Health bar of an Elite Lancer with a single Impact proc, a Cold proc, and four Radiation procs This page is in reference to the 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: A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or 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.  Frost's  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  Staticor deals solely  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 Grineer Scorch has a chance to inflict the Ignited status effect with the  Heat damage from his  Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with  Slash damage) bypassing the player's armor. Several Warframe abilities will grant immunity to status, (e.g.  Oberon's  Hallowed Ground ability). Any amount of overguard will grant immunity as well. Status Effects[] General[] Damage Type Status Effect Internal Name Status Effects  Impact PT_KNOCKBACK KnockbackOn Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be Parazon Mercy Killed by 8% per proc. Stacks up to 5 times.On Player: No effect.  Puncture PT_FRAILTY WeakenedOn 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 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.  Slash PT_BLEEDING BleedOn Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).On Player: Deals 10% of the base damage per second over 6 seconds (bypasses Armor).  True N/A No status effect.  Heat PT_IMMOLATION IgniteOn Enemy: Deals 50% of the base damage as  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% Armor.On Player: Deals 50% base  Heat damage over 6 seconds and strips up to 50% Armor.  Cold PT_CHILLED FreezeOn Enemy: Reduces Movement Speed, Fire Rate, and 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 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.  Electricity PT_ELECTROCUTION Tesla ChainOn Enemy: Deals 50% of the base damage as 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  Electricity damage to allies within 3 meters of the target.  Toxin PT_POISONED PoisonUniversal: Deals 50% of the base damage as  Toxin damage per second over 6 seconds (bypasses Shield).  Void PT_RADIANT Bullet AttractorOn Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.  Tau N/A No status effect.  Blast PT_FLASHBANG DetonateOn 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.  Corrosive PT_CAUSTIC_BURN CorrosionOn Enemy: Reduces 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.  Gas PT_ASPHYXIATION Gas CloudUniversal: Deals 50% of the base damage as  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.  Magnetic PT_MAGNETIZED DisruptOn Enemy: Amplifies damage dealt to shields and 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 Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage.  Radiation PT_RAD_TOX ConfusionOn 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.  Viral PT_INFECTED VirusOn Enemy: Amplifies damage dealt to 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[] “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 Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept. Status Effect Internal Name Description  Big Stagger PT_BIG_STAGGER Universal: Target is staggered for a longer duration? Can be applied by  Opticor,  Opticor Vandal,  Vulkar, and  Vulkar Wraith.  Disarmed PT_DISARMED Universal: Target is disarmed of their equipped weapon. Can be applied by  Halikar and  Halikar Wraith?  Impair(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.  Knockdown PT_KNOCKED_DOWN Universal: Players and enemies fall to the ground. Counts as an individual status for  Condition Overload,  Galvanized Aptitude,   Galvanized Savvy, and  Galvanized Shot.  Lifted PT_LIFT_HIT Universal: Briefly suspends targets in mid-air. Counts as an individual status for  Condition Overload,  Galvanized Aptitude,  Galvanized Savvy, and  Galvanized Shot.  Microwave PT_MICROWAVE_BURN Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for  Condition Overload,  Galvanized Aptitude,  Galvanized Savvy, and  Galvanized Shot. Exclusive to  Nukor and  Kuva Nukor.  Parried PT_PARRIED Universal: Target is open to finishers? Can be applied through  Parry?  Ragdoll PT_RAGDOLL Universal: Body is launched into the air, incapacitating the player or enemy.  Silence PT_SILENCED Universal: Active abilities are deactivated?  Sleep PT_SLEEP On enemy: Target is temporarily put to sleep.  Slow PT_GLUE  Stagger PT_STAGGERED Universal: Players and enemies get staggered for a brief moment.  Stun PT_STUNNED Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot. ? PT_VOID Empyrean[] Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and 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 ( Blast,  Corrosive,  Gas,  Magnetic,  Radiation, and  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 Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal. Damage Type Empyrean-only Status Effects  Impact ConcussCrew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.  Puncture DecompressTemporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.  Slash TearTarget ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.  Cold ImmobilizeTarget ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.  Electricity ScrambleTarget ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.  Heat SearTarget ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.  Toxin IntoxicateTarget ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration. 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,  Corrosive procs are valued highly against heavily armored foes, but  Magnetic procs have no benefit to enemies that lack shields or overguard. The chance that a proc will occur can be directly increased with mods such as  Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as  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 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 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[] 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  Strun's highest physical damage type is  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  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  Impact, 5  Puncture, 10  Slash, 25  Heat, and 50  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[] 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  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[] If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly: Bleed per tick = 100 × (1 +  1.65) × 0.35 × (1 +  0.3) ^2 = 156.7475 Status Duration[] 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.  Lasting Sting). Damage-dealing status effects will benefit from modifiers on headshots and critical hits. Damage duration can be negative (over -100% duration through 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 ▾▾ Note: The information above is based on this 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[] 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  Electricity and  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?  Slash ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️  Heat ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️  Toxin ❌ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️  Electricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌  Gas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ❌ Forced Procs[] “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 Digital Extremes or in official WARFRAME communications, and may not be an officially recognized concept. 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[] 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  Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc. 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.  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  SC) 150% 100% 99% 80% 2.85 1.9 1.88 1.52 3(e.g. Exergis) 150% 100% 99% 80% 4.5 3 2.97 2.4 5(e.g. Sobek) 150% 100% 99% 80% 7.5 5 4.95 4 10(e.g. Strun Wraith) 150% 100% 99% 80% 15 10 9.9 8 20 150% 100% 99% 80% 30 20 19.8 16 Continuous Weapons[] Despite 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[] 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. Status Chance[] Status Damage[] Status Duration[] Last updated: Update 29.5 (2020-11-19) 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 Invulnerability and Overguard also protect against status effects. Sources of Status Immunity[] Abilities Info Expend 50 Energy to cleanse active Status Effects and become immune to the next 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. 3 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 Update 35.5 (2024-03-27)  Strength:175 / 250 / 300 / 350 (armor bonus)  Duration:N/A  Range:N/A 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 Inaros summons the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Shell, increasing his base armor by up to 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 Nullifier Crewman bubbles. Scarab Shell status immunity does not prevent  Negation Armor's  Slash proc. Charging Scarab Shell takes 4.67 seconds in total, not affected by Casting Speed. Inaros can move, but cannot cast other abilities, use weapons, or perform parkour Maneuvers or general interactions while channeling this ability. Purifying himself from all ailments,  Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal 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' Companion is equipped with  Synth Fiber, all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely. Stats and Modding[]  Lavos has no 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  Ability Efficiency stat will instead affect the cooldown reduction effect from  Transmutation Probe and  Swift Bite. Mods which convert energy spent on abilities to shields, such as  Brief Respite or the 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  Equilibrium,  Energy Conversion, and  Arcane Energize, still function. Subsumed abilities injected into Lavos via the 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.  Roar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g.  Piercing Roar). On channeled abilities (e.g.  Gloom), they instead have a 12 second base duration. The  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[] 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 ( Toxin,  Cold,  Electricity, and  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:  Blast (2 +4 ),  Corrosive (1 +3 ),  Gas (1 +4 ),  Magnetic (2 +3 ),  Radiation (3 +4 ), and  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.  Ophidian Bite imbued with  Toxin,  Vial Rush imbued with  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 ( Cold,  Corrosive,  Magnetic,  Radiation, and  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 Helminth system will disable the associated element on the ability button. Imbuement also cannot be applied onto subsumed abilities. 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 Health every three ranks, starting at rank 1. +10 Shield every three ranks, starting at rank 2. +10 Armor every three ranks, starting at rank 3. At rank 30, this results in a total of: +200 Health +100 Shield +100 Armor Main article: Valence Formation Valence Formation is a Warframe Augment Mod for  Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect. Rank Elemental Damage Duration Cost 0 50% 20s 6 1 100% 20s 7 2 150% 20s 8 3 200% 20s 9 125 Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16)  Strength:50 / 100 / 150 / 200 ( Heat damage per tick)500 / 750 / 1000 / 1250 ( Heat explosion damage)  Duration:15 / 20 / 25 / 30 s (buff duration)5 / 6 / 7.5 / 10 s (flame duration)  Range:3 / 4 / 5 / 6 m (explosion radius) Misc: 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)10 / 25 / 50 / ? % ( Heat status chance)100 % (flame trail status cleanse)? s (flame ring duration) Subsumable to Helminth Info Nezha expends 25 energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus Movement Speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200  Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?  Heat 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 Casting Speed. Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames. Ability Synergy: If Fire Walker is active when using  Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250  Heat damage with a 10% / 25% / 50% / ?  Heat status chance within a radius of 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 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 Main article: Pyroclastic Flow Pyroclastic Flow is a Warframe Augment Mod for  Nezha and  Nezha Prime that accumulates the damage  Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability. Pyroclastic FlowTips & Tricks The 100% chance of the  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. 375 Warding Halo Create a protective ring of fire that also stuns and damage enemies who get too close. Introduced in Update 18.1 (2015-12-16)  Strength:500 / 650 / 800 / 1000 (base health)50 / 75 / 100 / 125 ( Slash damage per second)1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)2.5x (absorption multiplier)  Duration:N/A  Range:1.25 / 1.5 / 1.75 / 2 m Misc: 3 s (invulnerability duration on cast) 90% (damage redirection) 1 s (invulnerability duration on break) Info Nezha expends 75 energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90% Damage Redirection towards the ring's health pool. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously  Staggered and dealt 50 / 75 / 100 / 125  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  Steel Fiber and  Intensify, and one stack on  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.  Slash damage instances immediately affect enemies as they enter the stun radius. Cast animation of ~1 second, affected by 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  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 Main article: Safeguard Safeguard is a Warframe Augment Mod for  Nezha that allows him to cast  Warding Halo on allies, albeit with reduced durability. SafeguardTips & Tricks Info Oberon expends 50 energy to consecrate the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100  Radiation damage with a 5 / 10 / 12 / 15%  Radiation 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  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%  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  Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 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 20 more seconds. Bonus armor is added after other armor increases (e.g. an Oberon with a maxed  Steel Fiber and  Intensify will have (185 × 2.0) + (200 × 1.3) = 630 armor). As  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  Reckoning while standing on Hallowed Ground will have their armor permanently reduced by ?% / ?% / ?% / 50%. Armor is fully removed at 200%  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 Main article: Hallowed Eruption Hallowed Eruption is a Warframe Augment Mod for  Oberon. Upon casting  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  Radiation proc. This mod also passively increases Hallowed Ground's duration. Hallowed EruptionTips & 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  Magnetic Sensor Bars and Corpus Laser Barriers. Note however that activating these traps in spy missions will still trigger vault alarms. Hallowed Ground will make players immune to to  Radiation and  Magnetic singularities in Sorties. 3 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 Update 19.5 (2016-12-22)  Strength:10% / 15% / 20% / 25% (strength bonus)10% / 15% / 20% / 25% (damage bonus)20% / 30% / 40% / 50% (damage redirection)  Duration:30 / 35 / 45 / 60 s  Range:24 / 28 / 34 / 40 m (ally link)10 / 13 / 16 / 20 m (enemy link) 375 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 Update 35.0 (2023-12-13)  Strength:200 / 300 / 400 / 500  Radiation damage on cast2 / 3 / 4 / 5 initial status immunity stacks5 / 7 / 8 / 10 max status immunity stacks  Duration:N/A  Range:N/A Misc: 6 m damage radius Radiation status and  Knockdown on cast50 m Affinity RangeStatus cleanse on cast∞ stack duration+10% stack chance per active  Radiation status on enemy from kills and assists100% stack chance cap Info Qorvex expends 75 Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500  Radiation damage with a guaranteed Status Effect and  Knockdown to enemies in a radius of 6 meters. After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including  Knockdown and self or enemy-inflicted  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  Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active  Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10  Radiation statuses. Disometric Guard can only sustain max 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: 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. Info Titania expends 25 energy to scatter enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are  Disarmed and  Ragdolled as they weightlessly float in mid-air for 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 Casting Speed. Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting. Status immunity also protects from crowd control effects such as  Knockdown and  Stagger, including the lock-out animation of Archwing and  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 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 Helminth will offer Spellbind and its augments to be used by other Warframes.Augment Main article: Spellbound Harvest Spellbound Harvest is a Warframe Augment Mod for  Titania which lets her regain Energy and increases the next cast's Ability Range when hitting at least 4 enemies with  Spellbind. Spellbound HarvestTips & 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. 375 Link Any damage taken while Link is active will be channeled to a nearby enemy. Introduced in Update 4 (2012-11-02)  Strength:N/A  Duration:6 / 8 / 10 / 12 s  Range:12 / 14 / 17 / 20 m Misc: 1 / 2 / 2 / 3 (affected enemies)50% / 60% / 70% / 75% (damage redirection)100% (damage and status transfer) Like a blood moon striding across the starlit night,  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.  Shroud of Dynar increases Parkour velocity by 55%.  Fangs of Raksh grants complete resistance to new Status Effects.  Lycath's Hunt imbues Voruna's melee weapon with an additive 100% Heavy Attack Efficiency. Since heavy attack efficiency is hard-capped to 90%, the extra 10% is only visible and viable when equipped with a Riven Mod that penalizes it.  Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout, rendering her invulnerable for 3 seconds and restoring 100% of her shields and 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 Helminth system will disable the associated passive. Passives are not disabled nor revoked when Voruna enters an ability-nullifying field such as from Nullifier Crewmen, or if she falls into an out-of-bounds zone. Mods Miscellaneous Sources of Status Effect Cleansing[] Status effect cleansing removes active status effects on the player. Abilities Info Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum Health to cleanse all status effects and restore up to 18% / 22% / 30% / 40% of her maximum 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, Helminth invigorations and slotted  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  Rage or  Hunter Adrenaline.Augment Main article: Blood Forge Blood Forge is a Warframe Augment Mod for  Garuda's  Bloodletting to reload her equipped weapon up to a percentage. Blood ForgeTips & Tricks This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or  Oberon's  Renewal to generate more energy more quickly. Synergizes with  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  Slash and  Toxin damage), possibly improving her survivability better than not removing the procs. Bloodletting is a powerful ability to combine with Helminth-infused toggled abilities that constantly drain energy, the most notable being  Sevagoth's  Gloom as it provides Garuda with another self-healing ability besides  Blood Altar to constantly regenerate her energy reserves. The Gloom and Bloodletting combo makes Garuda viable at completing Steel Path missions alone, including missions not normally frequented by players such as the Rathuum nodes and the Zealoid Prelate battle in Deimos.  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.  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  Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the  Strun,  Nagantaka,  Tenet Envoy and  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  Quick Thinking and/or  Gladiator Finesse, the mods accounting for her replenished Energy while using Bloodletting. Slotting  Azure Archon Shards 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  Azure Archon Shards for extra Armor instead of extra Energy grants Garuda more effective hitpoints since  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  Xaku's  Xata's Whisper or  Mirage's  Eclipse, as these abilities synergize well with the damage buff and Garuda's own  Seeking Talons, while still maintaining self-survival options with  Dread Mirror and Blood Altar. In exchange for losing this ability to generate Energy, Garuda can equip  Rage or  Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar. 2150 Pillage Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Introduced in Update 24.4 (2019-03-08)  Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)  Duration:2 s (expansion duration)  Range:5 m / 6 m / 7 m / 8 m (pulse initial radius) Misc: ? / ? / 6 / 20 m/s (expansion distance per sec)100% (status cleanse on cast) Subsumable to Helminth Info Hildryn expends 150 shields or overshields to emit a radial pulse with an initial radius of 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 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 Shields or total Armor by 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.  Roar,  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%  Ability Strength. With one  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. Shield restore affects Kubrows, Kavats, and MOAs, but has no effect on 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  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 Helminth will offer Pillage and its augments to be used by other Warframes. Subsumed Pillage uses 50 energy instead of shields. Does not generate shields for  Inaros,  Nidus, or  Kullervo. Other Warframes cannot make use of the  Blazing Pillage augment, due to their inability to cast  Haven.Augment Main article: Blazing Pillage Blazing Pillage is a Warframe Augment Mod for  Hildryn that makes enemies affected by  Haven receive  Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by  Pillage. Blazing PillageTips & Tricks Similar to  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  Corrosive Projection or  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 125 Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16)  Strength:50 / 100 / 150 / 200 ( Heat damage per tick)500 / 750 / 1000 / 1250 ( Heat explosion damage)  Duration:15 / 20 / 25 / 30 s (buff duration)5 / 6 / 7.5 / 10 s (flame duration)  Range:3 / 4 / 5 / 6 m (explosion radius) Misc: 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)10 / 25 / 50 / ? % ( Heat status chance)100 % (flame trail status cleanse)? s (flame ring duration) Subsumable to Helminth Info Nezha expends 25 energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus Movement Speed for 15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for 5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt 50 / 100 / 150 / 200  Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?  Heat 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 Casting Speed. Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames. Ability Synergy: If Fire Walker is active when using  Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal 500 / 750 / 1000 / 1250  Heat damage with a 10% / 25% / 50% / ?  Heat status chance within a radius of 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 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 Main article: Pyroclastic Flow Pyroclastic Flow is a Warframe Augment Mod for  Nezha and  Nezha Prime that accumulates the damage  Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability. Pyroclastic FlowTips & Tricks The 100% chance of the  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. 375 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 Update 35.0 (2023-12-13)  Strength:200 / 300 / 400 / 500  Radiation damage on cast2 / 3 / 4 / 5 initial status immunity stacks5 / 7 / 8 / 10 max status immunity stacks  Duration:N/A  Range:N/A Misc: 6 m damage radius Radiation status and  Knockdown on cast50 m Affinity RangeStatus cleanse on cast∞ stack duration+10% stack chance per active  Radiation status on enemy from kills and assists100% stack chance cap Info Qorvex expends 75 Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500  Radiation damage with a guaranteed Status Effect and  Knockdown to enemies in a radius of 6 meters. After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including  Knockdown and self or enemy-inflicted  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  Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active  Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10  Radiation statuses. Disometric Guard can only sustain max 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: 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. 350 Reave Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls. Introduced in Update 23.5 (2018-08-24)  Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)  Duration:0.25 / 0.5 / 0.75 / 1 s (duration)  Range:3 / 4 / 5 / 6 m (current width) Misc: 25 m/s (travel speed)100 % (status effects transfer)1 (Mesmer Skin ally buff charge) Subsumable to Helminth Info Revenant expends 50 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 0.25 / 0.5 / 0.75 / 1 second. While traveling in energy form, Revenant is intangible, Invulnerable to damage and protected against new Status Effects, as he pushes an energy current with a width of 3 / 4 / 5 / 6 meters. Reave can be manually cancelled by pressing the ability key again (default 3 ) or jumping during the dash. Enemies passing through the energy current are drained 2% / 4% / 6% / 8% of their maximum Shields and Health, while Revenant restores 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 10% / 20% / 30% / 40% Health and Shields from enemies affected by  Enthrall (5x more than base). The drain percentage displayed in Abilities and the Upgrade screen display the Thrall-empowered drain. While  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 Warframes and Companions that contact Reave's current will gain 1 Mesmer Skin charge. Reave costs halved energy during  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 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 Main article: Blinding Reave Blinding Reave is a Warframe Augment Mod for  Revenant's  Reave that blinds enemies caught in its fog, while also passively increasing its range. Blinding ReaveTips & Tricks Since Reave deals a set percent damage to enemies' health, it can scale indefinitely. Without mods, at 100% Ability Strength, it would take 13 Reave casts to kill any enemy, only 3 if that enemy is enthralled. The percent damage is always significantly reduced against 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 hacked while Reave is active. When falling from a sufficient height that would induce a 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. 250 Molt Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies. Introduced in Update 7.0 (2013-03-18)  Strength:150 / 300 / 400 / 500 (health)240 / 300 / 350 / 400 ( Toxin explosion damage)30% / 35% / 40% / 50% (movement speed buff)  Duration:14 / 24 / 32 / 40 s (decoy)3.5 / 4 / 4.5 / 5 s (movement speed buff)  Range:5 / 6 / 7 / 10 m Misc: 100 % (status cleanse on cast)1.5 / 2 / 3 / 3 s (decoy invuln. time)400 (decoy shields)100 % ( Toxin status chance)1 (limit of molts) Subsumable to Helminth Info Saryn expends 50 energy to shed her skin, removing all existing status effects and increasing her Movement Speed by 30% / 35% / 40% / 50% for 3.5 / 4 / 4.5 / 5 seconds, while leaving behind a decoy with 400 shields and 150 / 300 / 400 / 500 health that draws enemy fire for 14 / 24 / 32 / 40 seconds. When deployed, the decoy is Invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage absorbed by it is converted and added to its health. The decoy will explode if it loses all of its hitpoints, if its duration expires or if the ability is cast again, inflicting 240 / 300 / 350 / 400  Toxin damage with 100%  Toxin status chance to all enemies within 5 / 6 / 7 / 10 meters from it. A maximum of 1 Molt can exist. Explosion damage does not bypass obstacles in the environment and diminishes with distance. Recasting will activate will detonate the Molt and spawn a new one. Does not have a cast time or animation. Molt's decoy is placed at Saryn's current position, mirroring her pose and elevation. Molt's shields regenerate over time and can be buffed with the use of allied Shield Ospreys, whether in Specter or  Mind Controlled forms. Elemental augment mods, such as  Ember's  Fireball Frenzy, can be applied to Molt. The damage augment will not affect the explosion damage or damage type upon Molt's expiration. Molt cannot be knocked down or moved, and acts as a physical object, unlike  Loki's  Decoy. Molt will slowly vaporize and dissipate for its duration, eventually exploding once it nearly vanishes. Casting Molt can be done while performing any action without interrupting it, including reloading, charging, shooting, maneuvering, and while on a zipline. Can be cast in all states (except while upside down in a flip jump or while dodging) and can be reused instantly. Subsuming Saryn to the Helminth will offer Molt and its augments to be used by other Warframes.Augment Main article: Regenerative Molt Regenerative Molt is a Warframe Augment Mod for  Saryn that allows her to regenerate health over a span of time after casting  Molt. Regenerative MoltTips & Tricks Using during a well timed jump can result it being low enough for enemies to target, such as Infested or Melee units, but be more protected from most melee attacks. (Ancients will still be able to reach, as well as the knockback damage from Leapers). Place Molt in locations which can protect it from enemy attacks to maximize its survival.  Limbo can utilize this ability by casting  Banish on the decoy, granting it immunity to all attacks that do not affect targets in the Rift Plane. If Molt is closer to the enemy than the player, enemies will (normally) focus it. Applies to the caster as well as other players, unless they're using aggro-increasing abilities such as  Nyx's  Absorb or  Rhino's  Iron Skin. It can be used as protection from enemy fire, when you revive an downed teammate.Bugs When knocked back by an Ancient, the physical target of the decoy will move, but the model remains in place. This can be seen while having  Enemy Sense and  Enemy Radar equipped while seeing the decoy (as a friendly blip) against a group of infested. For clients, Molt will sometimes be in a default standing position when deployed. Info Titania expends 25 energy to scatter enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are  Disarmed and  Ragdolled as they weightlessly float in mid-air for 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 Casting Speed. Can be cast while moving, but will interrupt other actions such as reloading, charging or shooting. Status immunity also protects from crowd control effects such as  Knockdown and  Stagger, including the lock-out animation of Archwing and  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 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 Helminth will offer Spellbind and its augments to be used by other Warframes.Augment Main article: Spellbound Harvest Spellbound Harvest is a Warframe Augment Mod for  Titania which lets her regain Energy and increases the next cast's Ability Range when hitting at least 4 enemies with  Spellbind. Spellbound HarvestTips & 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. 225 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 Update 17.12 (2015-11-25)  Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)  Duration:2 s (cloud duration)  Range:5 / 6 / 7 / 8 m (stun radius) Misc: +300% (movement speed bonus)100% (status cleanse on cast)2 s (stun duration) Info Wukong expends 25 energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300% Movement Speed, along with vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily  Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking. Cloud Walker does not trigger Sensor Bars, Laser Barriers, and Security Cameras, and can pass through Spy defenses without triggering alarms. Ability Synergy: When activating Cloud Walker with an active  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 Maneuvers or general interactions while channeling this ability.Augment Main article: Enveloping Cloud Enveloping Cloud is a Warframe Augment Mod for  Wukong's  Cloud Walker that gives allies near the cloud temporary invisibility. Enveloping CloudTips & Tricks An equipped Sentinel with  Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends. 350 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 Update 17.12 (2015-11-25)  Strength:? / ? / ? / 250 (minimum damage)4 / 5 / 6 / 7.5 x (damage multiplier)0.8 / 1 / 1.2 / 1.5 x (armor multiplier)  Duration:2 s (invulnerability duration)15 / 18 / 20 / 25 s (armor duration)  Range:7 / 8 / 10 / 12 m (staff swing radius) Misc: -50 % (move speed penalty)100 % (status cleanse on spin)50 AP (min. armor bonus)1,500 AP (armor bonus cap) Subsumable to Helminth Info Wukong expends 50 energy to engage a defiant stance while priming his  Iron Staff, becoming Invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his Movement Speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 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 ? / ? / ? / 250  Impact damage plus the stored damage and  Ragdoll to all enemies within a radius of 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 Armor bonus lasting for 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 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  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 Maneuvers or general interactions while channeling this ability. Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes. However, Subsumed Defy's armor bonus is capped at 750. Mods Status Resistance[] Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player. Status Immune Enemies[] Full Immunity[] Partial Immunity[] To  Viral procs Trivia[] Prior to 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  Molecular Prime or  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 Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones. Prior to 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 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[] Patch History[] 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. 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. 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. Update 33.0 (2023-04-26) Fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused. 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%. Update 31.5 (2022-04-27) Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage. 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:  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).  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.  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  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.  Heat: No Change.  Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.  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.  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.  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.  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.  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.  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.  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. Update 27.1 (2020-02-04) Fixed projectile explosion & embed damage not properly using Status Chance upgrades. 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/ Fixed Status FX not applying to ragdolled enemies. Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect. 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. 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. Update 11.0 (2013-11-20) ↑ Despite not being formally used in-game, internally the developers do use the term to refer to guaranteed procs independent from chance