Kavats are terrain-restricted melee feline companions similar to Kubrows. They also have different breeds, color palettes, and patterns. There are currently three types of Kavats.

Kavats normally live in Infested areas and feed on the Infestation. Feral Kavats are naturally invisible and are not hostile to players unless they are scanned.

Due to their anti-Infested potential, the Grineer have domesticated Kavats for use in clearing out the Infestation from their ships. Kavat handlers, known as Hyekka Masters, are equipped with advanced sensors to detect Kavats, which can also detect invisible players, serving as an additional stealth hazard in Grineer missions.

Once the player meets the necessary requirements to begin breeding, the incubator offers a choice between a Random incubation or the use of Genetic Code Templates.

As the name implies, a Random incubation offers no guarantees on the resulting Kavat's Variant, head, tail, sex, color, or fur pattern.

An incubation utilizing Genetic Code Templates offers a much higher probability of the traits imprinted on the Template to be present in the resulting Kavat, however, this is still not guaranteed, and certain Kavat traits are not even imprinted on the Template in the first place. See the Genetic Code Template article for more information about the transferral of traits from one Kavat to another when starting this type of incubation.

Regardless of the type of incubation, once the process is started, it will require 48 hours (24 hours with an Incubator Upgrade Segment) to complete. This stage may, however, be rushed for ‍Platinum64 15.

When the incubation process completes, either naturally or by rushing, the player will be able to name their new Kavat for free, subsequent renaming is possible for Platinum64 15. The named but non-mature Kavat can be kept for as long as the player wants, and will walk around the Orbiter; however, to be usable in missions, it must be matured, which is instantaneous.

Players can regress the age of their Kavats back to their infant forms through the incubator. In their baby forms, they cannot be brought into missions to be used for combat or utility. Installed mods, Formas, and Orokin Reactors will still be intact if the player chooses to mature their Kavats again.

Venari Venari/VenariPrime Venari Prime is KhoraIcon272 Khora/KhoraPrimeIcon272 Khora Prime's companion that functions as her passive and third ability, and will always appear next to her. Venari cannot be separated from Khora.

Vasca Kavats are Kavats that have been infected by the Vasca Virus that appears at nighttime in the Plains of Eidolon. When a player brings their Kavat to the wild Vasca and is attacked by them, it will become infected, indicated by a red overlay. The player must then take their infected Kavat back to the Orbiter's Incubator and use a Genetic Code Template on them, acquiring a Vasca Imprint while also removing the virus. Two Vasca Imprints are needed to guarantee a Vasca Kavat.

Note that breeding a domesticated Vasca Kavat still requires one Incubator Power Core and ten Kavat Genetic Codes.

To begin, all Kavats will first need a Companion Slot (which can be bought for Platinum64 12 for 2 slots) to grow and mature before being usable in missions and will permanently occupy one Companion Slot. In the event that a player wishes to permanently remove a Kavat from their possession, such as due to the lack of vacant Companion Slots, the Kavat can be consigned to the Lotus for Credits64 25,000, freeing up their Companion Slot.

Hotfix 36.0.5 (2024-07-20)

Hotfix 36.0.1 (2024-06-19)

Update 35.5 (2024-03-27)

GENERAL CHANGES

Update 34.0 (2023-10-18)

COMPANION REWORK (PHASE 1)

This section covers the following topics (in order):

Your furry, robotic, fleshy, and everything in between pals have received a rework! Read on to learn how the way you use, Mod, and interact with your Companions has changed in this first phase of the Companion system overhaul.

Our high-level objectives for this Companion rework are:

1. Make Companions more viable in high-level gameplay by making them immortal.
Companions can no longer die! This avoids frustrating scenarios where you are relying on your Companion to provide some feature or bonus only to have them get removed from play. The base stats of Companions have also been increased significantly to help them in difficult missions.

2. Introduce more interactive Mods that offer ways to play alongside your Companion instead of it being mostly autonomous like a specter.

3. Changes to many Companion Mods, mostly to support the first two goals of removing death states and improving basic survivability.
Some Mods were inconsistent in their naming or stats, and we have improved this. We have rebalanced some Mods that players felt were not good enough, or ones that we've observed are SO good that they are considered "essential."

COMPANION IMMORTALITY

We've all seen the memes with people giving their Companions funny names, only to see the message over and over every few minutes: "Your Companion is down!" Dying Kavats and Kubrows have been demanding attention on your HUD, and spontaneously combusting Sentinels have been robbing you of your Vacuum and Animal Instinct for years.

All that changes with this update. Going forward, Companions will still have Health and Shield values, and they can be knocked out, but they will not die if you fail to revive them. When they reach zero Health, Companions will instead become Incapacitated for a base duration of 60 seconds. All Companions will automatically revive at the end of their Incapacitate period, and there is no limit to the number of times this can happen. Upon reviving all Companions have 5 seconds of invulnerability to get back on their feet safely!

Here are the specifics to how each Companion behaves while Incapacitation:

Several Mods have been modified or introduced that also change when or how your Companion deals with Incapacitation - see the “Companion Mod Changes & Additions” section below for specifics.

COMPANION STAT CHANGES

Two broad changes have been made with regard to your Companion's base stats to increase their staying power:

1. Health, Shields and Armor have been refactored across the board.
This simple numeric buff was made with the goal of increasing Companion survivability. This also means that the choice of whether to use, for example, Enhanced Vitality or Linked Vitality, will depend on your Warframe choice instead of the Linked Mod always being strictly superior.

2. Non-Sentinel Companions now gain their full Health and Shield values immediately when you acquire them.
Historically Health and Shield values would increase as your Companion ranked up, which you could see as "Rank Bonuses" in the Upgrades screen. We've removed this behavior and simply given Companions what would end up being their Rank 30 values at Rank 0. This should let you immediately take your Companions on more difficult missions after earning them!

Revised Kavat Stats:

CONSISTENCY IN COMPANION HEALING

Previously, the Mod “Link Health” could cause your Companions to gain some of the healing that your Warframe did. This invisible feature was not indicated by the card, and it was never explained what forms of healing worked or why. Additionally, Companions were using some of the same mechanics that things like mission objectives did, which limited the effects of some healing or defensive powers. We've decided to remove both of these obscure mechanics and restrictions.

Companions will no longer gain Health when your Warframe does if using certain Health-absorbing powers together with the Mod “Link Vitality” (formerly Link Health). The restrictions of the following abilities and features, as they apply to granting Health, Shields, or Damage Resistance to Companions have been removed:

COMPANION MOD CHANGES & ADDITIONS

Changes To Existing Mods
Several Mods have been modified to interact with how your Companion deals with Incapacitation.

Stats below are shown at Max Rank.

Companion Survivability Mod Changes:

Other Companion Mod Changes:

New Companion Mods

Referring back to the introduction, one of our goals with the Companion rework is to add opportunities for the player to work together with the Companion. Instead of a Mod that only affects your Companion, we looked for ways that you and your Companion could amplify each other.

The following new Mods aim to do just that!

These Mods are available to acquire at the Conservation vendors in Cetus (Master Teasonai), Fortuna (The Business), and the Necralisk (Son).

*Stats below are shown at Max Rank.

Available In Master Teasonai’s Offerings (Cetus):

Tandem Bond
Companion melee hits increase your combo by 6. Heavy Attacks increase Companion melee damage by 30% of melee damage multiplied by your combo multiplier for 30s.

Covert Bond
Finisher and Mercy Kills grant your Companion 10s of stealth that attacks will not disrupt, up to 60s.

Mystic Bond
After your Companion uses Abilities with cooldowns 5 times, you may cast a Warframe Ability without expending Energy.

Restorative Bond
Health Orbs restore 60 more Health and reduce Companion Recovery by 3s.

Manifold Bond (Robotic)*

Companion Precept Mods apply Status Effects from Companion weapons. Killing enemies with 3 or more unique Status Effects reduces Companion Ability cooldowns by 3s.

*Work is still ongoing for this mod, we are aware of some Robotic Companion Precepts which do not trigger the bonus Status Effects.

Available In The Business’ Offerings (Fortuna):

Aerial Bond
Airborne kills decrease Companion Recovery timer by 3s and 9s for headshot kills. Companion creates a field of Cold that increases up to 35% Status chance and 10m radius while Warframe is airborne, lasting for 3s after returning to the ground.

Astral Bond
Damage dealt by Operator or Drifter grants 120% Void damage to your Companion’s attacks for 10s. Companion Void damage adds +30% Amp and Energy Efficiency to Operator or Drifter for 5s.

Momentous Bond
Killing Eximus enemies grants 120% bonus of a random Elemental Damage to your Companion for 30s and reduces Companion Recovery by 12s.

Reinforced Bond
If the Companion exceeds 1200 maximum shields or Overshields, then your fire rate is increased by 60%. Reloading restores 150 Overshields to your Companion.

Tenacious Bond
Headshot kills reduce Companion Recovery timer by 3s. If the Companion’s Critical Chance is over 50% then you gain +0.6x Final Critical Damage Multiplier.

Available In Son’s Offerings (Necralisk):

Duplex Bond
Companion will clone itself each time you expend 100 Energy, up to 3 Clones. Clones live for 30s and their kills have a 50% chance of dropping Energy Orbs.

Seismic Bond
While a channeled Ability is active, Companion melee attacks create a 4m shockwave for 30% of their melee damage. Damage dealt by your Companion increases your Ability Efficiency by 3% for 12 seconds. Max 10 stacks.

Vicious Bond
Companion melee attacks strip 15% of enemy armor. Melee attacks on enemies recently damaged by Abilities apply the effect in a 9m radius.

Contagious Bond
When your Companion kills an enemy afflicted with a Status Effect, 50% of the Status Effect spreads to other enemies within 9m.

FURTHER COMPANION QUALITY-OF-LIFE CHANGES

A few further changes that are worth mentioning:

Hotfix 33.6.4 (2023-08-15)

Hotfix 31.7.2 (2022-08-17)

Hotfix 31.5.2 (2022-04-28)

Update 31.1 (2022-02-09)

Hotfix 31.0.3 (2021-12-17)

Update 30.7 (2021-09-08)

Update 30.5 (2021-07-06)

COMPANION SYSTEM SIMPLIFICATION

The Companion System has received a much awaited overhaul! The Companion System has undergone many iterations: DNA Decay rate reductions, adding the option to ‘Consign’, removing the negative effects from a lack of Loyalty or Integrity, removing Stasis completely - the list goes on!

The below are our continued efforts to streamline the Companion System structure that is now almost 7 years old! With a combination of Community feedback and internal desires we’ve changed the following:

Genetic Aging Regressing

Within the Incubator you can now choose to “Regress Genetic Aging” of an existing Mature Companion back to their non-mature state (puppy, kitten, etc). Keep in mind that this unequips said Companion (if it was equipped) and it’s Armor/cosmetics are removed. At any time you can choose to Mature said Companion at which it will revert to its former Mature state with its existing Levels, stats, and Armor/cosmetics intact. There’s no limit to how many times you can Regress your Companion!

Stability & Loyalty Removal

We have removed the DNA Integrity and Loyalty groups from the Companion Management Screen, and removed DNA Stabilizers from the Market. Previously only the Nutrio Incubator Upgrade Segment could eliminate DNA degradation. No more Stability or Loyalty degrading!

Hotfix 30.3.4 (2021-06-02)

Hotfix 30.3.3 (2021-05-28)

Update 29.5 (2020-11-19)

Hotfix 28.0.6 (2020-06-24)

Update 28.0 (2020-06-11)

Pet Companion Stasis Removal

All Stasis slots have been converted into Companion slots. All your Kubrows and Kavats are now listed upon equipping a Companion in the Arsenal!

Due to no longer having Stasis, if you currently have a pup Companion (not yet Matured), upon equipping it in the Arsenal the UI will prompt you to either Mature or let it roam your Orbiter. The option to let it roam is only available if you don't have a proper Kubrow/Kavat equipped. When starting an Incubation your current roaming Companion will be put away.

Hotfix 27.5.4 (2020-05-20)

Hotfix 27.5.2 (2020-05-13)

Update 27.4 (2020-05-01)

Update 27.3 (2020-03-24)

Hotfix 27.0.10 (2020-01-11)

Update 26.0 (2019-10-31)

Hotfix 25.7.4.1 (2019-09-05)

Update 25.7 (2019-08-29)

Hotfix 25.2.3 (2019-06-25)

Hotfix 25.1.1 (2019-06-06)

Hotfix 25.0.4 (2019-05-28)

Hotfix 24.5.7 (2019-03-28)

Pet Incubator Changes

Pets no longer suffer negative effects from a lack of Loyalty or Integrity! Integrity and Loyalty are now strictly a bonus on top of your Pet’s base Health and Damage. This also removes the function of auto-Stasis when Loyalty and Integrity hits 0, at which your Pet will just simply not have a bonus and continue to live peacefully. The Pet Incubator has undergone many changes, and these are small steps in a larger plan to simplify this system for a more streamlined structure.

Hotfix 24.1.1 (2018-11-23)

Hotfix 24.0.9 (2018-11-21)

Hotfix 24.0.8 (2018-11-15)

Hotfix 24.0.7 (2018-11-15)

Hotfix 24.0.5 (2018-11-12)

Hotfix 24.0.2 (2018-11-09)

Update 24.0 (2018-11-08)

Update 23.10 (2018-10-12)

Update 23.10 (2018-10-12)

Update 23.5 (2018-08-24)

Update 23.2 (2018-08-02)

Hotfix 23.1.2 (2018-07-24)

Update 23.0 (2018-06-15)

Hotfix 22.20.5 (2018-05-24)

Update 22.20 (2018-05-17)

Update 22.19 (2018-05-02)

Hotfix 22.18.8 (2018-04-28)

Hotfix 22.18.7 (2018-04-25)

Update 22.18 (2018-04-20)

Hotfix 22.17.4 (2018-04-13)

Update 22.17 (2018-03-28)

Hotfix 22.13.3 (2018-02-21)

Update 22.12 (2018-02-09)

Update 22.10 (2018-01-25)

Hotfix 22.8.2 (2018-01-04)

Update 22.5 (2017-11-30)

Hotfix 22.2.4 (2017-11-06)

Update 22.0 (2017-10-12)

Update 21.4 (2017-08-10)

Update 21.2 (2017-07-26)

Hotfix 21.1.1 (2017-07-20)

Update 21.1 (2017-07-19)

Hotfix 21.0.9 (2017-07-17)

Update 21.0 (2017-06-29)

Hotfix 20.6.2 (2017-05-30)

Hotfix 20.5.2 (2017-05-18)

Hotfix 20.4.6 (2017-05-11)

Update 20.4 (2017-05-04)

Hotfix 20.2.3 (2017-04-19)

Update 20.2 (2017-04-12)

Update 20.0 (2017-03-24)

Hotfix 19.13.1 (2017-03-10)

Update 19.12 (2017-03-02)

Hotfix 19.11.1 (2017-02-16)

Hotfix 19.7.2 (2017-01-23)

Hotfix 19.5.1 (2016-12-22)

Update 19.5 (2016-12-22)

Update 19.4.2 (2016-12-20)

Update 19.4 (2016-12-16)

Update 19.3 (2016-12-06)

Update 19.1 (2016-11-25)

Hotfix 19.0.3 (2016-11-14)

Hotfix 19.0.1 (2016-11-11)

Update 19.0 (2016-11-11)

Hotfix: The Vacuum Within 3 (2016-10-13)

Hotfix: The Silver Grove 1.2 (2016-09-02)

Update: The Silver Grove (2016-08-19)

Hotfix: Specters of the Rail 1.1 (2016-07-29)

Update: Specters of the Rail 1 (2016-07-28)

Hotfix: Specters of the Rail 0.12 (2016-07-20)

Hotfix: Specters of the Rail 0.8 (2016-07-14)

Hotfix: Specters of the Rail 0.5 (2016-07-12)

Hotfix: Specters of the Rail 0.4 (2016-07-11)

Hotfix: Specters of the Rail 0.1 (2016-07-08)

Update: Specters of the Rail 0.0 (2016-07-08)

With the introduction of a new species also comes some new features for the Companion system overall! All biological Companions can now roam the ship in their kitten/puppy or adult form, and it's up to you to decide to Mature them with the click of a button – no more mysterious wait times that can't be bypassed.Adorn your faithful companion in the Armor it deserves and enhance it with new Mods!

There are two Unique Breeds of Kavat, the Adarza Kavat and the Smeeta Kavat! Each Kavat breed will have a set of unique perks:

Kavats can also equip other Companion Mods to help you better customize your newest (and perhaps cutest) companion yet!