Void Angels are former manifestations of Zariman Ten Zero crew[1] that have been heavily corrupted by the Void. They serve as Field Bosses on the Zariman tilesets.
Any Zariman Ten Zero mission always has one dormant Void Angel that appears in large rooms of the tileset, which can be awoken by interacting with it. The Ravenous variant will always spawn at the end of successful Void Armageddon cycles.
Killing the Ravenous variant grants 7,500 Focus to the current active school, while killing the dormant ones grant 15,000 focus. This counts toward the daily cap.
General[]
All Void Angels were once humanoid manifestations created from Conceptual Embodiment, similar to the Holdfasts[2]. After giving in to the song from the Void, those who are reborn from the Void then evolve into a more abstract form. These masses of human-shaped Void energy can be found cocooned and asleep within the surrounding walls of the Zariman, and can be heard softly wailing and singing. When fully matured, these forms will then turn into a fully mobile, angel-like entity.
Due to the invading Corpus and
Grineer forces, the Angels have become enraged, and now attempt to claw open the Albrecht Membrane in order to release their master.[3] As a result, they cause numerous Void Floods to appear around the ship, increasing the risk of contamination.
When not asleep within the walls, the Void Angels will attempt to make their way to the Zariman's Reliquary Drive and attempt to feed off of it.
Behavior[]

Warframes impaled by a Void Angel. Note the ashen texture while impaled.
In their initial state, angels will be fought in the same space as other enemies. They possess multiple attacks:
- A teleport during which they are invulnerable. They will target the area around a player and, after a short delay, slam into the ground, creating a shockwave. Their landing zone is telegraphed by faint red energy swirling in the selected area.
- A slowly charging orb, which absorbs incoming damage and will home in on a player once thrown. The orb can be destroyed by Operators, either in mid-air or while it is still charging. The latter causes the Angel to be staggered.
- A ground slam that sends out spikes in a line. If these spikes hit a Warframe, they will be impaled akin to
Garuda's
Blood Altar, and the controlling player will be forced into Operator/Drifter mode. They will not be able to return into their Warframe until they destroy the spikes paralyzing it, or are knocked out in operator form.
- During its recovery phase, the Angel's physical form will continuously create spheres around it, which will fire a damaging
Magnetic beam at nearby targets after a short delay.
After at least 1 health segment has been destroyed, they will gain a few more abilities:
- A surrounding
Corrosive fog that heals the Angel if it damages a Warframe, including non-Warframe Specters.
- A delayed explosion that blankets a large area in the same fog.
As an Ethereal Void Angel it will have a different set of attacks:
- A swipe, which will create damaging beams that fire outward in sequence.
- A homing orb from its face, which can be destroyed with an Amp.
- If the Ethereal Void Angel isn't dispatched quickly enough it may teleport to the outside of the ring, from where it will start charging a beam attack.
Like some special bosses, the Void Angel can only receive up to 4 stacks of any Status Effect with the exception of Impact which can stack up to 6 times.
Strategy[]
The Void Angel possesses 2 or 3 health bars (2 on Ravenous, 3 on awoken Dormant Void Angel). After depleting the first health bar, the Angel will enter a recovery state indicated by a green gauge filling.
While recovering, a portal in the form of a bubble appears above the Angel, which can be entered by touching the portal (a jump may be needed). The player will be automatically switched into Operator/Drifter mode and teleported into the Ethereal plane - a special realm consisting of a circular platform, encountering the Ethereal Void Angel. Falling off the platform or being defeated in the realm will forcibly eject the player from the realm. The Ethereal's health bar is indicated in blue.
After damaging the Ethereal form at least 50%, it will become invulnerable as multiple Dimensional Orbs float around it which can be removed with Void Sling. The number of orbs scales with the number of players, at minimum two orbs in a solo mission. Removing the orb creates a golden shield when the Operator lands, blocking some of the Angel's attacks and granting Heat damage to Amps.
If the Ethereal Void Angel is not defeated quickly enough it will initiate a beam attack. This ability is highly damaging and ignores Void Mode, while its aggressive tracking makes it difficult to dodge. Any Operator outside of cover will likely be knocked out.
Once the Ethereal form is defeated, one of Angel's physical form's health bar is permanently removed and all players are ejected from the Ethereal plane. If the Ethereal form is not defeated before the green recovery gauge reaches the end, all players are ejected from the Ethereal plane and the contested portion of the Angel's physical form's health bar is completely restored.
The process repeats until all 2 or 3 physical health bars are depleted. On the last physical health bar, the Angel's physical form will die without attempting to recover or to offer an Ethereal encounter, thus requiring 2 Ethereal encounters for the awoken Dormant Void Angel, and just 1 encounter for the Ravenous Void Angel.
Notes[]
Tips[]
- During Bounties, hunting a dormant Void Angel that is not required by the bounty is not advised until after the bounty is completed, as ignoring the objective may cause mission failure (depending on the bounty conditions) and thus lose out on the Void Angel's drops.
- While the physical form can be easily overcome by multiple possible Warframe builds and weapons, the Ethereal form on the other hand is both limited to the Operator and has a time limit, which may require a decently built Operator especially on higher tier bounties.
Madurai has many Operator-enhancing abilities related to damage output, none of which are Way-Bound.
- Madurai disciples also have
Contamination Wave at their disposal, further rendering the Angels vulnerable to Operator/Drifter damage.
- Madurai disciples also have
Caustic Strike from the
Unairu school affects Void Angels by permanently stripping off their armor, further making them vulnerable for a quick dispatch.
- Additionally, the spawned
Unairu Wisps after using Caustic Strike will further amp up the Operator's/Drifter's damage.
- Additionally, the spawned
- Bursting the Ethereal form with enough damage output can skip its orb protection phase entirely. Timing a burst of damage when it is only slightly above 50% health and right when it starts an attack can be an effective method of skipping the orbs.
Temporal Drag from the
Zenurik school slows down both the physical and ethereal Angel forms, giving time for bursting to skip the orb phase. Upgrading it to
Temporal Shot further amplifies Operator damage by landing headshots on the Angel.
Magus Melt provides innate
Heat damage to Amps after Void Slinging, without needing the golden shield buff.
Eternal Eradicate is available for purchase from Cavalero and can be a handy boost to Amp effectiveness.
- The damage bonus from the Orb shields do not stack with one another. If fighting an Ethereal Angel as a group it would be wise to spread the shields out so that Operators/Drifters can attack the Angel from multiple angles.
- The Angel cannot teleport to areas that are too small for it to occupy.
- Equipping
Venari with
Sharpened Claws will expose flesh on both varieties of void angel when she attacks them.
Variants[]
Ravenous Void Angel | General | Drops | ||
---|---|---|---|---|
![]() |
Introduced | Undetermined | Mod Drops:![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Other Drops: ![]() | |
Tileset | Zariman (Tileset) | |||
Weapon | ||||
Codex Scans | ||||
Statistics | ||||
Base Level | 1 |
- Compared to their dormant counterparts, Ravenous Void Angels have one less health bar to deal with, and only spawn in Void Armageddon missions after three Exodampers have been defended. Other than this, they behave identically to their kin.
- Additionally they will drop a
Voidplume Quill on death, balanced out by their more frequent appearances during Void Armageddon missions.
- Additionally they will drop a
Trivia[]
- Teshin's dialogue in The Circuit Void Flood implies that Void Angels are servants of The Man in the Wall, seeking to break their master out of the Void.
Bugs[]
- Sometimes a Void Angel receives damage beyond one of its three segmented bars before switching to invulnerability phase and players are unable to enter the Void bubble, rendering it unkillable for the rest of the mission.
- When a Void Angel successfully impales a Warframe and forces the player into Operator/Drifter mode, the player at times cannot return to their Warframe even if the impaling spikes were already shattered.
- When the Operator/Drifter gets knocked out while this bug is in effect, they will simply respawn beside their Warframe.
- If a player joins squad during the Ethereal phase - this will eject all players from Ethereal plane and pause the Angel's recovery progress bar. Players will be unable to enter the Ethereal plane until one more player joins the squad.
Gallery[]
Patch History[]
Hotfix 36.0.1 (2024-06-19)
- Fixed players being indefinitely stuck in the Void Angel’s spike ability.
Hotfix 35.5.11 (2024-05-07)
- Fixed getting pulled out of the Void Angel’s Ethereal Plane as Protea in Zariman missions if Temporal Anchor is cast before entering it.
Hotfix 35.5.4 (2024-04-05)
- Fixed the Void Angel in the Angels of the Zariman Quest, as well as those in Void Armageddon missions, not having an objective marker.
Update 35.5 (2024-03-27)
- Fixed a script error when the Void Angel appeared in Void Armageddon missions.
- Fixed a script error when awakening Void Angel in the Zariman
Update 34.0 (2023-10-18)
- Fixed Steel Path difficulty modifiers not applying to Void Angels.
- Fixed Excalibur Umbra sometimes ceasing to function after getting impaled by Void Angels.
- Fixed issues with the Void Angels’ animations after being attacked by Khora’s Venari.
- Fixed being able to bring the protective sphere from the Void Angel fight back to the Zariman.
Hotfix 32.0.7 (2022-09-28)
- Improved performance of Void Angels.
- Fixed being unable to wake a Void angel on the Zariman after Host Migration.
- Fixed Void Angel transmissions sometimes being too loud.
Update 32.0 (2022-09-07)
- Fixed issue where Void Slinging into the Zariman Void Angel fight arena before being teleported out would leave the Operator invisibile.
- Fixed picking up Void Plumes from Void Angels triggering the “Found X/Y” popup message.
- Since there are no fixed numbers in the levels from Void Angels, it didn’t make sense to show messaging for these.
- Fixed issue where Void Slinging into a Void Angel could cause total Operator functionality loss.
Hotfix 31.7.2 (2022-08-17)
- Fixed an Operator functionality loss after Void Slinging into the Angel's teleport volume.
Hotfix 31.6.4 (2022-07-14)
- Added a marker to Warframe impaled by Void Angel for better visibility.
- Improved hit detection when damaging the Void Angel ground spike.
- Fixed script error caused by players exiting/disconnecting during the forced transference process when entering the Void Angel's portal.
Hotfix 31.6.2 (2022-06-15)
- Fixed kills made by non-player allies (Specters, Kuva Liches, etc.) not counting towards the ‘Awaken a Dormant Void Angel and Defeat It’ Zariman Bounty challenge.
Hotfix 31.6.1 (2022-06-09)
- Fixed accidental trade bans after picking up an Arcane dropped from a Void Angel. As PSA’d here: https://forums.warframe.com/topic/1313615-psa-rectifying-accidental-trade-bans-after-echoes-of-the-zariman/
- Fixes towards Clients getting trapped in the elevator when attempting to solo extract via the panel while a Void Angel is active in Zariman missions.
Update 31.6 (2022-06-09)
- Fixed being able to escape Void Angel ground spikes by transferring back to Warframe immediately after being impaled as Client.
- This also fixes remaining in the impaled pose animation wherever transference occurred.
- Fixed pause menu lingering on-screen if a player is impaled by a Void Angel with it open.
- Fixed Void Angel's ground spikes sometimes overshooting the target when they're moving slow.
- Fixed Void Angels becoming invisible for Clients while going into their down state while also teleporting.
- Fixed Void Angels teleporting into the ground.
- Fixed Void Angels not appearing in their downed state to players who join in-progress missions.
- Fixed more issues related to the Void Angels impale ability across Hosts and Clients in a squad.
- Fixed the Void Angel Bounty challenge remaining incomplete after completing successfully.
Hotfix 31.5.9 (2022-05-12)
- More fixes towards a crash when Client returns to the Chrysalith when awakening/spawning a Void Manifestation.
Hotfix 31.5.8 (2022-05-11)
- Fixed active Void Manifestation being inactive and unable to be reactivated after Host migration.
Hotfix 31.5.7 (2022-05-06)
- Fixed being unable to enter the Void Manifestation arena due to a delay on their health bar appearing. As reported here: https://forums.warframe.com/topic/1309155-void-angel-fight-bugged-cant-enter-void-bubble-known/
- More fixes towards Clients not losing the Void Manifestation Arena filter after getting killed inside.
- Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is jumping into the Void Manifestation arena.
- Fixed crash that could happen if Client went back to the Chrysalith at the same time that the Host is awakening a Void Manifestation.
Hotfix 31.5.6 (2022-05-04)
- Fixed Void Manifestation HUD not showing to players who join a fight in progress.
Hotfix 31.5.5 (2022-05-03)
- Fixed script error with Void Manifestation ground spike ability.
- Fixed a script error with the inactive Void Manifestations spawns.
Hotfix 31.5.4 (2022-05-02)
- Fixed Void Manifestations at times retaining invincibility after destroying Orbs.
- Fixed loss of functionality when Client rapidly transfers back to Warframe after getting impaled by Void Manifestation.
- Fixed crash related to the Void Manifestations ground spike ability on Host migration.
- Fixed lingering FX from Void Manifestation arena after Operator dies within it.
- Fixing Host exiting the Void Manifestation arena causing the FX to be removed for Clients.
- Fixed marker lingering for Clients after killing Void Manifestation.
- Fixed a script error caused by the new waypoint marker for inactive Void Manifestations in Zariman missions.
- Fixed script error related to destroying a Void Manifestation at the same time as Host migrating.
- Fixed Nekros’ Desecrate and Hydroid’s Pilfering Swarm being able to duplicate Voidplume Pinion and Arcane drops from Void Manifestation fights.
- Restored these to match Khora’s Pilfering Strangledome and Atlas’ Ore Gaze Augment mods intentionally not applying their loot bonuses on Void Manifestations.
Hotfix 31.5.3 (2022-04-29)
- Fixed Clients not seeing proper scaling of the Void Manifestation orbs.
Hotfix 31.5.2 (2022-04-28)
- Added a tutorial message to the Angels of the Zariman quest during Void Manifestation fight informing that you can Void Sling through Orbs.
- This tutorial prompt also appears in the fight outside of the quest when assistance is needed.
- Added a UI Marker to the “inactive” Void Manifestation if you are doing a Zariman Bounty that requires you to defeat them.
- Fixed infinite screen shake when spiked by Void Manifestation.
- Fixed complete loss of functionality after being spiked by Void Manifestation.
- Fixed Protea’s Temporal Anchor forcing you out of your Operator in transference disabled areas (eg. Void Manifestation arena).
- Fixed black and white FX persisting everywhere after being killed by the Void Manifestation in the arena.
- Fixed a crash related to the Void Manifestation abilities.
- Fixed Void Manifestation orb explosion FX triggering multiple times.
- Fixed FX and sounds not playing when hitting the Void Manifestation orbs.
- Fixed the tutorial UI prompt overlapping with the Void Manifestation’s health bar.
- Fixed the Solena and Kyruna Ephemera reverting to have no textures when spiked by a Void Manifestation.
Hotfix 31.5.1 (2022-04-27)
- Fixed Void Manifestations becoming invincible (spawning without health bar) after teleporting.
- Fixed orb hitbox from the Void manifestations encounter being unintentionally too small.
- In both the missions and quest.
- Fixed Void manifestation never reappearing after teleport.
- Fixed Sevagoth’s Shadow becoming indefinitely invulnerable after being spiked by a Void manifestation.
- Fixed lingering FX from Void manifestation arena after exiting it.
Update 31.5 (2022-04-27)
- Introduced.
- ↑ "When consciousness and Void come together, it makes a thing. For example, me!" -Archimedean Yonta during Angels of the Zariman
- ↑ "That form is what awaits us, should we fail to hold fast. The others were all like us, once. But in time they all drank from that bleak Reliquary, and now they scream in chorus to the Void." -Quinn during Angels of the Zariman
- ↑ "If the Void Angels break through the Wall, their master will be freed. Do not allow that to happen." - Teshin
41 comments
The sound for these was made using Aztec Death Whistles! This was discussed in the dev stream announcing them, and again in Prime Time 389.
Okay, I gotta ask:
What are these things made out of?
Like, yeah-- it's """Void residue""" or whatever... but that doesn't really explain anything. Not even the bare minimum.
Not a SINGLE NPC to my knowledge even acknowledges the Void Residue.
If they do, it's usually with a "Oh yeah, that's there. It's totally relevant" and just refuse elaborate on it.
At least Kuva is explained to some degree. We know it's a rare and highly coveted oil that acts as a mind-transmission drug.
You know what? That works. It at least describes WHAT it is and some details about it.
As someone who is constantly thinking to myself "I wonder what this material is", Void Residue drives me nuts.
We don't even know if it's actually called "Void Residue" or even if it even HAS a name.
So many questions in the back of my head...
What is the consistency? If I were to pick it up, would it slosh back to the ground like a goo or would it flitter away like dust?
What is the texture? Is it rough like sandpaper or soft like silk? Does it glide easily like a sharp blade or does it simply move past like hairs?
How glossy is it? Is it metallic in nature or is like a plastic look to it? It's constantly shifting and convulsing, so it's possible it could be all sorts...
What kinda sound does it make? If I hit against the wall, would it bang like metal or clunk like bone?
What is the tensile strength? Is it elastic and bend easily? Is it rigid and tough?
What does it react to? Does it move like flesh if I put electrical currents through it or does it have some kinda magnetic field?
How does it naturally form? Does it always curve with sickle-like blades or can it be artificially be influenced to create zig-zag formations?
It's most noticable when I look Void Angels.
This residue CLEARLY some kinda logic to it and I just...
WHAT IS YOUR MAGIC, FORSAKEN ONE?! YOU DEFY MY WHIMS TO THIS DAY!!
What I do know is that Voidplumes themselves are said to have some kind of relation to Aya.
... but that's not much to go off of, really.
The game may not directly talk about this stuff, but several things in the game imply it may simply be a form of hardened Void energy. When you kill Vor in Void missions, he states that he can no longer be destroyed because his body has become pure energy. In Duviri, he mentions that his immortal body will eventually harden with age and that a "wall of bone" awaits his joining. Gee, I wonder what that could be referring to.
The Holdfasts on the Zariman are also conceptual embodiments made out of Void energy and have the Angels' silvery texture on their bodies when you first meet them, at the point where they are closest to succumbing to the Void's influence. The Void Angel you fight in their quest was a Holdfast once, with most of the Angels you see on the Zariman having become part of its structure, supporting what Vor was talking about.
The limbs of the Murmur are also seemingly made out of the same material as the Void Angels, which Teshin implies are also servants of the Man in the Wall, by far the most powerful Void entity we know of, further linking the three together.
Adding on to this, remember that the Man in the Wall had a direct hand in the Zariman incident in the first place. It is possible that this silver Void substance is its creation or a product of its influence.
Do thay still spawn in the Entrati Labs after the event ? I tried spotting one by running through all the tiles but I couldn't see any.
Nope :(
FYI: If you just completed the Angels of the Zariman quest and you find yourself in a mission where a Void Angel did not spawn. Leave the mission, return to orbit, and launch another mission.
There appears to be a bug where a "spawn dormant void angel" flag is not updated when completing the quest; therefore, backing out to orbiter seems to correctly update this flag.
Kinda wish the Void Angels would be added to the Murmur faction, now that the Man in the Wall's minions are becoming a more active threat.
Well with the void angel appearing in Albrecht laboratories, we need more than a simple cleanup
Imo one of the best "mini-bosses" in game rn, both design wise and gameplay wise, having actual telegraphed attacks which are designed to be countered (like the spikes and that big orb).
Also really creative with that operator phase
We need more testing on the invulnerability phase of Ethereal Void Angel. I've been grinding Zariman, and one thing I've noticed beyond any shadow of a doubt is that it's not a simple 50% of total HP threshold. I've seen the phase start much earlier in the HP bar than that. I'm moderately confident it's some kind of mix of time vs damage, as I notice it attempts to do it earlier when I'm opening up with a harder initial burst (Madurai makes this most obvious).
Part of that might be that it can't become invulnerable while it's in the middle of another attack - if I try to kill it while it's charging and launching its ball of anguish, for example, I don't have enough dps to finish it off in time, but it's enough to one-cycle it during its red beam attack.
This design goes hard
Finally a boss fight I don't dislike ;-)
But a pain to search for
Use quinn's bounty with angel as a side objective, exterminate preferred
Too bad warframe tracker can't be bothered to track angels
Is it intended that spectres and other summonable companions completely ignore the Angels?
I've seen my summoned railjack crew ignore these things completely, unless im not hosting in which case its 50/50 they attack the angels
If anyones interested in one shotting these things (not in its etherial form) heres a pretty cool build -
https://imgur.com/a/nlqCUZN
You do need some good mods and helminth unlocked however.
Literally nonsense. Radiation is its weakest element and you're modding for viral, even worse it's 60/60 instead of going full elemental damage, really? If you want to utilize viral for amplifying damage to health proc then just lower the viral ratio or use other weapons to prime it. Last but not least, blast element would be much more preferred if armour stripping is in factor.
Or you can go with a cheaper option like banshee 100% armor strip with augment or Ash Shuriken (Helminth takes this one) or Ember Armor Strip (Helminth too) and just any half decent melee weapon and hit it with a nice heavy attack or a weapon of your choice
Throw glaive at it, it dies.
i just use Kullervo and Quassus for the Angels and Necramechs honestly
If anyones struggling with these guys, you can easily beat them with a normal nikana in steel path, build up combo and use heavy attack so the slash dot can kill. I used a build with no forma no reactor. Also no need for armor strip due to slash proc.
Too easy to kill the second problem are lazy players who don't play the game wanting to make content for which they are not prepared and end up complaining about those who play the game and know that the game lacks balance!
Fuck you lazy noobs
Said by literally no one ever.
Too easy to kill? run steel path bounties for em then. Should give you a better challenge
Dear diary headass
I've seen people shoot the Dimensional Orbs and they disappear. Anyone know what does that? Or is it just drifter since they don't have void powers?
Operator void damage takes them out
Does anyone know why fighting a Void Angel on Xbox drops my warframe out of run? I don't remember this happening when New War first released. This "feature" is really annoying and I'm wondering if there's some reason for it.
They're trapped in the prison, shoot it to free it
It says faction unknown at the top of this article, so do smite/bane mods not work on these dudes? If I had to guess the only one that would make sense would be the corrupted one, but these fellas aren't really corrupted...
Corrupted enemies are units from other factions that have been mind controlled by the neural sentries. Angels are not.
*sighs*
*moans*
The bane mods do not work on them
If anyone is struggling with them / wants to use non-optimized builds / just tired of using meta but still wants to get pinions: put a crewmate with kuva zarr on call, run whatever you want and summon a crewmate once you awaken the angel - it'll just get deleted.
There are sometimes issues with friendly NPCs not attacking them, to work around that issue - lure any thrax enemy near the angel before hand but don't kill it, crewmate will target it and kill the angel with splash damage.
He could've typed ANYTHING, but chose to say that. He's hopeless
Or just use Laetum....
If you combine Laetum + Madurai Angels stand no chance
He could've SHUT UP, but chose to get petty. He's desperately seeking a validation.
If you are doing non-endless missions for pinions and are struggling with the health bars in normal form just equip Oberon specters (I use the prime version). If there are no other enemies when it uses Smite it'll one-shot an entire bar segment. Not sure if using an Oberon yourself will yield the same results though.
Those things are insultingly easy to defeat, which is a bummer because holy fuck they look cool, that seems to be a consistent thing in Warframe, great asthetic and designs, but horrible gameplay balancing, maybe one day the devs will get their shit together and tell the braindead meta players to fuckoff
Don't pretend that Unairu instead of Madurai for Void angels is nonmeta or original either. I run the same to annihilate them, and so do thousands of other players. There happens to be two good schools for killing them quickly. Big deal. Don't pat yourself on the back for obvious stuff.
Scaling is too broken so if you balance for 'average' player with average gear it becomes to easy for good gear, and if you balance for that - then it becomes impossible for average joe who with his default Sirocco
Me with my shitter builds killing it quickly because i dont give a shit and have an armour strip
This is the main issue with balancing this game; it's an absolute nightmare. Being a Warframe balancing dev has to be one of the most nightmarish jobs you could get. How the fuck do you balance an enemy when the game's damage scales from 30 damage per second to 2.1 billion in a single hit?? Warframe made a solid attempt with the leveling system and SP, but getting it just right is damn near impossible. You would have to be an actual balancing god in order to fix this game's balance.