This is Rhino, an immovable force and highly resilient.
Rhino can survive alone or become the cornerstone of any squad, Tenno. The choice is yours.Release Date: October 25th, 2012
Rhino is a heavily armored Warframe with the strength and fortitude of his reckless, stampeding namesake. Rhino trades speed for power and is designed to fill the tank role in a cell, with the capability to charge into the fray, draw enemy fire, and bend the battlefield to his will through sheer brute force.
Acquisition
Rhino's main blueprint can be purchased from the Market. Rhino's component blueprints are obtained from defeating Jackal on Fossa, Venus.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, Rhino's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn all his blueprints after reaching Tier 10 rewards.
Crafting
Trivia
- "The Profit" trailer showcases the release of Warframe on the PS4 and includes Rhino as one of the screen-time characters in the plot. The trailer shows him punching his enemies without weapons, dealing tremendous damage. He is also shown not carrying any melee weapon.
- It was mentioned by [DE]Geoff on Devstream 18 that Rhino was supposed to be using
Furax in the trailer, but the model was too bulky for the animation they wanted to do, so they had him fight unarmed instead.[1]
- It was mentioned by [DE]Geoff on Devstream 18 that Rhino was supposed to be using
- Rhino is the fifth Frame to have a Prime, after
Excalibur,
Frost,
Mag, and
Ember.
- Prior to Update 19.13 (2017-03-09), Rhino required Mastery Rank 2 to build.
References
Davis and I slam pinned against a cell door and he shouts at me. I give him a dumb look. I can't hear him, the sirens, anything, only the muffled throb of terror in my head. I turn away from Davis down the hall and I see it. The hulking mass, flickering red, glinting like steel and fresh blood. Its skin changes, flowing like mercury when I'm blinded by the sudden muzzle-flashes. They do no good. The beast surges forward and the security men become crimson mist and gore.
I'm a statue, a cornered animal. A gate opens inside me and recognition floods in. I have seen this monster before. I have cut its shell and eviscerated its brothers. I have given it pain and measured its response. I have crafted then rejected countless like it. But I've never seen this beast so close, without the shield, without restraints. I have never seen it... free.
I know I will die so I just watch with curious acceptance. The beast squats down, shovelling a heap of gore into its mouth. It is watching me with vague eyes, a sense of recognition, ancestral memory. It knows who I am and what I've done. It rears up like a bear and roars, shattering the lights and casting us into darkness. I can hear it lumbering toward me, its metal fingers rending the walls, but I know I am dead. I close my eyes and stand ready to pay.
I feel the pull on my arm and realize Davis got the cell open. He tugs me into the cell beyond and I fall on my back. I see Davis standing at the open door, waiting, as the monster tears towards us.
Suddenly I could live through this I shout, "Davis, close the goddamn door!" - But he shakes his head eyes wide as moons. He shouts, "Watch!" over the roaring and rending of metal.
Then silence. Davis is panting, laughing? The beast fills the doorway, inches from him, dripping in blood, but still without violence. It stands there, looking at its hands. Davis whispers, "No one would have believed me."
I crawl up the wall to stand, opposite the door. I've never seen this cell, a cold place with an array of shelves. A morgue? "Where are we, Davis?"
"This is where they keep them. The ones from Zariman." I'm thrown, what was the Zariman? The ship that never returned? "Davis, what's going on?"
Davis turns to me, a smile forming - "What's going on is..." he turns back to the beast now silent and calm.
"...big, fat promotions."Release Date: March 5th, 2014
Rhino Prime is the Primed variant of Rhino, possessing higher armor and sprint speed, as well as an additional
polarity. Rhino Prime was released alongside
Boltor Prime and
Ankyros Prime.
Acquisition
Vaultings
- On February 9th, 2016, it was announced that Rhino Prime, alongside
Boltor Prime and
Ankyros Prime, would enter the Prime Vault and be retired from the reward tables on February 16th, 2016. Any preexisting components or fully-built frames will remain as is.
- Rhino Prime, alongside
Boar Prime,
Ankyros Prime,
Mag Prime,
Boar Prime, and
Dakra Prime, was again accessible from June 27th, 2017 to August 1st, 2017.
- Rhino Prime alongside
Nyx Prime,
Boltor Prime,
Ankyros Prime,
Nyx Prime,
Hikou Prime, and
Scindo Prime, was again accessible from July 24th, 2018 to September 25th, 2018.
- Rhino Prime resurfaced again together with the same line-up from July 16th, 2019 to September 3rd, 2019.
- Rhino Prime resurfaced again together with the same line-up from August 12th, 2021 to November 16th, 2021 and January 11th, 2022 to February 15th, 2022 (gap was due to Prime Resurgence).
- Rhino Prime resurfaced again together with
Mag Prime on April 3rd, 2023.
- Rhino Prime resurfaced again together with
Nyx Prime on August 3rd, 2023.
- Rhino Prime resurfaced again together with
Ember Prime on July 20, 2024.
Crafting
Notes
- Rhino Prime, compared to
Rhino:
- Higher Armor (290 vs. 240)
- 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
- Rhino Prime was the first Prime Warframe to have an ability's effects modified compared to his unprimed counterpart. In this case,
Iron Skin appears to cover more of his body, and has a much smoother texture, lacking the rock-like clusters seen on the unprimed Rhino's Iron Skin.
- Up until Hotfix 18.10.6 (2016-05-06), Rhino Prime's Iron Skin was also gold in color instead of the unprimed Rhino's grey color. It is now affected by Rhino Prime's chosen accent color.
- In addition, Iron Skin has a visual effect of degrading as it wears off, shown in the patches of the Warframe's base colour that will seep through.
- Rhino Prime was the first prime Warframe with a non-static model, the second being
Nova Prime, with what appears to be a continuously-moving golden wind-up key on his back.
- Rhino Prime is the first Prime that went against previous statements from Digital Extremes that Primes would not be any better stat-wise; Rhino Prime possesses an armor and sprint speed increase.
Media
See Also
- Prime, the Orokin enhancement to a Warframe or weapon.
If Rhino falls far enough to incur a Hard Landing (even if he avoids the animation, such as by sliding), the ground impact will discharge a shockwave that deals
Impact damage and
Knockdown in a 6 meter area of effect. This stacks with
Heavy Impact. There is a max 90% Damage Falloff at the edge of the shockwave's radius.
Abilities
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Rhino Charge Rhino charges towards a target, clobbering any in his path and goring his victim. Introduced in Vanilla (2012-10-25) |
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![]() 1.5 / 1.6 / 1.8 / 2 m (impact radius) |
Info
- Rhino expends
25 energy to charge forward with aggression, covering a distance of
6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Enemies within
1.5 / 1.6 / 1.8 / 2 meters of Rhino are dealt 150 / 250 / 450 / 650
Impact damage and are
Ragdolled.
- Rhino's Health is immune to damage while charging.
- If Rhino Charge is successfully recast within a window of
1 second after the previous cast, its damage will be multiplied by 2x, its charge range will be multiplied by 1.25x, and its energy cost will be reduced by 50%. Any additional successful casts within the "Combo Window Time" will multiply Rhino Charge's damage by 4x, multiply its charge range by 1.5x, and reduce its energy cost by 75%.
- Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed
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.
- 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, charge range, and energy cost will reset.
- Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed
- Ability Synergy:
- If
Iron Skin is active, damage from Rhino Charge will have a 100%
Blast status chance.
- Rhino Charge deals an additional 100% damage to enemies affected by
Rhino Stomp.
- If
- Can be used to pass through Laser Barriers unharmed in most cases.
- When under the cloaking effects of
Ghost and
Stalk, the cloak will end only when all nearby enemies are killed or from moving out of range.
- Can be activated while jumping, sliding, clinging to a wall, or executing a front flip.
Augment
- Main article: Ironclad Charge
Ironclad Charge is a Warframe Augment Mod that temporarily increases Rhino's armor for each enemy hit by
Rhino Charge.
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Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
![]() ? / 1.25 / 1.75 / 2.50x (armor multiplier) |
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Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration) |
Info
- Rhino expends
50 energy to harden his skin, receiving Overguard with
400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by
? / 125% / 175% / 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
- During the 3 seconds period Rhino is still vulnerable to crowd control effects.
- Iron Skin's health uses the following expression:
Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.- Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
- As an example for Rhino:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
- With a maxed
- Modifying that equation for Rhino Prime:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
- With a maxed
- Ability Synergy: While Iron Skin is active, damage from
Rhino Charge will have a 100% status chance for
Blast effects.
- For
Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Augment
- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's
Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as
Puncture damage.
Tips & Tricks
- Ironskin can be removed early by:
- With a
Streamline or
Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
- It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
- Using
Rhino Charge with
Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
- By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
- Migrating hosts will completely remove Iron skin, regardless of the level it was at.
- If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
- Using Iron Skin while in a conveyor would make Rhino immovable.
Info
- Rhino expends
75 energy to let out a forceful roar, increasing the damage output of himself and his allies within
15 / 20 / 22 / 25 meters. Rhino and affected allies gain
10% / 15% / 25% / 50% bonus damage to all weapons and abilities over a duration of
30 seconds.
- The damage buff is considered Faction Damage Bonus, additive with other sources of Faction Damage, and multiplicative with other types of bonus of damage.
- For example with a Warframe modded with maxed
Intensify, and weapon that inflicts 100 damage per shot, a max rank Roar will increase the total damage to 100 × (1 + 0.5 × (1 + 0.3)) = 165.
- With a weapon modded with maxed
Serration, which inflicts 100 damage per shot, a max rank Roar will increase the weapon's total damage to 100 × (1 + 1.65) × (1 + 0.5) = 397.5.
- With a weapon modded with maxed
Serration and maxed
Bane of Orokin, which inflicts 100 damage per shot, on a Orokin, a max rank Roar will increase the weapon's total damage to 100 × (1 + 1.65) × (1 + 0.5 + 0.3) = 477.
- For example with a Warframe modded with maxed
- As faction bonus damage, the bonus is used twice in the calculation of status damage.
- For example, with a weapon that inflicts 100 damage per shot, that procs a slash status, a max rank Roar will increase the damage per tick from the slash to : 0.35 × 100 × (1 + 0.5) × (1 + 0.5) = 78.75.
- With a Warframe modded with maxed
Intensify, and weapon that inflicts 100 damage per shot, modded with maxed
Serration and maxed
Bane of Orokin, that procs a slash status, on a orokin, a max rank Roar will increase the damage per tick from the slash to 0.35 × 100 × (1 + 1.65) × (1 + 0.5 × (1 + 0.3) + 0.3) × (1 + 0.5 × (1 + 0.3) + 0.3) = 352.6819.
- The damage buff is considered Faction Damage Bonus, additive with other sources of Faction Damage, and multiplicative with other types of bonus of damage.
- The effects of Roar are applied to Rhino, allied Warframes, Companions, Hostages, Shadows, Specters, and hacked Shockwave MOAs.
- Allies only need to be in range at the time Roar is cast to gain its effects.
- Roar cannot be recast while active (except with the mod augment
Piercing Roar).
- Subsuming Rhino to the Helminth will offer Roar and its augments to be used by other Warframes.
Augment
- Main article: Piercing Roar
Piercing Roar is a Warframe Augment Mod for Rhino that gives
Roar the ability to inflict knockdown and 5
Puncture procs on enemies. Additionally allows Roar to be recast and passively increases its range.
Tips & Tricks
- Increases the damage any ally deals from any source, so weapon damage as well as ability damage for the duration of the skill.
- To gain the buff the ally needs be in range at the time of casting, entering it afterward will not grant the damage boost.
- The ally does not need to stay in range to keep the buff for its full duration.
- Regardless of the range the caster will always get the buff.
- All Sources also include the tick damage of status procs like slash or gas, which means that DoT status procs -- slash, heat, toxin, and gas clouds -- all get affected twice, in the same way as faction-specific modifiers would affect status effects.
- Multiple Roars do not stack.
- A stronger Roar will overwrite a weaker one.
- However if a weaker is cast, so that it last longer than a stronger (i.e., it is cast right before the stronger ran out or has higher duration due to increased Ability Duration) it will boost the damage after the stronger ran out.
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Rhino Stomp Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis. Introduced in Vanilla (2012-10-25) |
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Misc: 80% / 90% / 95% / 97.5% (slow) |
Info
- Rhino expends
100 energy to stomp the ground with tremendous force, dealing
150 / 300 / 500 / 800
Blast damage to all enemies within an initial radius of
? / ? / ? / 5 meters. After a short delay, a second instance of damage is inflicted to enemies within
15 / 18 / 22 / 25 meters. Affected enemies are forced into a tumble with their movements
Slowed by 80% / 90% / 95% / 97.5% over
3 / 4 / 5 / 8 seconds.
- Initial damage instance does not bypass obstacles in the environment and diminishes with distance.
- Second damage instance bypass obstacles in the environment and does not diminish with distance.
- The 8s stasis duration scales with Ability Duration.
Ragdoll and
Lifted will instantly break the tumbling effect.
- If cast in midair, Rhino will instantly drop to the ground to perform this ability.
- Can be recast while active; however, enemies already affected by Rhino Stomp will not have their stasis duration reset and are only damaged by the initial short-range burst. This can be remedied if you cast said abilities after they are in the recovery animation (the moment when they start to get up), which is shortly after into the 2s recovery animation.
- Similar to
Celestial Stomp, there is a 2s recovery duration after the 8s stasis duration.
- Ability Synergy:
Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Augment
- Main article: Reinforcing Stomp
Reinforcing Stomp is a Warframe Augment Mod for Rhino that replenishes
Iron Skin's health for each enemy affected by
Rhino Stomp.
Tips & Tricks
- With maximized radius, Stomp can be used for both crowd control of high level enemies and clearing rooms of low level enemies.
- The initial close range blast can break storage containers and reinforced glass on Corpus Ship.
Strength Mods | Duration Mods | Range Mods |
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Hotfix 35.5.1 (2024-03-27)
- Fixed a script error caused by Rhino’s Roar ability.
Update 35.1 (2024-02-20)
- Fixed lighting issues with Rhino’s Iron Skin that would cause it to look black.
Hotfix 34.0.8 (2023-11-09)
- Fixed Rhino’s mustache placement being too far inside his helmet.
Hotfix 34.0.5 (2023-10-26)
- Fixed Rhino in the Conclave using their PVE stats.
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:
RHINO Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Armor: Base Rank - 240 (from 225)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)