This is Saryn, elusive and deadly.
Saryn is a deadly force on the battlefield. Get down with the sickness, Tenno.Release Date: March 18th, 2013
Unleashing an endless epidemic of contagious spores, the mistress of malady Saryn eradicates her foes through horrific decay. Erupt caustic pustules to spread her disease, shed deceptive husks to draw enemy fire, as she injects lethal venom and exhales deadly viruses to cleanse the System with her toxic touch. Saryn blossomed in Update 7.0 (2013-03-18).
Acquisition
Saryn's main blueprint can be purchased from the Market. Saryn's component blueprints are obtained from defeating Kela De Thaym on Merrow, Sedna.All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Saryn's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Trivia
- After the poll on the founders forum she was to be named after Sarin, which is a colorless, odorless liquid, used as a chemical weapon owing to its extreme potency as a nerve agent. It was altered to Saryn when a first responder to a sarin attack suggested a name tweak, along with Sarin sounding too masculine.[1]
- She is the first female Warframe whose base stats defy a trend of fragility, having health and armor values that exceed those of many male Warframes.
- She is the 4th tallest out of the current 49 other frames, and is matched by
Gyre in terms of height.
- Saryn is the 1st Warframe to replace Alloy Plates with Circuits for construction – the 2nd is the
Valkyr.
- Saryn was given an Immortal Skin in Update 12.0 (2014-02-05).
- Unlike most other Warframes, Saryn does not bear a symmetrical appearance. This is due to the tissue/matter which is situated on her right thigh, her neck and around her hips. This tissue/matter vaguely resembles the Infested tissue (or rather the structure of it) sometimes found on Corpus and Grineer ships.
- Saryn's ability sound effects post Update 22.20 (2018-05-17) are voiced by [DE]Danielle.
- Saryn’s Systems is a requisite ingredient for
Chroma’s Systems.
- The line in Lotus' summary, "Get down with the sickness, Tenno." is a reference to the song Down with the Sickness by the American metal band Disturbed.
Sources
Margulis, from your winter ashes, there has sprung a field of flowers. Conceived by me, germinated for deadly purpose. You used to dream of old Earth, didn't you? Bathed in gold and solemn blue. I intend to reclaim it now, from the spores and the ruin.
It came to me like a proverb: Fight poison with... poison. Cure this sick horde with the greatest of plagues. I will call her... Saryn.Release Date: February 16th, 2016
Saryn Prime is the Primed variant of Saryn, possessing higher armor, energy capacity, and sprint speed, as well as an additional
polarity. Saryn Prime was released alongside
Spira Prime and
Nikana Prime.
Acquisition
Vaultings
- On December 6th, 2017, it was announced that Saryn Prime, alongside
Spira Prime and
Nikana Prime, would enter the Prime Vault and its relics retired from the drop tables on December 12th, 2017. Any preexisting components or fully-built frames will remain as is.
- Saryn Prime, alongside
Spira Prime,
Nikana Prime,
Valkyr Prime,
Cernos Prime and
Venka Prime, was again accessible from September 3rd, 2019 to November 19th, 2019.
- Saryn Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
- Saryn Prime, alongside
Spira Prime,
Nikana Prime,
Valkyr Prime,
Cernos Prime and
Venka Prime was again available from Prime Resurgence again on November 04, 2022 until December 01, 2022.
Crafting
Notes
- Saryn Prime, compared to
Saryn:
- Higher Armor (315 vs. 240)
- Higher Energy (200/300 vs. 175/225)
- Higher Starting Energy (100 vs. 50)
- Higher Sprint Speed (1.0 vs 0.95)
- Additional
Polarity (
vs.
)
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
Trivia
- The PS4 version of the game was the first of the three global builds to gain access to Saryn Prime.
- Saryn Prime is the first Warframe introduced via a cinematic lore video.
- Unlike most Prime Warframes, Saryn Prime prominently features an additional color, Violet, on her face and right thigh, as opposed to the predominantly monochromatic color schemes used by the other Prime Warframes (not counting the gold ornamentation nor the Warframe's energy color). This is a trait shared with
Gara Prime,
Garuda Prime,
Harrow Prime,
Octavia Prime,
Titania Prime and
Trinity Prime (who sport red accents on their bodies),
Mirage Prime (who sports blue/purple shades on her body), and
Nova Prime (whose lower arms and legs, along with portions of her face and chest, are in varying shades of blue).
- On February 16th's "Ask a Cephalon", Saryn asked how to stand out on the battlefield. Cordylon responded with, "[…] it is my understanding that the Lotus has uncovered new technology hailing from the Orokin Era that could interest you…". [1]
- Certain areas of Saryn Prime glow with the current energy color (if applicable, otherwise will be default green) during
Toxic Lash.
Media
Status Effects inflicted by Saryn's weapons and abilities last 25% longer.
Abilities
![]() |
![]() 1 ![]() |
Spores Inflict a target with a pox of Introduced in Update 7.0 (2013-03-18) |
![]() 6 / 8 / 8 / 10 (initial damage)1 / 1.25 / 1.5 / 2 (damage growth per enemy)
50% ( 20% (reset decay) |
![]() | |||
![]() 10 / 12 / 14 / 16 m (spread radius) | |||
Misc: ∞ (duration)7 (damage growth enemy cap)0.5 s (damage decay interval)2 / 2 / 3 / 3 (initial spores)1 (transmitted spore)3 (max spores per enemy via spread)12 (max spores per enemy via recast)
4.0x (miasma damage multiplier) |
Info
- Saryn expends
25 energy to infects an enemy target within
30 / 40 / 50 / 60 meters with 2 / 2 / 3 / 3 virulent spores for an infinite duration. Each individual spore inflicts
Corrosive damage per second with a
50%
Corrosive Status Chance, lasting until the spores themselves or the infected enemy is destroyed.
- Saryn's disease spreads its infection rapidly, grows evermore lethal, and decays in the absence of hosts over the course of the epidemic:
- Shooting or hitting a spore directly bursts its membrane to release infectious pus, which regrows the spore on its host and transmits 1 spore to all nearby enemies within
10 / 12 / 14 / 16 meters; infected enemies can carry up to 3 spores via transmission from another enemy.
- Spores can spread by directly bursting them with weapons, abilities, and Bullet Jump. Enemy attacks can also burst spores on contact.
- Spread bypasses obstacles in the environment and damage does not diminish with distance.
- All spores on an infected enemy will burst and spread if any of the following conditions are met:
- Spores' initial target is killed by any source.
- Players landing the killing blow on any infected enemies.
- Infected enemies are killed by
Molt's explosion damage.
- Saryn's weapons hitting anywhere on the infected enemies' body while
Toxic Lash is active.
- Infected enemies are killed by any source while sickened by
Miasma.
- Spores do not spread if enemies infected via transmission are killed by Spores' damage over time.




- Current damage per second is hard-capped at 100,000 damage.


- Nullifying effects (such as entering Sanctuary Onslaught Data-Conduits) increases the decay rate to
30% per half second.
- Reset decay is inversely affected by
Ability Strength, meaning more Strength reduces the amount consumed.
- Damage decay rate is inversely affected by
Ability Duration, meaning more Duration reduces the amount of damage decay per half second.
- If Spores is still active, recasting Spores on any enemy consumes
20% of current damage per second from the infection meter and casts Spores for 50% reduced energy cost. Recasting on an infected enemy grows a new set of spores on the target, which carries up to 12 spores via recasting Spores on it.
- Recast decay is inversely affected by
Ability Strength, meaning more Strength reduces the amount consumed.
- Recast decay is inversely affected by
- All spores destroyed via melee weapon contribute to the melee combo counter.
- Spore Snapshotting
- The first Spore casted retains all of your regular Strength and conditional Strength as well as Range (like from the Fissure buff).
- If your Spores begin to decay and there are none in the game, as long as the unique Spore icon at the bottom right does not disappear, Saryn will maintain all conditional stats from when she initially casted it. Even if they have expired.
- Casting new Spores while the Spore icon is still present will cause the new Spore to still retain the original conditional stats even if the new Spore has higher values.
- If you want to properly cast Spores with new stats (
Ability Strength &
Ability Range), you must let the Spore icon disappear.
- Ability Synergy:
Toxic Lash can make spores burst with every attack, even without direct hits.
- Hitting a spore while Toxic Lash is active applies an additional
Toxin proc.
- Hitting a spore while Toxic Lash is active applies an additional
Miasma deals 400% damage to enemies affected by Spores.
- Spores is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
- If the initial target dies before the spores appear, energy used for Spores will be refunded.
Augment
- Main article: Revealing Spores
Revealing Spores is an Exilus Warframe Augment Mod for Saryn's
Spores that causes enemies affected the ability to show up on the mini map.
- Main article: Venom Dose
Venom Dose is a Warframe Augment Mod for Saryn that allows
Spores to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Corrosive damage to all attacks.
Tips & Tricks
- Cast on an enemy in the middle of a crowd and promptly kill it or use one of the many methods to spread the spores.
- Each spore inflicts damage per second and
Corrosive status effect on proc, which is tripled on an enemy carrying three spores from a max rank Spores cast or accumulated from transmission from other infected enemies.
- Infect at least 7 enemies to maximize damage growth, allowing Spores to reach higher damage per second counts over time.
- Mod for Ability Strength to increase initial damage, damage growth per enemy, status chance, while reducing the reset decay on recast or on zero infected present.
- Status chance can reach 100% with 200% Ability Strength.
- Recast Spores several times to inflict an enemy with up to 12 spores to strip its Armor quickly, deal more damage per second instances, and provide more spores to spread.
- However, note that each recast will consume a percentage of damage per second stored in your infection meter.
- Using melee to hit enemies makes it easier to burst spores, compared to firearms, especially with Range mods, e.g.
Reach (
Primed).
- Use
Toxic Lash to spread spores on an infected enemy on every hit using your gun or melee.
- Cast
Miasma to inflict quadruple damage to all enemies infected by Spores within range.
- Can be used to destroy Corpus cameras and (active) turrets. A spore will appear but a camera dies on the first tick.
- When combined with AoE weapons (such as
Ignis and
Embolist, which both deal DoT, increased by Saryn's passive), the spores will pop very easily, quickly spreading
Corrosive procs.
- The ability synergizes well with Nova's
Molecular Prime, both spreading and weakening enemies until one dies and causes a series of chain explosions and effectively quartering enemy survivability.
- Spores is excellent for bosses with shields to prevent them from recovering.
- Sentinels can also pop Spores.
- Equipping a sentinel with the
Sweeper weapon increases this chance.
- Equipping a sentinel with the
- Spores that are popped on a target's weak point, like the head, will do extra damage based on the respective damage multiplier.
- For example, if you pop a Spore on an enemy's head, it will deal 50 damage (25 x 2 damage multiplier).
- Spores' DoT ticks are unaffected by weak spots.
- AoE damage from popping spores is unaffected by weak spots. Nearby enemies will still only take 25
Corrosive damage from popped spores on weak spots.
- A Range-based Spores build is good for earning Focus points in stage-less endless missions such as Survival, Disruption and Void Flood, as long as Saryn can keep it from decaying.
- Active spores can help fill the self-revive gauge from the
Unairu school's Last Gasp.
![]() |
![]() 2 ![]() |
Molt Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies. Introduced in Update 7.0 (2013-03-18) |
![]() 240 / 300 / 350 / 400 ( ![]() 30% / 35% / 40% / 50% (movement speed buff) |
![]() 3.5 / 4 / 4.5 / 5 s (movement speed buff) | |||
![]() | |||
Misc: 100 % (status cleanse on cast)1.5 / 2 / 3 / 3 s (decoy invuln. time)400 (decoy shields)
100 % ( 1 (limit of molts) | |||
Subsumable to Helminth |
Info
- Saryn expends
50 energy to shed her skin, removing all existing status effects and increasing her Movement Speed by
30% / 35% / 40% / 50% for
3.5 / 4 / 4.5 / 5 seconds, while leaving behind a decoy with 400 shields and
150 / 300 / 400 / 500 health that draws enemy fire for
14 / 24 / 32 / 40 seconds. When deployed, the decoy is Invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage absorbed by it is converted and added to its health. The decoy will explode if it loses all of its hitpoints, if its duration expires or if the ability is cast again, inflicting
240 / 300 / 350 / 400
Toxin damage with 100%
Toxin status chance to all enemies within
5 / 6 / 7 / 10 meters from it. A maximum of 1 Molt can exist.
- Explosion damage does not bypass obstacles in the environment and diminishes with distance.
- Recasting will activate will detonate the Molt and spawn a new one.
- Does not have a cast time or animation.
- Molt's decoy is placed at Saryn's current position, mirroring her pose and elevation.
- Molt's shields regenerate over time and can be buffed with the use of allied Shield Ospreys, whether in Specter or
Mind Controlled forms.
- Elemental augment mods, such as
Ember's
Fireball Frenzy, can be applied to Molt. The damage augment will not affect the explosion damage or damage type upon Molt's expiration.
- Molt cannot be knocked down or moved, and acts as a physical object, unlike
Loki's
Decoy.
- Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes.
- Molt's shields regenerate over time and can be buffed with the use of allied Shield Ospreys, whether in Specter or
- Casting Molt can be done while performing any action without interrupting it, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly.
- Subsuming Saryn to the Helminth will offer Molt and its augments to be used by other Warframes.
Augment
- Main article: Regenerative Molt
Regenerative Molt is a Warframe Augment Mod for Saryn that allows her to regenerate health over a span of time after casting
Molt.
Tips & Tricks
- Using during a well timed jump can result it being low enough for enemies to target, such as Infested or Melee units, but be more protected from most melee attacks. (Ancients will still be able to reach, as well as the knockback damage from Leapers).
- Place Molt in locations which can protect it from enemy attacks to maximize its survival.
Limbo can utilize this ability by casting
Banish on the decoy, granting it immunity to all attacks that do not affect targets in the Rift Plane.
- If Molt is closer to the enemy than the player, enemies will (normally) focus it. Applies to the caster as well as other players, unless they're using aggro-increasing abilities such as
Nyx's
Absorb or
Rhino's
Iron Skin.
- It can be used as protection from enemy fire, when you revive an downed teammate.
Bugs
- When knocked back by an Ancient, the physical target of the decoy will move, but the model remains in place. This can be seen while having
Enemy Sense and
Enemy Radar equipped while seeing the decoy (as a friendly blip) against a group of infested.
- For clients, Molt will sometimes be in a default standing position when deployed.
![]() |
![]() 3 ![]() |
Toxic Lash While active, attacks deal additional Introduced in Update 7.0 (2013-03-18) |
![]() 40% / 48% / 52% / 60% (added melee damage) |
![]() | |||
![]() | |||
Misc:
100% ( |
Info
- Saryn expends
50 energy to imbue all her weapons with potent toxins for
20 / 25 / 35 / 45 seconds, dealing an extra hit for
20% / 24% / 26% / 30% of the weapon's total damage as
Toxin damage (doubled for melee weapons), which has a guaranteed
Toxin proc on every strike.
- Toxic Lash adds an extra
Toxin attack that scales with weapon damage on hit, before health and armor resistances.
- For example, an unmodded weapon that hits for 200 damage with a Rank 3 Toxic Lash and a Rank 5
Intensify, Toxic Lash will deal: 200 × 0.3 × 1.3 = 78
Toxin damage which ticks for 78 × 0.5 = 39
Toxin damage per second.
Toxin mods will apply their toxin mod multiplier to Toxic Lash's
Toxin ticks, regardless if they are combined into other elements.
- Extra
Toxin damage does not combine with weapon elements.
- Faction Damage Mods, after first applying, will multiply Toxic Lash's hit a second time, and multiply its
Toxin ticks a third time, effectively triple-dipping.
- Status Duration Mods and Saryn's own passive affect the duration of the
Toxin proc.
- Most weapon hits will trigger a Toxic Lash attack, including
Acid Shells and
Concealed Explosives, but not
Bursting Mass or
Pathocyst's maggots.
- Damage is affected by Ancient Disruptor auras and other enemies that reduce ability damage, unlike other weapon buffing skills.
- Toxic Lash's damage instance does not charge Incarnon Transmutation.
- For example, an unmodded weapon that hits for 200 damage with a Rank 3 Toxic Lash and a Rank 5
- Cast animation of ~1 second is affected by Casting Speed.
- Saryn is immune to crowd control during the cast animation.
- Toxic Lash adds an extra
- Casting Toxic Lash is a one-handed action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, maneuvering, and while on a zipline.
- Can be recast to refresh its duration.
- Ability Synergy:
Augment
- Main article: Contagion Cloud
Contagion Cloud is a Warframe Augment Mod for Saryn that causes kills made with
Toxic Lash, and damage over time effects generated by it, to leave behind a poisonous cloud that deals
Toxin damage over time to enemies within it. Melee kills double the damage dealt by the cloud.
Tips & Tricks
- Toxic Lash is an invaluable ability for players who were not able to collect a Melee Toxin mod or not capable of equipping such on Melee weapons, in which the ability becomes a suitable replacement for those in need of direct health damage.
- Toxic Lash's damage takes elemental mods and buffs like
Venom Dose into account, even on damage instances normally unaffected by elemental mods, such as the radial damage of slam attacks, explode on death mods such as
Acid Shells, and mods like
Concealed Explosives. This makes it possible for them to deal vastly more damage than normal through Toxic Lash, which is especially useful for
Arca Titron,
Tenet Exec, and
Sobek. (Possibly a bug.)
Maximization
Bugs
- While playing on client (Not as host), the use of toxic lash significantly reduces critical hit chance, to the point where having over 400% critical chance will only cause occasional critical hits, not guaranteed red crits as it should. This will only persist as long as toxic lash is active.
![]() |
![]() 4 ![]() |
Miasma Releases a poisonous miasma that deals Introduced in Update 7.0 (2013-03-18) |
![]() ![]() |
![]() | |||
![]() | |||
Misc:
100% ( |
Info
- Saryn expends
75 energy to pollutes the environment with a viral mist, briefly
Stunning enemies within
10 / 12 / 16 / 20 meters and sickening them for
6 seconds, dealing
110 / 125 / 135 / 150
Viral damage per second, with 100%
Viral status chance on cast.
- Cast animation of ~1.5 seconds is affected by Casting Speed.
- Saryn is immune to crowd control during the cast animation.
- Miasma cannot stun enemies again if they are still being affected by a previous cast, but will refresh the sickness' duration.
- Cast animation of ~1.5 seconds is affected by Casting Speed.
- Ability Synergy: Miasma deals 400% damage to enemies affected by
Spores, and Spored enemies that die while sickened by Miasma will spread Spores.
- Casting Miasma can be done while sliding and in mid-air, but will interrupt any other action and will force Saryn in place for the entire animation.
- Cannot be used while on a zipline.
Tips & Tricks
- Use
Spores first to start shredding armor (if any), then attack with
Toxic Lash to inflict
Toxin procs on enemies, and follow up with Miasma to deal quadruple damage and a guaranteed
Viral Status Effect proc to increase damage dealt to enemies' health, so
Toxin damage can eat their health up quicker.
- When using
Miasma, be careful to not get knocked down during the cast animation, as once up again, Saryn will automatically repeat the cast animation, during this repeat animation she will take damage as normal, leaving you extremely vulnerable.
- Miasma will not interrupt aim glide. Left/right directional input will be stopped, but the aim glide itself will continue straight as normal.
Bugs
- Casting Miasma immediately after casting either Spores or Toxic Lash will cause Miasma's casting animation to bug, causing the player to be able to move while casting and rapidly cast Miasma.
- Being knocked down during the casting animation causes Saryn to repeat the animation upon standing up.
Strength Mods | Duration Mods | Range Mods |
---|---|---|
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
![]() |
|
![]() |
![]() |
![]() |
Update 36.0 (2024-06-18)
- Fixed Saryn’s Toxic Lash affecting Clients damage numbers by displaying the wrong damage values (UI only issue).
Hotfix 35.5.2 (2024-03-28)
- Fixed Saryn’s Toxic Lash only applying one instance of Toxin Damage to weapons with Multishot instead of a second hit of Toxin Damage every damage instance as intended.
Hotfix 35.0.4 (2023-12-20)
- Fixed Saryn’s Molt spawning Alchemy amphors on death.
Update 35.0 (2023-12-13)
- Fixed performance issues caused by interactions between Saryn’s Spores with a companion with Vicious Bond equipped.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
SARYN Health: Base Rank - 365 (from 125) / Max Rank - 465 (from 375) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)