_Prime) (SkanaPrime) (/wiki/Skana_Prime) Skana Prime s and "Umbra" Javelins respectively. Augment (https://static.wikia.nocookie.net/warframe/images/4/46/FuriousJavelinMod.png/revision/latest?cb=20220317084243) (FuriousJavelinMod) Main article: (/wiki/Furious_Javelin) (Furious Javelin) Furious Javelin Furious Javelin is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod that temporarily increases (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's melee damage for every enemy hit by (/wiki/Radial_Javelin) (RadialJavelin130xWhite) (/wiki/Radial_Javelin) Radial Javelin . (/wiki/Furious_Javelin) (Furious Javelin) Furious Javelin Tips & Tricks Useful for clearing out large swarms of enemies if one is surrounded. Allows players to deal both damage and crowd control at the same time. (Expand/Collapse) (Expand/Collapse) (/wiki/Exalted_Blade) (Exalted Blade) (ExaltedBladeModx256) (/wiki/Exalted_Blade) (Exalted Blade) (ExaltedBlade130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 2.5/s (/wiki/Exalted_Blade) Exalted Blade Summon a sword of pure light and immense power. Introduced in (/wiki/Update_16#Update_16.9) (Update 16) Update 16.9 (2015-06-17) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 125 / 200 / 250 (damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 6 s (blind duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 5 m (blind radius) (Stats unlisted in-game, not affected by Mods) Misc : 15 m/s (wave speed)37.5 m (wave range) Info Weapon Stance Augment Tips & Tricks Bugs Info Excalibur draws an ethereal Skana, the (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade , and wields it as his melee (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon . (/wiki/Melee#Normal_Attack) (Melee) Normal attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 125 / 200 / 250 damage within 2 meters. Damage is distributed between 15% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , 15% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and 70% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash . (/wiki/Melee#Wall_Attack) (Melee) Wall attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 400 / 500 / 800 / 1000 damage. (/wiki/Melee#Slide_Attack) (Melee) Slide attacks inflict 214 / 267.5 / 428 / 536 damage and (/wiki/Blind) (RadialBlind130xDark) (/wiki/Blind) Blind enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 5 meters over a duration of (/wiki/Ability_Duration) (AbilityDurationBuff) 6 seconds at the cost of (/wiki/Ability_Efficiency) (EnergyOrb) 25 energy. (/wiki/Melee#Aerial_Attack) (Melee) Aerial attacks and (/wiki/Melee#Slam_Attack) (Melee) slam attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 250 / 400 / 500 damage, and slam attacks inflict an additional (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage within 5 meters. Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them, inflicts (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , and fly at a constant speed of 15 m/s until they dissipate after 2.5s which corresponds to a maximum distance of 37.5 meters. The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately. Energy waves will (/wiki/Punch_through) (Punch through) punch through and hit enemies and terrain regardless of thickness up to their maximum range. Energy wave lifetime decreases 0.5s (7.5m) for every enemy hit from the max lifetime of 2.5s (37.5m). Wave damage falls off linearly with distance from 100% to 85% between 0 and 6.5m and 28% to 0% between 6.5m and 37.5m. Attacks and energy waves have a 2.0x (/wiki/Critical_multiplier) (Critical multiplier) critical multiplier , 15% (/wiki/Critical_chance) (Critical chance) critical chance and a 15% (/wiki/Status_chance) (Status chance) status chance . Damage is affected by (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength and most mods. Being a (/wiki/Category:Sword) (Category:Sword) Sword , Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's (/wiki/Excalibur/Abilities#Passive) (Excalibur/Abilities) Passive . As an example, with a maxed (/wiki/Pressure_Point) (Mod TT 20px) (/wiki/Pressure_Point) Pressure Point , (/wiki/Shocking_Touch) (Mod TT 20px) (/wiki/Shocking_Touch) Shocking Touch and (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , the normal attacks and corresponding energy waves of a rank-3 Exalted Blade will dealBase Damage × (1 + Swordsmanship Bonus + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 0.3) × (1 + 0.1 + 1.2) × (1 + 0.9) = 1,420.25 damage. The mods that can be equipped on and affect (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade include: damage (e.g., (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge ) physical (e.g., (/wiki/Heavy_Trauma) (Mod TT 20px) (/wiki/Heavy_Trauma) Heavy Trauma ) elemental (e.g., (/wiki/Molten_Impact) (Mod TT 20px) (/wiki/Molten_Impact) Molten Impact ) (/wiki/Faction_Damage_Mods) (Faction Damage Mods) faction (e.g., (/wiki/Smite_Grineer) (Mod TT 20px) (/wiki/Smite_Grineer) Smite Grineer ) (/wiki/Critical_Hit) (Critical Hit) critical chance and damage (e.g., (/wiki/True_Steel) (Mod TT 20px) (/wiki/True_Steel) True Steel and (/wiki/Organ_Shatter) (Mod TT 20px) (/wiki/Organ_Shatter) Organ Shatter ) (/wiki/Status_Chance) (Status Chance) status chance (e.g., (/wiki/Melee_Prowess) (Mod TT 20px) (/wiki/Melee_Prowess) Melee Prowess and (/wiki/Virulent_Scourge) (Mod TT 20px) (/wiki/Virulent_Scourge) Virulent Scourge ) (/wiki/Status_Chance) (Status Chance) status duration (e.g., (/wiki/Lasting_Sting) (Mod TT 20px) (/wiki/Lasting_Sting) Lasting Sting ) (/wiki/Attack_Speed) (Attack Speed) attack speed (e.g., (/wiki/Fury) (Mod TT 20px) (/wiki/Fury) Fury and (/wiki/Berserker_Fury) (Mod TT 20px) (/wiki/Berserker_Fury) Berserker Fury ) (/wiki/Category:Tennokai_Mods) (Category:Tennokai Mods) Tennokai (e.g., (/wiki/Dreamer%27s_Wrath) (Mod TT 20px) (/wiki/Dreamer%27s_Wrath) Dreamer's Wrath ) (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact (/wiki/Healing_Return) (Mod TT 20px) (/wiki/Healing_Return) Healing Return (/wiki/Relentless_Combination) (Mod TT 20px) (/wiki/Relentless_Combination) Relentless Combination (/wiki/Shattering_Impact) (Mod TT 20px) (/wiki/Shattering_Impact) Shattering Impact (/wiki/Enduring_Affliction) (Mod TT 20px) (/wiki/Enduring_Affliction) Enduring Affliction Note that apart from physical damage mods and (/wiki/Shattering_Impact) (Mod TT 20px) (/wiki/Shattering_Impact) Shattering Impact , all mods will still affect Exalted Blade when (/wiki/Chromatic_Blade) (Mod TT 20px) (/wiki/Chromatic_Blade) Chromatic Blade is equipped. While officially (/wiki/Set_Mods) (Set Mods) Set Mod bonuses do not affect Exalted Weapons (with the exception of the (/wiki/Set_Mods#Sacrificial_Mod_Set) (Set Mods) Sacrificial Mod Set ), the (/wiki/Set_Mods#Gladiator_Mod_Set) (Set Mods) Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself. Each melee attack adds to the Melee Combo Counter while energy waves and radial damage from slam attacks do not . Slash status effects generated from waves while (/wiki/Relentless_Combination) (Mod TT 20px) (/wiki/Relentless_Combination) Relentless Combination is equipped will grant combo counts to Exalted Blade. Exalted Blade can not be equipped with (/wiki/Weapon_Augments) (Weapon Augments) weapon augments (e.g., (/wiki/Justice_Blades) (Mod TT 20px) (/wiki/Justice_Blades) Justice Blades ), weapon-specific mods (e.g., (/wiki/Covert_Lethality) (Mod TT 20px) (/wiki/Covert_Lethality) Covert Lethality ), (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter Mods (except (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact ), (/wiki/Acolyte_Mods) (Acolyte Mods) Acolyte Mods (e.g., (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush ), or (/wiki/Category:Amalgam_Mods) (Category:Amalgam Mods) Amalgam Mods (e.g. (/wiki/Amalgam_Organ_Shatter) (Mod TT 20px) (/wiki/Amalgam_Organ_Shatter) Amalgam Organ Shatter ). (/wiki/Riven_Mods) (Riven Mods) Riven Mods are not generated for Exalted Blade. The combo counter will reset when equipped with (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris . Exalted Blade's combo counter decay is affected by (/wiki/Focus/Naramon) (FocusLensNaramon b) (/wiki/Focus/Naramon) Naramon 's (/wiki/Focus/Naramon#Power_Spike) (FocusPowerSpike) (/wiki/Focus/Naramon#Power_Spike) Power Spike . Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown . (/wiki/Finisher#Ground_Finisher) (Finisher) Ground finishers inflict 400% of the total modified damage from normal attacks. Prompted (/wiki/Finisher) (Finisher) Finishers inflict 3200% of the total modified damage from normal attacks as (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage. Exalted Blade costs (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy to activate, then consumes (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 2.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again. Exalted Blade's energy drain is not converted into shields by (/wiki/Set_Mods#Augur_Mod_Set) (Set Mods) Augur Mods . Excalibur cannot replenish energy using (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire , (/wiki/Rally_Point) (RallyPoint130xWhite) (/wiki/Rally_Point) Rally Point , (/wiki/Rift_Plane) (Rift Plane) Rift Plane 's innate energy regeneration, (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores , (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon , (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus , (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond , and/or (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring while Exalted Blade is active. (/wiki/Energy_Orb) (Energy Orb) Energy Orbs , (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb 's energy restores, (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage , (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline , (/wiki/Spellbound_Harvest) (Mod TT 20px) (/wiki/Spellbound_Harvest) Spellbound Harvest , (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , and (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate 's Energy Motes can still replenish Excalibur's energy while Exalted Blade is active. Exalted Blade is affected by and can trigger (/wiki/Arcane_Enhancement#Warframe_Arcanes) (Arcane Enhancement) Warframe Arcanes . Exalted Blade is not affected by and can not trigger (/wiki/Arcane_Enhancement#Exodia_Arcanes) (Arcane Enhancement) Exodia Arcanes with the exception of (/wiki/Exodia_Might) (ExodiaMight) (/wiki/Exodia_Might) Exodia Might , which Exalted Blade both triggers and is affected by. While active, Exalted Blade will use an exclusive (/wiki/Exalted_Blade_(Stance)) (Exalted Blade (Stance)) stance with its own set of combo attacks. Ability Synergy : (/wiki/Slash_Dash) (SlashDash130xWhite) (/wiki/Slash_Dash) Slash Dash will receive a +10% bonus to its base damage from Excalibur's (/wiki/Excalibur/Abilities#Passive) (Excalibur/Abilities) Passive and each hit will release an energy wave when Exalted Blade is active. Slash Dash hits add to Exalted Blade's (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter . Energy waves behave identically to those of Exalted Blade. The energy waves and Exalted Blade are considered separate entities and will deal damage separately. Waves will hit both the targeted enemy and all enemies behind it. Waves are affected by mods on both the equipped melee weapon and on (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade . The energy waves are able to deal (/wiki/Critical_Hit) (Critical Hit) critical hits and (/wiki/Status_Effect) (Status Effect) status effects . Critical and status performances are affected by equipped critical chance and damage mods, status chance mods, and (/wiki/Chromatic_Blade) (Mod TT 20px) (/wiki/Chromatic_Blade) Chromatic Blade . Can be cast while moving or sprinting without interruption. Weapon (https://static.wikia.nocookie.net/warframe/images/0/0b/ExaltedBladeWeapon.png/revision/latest?cb=20220410001903) (ExaltedBladeWeapon) Main article: (/wiki/Exalted_Blade_(Weapon)) (Exalted Blade (Weapon)) Exalted Blade (Weapon) Exalted Blade is (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur , (/wiki/Excalibur/Prime) (Excalibur PrimeIcon272) (/wiki/Excalibur/Prime) Excalibur Prime , and (/wiki/Excalibur/Umbra) (Excalibur UmbraIcon272) (/wiki/Excalibur/Umbra) Excalibur Umbra 's signature (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon , summoned by activating the (/wiki/Exalted_Blade) (Exalted Blade) ability of the same name . The weapon exclusively uses the (/wiki/Exalted_Blade_(Stance)) (Exalted Blade (Stance)) Exalted Blade stance. This weapon deals primarily (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. (/wiki/Chromatic_Blade) (Mod TT 20px) (/wiki/Chromatic_Blade) Chromatic Blade augment changes the damage from physical to a (/wiki/Damage#Primary_Elemental_Damage) (Damage) primary elemental one based on Excalibur's Emissive Color. Slide attacks trigger a (/wiki/Radial_Blind) (RadialBlind130xWhite) (/wiki/Radial_Blind) Radial Blind that stuns enemies within 5 meters for 6 seconds. Innate two (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) and one (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) polarities. (/wiki/Excalibur/Umbra) (Excalibur UmbraIcon272) (/wiki/Excalibur/Umbra) Excalibur Umbra 's (/wiki/Exalted_Blade_(Weapon)) (ExaltedUmbraBlade) (/wiki/Exalted_Blade_(Weapon)) Exalted Umbra Blade instead has innate two (https://static.wikia.nocookie.net/warframe/images/d/d2/Umbra_Pol.svg/revision/latest?cb=20220206064713) (Umbra Pol) polarities. Combo counter resets when equipped with (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris . Advantages Good (/wiki/Critical_chance) (Critical chance) critical chance . Good base (/wiki/Status_chance) (Status chance) status chance . Can reach over 100% status chance with a maxed (/wiki/Chromatic_Blade) (Mod TT 20px) (/wiki/Chromatic_Blade) Chromatic Blade and at least 189% (/wiki/Abilities#Ability_Strength) (Abilities) Ability Strength . Attacks release waves with unlimited (/wiki/Punch_through) (Punch through) punch through up to 40 meters. Disadvantages Low (/wiki/Attack_speed) (Attack speed) attack speed . Wave damage dissipates with range. Wave hits do not count towards the (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter or proc (/wiki/Tennokai) (Tennokai) Tennokai . Damage isn't affected by the combo counter, even if built with the physical blade. Low wave flight speed. Requires energy to activate and keep active. Slide attack blinds do not open affected enemies to (/wiki/Finisher) (Finisher) Finisher Attacks . As an (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon , it cannot benefit from, nor contribute to the set bonus of any (/wiki/Set_Mods) (Set Mods) Set Mods (excluding the (/wiki/Set_Mods#Sacrificial_Mod_Set) (Set Mods) Sacrificial Mod Set ; the (/wiki/Set_Mods#Gladiator_Mod_Set) (Set Mods) Gladiator Mod Set can still apply if equipped on Melee Weapons, and not on the Exalted Weapon itself). Cannot equip (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter Mods (except (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact ), (/wiki/Acolyte_Mods) (Acolyte Mods) Acolyte Mods (e.g., (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush ), or (/wiki/Category:Amalgam_Mods) (Category:Amalgam Mods) Amalgam Mods (e.g., (/wiki/Amalgam_Organ_Shatter) (Mod TT 20px) (/wiki/Amalgam_Organ_Shatter) Amalgam Organ Shatter ). Cannot equip Melee (/wiki/Arcane_Enhancement) (Arcane Enhancement) Arcane Enhancements . Stance (https://static.wikia.nocookie.net/warframe/images/5/50/ExaltedBladeStanceMod.png/revision/latest?cb=20180330115851) (ExaltedBladeStanceMod) Main article: (/wiki/Exalted_Blade_(Stance)) (Exalted Blade (Stance)) Exalted Blade (Stance) Exalted Blade is a unique (/wiki/Stance) (Stance) Stance exclusive to (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade that can only be acquired and used by activating (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's fourth ability, (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade . This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active. Combos Default Combos of Stance or Weapon ((/wiki/Module:Stances/data) (Module:Stances/data) 📝 Edit Stance Data ) (/wiki/Stance#Combo_Types) (Stance) Combo /Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 (/wiki/Attack_Speed) (Attack Speed) Attack Speed Animation (Neutral Combo: Performed while standing still or moving sideways/backwards.) Neutral (While Not Moving) Cutting Poise (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Melee) (Ranged Default) (Ranged Default) 300% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Knockdown) (Knockdown b) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Melee) (Ranged Default) (Ranged Default) 300% (/wiki/Knockdown) (Knockdown b) 656.2%/s 3.2s (https://static.wikia.nocookie.net/warframe/images/a/a7/ExaltedBladeCombo0.gif/revision/latest?cb=20220125220643) (ExaltedBladeCombo0) (Forward Combo: Performed while holding any forward movement key.) Forward (While Moving) Lancing Justice (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% 571.4%/s 1.4s (https://static.wikia.nocookie.net/warframe/images/1/1a/ExaltedBladeCombo1.gif/revision/latest?cb=20220125220644) (ExaltedBladeCombo1) (Forward Block or Forward Tactical Combo: Performed while holding Block key and moving forward.) Forward Block (While (/wiki/Melee#Blocking) (Melee) Blocking & Moving) Virtuous Slash (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 100% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee) (Ranged Default) (Ranged Default) 200% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 200% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) 500.0%/s 2.4s (https://static.wikia.nocookie.net/warframe/images/4/43/ExaltedBladeCombo2.gif/revision/latest?cb=20220125220646) (ExaltedBladeCombo2) (Block or Neutral Tactical Combo: Performed while holding the Block key.) Block (While (/wiki/Melee#Blocking) (Melee) Blocking ) Equal Laceration (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Melee) (Ranged Default) (Ranged Default) 200% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 300% (/wiki/Ragdoll) (Ragdoll b) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Melee) (Ranged Default) (Ranged Default) 200% (/wiki/Ragdoll) (Ragdoll b) 535.7%/s 2.8s (https://static.wikia.nocookie.net/warframe/images/0/09/ExaltedBladeCombo3.gif/revision/latest?cb=20220125220648) (ExaltedBladeCombo3) (Heavy Attack: Performed by pressing Heavy Attack button.) Heavy ((/wiki/Melee#Heavy_Attack) (Melee) Heavy Attack ) Perfect Cut* (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) 500% (/wiki/Lifted) (Lifted b) (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) 500% (/wiki/Knockdown) (Knockdown b) N / A N / A (https://static.wikia.nocookie.net/warframe/images/6/6f/SwordComboHeavy.gif/revision/latest?cb=20230625032632) (SwordComboHeavy) (Slide Attack: Performed while sliding.) Slide (While (/wiki/Maneuvers#Sliding) (Maneuvers) Sliding ) Judged Severance (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 200% 210.5%/s 0.9s (https://static.wikia.nocookie.net/warframe/images/6/6e/ExaltedBladeComboSlide.gif/revision/latest?cb=20220125220649) (ExaltedBladeComboSlide) (Aerial Attack: Performed while looking forward and attacking in mid-air.) Aerial (While (/wiki/Maneuvers#Jumping) (Maneuvers) In Air ) Weightless Steel (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 300% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee) (Ranged Default) (Ranged Default) 300% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Knockdown) (Knockdown b) (/wiki/Melee) (Ranged Default) (Ranged Default) 100% N / A N / A (https://static.wikia.nocookie.net/warframe/images/3/31/SwordComboAir.gif/revision/latest?cb=20230625032623) (SwordComboAir) (Wall Attack: Performed while wall latching.) Wall (While (/wiki/Maneuvers#Wall_Latch) (Maneuvers) Wall Latching ) Weightless Steel (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Knockdown) (Knockdown b) N / A N / A (https://static.wikia.nocookie.net/warframe/images/8/8c/SwordComboWall.gif/revision/latest?cb=20230625032659) (SwordComboWall) (Ground Finisher: Performed on knock downed enemies.) Finisher (On (/wiki/Knockdown) (Knockdown) Knocked Down Enemy) Death's Mark (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 1000% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) N / A N / A (https://static.wikia.nocookie.net/warframe/images/8/84/SwordComboFinisherGround.gif/revision/latest?cb=20230625032629) (SwordComboFinisherGround) (Slam Attack: Performed by looking at the ground while in mid-air and attacking.) Slam ((/wiki/Melee#Slam_Attack) (Melee) Looking At Ground While In Air ) Slam Attack (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Slam_Radial_Damage) (Slam Default) (Slam Default) 200% N / A N / A (https://static.wikia.nocookie.net/warframe/images/0/02/SwordComboSlam.gif/revision/latest?cb=20230625032643) (SwordComboSlam) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) Default "Sweep" Attack • (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 360°/Spin Attack • (/wiki/Melee#Slam_Radial_Damage) (Slam Default) (Slam Default) Direct and Radial Slam Attack • (/wiki/Melee) (Ranged Default) (Ranged Default) Ranged Attack • (/wiki/Melee) (Thrust Default) (Thrust Default) "Thrust" Attack View Full Legend (/wiki/Stance#Melee_Combos) (Stance) Key Inputs (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button) (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) (/wiki/Melee#Heavy_Attack) (Melee) Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger) (/wiki/Melee#Blocking) (Default Block) (Default Block) (/wiki/Melee#Blocking) (Melee) Block (PC default RMB; XBX, PSN, and NSW default right trigger) (/wiki/Maneuvers) (Default Up) (Default Up) Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% Attack does double damage (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% Attack hits twice Forced Procs (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Knockback (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Weakened (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Bleed (/wiki/Damage_2.0/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage_2.0/Blast_Damage) Inaccuracy (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown (/wiki/Lifted) (Lifted b) (/wiki/Lifted) Lifted (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll (/wiki/Finisher) (Finisher b) (/wiki/Finisher) Finisher (front, back, or ground) (/wiki/Impair) (DmgImpairSmall64) (/wiki/Impair) Impair ((/wiki/Conclave) (Conclave) PvP only) Melee Attack Explanations A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox). A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox). A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°). A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the (/wiki/Seismic_Wave) (Seismic Wave) Seismic Wave mod. A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the (/wiki/Seismic_Wave) (Seismic Wave) Seismic Wave mod. A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range. View Full Legend Average Damage Multiplier per second only applies to single-target DPS calculations. Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations. Combo animation lengths are approximate and are only accurate within a few tenths of a second. Each tile marking in stance preview gifs are 2m apart. Combos labeled with an asterisk (*) are shared between weapons within the same weapon type. Augment (https://static.wikia.nocookie.net/warframe/images/9/9b/ChromaticBladeMod.png/revision/latest?cb=20230116085649) (ChromaticBladeMod) Main article: (/wiki/Chromatic_Blade) (Chromatic Blade) Chromatic Blade Chromatic Blade is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 's (/wiki/Exalted_Blade) (ExaltedBlade130xWhite) (/wiki/Exalted_Blade) Exalted Blade that increases (/wiki/Exalted_Blade_(Weapon)) (ExaltedBladeWeapon) (/wiki/Exalted_Blade_(Weapon)) Exalted Blade 's (/wiki/Status_chance) (Status chance) status chance while changing its damage from physical damage to a (/wiki/Damage#Primary_Elemental_Damage) (Damage) primary elemental damage, depending on Excalibur's chosen (/wiki/Warframe_Cosmetics#Colors) (Warframe Cosmetics) primary emission color . (/wiki/Chromatic_Blade) (Chromatic Blade) Chromatic Blade Tips & Tricks Due to Exalted Blade's waves being able to unlimitedly (/wiki/Punch_through) (Punch through) punch through up to its maximum range, Exalted Blade is well suited to taking out hordes of enemies, especially if they are huddled together. Furthermore, Exalted Blade can be used to deal with enemies while in cover without requiring (/wiki/Punch_through) (Punch through) punch through mods. The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced duration and range. (Note that the Radial Blind power is cheaper both per meter of range and per second of effect, despite having a higher cost per cast.) Allows players to blind enemies and quickly deal with them without being delayed by finisher animations. Combined with (/wiki/Mag) (MagIcon272) (/wiki/Mag) Mag 's (/wiki/Magnetize) (Magnetize130xWhite) (/wiki/Magnetize) Magnetize or a (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void status effect, the sword waves can be redirected to hit the enemies inside multiple times until its maximum range can be reached. Crouching will allow the use of all Exalted Blade attacks while remaining entirely stationary; this can be extremely useful during boss fights, defense missions, survival, etc. Bugs Using this ability during an "Unarmed" bug will result in Exalted Blade having the same stats as your Melee Weapon, and sometimes will perform your Melee Weapon's Unsheathed attacks without the Waves. If Excalibur enters (/wiki/Bleedout) (Bleedout) Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary. (Expand/Collapse) (Expand/Collapse) (/wiki/Mend_%26_Maim) (Mend & Maim) (MendMaimModx256) (/wiki/Mend_%26_Maim) (Mend & Maim) (MendMaim130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 3.5/s (/wiki/Mend_%26_Maim) Mend & Maim In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force. Introduced in (/wiki/Update_17#Update_17.0) (Update 17) Update 17.0 (2015-07-31) Mend Maim (/wiki/Ability_Strength) (Ability Strength) Strength : 10 / 15 / 20 / 25 (shields per kill) (/wiki/Ability_Duration) (Ability Duration) Duration : N/A (/wiki/Ability_Range) (Ability Range) Range : 10 / 12 / 15 / 18 m Misc: 50% / 55% / 60% / 75% (hitpoint conversion) (/wiki/Ability_Strength) (Ability Strength) Strength : 75 / 100 / 125 / 150 (aura (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (Ability Duration) Duration : N/A (/wiki/Ability_Range) (Ability Range) Range : 10 / 12 / 15 / 18 m Misc: 50% / 55% / 60% / 75% (damage conversion) Info Augment Tips & Tricks Info Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 10 / 12 / 15 / 18 meters. Mend & Maim expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to activate, then drains (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting (/wiki/Metamorphosis) (Metamorphosis130xWhite) (/wiki/Metamorphosis) Metamorphosis , or by pressing the ability key again (default 4 ). Equinox cannot gain energy from (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire , (/wiki/Rally_Point) (RallyPoint130xWhite) (/wiki/Rally_Point) Rally Point , (/wiki/Rift_Plane) (Rift Plane) Rift Plane 's innate energy regeneration, (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores , (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon , (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus , (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond , and/or (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring while Mend & Maim is active. (/wiki/Energy_Orb) (Energy Orb) Energy Orbs , (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb 's energy restores, (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage , (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline , (/wiki/Spellbound_Harvest) (Mod TT 20px) (/wiki/Spellbound_Harvest) Spellbound Harvest , (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , and (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate 's Energy Motes can still replenish Equinox's energy while Mend & Maim is active. Equinox utilizes different versions of the ability depending on her current form: Night Form Day Form Night form Night Equinox emits a regenerative aura that grants (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 / 15 / 20 / 25 (/wiki/Shield) (Shield) Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range. Shields gained from enemies killed can accumulate (/wiki/Overshields) (Overshields) Overshields . The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators. Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies) . When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated. Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost. Affected allies includes all Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects . On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects. Day form Day Equinox emits a lacerating aura that deals (/wiki/Ability_Strength) (AbilityStrengthBuff) 75 / 100 / 125 / 150 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with a 100% status chance and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range. Aura damage is affected by (/wiki/Ability_Strength) (Ability Strength) Ability Strength , while the damage conversion percentage is not . Enemies damaged by the aura are temporarily stunned. The aura damage, proc, and stun will only apply once to each individual enemy. Aura damage does not affect (/wiki/Objects) (Objects) Objects , such as (/wiki/Storage_Containers) (Storage Containers) Storage Containers or (/wiki/Kubrow_Den) (Kubrow Den) Kubrow Dens , while releasing stored damage does. The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators. Upon deactivation the total accumulated damage is transformed into an area of effect (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies. AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius) Damage calculation here is before enemy's damage reduction. Affected enemies are visually lashed by energy whips as they receive damage. Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage. Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox. Enemies in range are highlighted in Equinox's energy color at its highest color intensity. Cast delay of 2 seconds and deactivation delay of 1 second are affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Augment (https://static.wikia.nocookie.net/warframe/images/3/3e/EnergyTransferMod.png/revision/latest?cb=20180411235746) (EnergyTransferMod) Main article: (/wiki/Energy_Transfer) (Energy Transfer) Energy Transfer Energy Transfer is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Equinox) (EquinoxIcon272) (/wiki/Equinox) Equinox that allows (/wiki/Mend_%26_Maim) (MendMaim130xWhite) (/wiki/Mend_%26_Maim) Mend & Maim to remain active when switching forms via (/wiki/Metamorphosis) (Metamorphosis130xWhite) (/wiki/Metamorphosis) Metamorphosis , transforming the stored damage OR health charge into the corresponding opposite. (/wiki/Energy_Transfer) (Energy Transfer) Energy Transfer Tips & Tricks Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields. Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[(https://community.fandom.com/wiki/Help:Cite) (Help:Cite) (This claim requires reference to a reliable source. (See Help:Cite)) citation needed ] While active, Mend & Maim will continue to store damage even in operator mode. As Maim's Accumulated Damage release deals only (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage and does not inflict status effects, it does not bypass (/wiki/Armor) (Armor) Armor . Maim is, however, quite effective against the (/wiki/Infested) (Infested) Infested as they possess no armor and, except for (/wiki/Damage/Infested_Deimos) (Damage/Infested Deimos) Infested Deimos , are vulnerable to (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. As damage accumulation/health conversion rate is not affected by (/wiki/Ability_Strength) (Ability Strength) Ability Strength , Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation. Note that Mend's shield restored per kill is still affected by Ability Strength. (Expand/Collapse) (Expand/Collapse) Shattered Lash Splinter Storm Spectrorage (/wiki/Shattered_Lash) (Shattered Lash) (ShatteredLashModx256) (/wiki/Shattered_Lash) (Shattered Lash) (ShatteredLash130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Shattered_Lash) Shattered Lash Lash out with stream of shattered glass, or hold for an arcing strike. Introduced in (/wiki/Update_22#Update_22.0) (Update 22) Update 22.0 (2017-10-12) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 500 / 600 / 700 / 800 ((/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 5 / 6 / 8 / 10 m (range) (Stats unlisted in-game, not affected by Mods) Misc : 225° (sweep arc)0.75 m (blade radius) Info Augment Tips & Tricks Info Gara expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy to thrust her glass longsword with (/wiki/Ability_Range) (AbilityRangeBuff) 5 / 6 / 8 / 10 meters range toward the aiming reticle, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 600 / 700 / 800 (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture damage and knocking back all enemies within 0.75 meters radius from the blade. Holding the ability key instead sweeps the glass longsword from left to right in a 225 ° arc in front of Gara, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 600 / 700 / 800 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage to all enemies within reach and bashing them away in a (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll state in the direction of the sweep. Shattered Lash has innate (/wiki/Punch_through) (Punch through) punch through , bypassing entities, walls, and obstacles in the environment. Shattered Lash also bypasses Gara's Mass Vitrify barrier, dealing damage from both the sword and the explosion to enemies struck. Shattered Lash has a 1.0x (/wiki/Critical_multiplier) (Critical multiplier) critical multiplier , 0% (/wiki/Critical_chance) (Critical chance) critical chance , and 0% (/wiki/Status_chance) (Status chance) status chance . Thrust and sweep damage are affected by (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength , the (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter , certain mods and arcanes, and some weapon traits. Shattered Lash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with (/wiki/Venka_Prime) (VenkaPrime) (/wiki/Venka_Prime) Venka Prime equipped at 13x combo. The mod stats that affect Shattered Lash include: Base damage buffs, such as (/wiki/Pressure_Point) (Mod TT 20px) (/wiki/Pressure_Point) Pressure Point , (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge , (/wiki/Arcane_Fury) (ArcaneFury) (/wiki/Arcane_Fury) Arcane Fury , and (/wiki/Melee_Retaliation) (MeleeRetaliation) (/wiki/Melee_Retaliation) Melee Retaliation . (/wiki/Riven_Mods) (Riven Mods) Riven Mods and melee (/wiki/Weapon_Augments) (Weapon Augments) Augment Mods with base damage buffs will apply their bonuses. Physical damage mods such as (/wiki/Jagged_Edge) (Mod TT 20px) (/wiki/Jagged_Edge) Jagged Edge . Mods affecting (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture damage and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage will affect only their corresponding physical damage type for Shattered Lash's thrust or sweep. Since Shattered Lash only deals (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash or (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , mods that increase (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact have no effect. Elemental damage buffs such as (/wiki/Molten_Impact) (Mod TT 20px) (/wiki/Molten_Impact) Molten Impact and (/wiki/Melee_Exposure) (MeleeExposure) (/wiki/Melee_Exposure) Melee Exposure . Critical Chance buffs, such as (/wiki/True_Steel) (Mod TT 20px) (/wiki/True_Steel) True Steel , (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush , and (/wiki/Arcane_Avenger) (ArcaneAvenger) (/wiki/Arcane_Avenger) Arcane Avenger . Shattered Lash has 0% Critical Chance by default. Critical Damage buffs, such as (/wiki/Organ_Shatter) (Mod TT 20px) (/wiki/Organ_Shatter) Organ Shatter and (/wiki/Magus_Aggress) (MagusAggress) (/wiki/Magus_Aggress) Magus Aggress . Shattered Lash has 1x Critical Damage by default. Status Chance mods, such as (/wiki/Melee_Prowess) (Mod TT 20px) (/wiki/Melee_Prowess) Melee Prowess and (/wiki/Weeping_Wounds) (Mod TT 20px) (/wiki/Weeping_Wounds) Weeping Wounds . Shattered Lash has 0% Status Chance by default. Weapon specific traits that affect Shattered Lash include: Melee (/wiki/Incarnon) (Incarnon) Incarnon Evolutions: Flat base damage bonuses offered by melee incarnon evolution is added after combo and strength, but is increased by base damage and elemental buffs. Critical Chance, Status Chance and Critical Multiplier all modify Shattered Lash's base values. (/wiki/Lich_System#Notes) (Lich System) Progenitor damage bonuses on (/wiki/Kuva_(Variant)) (Kuva (Variant)) Kuva (Variant) and (/wiki/Tenet) (Tenet) Tenet weapons. (/wiki/Ack_%26_Brunt) (Ack&Brunt) (/wiki/Ack_%26_Brunt) Ack & Brunt 's collected elemental bonus, up to +70%. (/wiki/Dorrclave) (Dorrclave) (/wiki/Dorrclave) Dorrclave 's Rising Vendetta buff. (/wiki/Ekhein) (Ekhein) (/wiki/Ekhein) Ekhein 's Heavy Insight buff. (/wiki/Gazal_Machete) (GazalMachete) (/wiki/Gazal_Machete) Gazal Machete 's bonus +25% corrosive damage upon (/wiki/Djinn) (Djinn) Djinn 's (/wiki/Fatal_Attraction) (Mod TT 20px) (/wiki/Fatal_Attraction) Fatal Attraction . (/wiki/Lesion) (Lesion) (/wiki/Lesion) Lesion 's Frenzy buff. (/wiki/Scindo_Manticore_Skin) (Scindo Manticore Skin) Scindo Manticore Skin 's damage bonus. Shattered Lash is not affected by: The equipped melee weapon's stats. (/wiki/Category:Faction_Damage_Mods) (Category:Faction Damage Mods) Faction Damage Mods Unique mod effects, such as (/wiki/Shattering_Impact) (Mod TT 20px) (/wiki/Shattering_Impact) Shattering Impact , (/wiki/Healing_Return) (Mod TT 20px) (/wiki/Healing_Return) Healing Return , (/wiki/Energy_Channel) (Mod TT 20px) (/wiki/Energy_Channel) Energy Channel , (/wiki/Vulcan_Blitz) (Mod TT 20px) (/wiki/Vulcan_Blitz) Vulcan Blitz , and (/wiki/Power_Throw) (Mod TT 20px) (/wiki/Power_Throw) Power Throw . (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload (/wiki/Amalgam_Ripkas_True_Steel) (Mod TT 20px) (/wiki/Amalgam_Ripkas_True_Steel) Amalgam Ripkas True Steel does not cause gore. Combo Count Chance buffs such as (/wiki/Quickening) (Mod TT 20px) (/wiki/Quickening) Quickening , (/wiki/True_Punishment) (Mod TT 20px) (/wiki/True_Punishment) True Punishment , and (/wiki/Exodia_Triumph) (ExodiaTriumph) (/wiki/Exodia_Triumph) Exodia Triumph as the ability does not increase combo counter. Damage of Slash status effects achieved by raising the ability's base Status Chance above 0% are not affected by (/wiki/Melee_Elementalist) (Mod TT 20px) (/wiki/Melee_Elementalist) Melee Elementalist . Casting Shattered Lash while wielding (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris or a weapon that pauses melee combo counter while holstered, such as (/wiki/Tenet_Livia) (TenetLivia) (/wiki/Tenet_Livia) Tenet Livia or (/wiki/Tenet_Grigori) (TenetGrigori) (/wiki/Tenet_Grigori) Tenet Grigori will reset the combo counter. Shattered Lash's range is affected by (/wiki/Ability_Range) (Ability Range) Ability Range , while blade knockback radius and sweep arc are not . Sweep is not perfectly aligned in a straight line and is similar to a wave-like pattern, allowing Shattered Lash to hit enemies on a slightly higher terrain elevation than Gara past ~90° . Thrust and Sweep casting speeds are affected by (/wiki/Natural_Talent) (Mod TT 20px) (/wiki/Natural_Talent) Natural Talent and (/wiki/Speed_Drift) (Mod TT 20px) (/wiki/Speed_Drift) Speed Drift . The firing directions and origin points for Thrust and Sweep are detailed as follows: Thrust's origin and aim direction both snap to the environment as they were at the completion of the cast (the very start of the animation), regardless of Gara's orientation or position afterward. Sweep's hitbox adheres to Gara's character model, moving with her. Horizontal aim snaps to the aiming reticle at the time of the cast, while vertical angle is always straight in the middle. Enemies crystallized by (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify are not affected by Shattered Lash's ragdoll and knockback effects. Ability Synergy: Gara's (/wiki/Gara/Abilities#Passive) (Gara/Abilities) Passive allows casting abilities to have a 15% chance to (/wiki/Blind) (RadialBlind130xDark) (/wiki/Blind) Blind enemies within 12 meters for 10 seconds, exposing them to (/wiki/Finisher) (Finisher) Melee Finisher attacks. Blind chance increases by 20% until the blind triggers. Casting Shattered Lash on Gara's own (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify glass barrier causes it to break and explode outward, dealing damage to enemies outside the barrier. Damage type of the glass barrier explosion is determined by Shattered Lash's thrust or sweep used to shatter the barrier. If (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm is active and is within the explosion radius of the barrier, 50% of the barrier explosion damage is permanently added to Splinter Storm's damage per second until its duration expires. Shattered Lash's quick cast is a (/wiki/One-Handed_Action) (One-Handed Action) one-handed action that allows Gara to fire and reload weapons, as well as move and perform (/wiki/Maneuvers) (Maneuvers) maneuvers during cast. Hold cast is a two-handed animation that stops Gara's movement and other actions during cast. Can be cast while in midair. While ability is silent, it does not activate (/wiki/Stealth) (Stealth) stealth multiplier. The glass longsword is visually summoned from Gara's left palm and does not possess a grip. Glass shards will constantly break away and fall from the blade as a visual effect, while the longsword fades into and out of existence for the duration of the thrust or sweep. The longsword and its particle effects are affected by Gara's chosen Warframe energy color. Shattered Lash can damage enemies across the (/wiki/Rift_Plane) (Rift Plane) Rift Plane . Shattered Lash is affected by and can trigger (/wiki/Arcane_Enhancement#Warframe_Arcanes) (Arcane Enhancement) Warframe Arcanes . Augment (https://static.wikia.nocookie.net/warframe/images/8/85/ShatteredStormMod.png/revision/latest?cb=20230215230751) (ShatteredStormMod) Main article: (/wiki/Shattered_Storm) (Shattered Storm) Shattered Storm Shattered Storm is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Gara) (GaraIcon272) (/wiki/Gara) Gara 's (/wiki/Shattered_Lash) (ShatteredLash130xWhite) (/wiki/Shattered_Lash) Shattered Lash that, upon shattering (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify , inflicts (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm to impacted enemies equal to a percentage of modded (/wiki/Ability_Strength) (Ability Strength) Ability Strength . (/wiki/Shattered_Storm) (Shattered Storm) Shattered Storm Tips & Tricks Tap 1 for quick cast to thrust the glass sword where you aim, puncturing through all enemies in a line to inflict (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture damage, knockdown and knockback. Thrust allows Gara to keep on the move, use (/wiki/Maneuvers) (Maneuvers) Maneuvers , as well as fire and reload weapons. Hold the button for hold cast to sweep the sword, slashing all enemies in an arc to inflict (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage, body ragdoll and knockback. However, sweep locks Gara in place during cast. Sweep is animation-locked and cannot be aimed upward or downward. However, because the sweep is in a wave-like pattern, it can hit enemies on a lower or higher terrain elevation than Gara depending on the troughs and crests of the wave. You can familiarize yourself with this pattern in (/wiki/Captura) (Captura) Captura mode using the advance time function. If enemies are standing on a higher elevation, use Aim Glide (default hold RMB while in midair) and time your sweep to hit them with your blade. Modify your melee weapon with base damage, elemental damage, and (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage to maximize potential damage for Shattered Lash. Depending on your preferred attack method (thrust or sweep) and enemies you will face, you can specialize in (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture or (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage mods to take advantage of damage type bonuses against different factions. Base damage, elemental damage, and physical damage from melee (/wiki/Riven_Mods) (Riven Mods) Riven Mods do affect Shattered Lash, further amplifying its damage potential. Use (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm on an enemy target to amplify Shattered Lash's damage on it. Cast (/wiki/Spectrorage) (Spectrorage130xWhite) (/wiki/Spectrorage) Spectrorage on a cluster of enemies or in the enemy's path to cause them to gather inside the carousel, then use Shattered Lash to thrust at specific targets in a line or sweep the entire group away. Crystallize enemies using (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify then attack them with Shattered Lash for increased damage. Damage multipliers from Mass Vitrify and Splinter Storm can stack to produce even higher damage output for Shattered Lash. Create a Mass Vitrify barrier and strike it down with Shattered Lash, destroying it in an explosion of glass fragments that damage enemies on the outside of the barrier. Thrust or sweep determines the physical damage type the explosion damage will adopt, allowing you to adjust its damage potential against different factions. (Expand/Collapse) (Expand/Collapse) (/wiki/Splinter_Storm) (Splinter Storm) (SplinterStormModx256) (/wiki/Splinter_Storm) (Splinter Storm) (SplinterStorm130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Splinter_Storm) Splinter Storm Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage. Introduced in (/wiki/Update_22#Update_22.0) (Update 22) Update 22.0 (2017-10-12) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 150 / 200 / 250 (damage per second) 25% / 30% / 50% / 70% (damage reduction) 15% / 20% / 25% / 35% (damage vulnerability) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 14 / 18 / 22 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 15 / 20 / 25 / 30 m (cast) 1 / 1.5 / 2 / 2.5 m (radius) (Stats unlisted in-game, not affected by Mods) Misc : 50% (absorbed damage) Info Augment Tips & Tricks Info Gara expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to shatter her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within (/wiki/Ability_Range) (AbilityRangeBuff) 15 / 20 / 25 / 30 meters, lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 14 / 18 / 22 seconds. The shard storm has a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 1 / 1.5 / 2 / 2.5 meters, within which enemies and (/wiki/Objects) (Objects) Objects are dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% / 30% / 50% / 70% (/wiki/Damage_Reduction) (Damage Reduction) Damage Reduction , while her enemies receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 15% / 20% / 25% / 35% (/wiki/Damage_Vulnerability) (Damage Vulnerability) Damage Vulnerability . Damage per second is distributed between 20% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , 40% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and 40% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash . Damage reduction is capped at 90% , achievable with 129% (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength . Damage vulnerability affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it. Eligible ally targets include all Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, Excavators and (/wiki/Defense_Objects) (Defense Objects) Defense Objects . On Defense Objects, the damage reduction is capped at 50% . Despite being a Warframe power, Splinter Storm seems to be considered as objects and cannot damage enemies cross the (/wiki/Rift_Plane) (Rift Plane) Rift Plane . Splinter Storm casted in material plane will not be able to harm enemies in the Rift, even when the affected target later cross into the Rift, and vice versa. Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm, (/wiki/Ferrox) (Ferrox) (/wiki/Ferrox) Ferrox and (/wiki/Tether_Grenades) (Mod TT 20px) (/wiki/Tether_Grenades) Tether Grenades . Ability Synergy: Gara's (/wiki/Gara/Abilities#Passive) (Gara/Abilities) Passive allows casting abilities to have a 15% chance to (/wiki/Blind) (RadialBlind130xDark) (/wiki/Blind) Blind enemies within 12 meters for 10 seconds, exposing them to (/wiki/Finisher) (Finisher) Melee Finisher attacks. Blind chance increases by 20% until the blind triggers. If a (/wiki/Spectrorage) (Spectrorage130xWhite) (/wiki/Spectrorage) Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires. Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius. Splinter Storms on any targets can absorb damage from Spectrorage mirrors. Splinter Storm does not absorb damage from Spectrorage's collapse explosion. Casting (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion. If Mass Vitrify's barrier is destroyed by (/wiki/Shattered_Lash) (ShatteredLash130xWhite) (/wiki/Shattered_Lash) Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires. Absorbed damage is also affected by equipped melee mods including: Base damage (e.g., (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge ), elemental damage, and physical damage mods. As Mass Vitrify's explosion damage is not comprised of (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage, physical damage mods that affect (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact have no effect on absorbed damage for Splinter Storm. Absorbed damage is calculated after additional damage from mods. Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius. Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not . Casting Splinter Storm stops Gara's movement and actions. Can be cast on self when not aiming at an ally or enemy target. Can be cast on multiple targets while active. Cannot be cast on a target already affected by Splinter Storm. The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself. Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD. Glass fragments are affected by Gara's chosen Warframe energy color. Augment (https://static.wikia.nocookie.net/warframe/images/7/7f/MendingSplintersMod.png/revision/latest?cb=20220317084322) (MendingSplintersMod) Main article: (/wiki/Mending_Splinters) (Mending Splinters) Mending Splinters Mending Splinters is a (/wiki/Warframe_Augment_Mods) (Warframe Augment Mods) Warframe Augment Mod for (/wiki/Gara) (GaraIcon272) (/wiki/Gara) Gara 's (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time. (/wiki/Mending_Splinters) (Mending Splinters) Mending Splinters Tips & Tricks Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation. Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on (/wiki/Companions) (Companions) Companions when able to protect them and grant them a pushback aura to defend against melee enemies. Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies. Damage resistance applies to Overshields, Shields and Health, making rapid regeneration of these stats ideal for endurance. (/wiki/Arcane_Aegis) (ArcaneAegis) (/wiki/Arcane_Aegis) Arcane Aegis , (/wiki/Arcane_Barrier) (ArcaneBarrier) (/wiki/Arcane_Barrier) Arcane Barrier , (/wiki/Arcane_Grace) (ArcaneGrace) (/wiki/Arcane_Grace) Arcane Grace , Sentinel's (/wiki/Guardian) (Mod TT 20px) (/wiki/Guardian) Guardian mod, Raksa Kubrow's (/wiki/Protect) (Mod TT 20px) (/wiki/Protect) Protect mod, and Taxon's (/wiki/Molecular_Conversion) (Mod TT 20px) (/wiki/Molecular_Conversion) Molecular Conversion mod are great options to consider. Cast on an enemy to increase all damage against that target. The pushback effect helps single out the enemy among a crowd for a direct line of gunfire. Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it. Splinter Storm also damages and breaks (/wiki/Objects) (Objects) Objects in the environment, allowing for easy resource collection such as (/wiki/Iradite) (Iradite) Iradite on the (/wiki/Plains_of_Eidolon) (Plains of Eidolon) Plains of Eidolon . However, (/wiki/Explosive_Barrel) (Explosive Barrel) Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby. Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies. Cast (/wiki/Mass_Vitrify) (MassVitrify130xWhite) (/wiki/Mass_Vitrify) Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks. Stand next to (/wiki/Spectrorage) (Spectrorage130xWhite) (/wiki/Spectrorage) Spectrorage 's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second. This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets. Destroy Mass Vitrify's glass barrier using (/wiki/Shattered_Lash) (ShatteredLash130xWhite) (/wiki/Shattered_Lash) Shattered Lash , allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second. This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets. When the Splinter Storm damage counter above the ability icons disappear, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted. Splinter Storm will not be dispelled by (/wiki/Violence) (Violence) Violence 's (/wiki/Silence) (Silence130xWhite) (/wiki/Silence) Silence , so players can take advantage of it for (/wiki/The_Steel_Path) (The Steel Path) The Steel Path missions. (Expand/Collapse) (Expand/Collapse) (/wiki/Spectrorage) (Spectrorage) (SpectrorageModx256) (/wiki/Spectrorage) (Spectrorage) (Spectrorage130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Spectrorage) Spectrorage Trap enemies in a carousel of mirrors, forcing them to attack visions of their true selves. Destroyed mirrors damage their attackers, as does the collapse of the carousel. Introduced in (/wiki/Update_22#Update_22.0) (Update 22) Update 22.0 (2017-10-12) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 500 / 600 / 700 / 800 (mirror damage) 800 / 1000 / 1200 / 1500 (collapse damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 14 / 18 / 22 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 4 / 6 / 8 / 12 (number of mirrors)2 / 3 / 4 / 6 (collapse threshold)4 m (charm radius) (Stats unlisted in-game, not affected by Mods) Misc : 100 m (cast range)50% (absorbed damage per mirror)1 (limit of carousels) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Info Gara expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) Energy to summon a perpetually spinning carousel of (/wiki/Ability_Range) (AbilityRangeBuff) 4 / 6 / 8 / 12 spectral mirrors at the targeted location within 100 meters. Enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 4 meters from the mirrors are enticed to move inside the carousel and attack a chosen mirror upon seeing their own reflections. Each mirror will break upon receiving (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 600 / 700 / 800 damage and release it as spectral energy back to the attacker. When (/wiki/Ability_Range) (AbilityRangeBuff) 2 / 3 / 4 / 6 mirrors are broken, the carousel collapses in an explosion inflicting (/wiki/Ability_Strength) (AbilityStrengthBuff) 800 / 1,000 / 1,200 / 1,500 damage to all enemies inside the ring. Spectrorage lasts for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 14 / 18 / 22 seconds or until all mirrors break from collapse. Damage is distributed evenly between (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash . Mirror damage is only applied against the enemy that breaks the mirror. Collapse damage applies to all enemies inside Spectrorage and diminishes with distance from the center. The carousel expands or shrinks with the total amount of mirrors spawned on cast, and the distance between the mirror line and the center is equal to the charm radius. The carousel rotates clockwise constantly, which causes enemies targeting specific mirrors to turn and follow them. Mirrors have a higher (/wiki/Threat_Level) (Threat Level) Threat Level than players. Enemies within the carousel will ignore players as long as there are intact mirrors remaining. This appears to affect Acolytes and can make them stop attacking or using abilities. Mirrors do not have collision and will phase through objects, walls, players, and AI. Mirrors can path up and down terrain where elevation difference exists. Ability Synergy: Gara's (/wiki/Gara/Abilities#Passive) (Gara/Abilities) Passive allows casting abilities to have a 15% chance to (/wiki/Blind) (RadialBlind130xDark) (/wiki/Blind) Blind enemies within 12 meters for 10 seconds, exposing them to (/wiki/Finisher) (Finisher) Melee Finisher attacks. Blind chance increases by 20% until the blind triggers. If a Spectrorage mirror shatters inside (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm 's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires. Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius. Splinter Storms on any targets can absorb damage from Spectrorage mirrors. Splinter Storm does not absorb damage from Spectrorage's collapse explosion. Casting Spectrorage stops Gara's movement and other actions. Can be recast while active. Only 1 carousel of mirrors may remain active per player. Can be cast while in midair. Cannot be cast without a valid horizontal surface within cast range as well as directly on or below the aiming reticle. Spectral mirrors appear as collections of floating glass fragments that emanate energy toward the center of the carousel. Upon breaking, the mirrors release their energy while they remain floating in motion. Mirrors and their energy color are affected by Gara's chosen Warframe energy color. Subsuming Gara to the (/wiki/Helminth) (Helminth) Helminth will offer Spectrorage and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/0/02/SpectrosiphonMod.png/revision/latest?cb=20230116090744) (SpectrosiphonMod) Main article: (/wiki/Spectrosiphon) (Spectrosiphon) Spectrosiphon Spectrosiphon is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Gara) (GaraIcon272) (/wiki/Gara) Gara 's (/wiki/Spectrorage) (Spectrorage130xWhite) (/wiki/Spectrorage) Spectrorage , that makes enemies that die within its influence have a chance to drop an (/wiki/Energy_Orb) (Energy Orb) Energy Orb . (/wiki/Spectrosiphon) (Spectrosiphon) Spectrosiphon (Expand/Collapse) (Expand/Collapse) (/wiki/Seeking_Talons) (Seeking Talons) (SeekingTalonsModx256) (/wiki/Seeking_Talons) (Seeking Talons) (SeekingTalons130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Seeking_Talons) Seeking Talons Charge to expand the targeting area, release to send Garuda’s talons careening toward each target in area. Surviving enemies are prone to bleeding. Introduced in (/wiki/Update_24#Update_24.0) (Update 24) Update 24.0 (2018-11-08) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 150 / 200 / 250 / 300 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage)75% ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status chance) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 2 m (talon knockback radius)60 m (range)25° (min charge size)95° (max charge size)8 (projectiles) Info Augment Tips & Tricks Maximization Info Garuda expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) Energy to channel her sanguine blood beneath herself as her talons quiver in anticipation, as a whirlwind of flying talons spanning a 2 meter radius encircles her. Enemies pierced by Garuda's talons will receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 150 / 200 / 250 / 300 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage and be pushed away from Garuda. Channeling the talons expands a focus ring indicating the ranged area of effect of the ability. Initial field of view angle is 25 degrees, which can expand up to 95 degrees when fully charged; the range of ability can expand up to 60 meters based on the charge time. Upon release, Garuda unleashes 8 flying talons as homing projectiles, piercing through all enemies who are within the focus ring and in line of sight. Tapping the ability will automatically unleash the talons once fully charged. Holding the ability will sustain the whirlwind around Garuda until released, allowing her to aim carefully to maximize the talons' potential. Each enemy will always be pierced at least once by the projectiles. However, they can also be pierced multiple times in a single skill use. For an example, using Seeking Talon on a single enemy will damage said enemy 8 times in quick succession. Garuda is (/wiki/Invulnerable) (Invulnerable) Invulnerable while casting the ability until it is fully charged. Enemies damaged by the flying talons are marked with Garuda's symbol for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 seconds. Attacking marked enemies with weapons and abilities grants a (/wiki/Ability_Strength) (AbilityStrengthBuff) 75% chance to cause a (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash (/wiki/Status_Effect) (Status Effect) Status Effect . Marked enemies will still receive status effects from other sources in addition to the (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc (if a weapon's status chance triggers and hits an enemy affected by Seeking Talons, the weapon's status will still be applied, the (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc is then added, resulting in the enemy receiving 2 status effects at the same time). Status chance is capped at 100% , achievable with 134% (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength . All sources of damage are capable of inflicting (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Status Effect. This includes, but not limited to: weapons, damage from abilities, special damaging effects from mods ((/wiki/Concealed_Explosives) (Mod TT 20px) (/wiki/Concealed_Explosives) Concealed Explosives , (/wiki/Thunderbolt) (Mod TT 20px) (/wiki/Thunderbolt) Thunderbolt , (/wiki/Thermagnetic_Shells) (Mod TT 20px) (/wiki/Thermagnetic_Shells) Thermagnetic Shells , etc.) and Syndicate procs. Weapons do not need to have innate Slash damage in order to inflict (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Status Effect. Increasing weapon status damage using Mods such as (/wiki/Rifle_Elementalist) (Mod TT 20px) (/wiki/Rifle_Elementalist) Rifle Elementalist will increase the damage of the slash procs. Marking of enemies will include special enemies such as (/wiki/Stalker) (Stalker) Stalker . (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash statuses applied due to the mark are considered to be forced status procs and cannot stack with other sources of forced (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash statuses such as (/wiki/Hunter_Munitions) (Mod TT 20px) (/wiki/Hunter_Munitions) Hunter Munitions or (/wiki/Internal_Bleeding) (Mod TT 20px) (/wiki/Internal_Bleeding) Internal Bleeding . However forced (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash statuses can stack with a weapon's innate status chance. Duration of the mark cannot be refreshed if the ability is recast while the mark is active. Garuda cannot perform parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers (except for rolling and sliding) or general interactions while channeling this ability. However, she can still move. Can be cast while airborne, causing Garuda to hover for a few seconds. Garuda will leap a short distance upward upon release, causing the targeting ring to shift. Augment (https://static.wikia.nocookie.net/warframe/images/e/e2/BlendingTalonsMod.png/revision/latest?cb=20230224004314) (BlendingTalonsMod) Main article: (/wiki/Blending_Talons) (Blending Talons) Blending Talons Blending Talons is an (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda 's (/wiki/Seeking_Talons) (SeekingTalons130xWhite) (/wiki/Seeking_Talons) Seeking Talons that grants it the ability to create an area of effect explosion around Garuda as well as giving her (/wiki/Garuda_Talons) (GarudaTalons) (/wiki/Garuda_Talons) Garuda Talons ((/wiki/Garuda_Prime_Talons) (GarudaPrimeTalons) (/wiki/Garuda_Prime_Talons) Prime ) a passive that grants it additional combo count upon hitting enemies affected by (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs. (/wiki/Blending_Talons) (Blending Talons) Blending Talons Tips & Tricks This ability has a long casting and recovery animation. However, this can be bypassed by casting Seeking Talons while airborne. Holding aimglide while releasing Seeking Talons will allow Garuda to hover after leaping and cancel the falling part of her animation. This does not work when used on the ground. While aimgliding, Garuda can continue staying airborne by recasting Seeking Talons again or charge and throw her (/wiki/Dread_Mirror) (DreadMirror130xWhite) (/wiki/Dread_Mirror) Dread Mirror 's Dread Heart. Each cast while airborne raises Garuda to be higher off the ground. Ground slams can be used to return back to ground level quickly to maintain mobility. Using melee immediately after releasing Seeking Talons while airborne can also be used to cancel the recovery animation. The recovery animation for this will be longer than if holding an aimglide, but is more useful for congested tilesets. A side effect of being above enemies while casting this ability is that it is able to hit (/wiki/Enemy_Body_Parts) (Enemy Body Parts) headshots , making use of its increased damage multipliers, as well as (/wiki/Drifter/Intrinsics#Endurance) (Drifter/Intrinsics) Sharpshooter's Bounty and any (/wiki/Decree#List_of_Decrees) (Decree) Decree that activates on headshot in (/wiki/Duviri) (Duviri) Duviri . As Seeking Talons bypass the need to have enemies within vision, bringing a companion equipped with a mod that detects enemies in the radar map (such as (/wiki/Animal_Instinct) (Mod TT 20px) (/wiki/Animal_Instinct) Animal Instinct ) will help Garuda in finding the most number of enemies that can be hit without having to actually see them. Due to the forced Slash proc caused by Seeking Talons, it synergizes particularly well with weapons that have high damage burst potential such as the (/wiki/Kuva_Zarr) (KuvaZarr) (/wiki/Kuva_Zarr) Kuva Zarr or (/wiki/Tenet_Envoy) (TenetEnvoy) (/wiki/Tenet_Envoy) Tenet Envoy to unleash heavy (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage per hit. The forced Slash proc is also effective against (/wiki/Sentient) (SentientFactionIcon) (/wiki/Sentient) Sentient enemies, as True damage bypasses their adaptive damage resistance. Equipping (/wiki/Blending_Talons) (Mod TT 20px) (/wiki/Blending_Talons) Blending Talons gives Garuda the potential to mark her symbol on more enemies than her standard charged up ability by deliberately running in the midst of the crowd and using short-tap Seeking Talons. Using (/wiki/Dread_Mirror) (DreadMirror130xWhite) (/wiki/Dread_Mirror) Dread Mirror 's Blood Ball into enemies hit by Seeking Talons will essentially do a very high scaling slash nuke, scaling further with a Primer. Maximization (/wiki/User_blog:Cephalon_Scientia/Sunsetting_of_Maximization_Calculators) (User blog:Cephalon Scientia/Sunsetting of Maximization Calculators) (Lotusiconsmall) This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See (/wiki/User_blog:Cephalon_Scientia/Sunsetting_of_Maximization_Calculators) (User blog:Cephalon Scientia/Sunsetting of Maximization Calculators) User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details. (Minimize) (Dismiss) x Strength: (100) Range: (100) Efficiency: (100) Duration: (100) (NaN) 150 Damage (NaN) 50.00% Bleed chance (NaN) 10.00 Duration (NaN) 100.00 Energy (Expand/Collapse) (Expand/Collapse) (/wiki/Tidal_Surge) (Tidal Surge) (TidalSurgeModx256) (/wiki/Tidal_Surge) (Tidal Surge) (TidalSurge130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Tidal_Surge) Tidal Surge Crash through enemies in a ferocious wall of water. Introduced in (/wiki/Update_13#Update_13.0) (Update 13) Update 13.0 (2014-04-09) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 200 / 250 / 300 (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive damage (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 3 / 4 / 5 / 6 m striking radius (Stats unlisted in-game, not affected by Mods) Misc : Self status cleanse on castInvulnerable during dash? / ? / ? / 40 m/s speed1 s wave duration(/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll on contact(/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive status on initial hit and variable stacks in contact50% recast energy discount Info Augment Tips & Tricks Bugs Info Hydroid expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to cleanse himself of all negative (/wiki/Status_Effect) (Status Effect) Status Effects while transforming into liquid and surging forward as a wave of water. While traveling in waveform, Hydroid becomes completely (/wiki/Invulnerable) (Invulnerable) Invulnerable to damage, as his speed increases to ? / ? / ? / 40 meters per second over a duration of 1 second; the wave may be steered during its travel by changing the view direction, and Hydroid may halt his surge early by jumping (default Spacebar ). Enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meters of the wave are (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolled and pulled along by the riptide, while dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 200 / 250 / 300 (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive damage when caught by the wave and when the wave breaks at the end of the duration, and are inflicted with a variable number of (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive Status Effects based on how long they are carried by the wave. Tidal Surge's pull on enemies attempts to collect them in front of Hydroid's wave. At the end of the surge, pulled enemies are left clumped together at the location where the wave ended. Hydroid jumping out of Tidal Surge will carry forth its momentum as he travels through the air. Can be recast while active to remain in waveform and renew the surge for continuous travel toward a new direction. Tidal Surge's energy cost is discounted by 50% if cast again while Hydroid is surging. Ability Synergy: (/wiki/Hydroid/Abilities#Passive) (Hydroid/Abilities) Hydroid's Passive allows the first (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive stack to remove 50% armor and is able to fully remove all armor at 10 stacks. Augment (https://static.wikia.nocookie.net/warframe/images/5/5b/TidalImpunityMod.png/revision/latest?cb=20220317084514) (TidalImpunityMod) Main article: (/wiki/Tidal_Impunity) (Tidal Impunity) Tidal Impunity Tidal Impunity is a (/wiki/Hydroid) (HydroidIcon272) (/wiki/Hydroid) Hydroid (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Tidal_Surge) (TidalSurge130xWhite) (/wiki/Tidal_Surge) Tidal Surge that allows Hydroid and all allies contacted by the ability to temporarily gain immunity to (/wiki/Status_Effect) (Status Effect) Status Effects , as well as removing already active ones. Also passively reduces Tidal Surge's base (/wiki/Energy) (Energy) energy cost to 15. (/wiki/Tidal_Impunity) (Tidal Impunity) Tidal Impunity Tips & Tricks It can be used to reach or pass certain areas of the map. Bugs Sometimes when Hydroid emerges from the wave, his "fin" will be gone. On PS4, if Hydroid is in the middle of a Tidal Surge when all players reach the extraction point, he will be permanently stuck in his dashing pose and simply clip into the drop ship during the "Mission Complete" mini-scene that plays during the loot screen. (Expand/Collapse) (Expand/Collapse) (/wiki/Sandstorm) (Sandstorm) (SandstormModx256) (/wiki/Sandstorm) (Sandstorm) (Sandstorm130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Sandstorm) Sandstorm Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself. Introduced in (/wiki/Update_18#Update_18.5) (Update 18) Update 18.5 (2016-03-04) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 300 / 400 / 500 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage/sec)50 (health restore per enemy) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 4 s (duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 4 / 5 / 6 / 7.5 m (radius) (Stats unlisted in-game, not affected by Mods) Misc : 12 m/s (move speed)? % ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status chance)(/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll in storm4 s (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown recovery delay Info Augment Bugs Info Inaros expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy and begins to spin rapidly and move at 12 m/s as a storm of dust and sand, violently pulling in all enemies within a (/wiki/Ability_Range) (AbilityRangeBuff) 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second with a ?% status chance for (/wiki/Ability_Duration) (AbilityDurationBuff) 4 seconds or upon manually deactivating the ability. While trapped within the storm, enemies are gradually flung wildly in a (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll state following and hovering above Inaros; each trapped enemy heals (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 (/wiki/Health) (Health) Health to Inaros. While channeling the storm, Inaros becomes (/wiki/Invulnerable) (Invulnerable) Invulnerable but is unable to attack with weapons, cast other abilities, or perform Parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers . Move speed is affected by (/wiki/Movement_Speed) (Movement Speed) Movement Speed speed modifiers. Movement Speed bonuses scale off of 10 m/s instead of 12 m/s. Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability. When Inaros performs a (/wiki/Melee) (Melee) Melee quick attack (default E ) during Sandstorm or upon duration end, enemies trapped in the storm are vacuumed toward Inaros and deposited on the ground around him, suffering (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown for 4 seconds and becoming vulnerable to Melee Ground (/wiki/Finisher) (Finisher) Finishers . Ability Synergy: Inaros (/wiki/Inaros/Abilities#Passive) (Inaros/Abilities) passively heals 20% of his health upon performing a Finisher. Casting and deactivating Sandstorm are full-body animations that allow uninterrupted directional movement controls, but restrict parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers and other actions. Augment (https://static.wikia.nocookie.net/warframe/images/c/cd/ElementalSandstormMod.png/revision/latest?cb=20220317084213) (ElementalSandstormMod) Main article: (/wiki/Elemental_Sandstorm) (Elemental Sandstorm) Elemental Sandstorm Elemental Sandstorm is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Inaros) (InarosIcon272) (/wiki/Inaros) Inaros that causes (/wiki/Sandstorm) (Sandstorm130xWhite) (/wiki/Sandstorm) Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's (/wiki/Ability_Range) (Ability Range) Ability Range by 50%. (/wiki/Elemental_Sandstorm) (Elemental Sandstorm) Elemental Sandstorm Bugs If a (/wiki/Commander) (Commander) Commander teleports with an Inaros in Sandstorm, the Inaros will no longer spin. This is only a visual bug and does not affect movement speed. (Expand/Collapse) (Expand/Collapse) (/wiki/Venari) (Venari) (VenariModx256) (/wiki/Venari) (Venari) (Venari130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Venari) 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 (/wiki/Update_22#Update_22.18) (Update 22) Update 22.18 (2018-04-20) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 1.05x / 1.1x / 1.12x / 1.15x (speed multiplier)350 (snare damage)50 HP/sec (health regen) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) 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 Augment Tips & Tricks Bugs Info Khora commands her loyal (/wiki/Kavat) (Kavat) Kavat companion (/wiki/Khora/Abilities#Passive) (Venari) (/wiki/Khora/Abilities#Passive) Venari to prioritize a target on the aiming reticle for (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) 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 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash with (/wiki/Hunter_Command) (Mod TT 20px) (/wiki/Hunter_Command) Hunter Command equipped. When a target is marked, Venari audibly snarls in response. While Venari is alive , Khora passively gains a (/wiki/Ability_Strength) (AbilityStrengthBuff) 1.05x / 1.1x / 1.12x / 1.15x movement speed multiplier. This stacks multiplicatively with speed mods like (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) Rush . When Venari is killed , she will respawn beside Khora after 45 seconds or instantly by casting this ability using (/wiki/Ability_Efficiency) (EnergyOrb) 50 energy. Speed multiplier stacks multiplicatively with mods such as (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) 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: Attack Protect Heal 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 (/wiki/Ability_Strength) (AbilityStrengthBuff) 350 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with a guaranteed (/wiki/Status_Effect) (Status Effect) 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 (/wiki/Maul) (Mod TT 20px) (/wiki/Maul) Maul , (/wiki/Venom_Teeth) (Mod TT 20px) (/wiki/Venom_Teeth) Venom Teeth and other elemental damage mods. Snare damage type is affected by elemental mods, including (/wiki/Venom_Teeth) (Mod TT 20px) (/wiki/Venom_Teeth) Venom Teeth , (/wiki/Shock_Collar) (Mod TT 20px) (/wiki/Shock_Collar) Shock Collar , (/wiki/Flame_Gland) (Mod TT 20px) (/wiki/Flame_Gland) Flame Gland , and (/wiki/Frost_Jaw) (Mod TT 20px) (/wiki/Frost_Jaw) Frost Jaw . Snare is capable of (/wiki/Status_Effect) (Status Effect) Status Effect procs with every hit in addition to the forced (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash proc. It inherits Venari's Status Chance and damage spread shown on the (/wiki/Arsenal) (Arsenal) Arsenal as normal. Snare has 0% critical chance and is not affected by (/wiki/Bite) (Mod TT 20px) (/wiki/Bite) Bite or (/wiki/Hunter_Synergy) (Mod TT 20px) (/wiki/Hunter_Synergy) 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 (/wiki/Swipe) (Mod TT 20px) (/wiki/Swipe) 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 (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and (/wiki/Disarm) (Halikar) (/wiki/Disarm) 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 (/wiki/Health) (Health) 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 (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 health regen per second while they remain in the aura. Eligible targets for healing includes all Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects . Venari's Heal does not affect (/wiki/Necramech) (Necramech) Necramechs or (/wiki/Operator) (Operator) Operators . Revitalize deactivates when all allied players are above the missing health threshold. Revitalize does not grant (/wiki/Shield) (Shield) Shield points. Venari's Heal mark can only be cast on an ally target. Venari's Heal mark is removed once Khora marks another target, the target is killed, or Khora switches battle posture. 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 (/wiki/Sharpened_Claws) (Mod TT 20px) (/wiki/Sharpened_Claws) Sharpened Claws or (/wiki/Pounce) (Mod TT 20px) (/wiki/Pounce) 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. (/wiki/Growing_Power) (Mod TT 20px) (/wiki/Growing_Power) 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 (/wiki/Survival) (Survival) 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 (/wiki/Nightmare_Mode) (Nightmare Mode) 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 (/wiki/Natural_Talent) (Mod TT 20px) (/wiki/Natural_Talent) Natural Talent and (/wiki/Speed_Drift) (Mod TT 20px) (/wiki/Speed_Drift) Speed Drift . Venari does not benefit from the set bonus of (/wiki/Set_Mods#Hunter_Mod_Set) (Set Mods) Hunter Mods . (/wiki/Set_Mods) (Set Mods) Set Mods equipped on Venari do not count towards the number of mods equipped for the set bonus. (/wiki/Fetch) (Mod TT 20px) (/wiki/Fetch) Fetch equipped on Venari does not stack with (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuum or (/wiki/Fetch) (Mod TT 20px) (/wiki/Fetch) 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 (/wiki/Maneuvers) (Maneuvers) 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 (https://static.wikia.nocookie.net/warframe/images/b/b2/VenariBodyguardMod.png/revision/latest?cb=20190109210842) (VenariBodyguardMod) Main article: (/wiki/Venari_Bodyguard) (Venari Bodyguard) Venari Bodyguard Venari Bodyguard is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Khora) (KhoraIcon272) (/wiki/Khora) Khora 's (/wiki/Venari) (Venari130xWhite) (/wiki/Venari) 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. (/wiki/Venari_Bodyguard) (Venari Bodyguard) 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 (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) Rush and (/wiki/Armored_Agility) (Mod TT 20px) (/wiki/Armored_Agility) 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 (/wiki/Hunter_Recovery) (Mod TT 20px) (/wiki/Hunter_Recovery) 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 (/wiki/Napalm) (Napalm) Napalm and (/wiki/Corpus_Tech) (Corpus Tech) 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 (/wiki/Ensnare) (Ensnare130xWhite) (/wiki/Ensnare) Ensnare to group up enemies for Venari to attack them for double damage. Bugs (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs do not change Venari's target with (/wiki/Hunter_Command) (Mod TT 20px) (/wiki/Hunter_Command) Hunter Command equipped, even when no enemies are marked. Venari's UI will be completely hidden if Venari is dead and the player uses (/wiki/Transference) (Transference) 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 (/wiki/Fetch) (Mod TT 20px) (/wiki/Fetch) Fetch mod. (only works well playing solo mode) Locked lockers unlocked by Venari via the (/wiki/Scavenge) (Mod TT 20px) (/wiki/Scavenge) Scavenge mod still appear as locked (red) despite being unlocked, and can still be opened. (/wiki/Sense_Danger) (Mod TT 20px) (/wiki/Sense_Danger) 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) (Expand/Collapse) (/wiki/Null_Star) (Null Star) (NullStarModx256) (/wiki/Null_Star) (Null Star) (NullStar130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Null_Star) Null Star Creates anti-matter particles that orbit Nova and seek nearby targets. Introduced in (/wiki/Update_9#Update_9.0) (Update 9) Update 9.0 (2013-07-13) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 80 / 100 / 120 / 150 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 3 / 4 / 5 / 6 (particles) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 7 / 8 / 10 / 12 m (attack radius) (Stats unlisted in-game, not affected by Mods) Misc : 1 s (attack interval)∞ (particle duration)5% (damage reduction per particle)90% (damage reduction cap) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Nova expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to create (/wiki/Ability_Duration) (AbilityDurationBuff) 3 / 4 / 5 / 6 antimatter particles that orbit her and automatically launch themselves one by one every 1 second at enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 7 / 8 / 10 / 12 meters inflicting (/wiki/Ability_Strength) (AbilityStrengthBuff) 80 / 100 / 120 / 150 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. Each particle persists on Nova indefinitely until launched, granting her 5% (/wiki/Damage_Reduction) (Damage Reduction) Damage Reduction to (/wiki/Health) (Health) Health as they orbit her. Damage reduction is capped at 90% , up to 18 particles. Damage reduction also applies to energy drained by (/wiki/Quick_Thinking) (Quick Thinking) Quick Thinking . While active, a counter becomes visible on the ability icon that displays the number of available particles. Nova cannot be knocked down while casting Null Star. Null Star cannot be recast until all particles have been used. Subsuming Nova to the (/wiki/Helminth) (Helminth) Helminth will offer Null Star and its augments to be used by other Warframes. If (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda subsumes Null Star or Nova subsumes (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar , then the particles will not target enemies currently impaled by Blood Altar. Augment (https://static.wikia.nocookie.net/warframe/images/f/f5/NeutronStarMod.png/revision/latest?cb=20221005232953) (NeutronStarMod) Main article: (/wiki/Neutron_Star) (Neutron Star) Neutron Star Neutron Star is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nova) (NovaIcon272) (/wiki/Nova) Nova that allows all active (/wiki/Null_Star) (NullStar130xWhite) (/wiki/Null_Star) Null Star particles to be detonated by pressing the ability key (1 ), seeking out enemies and dealing area-of-effect damage with a guaranteed (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat proc. Neutron Star's seek radius is doubled than that of Null Star's. (/wiki/Neutron_Star) (Neutron Star) Neutron Star Tips & Tricks Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least 300% modded (/wiki/Ability_Duration) (Ability Duration) Ability Duration for a max rank Null Star . When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter. Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions. For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using (/wiki/Continuity) (Mod TT 20px) (/wiki/Continuity) Continuity and (/wiki/Constitution) (Mod TT 20px) (/wiki/Constitution) Constitution ). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them. Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage. On higher enemy ranks Nova may wish to use the skill in the same manner as (/wiki/Rhino) (RhinoIcon272) (/wiki/Rhino) Rhino 's (/wiki/Iron_Skin) (IronSkin130xWhite) (/wiki/Iron_Skin) Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by. To focus on keeping Null Star particles for damage reduction, it might be beneficial to have (/wiki/Ability_Range) (Ability Range) Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance. Null Star particles will seek deactivated (/wiki/Bursa) (Bursa) Bursa in range. It is advisable to stay away to prevent wasting the particles. The (/wiki/Molecular_Fission) (Mod TT 20px) (/wiki/Molecular_Fission) Molecular Fission augment will allow (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects. Bugs If you are spamming melee attacks while you cast or right after you cast Null Star , it will render you unable to perform any melee attack for a short duration even though your cast animation is already finished. (Expand/Collapse) (Expand/Collapse) (/wiki/Grenade_Fan) (Grenade Fan) (GrenadeFanModx256) (/wiki/Grenade_Fan) (Grenade Fan) (GrenadeFan130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Grenade_Fan) Grenade Fan Throw out 3 grenades in an arc. (TAP) SHRAPNEL VORTEX Creates a slashing, staggering swirl of shrapnel. (HOLD) SHIELD SATELLITES Protea reconfigures 3 Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability. Introduced in (/wiki/Update_28#Update_28.0) (Update 28) Update 28.0 (2020-06-11) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 250 / 350 / 500 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second)200 / 300 / 400 / 500 (shield restore on attach)25 / 30 / 40 / 50 (shield points per second) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 13 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 2 / 3 / 4 / 5 m (vortex and pickup radii) (Stats unlisted in-game, not affected by Mods) Misc : 1 m (initial jump height)3 (shrapnel grenades per throw)-45° / 0° / +45° (shrapnel grenade spread)33 % ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status chance)100 % (stagger chance)4 (shield grenades per throw)-45° / -25° / +25° / +45° (shield grenade spread)1 (limit of allies per satellite)2x s (minimum shield gate extension) Info Tips & Tricks Info Protea expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to jump up 1 meter and scatter an arc of grenades toward the reticle. Grenades are spread out evenly across in an arc formation and travel with an arc trajectory. The type of grenades thrown depends on whether the ability key (default 1 ) was tapped or held. Tap to throw Shrapnel Vortex grenades. Hold to throw Shield Satellite grenades. Tap/Hold control behavior can be inverted in the Options menu. Shrapnel Vortex Shield Satellite Shrapnel Vortex Tap the ability key to scatter 3 grenades horizontally offset from the reticle by -45° , 0° , and +45° in the Shrapnel Vortex configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a vortex of flying shrapnel for (/wiki/Ability_Duration) (AbilityDurationBuff) 13 seconds. Each shrapnel vortex has a (/wiki/Ability_Range) (AbilityRangeBuff) 2 / 3 / 4 / 5 meter radius, inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 250 / 350 / 500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second with a 33% status chance, and a 100% chance to stagger enemies slightly or strongly on each tick. Shrapnel Vortexes do not require line of sight to damage and stun enemies within range. Shrapnel grenade uses a custom model that resembles the shape and pattern of a baseball. When deployed, the grenade spins rapidly in place while emitting a glow of energy particles. Shrapnel Vortex visually creates a sphere consisting of multiple trails of energy particles that encircle the grenade at high speed. Shield Satellite Hold down the ability key to scatter 4 grenades horizontally offset from the reticle by -45° , -25° , +25° , and +45° in the Shield Satellite configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a floating shield satellite with a lifetime of 13 seconds. The satellite will attach to the first nearest ally without an attached satellite that comes within (/wiki/Ability_Range) (AbilityRangeBuff) 2 / 3 / 4 / 5 meters of it and instantly restore (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 300 / 400 / 500 (/wiki/Shield) (Shield) shield points to them. While attached, it constantly provides (/wiki/Ability_Strength) (AbilityStrengthBuff) 25 / 30 / 40 / 50 shield points per second for the ally, capping at their (/wiki/Overshields) (Overshields) Overshields limit. If the ally's (/wiki/Shield#Shield_Gating) (Shield) shield gate is triggered while it is attached, the satellite will grant 2x minimum shield gate invincibility duration and immediately terminate. Satellites do not require line of sight to be picked up by allies in range. Each satellite's pickup radius will briefly appear when first deployed. While standing outside of the pickup radius, active satellites appear surrounded by an energy sphere to guide allies toward them. Shield points per second is constant throughout a satellite's lifetime, allowing shields and overshields to regenerate immediately following damage. Eligible allies for satellite attachment include: Protea, other Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects coming into the satellite's range. Has no effect on (/wiki/Inaros) (InarosIcon272) (/wiki/Inaros) Inaros , (/wiki/Kullervo) (KullervoIcon272) (/wiki/Kullervo) Kullervo , or (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus due to their lack of shields. If the shield gate is triggered with a Shield Satellite attached and mods like (/wiki/Brief_Respite) (Mod TT 20px) (/wiki/Brief_Respite) Brief Respite or the (/wiki/Set_Mods#Augur_Mod_Set) (Set Mods) Augur set are used, their lower shield gate duration will override the one from the Shield Satellite. Shield satellite uses a custom model that resembles a spherical device with visible mechanical parts. When deployed on the ground, the satellite floats and weaves around the air several meters above while an energy stream anchors it to the surface. Shield satellites visually orbit their target in a steady clockwise motion, directly facing it while funneling an energy stream to reinforce shields, represented by a translucent cluster of connected hexagons. Ability Synergy: Shrapnel vortexes contribute damage to (/wiki/Temporal_Anchor) (TemporalAnchor130xWhite) (/wiki/Temporal_Anchor) Temporal Anchor 's recorded damage pool for the implosion on rewind. Can be recast while active to deploy multiple instances of shrapnel vortexes and shield satellites. Casting Grenade Fan is a full-body animation that allows movement with enforced height displacement. Tips & Tricks Grenades travel along separate angles and in an arc. Aim at the ground to quickly deploy them in close proximity, or aim high to throw and scatter them over a long range, far apart from each other. Protea will always jump before throwing her grenades, even while she is airborne. Take into account the height difference when casting to land your grenades where you intend. Jump into the air and use Aim Glide while casting Grenade Fan repeatedly. This allows Protea to reorient herself by moving the reticle between throws to create lines of Shrapnel Vortexes facing different directions. Shrapnel Vortexes stun and push enemies away by staggering them on hit. Throw close together to quickly stack damage, procs, and stuns. Shield Satellites persist on allies even after Overshield cap is reached. Throw multiple times to provide autonomous cover for your team, that replaces destroyed satellites to protect allies as their shield gates are triggered by enemy damage. Shield gating does not provide any protection for shields itself, and consequently cannot protect shield satellites. Thus, heavy fire can cause a single ally (ex. Protea herself) to acquire and lose a series of shield satellites very quickly. Activate (/wiki/Temporal_Anchor) (TemporalAnchor130xWhite) (/wiki/Temporal_Anchor) Temporal Anchor and throw multiple Shrapnel Vortexes at groups of enemies. Direct damage from the vortexes, including damage over time from the (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effects, are all recorded to fuel the temporal implosion. Energy points spent on casting Grenade Fan will be restored by Temporal Anchor's rewind. Grenade Fan is the least expensive ability in Protea's kit, making it ideal to power up her passive (/wiki/Ability_Strength) (Ability Strength) Ability Strength bonus on every fourth cast. Shield Satellites persist on allies who transition into (/wiki/Archwing) (Archwing) Archwing (either in open world areas or exiting a (/wiki/Railjack) (Railjack) Railjack ), extending their survivability. (Expand/Collapse) (Expand/Collapse) (/wiki/Final_Stand) (Final Stand) (FinalStandModx256) (/wiki/Final_Stand) (Final Stand) (FinalStand130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Final_Stand) Final Stand Exude might and valor. Rise into the air and throw a barrage of Axios Javelins. The javelins deal damage to nearby enemies wherever they land. Direct hits to enemies deal greater damage. Introduced in (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 1,000 / 1,100 / 1,300 / 1,500 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage on direct hit per javelin)1,000 / 1,100 / 1,300 / 1,500 ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage on explosion per javelin) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 30 (number of javelins)2.5 s (total throw time) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 6 m (explosion range) (Stats unlisted in-game, not affected by Mods) Misc : 3 m (height)12 /s (javelins thrown per second)(/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status on hit Info Augment Info Styanax expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) energy as he rises into the air 3 meters high from the ground, summoning an army of shadow warriors aligned in a horizontal concave curve around him. Styanax and his ethereal shadows continuously hurl a volley of (/wiki/Ability_Duration) (AbilityDurationBuff) 30 Axios Javelins, thrown at a fire rate of 12 javelins per second over the course of (/wiki/Ability_Duration) (AbilityDurationBuff) 2.5 seconds toward the reticle location. Each javelin inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 1,000 / 1,100 / 1,300 / 1,500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage on direct hit, then explodes on impact with a surface for (/wiki/Ability_Strength) (AbilityStrengthBuff) 1,000 / 1,100 / 1,300 / 1,500 (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage with a guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Bleed proc in a (/wiki/Ability_Range) (AbilityRangeBuff) 6 meter sight detection radius. Styanax can float horizontally and reorient his reticle aim during this ability. Movement speed while floating is affected by (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed . Styanax is considered airborne during Final Stand, allowing airborne conditional mods such as (/wiki/Aviator) (Mod TT 20px) (/wiki/Aviator) Aviator to trigger. If Styanax floats against a wall with an opening below it, he will automatically descend. If cast in midair, Styanax does not rise higher than his current elevation. The volley of javelins and throws per second determine Styanax's total airtime. Number of ethereal clones is affected by the volley count. The javelins benefit from generic increases to weapon base damage, such as from (/wiki/Arcane_Arachne) (ArcaneArachne) (/wiki/Arcane_Arachne) Arcane Arachne , (/wiki/Holster_Amp) (Mod TT 20px) (/wiki/Holster_Amp) Holster Amp , and (/wiki/Vigorous_Swap) (Mod TT 20px) (/wiki/Vigorous_Swap) Vigorous Swap , but not from weapon class specific increases like (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge or (/wiki/Rifle_Amp) (Mod TT 20px) (/wiki/Rifle_Amp) Rifle Amp . Casting Final Stand is a full-body animation that vertically displaces Styanax if cast from the ground. Movement is allowed during the ability animation but interrupts other actions. Other abilities cannot be cast during Final Stand. Cast speed increases only affect the startup animation of Final Stand, and therefore have minimal effect on the overall cast time. (For example, (/wiki/Natural_Talent) (Mod TT 20px) (/wiki/Natural_Talent) Natural Talent reduces the cast time by only 0.25 seconds.) Final Stand cannot be recast in midair, requiring Styanax to land in order to reuse the ability. Augment (https://static.wikia.nocookie.net/warframe/images/e/e2/IntrepidStandMod.png/revision/latest?cb=20230728054400) (IntrepidStandMod) Main article: (/wiki/Intrepid_Stand) (Intrepid Stand) Intrepid Stand Intrepid Stand is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Styanax) (StyanaxIcon272) (/wiki/Styanax) Styanax that grants (/wiki/Overguard) (Overguard) Overguard for himself and allies in (/wiki/Affinity_Range) (Affinity Range) Affinity Range upon striking enemies with (/wiki/Final_Stand) (FinalStand130xWhite) (/wiki/Final_Stand) Final Stand . (/wiki/Intrepid_Stand) (Intrepid Stand) Intrepid Stand (Expand/Collapse) (Expand/Collapse) Rip Line Hysteria (/wiki/Rip_Line) (Rip Line) (RipLineModx256) (/wiki/Rip_Line) (Rip Line) (RipLine130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Rip_Line) Rip Line Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location. Introduced in (/wiki/Update_11#Update_11.0) (Update 11) Update 11.0 (2013-11-20) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 300 / 400 / 500 / 600 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 1 s (combo window) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 25 / 40 / 60 / 75 m Info Augment Tips & Tricks Bugs Info Valkyr expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to fire a grappling hook that covers a range of (/wiki/Ability_Range) (AbilityRangeBuff) 25 / 40 / 60 / 75 meters. If the hook hits terrain, Valkyr will be pulled towards the hook's location. If an enemy is hooked, they will be (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolled and pulled towards Valkyr's location while dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 300 / 400 / 500 / 600 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle. The more vertical the pull of Rip Line is, the stronger it will be, making it far more effective at vertical traversal than horizontal traversal. Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location. If Rip Line is successfully cast within a window of (/wiki/Ability_Duration) (AbilityDurationBuff) 1 second after the previous cast, its damage will be multiplied by 200% , and its energy cost will be reduced by 50% . Any successful cast thereafter will multiply Rip Line's damage by 400% and reduce its energy cost by 75% . Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed (/wiki/Streamline) (Mod TT 20px) (/wiki/Streamline) Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy. Combo window cannot be decreased below 0.5 seconds. The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle. If no casts are performed within the combo window, the damage and energy cost will reset. Rip Line's pull does not affect bosses with the exception of the (/wiki/Zanuka_Hunter) (Zanuka Hunter) Zanuka Hunter , (/wiki/Ambulas) (Ambulas) Ambulas , and (/wiki/The_Grustrag_Three) (The Grustrag Three) The Grustrag Three .[(https://community.fandom.com/wiki/Help:Cite) (Help:Cite) (This claim requires reference to a reliable source. (See Help:Cite)) citation needed ] Despite having a noticeable visual and audio effect, Rip Line is (/wiki/Silent) (Silent) silent . Rip Line is a (/wiki/Category:One-Handed_Abilities) (Category:One-Handed Abilities) one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. However, when casting on enemies (while grounded) will cause interruption. Will not disrupt (/wiki/Shade) (Shade) (/wiki/Shade) Shade 's (/wiki/Ghost) (Mod TT 20px) (/wiki/Ghost) Ghost or a (/wiki/Huras_Kubrow) (HurasKubrow) (/wiki/Huras_Kubrow) Huras Kubrow 's (/wiki/Stalk) (Mod TT 20px) (/wiki/Stalk) Stalk . Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time. Cast delay of ~0.9 seconds is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Rip Line when used targeting (Crewman Nullifier (page does not exist)) Nullifiers will pass through the shield. When moving through the shield, momentum is preserved and Rip Line will not be cancelled. Augment (https://static.wikia.nocookie.net/warframe/images/1/10/SwingLineMod.png/revision/latest?cb=20221130231135) (SwingLineMod) Main article: (/wiki/Swing_Line) (Swing Line) Swing Line Swing Line is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr that enables the ability to, after an initial cast of (/wiki/Rip_Line) (RipLine130xWhite) (/wiki/Rip_Line) Rip Line , grant successive uses of Rip Line without using energy if cast while airborne and inside the combo window. It also passively increases (/wiki/Parkour) (Parkour) Parkour Velocity. (/wiki/Swing_Line) (Swing Line) Swing Line Tips & Tricks This is another alternative ability for players to take advantage of heights quickly, similarly to (/wiki/Wormhole) (WormHole130xWhite) (/wiki/Wormhole) Wormhole or (/wiki/Tail_Wind) (TailWind130xWhite) (/wiki/Tail_Wind) Tail Wind , pulling Valkyr to elevated areas which are not accessible with traditional movement. While being pulled, Valkyr can perform a (/wiki/Maneuvers#Divekick) (Maneuvers) divekick by crouching (default Ctrl ). If Valkyr is too close to the ground, crouching will cause her to (/wiki/Maneuvers#Sliding) (Maneuvers) slide instead. As Rip Line is silent, it can be used as a mean of disposing enemies without alerting nearby units during stealth playthroughs. Rip Line will consistently mutilate enemies killed by the hook, as with heavily (/wiki/Slash) (Slash) Slash -focused weapons. The pieces of their dismembered corpse will also be flung in Valkyr's general direction. Can be very helpful when used in tandem with a (/wiki/Desecrate) (Desecrate) Desecrating (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros , as each corpse will yield its own loot. Can potentially impede stealth play, as enemies may become (/wiki/Stealth#Alertness) (Stealth) alerted at the sight of either corpse. Targeting selectively and thinking ahead should help avoid such situations. Pulled enemies that were not killed immediately are laid prone, setting them up for (/wiki/Melee_2.0#Ground_Finisher) (Melee 2.0) Ground Finishers . It is possible to Rip Line onto a rocket fired from an (/wiki/Ogris) (Ogris) (/wiki/Ogris) Ogris . Very effective during (/wiki/Capture) (Capture) Capture missions as it can bring the target near Valkyr or her teammates. Actively moving forward (default W ) before and while being pulled will increase your overall travel distance. Movement speed bonuses such as (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt 's (/wiki/Speed) (Speed130xWhite) (/wiki/Speed) Speed or (/wiki/Zephyr) (ZephyrIcon272) (/wiki/Zephyr) Zephyr 's (/wiki/Jet_Stream) (Mod TT 20px) (/wiki/Jet_Stream) Jet Stream may increase this further. [Further testing required ] Sprinting and (/wiki/Maglev) (Mod TT 20px) (/wiki/Maglev) Maglev make no noticeable impact on speed or distance, however. Very effective in (/wiki/PvP) (PvP) PvP , as it allows the user to either quickly travel around an arena or pull and knock-down the opponent, rendering them an easy target. Will trigger the (/wiki/Robotic) (Robotic) robotic mod (/wiki/Odomedic) (Mod TT 20px) (/wiki/Odomedic) Odomedic . Bugs Very rarely, attempting to pull an enemy with Rip Line will neither damage nor pull the them. Additionally, the line itself will remain tethered between Valkyr and the enemy until it is killed. (See picture ) (https://static.wikia.nocookie.net/warframe/images/e/e8/2014-05-24_00003.jpg/revision/latest?cb=20140629062250) (2014-05-24 00003) (https://static.wikia.nocookie.net/warframe/images/e/e8/2014-05-24_00003.jpg/revision/latest?cb=20140629062250) (2014-05-24 00003) Rip Line remaining tethered to an enemy When used on a sloped part of ground, occasionally Rip Line will slowly pull Valkyr forwards then launch her upwards into the air. Continuous use of Rip Line in a short period of time may cause Valkyr to be pulled out of the map on (/wiki/Grineer_Asteroid) (Grineer Asteroid) Grineer Asteroid tilesets. Casting Rip Line while going up (/wiki/Corpus_Gas_City) (Corpus Gas City) Corpus Gas City elevators causes her to fall through them, leaving her trapped within the shaft. Despite Rip Line being fully silent, killing unalerted enemies will not trigger (/wiki/Stealth#Affinity_Bonus) (Stealth) Stealth Kill Affinity and cancels the stealth kill counter. (Expand/Collapse) (Expand/Collapse) (/wiki/Hysteria) (Hysteria) (HysteriaModx256) (/wiki/Hysteria) (Hysteria) (Hysteria130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 2.5-15/s (/wiki/Hysteria) Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in (/wiki/Update_11#Update_11.0) (Update 11) Update 11.0 (2013-11-20) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 125 / 200 / 250 (damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 1% / 2% / 4% / 5% (lifesteal)5-20 m (aura radius) Info Weapon Stance Augment Tips & Tricks Bugs Info Overcome with rage, Valkyr unleashes a pair of energy talons, the (/wiki/Valkyr_Talons) (ValkyrTalons) (/wiki/Valkyr_Talons) Valkyr Talons , as her melee (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon . (/wiki/Melee#Normal_Attack) (Melee) Normal attacks deal (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt. Damage is distributed evenly between (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash . (/wiki/Melee#Wall_Attack) (Melee) Wall attacks and (/wiki/Melee#Slide_Attack) (Melee) slide attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 300 / 375 / 600 / 750 damage for each strike. (/wiki/Melee#Aerial_Attack) (Melee) Aerial attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 250 / 400 / 500 damage. (/wiki/Melee#Slam_Attack) (Melee) Slam attacks inflict (/wiki/Ability_Strength) (AbilityStrengthBuff) 300 damage within 5 meters. Attacks have a 2x (/wiki/Critical_multiplier) (Critical multiplier) critical multiplier , 50% (/wiki/Critical_chance) (Critical chance) critical chance , and 10% (/wiki/Status_chance) (Status chance) status chance . Damage is affected by (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength and most mods. As an example, with a maxed (/wiki/Pressure_Point) (Mod TT 20px) (/wiki/Pressure_Point) Pressure Point , (/wiki/Shocking_Touch) (Mod TT 20px) (/wiki/Shocking_Touch) Shocking Touch and (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , the normal attacks of a rank-3 Hysteria will dealBase Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. The mods that can be equipped on and affect (/wiki/Valkyr_Talons) (ValkyrTalons) (/wiki/Valkyr_Talons) Valkyr Talons include: damage (e.g., (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge ) physical damage (e.g., (/wiki/Jagged_Edge) (Mod TT 20px) (/wiki/Jagged_Edge) Jagged Edge ) elemental damage (e.g., (/wiki/Shocking_Touch) (Mod TT 20px) (/wiki/Shocking_Touch) Shocking Touch ) (/wiki/Faction_Damage_Mods) (Faction Damage Mods) faction (e.g., (/wiki/Smite_Corpus) (Mod TT 20px) (/wiki/Smite_Corpus) Smite Corpus ) (/wiki/Critical_Hit) (Critical Hit) critical chance and damage (e.g., (/wiki/True_Steel) (Mod TT 20px) (/wiki/True_Steel) True Steel and (/wiki/Organ_Shatter) (Mod TT 20px) (/wiki/Organ_Shatter) Organ Shatter ) (/wiki/Status_chance) (Status chance) Status chance (e.g., (/wiki/Melee_Prowess) (Mod TT 20px) (/wiki/Melee_Prowess) Melee Prowess and (/wiki/Vicious_Frost) (Mod TT 20px) (/wiki/Vicious_Frost) Vicious Frost ) (/wiki/Attack_Speed) (Attack Speed) attack speed (e.g., (/wiki/Fury) (Mod TT 20px) (/wiki/Fury) Fury and (/wiki/Berserker_Fury) (Mod TT 20px) (/wiki/Berserker_Fury) Berserker Fury ) range (e.g., (/wiki/Primed_Reach) (Mod TT 20px) (/wiki/Primed_Reach) Primed Reach ) (/wiki/Category:Tennokai_Mods) (Category:Tennokai Mods) Tennokai (e.g., (/wiki/Dreamer%27s_Wrath) (Mod TT 20px) (/wiki/Dreamer%27s_Wrath) Dreamer's Wrath ) (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload (/wiki/Healing_Return) (Mod TT 20px) (/wiki/Healing_Return) Healing Return (/wiki/Relentless_Combination) (Mod TT 20px) (/wiki/Relentless_Combination) Relentless Combination (/wiki/Shattering_Impact) (Mod TT 20px) (/wiki/Shattering_Impact) Shattering Impact While officially (/wiki/Set_Mods) (Set Mods) Set Mod bonuses do not affect Exalted Weapons (with the exception of the (/wiki/Set_Mods#Sacrificial_Mod_Set) (Set Mods) Sacrificial Mod Set ), the (/wiki/Set_Mods#Gladiator_Mod_Set) (Set Mods) Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself. Valkyr Talons can not be equipped with (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter Mods (except (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact ), (/wiki/Acolyte_Mods) (Acolyte Mods) Acolyte Mods (e.g., (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush ), or (/wiki/Category:Amalgam_Mods) (Category:Amalgam Mods) Amalgam Mods (e.g. (/wiki/Amalgam_Organ_Shatter) (Mod TT 20px) (/wiki/Amalgam_Organ_Shatter) Amalgam Organ Shatter ). (/wiki/Riven_Mods) (Riven Mods) Riven Mods are not generated for Valkyr Talons. The combo counter will reset when equipped with (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris . Hysteria's combo counter decay is affected by (/wiki/Focus/Naramon) (FocusLensNaramon b) (/wiki/Focus/Naramon) Naramon 's (/wiki/Focus/Naramon#Power_Spike) (FocusPowerSpike) (/wiki/Focus/Naramon#Power_Spike) Power Spike Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal For example, a maxed (/wiki/Life_Strike) (Mod TT 20px) (/wiki/Life_Strike) Life Strike and a rank-3 Hysteria will yieldBase Lifesteal + Lifesteal Mods = 5% + 20% = 25% lifesteal on heavy hits. While active, Valkyr becomes (/wiki/Invulnerable) (Invulnerable) Invulnerable to damage and (/wiki/Status_Effect) (Status Effect) Status Effects . Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground. Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless. Valkyr is not immune to (/wiki/Commander) (Commander) Commander teleportation, (/wiki/Regulator) (Regulator) Regulator minimap disruption, (/wiki/Orokin_Void#Cryo_Floors) (Orokin Void) Cryo Floors , (/wiki/Tar-Mutalist_MOA) (Tar-Mutalist MOA) Tar-Mutalist MOA slows, or (/wiki/Swarm-Mutalist_MOA) (Swarm-Mutalist MOA) Swarm-Mutalist MOA screen hazing. Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have (/wiki/Line_of_Sight) (Line of Sight) Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage. The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters. Stored damage is calculated from the total damage Valkyr ignores before resistances are applied. The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon. Stored damage dealt bypasses (/wiki/Shield#Shield_Gating) (Shield) shield gating and can kill instantly if too large. Stored damage is reset upon swapping weapons. Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires. Since enemies need line-of-sight, invisibility prevents the damage. After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds. Hysteria costs (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to activate, then consumes (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 2.5 energy per second at 0% while active. The cost will increase by an additional (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 2.5 until it caps out at (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ). Valkyr cannot replenish energy using (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire , (/wiki/Rally_Point) (RallyPoint130xWhite) (/wiki/Rally_Point) Rally Point , (/wiki/Rift_Plane) (Rift Plane) Rift Plane 's innate energy regeneration, (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores , (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon , (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus , (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond , and/or (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring while Hysteria is active. (/wiki/Energy_Orb) (Energy Orb) Energy Orbs , (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb 's energy restores, (/wiki/Spellbound_Harvest) (Mod TT 20px) (/wiki/Spellbound_Harvest) Spellbound Harvest , (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , and (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate 's Energy Motes can still replenish Valkyr's energy during Hysteria. Hysteria's energy drain is not converted into shields by (/wiki/Set_Mods#Augur_Mod_Set) (Set Mods) Augur Mods . Hysteria is affected by and can trigger (/wiki/Arcane_Enhancement#Warframe_Arcanes) (Arcane Enhancement) Warframe arcanes, (/wiki/Exodia_Might) (ExodiaMight) (/wiki/Exodia_Might) Exodia Might , and (/wiki/Melee_Crescendo) (MeleeCrescendo) (/wiki/Melee_Crescendo) Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo). While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate. Hysteria comes installed with its own unique (/wiki/Hysteria_(Stance)) (Hysteria (Stance)) stance . Additional combos will be unlocked as Hysteria increases in rank. Cast time of 1 second is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Hysteria's attacks can damage enemies across the (/wiki/Rift_Plane) (Rift Plane) Rift Plane . Some of the passives of the (/wiki/Incarnon) (Incarnon) Incarnon melee weapons work on Hysteria. (/wiki/Praedos#Evolution) (Praedos) Drifting Grace (/wiki/Praedos#Evolution) (Praedos) Evolved Ascension (/wiki/Innodem#Evolution) (Innodem) Striking Swiftness Weapon (https://static.wikia.nocookie.net/warframe/images/8/8f/ValkyrTalons.png/revision/latest?cb=20221016172946) (ValkyrTalons) Main article: (/wiki/Valkyr_Talons) (Valkyr Talons) Valkyr Talons Valkyr Talons are (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr and (/wiki/Valkyr/Prime) (Valkyr PrimeIcon272) (/wiki/Valkyr/Prime) Valkyr Prime 's signature (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon , summoned by activating the ability (/wiki/Hysteria) (Hysteria130xWhite) (/wiki/Hysteria) Hysteria . The weapon exclusively uses the (/wiki/Hysteria_(Stance)) (Hysteria (Stance)) Hysteria stance. This weapon deals equal physical damage. Innate (https://static.wikia.nocookie.net/warframe/images/b/b2/Madurai_Pol.svg/revision/latest?cb=20220203074907) (Madurai Pol) and two (https://static.wikia.nocookie.net/warframe/images/6/60/Naramon_Pol.svg/revision/latest?cb=20220203080356) (Naramon Pol) polarities. Negates the infinite combo extender of (/wiki/Xoris) (Xoris) (/wiki/Xoris) Xoris , resetting combo count on activation. Advantages: Tied with (/wiki/Desert_Wind) (DesertWind) (/wiki/Desert_Wind) Desert Wind for the highest (/wiki/Critical_chance) (Critical chance) critical chance of all melee weapons. Innate 5% lifesteal. Very high (/wiki/Attack_speed) (Attack speed) attack speed . Disadvantages: Low (/wiki/Status_chance) (Status chance) status chance . Short range. Requires (/wiki/Energy) (Energy) energy to activate and keep active. As an (/wiki/Exalted_Weapon) (Exalted Weapon) Exalted Weapon , it cannot benefit from, nor contribute to the set bonus of any (/wiki/Set_Mods) (Set Mods) Set Mods (excluding the (/wiki/Set_Mods#Sacrificial_Mod_Set) (Set Mods) Sacrificial Mod Set ; the (/wiki/Set_Mods#Gladiator_Mod_Set) (Set Mods) Gladiator Mod Set can still apply if equipped on Warframe, Melee, or (/wiki/Sentinel#Robotic_Weapons) (Sentinel) Robotic Weapons , and not on the Exalted Weapon itself). Cannot equip (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter Mods (except (/wiki/Drifting_Contact) (Mod TT 20px) (/wiki/Drifting_Contact) Drifting Contact ), (/wiki/Acolyte_Mods) (Acolyte Mods) Acolyte Mods (e.g., (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush ), or (/wiki/Category:Amalgam_Mods) (Category:Amalgam Mods) Amalgam Mods (e.g., (/wiki/Amalgam_Organ_Shatter) (Mod TT 20px) (/wiki/Amalgam_Organ_Shatter) Amalgam Organ Shatter ). Cannot equip Melee (/wiki/Arcane_Enhancement) (Arcane Enhancement) Arcane Enhancements . Stance (https://static.wikia.nocookie.net/warframe/images/8/8c/HysteriaStanceMod.png/revision/latest?cb=20180330115921) (HysteriaStanceMod) Main article: (/wiki/Hysteria_(Stance)) (Hysteria (Stance)) Hysteria (Stance) Hysteria is a unique (/wiki/Stance) (Stance) Stance exclusive to (/wiki/Valkyr_Talons) (ValkyrTalons) (/wiki/Valkyr_Talons) Valkyr Talons that can only be acquired and used by activating (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr 's fourth ability, (/wiki/Hysteria) (Hysteria130xWhite) (/wiki/Hysteria) Hysteria . This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active. Combos Default Combos of Stance or Weapon ((/wiki/Module:Stances/data) (Module:Stances/data) 📝 Edit Stance Data ) (/wiki/Stance#Combo_Types) (Stance) Combo /Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 (/wiki/Attack_Speed) (Attack Speed) Attack Speed Animation (Neutral Combo: Performed while standing still or moving sideways/backwards.) Neutral (While Not Moving) Fervor (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 2x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 2x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% (/wiki/Finisher) (Finisher b) 315.8%/s 2.9s (https://static.wikia.nocookie.net/warframe/images/d/dc/HysteriaCombo0.gif/revision/latest?cb=20220125220824) (HysteriaCombo0) (Forward Combo: Performed while holding any forward movement key.) Forward (While Moving) Rage (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 100% 235.3%/s 1.7s (https://static.wikia.nocookie.net/warframe/images/c/c2/HysteriaCombo1.gif/revision/latest?cb=20220125220825) (HysteriaCombo1) (Forward Block or Forward Tactical Combo: Performed while holding Block key and moving forward.) Forward Block (While (/wiki/Melee#Blocking) (Melee) Blocking & Moving) Madness (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 3x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 3x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% (/wiki/Knockdown) (Knockdown b) 200% (/wiki/Knockdown) (Knockdown b) 416.7%/s 3.6s (https://static.wikia.nocookie.net/warframe/images/e/ef/HysteriaCombo2.gif/revision/latest?cb=20220125220827) (HysteriaCombo2) (Block or Neutral Tactical Combo: Performed while holding the Block key.) Block (While (/wiki/Melee#Blocking) (Melee) Blocking ) Delirium (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% (/wiki/Finisher) (Finisher b) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 3x 100% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 100% (/wiki/Knockdown) (Knockdown b) 100% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Knockdown) (Knockdown b) 200% (/wiki/Knockdown) (Knockdown b) 416.7%/s 2.4s (https://static.wikia.nocookie.net/warframe/images/4/4b/HysteriaCombo3.gif/revision/latest?cb=20220125220828) (HysteriaCombo3) (Heavy Attack: Performed by pressing Heavy Attack button.) Heavy ((/wiki/Melee#Heavy_Attack) (Melee) Heavy Attack ) Rise From Ashes (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) 500% (/wiki/Melee#Slam_Radial_Damage) (Slam Default) (Slam Default) 400% (/wiki/Lifted) (Lifted b) (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) 4x 100% 100% (/wiki/Lifted) (Lifted b) 500.0%/s 2.0s (https://static.wikia.nocookie.net/warframe/images/5/5c/SparringComboHeavy.gif/revision/latest?cb=20230620052845) (SparringComboHeavy) (Slide Attack: Performed while sliding.) Slide (While (/wiki/Maneuvers#Sliding) (Maneuvers) Sliding ) Launching Spring (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 6x 300% 2250.0%/s 0.8s (https://static.wikia.nocookie.net/warframe/images/8/84/HysteriaComboSlide.gif/revision/latest?cb=20220125220828) (HysteriaComboSlide) (Aerial Attack: Performed while looking forward and attacking in mid-air.) Aerial (While (/wiki/Maneuvers#Jumping) (Maneuvers) In Air ) One Point (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 200% (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Knockdown) (Knockdown b) 620.7%/s 1.4s (https://static.wikia.nocookie.net/warframe/images/e/ed/SparringComboAir.gif/revision/latest?cb=20230620052834) (SparringComboAir) (Wall Attack: Performed while wall latching.) Wall (While (/wiki/Maneuvers#Wall_Latch) (Maneuvers) Wall Latching ) Through Strike (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 300% (/wiki/Knockdown) (Knockdown b) 176.5%/s 1.7s (https://static.wikia.nocookie.net/warframe/images/3/34/SparringComboWall.gif/revision/latest?cb=20230620052910) (SparringComboWall) (Ground Finisher: Performed on knock downed enemies.) Finisher (On (/wiki/Knockdown) (Knockdown) Knocked Down Enemy) Roaring Drums (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 5x 1000% 400% 4153.8%/s 1.3s (https://static.wikia.nocookie.net/warframe/images/9/91/SparringComboFinisherGround.gif/revision/latest?cb=20230620052839) (SparringComboFinisherGround) (Slam Attack: Performed by looking at the ground while in mid-air and attacking.) Slam ((/wiki/Melee#Slam_Attack) (Melee) Looking At Ground While In Air ) Slam Attack (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) (/wiki/Melee#Slam_Radial_Damage) (Slam Default) (Slam Default) 200% 0.0%/s 0.7s (https://static.wikia.nocookie.net/warframe/images/c/cf/HysteriaComboSlam.gif/revision/latest?cb=20220517054352) (HysteriaComboSlam) (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) Default "Sweep" Attack • (/wiki/Melee#Normal_Attack) (360 Default) (360 Default) 360°/Spin Attack • (/wiki/Melee#Slam_Radial_Damage) (Slam Default) (Slam Default) Direct and Radial Slam Attack • (/wiki/Melee) (Ranged Default) (Ranged Default) Ranged Attack • (/wiki/Melee) (Thrust Default) (Thrust Default) "Thrust" Attack View Full Legend (/wiki/Stance#Melee_Combos) (Stance) Key Inputs (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button) (/wiki/Melee#Heavy_Attacks) (Default Heavy) (Default Heavy) (/wiki/Melee#Heavy_Attack) (Melee) Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger) (/wiki/Melee#Blocking) (Default Block) (Default Block) (/wiki/Melee#Blocking) (Melee) Block (PC default RMB; XBX, PSN, and NSW default right trigger) (/wiki/Maneuvers) (Default Up) (Default Up) Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 200% Attack does double damage (/wiki/Melee#Normal_Attack) (Default Default) (Default Default) 2x 100% Attack hits twice Forced Procs (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Knockback (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Weakened (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Bleed (/wiki/Damage_2.0/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage_2.0/Blast_Damage) Inaccuracy (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown (/wiki/Lifted) (Lifted b) (/wiki/Lifted) Lifted (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll (/wiki/Finisher) (Finisher b) (/wiki/Finisher) Finisher (front, back, or ground) (/wiki/Impair) (DmgImpairSmall64) (/wiki/Impair) Impair ((/wiki/Conclave) (Conclave) PvP only) Melee Attack Explanations A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox). A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox). A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°). A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the (/wiki/Seismic_Wave) (Seismic Wave) Seismic Wave mod. A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the (/wiki/Seismic_Wave) (Seismic Wave) Seismic Wave mod. A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range. View Full Legend Average Damage Multiplier per second only applies to single-target DPS calculations. Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations. Combo animation lengths are approximate and are only accurate within a few tenths of a second. Each tile marking in stance preview gifs are 2m apart. Combos labeled with an asterisk (*) are shared between weapons within the same weapon type. Augment (https://static.wikia.nocookie.net/warframe/images/0/03/EnragedMod.png/revision/latest?cb=20200520173846) (EnragedMod) Main article: (/wiki/Enraged) (Enraged) Enraged Enraged is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr 's (/wiki/Hysteria) (Hysteria130xWhite) (/wiki/Hysteria) Hysteria that increases its damage and (/wiki/Critical_chance) (Critical chance) critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base (/wiki/Energy) (Energy) Energy cost is also increased to 50, while the Energy drain over time is removed. (/wiki/Enraged) (Enraged) Enraged (https://static.wikia.nocookie.net/warframe/images/c/ce/HystericalAssaultMod.png/revision/latest?cb=20190814014745) (HystericalAssaultMod) Main article: (/wiki/Hysterical_Assault) (Hysterical Assault) Hysterical Assault Hysterical Assault is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment /(/wiki/Category:Exilus_Mods) (Category:Exilus Mods) Exilus mod for (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr that allows her to pounce onto enemies while in (/wiki/Hysteria) (Hysteria130xWhite) (/wiki/Hysteria) Hysteria by meleeing while (/wiki/Zoom) (Zoom) aiming , dealing damage on contact. It also provides brief (/wiki/Invulnerability) (Invulnerability) Invulnerability when switching off her (/wiki/Valkyr_Talons) (Valkyr Talons) Valkyr Talons while in Hysteria. (/wiki/Hysterical_Assault) (Hysterical Assault) Hysterical Assault Tips & Tricks There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby. Turning 'Color Correction' off in Options > Display can alleviate this issue. Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws. This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics. It's preferable to use (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge over (/wiki/Growing_Power) (Mod TT 20px) (/wiki/Growing_Power) Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter. Even with Steel Charge equipped, using (/wiki/Power_Drift) (Mod TT 20px) (/wiki/Power_Drift) Power Drift will still add more damage than (/wiki/Coaction_Drift) (Mod TT 20px) (/wiki/Coaction_Drift) Coaction Drift . It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot. Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic". Heavy Attacks in Hysteria open enemies to (/wiki/Finisher) (Finisher) Finishers , allowing you to reliably use the damage boost without spending energy on her (/wiki/Paralysis) (Paralysis130xWhite) (/wiki/Paralysis) Paralysis ability. This finisher also knocks enemies down, allowing for a successive (/wiki/Finisher#Ground_Finisher) (Finisher) ground finisher for a quick burst of high damage. Bugs Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear. Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration. If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a (/wiki/Codex_Scanner) (Codex Scanner) Codex or (/wiki/Synthesis_Scanner) (Synthesis Scanner) Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable. (Expand/Collapse) (Expand/Collapse) Shroud of Dynar Fangs of Raksh Ulfrun's Descent (/wiki/Shroud_of_Dynar) (Shroud of Dynar) (ShroudofDynar) (/wiki/Shroud_of_Dynar) (Shroud of Dynar) (ShroudofDynarIcon) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Shroud_of_Dynar) Shroud of Dynar (TAP) Dynar shrouds Voruna with invisibility and accelerates her speed. Invisibility ends when Voruna attacks. For a short time, melee attacks have increased Critical Damage and Status Chance and inflict Bleed. Melee kill an enemy during this time to extend the buff. (HOLD) Dynar guards Voruna, increasing her Parkour Velocity. Introduced in (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : + 0.5 / 1.0 / 1.5 / 2.0 flat melee critical damage bonus (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 8 / 10 / 12 / 14 s (/wiki/Invisible) (Invisible) Invisible duration5 / 6 / 7 / 8 s max melee buff duration (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : + 25 / 50 / 75 / 100 % (/wiki/Movement_Speed) (Movement Speed) Movement Speed bonus≥100% absolute critical chance≥ 25 / 50 / 75 / 100 % absolute status chance(/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status per melee hit3 s min. melee buff duration1 melee kill for buff extension+55% passive parkour velocity buff Info Tips & Tricks Info Dynar enshrouds his mistress in the night's veil to endow her with stealth, speed, and lethality. Shroud of Dynar expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to render Voruna and her (/wiki/Companion) (Companion) Companion both (/wiki/Invisible) (Invisible) Invisible and accelerates her movement speed by +25% / +50% / +75% / +100% for (/wiki/Ability_Duration) (AbilityDurationBuff) 8 / 10 / 12 / 14 seconds, ending immediately upon ability expiration or when she performs a ranged weapon attack (default LMB ), or after the first melee animation completes when she performs a melee weapon attack (default E ). Performing interactions such as picking up objects, (/wiki/Hacking) (Hacking) Hacking , or reviving from (/wiki/Bleedout) (Bleedout) Bleedout does not break invisibility. Attack-related contextual actions (default X ), such as melee (/wiki/Finisher) (Finisher) Finisher attacks and (/wiki/Parazon) (Parazon) Parazon Mercy, will break invisibility instantly when the animation begins. Invisibility duration timer is displayed on the ability icon. While active, her melee weapon gains the following statistic buffs: (/wiki/Ability_Strength) (AbilityStrengthBuff) +0.5x / +1.0x / +1.5x / +2.0x flat (/wiki/Critical_Damage) (Critical Damage) Critical Damage , (/wiki/Critical_Chance) (Critical Chance) Critical Chance set to a flat 100% , (/wiki/Status_Chance) (Status Chance) Status Chance set to a flat 25% / 50% / 75% / 100% , and guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect per hit. Melee weapons modded with above 100% critical chance and/or status chance are not affected by Shroud of Dynar's absolute chance bonuses. Guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect from Shroud of Dynar does not apply to non-melee strikes from melee weapons, such as explosions ((/wiki/Wolf_Sledge) (WolfSledge) (/wiki/Wolf_Sledge) Wolf Sledge ), projectiles ((/wiki/Nepheri) (Nepheri) (/wiki/Nepheri) Nepheri ), and (/wiki/Zenistar) (Zenistar) (/wiki/Zenistar) Zenistar 's special attack. Leaving invisibility will extend the melee buffs for 3 seconds. While Shroud of Dynar is active, melee kill 1 enemy to extend the remaining buff duration to a maximum of (/wiki/Ability_Duration) (AbilityDurationBuff) 5 / 6 / 7 / 8 seconds. Duration extension can only be triggered once per cast; any subsequent melee kills will not extend the ability further. Max duration on melee buff can be immediately reached with a lethal melee hit on an enemy during the invisibility phase. Melee buff total duration is calculated with the following expression: Modded Duration = Minimum Duration + [(Max Duration - Min. Duration) × Ability Duration] At ability rank 3 with a maxed (/wiki/Continuity) (Mod TT 20px) (/wiki/Continuity) Continuity equipped, Shroud of Dynar lasts for 3 secs + [(8 secs - 3 secs) × 1.3] = 9.5 seconds In-game Ability menu stat displays the minimum duration up to the max modded duration. Buff duration timer is displayed as an ability buff icon beside Voruna's hitpoints indicator. Hold down the ability button (default 1 ) to command Dynar to guard Voruna, changing her passive to a permanent +55% Parkour Velocity bonus for no energy cost. Ability Synergy: During Shroud of Dynar, Voruna blinks out then back into invisibility when casting (/wiki/Fangs_of_Raksh) (FangsofRakshIcon) (/wiki/Fangs_of_Raksh) Fangs of Raksh , (/wiki/Ulfrun%27s_Descent) (Ulfrun'sDescentIcon) (/wiki/Ulfrun%27s_Descent) Ulfrun's Descent , and (/wiki/Helminth) (Helminth) Helminth abilities. Voruna remains invisible when casting (/wiki/Lycath%27s_Hunt) (Lycath'sHuntIcon) (/wiki/Lycath%27s_Hunt) Lycath's Hunt , (/wiki/Transference) (Transference) Transference , and attacking with the (/wiki/Operator) (Operator) Operator . While Shroud of Dynar's invisibility phase or melee buff phase is active, Ulfrun's Descent's (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage benefits from the absolute critical chance and the flat critical multiplier bonus. Cannot be recast during invisibility. Can be recast while melee buffs are active to end them immediately then become invisible. Dynar visually idles upon Voruna's left shoulder. His distinct physical feature is the eyepatch covering his left first eye. Voruna visually leaps and claws downward, cloaking herself in shadowy tendrils that envelop her body. Shadows dance around her feet while she kicks up a trail of dust clouds as she moves, while Dynar audibly growls and snarls. Tips & Tricks Activate Dynar's passive to make Voruna highly mobile when extracting from a mission. To further increase her survivability in the process, activate Shroud of Dynar while running through enemies to escape detection. Shroud of Dynar is also a good way of surviving being overwhelmed by too many enemies by suddenly going invisible and interrupting their attacks, giving Voruna breathing space to plan for a counterattack. Modding for high (/wiki/Ability_Duration) (Ability Duration) Ability Duration and combining (/wiki/Infested_Mobility) (InfestedMobility130xWhite) (/wiki/Infested_Mobility) Infested Mobility gives Voruna the mobility to quickly speed through missions undetected. (Expand/Collapse) (Expand/Collapse) (/wiki/Fangs_of_Raksh) (Fangs of Raksh) (FangsofRaksh) (/wiki/Fangs_of_Raksh) (Fangs of Raksh) (FangsofRakshIcon) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Fangs_of_Raksh) Fangs of Raksh (TAP) Raksh's fangs tear into your enemies. 5 random Status Effects are applied at 10 Stacks each on an enemy. On target's death, spread the Status Effects to other nearby enemies. (HOLD) Raksh guards Voruna with Status Effect resistance. Introduced in (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 150 / 200 / 250 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 30 m (range)4 / 5 / 6 / 7 m (spread radius) (Stats unlisted in-game, not affected by Mods) Misc : Invulnerable during dash5 (types of random statuses)10 (stacks per status)Passive status effect resistance Info Tips & Tricks Bugs Info Raksh snarls in frenzy, pouncing beside his mistress as they inflict a grievously infectious wound on their prey. Voruna expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to rabidly lunge forward at an enemy target over (/wiki/Ability_Range) (AbilityRangeBuff) 30 meters, becoming (/wiki/Invulnerable) (Invulnerable) Invulnerable during her dash then biting and slashing the victim upon contact. The enemy receives (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage, alongside a randomized set of 5 different types of (/wiki/Status_Effect) (Status Effect) Status Effects , with each type stacked to 10 procs. Upon death while still afflicted by the chosen status effects, the enemy spreads them to all nearby enemies within a (/wiki/Ability_Range) (AbilityRangeBuff) 4 / 5 / 6 / 7 meter radius at full status duration. Eligible status effects inflicted by Fangs of Raksh include: Physical ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash ) Primary Elemental ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity , (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ) Secondary Elemental ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast , (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas , (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic , (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation , (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral ) Fangs of Raksh cannot apply the following: (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void , (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown , (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll , (/wiki/Lifted) (Lifted b) (/wiki/Lifted) Lifted , and (/wiki/Nukor) (Nukor) (/wiki/Nukor) Microwave Fangs of Raksh does not require precise aim to cast, the ability targets the nearest enemy in direct line-of-sight and within the aiming reticle circle. If Voruna's dash is interrupted by terrain and obstacles, the ability will still apply its effects onto the enemy target. Voruna attempts to dash and position herself facing the target in melee range. When cast while using (/wiki/Maneuvers) (Maneuvers) Maneuvers such as Bullet Jump and Aim Glide, she can overshoot and land behind the target. Only the original five randomized status effects and total 50 stacks will spread from the target to other enemies. Only the original enemy target spreads status effects on death. Status spread bypasses terrain and does not require line-of-sight from original target to other enemies nearby. Fangs of Raksh does not spread its status effects if they expire before the target dies. Aside from (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation which lasts 12 seconds and (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive which lasts 8 seconds, most other status effects last only 6 seconds. After casting this ability on the original target, the same types of status effects procced from different sources (e.g. (/wiki/Weapons) (Weapons) Weapons , (/wiki/Companions) (Companions) Companions , etc) can artificially extend Fangs of Raksh's kill window to spread the remaining active chosen status effects. On spread, status damage calculation for damage-over-time status effects ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash , (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity , (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , and (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas ) is based on the averaged amount of damage dealt by Fangs of Raksh's chosen status effect types on the target prior to its death. Damage contributed by different sources (not from this ability) are also included in this calculation, as long as the other sources inflicted at least one status proc chosen by this ability. Subsequent casts of this ability on the same enemy target can yield the same types of status effects from a previous cast. Hold down the ability button (default 2 ) to command Raksh to guard Voruna, changing her passive to a permanent Status Effect resistance for no energy cost. Raksh's passive only prevents new status effects from proccing on Voruna, but does not cleanse currently active status effects when invoked. Ability Synergy: Voruna blinks out then back into invisibility when casting Fangs of Raksh during (/wiki/Shroud_of_Dynar) (ShroudofDynarIcon) (/wiki/Shroud_of_Dynar) Shroud of Dynar . Enemies with 5 or more status effects when killed extends (/wiki/Lycath%27s_Hunt) (Lycath'sHuntIcon) (/wiki/Lycath%27s_Hunt) Lycath's Hunt 's duration. Enemies with status effects receive increased damage from (/wiki/Ulfrun%27s_Descent) (Ulfrun'sDescentIcon) (/wiki/Ulfrun%27s_Descent) Ulfrun's Descent . Can be repeatedly recast on the same enemy target. Casting Fangs of Raksh is a full-body animation that displaces Voruna toward the direction of her target and interrupts other actions. Raksh visually idles upon Voruna's right shoulder. His distinct physical feature is the mouth straps wrapped around his lower jaw. Voruna visually leaps at high speed to her victim. Upon landing, she swipes her claws forward as her helmet and Raksh lean out to bite. A stylized ability icon of Fangs of Raksh decal appears on the ground below the target, fizzling with Void energy until fading away seconds later. Tips & Tricks Greatly synergizes with (/wiki/Galvanized_Aptitude) (Mod TT 20px) (/wiki/Galvanized_Aptitude) Galvanized Aptitude , (/wiki/Galvanized_Savvy) (Mod TT 20px) (/wiki/Galvanized_Savvy) Galvanized Savvy , (/wiki/Galvanized_Shot) (Mod TT 20px) (/wiki/Galvanized_Shot) Galvanized Shot , and (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload . Because of its ability to inflict status effects, Fangs of Raksh synergizes well with some of the (/wiki/Category:Archon_Mods) (Category:Archon Mods) Archon mods such as (/wiki/Archon_Continuity) (Mod TT 20px) (/wiki/Archon_Continuity) Archon Continuity , (/wiki/Archon_Stretch) (Mod TT 20px) (/wiki/Archon_Stretch) Archon Stretch and (/wiki/Archon_Vitality) (Mod TT 20px) (/wiki/Archon_Vitality) Archon Vitality . (/wiki/Archon_Flow) (Mod TT 20px) (/wiki/Archon_Flow) Archon Flow does not synergize well, on the other hand, due to its requirement for (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold -based kills and not just its status proc. Do bear in mind, however, that the Archon mods will only trigger once. For example, if Fangs of Raksh applies its 10 stacks of toxin, you will only obtain a single stack of corrosive from (/wiki/Archon_Continuity) (Mod TT 20px) (/wiki/Archon_Continuity) Archon Continuity . Activating Raksh's passive greatly increases Voruna's survivability in long missions as he makes her practically immune to new status effects - including self-stagger and self-knockback from explosive weapons. Bugs Casting this ability twice or more on the same target will only spread the status effects of first instance when the target dies. (Expand/Collapse) (Expand/Collapse) (/wiki/Ulfrun%27s_Descent) (Ulfrun's Descent) (Ulfrun'sDescent) (/wiki/Ulfrun%27s_Descent) (Ulfrun's Descent) (Ulfrun'sDescentIcon) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Ulfrun%27s_Descent) Ulfrun's Descent (TAP) Voruna drops to all fours and prepares 5 brutal charges that lock onto enemies. Ulfrun, the most powerful wolf, leads the attack as Voruna dashes toward her target. The pack deals increased damage to targets and nearby enemies that are inflicted by Status Effects. Lethal attacks double the damage of Voruna’s remaining charges. (HOLD) Ulfrun guards Voruna. If Voruna falls during this time, Ulfrun dies in her place. Introduced in (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 2,000 / 3,000 / 4,000 / 5,000 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage on target)250 / 500 / 750 / 1,000 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 4 s ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 30 m (range)6 / 7 / 9 / 10 m (radius) (Stats unlisted in-game, not affected by Mods) Misc : Weapons holstered5 (number of charges)∞ (charge duration)3 s (passive (/wiki/Invulnerability) (Invulnerability) invulnerability )100% shields and health restored60 s (passive cooldown)=100% absolute critical chance from Shroud of Dynar20% critical chance1.5x critical damage multiplier100% bonus damage from status effect(/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status on target(/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown on target+200% damage bonus on kill+5% critical chance bonus on kill+0.1 critical damage multiplier bonus on kill(/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger in area Info Augment Tips & Tricks Bugs Info Ulfrun savagely bares his twin fangs as his mistress stalks their prey, poised to pounce from the shadows. Voruna expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) energy and assumes a predatory posture, holstering away her held weapons and laying down on all fours while stationary. Once activated, Ulfrun's Descent grants 5 charges that last indefinitely until used or dispelled, which Voruna can expend by aiming the reticle at an intended enemy target and pressing the fire weapon key (default LMB ) or quick melee attack key (default E ). While active, cancel the ability early and regain weapons access by pressing the ability key again (default 4 ), refunding (/wiki/Ability_Efficiency) (EnergyOrb) 20 energy per unused charge back to Voruna. The remaining charges of the ability are indicated by lit-up claw marks below the stylized aiming reticle. Ulfrun's Descent does not require precise aim to cast, each charge targets the nearest enemy in direct line-of-sight and within the aiming reticle circle. Ulfrun's Descent does not refund energy if Voruna enters an ability-nullifying field or falls into an out-of-bounds zone. Hold down the ability button (default 4 ) to command Ulfrun to guard Voruna, changing her passive for no energy cost to a single charge of (/wiki/Invulnerability) (Invulnerability) Invulnerability that prevents Voruna from entering (/wiki/Bleedout) (Bleedout) Bleedout state from the next lethal hit, rendering her invulnerable for 3 seconds and restoring 100% of her (/wiki/Shield) (Shield) shields and (/wiki/Health) (Health) health . Ulfrun's passive undergoes a 60 seconds cooldown once triggered or swapped out. Ability Synergy: During (/wiki/Shroud_of_Dynar) (ShroudofDynarIcon) (/wiki/Shroud_of_Dynar) Shroud of Dynar , Voruna remains invisible when casting or cancelling Ulfrun's Descent, but blinks out then back into invisibility when lunging. While Shroud of Dynar's invisibility phase or melee buff phase is active, this ability's (/wiki/Critical_Chance) (Critical Chance) Critical Chance is set to 100% , and the flat critical multiplier bonus amplifies its (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage. (/wiki/Fangs_of_Raksh) (FangsofRakshIcon) (/wiki/Fangs_of_Raksh) Fangs of Raksh stacks and spreads 5 different types of status effects on enemies to strengthen Ulfrun's Descent. Ulfrun's Descent's direct lunge and its (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect are considered a melee attack to proc (/wiki/Lycath%27s_Hunt) (Lycath'sHuntIcon) (/wiki/Lycath%27s_Hunt) Lycath's Hunt 's Health Orb drops. Radial Slash damage does not count. Voruna and her wolf pack's claws and fangs utilize unique statistics and ability synergy to inflict damage to their prey: Mechanics Damage Formulas Mechanics All of Ulfrun's Descent (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage is affected by an innate 20% (/wiki/Critical_chance) (Critical chance) critical chance , 1.5x (/wiki/Critical_multiplier) (Critical multiplier) critical multiplier , and inflicts 100% bonus damage against enemies afflicted with at least one (/wiki/Status_Effect) (Status Effect) Status Effect . Each charge lunges Voruna toward her victim over (/wiki/Ability_Range) (AbilityRangeBuff) 30 meters, inflicting (/wiki/Ability_Strength) (AbilityStrengthBuff) 2,000 / 3,000 / 4,000 / 5,000 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with guaranteed status and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown . Each successful direct kill by Voruna's lunge increases the damage by +200% , critical chance by 5% , and critical multiplier by +0.1 for all subsequent lunges. The (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown effect will apply to (/wiki/Acolytes) (Acolytes) Acolytes . Damage multiplier from successful kills is displayed below the stylized aiming reticle. Damage multiplier is capped at +900% damage. The primary target of the charge receives double damage if any status effects are present on them at the time of collision. This multiplier only applies once. Critical Chance increase is capped at +22.5% , for a total Critical Chance possible of 42.5% . Critical Damage increase is capped at +0.45x , for a total Critical Damage possible of 1.95x . Kills from status effects does not strengthen subsequent lunges. If Voruna's lunge is interrupted by terrain and obstacles, the ability will still apply its effects onto the enemy target. Voruna attempts to lunge and position herself facing the target in melee range. When cast while using (/wiki/Maneuvers) (Maneuvers) Maneuvers such as Bullet Jump and Aim Glide, she can overshoot and land behind the target. On each lunge, Voruna's target and other enemies within a (/wiki/Ability_Range) (AbilityRangeBuff) 6 / 7 / 9 / 10 meter radius around her target receive (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger status once, then (/wiki/Ability_Strength) (AbilityStrengthBuff) 250 / 500 / 750 / 1,000 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage per second for (/wiki/Ability_Duration) (AbilityDurationBuff) 4 seconds. Area damage per second bypasses obstacles in the environment and does not require line-of-sight to mark enemies. Area damage can critical hit and is affected by the critical chance and critical damage increases from kills. Area damage is affected by the double damage multiplier from having a status. Requires a status effect on enemies being damaged by the area damage; status effects on the initial target will not increase area damage against enemies with no status effect. Area damage does not apply a (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status despite inflicting damage over time. Area damage is not affected by the damage multiplier from successful kills. Ulfrun's Descent does not benefit from melee damage bonuses such as (/wiki/Steel_Charge) (Mod TT 20px) (/wiki/Steel_Charge) Steel Charge . Ulfrun's Descent does not count for (/wiki/Nightwave) (Nightwave) Nightwave melee challenge kills. Damage Formulas Ulfrun's Descent's direct lunge damage is calculated with the following expressions: 1. Total (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash DMG = (Base (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash DMG × (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength ) × [Base Crit DMG + (Crit DMG Bonus On Kill × Number of Direct Kills) + ((/wiki/Shroud_of_Dynar) (ShroudofDynarIcon) (/wiki/Shroud_of_Dynar) Shroud of Dynar Crit DMG × (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength )] × [1 + (DMG bonus on Direct Kill × Number of Direct Kills)] × Status DMG Bonus 2. Total (/wiki/Damage/True_Damage) (DmgTrueSmall64) True DMG = 6 seconds × (Total (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash DMG × 0.35) 3. Total DMG = Total (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash DMG + Total (/wiki/Damage/True_Damage) (DmgTrueSmall64) True DMG At ability rank 3 with a maxed (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify equipped, (/wiki/Shroud_of_Dynar) (ShroudofDynarIcon) (/wiki/Shroud_of_Dynar) Shroud of Dynar active, 4 successful direct kills, and a status effect active on the target, Voruna will deal (5,000 × 1.3) × [1.5 + (0.1 × 4) + (2 × 1.3)] × [1 + (2 × 4)] × 2 = 526,500 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage on her fifth charge before damage type resistances. Next, the (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect on the primary target will deal 526,500 × 0.35 = 184,275 (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage per tick for 6 seconds, totaling 6 seconds × 184,275 = 1,105,650 (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage from the status effect. Casting and deactivating Ulfrun's Descent are conditional animations based on Voruna's current state: While Voruna is stationary, full-body animations that interrupt grounded movement and other actions. While Voruna is moving, Ulfrun's Descent does not play animations aside from weapon holstering. Animation speed is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed , from (/wiki/Natural_Talent) (Mod TT 20px) (/wiki/Natural_Talent) Natural Talent , (/wiki/Speed_Drift) (Mod TT 20px) (/wiki/Speed_Drift) Speed Drift , (/wiki/Focus/Madurai#Power_Transfer) (FocusPowerTransfer) (/wiki/Focus/Madurai#Power_Transfer) Power Transfer , and (/wiki/Archon_Shard) (AmberArchonShard) (/wiki/Archon_Shard) Amber Archon Shard . Ulfrun visually idles upon Voruna's right upper thigh. His distinct physical features are the twin saber teeth on his upper jaw. Voruna visually holsters away her weapons and lays down on all fours in a unique (/wiki/Animation_Set) (Animation Set) idle animation , as a persistent shroud of shadows emanate from her body and envelop the borders of the player's screen. Once she lunges, Voruna slashes her target with her claws, then emits a shadowy fog highlighting the radius around her as shadowy tendrils emit from all enemies marked for damage per second. Voruna is incapable of (/wiki/Wall_Latch) (Wall Latch) wall latching while Ulfrun's Descent is active. Voruna cannot cast (/wiki/Helminth) (Helminth) Helminth abilities during Ulfrun's Descent. Augment (https://static.wikia.nocookie.net/warframe/images/5/5a/Ulfrun%27sEnduranceMod.png/revision/latest?cb=20230728054359) (Ulfrun'sEnduranceMod) Main article: (/wiki/Ulfrun%27s_Endurance) (Ulfrun's Endurance) Ulfrun's Endurance Ulfrun's Endurance is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Voruna) (VorunaIcon272) (/wiki/Voruna) Voruna that restores (/wiki/Ulfrun%27s_Descent) (Ulfrun'sDescentIcon) (/wiki/Ulfrun%27s_Descent) Ulfrun's Descent charges whenever a nearby enemy dies from (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect. (/wiki/Ulfrun%27s_Endurance) (Ulfrun's Endurance) Ulfrun's Endurance Tips & Tricks Bring weapons that can inflict a large number of status procs on a group of enemies to maximize the punching power of Ulfrun's Descent in case Fangs of Raksh is unavailable, such as (/wiki/Cedo) (Cedo) (/wiki/Cedo) Cedo and its glaive alt-fire, (/wiki/Kompressa) (Kompressa) (/wiki/Kompressa) Kompressa , atmospheric (/wiki/Larkspur) (Larkspur) (/wiki/Larkspur) Larkspur , or even (/wiki/Kuva_Nukor) (KuvaNukor) (/wiki/Kuva_Nukor) Kuva Nukor with its unique Microwave proc. Infusing (/wiki/Yareli) (YareliIcon272) (/wiki/Yareli) Yareli 's (/wiki/Aquablades) (Aquablades130xWhite) (/wiki/Aquablades) Aquablades can trigger the increased damage of Ulfrun's Descent as it will inflict Slash status procs before you strike a target with Ulfrun's Descent. Bugs After a Mercy kill, Voruna's primary weapon will be brought out. While she still cannot fire it, holding your aim button will cause you to enter your weapon's aiming mode. Most noticeable with sniper rifles, as their unique scopes will be used. (Expand/Collapse) (Expand/Collapse) (/wiki/Aquablades) (Aquablades) (AquabladesModx256) (/wiki/Aquablades) (Aquablades) (Aquablades130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Aquablades) Aquablades Tear through foes with a trio of orbiting aquatic blades. Introduced in (/wiki/Update_30#Update_30.5) (Update 30) Update 30.5 (2021-07-06) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 350 / 450 / 600 / 750 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 25 / 30 / 35 / 45 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 3 (number of blades)5 m (radius)3 (hits per interval)0.5 s (interval time)0.5 s (attack cooldown)100 % ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status chance)(/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger on hit (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Yareli expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to twirl out a swirling whirlwind of 3 razor-sharp Aquablades that form a protective ring around her for (/wiki/Ability_Duration) (AbilityDurationBuff) 25 / 30 / 35 / 45 seconds. Aquablades rapidly revolve clockwise around Yareli, striking all enemies within a radius of 5 meters in an interval of 3 consecutive hits within 0.5 seconds; enemies that receive all three hits are immune to further hits from Aquablades for 0.5 seconds. Each hit inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 350 / 450 / 600 / 750 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with a 100% (/wiki/Status_Chance) (Status Chance) Status Chance and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger . At max ability rank, if an enemy receives a trio of hits by Aquablades, it receives a total of 2,250 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage with 3 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash procs on individual timers dealing a total of 4,725 (/wiki/Cinematic) (Cinematic) Cinematic damage over the course of 6 seconds. Aquablades do not require line-of-sight between Yareli and enemies in range. The ring of blades phases through all terrain obstacles. Aquablades' ring of blades affects enemies within its radius except the epicenter where Yareli stands, leaving roughly a small 0.5 to 1 meter gap. The ability area-of-effect is an invisible donut-shaped cylinder roughly the same height as Yareli herself. Aquablades damage and break destructible (/wiki/Objects) (Objects) Objects such as crates and resource caches. Ability Synergy: (/wiki/Sea_Snares) (SeaSnares130xWhite) (/wiki/Sea_Snares) Sea Snares prevent snared enemies struck by Aquablades from being staggered away, allowing the blades to strike rapidly stacking multiple (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effects. Yareli casts Aquablades without stopping her movement while aboard (/wiki/Merulina) (Merulina130xWhite) (/wiki/Merulina) Merulina . Aquablades can damage and bleed enemies drawn near Yareli by (/wiki/Riptide) (Riptide130xWhite) (/wiki/Riptide) Riptide . In (/wiki/Landscape) (Landscape) Landscapes , deploying and riding an (/wiki/Archwing_Launcher) (Archwing Launcher) Archwing or a (/wiki/K-Drive) (K-Drive) K-Drive while Aquablades is active will retain the spinning blades and will keep dealing Slash damage and stunning enemies. This is also true when casting Aquablades before getting off a (/wiki/Railjack) (Railjack) Railjack to fly via Archwing, giving an additional damaging source while engaging enemy craft in melee. Cannot be recast while active. Casting Aquablades is a full-body animation that stops Yareli's grounded movement and other actions. Aquablades is dispelled only if Yareli herself enters an ability nullifying sphere from special enemies, such as the (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman . Aquablades that physically enter the sphere are unaffected. Yareli visually clasps both her hands together toward the left, then slides her right arm away in a swift slicing motion, as her left leg lifts briefly for balance. Void-laced water and bubbles splash outward as the blades fade into existence inside a liquid current that forms around Yareli. Aquablades visually resemble three glaive rings stylized with a wave-like design, each suspending in the outer orbit a thin slice of dense water shaped like sawblades. The blades surge and cycle through a circular liquid current laced with Void energy. Aquablades and their Void energy are affected by Yareli's chosen Appearance colors. While active, a continuous water surging sound effect with intermittent soft feminine humming tune plays on loop. Enemies successfully struck by Aquablades emit a splash of liquid globs and a water cutting sound effect for each hit. Subsuming Yareli to the (/wiki/Helminth) (Helminth) Helminth will offer Aquablades and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/b/b8/SurgingBladesMod.png/revision/latest?cb=20230224005104) (SurgingBladesMod) Main article: (/wiki/Surging_Blades) (Surging Blades) Surging Blades Surging Blades is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Yareli) (YareliIcon272) (/wiki/Yareli) Yareli 's (/wiki/Aquablades) (Aquablades130xWhite) (/wiki/Aquablades) Aquablades that allows her to recast the ability while active to throw a single piercing blade dealing damage and a guaranteed (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status effect in a small radius. The bubble's damage accumulates when any Aquablade directly hits an enemy. (/wiki/Surging_Blades) (Surging Blades) Surging Blades Tips & Tricks Aquablades is a good option to (/wiki/Helminth) (Helminth) infuse into Warframes using (/wiki/Narrow_Minded) (Mod TT 20px) (/wiki/Narrow_Minded) Narrow Minded to greatly prolong self-buffs (such as with (/wiki/Saryn) (SarynIcon272) (/wiki/Saryn) Saryn 's (/wiki/Toxic_Lash) (ToxicLash130xWhite) (/wiki/Toxic_Lash) Toxic Lash or (/wiki/Gara) (GaraIcon272) (/wiki/Gara) Gara 's (/wiki/Splinter_Storm) (SplinterStorm130xWhite) (/wiki/Splinter_Storm) Splinter Storm ) and preferring a melee-centric play style, both because the blades can keep enemies staggered and thus open to (/wiki/Finisher) (Finisher) Finishers , and because the blades' effective range is unaffected by the Ability Range penalty. Infusing Aquablades into (/wiki/Titania) (TitaniaIcon272) (/wiki/Titania) Titania also allows her to make short work of low level enemies as she simply flies by them in (/wiki/Razorwing) (Razorwing130xWhite) (/wiki/Razorwing) Razorwing mode. Activate Aquablades before riding an Archwing or a K-Drive to make the riding Warframe deadly against enemies that get too close. When using (/wiki/Surging_Blades) (Mod TT 20px) (/wiki/Surging_Blades) Surging Blades , (/wiki/Ability_Duration) (Ability Duration) Duration -based builds allow the player to stack much more damage on Aquablades in its entire extended duration. Yareli benefits even further from this build, as riding (/wiki/Merulina) (Merulina130xWhite) (/wiki/Merulina) Merulina allows her to spam thrown blades at no energy cost, racking up damage for free in the process. She can even forego of (/wiki/Ability_Efficiency) (Ability Efficiency) Efficiency builds and instead build on Ability Strength (such as by equipping (/wiki/Blind_Rage) (Mod TT 20px) (/wiki/Blind_Rage) Blind Rage ) to further amplify her blades. (Expand/Collapse) (Expand/Collapse) Tail Wind Tornado (/wiki/Tail_Wind) (Tail Wind) (TailWindModx256) (/wiki/Tail_Wind) (Tail Wind) (TailWind130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 -(/wiki/Ability_Efficiency) (Ability Efficiency) 12.5(airborne) +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 5/s hovering (/wiki/Tail_Wind) Tail Wind From the ground, charge and release to launch Zephyr into an airborne hover. From the air, tap to dash forward, or aim down to dive bomb enemies below. Introduced in (/wiki/Update_12#Update_12.0) (Update 12) Update 12.0 (2014-02-05) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 375 / ? / ? / 750 (dash (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage)2,250 / ? / ? / 4,500 (dive bomb (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 30 m/s (air speed) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 1.5 / 1.6 / 1.8 / 2 m (contact radius)4 / 5 / 6 / 7 m (explosion radius) (Stats unlisted in-game, not affected by Mods) Misc : 1 s (dash duration)≤45° (dive bomb angle)1 / 2 / 3 / 5 m/s (dive initial speed) Info Augment Tips & Tricks Bugs Info Zephyr generates a powerful gust of wind for propulsion, expending (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy while grounded or (/wiki/Ability_Efficiency) (EnergyOrb) 12.5 energy while airborne, to soar toward the aiming reticle at a speed of (/wiki/Ability_Duration) (AbilityDurationBuff) 30 meters per second for 1 second. While in flight, Zephyr rides an air current with a (/wiki/Ability_Range) (AbilityRangeBuff) 1.5 / 1.6 / 1.8 / 2 meters radius, which inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 375 / ? / ? / 750 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown to all enemies it contacts. If cast from the ground, aiming at any direction propels Zephyr forward, while aiming straight down causes Zephyr to skyrocket upward . If cast while airborne, aiming at any direction propels Zephyr forward, while aiming straight down or within a 45 degree angle toward the ground causes Zephyr to perform a Dive Bomb technique. Zephyr maintains a portion of the momentum generated by Tail Wind once the dash ends. If Zephyr slams into an obstacle such as a wall during her dash, she can immediately break away from the surface by performing a wall jump (default Spacebar ). At the end of each Tail Wind dash, (/wiki/Aim_Glide) (Aim Glide) Aim Glide will be reset. To repeatedly aim glide without landing, Zephyr must first stop aiming then aim down sights (default hold RMB while in midair) to reactivate this maneuver after each successive dash. Zephyr executes different aerial combat techniques with Tail Wind depending on the activation conditions: Dive Bomb Hover Glide Dive Bomb While Zephyr is airborne, casting Tail Wind directly downward or within a 45 degree angle toward the ground, causes Zephyr to nose dive to the location at an initial speed of 1 / 2 / 3 / 5 meters per second; during the dive, Zephyr will continue to accelerate until impact. On impact, Zephyr creates an explosion in a (/wiki/Ability_Range) (AbilityRangeBuff) 4 / 5 / 6 / 7 meters radius around the landing point that inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 2,250 / ? / ? / 4,500 base (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage amplified by height of the dive and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown . Total explosion damage depends on the height at which Tail Wind is activated: Total explosion damage is calculated by multiplying the base damage by 0.2 × Activation Height (e.g., activating Tail Wind at 15 meters will yield 0.2 × 15 × 4500 = 13,500 damage at max rank). Activating Dive Bomb at a height less than 4 meters will only inflict base damage. Damage bypasses obstacles in the environment and does not decrease with distance. Dive Bomb will only activate (/wiki/Heavy_Impact) (Mod TT 20px) (/wiki/Heavy_Impact) Heavy Impact if the required height is achieved. Performing a dive bomb during a (/wiki/Bullet_Jump) (Bullet Jump) Bullet Jump causes Zephyr to softly rebound away from the landing point and back into the air. Hover Glide While Zephyr is airborne, holding down the ability key then releasing it (default 1 ) causes Zephyr to expend (/wiki/Ability_Efficiency) (EnergyOrb) 12.5 energy then drain (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Duration) (AbilityDurationBuff) 5 energy per second to immediately arrest her momentum then sustain her altitude in a continuous hover. While hovering in the air, Zephyr may attack with, switch and reload her weapons, as well as cast her abilities; as she hovers, Zephyr may also glide along the horizontal plane using the movement keys (default W A S D ) at a reduced movement speed, accelerate by using Sprint (default hold LShift ), and slide toward the directional input (default W A S D + hold LCtrl ) to strafe quickly. Hover Glide's energy drain is not converted into shields by (/wiki/Set_Mods#Augur_Mod_Set) (Set Mods) Augur Mods . Zephyr cannot replenish energy using (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire , (/wiki/Rally_Point) (RallyPoint130xWhite) (/wiki/Rally_Point) Rally Point , (/wiki/Rift_Plane) (Rift Plane) Rift Plane 's innate energy regeneration, (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores , (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon , (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus , (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond , and/or (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring while the Hover Glide is active. (/wiki/Energy_Orb) (Energy Orb) Energy Orbs , (/wiki/Orokin_Void) (Orokin Void) Orokin Void (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb 's energy restores, (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage , (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline , (/wiki/Spellbound_Harvest) (Mod TT 20px) (/wiki/Spellbound_Harvest) Spellbound Harvest , (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , and (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate 's Energy Motes can still replenish Zephyr's energy while the Hover Glide is active. Glide speed is affected by (/wiki/Movement_Speed) (Movement Speed) Movement Speed and (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed buffs and mods, such as (/wiki/Jet_Stream) (Mod TT 20px) (/wiki/Jet_Stream) Jet Stream . Hover Glide will automatically deactivate when Zephyr's energy pool fully depletes, upon touching a horizontal surface, performing a Tail Wind dash, dodge roll (default tap LShift ), jump (default Spacebar ), bullet jump (default LCtrl + Spacebar ), quick melee attack or melee slam attack (default E ). Cannot be activated while Zephyr is grounded. If already active, holding down the ability key results in a Tail Wind dash. Activating Tail Wind multiple times allows Zephyr to propel herself farther into the air, effectively simulating flight. There is a slight cooldown between activation. Can be used to pass through (/wiki/Laser_Barrier) (Laser Barrier) Laser Barriers unharmed in most cases. Casting Tail Wind interrupts reloading. Air current visual effects are affected by Zephyr's chosen Warframe energy color. Augment (https://static.wikia.nocookie.net/warframe/images/1/1a/TargetFixationMod.png/revision/latest?cb=20221130232404) (TargetFixationMod) Main article: (/wiki/Target_Fixation) (Target Fixation) Target Fixation Target Fixation is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Zephyr) (ZephyrIcon272) (/wiki/Zephyr) Zephyr that increases (/wiki/Tail_Wind) (TailWind130xWhite) (/wiki/Tail_Wind) Tail Wind 's damage for every enemy it hits, and applies a 2-second grace period when touching the ground before the buff is lost. It also resets double jump and bullet jump. (/wiki/Target_Fixation) (Target Fixation) Target Fixation Tips & Tricks Propelling from the ground is inefficient, it's recommended to jump and dash vertically for more distance. Aim glide can be used to significantly increase the distance traveled, as all momentum is conserved for the duration of the aim glide. Bugs After second activation of this ability gravity increases to normal until Zephyr lands (confirmed as bug in Community Hot Topics). Occasionally, when "Tail-winding" closely to an Extraction point on Solo, Zephyr's body will be frozen in Tail Wind state, as she supposedly locks herself into the Extraction pod with all her limbs properly placed. (Expand/Collapse) (Expand/Collapse) (/wiki/Tornado) (Tornado) (TornadoModx256) (/wiki/Tornado) (Tornado) (Tornado130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Tornado) Tornado Create deadly tornadoes that seek out and engulf enemies. Tornadoes deal the elemental damage type they absorb the most. Shoot enemies engulfed in Tornadoes to do additional damage. Introduced in (/wiki/Update_12#Update_12.0) (Update 12) Update 12.0 (2014-02-05) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 50 / 75 / 100 / 160 (damage per 0.25s) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 12 / 15 / 20 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 15 / 17 / 20 / 25 m (spawn radius) (Stats unlisted in-game, not affected by Mods) Misc : 2 / 2 / 3 / 3 (number of tornadoes)∞ (cast range)100 % (absorbed damage distribution)200 % (critical damage multiplier)9 m (tornado height)2 / 5 m/s (move speeds)10 m (pull radius) Info Augment Tips & Tricks Bugs Info Zephyr expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) energy to form a maximum of 2 / 2 / 3 / 3 tornadoes at the location on the aiming reticle over infinite range; tornadoes will prioritize forming on top of enemies within a spawning area of (/wiki/Ability_Range) (AbilityRangeBuff) 15 / 17 / 20 / 25 meters around the location and around Zephyr herself. Tapping the ability key creates tornadoes that wander the battlefield, being drawn to enemy presence. Holding down the ability key (default 4 ) creates stationary tornadoes centered at the location on the aiming reticle. All tornadoes expire after (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 12 / 15 / 20 seconds. Zephyr and her allies can attack each tornado to distribute 100% total damage (including (/wiki/Critical_Hit) (Critical Hit) Critical Hits ) and (/wiki/Status_Effect) (Status Effect) Status Effects from weapons and abilities to all enemies trapped within a tornado. Critical damage dealt to enemies trapped within a tornado is multiplied by 2x . Critical multiplier is applied after installed weapon mods. Tornado's visual effects are modified by each elemental damage type. (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage type and default physical damage tornado share the same visual effects. Can be recast while active to replace old tornadoes. Tornadoes exhibit numerous unique properties and mechanics as summoned allied AI units. Attributes Elemental Adaptation Each tornado is invulnerable to damage, intangible, weightless, 9 meters tall and moves at a speed of 2 meters per second. Enemies within a radius of 10 meters from a tornado are pulled along its path, hovering in a (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll state and orbiting the whirlwind. Each tornado inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 75 / 100 / 160 damage per 0.25 second to all enemies within its grasp. Damage per tick is distributed between (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash physical damage types with a high chance to proc status from all damage types. Damage diminishes with distance from the center of the tornado. Tornadoes phase through all entities, walls and objects in the environment. Tornadoes float and do not require a surface to travel between locations; however, if hovering in midair, tornadoes will descend toward the ground to follow AI pathing to reach enemies. If using wandering Tornadoes, Zephyr can direct the nearest tornado from her aiming reticle toward a location by holding down the zoom key (default RMB ), causing the affected tornado to move at a speed of 5 meters per second toward its new destination while the key is held. The tornado nearest to the location on Zephyr's aiming reticle will be controlled, meaning that moving the reticle while controlling one tornado will switch control to another if that tornado is the nearest. Stationary tornadoes will not be moved by Zephyr's aim. Affected enemies spiral up to the top of a tornado while spinning in a skydiving posture, trapped by the funnel until it expires, the enemies die, or external forces cause them to eject away from the tornado's pull. Corpses of slain enemies are released from tornadoes' grasp. If enemies are in range of multiple tornadoes' pull radii, they will cluster up in the aerial space between the tornadoes. Enemies immune to the ragdoll effect (such as units with (/wiki/Overguard) Overguard ) will instead be (/wiki/Slow) (UnidentifiedItem) (/wiki/Slow) Slowed , as well as taking damage from shot Tornados like normal. If a source of damage contains (/wiki/Elemental_Damage) (Elemental Damage) Elemental Damage types, tornadoes can adapt their damage per tick's physical damage types ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , and (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash ) into one of the following elemental damage types: (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity , (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ; (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast , (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas , (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic , (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation , and (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral . Each tornado's damage type can be modified by many damage sources, including ranged weapons, melee weapons, and abilities, even damage from (/wiki/Bullet_Jump) (Bullet Jump) Bullet Jump from (/wiki/Tenno) (Tenno) Tenno , as well as damage from enemy units. (e.g., striking a tornado with an unmodified (/wiki/Dark_Sword) (DarkSword) (/wiki/Dark_Sword) Dark Sword will change it to (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation , or a (/wiki/Volatile_Runner) (Volatile Runner) Volatile Runner that explodes near a tornado will change it to (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast .) Each tornado keeps track of the total damage it absorbed; a tornado will only account for the highest elemental damage number on a weapon or ability when determining which elemental type it will adapt to, as well as the total amount of damage it absorbed. As such, shooting a tornado multiple times using a different weapon with a different highest elemental damage number, causes the tornado to change its damage type when the stored total damage from one source is exceeded by another. For example, hitting a tornado with a primary weapon that deals 500 (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive and 450 (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage stores 500 total damage and changes the tornado's damage type to (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive . Hitting the same tornado with a secondary weapon that deals 250 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage three times stores 750 total damage, exceeding the previous amount and changes the tornado's damage type to (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation . Once a tornado adapts to an elemental damage type, it cannot revert to its three physical damage types by absorbing damage. If the damage source deals multiple elemental damage types, then a tornado will be charged with the damage type with the highest damage number. If the damage source has equal damage numbers between all its elemental damage types, then priority will be given by alphabetical order of the damage types' names. A tornado will not deal combined elemental damage by absorbing two base elemental damage types (e.g., a tornado will not inflict Blast damage by shooting it with Cold damage and Heat damage from different sources). Augment (https://static.wikia.nocookie.net/warframe/images/7/79/FunnelCloudsMod.png/revision/latest?cb=20230116155222) (FunnelCloudsMod) Main article: (/wiki/Funnel_Clouds) (Funnel Clouds) Funnel Clouds Funnel Clouds is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Zephyr) (ZephyrIcon272) (/wiki/Zephyr) Zephyr that increases the number of active (/wiki/Tornado) (Tornado130xWhite) (/wiki/Tornado) Tornadoes while decreasing their size and removes their ability to pick up enemies. (/wiki/Funnel_Clouds) (Funnel Clouds) Funnel Clouds Tips & Tricks Due to high (/wiki/Proc) (Proc) proc rate, Tornado can be used to apply status effects to masses of enemies. (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral can be used to increase damage done to mobs by 100% to 325% regardless of level. Each of 3 spawned tornadoes can have different elements. Tornadoes will fling enemies trapped within them in random directions after a period of suspending them midair if there is nothing impeding upward thrust (i.e., ceiling). Otherwise, they will stay in the tornado for the full duration. This can greatly lower the damage and CC it is capable of if the enemies are ejected early, making it much more powerful and effective in lower roofed tilesets as opposed to open areas (/wiki/Zephyr) (ZephyrIcon272) (/wiki/Zephyr) Zephyr thrives in for mobility. Bugs On some occasions, a bug may prevent you from casting Tornado if there are no enemies in range. If another Zephyr is in the squad and casts Tornado, then their duration will appear for you as well, although it does not prevent you from casting it yourself. Multiple bugs prevent Tornado from working correctly when not hosting. Both (/wiki/Condition_Overload) (Condition Overload) Condition Overload and the (/wiki/Cedo) (Cedo) Cedo 's passive will not increase the damage dealt to enemies by Tornado. Forced (/wiki/Status_Effect) (Status Effect) Status Effects applied from (/wiki/Stance) (Stance) Stance mods, (/wiki/Toxic_Lash) (Toxic Lash) Toxic Lash and other effects will not be applied to enemies by Tornado. When directly hit Tornado will prevent the radial damage dealt by the (/wiki/Zakti) (Zakti) Zakti /(/wiki/Zakti_Prime) (Zakti Prime) Zakti Prime , (/wiki/Mutalist_Cernos) (Mutalist Cernos) Mutalist Cernos , (/wiki/Proboscis_Cernos) (Proboscis Cernos) Proboscis Cernos and (/wiki/Zhuge_Prime) (Zhuge Prime) Zhuge Prime . (Expand/Collapse) (Expand/Collapse) Augments [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=12) (Edit section: Augments) ] Sources of Slash Resistances [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=13) (Edit section: Sources of Slash Resistances) ] Arcanes [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=14) (Edit section: Arcanes) ] (/wiki/Arcane_Deflection) (Arcane Deflection (147 KB)) (Arcane Deflection (147 KB)) (Arcane Deflection) (Arcane Deflection (147 KB)) (Arcane Deflection) (/wiki/Arcane_Deflection) (ArcaneDeflection) (/wiki/Arcane_Deflection) Arcane Deflection Mods [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=15) (Edit section: Mods) ] (/wiki/Adaptation) (Adaptation (328 KB)) (Adaptation (328 KB)) (Adaptation) (Adaptation (328 KB)) (Adaptation) (/wiki/Adaptation) (Mod TT 20px) (/wiki/Adaptation) Adaptation Additional Effects [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=16) (Edit section: Additional Effects) ] Some mods add additional effects when an (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash occurs or dealing (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash damage.(/wiki/Set_Mods#Hunter_Mod_Set) (Set Mods) Hunter Mod Set Bonus: Companions deal Extra Damage against enemies affected by (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash status. (/wiki/Hunter_Command) (Hunter Command (290 KB)) (Hunter Command (290 KB)) (Hunter Command) (Hunter Command (290 KB)) (Hunter Command) (/wiki/Hunter_Command) (Mod TT 20px) (/wiki/Hunter_Command) Hunter Command (/wiki/Relentless_Combination) (Relentless Combination (73 KB)) (Relentless Combination (73 KB)) (Relentless Combination) (Relentless Combination (73 KB)) (Relentless Combination) (/wiki/Relentless_Combination) (Mod TT 20px) (/wiki/Relentless_Combination) Relentless Combination Media [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=17) (Edit section: Media) ] (/wiki/File:Warframe_Finishing_Touch_Mod_And_Slash_Procs) (Warframe Finishing Touch Mod And Slash Procs (36 KB)) (Warframe Finishing Touch Mod And Slash Procs (36 KB)) (Warframe Finishing Touch Mod And Slash Procs) (Warframe Finishing Touch Mod And Slash Procs (36 KB)) (Warframe Finishing Touch Mod And Slash Procs) Warframe Finishing Touch Mod And Slash Procs (/wiki/File:Impact,_Puncture,_Slash_Warframe_Damage_Rundown_(2020)) (Impact, Puncture, Slash Warframe Damage Rundown (2020) (29 KB)) (Impact, Puncture, Slash Warframe Damage Rundown (2020) (29 KB)) (Impact, Puncture, Slash Warframe Damage Rundown (2020)) (Impact, Puncture, Slash Warframe Damage Rundown (2020) (29 KB)) (Impact, Puncture, Slash Warframe Damage Rundown (2020)) Impact, Puncture, Slash Warframe Damage Rundown (2020) Patch History [ (/wiki/Damage/Slash_Damage?veaction=edit§ion=18) (Edit section: Patch History) ] (/wiki/Update_36#Hotfix_36.0.1) (Update 36) Hotfix 36.0.1 (2024-06-19) Fixed Slash Status Effects not bypassing Armor as intended in the Simulacrum after swapping Weapons/opening Upgrade screen in the Arsenal. (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18) Simplified Faction Resistances Infested: Vulnerable to Slash Narmer: Vulnerable to Slash (/wiki/Update_31#Update_31.5) (Update 31) Update 31.5 (2022-04-27) Fixed Slash damage slowing over time when the Host isn’t looking at enemies. (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05) Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance (/wiki/Update_11#Update_11.0) (Update 11) Update 11.0 (2013-11-20) Introduced. Collapse (/wiki/Damage) (Damage) Damage Mechanics (https://warframe.fandom.com/wiki/Template:DamageNav?action=edit) Edit Offense (/wiki/Attack_Speed) (Attack Speed) Attack Speed • (/wiki/Buff_%26_Debuff) (Buff & Debuff) Buff & Debuff • (/wiki/Critical_Hit) (Critical Hit) Critical Hit • (/wiki/Damage) (Damage) Damage ((/wiki/Faction_Damage_Bonus) (Faction Damage Bonus) Faction Damage Bonus , (/wiki/Damage_Type_Modifier) (Damage Type Modifier) Positive Type Modifier , (/wiki/Damage_Quantization) (Damage Quantization) Quantization ) • (/wiki/Damage_Falloff) (Damage Falloff) Damage Falloff • (/wiki/Damage_Reflection) (Damage Reflection) Damage Reflection • (/wiki/Enemy_Body_Parts) (Enemy Body Parts) Enemy Body Parts • (/wiki/Fire_Rate) (Fire Rate) Fire Rate • (/wiki/Multishot) (Multishot) Multishot • (/wiki/Punch_Through) (Punch Through) Punch Through • (/wiki/Status_Effect) (Status Effect) Status Effect Defense (/wiki/Armor) (Armor) Armor • (/wiki/Damage_Attenuation) (Damage Attenuation) Damage Attenuation • (/wiki/Damage_Reduction) (Damage Reduction) Damage Reduction • (/wiki/Health) (Health) Health ((/wiki/Healing) (Healing) Healing ) • (/wiki/Invulnerability) (Invulnerability) Invulnerability • (/wiki/Damage_Type_Modifier) (Damage Type Modifier) Negative Damage Type Modifier • (/wiki/Overguard) (Overguard) Overguard • (/wiki/Shield) (Shield) Shield (/wiki/Damage) (Damage) Damage Types Physical (IPS) (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact • (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture • (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Slash Elemental Primary (HCET) (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat • (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold • (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity • (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin Secondary (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast • (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive • (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas • (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic • (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation • (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral Special (/wiki/Damage/Tau_Damage) (DmgTauSmall64) Tau • (/wiki/Damage/True_Damage) (DmgTrueSmall64) True • (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void Hidden/Internal (/wiki/Cinematic) (Cinematic) Cinematic • (/wiki/Energy_Drain) (Energy Drain) Energy Drain • (/wiki/Shield_Drain) (Shield Drain) Shield Drain (/wiki/Status_Effect) (Status Effect) Status Effects Physical (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Knockback • (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Weakened • (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) Bleed Elemental Primary (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Ignite • (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Freeze • (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Tesla Chain • (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Poison Secondary (/wiki/Damage_2.0/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage_2.0/Blast_Damage) Inaccuracy • (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosion • (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas Cloud • (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Disrupt • 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(/wiki/Stagger) (StunIcon b) (/wiki/Stagger) Stun (/wiki/Shield) (Shield) Shield , (/wiki/Armor) (Armor) Armor , and (/wiki/Health) (Health) Health Classes (/wiki/Tenno) (TennoIcon) (/wiki/Tenno) Tenno (/wiki/Tenno_Shield) Tenno Shield • (/wiki/Tenno_Armor) Tenno Armor • (/wiki/Tenno_Flesh) Tenno Flesh (/wiki/Grineer) (IconGrineerOn) (/wiki/Grineer) Grineer (/wiki/Damage/Grineer) Grineer • (/wiki/Damage/Kuva_Grineer) Kuva Grineer (/wiki/Corpus) (IconCorpusOn) (/wiki/Corpus) Corpus (/wiki/Damage/Corpus) Corpus • (/wiki/Damage/Corpus_Amalgam) Corpus Amalgam (/wiki/Infested) (Infestation w) (/wiki/Infested) Infested (/wiki/Damage/Infested) Infested • (/wiki/Damage/Infested_Deimos) Infested Deimos (/wiki/Corrupted) (IconOrokinOn) (/wiki/Corrupted) Corrupted (/wiki/Damage/Orokin) Orokin (/wiki/Sentient) (SentientFactionIcon) (/wiki/Sentient) Sentient (/wiki/Damage/Sentient) Sentient (/wiki/Narmer) (IconNarmer) (/wiki/Narmer) Narmer (/wiki/Damage/Narmer) Narmer (/wiki/Zariman_Ten_Zero) 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