Void Armageddon is an Endless Mission type introduced in Update 31.5 (2022-04-27). The Grineer and Corpus seek to target the Zariman Ten Zero's Reliquary Drive, stirring up the Void Angels.
Access to this mission requires completion of the Angels of the Zariman quest.
Mechanics[]
Tenno must fight off waves of enemies as they target one of two Exodampers placed in separate locations in the map, cycling between them. Upon their destruction, the enemy will receive a buff for the remainder of the round and then make their way toward the Eternal Relic which is the main defending objective. Exodampers start with 20,000 health and will scale with round count. Exodampers will only respawn once a round is completed. The Eternal Relic has 25,000 health. After not being attacked for X seconds, both Exodampers and the Eternal Relic will regenerate health at a rate of 150(?) health per second.
There are constructible Armaments to assist in the protection of the Exodampers and Relic. The Armaments cost Argozene, a resource exclusive to this gamemode which can be collected from Argozene Drop zones that appear before each wave or looted from enemies. Standing within the radius of the Argozene Drop for ~10 seconds grants 50 Argozene. Players can carry up to 500 Argozene which is shared between the entire squad.
- Mazuka:
Corrosive. Minigun turret that focuses on one target at a time. Costs 40 Argozene. More practical against Grineer infiltrators.
- Faradon:
Magnetic. Arc lightning turret that can strike multiple targets at once, but has a limited range of ~15 meters. Deals
Electricity procs. Costs 50 Argozene. More practical against Corpus infiltrators.
- Corralizer:
Cold. Trap turret that ensnares enemies within ~10 meters and pulls them in, slowing them down, and ignores obstacles. Costs 60 Argozene.
- Giottica:
Puncture. A laser-targeted missile launcher. Costs 60 Argozene. More practical against Corpus infiltrators.
Armaments can be built more quickly using the ability keys. Instead of a health bar, Armaments have a duration of 2 minutes.
A round consists of three waves of defending an Exodamper, followed by a Void Angel Manifestation. The round is complete when the Void Angel dies. Enemies will only spawn near one Exodamper site at a time, attacking the Exodamper if it is still standing, and otherwise moving past it to attack the Eternal Relic. If the targetted Exodamper is down and there are no Tenno within ~100m of the Eternal Relic, it will take damage over time. The targetted Exodamper will change at least once during the three defense waves, and will always change before the Void Angel Manifestation.
After every three defense waves a Ravenous Void Angel will appear, which will beeline directly for the Eternal Relic. If there are no Tenno nearby when the Angel spawns, after a few seconds it will teleport, either to the Tenno or directly to the Eternal Relic. Once in position at the Relic, a "Relic Dessication" display will warn that the Angel is feeding from it which takes 30 seconds. The timer will not continue while the Angel is in its recovery state. If the Angel is successful in feeding and extraction is not yet available, the mission ends in failure. Otherwise, the Tenno are immediately directed to extract.
The Void Angel possesses two health bars and depleting the first one will put it in a recovery state, indicated by a green gauge under its health bar. While recovering, a Void bubble appears above it which the Tenno can enter via Operator, fighting its Ethereal form with its health bar indicated blue. After taking some damage, the Ethereal releases multiple spheres that protect it from further damage, which can be removed with Void Sling. Once the Ethereal is defeated, the Void Angel's physical form can be defeated for good. The death of the Ravenous Void Angel completes the round.
Every round after the first, additional enemy forces will spawn alongside the Angel, though they prefer not to attack the Relic directly while the Void Angel is alive. Instead, they will harass the Tenno while they fight the Angel. It is possible for them to damage the Relic, especially if they have to move past it to get to the Tenno.
Exodamper Effects[]
Destroyed Exodampers will grant buffs to all enemy Grineer and Corpus for the remainder of the round. They do not affect Void Angels, with the exception of Overshields and Overguard.
Name | Description |
---|---|
Shield Exodamper | Grants Overshields |
Overguard Exodamper | Grants Overguard |
Incendiary Exodamper | Grants ![]() |
Cryogenic Exodamper | Grants ![]() |
Galvanic Exodamper | Grants ![]() |
Movement Speed Exodamper | Grants increased Movement Speed |
Locations[]
Planet | Mission Name | Faction | Credit Reward | Addtional Credit Reward | Wiki's DropTableAlias | Level | Tileset |
---|---|---|---|---|---|---|---|
Zariman Ten Zero | Oro Works | Grineer or Corpus | 5,900 | 0 | VoidArmageddon |
50 - 55 | Zariman (Tileset) |
Rewards[]
Rewards from Void Armageddon missions are offered every three successful waves and Ravenous Void Angel defeated. The order of the rotations is AABC.
A | B | C | |||
---|---|---|---|---|---|
![]() |
50% | ![]() |
50% | ![]() |
16% |
![]() |
18.75% | ![]() |
20% | ![]() |
16% |
![]() |
9.38% | ![]() |
6.67% | ![]() |
16% |
![]() |
3.13% | ![]() |
3.33% | ![]() |
16% |
![]() |
3.13% | ![]() |
3.33% | ![]() |
16% |
![]() |
3.13% | ![]() |
3.33% | ![]() |
10% |
![]() |
3.13% | ![]() |
3.33% | ![]() |
10% |
![]() |
3.13% | ![]() |
3.33% | ||
![]() |
3.13% | ![]() |
3.33% | ||
![]() |
3.13% | ![]() |
3.33% |
Locations:
Drop tables outdated? Readers can update Module:DropTables/data and cross reference with official drop tables on https://www.warframe.com/droptables.
Notes[]
- Downtime between waves can be skipped by interacting with the targeted Exodamper which will prompt "Provoke Assault".
Tips[]
Frost,
Limbo and
Gara are especially suited for this mission due to possessing abilities that can provide shielding for the Exodampers and the Eternal Relic (
Snow Globe,
Cataclysm and
Mass Vitrify, respectively).
Sevagoth and
Nyx also excel in this mission, as
Gloom and
Chaos will slow down invading enemies coming close to the objectives
Mag and Nyx can also provide decent cover for the defense objectives with the long-press
Magnetize and
Absorb, respectively.
- Deploying Specters of said Warframes near the relic can help defend it as they will be able to use their defensive abilities to help stop enemy fire from reaching it, drawing enemy aggro, and potentially killing any stragglers who rush to the relic.
Caliban's Conculysts from
Lethal Progeny generate enmity that can attract even the Void Angel, diverting attention away from the defense targets.
Octavia's
Mallet will divert attention away from the defence target as it aggravates the enemies.
- Given that enemies will come from all directions and converge to attack the Exodampers (in contrast to the Eternal Relic which only has three entry points), it is generally more prudent to deploy the Argozene turrets near and around the defense objectives well within the party's firepower instead of chokepoints, particularly if the Argozene supply is rather tight.
- When there are enemies left standing after an alarm to switch to the other defense objective, they will beeline towards the Eternal Relic and attack it, potentially destroying it without the defenders realizing and causing the mission to ultimately fail. Therefore, ensure that all enemies are cleared from the previous objective, or at least one of the party members stay behind for a bit to dispatch any stragglers.
- Alternatively, players can spend some Argozene to deploy a couple of turrets near the Relic while moving to the other defense objective. There are a couple of sockets near the Relic itself that can be used for this purpose.
- In successive rounds after defeating the first Ravenous Void Angel, at least one player should stay close to the Eternal Relic as enemies passing by will suddenly shift to attacking the Relic upon defeating successive Angels. Alternatively, it may be more prudent to simply let the Angel come close to the Relic and defeat it instead of intercepting it from a distance, to account for Grineer or Corpus "reinforcements" getting too close to the Relic.
Patch History[]
Hotfix 36.0.3 (2024-06-20)
- Fixed PH tag in the “Start Wave” context action on Exodampers in Void Armageddon missions.
Update 36.0 (2024-06-18)
- You can now trigger an early start to Void Armageddon waves by interacting with Exodampers.
- The long period between waves was originally added to give players time to set up beforehand, but for some this wait period was not necessary, so we have added a way to expedite the process for those who want to jump right in!
- Fixed being unable to progress in Void Armageddon Bounties after completing the Bounty requirements.
- Prior to this fix, players would be forced the extract after completing the Bounty requirements. Since this is an endless mission type we want to give players the option to stay and complete more Rounds if they wish.
Hotfix 35.5.4 (2024-04-05)
- Fixed the Void Angel 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.
Update 33.5 (2023-06-21)
- Made some minor audio tweaks to Void Armageddon missions in the Zariman.
Update 32.3 (2023-02-15)
- Fixed the ceiling of the Reliquary Drive room found in Void Armageddon missions sometimes disappearing.
Update 32.0 (2022-09-07)
- Fixed Exodampers in Void Armaggeddon reviving at full health after a Host migration.
- Fixed offline Exodampers in Void Armageddon switching places and changing debuffs after Host migration.
Hotfix 31.6.3 (2022-06-16)
- Fixed several script errors in the Void Armageddon mission including one related to the Argozene Drops.
Hotfix 31.6.1 (2022-06-09)
- Fixed script error in Void Armageddon missions related to Argozene.
Update 31.6 (2022-06-09)
- Added individual extraction to endless Zariman missions (Void Cascade, Void Flood, and Void Armageddon).
- In order to solo extract from endless Zariman missions, simply head to the elevator and hold to extract at the panel. Traditionally, in other endless missions you could solo extract by waiting out the timer at the extraction point, but doing that here will only extract once all team members have joined you in the elevator. We may explore this option for Zariman missions, but for now manual solo extraction is available!
- Added input callouts for the fast select turret options in Void Armageddon missions.
- Made several minor changes to the audio volume in the Void Armageddon (Oro Works) mission.
- Updated the audio for the Exodampers in Void Armageddon.
- Fixed a small issue with the Armament turrets ambient VFX in Void Armageddon missions.
- Fixed issues being caused by Vacuum picking up Argozene when the squad is already at maximum carry amount in Void Armageddon missions.
- Fixed unintentended tentacle-like VFX when deploying the armaments in Void Armageddon missions.
- Fixed Clients being unable to see progress UI on turrets or crates in Void Armageddon.
- Fixed issue of Turret lifespan UI flashing briefly for Clients in Void Armageddon.
Hotfix 31.5.7 (2022-05-06)
- Fixed some cases of extraction not enabling after Host migration in Void Armageddon missions.
- Fixed level aura debuffs caused by destroyed Exodampers in Void Armageddon persisting in regular Zariman missions.
Hotfix 31.5.6 (2022-05-04)
- Updated Armaments UI to use seconds instead of percentage in Void Armageddon missions.
Hotfix 31.5.5 (2022-05-03)
- Fixed a script error in Void Armageddon missions.
Hotfix 31.5.4 (2022-05-02)
- Fixed cases where mission objectives in Void Armageddon would not update.
- Fixed script error in the Void Armageddon missions.
Hotfix 31.5.3 (2022-04-29)
- Fixed Clients not receiving AABC rewards from Void Armageddon missions after completing one Round onwards.
- Fixed enemies not spawning when starting a Zariman mission from the Chrysalith immediately following a Void Armageddon mission.
- This also fixes post-Angels of the Zariman missions having spawn issues due to the last stage of the quest being Void Armageddon.
- Fixed several script errors in the Void Armageddon mission.
Hotfix 31.5.2 (2022-04-28)
- Changed Void Armageddon “Collect Argozene Crates” Bounty to be 3/5/7/9 instead of 3/5/10/15.
- Fixed back to back Void Armageddon Bounties mixing up the displayed objectives in HUD.
- Fixed downed players not getting teleported to the elevator in Void Armageddon missions on extraction.
- They will now be revived and teleported to the elevator when extracting.
- Fixed Warframe abilities (notably Rhino’s Iron Skin with the Iron Shrapnel Augment equipped) being activated while using the 1,2,3,4 keys to select Armament Turrets in Void Armageddon missions.
- Fixed script error that could occur in Void Armageddon.
Hotfix 31.5.1 (2022-04-27)
- Changed the Void Armageddon Armaments turrets’ ‘Time Remaining’ percentage indicator to count down instead of up.
- Updated the open/close sound FX for the Void Armageddon Armaments Turret selection menu.
- Fixed Reliquary marker flashing in Void Armageddon mission when it's not the target after Exodamper has been destroyed.
- Fixed Void Armageddon Armament Turrets ‘Time Remaining’ UI indicator clipping into the Turrets themselves.
Update 31.5 (2022-04-27)
- Introduced.
See Also[]
- Void Flood and Void Cascade, two more unique missions in the Zariman tileset.
48 comments
Why not let the enemies take both exodampers, then treat it as any other defense mission and just defend the central relic?
It immediately fails the mission lol
This Hespar blade form is horrible.
One day I'll get the hespar part and then I'll say goodbye to this voluntary torture that DE cruelly created for my monkey brain
After having completed the Hespar grind, I have a few thoughts.
The base mission is actually quite good. Kinda slow overall but the downtime isn't terrible, and the turrets are actually useful, especially in solo.
The problem is literally everything else. Between co-op bugs and pubs not properly understanding the mechanics, you'll probably wind up playing solo mostly, which isn't very fun, and even solo, there are still frustrating design choices that will mess with you. Also rotation C rewards are actually infuriating. No one running endless missions at level 55 needs basic lenses.
Most pubs will bail at the end of round 1, and immediately get tripped up by the non-standard solo extract option. Rather than the usual endless mission just wait on extract to leave, you have to actually interact with the elevator to solo extract. On the one hand, if you know this, its great, and lets you bail immediately. On the other hand, most don't know this and if they aren't explicitly told what to do, they'll drag you out and cost you 5 minutes of your life (or more, I've had pubs bail halfway through round 4). And for those that do know how to extract, if they're host, they still have to wait the full minute anyway (might be intended design here, I do recall how insufferable feather farming was early on as hosts left one after another).
Hosts leaving also frequently creates a UI bug where the A/B exolizer label applies incorrectly, and you have to instead pay attention to which UI element flashes at the start of the wave, in order to make sure you're at the right exolizer (yes there are other ways of checking, but it's still a frustrating bug)
Defence target behaviour being counterintuitive also contributes to the problem, exolizers continuing to be vulnerable after the defence target changes is a departure from defence norm (uranus tileset moving def or mirror def as examples), and trips up a lot of pubs, and even worse are the randomly spawning mobs who start taking out the relic while you're fighting the angel or defending an exolizer. On SP or longer runs, these mobs can sometimes take down the relic before you have time to react, and even in the early game, there is often no audio cue for the relic taking damage, so random mobs can severely damage the relic if you aren't frequently checking its health. Also, it might just be me, but transiting the relic room between exolizers is a pain due to all the stuff in the way.
TL;DR Co-op is frustrating and buggy, solo is boring and on long runs can be insta-failed through no fault of the player, and the rewards table is awful.
Very fun in squads, but not as fun in solo. i just wish the turrets scaled better with higher level enemies and didn't have unneccesary delays between their bursts. it just needs a few tweaks to the gameplay and rewards before it's perfect.
Easy to solo on any frame, faster than vanilla defense. My god you make the average warframe do more than stand still and drool and they act like they are being tortured.
It's time consuming, but not awful. I'd recommend Octavia, for her 1 > 4 will handle almost every one by itself, then combined with the turrets (whichever you fancy) will clean up everybody else.
Very fun to defend two objectives, a bilion markers on the map. One afk guy at the spawn point. Getting missoin failed and losing 30minutes of progress...
Void joke mode
"WoRsT MiSsIoN In GaMe" Naaah i still think earth defense is worse. Just clearned 3 waves steel path bountry in less than 15 minutes to level my chroma after a forma.... Yeah. Soooo bad... Oh and even the starting corrosive turrets all but instantly killed anything they shot at- Not to mention how good the rewards are vs anything else. Warframe players...
Void flood is still there
"boot licker" says the guy over here doing 30 rounds of defence missions for his 1 reward rotation... Void flood is another easy one. Titania and wukong for days.
Zephyr good budget option (low barrier of access). he spamable 1 lets her do well at catcghing the big ball.
...
Implying zephyr is any easier to get than wukong? Even though i prefer zephyr just for the better killing potential.
April's fools "graphic design is my passion" joke is awesome <3
Bruh... some people ask for DE to make defense 3 rotations they make 6 with a walk between them and a mini boss in the end
They make 3*
But f*** that the mode still sucks
DE read people complaining about how dumb and annoying mirror defense is
@
They ctrl+c ctrl+v it into the new update
They seem to just test how awful gameplay people can tolerate before executing ember's 3 in their office
2 things are not working properly: the game play is not fun, its just defense but (even) worse. even harder to do alone because you have to kill a void angel and defend the thing at the same time. The turrets are not terrible but they expire, dont have upgrades, dont show their stats, there is just room for A LOT of improvement.
The second problem is the rewards. Not only is this usually longer then defense but there is a single reward you can get here that you cant get faster/easier/while having more fun somewhere else. And that is of course Hespar blade, no wonder people find the weapon underwhelming!
It's not a bad focus and void quill farm if you have a decent amp since it's an endless void angel spawner.
And still it's way better to check on zariman bounties sometimes to catch extermination+angel, so you could bring along some monke friend so he would do the mission and find additional quills while you go directly for an angel pointed by quest marker.
1 hour of pure grind and you got few weeks of daily rep
Literally the worst game mode in the game
Heeey :D
How about void flood? Jumping around and catching flying shits like a good doggy for DE? And the count of shits you have to catch is multiplied per people in your team. And your teammates dont want to do this shit, so they still do it, but slowly and as ineffective as they can
Still better?
Okay then, mirror defense - the exact same shit but you also have to protect a useless gem that does not regen hp unless you gather 50 shits that you would gather anyway to receive 5(7 on SP) pieces of crap that you need like 2k minimum and the rotation reward is 10(15), and the summoning of flying shits you have to catch is bounded to killed mobs while you dont even get direct line of sight
God i feel bad for all the people who farms cuntrine
No way did this person say that Void Flood is a bad mission type. It is the EASIEST and FASTEST gamemode to rush through in Zariman and Duviri. You don't even need good equipment for it, since you only need to kill literally one-digit amount of enemies per rotation. This sounds like a certified skill issue to me.
100% agree with Citrine though. The pity system makes me just depressed about how much DE thinks we want to play slower-than-normal gamemodes.
Heeeere doggy-doggy, i've got some void floods for you, jump, jump!
>got a Hespar riven
>had to farm for the blade
>load up wiki to see if I can speed things up
>end up afk farming while reading comments dissing this stupid game mode
Yeah, basic lenses and 7,500 credit cache are not "rewards" after TNW. The angels don't even give you focus? Daring today, aren't we?
Wow, he's literally me
Only DE can fuck up something as basic as Turret Defence by making turrets near useless because they expire and mission forcing you to bounce between two objectives all the time..
So at this point DE cant make something so basic generic flash games had nailed for years from a solo devs working on it in their free time for fun.
Also this is super easy to grief if randoms stay with you till rotation B and before C ends they force extract. Already had to report 2 clowns like that and now got bootleg lag switch set up so i can force host migration on them into solo mode if they decide to do this while im the host or just force me into solo mode so i can finish in peace...
He is right, it is shit.
Hey, have you know that defense is most boring shit?
Have you ever imagined it could get even worse?
Nothings wrong with him. The WF community is ass.
No idea why people act like this is WORSE than normal defence at least this changes shit up with turrets and not waiting 5 minutes for enemies to meander close enough and spawn in before progressing a SINGLE ROUND. at least they SPAWN RIGHT THERE IN THIS MISSION NOT A FULL MAP AWAY
Is this just Defense with extra steps?
I haven't found the turrets necessary.
Mesa is the best turret. 4 rounds around 20mins.
Does anyone know when a void armageddon wave ends? Sometimes it ends with enemies left.
It ends when you kill the angel.
They obviously refer to the single waves defending those exodampers. Not an entire rotation, you saint