| Preceded by |
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| Focus 2.0/Zenurik since Update 31.5 (2022-04-27) |
- Not to be confused with the
Zenurik Polarity.
The Zenurik way is a school dedicated to the arcane. The Tenno of Zenurik are formidable in the arts of enemy attrition and battlefield control. Those who master the Zenurik school are granted tactical and spellcasters' benefits.
This school provides massively increased energy regeneration for Operators, Warframes, and Necramechs, one free Warframe ability cast per 60 seconds, and can disarm and slow their enemies. Their Way-Bound increases Operator energy capacity and regeneration.
Since its predecessor Zenurik 2.0, this school provides improved energy regeneration, as well as increasing headshot damage. The energy well was also decoupled from Void Dash (now called Void Sling) into it's own ability called Wellspring, which now affects Necramechs and can be enhanced to amplify Warframe Ability Strength and the well's duration and range. However, Zenurik is no longer capable of producing
Electricity stunning effects, Void Mode no longer pulls in enemies, and no longer has heavy attack efficiency bonus.
Ways[]
Energy Pulse[]
| Energy pickups grant 20 / 30 / 40 / 50 % additional energy over 11 / 9 / 7 / 5s. | ||
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Inner Might[]
| Allows Abilities to be cast without using Energy or Shields but requires 90 / 80 / 70 / 60s to recharge. | ||
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Void Siphon[]
| Increases Operator Energy Regeneration by 22 / 45 / 67 / 90%. | ||
Void Flow[]
| Increases Operator Energy by 22 / 45 / 67 / 90%. | ||
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Wellspring[]
| First Ability creates a well of energy for 5 / 5 / 6 / 8s. Allies passing through the well gain 3 / 4 / 4 / 5 Energy/s for 20 / 22 / 25 / 30s. | ||
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Hardened Wellspring[]
Temporal Drag[]
Temporal Drag Second Ability emits a radial burst slowing any enemy it touches by 50 / 60 / 70 / 80% for 4 / 6 / 8 / 10s.
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Temporal Shot[]
| Precision head shot damage increased by 40 / 60 / 80 / 100% on enemies afflicted with Temporal Drag. |
Disarming Sling[]
Disarming Sling Slinging through enemies has a 20 / 30 / 40 / 50% chance to disarm them.
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No Quarter[]
No Quarter Killing a disarmed enemy increases Operator energy regen rate by 2 / 5 / 7 / 10% for 2.5 / 5 / 7.5 / 10s. 4 / 4 / 4 / 4 Max Stacks.
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Notes[]
- The Zenurik school tree requires 9,000,000 Zenurik focus points to fully unlock all nodes at max rank, as well as 1,500,000 and 2
Brilliant Eidolon Shards to unbind both Way-bound nodes, for a grand total of 10,500,000 focus. - A fully levelled Zenurik Operator is capable of:
- Way-Bound: Increases the Operator's energy capacity and regeneration by 90%.
- Passive: Energy Pickups grant 50% additional energy over 5 seconds.
- Warframe Passive: Abilities can be cast at no energy or shield cost once per 60 seconds.
- Void Sling: Slinging through enemies have a 50% chance to be disarmed. Killing a disarmed enemy increases Operator energy regeneration by 10% for 10 seconds and stacks 4 times.
- First Ability: Creates an energy-restoring well for 8 seconds which grants a 30 second buff regenerating 5 energy per second, affects Operators, Warframes, and Necramechs. Casting inside a well increases its radius, increases its duration by 20 seconds, and grants 20% Warframe Ability Strength.
- Second Ability: Emits a radial burst that slows down enemies within 20 meters by 80% for 15 seconds, with +100% headshot damage.
Tips[]
- Zenurik school can help mitigate Energy Reduction debuff in Sortie missions.
- Wellspring can help regenerating energy, though at the significantly lower rate.
- Inner Might provides full benefit of casting an ability at no cost.
Patch History[]
Update 35.5 (2024-03-27)
- Fixed some of Wisp’s abilities not consuming Inner Might upon cast.
Update 35.0 (2023-12-13)
- Fixed being able to use Inner Might multiple times when casting Abilities via the Railjack Tactical Menu. Now, Inner Might will be used for the initial cast and go into cooldown, as intended.
- Fixed subsequent casts of Xaku's The Lost and The Vast Untime Abilities not consuming Inner Might charges, allowing them to be cast for free repeatedly.
- Fixed an issue where Nidus' Virulence Energy refund per enemy hit was incorrectly displayed as zero when Zenurik's Inner Might was equipped.
Hotfix 34.0.1 (2023-10-18)
- Fixed Zenurik’s Inner Might ability not working at mission start.
Update 33.0 (2023-04-26)
- Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.
Hotfix 32.3.5 (2023-02-28)
- Fixed Zenurik’s Inner Might charges not being consumed when triggered before casting Yareli’s Merulina.
- Fixed script error that could occur to Clients clients after casting Zenurik’s Inner Might.
Hotfix 32.3.4 (2023-02-23)
- Fixed Zenurik’s Inner Might at max rank granting a free ability cast every 90 seconds, instead of every 60 as intended.
Update 32.2 (2022-11-30)
- The Last Gasp Indicator now pulses to its FX audio.
Hotfix 32.0.3 (2022-09-14)
- Fixed casting an ability via the Railjack Tactical menu at no cost back to back if you have Zenurik’s Inner Might active.
Update 32.0 (2022-09-07)
- Fixed Zenurik’s Inner Might causing Atlas’ Rubble Heap Augment Mod to cost Energy even when you have over 1400 rubble.
- Fixed issue of recasting Vast Untime on Xaku consuming a charge of Inner Might but not reducing the casting cost.
Hotfix 31.6.4 (2022-07-14)
- Fixed being unable to pick up Energy Orbs after casting Zephyr’s Airburst while Zenurik’s Inner Might is active.
Hotfix 31.6.3 (2022-06-16)
- Fixed a script error that could occur if Zenurik's Disarming Sling hit a player under the effects of a Radiation proc.
Update 31.6 (2022-06-09)
- Updated the FX on Zenurik’s Temporal Drag.
- Changed Temporal Drag and Temporal Shot so that only one damage number pops up when headshotting a slowed enemy.
- The reason behind this change simply is less damage number pop-up spam and consistency with other damage buffs across the game. Precision headshot damage buffs, for example, buff the damage on headshots but only display the one aggregated damage number per shot. Before this change, headshotting enemies affected by Temporal Drag would show two damage numbers, one for the base damage and one for the bonus. Now it will behave exactly like normal precision headshot buffs, only it will be conditional on the target enemy being slowed by the Temporal Drag ability.
- Temporal Shot’s bonus headshot damage on targets can now be affected by another player’s Temporal Drag.
- Fixed Temporal Drag not using chosen Energy colors.
- Fixed the Rubble Heap Augment mod not granting free casts of Atlas’ Landslide if Inner Might was equipped.
- Fixed case of Hildryn’s Helminth abilities costing less Shields if Inner Might was equipped.
Hotfix 31.5.7 (2022-05-06)
- Replaced the following Focus abilities’ casting animation with a faster variant that is also upper body only - which now allows for full movement while casting as opposed to staying stationary:
- Temporal Drag
- Fixed the incorrect values for Inner Might’s Energy cost when Ability Efficiency is not at 100% (equipping Blind Rage for example).
- For most Warframe abilities this was a UI only bug, gameplay values were unaffected. But some really did end up with very wrong energy costs.
Hotfix 31.5.4 (2022-05-02)
- Fixed Xaku being unable to cast the Vast Untime if they have no Energy available while Inner Might is active.
Hotfix 31.5.3 (2022-04-29)
- Fixed Energy/Shield Drain for a Helminth Ability equipped on Hildryn being extremely high after using Inner Might, making it impossible to cast.
Hotfix 31.5.2 (2022-04-28)
- Fixed Subsumed abilities on Lavos being blocked from casting while Inner Might is active. As reported here: https://forums.warframe.com/topic/1306359-new-zenurik-talent-breaks-lavos/
- Fixed script error related to Inner Might.
Hotfix 31.5.1 (2022-04-27)
- Fixed script error when trying to disarm a target with Disarming Sling.
- Fixed script error related to Temporal Drag.
Update 31.5 (2022-04-27)
- ZENURIK
The Zenurik believed the clearest path to victory was to Dominate the Enemy. Those who master the Zenurik school believe that sheer strength could erase any resistance.
Rest assured the core of Energizing Dash remains as-is with some slight updates. Our goal is to bring other Focus Schools up to the level of Zenurik while still maintaining the School’s tactical benefits.
- 6 new Focus Abilities:
- HARDENED WELLSPRING (First Ability input)
- Tap First Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
- Wellspring is the new name for (the relatively unchanged) Energizing Dash, which you can read about further below.
- TEMPORAL DRAG (Second Ability input)
- Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s.
- TEMPORAL SHOT (Passive)
- Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag.
- DISARMING SLING
- Slinging through enemies has a 50% chance to disarm them.
- NO QUARTER
- Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks.
- INNER MIGHT (Passive)
- Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge.
- HARDENED WELLSPRING (First Ability input)
- Void Flow, Void Siphon, and Energy Pulse remain unchanged.
- Energizing Dash is now Wellspring with the slight change of being a direct input Ability (First Ability input) as opposed to a Void Dash.
- This also affects Necramechs.



21 comments
Does anybody know if the strenght Bonus effect from Hardened Wellspring is additive or multiplicative? aka is it good or meh?
99% sure additive
OP here. After a couple months of playing with it I agree. No way it's multiplicative. Still ok for the duration and size increse. Plus free ability strenght is always nice even if it's just 20%
Do yall know that for some reason, wellspring also affects railjack. Like if you cast wellspring and take control of a railjack it would regen energy.
Because ever since the Corpus Railjack Update (29.10 if I'm not wrong), your railjack's energy is now tied to your Warframe rather than having its own supply. Each turret on the Railjack has its own independent energy source from the controlling player's Warframe.
This extends to frames that have no energy pool and will instead behave similarly to how the frame's abilities function: For example, Lavos will simply incur a cooldown on the Railjack's abilities while Hildryn drains her shields to fuel them. Been a minute since I touched the game mode but I'm reasonably sure that's how it works.
The anti-syngery that Inner Might has with "Spent Energy gives Shields" really kills it, for me.
I suppose it's supposed to be for frames like a high strength, low efficiency Saryn. Basically giving you a way to regen energy while rewarding low efficiency. Not that I am saying that it is good at it by any means.
Anyone know the radius of Wellspring and Hardened Wellspring?
Did the logo for inner might change? The buff icon looked foreign to me today and does not match the logo on this page.
DE needs to make "Wellspring" unbound so people can really have other options when choosing focus trees, we are very dependent on enegy regen/source, archon shards was not enough to mitigate "wellspring" abuse. Focus trees are so useful after rework, sadly we are too dependent on Zenurik to consider use them more often outside specific roles.
Honestly I've never used wellspring and I'm doing just fine in every single content
Equilibrium, energy nexus, archon stretch, nourish, spectrosiphon, lycaths hunt, a bit of luck and a gold archon shard, dispensary, ̶b̶e̶f̶r̶i̶e̶n̶d̶i̶n̶g̶ ̶a̶ ̶t̶r̶i̶n̶i̶t̶y̶ ̶m̶a̶i̶n̶ ̶ or energize anyone?
To be fair, at the time the leading comment was posted, about a year ago, a fair number of those wouldn’t have been real suggestions.
True yes, but times do be changing... as they do.
Inner Might only seems useful on characters like Voruna's 3, where it can offset the initial lack of energy to get rolling. Aside from that, I really don't see how it's useful.
I can also be useful on Frames that have a Channeled Ability constantly Active, and a long Duration ability they want to keep up. For example, it can let a Prowl Ivara maintain a Roar or Eclipse buff permanently for 0 Energy cost.
Yea, I use Zenurik with Oberon cause it has fast energy recovery when something goes wrong and I have this energy economy since I'm always casting something, cause he got all the roles :)
If "Inner Might" does not provide zero cost for channeled abilities... What's the point to take it then?
for... any other ability?
Maybe to ignore intial energy cost?
Which one of these abilities would move an ayatan star?
What do you mean "move an ayatan star"?
Inner might seems pretty useless for Chroma, technically if you don't have at least a 61s durability in your vex armour, you physically cannot refresh the timer to save the buffs
You get over 61s with Max Narrow minded and max primed continuity.
Casting my own wellspring isn't giving energy to my warframe unless i change back to warframe before i leave the circle, that way it seems to me.
The two are different entities. both operator and warframe have to touch the circle for both to get the buff.
Can propa scaffold benefit from temporal shot +100% headshot in normal missions? i know propa has x1 headshot multiplier but will it be x2 with temporal shot?
They said they will add the heavy attack efficiency that they removed from this node soon. WHEN??????????????????????? ITS BEEN A YEAR
Does wellspring give energy to channeled abilities?
Wiki doesn’t state it
It does not give energy during those.
Same restrictions as Energy Vampire.
There is some specific frames like Nekros' Dessecrate which is channeled and can benefit from it.
The ones which actively do something the whole time while active such as Equinox's 4 or Oberon's 3 does not benefit from it.
I miss Inner Might so much.
And the knockdown for Temporal Blast/Drag.
And I think they forgot about Void Singularity being removed when they created Disarming Sling, which is currently not in a very good spot.
Temporal Drag is so much better than Temporal Blast though. Knockdowns aren't too useful, especially when loads of strong enemies are immune to it. Temporal Drag's slowness debuff, however, effects nearly all strong enemies. Honestly the only downside of it is how it causes Thrax enemies to take forever to transform into their killable state.
When they are transforming I fell like an Winx's enemy waiting for them to change clothes and make poses.
The Hardened Wellspring buff affects Necramechs as well, if the mech is inside the wellspring when you enter it the buff will not show until you exit and reenter but still works either way. Also speaking of Hardened Wellspring I think it help to clarify that it extends the durations TO 20 seconds, not BY 20 seconds, despite what the game description says.
It had obviously stated that already.
Inner Might makes the frames that I use brief respite with a lot more dangerous since the ability won't restore my shield when Inner Might is active
Easy solution would just be to not activate Inner Might until you try to cast an ability you can't afford.
You guys do know you can disable it right…
Fcking dumbasses arguing not even knowing the root cause. Idiots you can disable nodes. Especially nodes that are last in line, then other nodes will not be disabled if its the last node in the branch
The problem isn’t that you have to take it.
The problem is that it’s detrimental, and often wasted enough to be unhelpful.
Inner Might breaks Rubble Heab Atlas Augment. Landslite always costs Energy. Anyone else with that Problem?
Inner Might make all my warframe become Lavos?!?!
But with a full minute cooldown. Seems quite limiting to me... Not sure though how it is meant. Is the cooldown applied to the used skill itself, or to the effect of not costing energy?
You just get a buff every 60s that makes your next ability free, nothing fancy like making you a worse Lavos
The thing is most warframes have a cheap, useful, spammable ability. Unless you're watching for that 60 second cooldown timer like a hawk, you're likely to "waste" it on a cheap ability that costs like 5 energy. It's kinda useless -- either you're not using abilities much (so why even choose Zenurik then?), or you're using abilities a lot (and so they have a cheap enough cost) so you're gaining like 5 energy every minute.
^wrong
Well, the rewards for maxing out a Focus tree are so disappointing that i'd rather play EA Pay2Win games then go for them. At most get the materials but even then, i'd become too drained to play warframe anymore. Each reward costing 1million focus & there's only 6 rweards.
Didn't you get the free set of high grade lenses?
The representation store is to put a use to all the focus that'll store up once a school is done. No real reason to burn yourself out to get them it'll accumulate as you play