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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) | |||
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Misc:
100 % (status cleanse on cast) | |||
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.
Maximization
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 User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: |
500 | Health |
400.00 | Explosion damage |
1.50x | Speed multiplier |
10.00s | Decoy duration |
5.00s | Speed duration |
10.00m | Range |
50.00 | Energy |
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.
Notes[]
Excalibur Umbra will use this ability if infused, while in operator mode.
See Also[]
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21 comments
Can someone add that the clone has higher threat level?
Just test it in simulacrum: everything stops shooting you and instead shoots the clone.
Thanks in advance
"leaves a decoy behind that draws enemy fire"?
Seems like molt almost not working on steel path tho
It seems less consistent than other threat modifying abilities. Although, my experience is mostly limited to Octavia where the mallet is the only option anyways due to being in stealth
It's not as good at drawing aggro as decoy that's for sure, but insta casting and status cleanse and one handed make it the best ability in helminth, but not always the best for you build and goals.
Molt with it's augment Regenerative Molt on Titania is one of the best alternatives to Razorwing Blitz you can manage. You get a controllable burst of speed, healing, and best of all... A GIANT MOLT? lmao. Even though it's not the same size as tiny Titania, the regular size next to her little flyer makes it even more amusing to use.
You could use them together..
You dont say...
Does this have a raised threat level (drawing aggro) like Decoy does?
Yes
No
Speed buff DOES NOT MULTIPLY DIRECTLY AT FULL ABILITY STRENGTH. Through testing:
No ability strength mods: 1.5 multiplier
Modded to 177% ability strength: 1.89 multiplier
Modded to 199% ability strength: 2 multiplier
Modded to 276% ability strength: 2.38 multiplier
So the 50% natural boost is added to HALF the ability strength increase.
Yea, the maximization calculator here is wrong. It should be the same as Volt's speed, yet the one here is using 1.5x as base for 100% str, resulting in 1.5 x str, which should be 1 + (0.5 x str) instead.
To be correct at 100% you get 1.5x multiplier (50% buff)
200% for 2x multiplier (100% buff)
300% for 2.5x multiplier (150% buff)
On Titania, it doesn't copy your wings.
Hehehe max speed gauss
Is the 3s invul time applied to the decoy or yourself?
Only a part ? whats the orther part then?
Reptile
LoL
Rolling guard has a cooldown, gives invulnerability for 3 seconds, and requires rolling, so no it's not basically rolling guard. There's pros and cons there, but they can also be used in tandem. If you are taking a ton of aggro, you'll want those 3 seconds to wham a mech that this won't give you, and also to fully recover your gate.
Can I confirm that molt will not remove helpful buffs? It will only remove status effects like toxin?
Am checking if there will be conflicts trying to use it on Titania and tribute
"Status Effect" specifically refers to the harmful effects that each of the damage types can inflict. It does not refer to buffs.
Quick math question: if this buff is a multiplier instead of being a persentage additive like Speed, how come no one uses Saryn to Speedrun Captures? She would be faster than Volt, judging by those numbers.
Nevermind that, I found out that the Calculator here is absolutely Broken. You need to fix that, lads.
+50% speed boost and 1.50x speed boost are the same thing. Both of you are correct, it is a percentage and a multiplier.
Kvenom is right though, the calculator is not applying the Power Strength correctly. What it's doing is (1 + 50%)*Strength, what it should be doing is 1 + (50%*Strength).
When I'm done rehauling the Maximization calculator I'll make sure to add the correct formula for Molt.
@FINNER
Thank you! =)
I inject "Infested Mobility" into Saryn with her molt, add speed, duration, and power mods, then I go hunt lich larva.
I do this for toxin effect. For heat, I use infest mobility over molt as it is a better boost (although Molt is better all around).
This is for the serious lich hunter going after a particular weapon and want Toxin. I can speed run those capture missions in < 2 mins (use explosive weapon with prime sure footed so no aiming) and keep the kuva.
Infested mobility is definitely not a better buff..
Her Molt restores health without the augment. Why isn't it added here?
I didn't see it confirmed nor edited into the page yet, but Molt's speed buff does benefit from both strength (speed multipier) and duration (speed duration). The stats in the arsenal already allude to this but I figured I'd point it out so someone more skilled at editing Wiki pages can get around to putting that in. I've tested it by running my regular build, and then a seperate build with only stacked Duration and Strength and even if the Arsenal stats didn't confirm it, it certainly feels stronger and longer.
Does anybody realized that CASTING MOLT CAN REMOVE ALL PROCS on you? No matter it's bleeding or any other elemental proc, cast a molt, and it disappear immediately! I'm not sure if this is caused by the Regenerative Molt argument, because I have it on all of my Saryn's solo build, and it's a drastic increase in her survivability.
As a super Saryn fan, I played her in different ways and tried a lot of tough fight in SOLO. To be honest, molt is good enough if you can use it in the right way. I usually fly toward enemies, place a molt in front of them and then immediately roll back and cast spores on it. Or left a molt behind at any time when I try to run away from enemy gun fire. In melee, I always place a molt firstly, then side roll and attack enemy from behind or side......I even used it to block that deadly lazer in cunning drift challenge while I reviving others. All in all, I use molt almost as same frequent as spores. I think's it's fine enough------the only problem is that it will not last long enough in high level sortie mission, and that, sometimes leave me in a more dangerous situation.
Yes, Saryn Prime is not a tank. But she has fairly high mobility, instance decoy without cast time, 4 seconds brief crowd control, self-healing and capable to has 450+armor, 900+hp and 700+sheld! While sacrificed some range to mod my Saryn Prime for survivability, In those endless missions, I'm always the one who never die in the first 50 miniutes(except when those bloody corpus landmine appears often). I like to use her to solo melee only sortie 2 exterminate mission actually. Dangerous, but deadly, cool and really really fun~
Yeah, the first line of this page says that.
boi
Molt needs a buff in terms of grabbing aggro, it should instantly grab 100% aggro to allow Saryn to recover, right now often times it doesn't work on half of the enemies (Ospreys seem to completely ignore it) or grabs aggro with a delay, which on higher levels means death. What good is a decoy that doesn't grab aggro half the time?
You must put distance between you and the decoy, otherwise the enemies will split between you and it. Distance plays an important role in aggro calculation.
That's why it needs a buff. It should grab all agro no matter how you're positioned, it dies instantly at higher levels anyway so it's not like that would make it overpowered. A decoy's job should be taking agro off the user (the damage it does is practically nothing past level 30), Molt unfortunately does a so-so job at that.
Saryn is not a tank, at least not like Chroma or Valkyr, she can't take a lot of hits from higher level enemies. Loki can always go invisible, Frost can cast his Snow Globe, Saryn has no other means of surviving other than her Molt and when the Molt refuses to take aggro then you're dead.
Molt needs to instantly grab 100% aggro, especially since we no longer have Health Orb drops.
I'm sure a (female) Posion-based frame could throw out a Decoy soaked in pheromones that grab attention of all the enemies.
Really disappointed it isn't affected by Warframe Augment mods.. I thought It can be amplified by Venom Dose..
Okay I confirm that the explosion radius of this is affected by Power Range because mine blew up and poisoned a bunch of Grineer like 15-20m away, and I have a Power Range build that I was primarily using for Miasma. I still don't know how much the base explosion radius is though, so I don't have enough information to put it up in the Maximization notes.
The problem is that aside from the enemies getting visibly coated in that sickly green color, you can't see how far the explosion actually goes. Enemies would have to stand at particular distances to perform this test, and we know how uncooperative they can be.
Vauban will make them cooperate ^^
Sweet mother of all Decoy's I saw this thing hit a whole crowd of Grineer for 1.5k poison damage and tic on them for 750DMG every second for 9 seconds. If you can get this things duration small enough so that it always survives it's duration and than detonates on it's own it packs a fregin wallop! HAH! Miasma you can like, take a couple of steps back! THIS is impressive
Damage isn't seeming ot fall off against higher level grineer bugged maybe?
Tested up to level 80 damage stayed the same.
Enemies seem to not target molt at all when I run solo. They just look at it briefly and then turn to attack me.
Enemy Aggro is partially based on Distance. if you are further away from the Enemy than Molt is, they will focus on it.
This skill have a range of 10m
now hands down my favorite ability for infested. combos soooo nice w/ venom, and the gas procs are not rare in any sense of the term.
As of Update 12, Molt will explode to deal radial damage upon death.
As the login server is presently down, we have yet to receive confirmation what damage type it is, though it is suspected to be Gas damage so that Saryn can complete the set.