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The heir of twin kingdoms ascends. Biological and Sentient life meet in Caliban. An adept monarch, he offers crowd control and survivability. His creator had more than one world in mind.
For The node on Uranus, see Caliban (Node).

A twisted hybrid of Warframe and Sentient, he is raised from the wreckage of the Old War. This is Caliban, the survivor, the adaptive.

Once a weapon consigned by Erra after the Old War, Caliban is yours to sow vengeance in the New.

Release Date: December 15th, 2021

Amalgamated with our ancient nemesis, his vessel of Helminth morph suffused by adaptive bionics. Hybridize the powers of Warframe and SentientFactionIcon Sentient combined as Caliban, the chimeral prototype. Splinter forth his trio of familial fragments, to sweep death across the warzone through cyclonic devastation and destructive energy infusion. Caliban returned to wage war in Update 31.0 (2021-12-15): The New War.

Acquisition

  • Caliban's main blueprint is purchased from the Market. His component blueprints are acquired from Narmer Bounties after completion of The New War. One component blueprint is available as an uncommon drop; which component is available is chosen randomly on every Bounty refresh after 2½ hours.
  • Alternatively, Caliban will be given out for free upon logging in to Update 37.0: Koumei & The Five Fates (2024-10-02).

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Crafting

Lore

Caliban was crafted by the SentientFactionIcon Sentient warlord Erra from the felled remnants of the Old War, where both Warframe and Sentient perished.

Notes

Trivia

  • Caliban is the 48th unique Warframe to be released, and is the second SentientFactionIcon Sentient-themed Warframe after RevenantIcon272 Revenant.
  • Caliban was first revealed in TennoCon 2021's Art of Warframe digital panel. The panel featured his concept artist, Keith Thompson, who designed much of the Sentient faction's aesthetic.
  • Caliban is a character from Shakespeare's play The Tempest, which depicts him as half human and half monster.
  • Caliban is second in line of Sentient-themed Warframes, after RevenantIcon272 Revenant who is predominantly based on the Eidolon, a subspecies of undead spectral Sentients.
    • Similar to Revenant's Eidolon energy, Caliban exudes the signature Sentient unlight within his core cavity and the various exhaust vents on his body.
    • Caliban sports animated parts on his body ranging from the antennae spikes to the hovering shoulder blade pads.
    • Much like the Sentient drones and fragments, Caliban's body is bisected in two from the neck down, giving him the Sentients' thematic starfish-like appearance.
    • Caliban's abilities are derived from some attacks used by Sentient enemies:
  • Caliban shares his name with a mission node on Uranus.
  • Caliban is third Warframe after TitaniaIcon272 Titania and WispIcon272 Wisp and the first male Warframe with hovering Idle Animations. However, he does not have unique movement animations.
  • Oddly enough, despite Caliban's Sentient composition that would make him highly susceptible to DmgVoidSmall64 Void damage, he and RevenantIcon272 Revenant do fine in areas rife with Void Energy such as the Orokin Void and the Zariman Ten Zero.
  • Caliban is currently the last Warframe to have a dedicated profile video, as subsequent releases (GyreIcon272 Gyre, StyanaxIcon272 Styanax, and so on) lacked such.

References

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Versatile and resilient, CalibanIcon Caliban and allies within his Affinity Range gain Adaptive Armor that builds damage resistance against the highest damage type received from enemy attacks, stacking 5% per hit up to a cap of 50%. If Caliban or his allies do not receive damage for 5 seconds, their Adaptive Armor loses 2% per second until fully removed.

  • Passive bonus value is displayed as a Buff icon beside Caliban's hitpoint indicators.
  • Passive values are not affected by Mods.
  • Damage over time from procs (such as DmgSlashSmall64 Slash or DmgToxinSmall64 Toxin for example) will not contribute nor maintain damage resistance.
  • Damage reduction effects such as those of Mod TT 20px Adaptation do not stack with Adaptive Armor. The damage reduction provided to Caliban (or his allies) equipped with Adaptation will be the higher of the two values.
  • Unlike Mod TT 20px Adaptation, his passive only triggers off actual damage taken. Damage taken while invulnerable, or damage that is blocked, will neither contribute nor maintain damage resistance.

Abilities

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RazorGyreModx256 RazorGyre130xWhite
1
EnergyOrb25
+4/s
+0.02/s/dmg
Razor Gyre

Become a spinning vortex of death. Hold <PRE_ATTACK> to accelerate the maelstrom, increasing damage or target an enemy by tapping <PRE_ATTACK> to dash toward them. Hitting enemies inflicted with Sentient Wrath creates a destructive blast.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:
200 / 300 / 400 / 500 /s (DmgSlashSmall64 Slash damage per second)+ 1 / 2 / 3 / 4 HP/s (heal rate per enemy)

+ 50 / 50 / 75 / 100 /s (DmgImpactSmall64 Impact and DmgSlashSmall64 Slash damage increase per second)


150 / 200 / 350 / 500 (DmgImpactSmall64 Impact slam damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:8 / 10 / 11 / 12 m

Misc:

Knockdown & stagger immunity2 (damage ticks per second)50 m (dash distance)10 m (dash slam radius)Dash knockback on hit

10% DmgSlashSmall64 Slash Status Chance

Info

  • Caliban levitates and rapidly rotates to generate a tempest of lacerating energy spanning a radius of AbilityRangeBuff8 / 10 / 11 / 12 meters around himself. While active, Caliban gains Knockdown b Knockdown and RollingDroneAvatar Stagger immunity as Razor Gyre inflicts AbilityStrengthBuff200 / 300 / 400 / 500 DmgSlashSmall64 Slash damage per second, and heals by AbilityStrengthBuff1 / 2 / 3 / 4 health per second for each enemy hit. Damage and healing per second are divided into 2 ticks per second, each with a chance to stagger and 10% DmgSlashSmall64 Slash Status Chance. Enemies must remain in range and line-of-sight of Caliban to be affected..
  • While active, Caliban can accelerate his rotation by holding down the fire key (default LMB ), increasing damage by AbilityStrengthBuff50 / 50 / 75 / 100 for each second the hotkey is held. The stored damage continuously amplifies the spinning DmgSlashSmall64 Slash attack and grants and single-use damage bonus to the dash DmgImpactSmall64 Impact attack. The accumulated damage is lost when Razor Gyre is deactivated or Caliban dashes to an enemy.
    • Damage increase per second is affected by Ability Strength.
      • Damage increase on DmgSlashSmall64 Slash damage is halved per tick similar to how the starting damage per second is split over 2 ticks per second. (e.g. Charging 100 damage adds 50 per tick or 100 per second.)
    • Damage increases by many increments of 1 rather than 100 on every second.
    • Damage increase is shown as a Razor Gyre buff icon beside Caliban's shield and health indicators.
  • While active, tapping the fire key (default LMB ) while an enemy is on the reticle causes Caliban to rapidly dash to them from up to 50 meters away for no additional energy cost, dealing AbilityStrengthBuff150 / 200 / 350 / 500 DmgImpactSmall64 Impact damage plus the stored DmgImpactSmall64 Impact damage all in a 10 meter radius, inflicting knockback and Knockdown effects of variable strength. The stored damage is reset to 0 whether he impacts his target or not.
    • Knockback force is weaker on the target the further Caliban travels, and weaker on surrounding targets the further they are from the point of impact.
    • When dashing upwards into aerial or Lifted b Lifted enemies, Caliban can bounce high into the air.
    • Caliban can dash to an enemy target while there are obstructions in his path. He will cancel the dash if he cannot move for more than 1.5 seconds.
  • Caliban first expends EnergyOrb25 Energy to activate Razor Gyre, then drains EnergyOrbAbilityDurationBuff4 energy per second to continuously channel the ability. For every 1 DmgImpactSmall64 Impact damage stored by Caliban's acceleration, Razor Gyre drains an additional EnergyOrbAbilityDurationBuff0.02 energy per second which resets to the base energy drain amount upon triggering the dash. Razor Gyre ends when Caliban runs out of energy or when manually deactivated by pressing the ability key again (default 1 ).
  • Ability Synergy:
    • While channeling Razor Gyre, SentientWrath130xWhite Sentient Wrath can be cast, casts ~50% faster, and allows Caliban to continue moving during cast.
    • Sentient Wrath's damage vulnerability on enemies increases Razor Gyre's damage.
  • While channeling Razor Gyre, Caliban experiences various restrictions:
    • Cannot fire, switch or reload weapons.
    • Cannot perform most Maneuvers except basic movement.
    • Cannot cast LethalProgeny130xWhite Lethal Progeny or FusionStrike130xWhite Fusion Strike.
    • Cannot collect Pickups but can vacuum them along as floating items, including Energy Orbs.
  • Activation and deactivation is not affected by Casting Speed.
  • Activating and deactivating Razor Gyre are full-body animations that stop Caliban's movement and other actions.

Bugs

  • Caliban can use the Gear and Emote menu while channeling Razor Gyre. If he performs a selected Emote, Razor Gyre cannot be deactivated manually until the player uses the ESC menu and resumes the game.
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SentientWrathModx256 SentientWrath130xWhite
2
EnergyOrb50
Sentient Wrath

Smash the ground sending out a radial wave of destruction. Those not killed by the initial blast are helplessly lifted into the air, where they take amplified damage for a short time.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:6 / 8 / 12 / 16 (max targets)
250 / 500 / 750 / 1,000 (DmgImpactSmall64 Impact damage)
15 / 20 / 25 / 35 % (damage vulnerability),
AbilityDurationBuff Duration:4 / 6 / 8 / 10 s
AbilityRangeBuff Range:10 / 14 / 18 / 22 m

Misc: ~10 m/s (projectile speed)

Subsumable to Helminth

Info

  • Caliban expends EnergyOrb50 energy to stomp the ground to unleash a fan of sentient shockwaves that seek up to AbilityStrengthBuff6 / 8 / 12 / 16 targets within AbilityRangeBuff10 / 14 / 18 / 22 meters. Each shockwave homes in on an individual enemy, inflicting AbilityStrengthBuff250 / 500 / 750 / 1,000 DmgImpactSmall64 Impact damage, Lifted b Lifting enemies, and applying AbilityStrengthBuff15% / 20% / 25% / 35% Damage Vulnerability for AbilityDurationBuff4 / 6 / 8 / 10 seconds.
    • Shockwaves do not need line of sight to track and hit targets and will pass through obstacles and terrain.
    • Shockwaves can seek targets directly above and below, but extra waves always spread horizontally if they have no target.
  • Ability Synergy:
    • While channeling RazorGyre130xWhite Razor Gyre, Sentient Wrath can be cast, casts ~50% faster, and allows Caliban to continue moving during cast.
    • Sentient Wrath's damage vulnerability on enemies increases Razor Gyre, LethalProgeny130xWhite Lethal Progeny, and FusionStrike130xWhite Fusion Strike's damage.
  • If cast in midair, Caliban will instantly drop to the ground to perform this ability.
  • Cannot be recast until after the shockwaves hit targeted enemies or fully traverse to max range.
    • Shockwaves from a new instance of Sentient Wrath can target and damage Lifted b Lifted enemies affected by a previous instance, but will not refresh their lifted duration.
  • Casting Sentient Wrath is a full-body animation that stops other actions and displaces Caliban to the nearest horizontal surface.
  • Subsuming Caliban to the Helminth will offer Sentient Wrath and its augments to be used by other Warframes.

Tips & Tricks

    • Sentient Wrath becomes a good crowd controller with high Strength builds due to the increased number of lifted enemies in proportion to Strength. Moreover, as Lifted is considered a status effect, lifted enemies are prone to added damage from Mod TT 20px Condition Overload and the procs from the Saxum Mod Set. This is besides the already significant damage vulnerability debuff from the ability alone.

Bugs

  • Stagger and other knockback effects (such as those of DmgImpactSmall64 Impact status effect and FusionStrike130xWhite Fusion Strike) will cause Lifted b Lifted enemies to stand up early before Sentient Wrath's duration expires.
  • Due to being Lifted, enemies have a tendency to float away from their initial positions when hit by an external force of damage.
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LethalProgenyModx256 LethalProgeny130xWhite
3
EnergyOrb50
Lethal Progeny

Call on Caliban's Sentient aspect to produce up three Conculyst comrades to fight by his side, and repair his shields.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:
Caliban's Rank x Str (Conculyst rank)+ 10 / 15 / 20 / 25 SP/s (shields per second)1 / 1.5 / 2 / 2.5 x (damage multiplier)

1 / 1.33 / 1.66 / 2 x (health multiplier)

AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc:

5 m (deploy range)25 m (shield repair range)10 m (teleport radius)40 m (teleport range)

3 (max progeny active)

Info

  • Caliban expends EnergyOrb50 Energy to call down Sentient reinforcements from above, deploying a single Conculyst at an available space up to 5 meters away toward the aiming reticle. The Conculyst is summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his Ability Strength, with a damage multiplier of AbilityStrengthBuff1x / 1.5x / 2x / 2.5x and a Health multiplier of AbilityStrengthBuff1x / 1.33x / 1.66x / 2x, as it fights alongside Caliban for AbilityDurationBuff10 / 15 / 20 / 25 seconds before self detonation. While within 25 meters and in soft line-of-sight of Caliban, the Conculyst constantly recharges its progenitor's Shields at AbilityStrengthBuff10 / 15 / 20 / 25 shield points per second which overflows into Overshields. The Conculyst will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him. Caliban can have up to 3 Conculysts active at a time.
    • Conculyst's melee strikes deal 225 DmgImpactSmall64 Impact damage before level scaling or the ability's damage multiplier.
    • Conculysts can deploy on any given space that is available, both on a surface or in midair.
    • Shield recharge per progeny stacks with the number of Conculysts in range of Caliban.
      • Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
    • Shield recharge from Progeny is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
      • Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
  • Ability Synergy:
    • SentientWrath130xWhite Sentient Wrath's damage vulnerability on enemies increases Lethal Progeny's damage.
  • Lethal Progeny's Conculysts behave similarly to regular Sentient Conculysts. They will first unfold their baton arms after deployment, proceed to seek out nearby enemies, perform their cyclone spin attack at least once, and strike enemies with melee attacks.
    • Conculysts will follow Caliban when not engaged in combat.
    • Conculysts possess high Threat Levels comparible to Tenno, therefore enemies will target Conculysts first if they are closer than Caliban and other Warframes.
    • Conculysts also possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
    • Conculysts have collision with players unlike other summoned units.
    • Lethal Progeny's Conculysts will receive percentage damage to their hitpoints and repeated Staggering when inside an ability-nullifying field, such as those of the Nullifier Crewman.
  • Can be recast while active up to max amount of Conculysts.
  • Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
  • Caliban visually raises his left arm toward the sky to summon the Conculyst that descends immediately from high orbit above. The Conculyst's appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
  • When receiving shields from a Conculyst, Caliban is visually linked to that Conculyst via a continuous stream of blue shielding energy.

Tips & Tricks

    • The Conculyst support crew excel at crowd control due to their high threat level, improving the survivability of Caliban's party. Investing on high Ability Strength and decent Duration further give these Conculysts better survivability and thus prolonged ability to keep enemies at bay.
      • The Conculysts are also surprisingly tough in Steel Path missions even at base 100% Ability Strength, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
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FusionStrikeModx256 FusionStrike130xWhite
4
EnergyOrb100
Fusion Strike

Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:2,500 / 3,000 / 4,000 / 5,000 (DmgBlastSmall64 Blast damage per stream)
2,500 / 3,000 / 4,000 / 5,000 (explosion DmgBlastSmall64 Blast damage)
20 / 25 / 35 / 50 % (armor and shield strip)
AbilityDurationBuff Duration:6 / 9 / 12 / 15 s (fallout duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (stream range)
5 / 6 / 8 / 10 m (explosion and fallout radius)

Misc: 3 (number of streams)
100 % (strip cap)

Info

  • Caliban expends EnergyOrb100 Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of AbilityRangeBuff15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts AbilityStrengthBuff2,500 / 3,000 / 4,000 / 5,000 DmgBlastSmall64 Blast damage to all enemies it contacts. Upon full convergence, the streams collapse into an explosion that inflicts AbilityStrengthBuff2,500 / 3,000 / 4,000 / 5,000 DmgBlastSmall64 Blast damage and violently pulls in enemies within a radius of AbilityRangeBuff5 / 6 / 8 / 10 meters and in direct line-of-sight, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for AbilityDurationBuff6 / 9 / 12 / 15 seconds; all enemies that wander within the fallout field lose AbilityStrengthBuff20% / 25% / 35% / 50% of their Armor and Shields permanently.
    • Enemy armor and shields are fully removed at 200% AbilityStrengthBuff Ability Strength. With one Mod TT 20px Corrosive Projection, armor will be fully stripped at 164% 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 only two casts at base strength to fully strip.
    • Damage from the streams only applies once per cast to enemies. Multiple streams hitting the same enemy will not inflict double or triple the listed damage.
    • Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
    • Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
    • Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
  • Ability Synergy:
    • SentientWrath130xWhite Sentient Wrath's damage vulnerability on enemies increases Fusion Strike's damage.
  • Can be recast while active to create new fallout fields.
  • Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
  • Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.

Tips & Tricks

  • With one player using Mod TT 20px Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
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Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

RazorGyre130xWhite RazorGyre130xWhite RazorGyre130xWhite
SentientWrath130xWhite SentientWrath130xWhite SentientWrath130xWhite
LethalProgeny130xWhite LethalProgeny130xWhite
FusionStrike130xWhite FusionStrike130xWhite FusionStrike130xWhite
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Hotfix 35.5.7 (2024-04-17)

Line of Sight (LoS) Changes & Fixes

As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).

For today, we have made LoS improvements to the following Warframe abilities:

  • Caliban’s Sentient Wrath (Rendered Check)
    • In addition to rendered checking, we’ve also made improvements to address issues where LoS checks would fail on clearly visible enemies that are behind terrain.

Hotfix 35.5.3 (2024-04-04)

  • Fixed Caliban’s Fusion Strike visual radius fading out before the actual duration expires.

Update 35.5 (2024-03-27)

  • Fixed Clients being unable to see the lingering VFX from Caliban’s Fusion Strike ability.

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

CALIBAN Health: Base Rank - 170 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 450 (from 175) / Max Rank - 650 (from 525) Armor: Base Rank - 290 (from 275)

Energy: Base Rank - 140 (from 125) / Max Rank - 190 (from 188)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

Hotfix 33.5.2 (2023-06-21)

Update 33.5 (2023-06-21)

Hotfix 32.2.1 (2022-11-30)

Update 32.1 (2022-11-02)

Update 32.0 (2022-09-07)

Hotfix 31.5.10 (2022-05-17)

Update 31.5 (2022-04-27)

Hotfix 31.0.11 (2022-01-25)

Hotfix 31.0.9 (2022-01-20)

Hotfix 31.0.8 (2022-01-12)

Hotfix 31.0.6 (2022-01-04)

Hotfix 31.0.3 (2021-12-17)

Update 31.0 (2021-12-15)

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