Albrecht Entrati designed Qorvex to protect a Chosen Operator from the unique hazards of his lab. A Crucible Core gives Qorvex high survivability as he provides crowd control.
Release Date: December 13th, 2023
Crucible reactor overload, containment breach imminent. Erect industrial pylons of radioactive blight to cement our Tenno presence in the nuclear warzone, then eradicate all hostile forces entrenched by collapsed concrete. Disintegrate the irradiated lifeforms via concentrated emission from the Brutalist Golem, Qorvex. Perfect this unstable machine of Master Entrati's design, in defense against unspeakable eldritch horrors festering from his labyrinthine laboratories below...
Qorvex was reconstructed in Update 35.0 (2023-12-13): Whispers in the Walls.
Alternatively Qorvex's blueprints can be purchased from Bird 3 of Cavia; component blueprints for 20,000 Standing 20,000 and requires Rank 2 - Researcher, and the main blueprint for 50,000 Standing 50,000 and requires Rank 4 - Scholar.
Tenno, the Warframe Qorvex was designed by my Albrecht's own hand, to protect the chosen Operator from the hazards of his laboratory. This design is yours by right.
Qorvex is a hulking mass of concrete arranged around a radioactive Crucible Core. Designed and created by Albrecht Entrati himself, he serves as a bulwark against the terrifying and eldritch forces that now invade his labs. Qorvex now serves as a new guardian to the Tenno.
Qorvex is the first Warframe whose name begins with the letter "Q". As of his announcement, the only letter remaining with a related Warframe, is 'U'.
The name Qorvex could be a portmanteau of the words core and vex. In nuclear engineering, core is a term for "the inner part of a nuclear reactor where nuclear reactions takes place", which refers to Qorvex's Crucible Core contained by his innumerable concrete plating. Vex is a verb for "to annoy or irritate" or "to cause mental distress", which implies the confusion afflicting his foes by the Radiation status effect.
Concrete is often used in the containment of radioactive material due to it being dense enough to absorb most forms of ionizing radiation, and cheap enough to be used in vast quantities. The penetrating nature of radiation is alluded to in Qorvex's Passive granting additional Punch Through to any of his guns. This may also be a reference to the use of depleted uranium in the manufacture of armor-piercing rounds.
Some of Qorvex' abilities give of the signature clicking sound of a Geiger counter, an instrument used for detection ionizing radiation.
Chyrinka Pillar is derived from Cherenkov radiation, a form of energy emitted when the charged particles moving at speeds faster than that of light in a specific medium.
Disometric Guard is derived from dosimetry, the measurement and study of ionizing radiation as absorbed by the human body.
A week prior to Devstream 175, Creative Director Rebecca Ford and Warframe's official Twitter teased Qorvex's descriptive appearance and his official default colors, encouraging players to guess and draw his look.[1][2]
The development process on Qorvex spanned across 2023 according to Rebecca and Pablo. His brutalist concrete appearance drew heavy inspiration from the stone-like Murmur faction also introduced with him, and required several iterations from artist Mike "Mynki" Brennan.
Qorvex's concrete armor plating are separate slabs that pulsate in a breathing-like pattern during his idle Animation Sets. This animation affects various body parts, such as his helmet, chest, shoulders and arms, codpiece, thighs and legs.
When Qorvex was first announced, his passive was originally going to grant bonus Radiation damage to all weapons he has equipped.
He is the ninth Warframe after Limbo, Hildryn, Wisp, Titania Prime, Protea, Xaku and Sevagoth, and Gyre with a unique dodge roll animation, where Qorvex slides in a bashing posture as the sound of moving stone plays.
Similar to Styanax's armor clanking footsteps, Qorvex's footsteps emit stone friction noise.
Qorvex's physical design and idle animations appear to be modeled after gorillas.
All primary, secondary, selective melee weapons (Glaives and Gunblades), and Crucible Blast wielded by Qorvex gain Core Exposure, granting them a +3Punch Through bonus.
Abilities
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Misc:
Stagger on slam Ragdoll on direct slam 3 m pillar height 2 pillars limit 1.5 s pulse interval 35% slow Radiation status per pulse 0.75 s empowered pulse interval
Qorvex expends 25Energy to construct a Chyrinka Pillar. Before deploying the pillar, Qorvex jumps and slams his fists into the ground, inflicting Stagger to all enemies in 5 / 6 / 7 / 8 meters, and Ragdoll away enemies in the dead center where the pillar constructs.
On cast while grounded, Qorvex jumps and slams into the ground 1 meter away. On cast while airborne, he descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack.
After the slam, Qorvex constructs a Chyrinka Pillar that lasts for 20 / 25 / 30 / 35 seconds. The Chyrinka Pillar is an Invulnerable stationary object that is untargetable by enemies. Each pillar stands 3 meters tall, with an intangible pillar structure and a solid radioactive core installed at its peak. Up to 2 Chyrinka Pillars may be deployed at once.
The pillar structure allows entities and attacks to phase through the object. The radioactive core has collision and can function as an elevated platform for players to stand on.
The latest active Chyrinka Pillar's duration timer is shown on the ability icon.
When Qorvex's slam contacts the ground, the Chyrinka Pillar emits its first radioactive pulse, then subsequently emits a pulse once every 1.5 seconds. Each pulse slows down foes by 35% then inflicts 700 / 800 / 900 / 1,000Radiation damage with a guaranteed Status Effect to enemies in line-of-sight and a radius of 5 / 6 / 7 / 8 meters.
Chyrinka Pillar pulses damage and break destructible Objects such as crates and resource caches.
Pulse radius is shown as a persistent circular energy field with rising radioactive waves surrounding each pillar.
Line-of-sight detection occurs from the structure base of the pillar.
Ability Synergy:
Empower Chyrinka Pillars by compressing Containment Wall on them, or by striking them with Crucible Blast or Mandonel's fully charged shots. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
When empowered by Crucible Blast, the Chyrinka Pillar's pulses inherit that ability's explosive chain reaction against irradiated enemies.
Empowered pillar duration cannot be refreshed, though Crucible Blast can infuse its chain reaction into an already empowered pillar mid-pulse.
Chyrinka Pillar's Radiation status effect increases Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Subsuming Qorvex to the Helminth will offer Chyrinka Pillar and its augments to be used by other Warframes.
Tips & Tricks
Place a pillar in an open area with the pulse radius covering potential entrances for incoming enemies. Since the pillar requires line-of-sight to irradiate foes, the more exposure the faster enemies begin to fight each other.
Aim directly down while casting to place the pillar closer to your desired spot, as Qorvex will always jump and slam down the pillar.
Against melee enemies, place a pillar where desired and stand on top of its radioactive core, where the foes cannot reach you.
Qorvex's slam (the first pillar pulse) ignores line-of-sight against objects, making it a great tool for unboxing loot containers.
To empower a pillar, use Containment Wall, Crucible Blast, or Mandonel's charged shot on it. You can simply graze the pillar's intangible structure support or solid core to empower it.
Due to Radiation status, enemies will fight each other indiscriminately. Enemies outside the Chyrinka Pillar's radius will likely target irradiated enemies inside if they are closer, unless a high Threat Level entity is in range (such as Excavators and Defense objectives). The pulse's slow assists in delaying their advance, and pairs well with Cold status effect and other slowing abilities.
Pair Chyrinka Pillar's slow with Containment Wall's light and large Stagger effects and Disometric Guard's Knockdown to inflict prolonged interrupting crowd control to foes. Due to the slow, Qorvex has more time to use melee finishers on these vulnerable enemies.
Misc:
2 parallel walls 2 m placement distance 10 m walls gap 3m length x 1m width x 3m height segment dimensions Light Stagger on segment creation 1 s assembly time Radiation status per hit 0.125 s damage interval 7 Radiation damage ticks Enemy linear displacement on smash Large Stagger on smash Melee finisher prompt ∞ damage vuln. debuff duration
Qorvex expends 50Energy to construct then collapse 2 Containment Walls comprised of numerous irradiated concrete segments. On cast, Qorvex takes a step forward as the concrete segments solidify into existence one-by-one simultaneously for both walls; the starting segments are placed 2 meters in front of Qorvex, and positioned parallel to each other leaving a 10 meter wide gap in between. Each Concrete Segment is an intangible stationary object 3 meters long, 1 meter wide, and 3 meters tall. Enemies standing inside a solidifying concrete segment will receive a light Stagger effect.
On cast while airborne, Qorvex descends diagonally toward the nearest horizontal surface, similar to a Melee Slam Attack. The Containment Wall only begins construction upon landing.
Concrete segments will attempt to adhere to the changes in terrain elevation as the walls assemble, by forming on top of horizontal surfaces several meters above or below the open space where the next segment connects to the previous. If no solid surface is available, the next segment forms connected to the previous segment.
Concrete segments allow allied entities and attacks to phase through them. Segments can form inside obstacles in the environment and phase through when the walls compress.
Qorvex fully assembles the Containment Walls in the span of 1 second to reach their full length of 14 / 16 / 18 / 20 meters. During assembly, radioactive waves leak into the gap between every pair of parallel concrete segments, inflicting 125 / 150 / 175 / 200Radiation damage with a guaranteed Status Effect every 0.125 seconds, up to 7 instances of damage and status to all enemies inside.
The corresponding concrete segments from each wall will always spawn parallel to each other. Each segment has its own individual hitbox to compress enemies inward, and the empty space in between also has a large invisible hitbox to inflict damage per tick.
Containment Wall's radioactive waves damage and break destructible Objects such as crates and resource caches.
On the eighth damage interval, Qorvex forcibly compresses the walls together until they collide and collapse away, while violently pushing enemies toward the collision point and inflicting 2,000 / 2,500 / 3,000 / 3,500Impact damage with a guaranteed Radiation status on the smashed enemies. Smashed enemies also receive a large Stagger effect that causes a longer recovery animation, prompt Melee Finisher Attack (default X ), and have their damage type modifierspermanently increased by +25%.
Damage type vulnerability does not stack against debuffed enemies on repeated casts.
Ability Synergy:
Qorvex's Core Exposure Passive benefits from Containment Wall aligning enemies into a straight line.
Empower Chyrinka Pillar by compressing Containment Wall on it. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
Containment Wall's 8 stacks of Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists, as well as amplify Crucible Blast's explosion damage per Radiation status.
Use Containment Wall's long reach to irradiate and align far away enemies into a narrow queue, then attack with guns amplified by Qorvex's Core Exposure Passive or Crucible Blast to utilize their Punch Through properties.
Cast from the air to descend quickly. If aiming straight down, the walls construct toward where Qorvex's model is facing on landing.
Among Qorvex's abilities, Containment Wall and Crucible Blast both stack Radiation procs rapidly. Use this quick accumulation to make irradiated enemies deal more damage to their former allies, raise the status immunity stack chance for Disometric Guard, and amplify Crucible Blast's explosion damage.
Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.
Misc:
6 m damage radius Radiation status and Knockdown on cast 50 m Affinity Range Status cleanse on cast ∞ stack duration +10% stack chance per active Radiation status on enemy from kills and assists 100% stack chance cap
Qorvex expends 75Energy to explosively fragment out several protective concrete plates. On cast, Qorvex reels back then leaps in the air, detonating an explosion that inflicts 200 / 300 / 400 / 500Radiation damage with a guaranteed Status Effect and Knockdown to enemies in a radius of 6 meters.
After the explosion, Qorvex's concrete plates encircle himself and allied Warframes inside his Affinity Range. All negative status effects on Qorvex and his allied Warframes are first cleansed, then an initial number of 2 / 3 / 4 / 5 stacks of concrete plates surround them. Each stack lasts indefinitely until consumed by negating an incoming status effect, including Knockdown and self or enemy-inflicted Stagger.
Status cleanse on cast is a separate function and does not consume an initial stack.
Each guarded Warframe consumes stacks individually and do not reduce the stacks on other guarded Warframes.
Allied Warframes retain their Disometric Guard stacks when leaving Qorvex's Affinity Range, and even when Qorvex himself has zero stacks.
When a status effect is negated, the player's screen borders flash in a fading radioactive visual effect, while an orbiting concrete plate dissolves away.
Concrete plates orbiting a player visually disappear when aiming down sights with ranged weapons, and when the camera is positioned close to Qorvex's character model.
While Qorvex has at least 1 stack of Disometric Guard remaining, when Qorvex himself kills or assists in killing an enemy with an active Radiation status effect, there is a 10% chance to add 1 stack to Qorvex and allied Warframes in his Affinity Range; for each active Radiation status effect on the enemy, the stack chance increases up to a cap of 100% at 10Radiation statuses. Disometric Guard can only sustain max 5 / 7 / 8 / 10 stacks per player.
When gaining or losing stacks, concrete plates visually materialize or dissolve away, shuffling the entire orbit to occupy equal distances between plates.
Amount of remaining stacks are shown on the ability icon and as a buff icon beside Qorvex's hitpoints indicator.
Can be recast while active. If Qorvex and allied Warframes are below max stacks, recast adds initial stacks to their current stack count up to the max.
In the Simulacrum, stacks visually do not disappear once the modding changed via Arsenal, but the ability is deactivated as expected. Qorvex is unable to prevent status effects properly due to the lingering stacks.
Using transference, or being forced into operator form, may show 0 stacks when returning to the warframe. This is purely visual.
Release a beam from Qorvex's Crucible Core. Each enemy struck suffers Radiation Damage with a guaranteed Status Effect. Enemies affected by Radiation Status explode in a chain reaction.
Strength:2,500 / 5,000 / 7,500 / 10,000 Radiation total damage per second 200 / 300 / 400 / 500 Radiation base damage per explosion 100 / 150 / 200 / 250 Radiation extra damage per status
Range:40 m beam length 5 / 6 / 7 / 8 m explosion radius
Misc:
0.75 s casting time 2 s beam duration Invulnerable and immobile while active 2 m beam cylindrical radius 10 beam ticks per second 0.10 s beam tick interval Radiation status per beam tick ∞ Punch Through vs. bodies 0.25-1.0 s explosion delay Explosion chain reaction against irradiated enemies +7 explosions per irradiated enemy in chain reaction Explosion damage scaling from total stacks of Radiation status per irradiated enemy on each chain reaction
Qorvex expends 100Energy to hunker down and expose his Crucible Core to concentrate its radioactive energy into a destructive beam. After stabilizing his balance for 0.75 seconds, from his chest cavity Qorvex fires a narrow radioactive beam with an invisible cylindrical radius of 2 meters, spanning a length of 40 meters, continuously for 2 seconds; during casting time and beam duration, Qorvex is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. While active, press the ability button again (default 4 ) to cancel the ability.
On cast while airborne, Qorvex loses all forward momentum and drops straight down to the ground. Aim Glide can be used for sustained aerial movement.
Crucible Blast's beam inflicts 2,500 / 5,000 / 7,500 / 10,000Radiation total damage per second, divided into 10 damage ticks; each tick occurs every 0.10 seconds, inflicting 250 / 500 / 750 / 1,000 damage and a guaranteed Radiation status effect onto all enemies directly struck by the beam and within its cylindrical radius.
Direct damage ticks by the beam itself is affected by Enemy Body Parts modifiers.
Beam appears to possess infinitePunch Through against enemy bodies, whereas against solid obstacles and terrain it benefits from Qorvex's Core Exposure passive.
Each enemy hit by Crucible Blast's beam will explode in a nuclear reaction spanning an 5 / 6 / 7 / 8 meter radius after a variable delay between 0.25 to 1 second. Each explosion inflicts a base 200 / 300 / 400 / 500Radiation damage, combined with an extra 100 / 150 / 200 / 250Radiation damage multiplied by the number of Radiation statuses on that enemy.
Explosion damage has damage falloff from the center of the explosion radius and bypasses line-of-sight to strike enemies through walls.
Explosions damage the original enemy and other enemies in range. When an explosion strikes other enemies affected by at least 1Radiation status effect applied by weapons and abilities, a nuclear chain reaction occurs causing the irradiated enemies to also explode, except the originating enemy.
When two or more irradiated enemies explode near each other, each additional irradiated enemy in the chain reaction adds an extra 7 nuclear explosions until the reaction subsides. If the beam strikes only a single enemy, at least 2 explosions occur depending on how long the beam was sustained on the target.
Explosion damage between two or more irradiated enemies will continue to scale up. The number of active Radiation statuses on the exploding enemy is added to the previous explosion's total statuses, then multiplied by the extra damage per Radiation status.
Once tagged for nuclear reaction, at least one explosion will occur if the irradiated enemy dies.
Ability Synergy:
Qorvex's Core Exposure Passive grants Crucible Blast +3Punch Through against solid obstacles and terrain, alongside the beam's innate infinite Punch Through against enemy bodies.
Radiation status stacks from Qorvex's other abilities and Crucible Blast itself increase the chain reaction explosion damage.
Empower Chyrinka Pillar by striking it with Crucible Blast's beam. Affected pillars remain empowered for 5 seconds, during which their radioactive cores glow brightly and the pulses hasten to emit once every 0.75 seconds.
When empowered by Crucible Blast, the Chyrinka Pillar's pulses inherit that ability's explosive chain reaction against irradiated enemies.
Empowered pillar duration cannot be refreshed, though Crucible Blast can infuse its chain reaction into an already empowered pillar mid-pulse.
Crucible Blast benefits from Containment Wall aligning enemies into a straight line.
Crucible Blast's Radiation status effects drastically increase Disometric Guard's chance to gain status immunity stacks on kills and assists.
Tips & Tricks
Use the Punch Through properties of Crucible Blast to irradiate multiple enemies in a line, especially those slammed together by Containment Wall.
Crucible Blast's beam is able to damage and destroy Nullifier Crewman's nullifier drone hovering above them with great efficiency.
Due to Qorvex's Core Exposure Passive, Crucible Blast's beam can bypass Arctic Eximus globes to directly damage the enemies shielded within.
Empower Chyrinka Pillar by sweeping the beam over its structure or radioactive core. For multiple pillars, stand on top or near the first pillar then aim Crucible Blast at the second pillar. Both pillars become quickly empowered by proximity to the beam.
Damage from every pulse of an empowered Chyrinka Pillar will trigger a chain reaction explosion per enemy hit. Attempt to group as many enemies near the pillars as able before empowering them to maximize the nuclear destruction.
The scaling damage of the explosions depends on the stacks of Radiation on the irradiated foes and the number of enemies in the explosion radius.
As announced last week, we have revisited LoS checks on other Warframes to bring them in line with the new and improved version of Dante’s LoS added in Hotfix 35.5.4.
To reiterate, there are now two variations of LoS checking:
The first type of check sees if any part of the enemy has been drawn on the screen, so that any part of an enemy, big or small, is considered visible/eligible to pass the LoS check.
The second type of check is for enemies that are not on screen. We now check for LoS to the enemy's head, torso, and feet instead of only to their body which will increase reliability there as well.
For Abilities that hit enemies in a full circle around you, both checks are used: Once to evaluate enemies that you can see and then a second sweep to check targets to the sides and behind you that aren't visible.
The following Warframe abilities have received the aforementioned improvements:
Qorvex’s Chyrinka Pillar (Raycast Checks from top and center of pillar)
The above changes also tangentially fixes the issue of low FOV preventing LoS checks from occurring.
Fixed Qorvex losing Disometric Guard stacks every 5 seconds by Status Effect procs caused by the game thinking that he was being inflicted by a slowing Status.
Fixed Status Effects negated by Qorvex’s Disometric Guard still causing the Riven Challenges with the “without getting afflicted by a Status Effect” condition to fail.
Fixed being unable to catch Servofish with Qorvex using the Stunna and Shockprod Fishing Spears.
Fixed “Catch X fish without missing a throw” Riven challenges resetting after each throw if attempted with Qorvex.
Fixed Qorvex Specter not rotating to face enemies when casting Crucible Blast.
Fixed offset issues with the Gillychap Shoulder Plate on several Warframes (notably Qorvex).
Fixed Qorvex’s Agile/Noble Animation set causing left hand to clip into Rifle.
Fixed some of Qorvex’s dash animations being cut short when using Amalgam Barrel Diffusion.
Fixed physics getting whacky after using Qorvex’s Chyrinka Pillar to dive into a Sanctuary Onslaught portal or to approach the closed Fortuna elevator doors in the Orb Vallis.
Fixed various levels of function loss when casting Qorvex’s Chyrinka Pillar or Containment Wall in a nullifier field.
Fixed Qorvex’s Disometric Guard not scaling with rank.
With this change, we did not increase the Ability’s stats at Rank 30, instead we have reduced the stats at lower ranks to match scaling with other Warframe Abilities.