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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Status Effects 1.1 General 1.2 Independent from Damage 1.3 Empyrean 2 Status Chance 3 Damage Distribution 3.1 Status Immunity Interactions 4 DoT Damage Scaling 5 Status Duration 5.1 Damage Over Time 6 Forced Procs 7 Multishot 7.1 Average Procs 7.2 Continuous Weapons 8 Status Mods 8.1 Status Chance 8.2 Status Damage 8.3 Status Duration 9 Status Immunity 9.1 Sources of Status Immunity 9.2 Sources of Status Effect Cleansing 9.3 Status Resistance 10 Status Immune Enemies 10.1 Full Immunity 10.2 Partial Immunity 11 Trivia 12 Media 13 Patch History (/wiki/Status_Effect?veaction=edit) in: (/wiki/Category:Updateme) (Category:Updateme) Updateme , (/wiki/Category:Community_Articles) (Category:Community Articles) Community Articles , (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics , (/wiki/Category:Update_11) (Category:Update 11) Update 11 English (https://warframe.fandom.com/es/wiki/Efecto_de_estado) Español (https://warframe.fandom.com/fr/wiki/Effet_de_Statut) Français (https://warframe.fandom.com/it/wiki/Effetto_Stato) Italiano Status Effect 205 (/wiki/Status_Effect?veaction=edit) Edit (/wiki/Status_Effect?action=edit) Edit source (/wiki/Status_Effect?action=history) History (/wiki/Talk:Status_Effect?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Status Effect (https://static.wikia.nocookie.net/warframe/images/f/f9/StatusEffectIconUI.jpg/revision/latest?cb=20210924205544) () () Health bar of an (/wiki/Elite_Lancer) (Elite Lancer) Elite Lancer with a single (/wiki/Impact) (Impact) Impact proc, a (/wiki/Cold) (Cold) Cold proc, and four (/wiki/Radiation) (Radiation) Radiation procs Contents 1 Status Effects 1.1 General 1.2 Independent from Damage 1.3 Empyrean 2 Status Chance 3 Damage Distribution 3.1 Status Immunity Interactions 4 DoT Damage Scaling 5 Status Duration 5.1 Damage Over Time 6 Forced Procs 7 Multishot 7.1 Average Procs 7.2 Continuous Weapons 8 Status Mods 8.1 Status Chance 8.2 Status Damage 8.3 Status Duration 9 Status Immunity 9.1 Sources of Status Immunity 9.2 Sources of Status Effect Cleansing 9.3 Status Resistance 10 Status Immune Enemies 10.1 Full Immunity 10.2 Partial Immunity 11 Trivia 12 Media 13 Patch History This page is in reference to the (/wiki/Damage_2.0) (Damage 2.0) Damage 2.0 system. The chance that a hit will apply a Status Effect based on the types of damage the weapon inflicts. Values over 100% have a chance to inflict multiple Status Effects at once. > Chance for each Status Effect type per hit: —In-game Description A Status Effect , or commonly called a (https://en.wiktionary.org/wiki/proc) (wikt:proc) Proc , is an additional effect which may be triggered at random by a hit from a weapon or (/wiki/Warframe) (Warframe) Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g. (/wiki/Frost) (FrostIcon272) (/wiki/Frost) Frost 's (/wiki/Ice_Wave) (IceWave130xWhite) (/wiki/Ice_Wave) Ice Wave ability). Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit, unless status chance is over 100% . For example, a weapon such as an unmodified (/wiki/Staticor) (Staticor) (/wiki/Staticor) Staticor deals solely (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect. Enemies also possess the ability to inflict status effects on Tenno. For example, a (/wiki/Grineer) (Grineer) Grineer (/wiki/Scorch) (Scorch) Scorch has a chance to inflict the Ignited status effect with the (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage from his (/wiki/Ignis) (Ignis) (/wiki/Ignis) Ignis . Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage) bypassing the player's armor. Several Warframe abilities will grant immunity to status, (e.g. (/wiki/Oberon) (OberonIcon272) (/wiki/Oberon) Oberon 's (/wiki/Hallowed_Ground) (HallowedGround130xWhite) (/wiki/Hallowed_Ground) Hallowed Ground ability). Any amount of (/wiki/Overguard) (Overguard) overguard will grant immunity as well. Status Effects [ (/wiki/Status_Effect?veaction=edit§ion=1) (Edit section: Status Effects) ] General [ (/wiki/Status_Effect?veaction=edit§ion=2) (Edit section: General) ] Damage Type Status Effect Internal Name Status Effects (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact PT_KNOCKBACK Knockback On Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be (/wiki/Parazon) (Parazon) Parazon Mercy Killed by 8% per proc. Stacks up to 5 times.On Player: No effect. (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture PT_FRAILTY Weakened On Enemy: Reduces any damage dealt by 40% for 6 seconds. Stacks up to 5 times, with subsequent procs reducing damage by 10% to a total of 80% . The victim receives 5% increased weapon (/wiki/Critical_Chance) (Critical Chance) Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.On Player: Reduces any damage dealt to 30% for 6 seconds. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash PT_BLEEDING Bleed On Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses (/wiki/Armor) (Armor) Armor ).On Player: Deals 10% of the base damage per second over 6 seconds (bypasses (/wiki/Armor) (Armor) Armor ). (/wiki/Damage/True_Damage) (DmgTrueSmall64) True N/A No status effect. (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat PT_IMMOLATION Ignite On Enemy: Deals 50% of the base damage as (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second over 6 seconds (increase by Heat mods, can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% (/wiki/Armor) (Armor) Armor .On Player: Deals 50% base (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage over 6 seconds and strips up to 50% Armor. (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold PT_CHILLED Freeze On Enemy: Reduces Movement Speed, (/wiki/Fire_Rate) (Fire Rate) Fire Rate , and (/wiki/Attack_Speed) (Attack Speed) Attack Speed by 50% for 6 seconds. Stacks up to 9 times, with subsequent procs increasing slow by 5% to a total of 90% . The target receives +0.1 increased (/wiki/Critical_Multiplier) (Critical Multiplier) Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5 , additive after mods.On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity PT_ELECTROCUTION Tesla Chain On Enemy: Deals 50% of the base damage as(/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds.On Player: Deals 50% base (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage to allies within 3 meters of the target. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin PT_POISONED Poison Universal: Deals 50% of the base damage as (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage per second over 6 seconds (bypasses (/wiki/Shield) (Shield) Shield ). (/wiki/Damage/Void_Damage) (DmgVoidSmall64) (/wiki/Damage/Void_Damage) Void PT_RADIANT Bullet Attractor On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds. (/wiki/Damage/Tau_Damage) (DmgTauSmall64) Tau N/A No status effect. (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast PT_FLASHBANG Detonate On Enemy: Deals 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, premature detonation occurs and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target. (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive PT_CAUSTIC_BURN Corrosion On Enemy: Reduces (/wiki/Armor) (Armor) armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80% .On Player: Reduces armor by 26% for 8 seconds. (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas PT_ASPHYXIATION Gas Cloud Universal: Deals 50% of the base damage as (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas damage per second over 6 seconds in a 3 meter radius. Stacks up to 10 times, with subsequent procs increasing radius by 0.3 meters to a total of 6 meters. (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic PT_MAGNETIZED Disrupt On Enemy: Amplifies damage dealt to (/wiki/Shield) (Shield) shields and (/wiki/Overguard) (Overguard) overguard by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325% .On Player: Amplifies damage dealt to shields by 100% , nullifies shield regeneration, drains 20 (/wiki/Energy) (Energy) Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage. (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation PT_RAD_TOX Confusion On Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550% .On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds. (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral PT_INFECTED Virus On Enemy: Amplifies damage dealt to (/wiki/Health) (Health) health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325% .On Player: Amplifies damage dealt to health by 100% for 6 seconds. Independent from Damage [ (/wiki/Status_Effect?veaction=edit§ion=3) (Edit section: Independent from Damage) ] (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Status_Effect?action=edit) Click here to add more info .Hidden status effects need more research (Minimize) (Dismiss) x (/wiki/Archimedean_Yonta) (Archimedean Yonta) (ArchimedeanYonta) “Very well. Keep your secrets.” This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by (/wiki/Digital_Extremes) (Digital Extremes) Digital Extremes or in official (/wiki/WARFRAME) (WARFRAME) WARFRAME communications, and may not be an officially recognized concept. (Minimize) (Dismiss) x Status Effect Internal Name Description (/wiki/Stagger) (UnidentifiedItem) (/wiki/Stagger) Big Stagger PT_BIG_STAGGER Universal: Target is staggered for a longer duration? Can be applied by (/wiki/Opticor) (Opticor) (/wiki/Opticor) Opticor , (/wiki/Opticor_Vandal) (OpticorVandal) (/wiki/Opticor_Vandal) Opticor Vandal , (/wiki/Vulkar) (Vulkar) (/wiki/Vulkar) Vulkar , and (/wiki/Vulkar_Wraith) (VulkarWraith) (/wiki/Vulkar_Wraith) Vulkar Wraith . (/wiki/Disarm) (Halikar) (/wiki/Disarm) Disarmed PT_DISARMED Universal: Target is disarmed of their equipped weapon. Can be applied by (/wiki/Halikar) (Halikar) (/wiki/Halikar) Halikar and (/wiki/Halikar_Wraith) (HalikarWraith) (/wiki/Halikar_Wraith) Halikar Wraith ? (/wiki/Impair) (DmgImpairSmall64) (/wiki/Impair) Impair ((/wiki/Conclave) (Conclave) PvP only) PT_ROOTS Universal: Restricts the target's movement for 2 seconds, disabling jumps and decreases movement speed. After Impair duration ends, players will be immune to the same status effect and knockdowns for 2 seconds. (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown PT_KNOCKED_DOWN Universal: Players and enemies fall to the ground. Counts as an individual status for (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload , (/wiki/Galvanized_Aptitude) (Mod TT 20px) (/wiki/Galvanized_Aptitude) Galvanized Aptitude , (/wiki/Galvanized_Savvy) (Mod TT 20px) (/wiki/Galvanized_Savvy) Galvanized Savvy , and (/wiki/Galvanized_Shot) (Mod TT 20px) (/wiki/Galvanized_Shot) Galvanized Shot . (/wiki/Lifted) (Lifted b) (/wiki/Lifted) Lifted PT_LIFT_HIT Universal: Briefly suspends targets in mid-air. Counts as an individual status for (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload , (/wiki/Galvanized_Aptitude) (Mod TT 20px) (/wiki/Galvanized_Aptitude) Galvanized Aptitude , (/wiki/Galvanized_Savvy) (Mod TT 20px) (/wiki/Galvanized_Savvy) Galvanized Savvy , and (/wiki/Galvanized_Shot) (Mod TT 20px) (/wiki/Galvanized_Shot) Galvanized Shot . (/wiki/Nukor) (Nukor) (/wiki/Nukor) Microwave PT_MICROWAVE_BURN Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for (/wiki/Condition_Overload) (Mod TT 20px) (/wiki/Condition_Overload) Condition Overload , (/wiki/Galvanized_Aptitude) (Mod TT 20px) (/wiki/Galvanized_Aptitude) Galvanized Aptitude , (/wiki/Galvanized_Savvy) (Mod TT 20px) (/wiki/Galvanized_Savvy) Galvanized Savvy , and (/wiki/Galvanized_Shot) (Mod TT 20px) (/wiki/Galvanized_Shot) Galvanized Shot . Exclusive to (/wiki/Nukor) (Nukor) (/wiki/Nukor) Nukor and (/wiki/Kuva_Nukor) (KuvaNukor) (/wiki/Kuva_Nukor) Kuva Nukor . (/wiki/Parry) (UnidentifiedItem) (/wiki/Parry) Parried PT_PARRIED Universal: Target is open to finishers? Can be applied through (/wiki/Parry) (Mod TT 20px) (/wiki/Parry) Parry ? (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll PT_RAGDOLL Universal: Body is launched into the air, incapacitating the player or enemy. (/wiki/Silence) (Silence130xDark) (/wiki/Silence) Silence PT_SILENCED Universal: Active abilities are deactivated? (/wiki/Sleep) (RestRage130xDark) (/wiki/Sleep) Sleep PT_SLEEP On enemy: Target is temporarily put to sleep. (/wiki/Slow) (UnidentifiedItem) (/wiki/Slow) Slow PT_GLUE (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger PT_STAGGERED Universal: Players and enemies get staggered for a brief moment. (/wiki/Stagger) (StunIcon b) (/wiki/Stagger) Stun PT_STUNNED Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot. ? PT_VOID (/wiki/Empyrean) (Empyrean) Empyrean [ (/wiki/Status_Effect?veaction=edit§ion=4) (Edit section: Empyrean) ] This section is (https://en.wikipedia.org/wiki/Help:Transclusion) (wikipedia:Help:Transclusion) transcluded from (/wiki/Damage#Empyrean) (Damage) Damage § Empyrean . To change it, please (https://warframe.fandom.com/wiki/Damage?action=edit) edit the transcluded page . (/wiki/Empyrean) (Empyrean) Empyrean gamemode and (/wiki/Railjack) (Railjack) Railjacks use a slightly altered system of the currently existing damage system. (/wiki/Archgun) (Archgun) Archguns and (/wiki/Archmelee) (Archmelee) Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and (/wiki/Plexus) (Plexus) Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities. Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types ((/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 ) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage. This system does not apply to on-foot enemies, such as (/wiki/Ramsled) (Ramsled) Ramsled boarding parties, and (/wiki/Crewship) (Crewship) Crewship and Points of Interest personnel, who will take damage and status as per normal. Damage Type Empyrean-only (/wiki/Status_Chance) (Status Chance) Status Effects (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact Concuss Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration. (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture Decompress Temporarily reduces target ship's (/wiki/Shield) (Shield) shields by ?% and current (/wiki/Armor) (Armor) armor by 10% for 20 seconds. Additional procs stack multiplicatively. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash Tear Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself. (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold Immobilize Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity Scramble Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration. (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat Sear Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin Intoxicate Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration. Status Chance [ (/wiki/Status_Effect?veaction=edit§ion=5) (Edit section: Status Chance) ] Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example, (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive procs are valued highly against heavily (/wiki/Armor) (Armor) armored foes, but (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic procs have no benefit to enemies that lack (/wiki/Shield) (Shield) shields or (/wiki/Overguard) (Overguard) overguard . The chance that a proc will occur can be directly increased with mods such as (/wiki/Rifle_Aptitude) (Mod TT 20px) (/wiki/Rifle_Aptitude) Rifle Aptitude . One can also increase the number of projectiles fired through (/wiki/Multishot) (Multishot) multishot mods such as (/wiki/Split_Chamber) (Mod TT 20px) (/wiki/Split_Chamber) Split Chamber ; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the (/wiki/Arsenal) (Arsenal) Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase (/wiki/Fire_rate) (Fire rate) fire rate , this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame. When a weapon achieves a status chance higher than 100% , each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit. Damage Distribution [ (/wiki/Status_Effect?veaction=edit§ion=6) (Edit section: Damage Distribution) ] Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded (/wiki/Strun) (Strun) (/wiki/Strun) Strun 's highest physical damage type is (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , thus it inflicts mostly knockback procs. Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage is increased). When a hit procs, the chance for an individual damage type to proc in relation to the others is: Proc Type Chance = Damage ÷ Total Damage For example, if a weapon's damage is composed of 20 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , 5 (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , 10 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , 25 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , and 50 (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , then its total damage is 20 + 5 + 10 + 25 + 50 = 110 . Therefore, the chance for the individual damage types to proc will be: Impact Puncture Slash Heat Corrosive Damage 20 5 10 25 50 Proc Type Chance 18.18% 4.55% 9.09% 22.73% 45.45% Status Immunity Interactions [ (/wiki/Status_Effect?veaction=edit§ion=7) (Edit section: Status Immunity Interactions) ] Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy. For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive damage), the chances for the individual damage types to proc would change to the following values: Impact Puncture Slash Heat Corrosive Damage 20 5 10 25 50 Proc Type Chance 33.33% 8.33% 16.67% 41.67% N/A DoT Damage Scaling [ (/wiki/Status_Effect?veaction=edit§ion=8) (Edit section: DoT Damage Scaling) ] If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly: (/wiki/Buff_%26_Debuff) (Buff & Debuff) Damage Buffs and relevant (/wiki/Mods) (Mods) Mods This includes for example total damage multipliers like (/wiki/Furious_Javelin) (Mod TT 20px) (/wiki/Furious_Javelin) Furious Javelin or (/wiki/Eclipse) (Eclipse130xWhite) (/wiki/Eclipse) Eclipse , additive damage bonuses like (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration or (/wiki/Vex_Armor) (VexArmor130xWhite) (/wiki/Vex_Armor) Vex Armor , and enemy debuffs like (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime and (/wiki/Rest_%26_Rage) (RestRage130xWhite) (/wiki/Rest_%26_Rage) Rest & Rage . 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 resulting proc damage. (/wiki/Critical_Hit) (Critical Hit) Critical Hits and (/wiki/Stealth#Stealth_Damage_Bonus) (Stealth) Stealth Damage Bonus (/wiki/Melee#Combo_Counter) (Melee) Melee Combo Counter and (/wiki/Sniper_Rifle) (Sniper Rifle) Sniper Combo Counter (/wiki/Enemy_Body_Parts) (Enemy Body Parts) Body part multipliers (/wiki/Category:Faction_Damage_Mods) (Category:Faction Damage Mods) Faction Damage mods and (/wiki/Roar) (Roar130xWhite) (/wiki/Roar) Roar Due to the nature of Faction Damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, for a weapon with an innate 100 damage modded with (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration and (/wiki/Bane_of_Grineer) (Mod TT 20px) (/wiki/Bane_of_Grineer) Bane of Grineer , a (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash proc will deal the following damage per tick: Bleed per tick = 100 × (1 + (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) 1.65 ) × (0.35 is the multiplier for Bleed ticks.) 0.35 × (1 + (/wiki/Bane_of_Grineer) (Mod TT 20px) (/wiki/Bane_of_Grineer) 0.3 ) (Faction Damage gets applied twice for this.) ^2 = 156.7475 Status Duration [ (/wiki/Status_Effect?veaction=edit§ion=9) (Edit section: Status Duration) ] (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Status_Effect?action=edit) Click here to add more info .Table is outdated. (Minimize) (Dismiss) x Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g. (/wiki/Lasting_Sting) (Mod TT 20px) (/wiki/Lasting_Sting) Lasting Sting ). Damage-dealing status effects will benefit from modifiers on (/wiki/Enemy_Body_Parts) (Enemy Body Parts) headshots and (/wiki/Critical_Hit) (Critical Hit) critical hits . Damage duration can be negative (over -100% duration through (/wiki/Riven_Mods) (Riven Mods) Riven Mods ). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail: Negative duration effects ▾ ▾ Damage Type Nullified Effect Occurs Normally (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact Stagger - (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture Weakened - (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash Bleed - (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold Freeze - (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity Stun Tesla Chain (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat Ignite Panic animation occurs (but no flame) (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin Poison - (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast Inaccuracy - (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive Corrosion - (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas Toxin Cloud - (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic Increased shield damage Visual effects (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation Confusion - (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral Increased health damage Visual effects Note: The information above is based on this (https://forums.warframe.com/topic/722745-negative-status-duration-and-procs-riven-mod/?do=findComment&comment=8678964) forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered. Damage Over Time [ (/wiki/Status_Effect?veaction=edit§ion=10) (Edit section: Damage Over Time) ] Status effects that deal damage over time will have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. AoE status effects, such as (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity and (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas will always start dealing damage ticks the moment it is procced on an enemy. Single target status effects will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic. Damage Tick and Proc Duration Time From Initial Proc 0s 1s 2s 3s 4s 5s 6s Damage Tick Occurred? (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌ (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌ Forced Procs [ (/wiki/Status_Effect?veaction=edit§ion=11) (Edit section: Forced Procs) ] (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Status_Effect?action=edit) Click here to add more info . (Minimize) (Dismiss) x (/wiki/Archimedean_Yonta) (Archimedean Yonta) (ArchimedeanYonta) “Very well. Keep your secrets.” This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by (/wiki/Digital_Extremes) (Digital Extremes) Digital Extremes or in official (/wiki/WARFRAME) (WARFRAME) WARFRAME communications, and may not be an officially recognized concept. (Minimize) (Dismiss) x Forced procs[1] are status effects that are guaranteed to occur regardless of the status chance and damage distribution of the weapon. They are independent from normally occurring procs which can also take place alongside forced procs. Note that this is not the same as having 100% status chance. Forced procs have negative interactions with some warframe abilities such as Zephyr's Tornado where forced procs do not apply to enemies caught within the tornados, and instead apply to the tornados themselves. Multishot [ (/wiki/Status_Effect?veaction=edit§ion=12) (Edit section: Multishot) ] When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the (/wiki/Strun_Wraith) (StrunWraith) (/wiki/Strun_Wraith) Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc. Average Procs [ (/wiki/Status_Effect?veaction=edit§ion=13) (Edit section: Average Procs) ] When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g. (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula: Average Number of Procs Per Shot = Multishot × (Number of Forced Procs + Status Chance per Projectile) Average Number of Procs per Second = Average Number of Procs Per Shot × Fire Rate A table with example values to display the relation of status chance and multishot. Arsenal Status Chance 150% 100% 99% 80% 150% 100% 99% 80% Multishot Chance per Pellet/Projectile Average Procs per Shot 1.9(using (/wiki/Split_Chamber) (Mod TT 20px) (/wiki/Split_Chamber) SC ) 150% 100% 99% 80% 2.85 1.9 1.88 1.52 3(e.g.(/wiki/Exergis) (Exergis) (/wiki/Exergis) Exergis ) 150% 100% 99% 80% 4.5 3 2.97 2.4 5(e.g.(/wiki/Sobek) (Sobek) (/wiki/Sobek) Sobek ) 150% 100% 99% 80% 7.5 5 4.95 4 10(e.g.(/wiki/Strun_Wraith) (StrunWraith) (/wiki/Strun_Wraith) Strun Wraith ) 150% 100% 99% 80% 15 10 9.9 8 20 150% 100% 99% 80% 30 20 19.8 16 Continuous Weapons [ (/wiki/Status_Effect?veaction=edit§ion=14) (Edit section: Continuous Weapons) ] Despite (/wiki/Continuous_Weapon) (Continuous Weapon) Continuous Weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon. Status Mods [ (/wiki/Status_Effect?veaction=edit§ion=15) (Edit section: Status Mods) ] Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect. 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(Malignant Force (43 KB)) (Malignant Force (43 KB)) (Malignant Force) (Malignant Force (43 KB)) (Malignant Force) (/wiki/Malignant_Force) (Mod TT 20px) (/wiki/Malignant_Force) Malignant Force (/wiki/Proton_Jet) (Proton Jet (169 KB)) (Proton Jet (169 KB)) (Proton Jet) (Proton Jet (169 KB)) (Proton Jet) (/wiki/Proton_Jet) (Mod TT 20px) (/wiki/Proton_Jet) Proton Jet (/wiki/Rifle_Aptitude) (Rifle Aptitude (214 KB)) (Rifle Aptitude (214 KB)) (Rifle Aptitude) (Rifle Aptitude (214 KB)) (Rifle Aptitude) (/wiki/Rifle_Aptitude) (Mod TT 20px) (/wiki/Rifle_Aptitude) Rifle Aptitude (/wiki/Rime_Rounds) (Rime Rounds (43 KB)) (Rime Rounds (43 KB)) (Rime Rounds) (Rime Rounds (43 KB)) (Rime Rounds) (/wiki/Rime_Rounds) (Mod TT 20px) (/wiki/Rime_Rounds) Rime Rounds (/wiki/Thermite_Rounds) (Thermite Rounds (43 KB)) (Thermite Rounds (43 KB)) (Thermite Rounds) (Thermite Rounds (43 KB)) (Thermite Rounds) (/wiki/Thermite_Rounds) (Mod TT 20px) (/wiki/Thermite_Rounds) Thermite Rounds (/wiki/Frigid_Blast) (Frigid Blast (37 KB)) (Frigid Blast (37 KB)) (Frigid Blast) (Frigid Blast (37 KB)) (Frigid Blast) (/wiki/Frigid_Blast) (Mod TT 20px) (/wiki/Frigid_Blast) Frigid Blast (/wiki/Galvanized_Savvy) (Galvanized Savvy (213 KB)) (Galvanized Savvy (213 KB)) (Galvanized Savvy) (Galvanized Savvy (213 KB)) (Galvanized Savvy) (/wiki/Galvanized_Savvy) (Mod TT 20px) (/wiki/Galvanized_Savvy) Galvanized Savvy (/wiki/Motus_Setup) (Motus Setup (178 KB)) (Motus Setup (178 KB)) (Motus Setup) (Motus Setup (178 KB)) (Motus Setup) (/wiki/Motus_Setup) (Mod TT 20px) (/wiki/Motus_Setup) Motus Setup (/wiki/Nano-Applicator) (Nano-Applicator (80 KB)) (Nano-Applicator (80 KB)) (Nano-Applicator) (Nano-Applicator (80 KB)) (Nano-Applicator) (/wiki/Nano-Applicator) (Mod TT 20px) (/wiki/Nano-Applicator) Nano-Applicator (/wiki/Scattering_Inferno) (Scattering Inferno (42 KB)) (Scattering Inferno (42 KB)) (Scattering Inferno) (Scattering Inferno (42 KB)) (Scattering Inferno) (/wiki/Scattering_Inferno) (Mod TT 20px) (/wiki/Scattering_Inferno) Scattering Inferno (/wiki/Shell_Shock) (Shell Shock (41 KB)) (Shell Shock (41 KB)) (Shell Shock) (Shell Shock (41 KB)) (Shell Shock) (/wiki/Shell_Shock) (Mod TT 20px) (/wiki/Shell_Shock) Shell Shock (/wiki/Shotgun_Savvy) (Shotgun Savvy (219 KB)) (Shotgun Savvy (219 KB)) (Shotgun Savvy) (Shotgun Savvy (219 KB)) (Shotgun Savvy) (/wiki/Shotgun_Savvy) (Mod TT 20px) (/wiki/Shotgun_Savvy) Shotgun Savvy (/wiki/Toxic_Barrage) (Toxic Barrage (44 KB)) (Toxic Barrage (44 KB)) (Toxic Barrage) (Toxic Barrage (44 KB)) (Toxic Barrage) (/wiki/Toxic_Barrage) (Mod TT 20px) (/wiki/Toxic_Barrage) Toxic Barrage (/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/Embedded_Catalyzer) (Embedded Catalyzer (41 KB)) (Embedded Catalyzer (41 KB)) (Embedded Catalyzer) (Embedded Catalyzer (41 KB)) (Embedded Catalyzer) (/wiki/Embedded_Catalyzer) (Mod TT 20px) (/wiki/Embedded_Catalyzer) Embedded Catalyzer (/wiki/Frostbite) (Frostbite (42 KB)) (Frostbite (42 KB)) (Frostbite) (Frostbite (42 KB)) (Frostbite) (/wiki/Frostbite) (Mod TT 20px) (/wiki/Frostbite) Frostbite (/wiki/Galvanized_Shot) (Galvanized Shot (204 KB)) (Galvanized Shot (204 KB)) (Galvanized Shot) (Galvanized Shot (204 KB)) (Galvanized Shot) (/wiki/Galvanized_Shot) (Mod TT 20px) (/wiki/Galvanized_Shot) Galvanized Shot (/wiki/Jolt) (Jolt (38 KB)) (Jolt (38 KB)) (Jolt) (Jolt (38 KB)) (Jolt) (/wiki/Jolt) (Mod TT 20px) (/wiki/Jolt) Jolt (/wiki/Jugulus_Spines) (Jugulus Spines (182 KB)) (Jugulus Spines (182 KB)) (Jugulus Spines) (Jugulus Spines (182 KB)) (Jugulus Spines) (/wiki/Jugulus_Spines) (Mod TT 20px) (/wiki/Jugulus_Spines) Jugulus Spines (/wiki/Pistol_Pestilence) (Pistol Pestilence (48 KB)) (Pistol Pestilence (48 KB)) (Pistol Pestilence) (Pistol Pestilence (48 KB)) (Pistol Pestilence) (/wiki/Pistol_Pestilence) (Mod TT 20px) 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(43 KB)) (Voltaic Strike) (/wiki/Voltaic_Strike) (Mod TT 20px) (/wiki/Voltaic_Strike) Voltaic Strike (/wiki/Weeping_Wounds) (Weeping Wounds (209 KB)) (Weeping Wounds (209 KB)) (Weeping Wounds) (Weeping Wounds (209 KB)) (Weeping Wounds) (/wiki/Weeping_Wounds) (Mod TT 20px) (/wiki/Weeping_Wounds) Weeping Wounds (/wiki/Nira%27s_Contempt) (Nira's Contempt (43 KB)) (Nira's Contempt (43 KB)) (Nira's Contempt) (Nira's Contempt (43 KB)) (Nira's Contempt) (/wiki/Nira%27s_Contempt) (Mod TT 20px) (/wiki/Nira%27s_Contempt) Nira's Contempt (/wiki/Charged_Bullets) (Charged Bullets (316 KB)) (Charged Bullets (316 KB)) (Charged Bullets) (Charged Bullets (316 KB)) (Charged Bullets) (/wiki/Charged_Bullets) (Mod TT 20px) (/wiki/Charged_Bullets) Charged Bullets (/wiki/Contamination_Casing) (Contamination Casing (305 KB)) (Contamination Casing (305 KB)) (Contamination Casing) (Contamination Casing (305 KB)) (Contamination Casing) (/wiki/Contamination_Casing) (Mod TT 20px) (/wiki/Contamination_Casing) Contamination Casing (/wiki/Hypothermic_Shell) (Hypothermic Shell (330 KB)) (Hypothermic Shell (330 KB)) (Hypothermic Shell) (Hypothermic Shell (330 KB)) (Hypothermic Shell) (/wiki/Hypothermic_Shell) (Mod TT 20px) (/wiki/Hypothermic_Shell) Hypothermic Shell (/wiki/Marked_Target) (Marked Target (299 KB)) (Marked Target (299 KB)) (Marked Target) (Marked Target (299 KB)) (Marked Target) (/wiki/Marked_Target) (Mod TT 20px) (/wiki/Marked_Target) Marked Target (/wiki/Modified_Munitions) (Modified Munitions (177 KB)) (Modified Munitions (177 KB)) (Modified Munitions) (Modified Munitions (177 KB)) (Modified Munitions) (/wiki/Modified_Munitions) (Mod TT 20px) (/wiki/Modified_Munitions) Modified Munitions (/wiki/Magma_Chamber) (Magma Chamber (163 KB)) (Magma Chamber (163 KB)) (Magma Chamber) (Magma Chamber (163 KB)) (Magma Chamber) (/wiki/Magma_Chamber) (Mod TT 20px) (/wiki/Magma_Chamber) Magma Chamber (/wiki/Cryo_Coating) (Cryo Coating (61 KB)) (Cryo Coating (61 KB)) (Cryo Coating) (Cryo Coating (61 KB)) (Cryo Coating) (/wiki/Cryo_Coating) (Mod TT 20px) (/wiki/Cryo_Coating) Cryo Coating (/wiki/Infectious_Injection) (Infectious Injection (58 KB)) (Infectious Injection (58 KB)) (Infectious Injection) (Infectious Injection (58 KB)) (Infectious Injection) (/wiki/Infectious_Injection) (Mod TT 20px) (/wiki/Infectious_Injection) Infectious Injection (/wiki/Ion_Infusion) (Ion Infusion (61 KB)) (Ion Infusion (61 KB)) (Ion Infusion) (Ion Infusion (61 KB)) (Ion Infusion) (/wiki/Ion_Infusion) (Mod TT 20px) (/wiki/Ion_Infusion) Ion Infusion (/wiki/Sudden_Impact) (Sudden Impact (161 KB)) (Sudden Impact (161 KB)) (Sudden Impact) (Sudden Impact (161 KB)) (Sudden Impact) (/wiki/Sudden_Impact) (Mod TT 20px) (/wiki/Sudden_Impact) Sudden Impact (/wiki/Searing_Steel) (Searing Steel (163 KB)) (Searing Steel (163 KB)) (Searing Steel) (Searing Steel (163 KB)) (Searing Steel) (/wiki/Searing_Steel) (Mod TT 20px) (/wiki/Searing_Steel) Searing Steel Status Damage [ (/wiki/Status_Effect?veaction=edit§ion=17) (Edit section: Status Damage) ] (/wiki/Rifle_Elementalist) (Rifle Elementalist (197 KB)) (Rifle Elementalist (197 KB)) (Rifle Elementalist) (Rifle Elementalist (197 KB)) (Rifle Elementalist) (/wiki/Rifle_Elementalist) (Mod TT 20px) (/wiki/Rifle_Elementalist) Rifle Elementalist (/wiki/Shotgun_Elementalist) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist) (/wiki/Shotgun_Elementalist) (Mod TT 20px) (/wiki/Shotgun_Elementalist) Shotgun Elementalist (/wiki/Pistol_Elementalist) (Pistol Elementalist (177 KB)) (Pistol Elementalist (177 KB)) (Pistol Elementalist) (Pistol Elementalist (177 KB)) (Pistol Elementalist) (/wiki/Pistol_Elementalist) (Mod TT 20px) (/wiki/Pistol_Elementalist) Pistol Elementalist (/wiki/Melee_Elementalist) (Melee Elementalist (167 KB)) (Melee Elementalist (167 KB)) (Melee Elementalist) (Melee Elementalist (167 KB)) (Melee Elementalist) (/wiki/Melee_Elementalist) (Mod TT 20px) (/wiki/Melee_Elementalist) Melee Elementalist (/wiki/Special:Upload?wpDestFile=BurningHateMod.png) (BurningHateMod.png) BurningHateMod.png (/wiki/Burning_Hate) (Mod TT 20px) (/wiki/Burning_Hate) Burning Hate Status Duration [ (/wiki/Status_Effect?veaction=edit§ion=18) (Edit section: Status Duration) ] (/wiki/Continuous_Misery) (Continuous Misery (41 KB)) (Continuous Misery (41 KB)) (Continuous Misery) (Continuous Misery (41 KB)) (Continuous Misery) (/wiki/Continuous_Misery) (Mod TT 20px) (/wiki/Continuous_Misery) Continuous Misery (/wiki/Lingering_Torment) (Lingering Torment (175 KB)) (Lingering Torment (175 KB)) (Lingering Torment) (Lingering Torment (175 KB)) (Lingering Torment) (/wiki/Lingering_Torment) (Mod TT 20px) (/wiki/Lingering_Torment) Lingering Torment (/wiki/Perpetual_Agony) (Perpetual Agony (162 KB)) (Perpetual Agony (162 KB)) (Perpetual Agony) (Perpetual Agony (162 KB)) (Perpetual Agony) (/wiki/Perpetual_Agony) (Mod TT 20px) (/wiki/Perpetual_Agony) Perpetual Agony (/wiki/Lasting_Sting) (Lasting Sting (43 KB)) (Lasting Sting (43 KB)) (Lasting Sting) (Lasting Sting (43 KB)) (Lasting Sting) (/wiki/Lasting_Sting) (Mod TT 20px) (/wiki/Lasting_Sting) Lasting Sting (/wiki/Rapid_Resilience) (Rapid Resilience (48 KB)) (Rapid Resilience (48 KB)) (Rapid Resilience) (Rapid Resilience (48 KB)) (Rapid Resilience) (/wiki/Rapid_Resilience) (Mod TT 20px) (/wiki/Rapid_Resilience) Rapid Resilience (/wiki/Toxic_Sequence) (Toxic Sequence (160 KB)) (Toxic Sequence (160 KB)) (Toxic Sequence) (Toxic Sequence (160 KB)) (Toxic Sequence) (/wiki/Toxic_Sequence) (Mod TT 20px) (/wiki/Toxic_Sequence) Toxic Sequence (/wiki/Augur_Seeker) (Augur Seeker (157 KB)) (Augur Seeker (157 KB)) (Augur Seeker) (Augur Seeker (157 KB)) (Augur Seeker) (/wiki/Augur_Seeker) (Mod TT 20px) (/wiki/Augur_Seeker) Augur Seeker (/wiki/Hunter_Track) (Hunter Track (174 KB)) (Hunter Track (174 KB)) (Hunter Track) (Hunter Track (174 KB)) (Hunter Track) (/wiki/Hunter_Track) (Mod TT 20px) (/wiki/Hunter_Track) Hunter Track Last updated: (/wiki/Update_29#Update_29.5) (Update 29) Update 29.5 (2020-11-19) Status Immunity [ (/wiki/Status_Effect?veaction=edit§ion=19) (Edit section: Status Immunity) ] Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page. Status immunity prevents new status effects from being applied to players, but does not remove existing status effects. Note that sources of (/wiki/Invulnerability) (Invulnerability) Invulnerability and (/wiki/Overguard) (Overguard) Overguard also protect against status effects. Sources of Status Immunity [ (/wiki/Status_Effect?veaction=edit§ion=20) (Edit section: Sources of Status Immunity) ] Abilities Helminth Inaros Lavos Nezha Oberon Nidus Qorvex Titania Trinity Voruna (/wiki/Hideous_Resistance) (Hideous Resistance) (HideousResistance130xWhite) (/wiki/Hideous_Resistance) (Hideous Resistance) (HideousResistance130xWhite) (/wiki/Key_Bindings) (Key Bindings) N/A (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Hideous_Resistance) Hideous Resistance Grant yourself immunity to Status effects. Introduced in (/wiki/Update_30#Update_30.5) (Update 30) Update 30.5 (2021-07-06) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 4 / 6 / 8 / 10 Charges (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Info Expend (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to cleanse active Status Effects and become immune to the next (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 status effects. Does not remove status effects that were obtained during the casting animation. There is no grace period or delay between charge use, making them deplete rapidly sometimes. Cannot be recast while active. (Expand/Collapse) (Expand/Collapse) (/wiki/Scarab_Shell) (Scarab Shell) (ScarabShellModx256) (/wiki/Scarab_Shell) (Scarab Shell) (ScarabShell130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Scarab_Shell) Scarab Shell Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects. Introduced in (/wiki/Update_35#Update_35.5) (Update 35) Update 35.5 (2024-03-27) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 175 / 250 / 300 / 350 (armor bonus) (/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 : 5% (status protection cost)2,500 HP (total health cost)2 HP (min. health threshold)∞ (armor bonus duration)25 HP (health drain per percent charge)4.67s (time to full armor bonus) Info Info Inaros summons the desert sands and sacred scarabs, offering his (/wiki/Health) (Health) Health as a sacrifice to gain Scarab Shell , increasing his base (/wiki/Armor) (Armor) armor by up to (/wiki/Ability_Strength) (AbilityStrengthBuff) 350 and gaining immunity to Status Effects . While charging Scarab Shell, Inaros loses 25 health points for every 1% of converted additional bonus armor, for a total of 2,500 health lost to fully charge the armor. The armor buildup will end once the bonus armor is fully filled, Inaros only has 2 points of health left, or the ability is manually deactivated. The shell loses 5% armor upon negating a status effect, otherwise it lasts indefinitely until Inaros suffers a lethal hit. While the armor bonus is active, a stylized armor bonus counter appears above the ability icons. Scarab Shell is not dispelled from falling out-of-bounds or entering an ability nullification zone such as (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman bubbles. Scarab Shell status immunity does not prevent (/wiki/Negation_Armor) (Mod TT 20px) (/wiki/Negation_Armor) Negation Armor 's (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash proc. Charging Scarab Shell takes 4.67 seconds in total, not affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Inaros can move, but cannot cast other abilities, use weapons, or perform parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers or general interactions while channeling this ability. (Expand/Collapse) (Expand/Collapse) Valence Block Special Casting Rank Bonuses Valence Block Purifying himself from all ailments, (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal (/wiki/Pickups#Orbs) (Pickups) Orb . Picking up an Energy or Universal Orb has a cooldown of 5 seconds. Buff duration is renewed to full upon collecting a new orb. Valence Block buff icon and timer are shown beside Lavos' shield and health indicators. While activated, three serpent-like energy particle effects encircle Lavos' body. If Lavos is injured with missing health, Universal Orbs are collectible to heal him with no cooldown period in between. When Lavos' (/wiki/Companion) (Companion) Companion is equipped with (/wiki/Synth_Fiber) (Mod TT 20px) (/wiki/Synth_Fiber) Synth Fiber , all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely. Special Casting Stats and Modding [ (/wiki/Status_Effect?veaction=edit§ion=1) (Edit section: Stats and Modding) ] (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos has no (/wiki/Energy) (Energy) energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to cast with a cooldown in between uses. The (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Ability Efficiency stat will instead affect the cooldown reduction effect from (/wiki/Transmutation_Probe) (TransmutationProbe130xWhite) (/wiki/Transmutation_Probe) Transmutation Probe and (/wiki/Swift_Bite) (Mod TT 20px) (/wiki/Swift_Bite) Swift Bite . Mods which convert energy spent on abilities to shields, such as (/wiki/Brief_Respite) (Mod TT 20px) (/wiki/Brief_Respite) Brief Respite or the (/wiki/Set_Mods#Augur_Mod_Set) (Set Mods) Augur Mod Set , do not replenish shields. Because Lavos can still pick up energy orbs, mods or arcanes that benefit from picking up energy, such as (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium , (/wiki/Energy_Conversion) (Mod TT 20px) (/wiki/Energy_Conversion) Energy Conversion , and (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize , still function. Subsumed abilities injected into Lavos via the (/wiki/Helminth) (Helminth) Helminth system will cost 0 energy, but instead incur a 10 second cooldown after cast and disable the elemental imbuement hold-function (see below) associated with the ability button. On non-recastable abilities (e.g. (/wiki/Roar) (Roar130xWhite) (/wiki/Roar) Roar ), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g. (/wiki/Piercing_Roar) (Mod TT 20px) (/wiki/Piercing_Roar) Piercing Roar ). On channeled abilities (e.g. (/wiki/Gloom) (Gloom130xWhite) (/wiki/Gloom) Gloom ), they instead have a (/wiki/Ability_Duration) (AbilityDurationBuff) 12 second base duration. The (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Ability Duration stat will also affect the Status Duration stat uniquely innate to Lavos, which extends or shortens the duration of all status effects created by Lavos using his weapons and abilities. Elemental Imbuement [ (/wiki/Status_Effect?veaction=edit§ion=2) (Edit section: Elemental Imbuement) ] Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons (default 1 ,2 ,3 ,4 ) to imbue a Primary Elemental damage type ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity , and (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat respectively) into the mixing vial displayed above Lavos' ability icons. Imbuement has no cost nor cooldown between uses. Elemental imbuement is available by default to Lavos at Warframe Rank 0 without requiring his abilities to be fully unlocked. Primary Elements are shown in the four smaller diamond-shaped icons below the mixing vial. When an ability button is held down, its diamond icon is briefly highlighted until the element is mixed in. Combine with a different element to produce a Secondary Elemental damage type: (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast (2 +4 ), (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive (1 +3 ), (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas (1 +4 ), (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (2 +3 ), (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (3 +4 ), and (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral (1 +2 ). Inputs can be in any order, or the hotkeys can be held down together to instantly produce a Secondary Elemental damage type. The Imbued Primary or Secondary Element is shown in the vial with a colorcoded emblem and plays a unique sound effect upon mixing. With an element in the mixing vial, Lavos' next ability cast drains the vial to add the Primary or Secondary Elemental damage type, onto the chosen ability dealing an extra instance of damage and status proc. The same Primary Elemental damage type can be imbued onto an ability that already inflicts that damage type (e.g. (/wiki/Ophidian_Bite) (OphidianBite130xWhite) (/wiki/Ophidian_Bite) Ophidian Bite imbued with (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin , (/wiki/Vial_Rush) (VialRush130xWhite) (/wiki/Vial_Rush) Vial Rush imbued with (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , etc) to double the damage and status proc. Imbued Primary Elemental damage types do not merge with the ability's innate damage type. Non-damaging status effects inflicted by all of Lavos' abilities ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , (/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 ) will proc 3 stacks in a single application of elemental status. Lavos' mixing vial is only cleared of its elemental contents upon imbuing an ability. Elements can be imbued even if Lavos cannot use the ability. Imbuement is only available from Lavos' original abilities, therefore a subsumed ability replacement from the (/wiki/Helminth) (Helminth) Helminth system will disable the associated element on the ability button. Imbuement also cannot be applied onto subsumed abilities. Rank Bonuses Unlike most Warframes, when Lavos ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen: +20 (/wiki/Health) (Health) Health every three ranks, starting at rank 1 . +10 (/wiki/Shield) (Shield) Shield every three ranks, starting at rank 2 . +10 (/wiki/Armor) (Armor) Armor every three ranks, starting at rank 3 . At rank 30 , this results in a total of: +200 Health +100 Shield +100 Armor Augment (https://static.wikia.nocookie.net/warframe/images/6/66/ValenceFormationMod.png/revision/latest?cb=20240618173621) (ValenceFormationMod) Main article: (/wiki/Valence_Formation) (Valence Formation) Valence Formation Valence Formation is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect. (/wiki/Mod#Mod_Rank) (Mod) Rank Elemental Damage (/wiki/Ability_Duration) (AbilityDurationBuff) Duration (/wiki/Mod#Attributes) (Mod) Cost 0 50% 20s 6 1 100% 20s 7 2 150% 20s 8 3 200% 20s 9 Fire Walker Warding Halo (/wiki/Fire_Walker) (Fire Walker) (FireWalkerModx256) (/wiki/Fire_Walker) (Fire Walker) (FireWalker130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Fire_Walker) Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in (/wiki/Update_18#Update_18.1) (Update 18) Update 18.1 (2015-12-16) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 50 / 100 / 150 / 200 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per tick)500 / 750 / 1000 / 1250 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat explosion damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 15 / 20 / 25 / 30 s (buff duration)5 / 6 / 7.5 / 10 s (flame duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 3 / 4 / 5 / 6 m (explosion radius) (Stats unlisted in-game, not affected by Mods) Misc : 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)10 / 25 / 50 / ? % ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status chance)100 % (flame trail status cleanse)? s (flame ring duration) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Nezha expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus (/wiki/Movement_Speed) (Movement Speed) Movement Speed for (/wiki/Ability_Duration) (AbilityDurationBuff) 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for (/wiki/Ability_Duration) (AbilityDurationBuff) 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 100 / 150 / 200 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ? (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance . While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects . Cast animation of ~0.5 seconds, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Flames can be formed in mid-air but only while (/wiki/Maneuvers#Bullet_Jump) (Maneuvers) Bullet Jumping . Falling will not leave behind any flames. Ability Synergy: If Fire Walker is active when using (/wiki/Blazing_Chakram) (BlazingChakram130xWhite) (/wiki/Blazing_Chakram) Blazing Chakram 's teleportation, Fire Walker will overheat at the destination and deal (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 750 / 1000 / 1250 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage with a 10% / 25% / 50% / ? (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds. Damage does not bypass obstacles in the environment and diminishes with distance. Fire Walker can be cast while moving but will interrupt all other actions. Can be recast while active to refresh its duration. Subsuming Nezha to the (/wiki/Helminth) (Helminth) Helminth will offer Fire Walker and its augments to be used by other Warframes. This does not allow other Warframes to use Fire Walker's explosion on teleport. This is exclusively a synergy with Blazing Chakram. Augment (https://static.wikia.nocookie.net/warframe/images/9/9c/PyroclasticFlowMod.png/revision/latest?cb=20220907221318) (PyroclasticFlowMod) Main article: (/wiki/Pyroclastic_Flow) (Pyroclastic Flow) Pyroclastic Flow Pyroclastic Flow is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nezha) (NezhaIcon272) (/wiki/Nezha) Nezha and (/wiki/Nezha/Prime) (NezhaPrimeIcon272) (/wiki/Nezha/Prime) Nezha Prime that accumulates the damage (/wiki/Fire_Walker) (FireWalker130xWhite) (/wiki/Fire_Walker) Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability. (/wiki/Pyroclastic_Flow) (Pyroclastic Flow) Pyroclastic Flow Tips & Tricks The 100% chance of the (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status effect makes this an effective form of control for narrow hallways or choke points. Quickly sliding into groups of enemies can reliably disable them. The amount of ground that can be covered in flames can be improved using Sprint Speed mods. Also works as an escape tool to prevent enemies from following you. Can be used to cut off melee units from defense objectives. Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed. Choosing a dark energy color makes the visual effect less intrusive. (Expand/Collapse) (Expand/Collapse) (/wiki/Warding_Halo) (Warding Halo) (WardingHaloModx256) (/wiki/Warding_Halo) (Warding Halo) (WardingHalo130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Warding_Halo) Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in (/wiki/Update_18#Update_18.1) (Update 18) Update 18.1 (2015-12-16) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 500 / 650 / 800 / 1000 (base health)50 / 75 / 100 / 125 ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage per second)1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)2.5x (absorption multiplier) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 1.25 / 1.5 / 1.75 / 2 m (Stats unlisted in-game, not affected by Mods) Misc : 3 s (invulnerability duration on cast)90% (damage redirection)1 s (invulnerability duration on break) Info Augment Tips & Tricks Info Nezha expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90% (/wiki/Damage_Redirection) (Damage Redirection) Damage Redirection towards the ring's health pool. The ring starts with (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 650 / 800 / 1000 base health, to which (/wiki/Ability_Strength) (AbilityStrengthBuff) 115% / 125% / 175% / 250% of Nezha's total (/wiki/Armor) (Armor) armor is added as bonus health. Upon activation, the ring is (/wiki/Invulnerability) (Invulnerability) invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by (/wiki/Ability_Strength) (AbilityStrengthBuff) 250% and added to its total health. Enemies that wander within (/wiki/Ability_Range) (AbilityRangeBuff) 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Staggered and dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 75 / 100 / 125 (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled. Warding Halo's health uses the following expression:Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength) As an example, with a maxed (/wiki/Steel_Fiber) (Mod TT 20px) (/wiki/Steel_Fiber) Steel Fiber and (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , and one stack on (/wiki/Health_Conversion) (Mod TT 20px) (/wiki/Health_Conversion) Health Conversion , a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage. While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage instances immediately affect enemies as they enter the stun radius. Cast animation of ~1 second, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation. Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status effect , and making Nezha invulnerable for 1 second. Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period. Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect. Augment (https://static.wikia.nocookie.net/warframe/images/2/24/SafeguardMod.png/revision/latest?cb=20230116090624) (SafeguardMod) Main article: (/wiki/Safeguard) (Safeguard) Safeguard Safeguard is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nezha) (NezhaIcon272) (/wiki/Nezha) Nezha that allows him to cast (/wiki/Warding_Halo) (WardingHalo130xWhite) (/wiki/Warding_Halo) Warding Halo on allies, albeit with reduced durability. (/wiki/Safeguard) (Safeguard) Safeguard Tips & Tricks Using (/wiki/Health_Conversion) (Mod TT 20px) (/wiki/Health_Conversion) Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much (/wiki/Power_Strength) (Power Strength) Power Strength . (Expand/Collapse) (Expand/Collapse) (/wiki/Hallowed_Ground) (Hallowed Ground) (HallowedGroundModx256) (/wiki/Hallowed_Ground) (Hallowed Ground) (HallowedGround130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Hallowed_Ground) Hallowed Ground Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames. Introduced in (/wiki/Update_11#Update_11.5) (Update 11) Update 11.5 (2013-12-19) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 25 / 50 / 75 / 100 ((/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage)5 / 10 / 12 / 15% ((/wiki/Status_Chance) (Status Chance) Status Chance ) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 15 / 17 / 20 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 90 / 100 / 120 / 180° (angle)8 / 10 / 12 / 15 m (radius) Info Augment Tips & Tricks Info Oberon expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to consecrate the ground in an angle of (/wiki/Ability_Range) (AbilityRangeBuff) 90 / 100 / 120 / 180 degrees in front of him, spanning up to (/wiki/Ability_Range) (AbilityRangeBuff) 8 / 10 / 12 / 15 meters, for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 25 / 50 / 75 / 100 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage with a (/wiki/Ability_Strength) (AbilityStrengthBuff) 5 / 10 / 12 / 15% (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation (/wiki/Status_chance) (Status chance) status chance every 0.5 seconds, while allies are relinquished of any negative Status Effects and become immune to them for as long as they are standing on the area. Up to a maximum of 4 Hollowed Ground can exist at a time. Radius follows the expression: Base Range + 11.25 × (Ability Range - 1) For example, with a maxed (/wiki/Stretch) (Mod TT 20px) (/wiki/Stretch) Stretch , the radius will increase to: 15 + 11.25 × (1.45 - 1) = 20.0625 meters. Angle follows the expression: Base Angle + 135° × (Ability Range - 1) For example, with a maxed Stretch, the angle will increase to: 180° + 135° × (1.45 - 1) = 240.75° ). 234% (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Ability Range is needed to bring the angle up to 360° , making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters. Flying enemies that are too high above the ground may not be affected by this ability. Ability Synergy: If Oberon or any allies affected by (/wiki/Renewal) (Renewal130xWhite) (/wiki/Renewal) Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants (/wiki/Ability_Strength) (AbilityStrengthBuff) 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for (/wiki/Ability_Duration) (AbilityDurationBuff) 20 more seconds. Bonus armor is added after other (/wiki/Armor#Increasing_Armor) (Armor) armor increases (e.g. an Oberon with a maxed (/wiki/Steel_Fiber) (Mod TT 20px) (/wiki/Steel_Fiber) Steel Fiber and (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor). As (/wiki/Link_Fiber) (Mod TT 20px) (/wiki/Link_Fiber) Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal , as the companion links into the player's increased armor and then gets buffed by Iron Renewal. Enemies that survive (/wiki/Reckoning) (Reckoning130xWhite) (/wiki/Reckoning) Reckoning while standing on Hallowed Ground will have their (/wiki/Armor) (Armor) armor permanently reduced by (/wiki/Ability_Strength) (AbilityStrengthBuff) ?% / ?% / ?% / 50% . Armor is fully removed at 200% (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength . If cast in midair, Oberon will instantly drop to the ground to perform this ability. Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color. The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color. Augment (https://static.wikia.nocookie.net/warframe/images/5/5d/HallowedEruptionMod.png/revision/latest?cb=20230116090049) (HallowedEruptionMod) Main article: (/wiki/Hallowed_Eruption) (Hallowed Eruption) Hallowed Eruption Hallowed Eruption is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Oberon) (OberonIcon272) (/wiki/Oberon) Oberon . Upon casting (/wiki/Hallowed_Ground) (HallowedGround130xWhite) (/wiki/Hallowed_Ground) Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation proc. This mod also passively increases Hallowed Ground's duration. (/wiki/Hallowed_Eruption) (Hallowed Eruption) Hallowed Eruption Tips & Tricks Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect. Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground. Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies. Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time. Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Sensor_Bar) (Sensor Bar) Sensor Bars and Corpus (/wiki/Laser_Barrier) (Laser Barrier) Laser Barriers . Note however that activating these traps in (/wiki/Spy) (Spy) spy missions will still trigger vault alarms. Hallowed Ground will make players immune to to (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation and (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic singularities in (/wiki/Sortie) (Sortie) Sorties . (Expand/Collapse) (Expand/Collapse) (/wiki/Parasitic_Link) (Parasitic Link) (ParasiticLinkModx256) (/wiki/Parasitic_Link) (Parasitic Link) (ParasiticLink130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Parasitic_Link) Parasitic Link Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus. Introduced in (/wiki/Update_19#Update_19.5) (Update 19) Update 19.5 (2016-12-22) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 10% / 15% / 20% / 25% (strength bonus)10% / 15% / 20% / 25% (damage bonus)20% / 30% / 40% / 50% (damage redirection) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 30 / 35 / 45 / 60 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 24 / 28 / 34 / 40 m (ally link)10 / 13 / 16 / 20 m (enemy link) Info Augment Tips & Tricks Info Nidus expends 1 (/wiki/Nidus/Abilities#Passive) (Nidus/Abilities) Mutation stack to perform symbiosis with a targeted ally Warframe within (/wiki/Ability_Range) (AbilityRangeBuff) 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within (/wiki/Ability_Range) (AbilityRangeBuff) 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again. When linked with an ally Warframe, Nidus and his target both receive a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength bonus and a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% weapon damage bonus. Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions: Modified Strength Bonus = Strength Bonus × (1 + Ability Strength) With a maxed (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI. Modified Ability Strength = (1 + Ability Strength) × (1 + Modified Strength Bonus) Modified Strength Bonus then increases Ability Strength multiplicatively , granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active. The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength. When linked with an enemy, the target is incapacitated for the duration while Nidus gains (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% / 30% / 40% / 50% (/wiki/Damage_Redirection) (Damage Redirection) Damage Redirection toward the linked target. All negative Status Effects , including (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , are also redirected. Damage Redirection is capped at 90% , achievable with 180% Ability Strength. Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends. Friendly fire is not transferred to the linked target. Can link to enemies with (/wiki/Overguard) Overguard , however they will not be incapacitated and can still attack. Parasitic Link does not require (/wiki/Line_of_Sight) (Line of Sight) Line of Sight to maintain connection between Nidus and his target. If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded. Ability Synergy: While linked to a target, using (/wiki/Virulence) (Virulence130xWhite) (/wiki/Virulence) Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus. Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance. Parasitic Link is a (/wiki/One-Handed_Action) (One-Handed Action) One-Handed Action and can be cast while in midair. Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color. Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active. When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target. Augment (https://static.wikia.nocookie.net/warframe/images/b/bc/ParasiticVitalityMod.png/revision/latest?cb=20240327230501) (ParasiticVitalityMod) Main article: (/wiki/Parasitic_Vitality) (Parasitic Vitality) Parasitic Vitality Parasitic Vitality is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus that allows (/wiki/Parasitic_Link) (ParasiticLink130xWhite) (/wiki/Parasitic_Link) Parasitic Link to grant Nidus and the ally he is linked through with the ability bonus (/wiki/Health) (Health) Health , scaling with each mutation stack. (/wiki/Parasitic_Vitality) (Parasitic Vitality) Parasitic Vitality Tips & Tricks Link with a nearby teammate or enemy for (/wiki/Virulence) (Virulence130xWhite) (/wiki/Virulence) Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast. Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies. Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length. Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast. Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link. Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength. Enemies with high health and armor values such as (/wiki/Heavy_Gunner) (Heavy Gunner) Heavy Gunners can absorb a large amount of damage transferred from Nidus. As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions. Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage. Linking with an enemy caught by (/wiki/Larva) (Larva130xWhite) (/wiki/Larva) Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast. This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like (/wiki/Blood_Rush) (Mod TT 20px) (/wiki/Blood_Rush) Blood Rush for best results. Maggots from (/wiki/Ravenous) (Ravenous130xWhite) (/wiki/Ravenous) Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established. Parasitic Link can be cast on the (/wiki/Juggernaut) (Juggernaut) Juggernaut , and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor. This can be done for most Boss enemies such as (/wiki/Acolytes) (Acolytes) Acolytes , (/wiki/Kuva_Lich) (Kuva Lich) Kuva Liches , and (/wiki/Sisters_of_Parvos) (Sisters of Parvos) Sisters of Parvos . Can be used to immobilize (/wiki/Synthesis) (Synthesis) Synthesis target, instead of deploying (/wiki/Kinetic_Siphon_Trap) (Kinetic Siphon Trap) Kinetic Siphon Trap . This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire. Parasitic Link can transfer negative Conduit Effects given in (/wiki/Disruption) (Disruption) Disruption . For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail. (Expand/Collapse) (Expand/Collapse) (/wiki/Disometric_Guard) (Disometric Guard) (DisometricModx256) (/wiki/Disometric_Guard) (Disometric Guard) (DisometricGuard130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Disometric_Guard) Disometric Guard Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases. Introduced in (/wiki/Update_35#Update_35.0) (Update 35) Update 35.0 (2023-12-13) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 300 / 400 / 500 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage on cast2 / 3 / 4 / 5 initial status immunity stacks5 / 7 / 8 / 10 max status immunity stacks (/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 : 6 m damage radius(/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown on cast50 m Affinity RangeStatus cleanse on cast∞ stack duration+10% stack chance per active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status on enemy from kills and assists100% stack chance cap Info Bugs Info Qorvex expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 300 / 400 / 500 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage with a guaranteed Status Effect and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown to enemies in a radius of 6 meters. After the explosion, Qorvex's concrete plates encircle himself and allied (/wiki/Warframes) (Warframes) Warframes inside his (/wiki/Affinity_Range) (Affinity Range) Affinity Range . All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of (/wiki/Ability_Strength) (AbilityStrengthBuff) 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and self or enemy-inflicted (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger . Status cleanse on cast is a separate function and does not consume an initial stack. Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes. Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks. When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away. Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model. While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation statuses. Disometric Guard can only sustain max (/wiki/Ability_Strength) (AbilityStrengthBuff) 5 / 7 / 8 / 10 stacks per player. When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates. Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator. Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max. Ability Synergy: (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effects from (/wiki/Chyrinka_Pillar) (ChyrinkaPillar130xWhite) (/wiki/Chyrinka_Pillar) Chyrinka Pillar 's pulses, (/wiki/Containment_Wall) (ContainmentWall130xWhite) (/wiki/Containment_Wall) Containment Wall 's radioactive waves and smash, Disometric Guard's explosion, and (/wiki/Crucible_Blast) (CrucibleBlast130xWhite) (/wiki/Crucible_Blast) Crucible Blast 's beam increase the stack chance on kills and assists. Bugs In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks. Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual. (Expand/Collapse) (Expand/Collapse) (/wiki/Spellbind) (Spellbind) (SpellbindModx256) (/wiki/Spellbind) (Spellbind) (Spellbind130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Spellbind) Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in (/wiki/Update_19#Update:_The_Silver_Grove) (Update 19) Update: The Silver Grove (2016-08-19) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 12 / 14 / 16 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 1 / 3 / 3 / 5 m (area radius)20 / 30 / 40 / 50 m (cast range) (Stats unlisted in-game, not affected by Mods) Misc : 100 % (status cleanse and immunity) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Titania expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to scatter enchanted dust in a (/wiki/Ability_Range) (AbilityRangeBuff) 1 / 3 / 3 / 5 meter radius around the location she aims at, up to (/wiki/Ability_Range) (AbilityRangeBuff) 20 / 30 / 40 / 50 meters away. Enemies within this area are (/wiki/Disarm) (Halikar) (/wiki/Disarm) Disarmed and (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolled as they weightlessly float in mid-air for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from Status Effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania. Cast animation of 1 second is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Can be cast while moving, but will interrupt other actions such as (/wiki/Reload) (Reload) reloading , charging or shooting. Status immunity also protects from crowd control effects such as (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , including the lock-out animation of (/wiki/Archwing) (Archwing) Archwing and (/wiki/Razorwing) (Razorwing130xWhite) (/wiki/Razorwing) Razorwing when impacting a surface. After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the (/wiki/Infested) (Infested) Infested ) will recover quickly. Spellbound allies and enemies emit unique particle effects: Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy colors. Allies visually emit energy butterflies fluttering about, affected by their own energy colors. Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect. Subsuming Titania to the (/wiki/Helminth) (Helminth) Helminth will offer Spellbind and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/9/97/SpellboundHarvestMod.png/revision/latest?cb=20221130225507) (SpellboundHarvestMod) Main article: (/wiki/Spellbound_Harvest) (Spellbound Harvest) Spellbound Harvest Spellbound Harvest is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Titania) (TitaniaIcon272) (/wiki/Titania) Titania which lets her regain (/wiki/Energy) (Energy) Energy and increases the next cast's (/wiki/Ability_Range) (Ability Range) Ability Range when hitting at least 4 enemies with (/wiki/Spellbind) (Spellbind130xWhite) (/wiki/Spellbind) Spellbind . (/wiki/Spellbound_Harvest) (Spellbound Harvest) Spellbound Harvest Tips & Tricks The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces. (Expand/Collapse) (Expand/Collapse) (/wiki/Link) (Link) (LinkModx256) (/wiki/Link) (Link) (Link130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Link) Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in (/wiki/Closed_Beta_Updates#Update_4) (Closed Beta Updates) Update 4 (2012-11-02) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 6 / 8 / 10 / 12 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 12 / 14 / 17 / 20 m (Stats unlisted in-game, not affected by Mods) Misc : 1 / 2 / 2 / 3 (affected enemies)50% / 60% / 70% / 75% (damage redirection)100% (damage and status transfer) Info Augment Tips & Tricks Info Trinity expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to link herself with up to 1 / 2 / 2 / 3 enemies within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 12 / 14 / 17 / 20 meters for (/wiki/Ability_Duration) (AbilityDurationBuff) 6 / 8 / 10 / 12 seconds. While linked, she receives 50% / 60% / 70% / 75% (/wiki/Damage_Redirection) (Damage Redirection) Damage Redirection and any Status Effects toward the linked enemies. Casting time of 0.6 seconds is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits. Status immunity applies to (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown . Includes knockdown from environmental traps such as Corpus (/wiki/Laser_Barrier) (Laser Barrier) Laser Barriers . Note that tripping these barriers in (/wiki/Spy) (Spy) Spy missions will still trigger vault alarms. Ability Synergy: Link can tether to a (/wiki/Well_of_Life) (WellOfLife130xWhite) (/wiki/Well_of_Life) Well of Life target, applying lifesteal during Link's Damage Redirection. If Trinity is bleeding out while this ability is active, she will not link with nearby enemies. Trinity cannot link with (/wiki/Stalker) (Stalker) Stalker . Trinity and linked enemies will shine the color of her energy. Cannot be recast while active. Casting Link is a full-body animation that stops grounded movement and all other actions. Augment (https://static.wikia.nocookie.net/warframe/images/2/27/AbatingLinkMod.png/revision/latest?cb=20220907221123) (AbatingLinkMod) Main article: (/wiki/Abating_Link) (Abating Link) Abating Link Abating Link is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Trinity) (TrinityIcon272) (/wiki/Trinity) Trinity 's (/wiki/Link) (Link130xWhite) (/wiki/Link) Link that reduces the (/wiki/Armor) (Armor) armor of all connected enemies. (/wiki/Abating_Link) (Abating Link) Abating Link Tips & Tricks Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability. Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire. Use Trinity's (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire to fuel Link's high energy cost. Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby. Similarly, Link can connect to and track the position of cloaked enemies such as (/wiki/Capture) (Capture) Capture targets and (/wiki/Manic) (Manic) Manics . Be wary of mods and effects which reduce (/wiki/Ability_Range) (Ability Range) Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits. (Expand/Collapse) (Expand/Collapse) Like a blood moon striding across the starlit night, (/wiki/Voruna) (VorunaIcon272) (/wiki/Voruna) Voruna never hunts alone. Safeguarded by her four loyal wolves, she may freely invoke their protective passives anytime during a mission. Hold down the ability button (default 1 , 2 , 3 , 4 ) to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist indefinitely until switched, undergoing a cooldown (Ulfrun's Descent), or revoked by holding down the ability key again; while a passive is selected, the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her. (/wiki/Shroud_of_Dynar) (ShroudofDynarIcon) (/wiki/Shroud_of_Dynar) Shroud of Dynar increases (/wiki/Maneuvers) (Maneuvers) Parkour velocity by 55% . (/wiki/Fangs_of_Raksh) (FangsofRakshIcon) (/wiki/Fangs_of_Raksh) Fangs of Raksh grants complete resistance to new Status Effects . (/wiki/Lycath%27s_Hunt) (Lycath'sHuntIcon) (/wiki/Lycath%27s_Hunt) Lycath's Hunt imbues Voruna's melee weapon with an additive 100% (/wiki/Melee#Heavy_Attack) (Melee) Heavy Attack Efficiency . Since heavy attack efficiency is hard-capped to 90% , the extra 10% is only visible and viable when equipped with a (/wiki/Riven_Mod) (Riven Mod) Riven Mod that penalizes it. (/wiki/Ulfrun%27s_Descent) (Ulfrun'sDescentIcon) (/wiki/Ulfrun%27s_Descent) Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing (/wiki/Bleedout) (Bleedout) bleedout , 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 second cooldown after his sacrifice or when swapped out. Passives are only available from Voruna's original abilities. Therefore, a subsumed ability replacement from the (/wiki/Helminth) (Helminth) Helminth system will disable the associated passive. Passives are not disabled nor revoked when Voruna enters an ability-nullifying field such as from (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewmen , or if she falls into an out-of-bounds zone. Mods (/wiki/Empowered_Quiver) (Empowered Quiver (174 KB)) (Empowered Quiver (174 KB)) (Empowered Quiver) (Empowered Quiver (174 KB)) (Empowered Quiver) (/wiki/Empowered_Quiver) (Mod TT 20px) (/wiki/Empowered_Quiver) Empowered Quiver (/wiki/Hearty_Nourishment) (Hearty Nourishment (45 KB)) (Hearty Nourishment (45 KB)) (Hearty Nourishment) (Hearty Nourishment (45 KB)) (Hearty Nourishment) (/wiki/Hearty_Nourishment) (Mod TT 20px) (/wiki/Hearty_Nourishment) Hearty Nourishment (/wiki/Negate) (Negate (168 KB)) (Negate (168 KB)) (Negate) (Negate (168 KB)) (Negate) (/wiki/Negate) (Mod TT 20px) (/wiki/Negate) Negate (/wiki/Purifying_Flames) (Purifying Flames (181 KB)) (Purifying Flames (181 KB)) (Purifying Flames) (Purifying Flames (181 KB)) (Purifying Flames) (/wiki/Purifying_Flames) (Mod TT 20px) (/wiki/Purifying_Flames) Purifying Flames (/wiki/Shield_of_Shadows) (Shield of Shadows (184 KB)) (Shield of Shadows (184 KB)) (Shield of Shadows) (Shield of Shadows (184 KB)) (Shield of Shadows) (/wiki/Shield_of_Shadows) (Mod TT 20px) (/wiki/Shield_of_Shadows) Shield of Shadows (/wiki/Tidal_Impunity) (Tidal Impunity (176 KB)) (Tidal Impunity (176 KB)) (Tidal Impunity) (Tidal Impunity (176 KB)) (Tidal Impunity) (/wiki/Tidal_Impunity) (Mod TT 20px) (/wiki/Tidal_Impunity) Tidal Impunity Miscellaneous (/wiki/Ancient_Healer) (Ancient Healer (495 KB)) (Ancient Healer (495 KB)) (Ancient Healer Specter) (Ancient Healer (495 KB)) (Ancient Healer Specter) Ancient Healer (/wiki/Specter) (Specter) Specter Sources of Status Effect Cleansing [ (/wiki/Status_Effect?veaction=edit§ion=21) (Edit section: Sources of Status Effect Cleansing) ] Status effect cleansing removes active status effects on the player. Abilities Garuda Hildryn Nezha Oberon Qorvex Revenant Saryn Titania Wukong (/wiki/Bloodletting) (Bloodletting) (BloodlettingModx256) (/wiki/Bloodletting) (Bloodletting) (Bloodletting130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Bloodletting) Bloodletting Garuda sacrifices her health to generate energy. Introduced in (/wiki/Update_24#Update_24.0) (Update 24) Update 24.0 (2018-11-08) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Efficiency : 18 / 22 / 30 / 40 % (energy gain) (Stats unlisted in-game, not affected by Mods) Misc : -50% (health deducted)100% (status cleanse)2 HP (minimum health threshold) Info Augment Tips & Tricks Info Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum (/wiki/Health) (Health) Health to cleanse all status effects and restore up to (/wiki/Ability_Efficiency) (EnergyOrb) 18% / 22% / 30% / 40% of her maximum (/wiki/Energy) (Energy) Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting. Health cost is 50% of Garuda's maximum HP , including mods. Energy gain is the listed % of her maximum energy , including mods, (/wiki/Helminth#Invigoration) (Helminth) Helminth invigorations and slotted (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shards . Energy gain follows the formula: Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency) . Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved. Cannot be cast if Garuda has 2 or less health points. This ability does not trigger health damage into energy conversion mods like (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage or (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline . Augment (https://static.wikia.nocookie.net/warframe/images/a/a3/BloodForgeMod.png/revision/latest?cb=20200205022216) (BloodForgeMod) Main article: (/wiki/Blood_Forge) (Blood Forge) Blood Forge Blood Forge is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda 's (/wiki/Bloodletting) (Bloodletting130xWhite) (/wiki/Bloodletting) Bloodletting to reload her equipped weapon up to a percentage. (/wiki/Blood_Forge) (Blood Forge) Blood Forge Tips & Tricks This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or (/wiki/Oberon) (OberonIcon272) (/wiki/Oberon) Oberon 's (/wiki/Renewal) (Renewal130xWhite) (/wiki/Renewal) Renewal to generate more energy more quickly. Synergizes with (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar 's continuous healing to give Garuda a near infinite supply of energy. Despite sacrificing HP, Bloodletting is an effective way of shedding off any harmful status effects (especially slowing effects and DoT procs from (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash and (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage), possibly improving her survivability better than not removing the procs. Bloodletting is a powerful ability to combine with (/wiki/Helminth) (Helminth) Helminth -infused toggled abilities that constantly drain energy, the most notable being (/wiki/Sevagoth) (SevagothIcon272) (/wiki/Sevagoth) Sevagoth 's (/wiki/Gloom) (Gloom130xWhite) (/wiki/Gloom) Gloom as it provides Garuda with another self-healing ability besides (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar to constantly regenerate her energy reserves. The Gloom and Bloodletting combo makes Garuda viable at completing (/wiki/The_Steel_Path) (The Steel Path) Steel Path missions alone, including missions not normally frequented by players such as the (/wiki/Rathuum) (Rathuum) Rathuum nodes and the (/wiki/Zealoid_Prelate) (Zealoid Prelate) Zealoid Prelate battle in (/wiki/Deimos) (Deimos) Deimos . (/wiki/Seeking_Talons) (SeekingTalons130xWhite) (/wiki/Seeking_Talons) Seeking Talons also synergize extremely well with this build as the damage-over-time of her quills also triggers Gloom healing and, subsequently, powers Bloodletting. The quills' homing ability also offers little chance for enemies to escape and can even track and hit hiding enemies, ensuring Garuda can be healed by Gloom as long as they stay within the aura. (/wiki/Molt_Reconstruct) (MoltReconstruct) (/wiki/Molt_Reconstruct) Molt Reconstruct can work as a stand-in for Gloom's regeneration by allowing any energy spent to heal a large portion of Garuda's health. Often healing her to full in a single cast. Bloodletting itself will not restore health however, as it does not expend any Energy. Equipping (/wiki/Blood_Forge) (Mod TT 20px) (/wiki/Blood_Forge) Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the (/wiki/Strun) (Strun) (/wiki/Strun) Strun , (/wiki/Nagantaka) (Nagantaka) (/wiki/Nagantaka) Nagantaka , (/wiki/Tenet_Envoy) (TenetEnvoy) (/wiki/Tenet_Envoy) Tenet Envoy and (/wiki/Kuva_Zarr) (KuvaZarr) (/wiki/Kuva_Zarr) Kuva Zarr ) and increase their overall DPS potential. It comes at the risk of getting struck while already losing her Health to reload, thus she should consider safeguards such as a nearby Blood Altar or equipping (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking and/or (/wiki/Gladiator_Finesse) (Mod TT 20px) (/wiki/Gladiator_Finesse) Gladiator Finesse , the mods accounting for her replenished Energy while using Bloodletting. Slotting (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shard s for extra Energy while also equipping Quick Thinking will make Garuda deceptively durable due to the resulting increased efficiency of regaining Energy via Bloodletting. Slotting (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shard s for extra Armor instead of extra Energy grants Garuda more effective hitpoints since (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking benefits from Armor. If a Garuda player wishes to take advantage of the reworked passive to further amplify damage output, Helminth can replace Bloodletting with another damage-related self buff ability, such as (/wiki/Xaku) (XakuIcon272) (/wiki/Xaku) Xaku 's (/wiki/Xata%27s_Whisper) (Xata'sWhisper130xWhite) (/wiki/Xata%27s_Whisper) Xata's Whisper or (/wiki/Mirage) (MirageIcon272) (/wiki/Mirage) Mirage 's (/wiki/Eclipse) (Eclipse130xWhite) (/wiki/Eclipse) Eclipse , as these abilities synergize well with the damage buff and Garuda's own (/wiki/Seeking_Talons) (SeekingTalons130xWhite) (/wiki/Seeking_Talons) Seeking Talons , while still maintaining self-survival options with (/wiki/Dread_Mirror) (DreadMirror130xWhite) (/wiki/Dread_Mirror) Dread Mirror and Blood Altar. In exchange for losing this ability to generate Energy, Garuda can equip (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage or (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar. (Expand/Collapse) (Expand/Collapse) (/wiki/Pillage) (Pillage) (PillageModx256) (/wiki/Pillage) (Pillage) (Pillage130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Shield) (Shield) (IconShield) (/wiki/Ability_Efficiency) (Ability Efficiency) 150 (/wiki/Pillage) Pillage Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Introduced in (/wiki/Update_24#Update_24.4) (Update 24) Update 24.4 (2019-03-08) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 10% / 15% / 20% / 25% (shield/armor drain per enemy) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 2 s (expansion duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 5 m / 6 m / 7 m / 8 m (pulse initial radius) (Stats unlisted in-game, not affected by Mods) Misc : ? / ? / 6 / 20 m/s (expansion distance per sec)100% (status cleanse on cast) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Hildryn expends (/wiki/Ability_Efficiency) (EnergyOrb) 150 (/wiki/Shield) (Shield) shields or overshields to emit a radial pulse with an initial radius of (/wiki/Ability_Range) (AbilityRangeBuff) 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of (/wiki/Ability_Duration) (AbilityDurationBuff) 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects . Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current (/wiki/Shields) (Shields) Shields or total (/wiki/Armor) (Armor) Armor by (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% . When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies. (/wiki/Roar) (Roar130xWhite) (/wiki/Roar) Roar , (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip. Enemy armor and shields are fully removed at 400% (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Ability Strength . With one (/wiki/Corrosive_Projection) (Mod TT 20px) (/wiki/Corrosive_Projection) Corrosive Projection , armor will be fully stripped at 328% Ability Strength. Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip. Enemy shields can still regenerate with natural shield regeneration (such as (/wiki/Armis_Ulta) (Armis Ulta) Armis Ulta , (/wiki/Kuva_Lich) (Kuva Lich) Kuva Liches , or (/wiki/Sisters_of_Parvos) (Sisters of Parvos) Sisters of Parvos ) or while affected by regeneration buffs (such as (/wiki/Shield_Osprey) (Shield Osprey) Shield Ospreys ). Shield restore affects (/wiki/Kubrow) (Kubrow) Kubrows , (/wiki/Kavat) (Kavat) Kavats , and (/wiki/MOA_(Companion)) (MOA (Companion)) MOAs , but has no effect on (/wiki/Sentinel) (Sentinel) Sentinels . Does not steal from enemies without shields or armor stats. Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged. Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her. Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions. Pillage cannot be cast while (/wiki/Aegis_Storm) (AegisStorm130xWhite) (/wiki/Aegis_Storm) Aegis Storm is active. Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast. Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active. Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color. Subsuming Hildryn to the (/wiki/Helminth) (Helminth) Helminth will offer Pillage and its augments to be used by other Warframes. Subsumed Pillage uses (/wiki/Ability_Efficiency) (EnergyOrb) 50 energy instead of shields. Does not generate shields for (/wiki/Inaros) (InarosIcon272) (/wiki/Inaros) Inaros , (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus , or (/wiki/Kullervo) (KullervoIcon272) (/wiki/Kullervo) Kullervo . Other Warframes cannot make use of the (/wiki/Blazing_Pillage) (Mod TT 20px) (/wiki/Blazing_Pillage) Blazing Pillage augment, due to their inability to cast (/wiki/Haven) (Haven130xWhite) (/wiki/Haven) Haven . Augment (https://static.wikia.nocookie.net/warframe/images/d/dc/BlazingPillageMod.png/revision/latest?cb=20200415192248) (BlazingPillageMod) Main article: (/wiki/Blazing_Pillage) (Blazing Pillage) Blazing Pillage Blazing Pillage is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Hildryn) (HildrynIcon272) (/wiki/Hildryn) Hildryn that makes enemies affected by (/wiki/Haven) (Haven130xWhite) (/wiki/Haven) Haven receive (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage with a guaranteed proc and restore (/wiki/Shield) (Shield) Shields to Hildryn when hit by (/wiki/Pillage) (Pillage130xWhite) (/wiki/Pillage) Pillage . (/wiki/Blazing_Pillage) (Blazing Pillage) Blazing Pillage Tips & Tricks Similar to (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime , ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura. Modding for (/wiki/Corrosive_Projection) (Mod TT 20px) (/wiki/Corrosive_Projection) Corrosive Projection or (/wiki/Shield_Disruption) (Mod TT 20px) (/wiki/Shield_Disruption) Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%. Bugs Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second (Expand/Collapse) (Expand/Collapse) (/wiki/Fire_Walker) (Fire Walker) (FireWalkerModx256) (/wiki/Fire_Walker) (Fire Walker) (FireWalker130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Fire_Walker) Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in (/wiki/Update_18#Update_18.1) (Update 18) Update 18.1 (2015-12-16) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 50 / 100 / 150 / 200 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per tick)500 / 750 / 1000 / 1250 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat explosion damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 15 / 20 / 25 / 30 s (buff duration)5 / 6 / 7.5 / 10 s (flame duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 3 / 4 / 5 / 6 m (explosion radius) (Stats unlisted in-game, not affected by Mods) Misc : 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)10 / 25 / 50 / ? % ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status chance)100 % (flame trail status cleanse)? s (flame ring duration) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Nezha expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus (/wiki/Movement_Speed) (Movement Speed) Movement Speed for (/wiki/Ability_Duration) (AbilityDurationBuff) 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for (/wiki/Ability_Duration) (AbilityDurationBuff) 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 100 / 150 / 200 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ? (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance . While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects . Cast animation of ~0.5 seconds, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Flames can be formed in mid-air but only while (/wiki/Maneuvers#Bullet_Jump) (Maneuvers) Bullet Jumping . Falling will not leave behind any flames. Ability Synergy: If Fire Walker is active when using (/wiki/Blazing_Chakram) (BlazingChakram130xWhite) (/wiki/Blazing_Chakram) Blazing Chakram 's teleportation, Fire Walker will overheat at the destination and deal (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 750 / 1000 / 1250 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage with a 10% / 25% / 50% / ? (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds. Damage does not bypass obstacles in the environment and diminishes with distance. Fire Walker can be cast while moving but will interrupt all other actions. Can be recast while active to refresh its duration. Subsuming Nezha to the (/wiki/Helminth) (Helminth) Helminth will offer Fire Walker and its augments to be used by other Warframes. This does not allow other Warframes to use Fire Walker's explosion on teleport. This is exclusively a synergy with Blazing Chakram. Augment (https://static.wikia.nocookie.net/warframe/images/9/9c/PyroclasticFlowMod.png/revision/latest?cb=20220907221318) (PyroclasticFlowMod) Main article: (/wiki/Pyroclastic_Flow) (Pyroclastic Flow) Pyroclastic Flow Pyroclastic Flow is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nezha) (NezhaIcon272) (/wiki/Nezha) Nezha and (/wiki/Nezha/Prime) (NezhaPrimeIcon272) (/wiki/Nezha/Prime) Nezha Prime that accumulates the damage (/wiki/Fire_Walker) (FireWalker130xWhite) (/wiki/Fire_Walker) Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability. (/wiki/Pyroclastic_Flow) (Pyroclastic Flow) Pyroclastic Flow Tips & Tricks The 100% chance of the (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat status effect makes this an effective form of control for narrow hallways or choke points. Quickly sliding into groups of enemies can reliably disable them. The amount of ground that can be covered in flames can be improved using Sprint Speed mods. Also works as an escape tool to prevent enemies from following you. Can be used to cut off melee units from defense objectives. Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed. Choosing a dark energy color makes the visual effect less intrusive. (Expand/Collapse) (Expand/Collapse) (Template:Hallowed Ground (page does not exist)) Template:Hallowed Ground (/wiki/Disometric_Guard) (Disometric Guard) (DisometricModx256) (/wiki/Disometric_Guard) (Disometric Guard) (DisometricGuard130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Disometric_Guard) Disometric Guard Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases. Introduced in (/wiki/Update_35#Update_35.0) (Update 35) Update 35.0 (2023-12-13) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 300 / 400 / 500 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage on cast2 / 3 / 4 / 5 initial status immunity stacks5 / 7 / 8 / 10 max status immunity stacks (/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 : 6 m damage radius(/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown on cast50 m Affinity RangeStatus cleanse on cast∞ stack duration+10% stack chance per active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status on enemy from kills and assists100% stack chance cap Info Bugs Info Qorvex expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 200 / 300 / 400 / 500 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage with a guaranteed Status Effect and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown to enemies in a radius of 6 meters. After the explosion, Qorvex's concrete plates encircle himself and allied (/wiki/Warframes) (Warframes) Warframes inside his (/wiki/Affinity_Range) (Affinity Range) Affinity Range . All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of (/wiki/Ability_Strength) (AbilityStrengthBuff) 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and self or enemy-inflicted (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger . Status cleanse on cast is a separate function and does not consume an initial stack. Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes. Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks. When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away. Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model. While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation statuses. Disometric Guard can only sustain max (/wiki/Ability_Strength) (AbilityStrengthBuff) 5 / 7 / 8 / 10 stacks per player. When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates. Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator. Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max. Ability Synergy: (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation status effects from (/wiki/Chyrinka_Pillar) (ChyrinkaPillar130xWhite) (/wiki/Chyrinka_Pillar) Chyrinka Pillar 's pulses, (/wiki/Containment_Wall) (ContainmentWall130xWhite) (/wiki/Containment_Wall) Containment Wall 's radioactive waves and smash, Disometric Guard's explosion, and (/wiki/Crucible_Blast) (CrucibleBlast130xWhite) (/wiki/Crucible_Blast) Crucible Blast 's beam increase the stack chance on kills and assists. Bugs In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks. Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual. (Expand/Collapse) (Expand/Collapse) (/wiki/Reave) (Reave) (ReaveModx256) (/wiki/Reave) (Reave) (Reave130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Reave) Reave Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls. Introduced in (/wiki/Update_23#Update_23.5) (Update 23) Update 23.5 (2018-08-24) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 2 / 4 / 6 / 8 % (hitpoints drain/restore)10 / 20 / 30 / 40 % (thrall hitpoints drain/restore) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 0.25 / 0.5 / 0.75 / 1 s (duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 3 / 4 / 5 / 6 m (current width) (Stats unlisted in-game, not affected by Mods) Misc : 25 m/s (travel speed)100 % (status effects transfer)1 (Mesmer Skin ally buff charge) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Revenant expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to transform into a torrent of Sentient mist-like energy that surges forward toward the aiming reticle, at a speed of 25 meters per second for (/wiki/Ability_Duration) (AbilityDurationBuff) 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, (/wiki/Invulnerable) (Invulnerable) Invulnerable to damage and protected against new Status Effects , as he pushes an energy current with a width of (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) or jumping during the dash. Casting speed is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Travel speed and distance are affected by (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed . Enemies passing through the energy current are drained (/wiki/Ability_Strength) (AbilityStrengthBuff) 2% / 4% / 6% / 8% of their maximum (/wiki/Shields) (Shields) Shields and (/wiki/Health) (Health) Health , while Revenant restores (/wiki/Ability_Strength) (AbilityStrengthBuff) 2% / 4% / 6% / 8% of his maximum shields and health from each enemy leeched; all active status effects on Revenant are also transferred to enemies he passes through. Does not restore shield points to Revenant if enemies do not possess shields. Hitpoints from enemies can be drained and restored to Revenant multiple times, if enemies pass through the same instance of Reave. Ability Synergy : Reave steals (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 20% / 30% / 40% (/wiki/Health) (Health) Health and (/wiki/Shield) (Shield) Shields from enemies affected by (/wiki/Enthrall) (Enthrall130xWhite) (/wiki/Enthrall) Enthrall (5x more than base). The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain. While (/wiki/Mesmer_Skin) (MesmerSkin130xWhite) (/wiki/Mesmer_Skin) Mesmer Skin is active, Reave restores 1 charge per thrall that Revenant passes through, up to the full charge count. While Mesmer Skin is active, allies such as (/wiki/Warframes) (Warframes) Warframes and (/wiki/Companions) (Companions) Companions that contact Reave's current will gain 1 Mesmer Skin charge. Reave costs halved energy during (/wiki/Danse_Macabre) (DanseMacabre130xWhite) (/wiki/Danse_Macabre) Danse Macabre , with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave. During Reave, Revenant continuously dashes toward the direction of the aiming reticle. While grounded, Revenant can freely change his dash direction. While airborne, Revenant cannot change directions until he makes contact with a horizontal surface. Can be cancelled by jumping, which preserves forward momentum. Casting Reave is an upper body animation that interrupts only upper body actions such as melee attacks or reloading and can be cast while airborne. Revenant visually becomes translucent and enveloped in Sentient energy during the dash. Sentient energy cloak, energy current, and particle trails are affected by Revenant's chosen Warframe energy color. Subsuming Revenant to the (/wiki/Helminth) (Helminth) Helminth will offer Reave and its augments to be used by other Warframes. Note that the UI's listed 40% damage is not applicable for non-Revenant frames and instead deals 8% damage. Augment (https://static.wikia.nocookie.net/warframe/images/7/72/BlindingReaveMod.png/revision/latest?cb=20220907221152) (BlindingReaveMod) Main article: (/wiki/Blinding_Reave) (Blinding Reave) Blinding Reave Blinding Reave is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Revenant) (RevenantIcon272) (/wiki/Revenant) Revenant 's (/wiki/Reave) (Reave130xWhite) (/wiki/Reave) Reave that blinds enemies caught in its fog, while also passively increasing its range. (/wiki/Blinding_Reave) (Blinding Reave) Blinding Reave Tips & Tricks Since Reave deals a set percent damage to enemies' health, it can scale indefinitely. Without mods, at 100% (/wiki/Ability_Strength) (Ability Strength) Ability Strength , it would take 13 Reave casts to kill any enemy, only 3 if that enemy is (/wiki/Enthrall) (Enthrall) enthralled . The percent damage is always significantly reduced against (/wiki/Nox) (Nox) Nox , even with enthralled one. Thus, it is quite ineffective and inefficient to kill them with Reave. Use Aim Glide during Reave to descend slowly. Move the aiming reticle during Reave to change your dash direction. Dash in a circle around enemies to drain from them multiple times. Consoles can be activated and terminals can be (/wiki/Hacking) (Hacking) hacked while Reave is active. When falling from a sufficient height that would induce a (/wiki/Maneuvers) (Maneuvers) hard landing , activate Reave before or immediately after the hard landing to cancel it. Jump right before Reave ends to take full advantage of its speed and to conserve its momentum. This is especially handy on larger tilesets or the open world maps. If a turret on the Plains of Eidolon is hit with Reave, it is instantly destroyed, regardless of level. (Expand/Collapse) (Expand/Collapse) (/wiki/Molt) (Molt) (MoltModx256) (/wiki/Molt) (Molt) (Molt130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Molt) Molt Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies. Introduced in (/wiki/Update_7#Update_7) (Update 7) Update 7.0 (2013-03-18) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 150 / 300 / 400 / 500 (health)240 / 300 / 350 / 400 ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin explosion damage)30% / 35% / 40% / 50% (movement speed buff) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 14 / 24 / 32 / 40 s (decoy)3.5 / 4 / 4.5 / 5 s (movement speed buff) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 5 / 6 / 7 / 10 m (Stats unlisted in-game, not affected by Mods) Misc : 100 % (status cleanse on cast)1.5 / 2 / 3 / 3 s (decoy invuln. time)400 (decoy shields)100 % ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin status chance)1 (limit of molts) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Saryn expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to shed her skin, removing all existing status effects and increasing her (/wiki/Movement_Speed) (Movement Speed) Movement Speed by (/wiki/Ability_Strength) (AbilityStrengthBuff) 30% / 35% / 40% / 50% for (/wiki/Ability_Duration) (AbilityDurationBuff) 3.5 / 4 / 4.5 / 5 seconds, while leaving behind a decoy with 400 (/wiki/Shield) (Shield) shields and (/wiki/Ability_Strength) (AbilityStrengthBuff) 150 / 300 / 400 / 500 (/wiki/Flesh) (Flesh) health that draws enemy fire for (/wiki/Ability_Duration) (AbilityDurationBuff) 14 / 24 / 32 / 40 seconds. When deployed, the decoy is (/wiki/Invulnerable) (Invulnerable) 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 (/wiki/Ability_Strength) (AbilityStrengthBuff) 240 / 300 / 350 / 400 (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage with 100% (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin (/wiki/Status_chance) (Status chance) status chance to all enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 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 (/wiki/Shield_Osprey) (Shield Osprey) Shield Ospreys , whether in (/wiki/Specter) (Specter) Specter or (/wiki/Mind_Control) (MindControl130xWhite) (/wiki/Mind_Control) Mind Controlled forms. Elemental augment mods, such as (/wiki/Ember) (EmberIcon272) (/wiki/Ember) Ember 's (/wiki/Fireball_Frenzy) (Mod TT 20px) (/wiki/Fireball_Frenzy) 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 (/wiki/Loki) (LokiIcon272) (/wiki/Loki) Loki 's (/wiki/Decoy) (Decoy130xWhite) (/wiki/Decoy) Decoy . Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes. Casting Molt can be done while performing any action without interrupting it, including (/wiki/Reload) (Reload) reloading , charging, shooting, (/wiki/Maneuvers) (Maneuvers) maneuvering , and while on a (/wiki/Maneuvers#Zipline) (Maneuvers) 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 (/wiki/Helminth) (Helminth) Helminth will offer Molt and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/c/cb/RegenerativeMoltMod.png/revision/latest?cb=20230116090454) (RegenerativeMoltMod) Main article: (/wiki/Regenerative_Molt) (Regenerative Molt) Regenerative Molt Regenerative Molt is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Saryn) (SarynIcon272) (/wiki/Saryn) Saryn that allows her to regenerate health over a span of time after casting (/wiki/Molt) (Molt130xWhite) (/wiki/Molt) Molt . (/wiki/Regenerative_Molt) (Regenerative Molt) Regenerative 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. (/wiki/Limbo) (LimboIcon272) (/wiki/Limbo) Limbo can utilize this ability by casting (/wiki/Banish) (Banish130xWhite) (/wiki/Banish) Banish on the decoy, granting it immunity to all attacks that do not affect targets in the (/wiki/Rift_Plane) (Rift Plane) 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 (/wiki/Nyx) (NyxIcon272) (/wiki/Nyx) Nyx 's (/wiki/Absorb) (Absorb130xWhite) (/wiki/Absorb) Absorb or (/wiki/Rhino) (RhinoIcon272) (/wiki/Rhino) Rhino 's (/wiki/Iron_Skin) (IronSkin130xWhite) (/wiki/Iron_Skin) Iron Skin . It can be used as protection from enemy fire, when you revive an downed teammate. Bugs When knocked back by an (/wiki/Ancient_Healer) (Ancient Healer) Ancient , the physical target of the decoy will move, but the model remains in place. This can be seen while having (/wiki/Enemy_Sense) (Mod TT 20px) (/wiki/Enemy_Sense) Enemy Sense and (/wiki/Enemy_Radar) (Mod TT 20px) (/wiki/Enemy_Radar) 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. (Expand/Collapse) (Expand/Collapse) (/wiki/Spellbind) (Spellbind) (SpellbindModx256) (/wiki/Spellbind) (Spellbind) (Spellbind130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Spellbind) Spellbind Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Introduced in (/wiki/Update_19#Update:_The_Silver_Grove) (Update 19) Update: The Silver Grove (2016-08-19) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 12 / 14 / 16 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 1 / 3 / 3 / 5 m (area radius)20 / 30 / 40 / 50 m (cast range) (Stats unlisted in-game, not affected by Mods) Misc : 100 % (status cleanse and immunity) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Info Titania expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to scatter enchanted dust in a (/wiki/Ability_Range) (AbilityRangeBuff) 1 / 3 / 3 / 5 meter radius around the location she aims at, up to (/wiki/Ability_Range) (AbilityRangeBuff) 20 / 30 / 40 / 50 meters away. Enemies within this area are (/wiki/Disarm) (Halikar) (/wiki/Disarm) Disarmed and (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolled as they weightlessly float in mid-air for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from Status Effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania. Cast animation of 1 second is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Can be cast while moving, but will interrupt other actions such as (/wiki/Reload) (Reload) reloading , charging or shooting. Status immunity also protects from crowd control effects such as (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , including the lock-out animation of (/wiki/Archwing) (Archwing) Archwing and (/wiki/Razorwing) (Razorwing130xWhite) (/wiki/Razorwing) Razorwing when impacting a surface. After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the (/wiki/Infested) (Infested) Infested ) will recover quickly. Spellbound allies and enemies emit unique particle effects: Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy colors. Allies visually emit energy butterflies fluttering about, affected by their own energy colors. Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect. Subsuming Titania to the (/wiki/Helminth) (Helminth) Helminth will offer Spellbind and its augments to be used by other Warframes. Augment (https://static.wikia.nocookie.net/warframe/images/9/97/SpellboundHarvestMod.png/revision/latest?cb=20221130225507) (SpellboundHarvestMod) Main article: (/wiki/Spellbound_Harvest) (Spellbound Harvest) Spellbound Harvest Spellbound Harvest is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Titania) (TitaniaIcon272) (/wiki/Titania) Titania which lets her regain (/wiki/Energy) (Energy) Energy and increases the next cast's (/wiki/Ability_Range) (Ability Range) Ability Range when hitting at least 4 enemies with (/wiki/Spellbind) (Spellbind130xWhite) (/wiki/Spellbind) Spellbind . (/wiki/Spellbound_Harvest) (Spellbound Harvest) Spellbound Harvest Tips & Tricks The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces. (Expand/Collapse) (Expand/Collapse) Cloud Walker Defy (/wiki/Cloud_Walker) (Cloud Walker) (CloudWalkerModx256) (/wiki/Cloud_Walker) (Cloud Walker) (CloudWalker130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Cloud_Walker) Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in (/wiki/Update_17#Update_17.12) (Update 17) Update 17.12 (2015-11-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 0.5% / 0.6% / 0.8% / 1% (health / meter) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 2 s (cloud duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 5 / 6 / 7 / 8 m (stun radius) (Stats unlisted in-game, not affected by Mods) Misc : +300% (movement speed bonus)100% (status cleanse on cast)2 s (stun duration) Info Augment Tips & Tricks Info Wukong expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to disappear into a cloud, turning (/wiki/Invisible) (Invisible) Invisible for (/wiki/Ability_Duration) (AbilityDurationBuff) 2 seconds. In this form, Wukong gains +300% (/wiki/Movement_Speed) (Movement Speed) Movement Speed , along with vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to (/wiki/Archwing_Maneuvers) (Archwing Maneuvers) Archwing Maneuvers . While traveling in the cloud, Wukong is (/wiki/Invulnerable) (Invulnerable) Invulnerable to damage, cleanses all Status Effects , and restores (/wiki/Ability_Strength) (AbilityStrengthBuff) 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of (/wiki/Ability_Range) (AbilityRangeBuff) 5 / 6 / 7 / 8 meters are temporarily (/wiki/Stagger) (StunIcon b) (/wiki/Stagger) Stunned for 2 seconds and opened to Melee (/wiki/Finisher) (Finisher) Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking. Movement Speed buff is additive to other sources of movement speed such as (/wiki/Dispatch_Overdrive) (Mod TT 20px) (/wiki/Dispatch_Overdrive) Dispatch Overdrive or from (/wiki/Helminth) (Helminth) infusing (/wiki/Saryn) (SarynIcon272) (/wiki/Saryn) Saryn 's (/wiki/Molt) (Molt130xWhite) (/wiki/Molt) Molt onto Wukong. Buff is not affected by (/wiki/Sprint_Speed) (Sprint Speed) Sprint Speed , such as from (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) Rush or parkour speed buffs such as (/wiki/Lightning_Dash) (Mod TT 20px) (/wiki/Lightning_Dash) Lightning Dash . Unalerted enemies staggered by Cloud Walker remain unalerted during the stagger animation, and thus can engage (/wiki/Stealth#Affinity_Bonus) (Stealth) Stealth Kill Affinity Bonuses when killed. Cloud Walker does not trigger (/wiki/Sensor_Bar) (Sensor Bar) Sensor Bars , (/wiki/Laser_Barrier) (Laser Barrier) Laser Barriers , and (/wiki/Security_Camera) (Security Camera) Security Cameras , and can pass through (/wiki/Spy) (Spy) Spy defenses without triggering alarms. Ability Synergy: When activating Cloud Walker with an active (/wiki/Celestial_Twin) (CelestialTwin130xWhite) (/wiki/Celestial_Twin) Celestial Twin , the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly. Wukong cannot cast other abilities, perform parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers or general interactions while channeling this ability. Augment (https://static.wikia.nocookie.net/warframe/images/3/3e/EnvelopingCloudMod.png/revision/latest?cb=20230116085905) (EnvelopingCloudMod) Main article: (/wiki/Enveloping_Cloud) (Enveloping Cloud) Enveloping Cloud Enveloping Cloud is a (/wiki/Warframe_Augment_Mods) (Warframe Augment Mods) Warframe Augment Mod for (/wiki/Wukong) (WukongIcon272) (/wiki/Wukong) Wukong 's (/wiki/Cloud_Walker) (CloudWalker130xWhite) (/wiki/Cloud_Walker) Cloud Walker that gives allies near the cloud temporary (/wiki/Invisible) (Invisible) invisibility . (/wiki/Enveloping_Cloud) (Enveloping Cloud) Enveloping Cloud Tips & Tricks An equipped Sentinel with (/wiki/Vacuum) (Mod TT 20px) (/wiki/Vacuum) Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends. (Expand/Collapse) (Expand/Collapse) (/wiki/Defy) (Defy) (DefyModx256) (/wiki/Defy) (Defy) (Defy130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Defy) Defy Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured. Introduced in (/wiki/Update_17#Update_17.12) (Update 17) Update 17.12 (2015-11-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : ? / ? / ? / 250 (minimum damage)4 / 5 / 6 / 7.5 x (damage multiplier)0.8 / 1 / 1.2 / 1.5 x (armor multiplier) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 2 s (invulnerability duration)15 / 18 / 20 / 25 s (armor duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 7 / 8 / 10 / 12 m (staff swing radius) (Stats unlisted in-game, not affected by Mods) Misc : -50 % (move speed penalty)100 % (status cleanse on spin)50 AP (min. armor bonus)1,500 AP (armor bonus cap) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Info Wukong expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to engage a defiant stance while priming his (/wiki/Iron_Staff) (IronStaff) (/wiki/Iron_Staff) Iron Staff , becoming (/wiki/Invulnerable) (Invulnerable) Invulnerable to damage and new Status Effects , increasing his (/wiki/Threat_Level) (Threat Level) Threat Level to taunt enemies into attacking him, and reducing his (/wiki/Movement_Speed) (Movement Speed) Movement Speed by 50% for (/wiki/Ability_Duration) (AbilityDurationBuff) 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by (/wiki/Ability_Strength) (AbilityStrengthBuff) 4 / 5 / 6 / 7.5 , then stored. After the invulnerability period expires, Wukong cleanses himself of any negative Status Effects , spins in place while elongating his staff and deals (/wiki/Ability_Strength) (AbilityStrengthBuff) ? / ? / ? / 250 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage plus the stored damage and (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdoll to all enemies within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack. After executing his spin, Wukong gains a variable (/wiki/Armor) (Armor) Armor bonus lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by (/wiki/Ability_Strength) (AbilityStrengthBuff) 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points. Armor bonus is removed if Defy is recast before it expires. While the armor bonus is active, a stylized armor bonus counter appears above the ability icons. Ability Synergy: When activating Defy with an active (/wiki/Celestial_Twin) (CelestialTwin130xWhite) (/wiki/Celestial_Twin) Celestial Twin , the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage absorption attack, and armor bonus. Wukong cannot cast other abilities, perform parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers or general interactions while channeling this ability. Subsuming Wukong to the (/wiki/Helminth) (Helminth) Helminth will offer Defy and its augments to be used by other Warframes. However, Subsumed Defy's armor bonus is capped at 750 . (Expand/Collapse) (Expand/Collapse) Mods (/wiki/Hearty_Nourishment) (Hearty Nourishment (45 KB)) (Hearty Nourishment (45 KB)) (Hearty Nourishment) (Hearty Nourishment (45 KB)) (Hearty Nourishment) (/wiki/Hearty_Nourishment) (Mod TT 20px) (/wiki/Hearty_Nourishment) Hearty Nourishment (/wiki/Purging_Slash) (Purging Slash (160 KB)) (Purging Slash (160 KB)) (Purging Slash) (Purging Slash (160 KB)) (Purging Slash) (/wiki/Purging_Slash) (Mod TT 20px) (/wiki/Purging_Slash) Purging Slash (/wiki/Rolling_Guard) (Rolling Guard (329 KB)) (Rolling Guard (329 KB)) (Rolling Guard) (Rolling Guard (329 KB)) (Rolling Guard) (/wiki/Rolling_Guard) (Mod TT 20px) (/wiki/Rolling_Guard) Rolling Guard (/wiki/Safeguard_Switch) (Safeguard Switch (169 KB)) (Safeguard Switch (169 KB)) (Safeguard Switch) (Safeguard Switch (169 KB)) (Safeguard Switch) (/wiki/Safeguard_Switch) (Mod TT 20px) (/wiki/Safeguard_Switch) Safeguard Switch (/wiki/Tidal_Impunity) (Tidal Impunity (176 KB)) (Tidal Impunity (176 KB)) (Tidal Impunity) (Tidal Impunity (176 KB)) (Tidal Impunity) (/wiki/Tidal_Impunity) (Mod TT 20px) (/wiki/Tidal_Impunity) Tidal Impunity Status Resistance [ (/wiki/Status_Effect?veaction=edit§ion=22) (Edit section: Status Resistance) ] Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player. (/wiki/Sancti_Magistar) (Sancti Magistar (15 KB)) (Sancti Magistar (15 KB)) (Holding  Sancti Magistar, 20% to resist any incoming procs) (Sancti Magistar (15 KB)) (Holding  Sancti Magistar, 20% to resist any incoming procs) Holding (/wiki/Sancti_Magistar) (SanctiMagistar) (/wiki/Sancti_Magistar) Sancti Magistar , 20% to resist any incoming procs (/wiki/Empowered_Quiver) (Empowered Quiver (174 KB)) (Empowered Quiver (174 KB)) (Empowered Quiver (not max rank)) (Empowered Quiver (174 KB)) (Empowered Quiver (not max rank)) (/wiki/Empowered_Quiver) (Mod TT 20px) (/wiki/Empowered_Quiver) Empowered Quiver (not max rank) (/wiki/Fortitude) (Fortitude (170 KB)) (Fortitude (170 KB)) (Fortitude) (Fortitude (170 KB)) (Fortitude) (/wiki/Fortitude) (Mod TT 20px) (/wiki/Fortitude) Fortitude (/wiki/Motus_Impact) (Motus Impact (177 KB)) (Motus Impact (177 KB)) (Motus Impact) (Motus Impact (177 KB)) (Motus Impact) (/wiki/Motus_Impact) (Mod TT 20px) (/wiki/Motus_Impact) Motus Impact (/wiki/Motus_Setup) (Motus Setup (178 KB)) (Motus Setup (178 KB)) (Motus Setup) (Motus Setup (178 KB)) (Motus Setup) (/wiki/Motus_Setup) (Mod TT 20px) (/wiki/Motus_Setup) Motus Setup (/wiki/Motus_Signal) (Motus Signal (165 KB)) (Motus Signal (165 KB)) (Motus Signal) (Motus Signal (165 KB)) (Motus Signal) (/wiki/Motus_Signal) (Mod TT 20px) (/wiki/Motus_Signal) Motus Signal (/wiki/Power_Drift) (Power Drift (183 KB)) (Power Drift (183 KB)) (Power Drift) (Power Drift (183 KB)) (Power Drift) (/wiki/Power_Drift) (Mod TT 20px) (/wiki/Power_Drift) Power Drift (/wiki/Primed_Sure_Footed) (Primed Sure Footed (550 KB)) (Primed Sure Footed (550 KB)) (Primed Sure Footed) (Primed Sure Footed (550 KB)) (Primed Sure Footed) (/wiki/Primed_Sure_Footed) (Mod TT 20px) (/wiki/Primed_Sure_Footed) Primed Sure Footed (/wiki/Resolute_Focus) (Resolute Focus (165 KB)) (Resolute Focus (165 KB)) (Resolute Focus) (Resolute Focus (165 KB)) (Resolute Focus) (/wiki/Resolute_Focus) (Mod TT 20px) (/wiki/Resolute_Focus) Resolute Focus (/wiki/Sure_Footed) (Sure Footed (44 KB)) (Sure Footed (44 KB)) (Sure Footed) (Sure Footed (44 KB)) (Sure Footed) (/wiki/Sure_Footed) (Mod TT 20px) (/wiki/Sure_Footed) Sure Footed (/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 (/wiki/Arcane_Healing) (Arcane Healing (138 KB)) (Arcane Healing (138 KB)) (Arcane Healing) (Arcane Healing (138 KB)) (Arcane Healing) (/wiki/Arcane_Healing) (ArcaneHealing) (/wiki/Arcane_Healing) Arcane Healing (/wiki/Arcane_Ice) (Arcane Ice (141 KB)) (Arcane Ice (141 KB)) (Arcane Ice) (Arcane Ice (141 KB)) (Arcane Ice) (/wiki/Arcane_Ice) (ArcaneIce) (/wiki/Arcane_Ice) Arcane Ice (/wiki/Arcane_Nullifier) (Arcane Nullifier (140 KB)) (Arcane Nullifier (140 KB)) (Arcane Nullifier) (Arcane Nullifier (140 KB)) (Arcane Nullifier) (/wiki/Arcane_Nullifier) (ArcaneNullifier) (/wiki/Arcane_Nullifier) Arcane Nullifier (/wiki/Arcane_Resistance) (Arcane Resistance (146 KB)) (Arcane Resistance (146 KB)) (Arcane Resistance) (Arcane Resistance (146 KB)) (Arcane Resistance) (/wiki/Arcane_Resistance) (ArcaneResistance) (/wiki/Arcane_Resistance) Arcane Resistance (/wiki/Arcane_Warmth) (Arcane Warmth (148 KB)) (Arcane Warmth (148 KB)) (Arcane Warmth) (Arcane Warmth (148 KB)) (Arcane Warmth) (/wiki/Arcane_Warmth) (ArcaneWarmth) (/wiki/Arcane_Warmth) Arcane Warmth Status Immune Enemies [ (/wiki/Status_Effect?veaction=edit§ion=23) (Edit section: Status Immune Enemies) ] (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Status_Effect?action=edit) Click here to add more info . (Minimize) (Dismiss) x Full Immunity [ (/wiki/Status_Effect?veaction=edit§ion=24) (Edit section: Full Immunity) ] (/wiki/File:RegulatorDE.png) (RegulatorDE.png (552 KB)) (RegulatorDE.png (552 KB)) (Regulator) (RegulatorDE.png (552 KB)) (Regulator) (/wiki/Regulator) (Regulator) Regulator (/wiki/File:DesertSkateDE.png) (DesertSkateDE.png (668 KB)) (DesertSkateDE.png (668 KB)) (Desert Skate) (DesertSkateDE.png (668 KB)) (Desert Skate) (/wiki/Desert_Skate) (Desert Skate) Desert Skate (/wiki/File:Teralyst.png) (Teralyst.png (133 KB)) (Teralyst.png (133 KB)) (Eidolons, including Vomvalysts) (Teralyst.png (133 KB)) (Eidolons, including Vomvalysts) (/wiki/Eidolon) (Eidolon) Eidolons , including (/wiki/Vomvalyst) (Vomvalyst) Vomvalysts (/wiki/File:ExploiterOrb.png) (ExploiterOrb.png (18 KB)) (ExploiterOrb.png (18 KB)) (Exploiter Orb) (ExploiterOrb.png (18 KB)) (Exploiter Orb) (/wiki/Exploiter_Orb) (Exploiter Orb) Exploiter Orb (/wiki/File:ProfitTakerOrb.png) (ProfitTakerOrb.png (16 KB)) (ProfitTakerOrb.png (16 KB)) (Profit-Taker Orb) (ProfitTakerOrb.png (16 KB)) (Profit-Taker Orb) (/wiki/Profit-Taker_Orb) (Profit-Taker Orb) Profit-Taker Orb (/wiki/File:Ropalolyst.png) (Ropalolyst.png (32 KB)) (Ropalolyst.png (32 KB)) (Ropalolyst) (Ropalolyst.png (32 KB)) (Ropalolyst) (/wiki/Ropalolyst) (Ropalolyst) Ropalolyst (/wiki/File:ArbiterDrone.png) (ArbiterDrone.png (14 KB)) (ArbiterDrone.png (14 KB)) (Arbitration Shield Drone) (ArbiterDrone.png (14 KB)) (Arbitration Shield Drone) (/wiki/Arbitration_Shield_Drone) (Arbitration Shield Drone) Arbitration Shield Drone (/wiki/File:TuskThumper.png) (TuskThumper.png (22 KB)) (TuskThumper.png (22 KB)) (Tusk Thumper) (TuskThumper.png (22 KB)) (Tusk Thumper) (/wiki/Tusk_Thumper) (Tusk Thumper) Tusk Thumper (/wiki/File:TuskThumperBull.png) (TuskThumperBull.png (22 KB)) (TuskThumperBull.png (22 KB)) (Tusk Thumper Bull) (TuskThumperBull.png (22 KB)) (Tusk Thumper Bull) (/wiki/Tusk_Thumper_Bull) (Tusk Thumper Bull) Tusk Thumper Bull (/wiki/File:TuskThumperDoma.png) (TuskThumperDoma.png (22 KB)) (TuskThumperDoma.png (22 KB)) (Tusk Thumper Doma) (TuskThumperDoma.png (22 KB)) (Tusk Thumper Doma) (/wiki/Tusk_Thumper_Doma) (Tusk Thumper Doma) Tusk Thumper Doma Partial Immunity [ (/wiki/Status_Effect?veaction=edit§ion=25) (Edit section: Partial Immunity) ] To (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral procs (/wiki/Ambulas) (Ambulas (28 KB)) (Ambulas (28 KB)) (Ambulas) (Ambulas (28 KB)) (Ambulas) (/wiki/Ambulas) (Ambulas) Ambulas (/wiki/Deimos_Carnis) (Deimos Carnis (60 KB)) (Deimos Carnis (60 KB)) (Deimos Carnis) (Deimos Carnis (60 KB)) (Deimos Carnis) (/wiki/Deimos_Carnis) (Deimos Carnis) Deimos Carnis (/wiki/Deimos_Genetrix) (Deimos Genetrix (92 KB)) (Deimos Genetrix (92 KB)) (Deimos Genetrix) (Deimos Genetrix (92 KB)) (Deimos Genetrix) (/wiki/Deimos_Genetrix) (Deimos Genetrix) Deimos Genetrix (/wiki/Deimos_Jugulus) (Deimos Jugulus (97 KB)) (Deimos Jugulus (97 KB)) (Deimos Jugulus) (Deimos Jugulus (97 KB)) (Deimos Jugulus) (/wiki/Deimos_Jugulus) (Deimos Jugulus) Deimos Jugulus (/wiki/Leaping_Thrasher) (Leaping Thrasher (68 KB)) (Leaping Thrasher (68 KB)) (Deimos Leaping Thrasher) (Leaping Thrasher (68 KB)) (Deimos Leaping Thrasher) (/wiki/Leaping_Thrasher) (Leaping Thrasher) Deimos Leaping Thrasher (/wiki/Deimos_Therid) (Deimos Therid (66 KB)) (Deimos Therid (66 KB)) (Deimos Therid) (Deimos Therid (66 KB)) (Deimos Therid) (/wiki/Deimos_Therid) (Deimos Therid) Deimos Therid (/wiki/Deimos_Saxum) (Deimos Saxum (118 KB)) (Deimos Saxum (118 KB)) (Deimos Saxum) (Deimos Saxum (118 KB)) (Deimos Saxum) (/wiki/Deimos_Saxum) (Deimos Saxum) Deimos Saxum (/wiki/Boiler) (Boiler (43 KB)) (Boiler (43 KB)) (Demolisher Boiler) (Boiler (43 KB)) (Demolisher Boiler) (/wiki/Boiler) (Boiler) Demolisher Boiler (/wiki/Leaping_Thrasher) (Leaping Thrasher (40 KB)) (Leaping Thrasher (40 KB)) (Demolisher Leaping Thrasher) (Leaping Thrasher (40 KB)) (Demolisher Leaping Thrasher) (/wiki/Leaping_Thrasher) (Leaping Thrasher) Demolisher Leaping Thrasher Trivia [ (/wiki/Status_Effect?veaction=edit§ion=26) (Edit section: Trivia) ] Prior to (/wiki/Update_25#Update_25.7) (Update 25) Update 25.7 (2019-08-29), a status effect's duration could be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed was altered by a Warframe power (such as (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime or (/wiki/Rest_%26_Rage) (RestRage130xWhite) (/wiki/Rest_%26_Rage) Rest & Rage ) according to the following formulas: For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals) For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals) Prior to (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones. Prior to (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05), shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count) In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets would proc. This meant that shotguns that could reach 100% status chance in the Arsenal (before (/wiki/Multishot) (Multishot) Multishot mods) benefited significantly more from a status build since each pellet would proc as a result of the above equation. However, a shotgun that only reaches shy of 100% status chance when modded would see significantly diminished results. For example, a 99% status chance on a 10 pellet weapon would result in a 36.9% status chance per pellet . View Old Status Chance Calculation Table List▾ ▾ A table with example values to display the relation of status chance and multishot. Arsenal Status Chance 100% 99% 80% 100% 99% 80% Pellets Chance per Pellet Average Amount per Shot 3 100% 78.5% 41.5% 3 2.4 1.25 5 100% 60.2% 27.5% 5 3.0 1.38 10 100% 36.9% 14.9% 10 3.7 1.5 20 100% 20.6% 7.7% 20 4.1 1.6 Media [ (/wiki/Status_Effect?veaction=edit§ion=27) (Edit section: Media) ] (https://warframe.fandom.com/wiki/File:Talking_About_Status_Sec_And_What_Over_100%25_Status_Means_(Warframe)) (Talking_About_Status_Sec_And_What_Over_100%_Status_Means_(Warframe)) Talking About Status Sec And What Over 100% Status Means (Warframe) Patch History [ (/wiki/Status_Effect?veaction=edit§ion=28) (Edit section: Patch History) ] (/wiki/Update_35#Update_35.0) (Update 35) Update 35.0 (2023-12-13) Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off. (/wiki/Update_34#Update_34.0) (Update 34) Update 34.0 (2023-10-18) Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility. (/wiki/Update_33#Update_33.6) (Update 33) Update 33.6 (2023-07-27) Status Changes With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits: Puncture Changes: Weakened Status Effect Buffs: Increased the debuff to enemy attacks from 30% to 40% on the first stack. Reduced the maximum amount of stacks from 10 to 5. Increased per-stack debuff from 5% to 10%. Increased the total debuff at Max Stacks from 75% to 80%. Weakened Status Effect Additions: Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage. Impact Changes: Stagger Status Effect Changes: Reduced the maximum amount of stacks from 10 to 5. Increased the Mercy Threshold from 4% to 8% per stack. Functionally, this allows for players to trigger early Mercy kills with less stacks required! NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage. Cold Changes: Freeze Status Effect Changes: Increased the maximum amount of stacks from 8 to 9. Increased the additional per-stack Slow from 3.5% to 5%. Increased the maximum Slow effect from 75% to 90%. While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead. Freeze Status Effect Additions: Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before. (/wiki/Update_33#Update_33.0) (Update 33) Update 33.0 (2023-04-26) Fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused. (/wiki/Update_32#Update_32.3) (Update 32) Update 32.3 (2023-02-15) Cold Status Effect Changes: Cold Damage has traditionally been one of the lesser-used and valued Status Effects within the community, as its effect on foes may not be as noticeable compared to its peers. As a result, we’ve decided to to make the following changes: Increased base Slow from 25% to 50%. Max stacks reduced from from 10 to 8. Final result of the above is an overall increase in the Max Slow from 70% to 85%. (/wiki/Update_31#Update_31.5) (Update 31) Update 31.5 (2022-04-27) Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage. (/wiki/Update_27#Update_27.2) (Update 27) Update 27.2 (2020-03-05) Damage-Type Changes: Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor. Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields. Greater than 100% Status having meaning Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update. When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects! It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat. Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case. Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet. Stacking Status Effects But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall. This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix: (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact : Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence). (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture : The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds. (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash : 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/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold : The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds. (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat : No Change. (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin : See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity : AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect. (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast : Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration. (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive : The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall. (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation : The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds. (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic : New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds. (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral : New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped). Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects. (/wiki/Damage/Gas_Damage) (DmgGasSmall64) (/wiki/Damage/Gas_Damage) Gas : The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target. Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not! Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status. In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely. Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons. (/wiki/Update_27#Update_27.1) (Update 27) Update 27.1 (2020-02-04) Fixed projectile explosion & embed damage not properly using Status Chance upgrades. (/wiki/Update_25#Update_25.7) (Update 25) Update 25.7 (2019-08-29) Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.) If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here: (https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/) https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/ Fixed Status FX not applying to ragdolled enemies. Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect. (/wiki/Update_11#Update_11.7) (Update 11) Update 11.7 (2014-01-15) Continued Changes to proc/status logic with Continuous Fire weapons: Their proc/status is now determined per second – the Arsenal will display the “Status per second” value. Continuous fire weapons that had a weaker proc chance before should be yielding reasonable proc/status per second with this calculation. (/wiki/Update_11#Hotfix_11.0.2) (Update 11) Hotfix 11.0.2 (2013-11-20) Added more visibilty to Proc/status on enemies when dealing damage. Proc/status icons added to damage numbers. (/wiki/Update_11#Update_11.0) (Update 11) Update 11.0 (2013-11-20) New Damage Model 2.0! 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