DAMAGE EFFICACY x1.5 damage to Corpus x1.5 damage to Orokin STATUS EFFECT  Puncture temporarily reduces the target's damage output by up to 80% and increases Critical Chance of damage taken by up to 25% with multiple stacks.  Puncture Damage is one of the three physical damage types. Deals increased damage to Corpus and Orokin. Its Status Effect reduces enemy's damage output and increases Critical Chance received. Status Effects[] General[] The status effect of  Puncture damage is Weakened. It lasts 6 seconds and stacks to a maximum of 5 times. Any stacks applied after the 5th will replace the oldest stack. Affected enemies will have a yellow aura. The victim's attacks deal 40% less damage. Subsequent procs add 10% reduced damage, up to 80% at max stacks. Weapon damage that the victim receives has 5% increased Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities. Enemies killed by an attack that procs  Puncture may have a large bloody hole on where they were hit by the killing blow. Railjack[] Railjack Puncture Damage results in a Decompress Status Effect which temporarily reduces the Shields and Armor of enemy ships. The status effect of  Puncture damage against Railjack space enemies is Decompress, reducing the target ship's shields and armor for 20 seconds, with subsequent procs stacking multiplicatively. Puncture Sources[] Main article: Category:Puncture Damage Weapons[] These weapons deal more than a majority of their physical damage as  Puncture. The damage ratio is important for physical damage status effects because the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Weakened more than Stagger or Bleed. View Weapons with Puncture Damage List▾▾ Weapons with guaranteed Puncture proc  Harpak(Alt-fire) Talons(Explosion) Evensong(Applies 7 procs on hit, bypassing the normal limit of 5) Mods[] Abilities[] Info Excalibur expends 75 Energy to summon javelins against enemies within a radius of 15 / 18 / 22 / 25 meters. Excalibur then drives his weapon into the ground, launching the javelins into their targets. Each javelin inflicts 500 / 650 / 800 / 1000 damage evenly distributed between  Impact,  Puncture, and  Slash, with a guaranteed  Slash proc and  Stagger. While javelins do not punch through objects or enemies, their striking position is optimized to ensure a successful hit on their targets when they spawn. This allows the javelins to bypass obstacles in the environment including walls, cover, and Grineer Shield Lancer shields. Radial Javelin will not target enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view can still be targeted by Radial Javelin if the ability is used within a small time frame). Each javelin appears as an ethereal  Skana.  Excalibur Prime and  Excalibur Umbra javelins appear as ethereal  Skana Primes and "Umbra" Javelins respectively.Augment Main article: Furious Javelin Furious Javelin is a Warframe Augment Mod that temporarily increases  Excalibur's melee damage for every enemy hit by  Radial Javelin. Furious JavelinTips & Tricks Useful for clearing out large swarms of enemies if one is surrounded. Allows players to deal both damage and crowd control at the same time. 125 Decoy Loki deploys a holographic copy of himself that draws enemy fire and absorbs a portion of enemy health and shields. Introduced in Vanilla (2012-10-25)  Strength:15% (Decoy health and shield absorb)  Duration:7 / 15 / 20 / 25 s  Range:15 m (health and shield absorb range) Misc: 100 m (cast range)400 SP (Decoy shields)200 HP (Decoy health)? % (physical status chances)1 (limit of decoys) Subsumable to Helminth Info Loki expends 25 energy to create a holographic decoy within a range of 100 meters at the location on the aiming reticle. With heightened Threat Level, 400 Shield and 200 Health points increased by 15% of all enemy shields and health within 15 meters of the decoy when cast, the decoy will draw enemy fire and last for a maximum of 7 / 15 / 20 / 25 seconds or until destroyed by enemy attacks. The decoy wields a  Lato ( Lex Prime in  Loki Prime's case), with which it is capable of inflicting  Impact,  Puncture, and  Slash Status Effects. The decoy's shots do not inflict damage. However, they still count as hits for purposes such as  Arcane Strike. Only 1 decoy can be available at a time. Deploying a new decoy while one is already active will remove the previous decoy from the field. If enough damage is done to the decoy, it will collapse and disappear. If aimed at a ceiling or the sky, the decoy will appear directly below the aimed point, allowing it to be placed in higher platforms. If placed in a position where enemies cannot reach: Within a few seconds Infested enemies will swap their aggro to another target. Grineer and Corpus enemies will keep trying to aim at the Decoy until it disappears even if they cannot see or hit it, making it extremely effective if placed in good cover against enemy fire. Decoy has a tendency to fall through certain props on the map. This means a decoy can be placed on top of something, for example: a pillar, and it will sometimes fall through it, being protected from within the prop. Decoy's shields regenerate over time. Has a cast time of ~0.6 seconds. Subsuming Loki to the Helminth will offer Decoy and its augments to be used by other Warframes.Augment Main article: Damage Decoy Damage Decoy is a Warframe Augment Mod for  Loki's  Decoy ability that allows Decoy to be cast onto an enemy, turning that enemy hostile to everything and inciting former allies to attack while having their damage reflected, amplified, and additionally succumbed to 5 random status effects. Damage Decoy Main article: Deceptive Bond Deceptive Bond is a Warframe Augment Mod for  Loki's  Decoy in PvE and Conclave that redirects damage dealt to Loki to the decoy, and vice versa. Deceptive Bond Main article: Savior Decoy Savior Decoy is a Warframe Augment Mod for  Loki that allows  Decoy to absorb any fatal damage dealt to the player before switching places, along with passively increasing Decoy's Casting Speed. Savior DecoyTips & Tricks Enemies will focus on the decoy if it is deployed closer to them than Loki is, allowing Loki to deal heavy damage or escape an area without being targeted. Decoy's defenses do not increase at higher levels or with Ability Strength, making it very weak at high levels if not placed in cover.  Decoy can be used in conjunction with  Switch Teleport, essentially allowing teleportation to any point where Decoy can be placed. It should be noted that sometimes there is no switch and loki is just teleporting close to decoy, so careful placing is required sometimes. The hologram blocks lasers from Laser Barriers, allowing passage through when deployed directly on top of them (as they only emit from one side). Decoy can be used as means to find or lure out hiding enemies. The copy will only start firing its Lato if there is an enemy close enough to be attracted, but it will not stop firing once all affected enemies are dead. Keep this in mind when using Decoy to scout enemy locations. Can also be used to hold doors open, which can be useful when the following area is full of enemies, allowing players to engage them from a safer distance.  Limbo can put the decoy in the rift, making it completely invincible against enemies not also in the rift, although this eliminates its ability to apply procs on enemies. Can obtain bonus shielding from Shield Osprey Specters, adding some shielding while increasing the shield recharge rate and delay of the decoy. The Specter will also automatically prioritize targets like Decoy to protect, just like it will prioritize following other specters. Note that the osprey is terribly weak, and the decoy will attract heavy fire, making the possibility of the specter dying quickly much higher. 125 Smite Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies. Introduced in Update 11.5 (2013-12-19)  Strength:150 / 200 / 300 / 500 (initial  Impact &  Radiation damage)75 / 85 / 100 / 150 (orb base  Radiation damage)3 / 4 / 5 / 6 (number of orbs)  Duration:12 s (orb duration)  Range:20 / 30 / 40 / 50 m (cast range)5 / 7.5 / 10 / 12.5 m (orb range) Misc: 100 % (knockdown chance)100 % ( Radiation status chance)15 / 20 / 25 / 35 % (hitpoints to damage conversion)? % ( Impact,  Puncture &  Radiation status chances) Subsumable to Helminth Info Oberon expends 25 energy to smite an enemy target with hallowed light up to 20 / 30 / 40 / 50 meters away, dealing 150 / 200 / 300 / 500 damage distributed evenly between  Impact and  Radiation as well as a guaranteed  Knockdown and  Radiation status effect. The affect target emits 3 / 4 / 5 / 6 orb projectiles that seek out enemies within 5 / 7.5 / 10 / 12.5 meters from the main target, over a duration of 12 seconds. Each orb deals 75 / 85 / 100 / 150  Radiation damage, plus 15% / 20% / 25% / 35% of the main target's maximum health and shields divided among the number of orbs, as well as a guaranteed  Stagger and  Puncture status, and a ?%  Radiation status chance. Orb Damage is affected by  Vigorous Swap and other modifiers that affect abilities that deal "weapon damage", including damage boosting abilities such as  Eclipse. If there are more orbs than enemies in homing range, the remainder will fire in random directions bouncing off of any environmental surface they touch, locking on to the first enemy which crosses into their homing range. Multiple orbs from a single cast can hit the same enemy if they travel close enough to the target after bouncing. Smite is a one-handed ability and as such will not interrupt full actions such as reloading, shooting, or charging weapons. Subsuming Oberon to the Helminth will offer Smite and its augments to be used by other Warframes.Augment Main article: Smite Infusion Smite Infusion is a Warframe Augment Mod for  Oberon that allows  Smite to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional  Radiation damage to all attacks. Smite InfusionTips & Tricks Smite's  Impact /  Radiation damage type is particularly effective vs Corpus Shields and Grineer Alloy Armor, and less effective against most Infested units. Try using Smite's guaranteed  Radiation proc to misdirect enemies by turning a high-threat target and nearby foes against each other. Moreover, the additional  Puncture proc forces enemies to expend more time fighting against their confused comrade.Bugs When affected by the critical chance buff from a Smeeta Kavat's Charm, the orbs will deal orange critical hits, though will only do 0-1 additional damage depending on target. (E.g: level 125 Chargers receive 0 additional damage from the critical hits, but level 125 Bombards receive 1 more damage, tested at 154% Ability Strength.) 125 Enthrall Convert a target into a zealous thrall. Thralls turn on their allies and enthrall through damage. On death, they disintegrate into a damaging pillar of energy. The thrall horde remains under Revenant’s spell until this Ability runs out. Introduced in Update 23.5 (2018-08-24)  Strength:250 / 500 / 750 / 1,000 ( Puncture damage/s)250 / 500 / 750 / 1,000 (projectile  Impact damage)  Duration:15 / 20 / 25 / 30 s (thrall duration)10 s (pillar duration)  Range:10 / 15 / 20 / 25 m (cast range)0.5 / 1 / 1.5 / 2 m (pillar radius)10 m (projectile seek range) Misc: 7 (max thralls active)? m (projectile splash radius)100 % (projectile stagger on hit)100 % (beta enthrall chance on hit)50 (overshields per pickup) Info Revenant expends 25 energy to release his Sentient energy onto an enemy target within a range of 10 / 15 / 20 / 25 meters, converting it into an Alpha Thrall that is forced to fight for the Tenno cause. Alpha Thrall's attacks spread the affliction to other enemies, also converting them into other alpha thralls on hit. All types of thralls remain under Revenant's control for 15 / 20 / 25 / 30 seconds and only 7 total thralls may exist at once. Casting speed is affected by Casting Speed. The number of active thralls is tracked by the buff icon beside the shield and health bars. Thralls are tracked on the minimap as allied units represented by blue dots. Thralls can be attacked and damaged by all sources, whether from their own allies or Revenant's and his team's weapons and abilities. Thralls affected by  Radiation status will result in turning Thralls back to enemy state for its duration. Thralls have high Threat Level, allowing them to draw fire away from Tenno. On death, Alpha Thralls leave behind an Eidolon energy pillar that lasts for 10 seconds. Each energy pillar continuously inflicts 250 / 500 / 750 / 1,000  Puncture damage per second to all enemies within a 0.5 / 1 / 1.5 / 2 meter radius; additionally, pillars generate homing energy projectiles that seek out nearby enemies within a range of 10 meters, exploding on impact to deal 250 / 500 / 750 / 1,000  Impact damage and guaranteed  Stagger in a ? meter area and converts enemies hit into Beta Thralls as long as Revenant does not already have maximum thralls. Beta Thralls also convert other enemies they hit into beta thralls up to the total Thrall count, but they do not leave behind energy pillars on death. Projectile damage is affected by  Vigorous Swap and  Arcane Arachne. Energy pillars do not inflict damage per second nor launch projectiles against thralls. Ability Synergy: Enthrall costs 0 energy when used on an enemy stunned by  Mesmer Skin.  Reave steals 10% / 20% / 30% / 40% Health and Shields from Thralls (5x more than base). Alpha and beta thralls killed by  Danse Macabre leave behind pickups that grant 50 Overshields for Revenant and his allies. Energy pillars explode to disperse damage radially when struck by Danse Macabre lasers. Explosion deals the remaining damage of the pillar to surrounding enemies. Explosion damage diminishes with distance. Can be cast on a new enemy target if below the number of max thralls active. Casting Enthrall on a new target will not refresh the duration of existing Thralls. Cannot be recast on enemies already affected by Enthrall. Enemies under the effect of Enthrall will not increase or refresh Melee Combo when struck with a melee weapon. Enemies under the effect of Enthrall will not increase or refresh Sniper Combo when hit with a sniper rifle. Enemies under the effect of Enthrall cannot be used to initiate or refresh the buffs of  Double Tap and  Split Flights. However, on-headshot mods such as  Argon Scope still function normally. Enemies under the effect of Enthrall cannot be use to trigger the effects of any arcanes that are triggered on crit, such as  Arcane Acceleration, or on headshot, such as  Arcane Consequence. Beam weapons that chain between multiple enemies (such as the  Kuva Nukor or  Tenet Cycron) will not chain to enthralled enemies, regardless of the original target. Casting Enthrall is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers. Revenant visually extends his left arm forward and channels a stream of Sentient energy that envelops the target, creating an upward surge of energy particles that appears on the enemy until it is under his control. Thralls are visually distinguished from other enemies by a spectral Eidolon Vomvalyst mask and orbiting spines floating above their head. Revenant's Sentient energy trail, energy particles, thrall Vomvalyst mask and spine sparks, and energy pillar colors are affected by Revenant's chosen Warframe energy color.Augment Main article: Thrall Pact Thrall Pact is an Warframe Augment Mod for  Revenant's  Enthrall that grants him additional damage for the equipped primary weapon for every enemy he has enthralled. Thrall PactTips & Tricks Helminth subsuming  Mind Control and then casting Enthrall on it can create an invulnerable thrall for its duration. Nullifier Crewman can remove the enthralled effect from itself and nearby enthralled enemies. Sentients and bosses can be Enthralled but for a significantly shorter duration. Units that apply beneficial effects to allies, such as Ancient Healers, will immediately stop affecting their former allies once Enthralled and instead benefit Tenno. Enthralled enemies that can spawn additional units, such as Drahk Masters and Boilers, will spawn permanent Tenno-aligned units, unless affected by  Radiation. 4 Exalted Shadow When the Death Well fills to above 75%, Sevagoth’s Shadow form is ready to be released. Tear the enemy asunder with a collection of Melee-focused Abilities. Death Well Drain: 1% s-1 Introduced in Update 30.0 (2021-04-13)  Strength:100 / 150 / 200 / 250 ( Impact,  Puncture, and  Slash physical damage)  Duration:N/A  Range:N/A Misc: 5 m (Shadow summoned propulsion)5 % (Death Well gain per enemy for Reap, Sow and Death's Harvest)0.1 %/s (Death Well gain per second per enemy for Gloom)1% HP (Death Well drain to health conversion) Info Immortalized by his reaping of souls, Sevagoth passively collects the life essences of enemies affected by or slain by  Reap,  Sow,  Gloom, or  Death's Harvest, gradually filling the Death Well gauge displayed above his ability icons. Once 75% of the gauge is filled, Sevagoth may leave his mortal body behind to transfer control into  Sevagoth's Shadow, which is propelled forward for 5 meters then drains 1% of the Death Well per second to remain summoned. Sevagoth's Shadow possesses four new Abilities:  Embrace,  Consume,  Death's Harvest, and  Reunite. Exalted Shadow will deactivate when the Death Well fully depletes, when the Shadow receives fatal damage or falls out of bounds, when Transference is initiated, or when  Reunite is cast. Sevagoth's physical body is invulnerable to damage and untargetable by enemies while taking control of Shadow. The Shadow will always spawn with full Shields, Health and initial Energy, regardless of its previous state on recast. Propulsion from summoning the Shadow carries forth Sevagoth's momentum when casting Exalted Shadow, allowing the player to gain extra distance once controlling the Shadow. If aim gliding while casting this ability, Sevagoth's body will be propelled forward in an arcing trajectory instead. When the Death Well reaches at least 75%, a sound indicator plays for the player, while the well's energy visually glows intensely, as energy veins emanate outside the well. While controlling Sevagoth's Shadow, he arms himself with his melee Exalted Weapon, the  Shadow Claws. Primaries and secondaries equipped on Sevagoth can not be used by the Shadow. Base damage is 100 / 125 / 200 / 250 damage distributed between 30%  Impact, 20%  Puncture, and 50%  Slash. Attacks have a 38% critical chance, 2.6x critical multiplier, 24% status chance, 1.0 attack speed, and a range of 1.5 meters. Damage is affected by  Ability Strength and most melee weapon mods. Ability Strength is taken from Sevagoth's stat, not the Shadow's. The mods that affect Shadow Claws include: damage (e.g.,  Steel Charge) physical (e.g.,  Heavy Trauma) elemental (e.g.,  Molten Impact) faction (e.g.,  Smite Grineer) critical chance and damage (e.g.,  True Steel and  Organ Shatter) status chance (e.g.,  Melee Prowess and  Virulent Scourge) status duration (e.g.,  Lasting Sting) attack speed (e.g.,  Fury and  Berserker Fury) Tennokai (e.g.,  Dreamer's Wrath)  Condition Overload  Drifting Contact  Healing Return  Relentless Combination  Shattering Impact  Enduring Affliction Shadow Claws can not be equipped with weapon augments (e.g.,  Justice Blades), weapon-specific mods (e.g.,  Covert Lethality), Melee Combo Counter Mods (except  Drifting Contact), Acolyte Mods (e.g.,  Blood Rush), or Amalgam Mods (e.g.  Amalgam Organ Shatter). Riven Mods are not generated for Shadow Claws. Ability Synergy: Sevagoth's Abilities will stay active during Exalted Shadow. Each enemy affected then killed by any source, or directly killed by  Reap's Shadow,  Sow, or  Death's Harvest fills 5% of the Death Well. Each enemy alive within  Gloom's radius fills 0.1% per second of the Death Well. The player must be directly controlling Sevagoth with Exalted Shadow deactivated to gain Death Well percentage from the eligible Abilities noted above. Death Well gain stacks when Sown enemies die from Reap, but not vice-versa. For each percent of the Death Well drained during Exalted Shadow, Sevagoth's health is healed by 1% of his maximum health pool once  Reunite is complete. Casting Exalted Shadow is a full-body animation that restricts movement and other actions. Sevagoth visually summons his Shadow which materializes in front of him. Sevagoth's body remains stationary in a levitating stance. While within an ability nullification sphere from enemies such as Nullifier Crewman or Isolator Bursa, Sevagoth's Shadow receives damage to its Health pool as 15% of its maximum health pool every 0.5 seconds. Sevagoth's Shadow will benefit from Archon Shards slotted into Sevagoth himself. Sevagoth's Shadow, and Shadow Claws, can benefit from Helminth Invigorations applied to Sevagoth as they are both considered exalted weapons. Any primary, secondary, and reload speed buff from invigorations will not have any benefit during Exalted Shadow as it uses melee exclusively.Weapon Main article: Shadow Claws Shadow Claws is  Sevagoth's  Shadow's and  Sevagoth Prime's  Shadow's signature Exalted Weapon, summoned by activating the ability  Exalted Shadow. The weapon exclusively uses the  Ravenous Wraith stance. This weapon deals primarily  Slash damage. Advantages: Disadvantages: Stance Main article: Ravenous Wraith Ravenous Wraith is a unique Stance exclusive to  Shadow Claws that can only be acquired and used by activating  Sevagoth's fourth ability,  Exalted Shadow. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Shadow remains active. Combos Default Combos of Stance or Weapon (📝 Edit Stance Data) Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 Attack Speed Animation Neutral(While Not Moving) Cleaving Claws  300%   2x 200%   100%  200%  300%  N / A N / A Forward(While Moving) Soul Thresher  4x 100%  N / A N / A Forward Block(While Blocking & Moving) Void Torrent N / A N / A Block(While Blocking) Reaping Cyclone N / A N / A Heavy(Heavy Attack) Death Knocking  2x 400%    2x 400%  N / A N / A Slide(While Sliding) Nightfall   100% N / A N / A Aerial(While In Air) Mortal Squall N / A N / A Slam(Looking At Ground While In Air) Slam Attack   200% N / A N / A  Default "Sweep" Attack •  360°/Spin Attack •  Direct and Radial Slam Attack •  Ranged Attack •  "Thrust" Attack Key Inputs  Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)  Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)  Block  (PC default RMB; XBX, PSN, and NSW default right trigger)  Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits  Attack does double damage   Attack hits twice  Melee Attack Explanations A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox). A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox). A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°). A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod. A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod. A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range. Average Damage Multiplier per second only applies to single-target DPS calculations. Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations. Combo animation lengths are approximate and are only accurate within a few tenths of a second. Each tile marking in stance preview gifs are 2m apart. Combos labeled with an asterisk (*) are shared between weapons within the same weapon type. Tips & Tricks  Preparation modded on the Shadow will increase its initial starting energy. This energy will be restored every time Shadow is summoned. 115 Axios Javelin Throw an Axios Javelin. When the javelin impales an enemy against a wall, surrounding enemies are pulled into the area and suffer a burst of damage. Introduced in Update 32.0 (2022-09-07)  Strength:500 / 750 / 1,000 / 1,250 ( Puncture damage on direct hit)500 / 750 / 1,000 / 1,250 ( Blast damage on explosion)  Duration:8 s (Initial target pin duration)  Range:50 m (javelin range)15 m (explosion range) Misc: 1 (javelins per throw)Knockdown on hit1 m (midair hop)1 (impaled enemy for implosion)2 s (vortex lifetime) Info Styanax expends 15 energy to hurl a single Axios Javelin in an arcing trajectory toward the reticle. Axios travels at high speed for 50 meters before dissipating, while impaling the first enemy it directly hits to carry it along. The impaled enemy and any enemies in Axios' flight path are inflicted 500 / 750 / 1,000 / 1,250  Puncture damage and Knockdown. The impaled enemy remains pinned by Axios Javelin for 8 seconds. Axios Javelin has target detection around the reticle, causing the thrown javelin to attempt to home into the nearest enemy. The Javelin's destination is instantly set upon activating the ability, rather than where it would naturally travel when thrown where aimed. It follows this course regardless of any movement or aiming during the throwing animation, even if you move behind an obstruction that should block its set course. If cast in the air, Styanax hops up 1 meter before he throws the javelin. The javelin benefits from generic increases to weapon base damage, such as from  Arcane Arachne,  Holster Amp, and  Vigorous Swap, but not from weapon class specific increases like  Steel Charge or  Rifle Amp. If Axios impales an enemy and it impacts a surface, the javelin explodes to inflict 500 / 750 / 1,000 / 1,250  Blast damage to all enemies in a 15 meter radius. Simultaneously, a vortex implosion lasting for 2 seconds, pulls all enemies within sight detection range into its center. Enemies immune to  Ragdoll when impaled by Axios Javelin will not create a vortex. Explosion can damage and break destructible Objects in range while bypassing line of sight restriction. Can be recast with brief to no delay in-between, allowing for rapid-fire javelin throws. Casting Axios Javelin is a full-body animation that restricts Styanax's grounded movement and interrupts other actions, as well as displacing his position vertically when midair.Augment Main article: Axios Javelineers Axios Javelineers is a Warframe Augment Mod for  Styanax that allows  Axios Javelin to spawn specters that throw two additional javelins, with a guaranteed chance to spawn a Vortex, while increasing vortex duration when directly striking enemies. Axios JavelineersTips & Tricks Axios Javelin's vortex assists  Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.  Rally Point taunts enemies to aggressively approach Styanax and become exposed to javelin targeting when away from cover. Energy regen recovers Axios Javelin's low cost quickly. Axios Javelin's vortex groups enemies together for rapid shield recovery on kill or kill assists. Axios Javelin's vortex assists  Final Stand in focusing its barrage on the grouped enemies. 425+5/s Razorwing Shrink down and take flight, while razorflies attack nearby enemies. Introduced in Update: The Silver Grove (2016-08-19)  Strength:50 / 80 / 120 / 160 (gun damage)150 / 165 / 180 / 200 (melee damage)10 / 24 / 48 / 80 (drone damage)  Duration:N/A  Range:N/A Misc: 50% (evasion bonus)10 m (vacuum radius)6 (razorfly drones)∞ (drones duration)? (razorfly heal per kill)4 (max extra razorflies from Tribute) Info Titania shrinks down to a quarter of her original size, becoming a flying pixie. In this form, Titania permanently remains in mid-air, gaining vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), jump (Spacebar ), and blink (Shift ) hotkeys, similar to Archwing Maneuvers but without terrain collision damage. Additionally, Titania passively gains 50% evasion and a 10 meter  Vacuum-like pickup radius. In Razorwing, Titania flies at 10 m/s and sprints at 20 m/s. Instead of all her normal weapons, Titania wields two proprietary Razorwing Exalted Weapons: the  Dex Pixia dual machine pistols and the  Diwata heavy sword. Weapons are affected by and can trigger Warframe Arcanes and Exodia Arcanes. Both weapons can damage enemies across the Rift Plane, although Diwata's auto-targeting doesn't work across planes. Titania does not have a primary weapon while Razorwing is active. Dex Pixia has its own unique statistics. Base damage is 50 / 80 / 120 / 160 per hit. Base damage distribution is 10%  Impact, 10%  Puncture, and 80%  Slash. Has a Fire Rate of 5.83 shots per second with a 60 round magazine. When not firing, the clip will automatically regenerate 50 shots per second after a 0.3 second delay. Dex Pixia has 2.0x critical multiplier, 10% critical chance, and 25% status chance. Damage is affected by  Ability Strength and most secondary weapon mods. For example, with  Hornet Strike,  Convulsion and  Intensify equipped, each shot will dealBase Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =160 × (1 + 2.2) × (1 + 0.9) × (1 + 0.3) = 1,264.64 damage. The mods that affect Dex Pixia include: Damage (e.g.,  Pistol Amp and  Hornet Strike) Physical (e.g.,  Maim) Elemental (e.g.,  Convulsion) Critical chance and critical multiplier (e.g.,  Pistol Gambit and  Target Cracker) Status chance (e.g.,  Sure Shot and  Jolt) faction (e.g.,  Expel Infested) Fire rate (e.g.,  Gunslinger) Reload speed (e.g.,  Quickdraw) Multishot (e.g.,  Barrel Diffusion) Magazine capacity (e.g.,  Slip Magazine) Punch through (e.g.,  Seeker) Dex Pixia can not be equipped with Acolyte Mods (e.g.,  Sharpened Bullets) or Amalgam Mods (e.g.,  Amalgam Barrel Diffusion). Riven Mods are not generated for Dex Pixia.Diwata has its own unique statistics. Base damage is 150 / 165 / 180 / 200 with a 2.5 meter range. Base damage distribution is 15%  Impact, 75%  Puncture, and 10%  Slash. Attack Speed of 1.08 times per second. When attacking with the Diwata, Titania will dash a short distance to her target. Diwata has 2.0x critical multiplier, 20% critical chance, and 10% status chance. Damage is affected by  Ability Strength, the Melee Combo Counter and most mods. As an example, with a maxed  Pressure Point,  Shocking Touch and  Intensify, each hit will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =200 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,086.8 damage. The mods that affect Diwata include: Damage (e.g.,  Steel Charge) Physical (e.g.,  Jagged Edge) Elemental (e.g.,  Molten Impact) Critical chance and critical multiplier (e.g.,  True Steel and  Organ Shatter) Status chance (e.g.,  Melee Prowess and  Volcanic Edge) Faction (e.g.,  Smite Infested) Attack speed (e.g.,  Berserker Fury Range (e.g.,  Primed Reach) Combo (e.g.,  Drifting Contact)  Condition Overload  Healing Return  Shattering Impact While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself. Diwata can not be equipped with Acolyte Mods (e.g.,  Blood Rush) or Amalgam Mods (e.g.,  Amalgam Organ Shatter). Riven Mods are not generated for Diwata. While Razorwing is active, Titania will also command 6 Razorfly drones to attack nearby enemies. These Razorflies last until killed with 240 health, 100 shields and 40 armor Drones deal 10 / 24 / 48 / 80 damage per hit. Damage distribution is 10%  Impact, 10%  Puncture, and 80%  Slash. Attack Speed of 2.0 times per second. Drones have 2.0x critical multiplier, 20% critical chance, and 00% status chance. Razorfly damage is affected by  Ability Strength and certain mods equipped on Diwata. Razorflies also have a dramatically increased Threat Level, allowing them to draw enemy fire and attention away from Titania's team. Razorflies can be killed by enemy fire, and can only be replenished by recasting Razorwing. Titania's kills during Razorwing will restore health to her Razorflies. Razorflies can trigger Warframe Arcanes that require a headshot, such as  Arcane Precision, if they hit enemies in the head. Razorflies cannot damage enemies across the Rift Plane. Razorwing consumes 25 energy to activate, then consumes 5 per second while active and will remain active until Titania's energy is depleted, or the ability is deactivated by pressing the ability key again. Titania cannot replenish energy using  Energy Vampire,  Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,  Energy Siphon,  Energy Nexus,  Dreamer's Bond, and/or  Wellspring while Razorwing is active. Energy Orbs, Orokin Void Death Orb's energy restores,  Rage,  Hunter Adrenaline,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Titania's energy while in Razorwing. Razorwing's energy drain is not converted into shields by Augur Mods. Ability Synergy:  Spellbind's status immunity negates the stagger from "crashing" into surfaces. Razorwing spawns an extra Razorfly for each  Tribute currently active, up to 4 extra Razorflies up to a maximum of 10. While in Razorwing, Titania can respawn these Razorflies by picking up the corresponding offerings. Razorflies will fly to and pick up Tribute offerings for Titania. While Razorwing is active, Titania can move around freely while casting her other abilities. She can also use most items from her gear, and equipped gear items' sizes will also be shrunk to her scale. Deployed gear items will still retain their original sizes. Kills done by Titania with Razorwing active count towards the "From on High" (Kill 100 enemies in Archwing form on the Plains of Eidolon) challenge. On the other hand, Razorwing is not considered an Archwing for Riven Mod challenges. Titania is unable to accomplish any action that requires the Use key (default X ) while Razorwing is active, thus cannot interact with consoles, pick up carriables such as datamasses, or revive allies from bleedout. Titania can pick up carriables before activating Razorwing, but is not able to use them until she deactivates the ability. The Operator can still be used while in Razorwing, and be able to do these actions without deactivating the ability. However, energy drain and countdowns on buffs like  Razorwing Blitz will still continue while in Operator mode. Companions disappear when activating Razorwing and will come back once the ability is deactivated. Similar to Archwing,  Animal Instinct and  Primed Animal Instinct will still apply.  Reinforced Bond and  Tenacious Bond's buffs will continue to affect Titania while in Razorwing, if the conditions are met on the companion. Companions will not regenerate shields while Titania is in Razorwing. If Titania enters Razorwing while a companion is downed, the companion recovery timer will continue to count up. The gauge will pause at 100%, and the companion will not revive until Titania exits Razorwing. Effects that shorten the companion recovery timer such as  Aerial Bond will work as normal while in Razorwing.Weapons Main article: Dex Pixia The Dex Pixia are  Titania's and  Titania Prime's signature dual pistols, summoned by activating the ability  Razorwing. This weapon deals primarily  Slash damage. Advantages Very high status chance. Decent fire rate. Adequate magazine size. Does not use ammo pickups; ammo regenerates over time. Has a 0.3-second delay after the weapon stops firing before regenerating ammo. Regenerates 50 ammo per second; takes 1.2 seconds to regenerate a fully depleted magazine. Innate two and one polarities. Disadvantages Main article: Diwata The Diwata is  Titania's and  Titania Prime's signature heavy blade, summoned by activating the ability  Razorwing. This weapon deals primarily  Puncture damage. Innate two and one polarities. Advantages High critical chance. Above average attack speed. Disadvantages Stance Augment Main article: Razorwing Blitz Razorwing Blitz is a Warframe Augment Mod for  Titania's  Razorwing, which boosts the speed of some Warframe and weapon actions when an Ability is cast while the former is channeled. Razorwing BlitzTips & Tricks Razorwing greatly improves Titania's survivability: Titania presents a smaller target profile with Razorwing active, making it more difficult for enemies to hit her. Razorwing's innate evasion allows Titania to avoid shots. Razorflies have increased threat rating, drawing aggro away from Titania. The fact that Titania is airborne with Razorwing also allows her to fully avoid taking damage from certain enemies, such as melee enemies and Nox's toxin cloud. Equipping  Agility Drift and  Aviator can provide even higher survivability, especially against high level enemies. Dex Pixia has a high rate of fire which allows Titania to deal a lot of damage in a short amount of time. They are also fully capable of triggering  Arcane Pistoleer, frequently allowing for up to 12 second bursts of unlimited fire. Casting the ability while in the air will shave off about 0.3 seconds of the animation, the part where she lifts off of the ground, since she is already in the air. When trying to decide between equipping  Growing Power or  Pistol Amp, Growing Power increases Dex Pixia's base damage before secondary weapon mods are considered, and Pistol Amp increases Dex Pixia's base damage as if it was a secondary weapon mod (e.g.,  Hornet Strike). This means that Growing Power's 25% ability strength increase is the better choice accompanying weaker ability strength bonuses and stronger secondary weapon damage bonuses while Pistol Amp's 27% damage increase is the better choice with stronger ability damage bonuses and weaker secondary weapon damage bonuses. When trying to decide between equipping  Growing Power or  Steel Charge, Growing Power increases Diwata's base damage before melee weapon mods, and Steel Charge increases Diwata's base damage as if it was a melee weapon mod. Despite this advantage for Growing Power, its 25% ability strength increase is inferior to Steel Charge's 60% damage increase in most situations. Titania will drop a datamass or lantern when razorwing is invoked.Bugs While in the Simulacrum, using the Helminth ability Empower or  Energy Conversion before activating  Razorwing does not increase the damage of  Dex Pixia as opposed to other strength mods, despite showing otherwise in the 'Abilities' section. Tennokai mods can be installed on Diwata but cannot be activated as Diwata does not have a Heavy Attack. Titania can summon archwing weapons when you are close to the ground. Titania can use normal weapon if the connection has a large ping. If you fly to the roof of a tile and then switch into operator mode and back into razorwing relatively quickly you can glitch out of the map. This was 'fixed' in Update 29.0.8, it is still possible in further updates but requires significantly more precision. If you equip Conservation tools or a Fishing spear, you can interact with relative normalcy, excluding hacking and carrying power cells or datamasses or their equivalents (you'll pick them up, but after it puts them at your hand's position, it won't let you hold them). This bug is a possible trigger condition for another; should you vanquish a Kuva Lich while in Archwing mode, you switch to the secondary equipped in your loadout, rather than Dex Pixia. This is only possible if you've used another bug to allow you to interact. There are some cases where after voiding out, as operator or while in Razorwing mode, you will become normal size and the ability icon for Razorwing will show that you have 6 razorflies, this is only visual. 425+2.5-15/s Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20)  Strength:100 / 125 / 200 / 250 (damage)  Duration:N/A  Range:N/A Misc: 1% / 2% / 4% / 5% (lifesteal)5-20 m (aura radius) Info Overcome with rage, Valkyr unleashes a pair of energy talons, the  Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt. Damage is affected by  Ability Strength and most mods. As an example, with a maxed  Pressure Point,  Shocking Touch and  Intensify, the normal attacks of a rank-3 Hysteria will dealBase Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. The mods that can be equipped on and affect  Valkyr Talons include: damage (e.g.,  Steel Charge) physical damage (e.g.,  Jagged Edge) elemental damage (e.g.,  Shocking Touch) faction (e.g.,  Smite Corpus) critical chance and damage (e.g.,  True Steel and  Organ Shatter) Status chance (e.g.,  Melee Prowess and  Vicious Frost) attack speed (e.g.,  Fury and  Berserker Fury) range (e.g.,  Primed Reach) Tennokai (e.g.,  Dreamer's Wrath)  Condition Overload  Healing Return  Relentless Combination  Shattering Impact Valkyr Talons can not be equipped with Melee Combo Counter Mods (except  Drifting Contact), Acolyte Mods (e.g.,  Blood Rush), or Amalgam Mods (e.g.  Amalgam Organ Shatter). Riven Mods are not generated for Valkyr Talons. The combo counter will reset when equipped with  Xoris. Hysteria's combo counter decay is affected by  Naramon's  Power Spike Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal For example, a maxed  Life Strike and a rank-3 Hysteria will yieldBase Lifesteal + Lifesteal Mods = 5% + 20% = 25% lifesteal on heavy hits. While active, Valkyr becomes Invulnerable to damage and Status Effects. Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground. Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless. Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing. Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as  Impact damage. The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters. Stored damage is calculated from the total damage Valkyr ignores before resistances are applied. The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon. Stored damage dealt bypasses shield gating and can kill instantly if too large. Stored damage is reset upon swapping weapons. Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires. Since enemies need line-of-sight, invisibility prevents the damage. After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds. Hysteria costs 25 energy to activate, then consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ). Valkyr cannot replenish energy using  Energy Vampire,  Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,  Energy Siphon,  Energy Nexus,  Dreamer's Bond, and/or  Wellspring while Hysteria is active. Energy Orbs, Orokin Void Death Orb's energy restores,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria. Hysteria's energy drain is not converted into shields by Augur Mods. Hysteria is affected by and can trigger Warframe arcanes,  Exodia Might , and  Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo). While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate. Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank. Cast time of 1 second is affected by Casting Speed. Hysteria's attacks can damage enemies across the Rift Plane. Some of the passives of the Incarnon melee weapons work on Hysteria. Drifting Grace Evolved Ascension Striking SwiftnessWeapon Main article: Valkyr Talons Valkyr Talons are  Valkyr and  Valkyr Prime's signature Exalted Weapon, summoned by activating the ability  Hysteria. The weapon exclusively uses the Hysteria stance. This weapon deals equal physical damage. Innate and two polarities. Negates the infinite combo extender of  Xoris, resetting combo count on activation. Advantages: Disadvantages: Stance Main article: Hysteria (Stance) Hysteria is a unique Stance exclusive to  Valkyr Talons that can only be acquired and used by activating  Valkyr's fourth ability,  Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active. Combos Default Combos of Stance or Weapon (📝 Edit Stance Data) Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 Attack Speed Animation Neutral(While Not Moving) Fervor   2x 100%   2x 100%  2x 100%  315.8%/s 2.9s Forward(While Moving) Rage   100% 235.3%/s 1.7s Forward Block(While Blocking & Moving) Madness  2x 100%  200%  416.7%/s 3.6s Block(While Blocking) Delirium  2x 100%   100%  100%   200%  416.7%/s 2.4s Heavy(Heavy Attack) Rise From Ashes   400%   100%  500.0%/s 2.0s Slide(While Sliding) Launching Spring   6x 300% 2250.0%/s 0.8s Aerial(While In Air) One Point  300%  620.7%/s 1.4s Wall(While Wall Latching) Through Strike  300%  176.5%/s 1.7s Finisher(On Knocked Down Enemy) Roaring Drums 4153.8%/s 1.3s Slam(Looking At Ground While In Air) Slam Attack   200% 0.0%/s 0.7s  Default "Sweep" Attack •  360°/Spin Attack •  Direct and Radial Slam Attack •  Ranged Attack •  "Thrust" Attack Key Inputs  Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)  Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)  Block  (PC default RMB; XBX, PSN, and NSW default right trigger)  Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits  Attack does double damage   Attack hits twice  Melee Attack Explanations A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox). A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox). A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°). A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod. A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod. A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range. Average Damage Multiplier per second only applies to single-target DPS calculations. Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations. Combo animation lengths are approximate and are only accurate within a few tenths of a second. Each tile marking in stance preview gifs are 2m apart. Combos labeled with an asterisk (*) are shared between weapons within the same weapon type. Augment Main article: Enraged Enraged is a Warframe Augment Mod for  Valkyr's  Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed. Enraged Main article: Hysterical Assault Hysterical Assault is a Warframe Augment/Exilus mod for  Valkyr that allows her to pounce onto enemies while in  Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria. Hysterical AssaultTips & Tricks There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby. Turning 'Color Correction' off in Options > Display can alleviate this issue. Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws. This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics. It's preferable to use  Steel Charge over  Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter. It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot. Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic". Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her  Paralysis ability. This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.Bugs Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear. Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration. If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable. Media[] Impact, Puncture, Slash Warframe Damage Rundown (2020) Puncture Effect (click to view gif)WDR 2 Puncture Damage (Warframe) Patch History[] Update 36.0 (2024-06-18) Simplified Faction Resistances Corpus: Vulnerable to Puncture Orokin: TOP FIXES Fixed being able to apply 5 Puncture Stacks to VIP enemies with Overguard, instead of the intended 3. Update 35.5 (2024-03-27) Fixed Puncture’s tooltip incorrectly indicating that it has a 90% damage reduction at max instead of the intended 80%. Update 33.6 (2023-07-27) Puncture Changes: Weakened Status Effect Buffs: Increased the debuff to enemy attacks from 30% to 40% on the first stack. Reduced the maximum amount of stacks from 10 to 5. Increased per-stack debuff from 5% to 10%. Increased the total debuff at Max Stacks from 75% to 80%. Weakened Status Effect Additions: Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage. Update 27.2 (2020-03-05) The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds. Update 11.0 (2013-11-20)