This is Wukong, the enduring, the swift.
Everybody's got something to hide, Tenno. Except Wukong.Release Date: November 25th, 2015
Descending from the empyrean eternal, the unruly primal saint Wukong wreaks havoc in the System with his immortal trickery and savage beatings. Divide and conquer with twice yourselves, then journey unseen under a cloak of clouds. Endure through any assault with arrogant poise, donning the legendary staff to tip the balance in his favor, and his opponents off their feet. Wukong embarked on a new journey in Update 17.12 (2015-11-25) and was joined by his twin in Update 25.2 (2019-06-19).
Acquisition
Wukong's blueprints can be researched from the Tenno Lab in the dojo.
Crafting
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Wukong Chassis Blueprint | |||||||||||||||||||||||||||||||||
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Wukong Systems Blueprint | |||||||||||||||||||||||||||||||||
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Tenno Lab Research
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Notes
- Wukong's research requires 11 Nitain Extract. This will require 45x Cred worth of Nightwave offerings. Furthermore, crafting Wukong requires 6 Nitain Extract for an additional 30x Cred.
- Although Reactor Sabotage caches have a chance to reward Nitain Extracts (and thus, cut down on x Cred costs), it should not be wholly relied on due to the low chance of Nitain being rewarded.
Trivia
- Wukong descended on September 29th, 2015 for the Chinese build, then on November 25th, 2015 for the global build.
- Wukong is named after Sun Wukong, (also known as the Monkey King), one of the main characters in the highly influential classic Chinese story Journey to the West. The majority of the Warframe's power set is based upon the Monkey King's lore.
- The variable-size
Iron Staff that Wukong summons upon using
Primal Fury (and to a lesser extent
Defy) is based off the Ruyi Jingu Bang, the Monkey King's signature weapon capable of changing its size at whim. It was one of several treasures bestowed upon the Monkey King after he defeated the Dragon Kings of the Four Seas.
Cloud Walker is a reference to the Jingdouyun (which translates to "Rolling Cloud"), a skill learned from his master when he was young.
Celestial Twin is a reference to the Monkey King's ability to clone himself through his magical hairs.
- Five Levels of Immortality is a reference to the Monkey King becoming immortal through five different means.
- The variable-size
- Wukong is the second of three Warframes that were initially introduced as timed exclusives to Warframe China, the others being
Excalibur Umbra Prime and
Nezha.
- The line in Lotus' summary, "Everybody's got something to hide, Tenno. Except Wukong," is a reference to the song "Everybody's Got Something to Hide Except Me and My Monkey", by the Beatles.
- Wukong has never had official alternate look (skin), except from TennoGen, until the release of Wukong Prime.
- When Equipped with Wisp's Agile animation, and unarmed, he will summon his Celestial Twin. He is the 2nd of three frames to feature a unique version of the animation, Equinox and Xaku being the only other frames respectively.
- Wukong can give himself a handshake by activating the Handshake emote while his Celestial Twin is close by.
Release Date: July 6th, 2019
Wukong Prime is the Primed variant of Wukong, possessing increased shield capacity, armor, energy, and sprint speed, as well as an additional
polarity. Wukong Prime was released alongside
Zhuge Prime and
Ninkondi Prime.
Acquisition
Vaultings
Crafting
Notes
- Wukong Prime, compared to
Wukong:
- Higher Shields (345/445 vs. 270/370)
- Higher Armor (290 vs. 265)
- Higher Energy (145/195 vs. 130/180)
- Higher Starting Energy (65 vs. 50)
- Higher Sprint Speed (1.05 vs. 1.0)
- Additional
Polarity (
vs.
)
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Wukong Prime's
Cloud Walker features additional lightning effects:
- When Wukong Prime disappears into a cloud, there will be a lightning strike up into the air.
- When he reappears, there will be several lightning strikes outward from his body onto the ground around him.
Trivia
- Wukong Prime was officially revealed and released during TennoCon 2019.
- Wukong Prime was the most used Warframe of 2020[1] and 2021.[2]
- Wukong Prime's tail is slimmer and longer than that of his non-Primed counterpart.
- Wukong's Prime Access contains various references to the Chinese novel Journey to the West, from where Wukong is best known.
- It comes bundled with the Tang Fur Pattern for Kubrow and Sanzang Kubrow Armor in reference to Tang Sanzang, who Wukong aids in his journey to retrieve the Buddhist sutras from the West in the aforementioned novel.
- Wukong Prime's signature Syandana is named Jindou Prime in reference to the Jīndǒuyún (筋斗雲), the technique that allows him to ride or leap through clouds.
Media
Wukong has learned five techniques to avoid death whenever he takes fatal damage. Wukong will be randomly allowed 3 of these techniques per mission, each will make Wukong avoid entering bleedout upon taking fatal damage, Invulnerable for 2 seconds, restore 50% health, and provide a unique buff:
- Primal Forces: 300% elemental damage for 60 seconds.
- Heavenly Cloak: Invisibility for 30 seconds.
- Invisibility does not reveal Wukong when he attacks.
- Cosmic Armour: Invulnerable for 30 seconds.
- Monkey Luck: Enemies killed yield extra loot drops for 60 seconds.
- Sly Alchemy: Orbs are 4x more effective for 60 seconds.
- When the passive activates, the three randomly selected buffs are briefly displayed as buff icons at the top center part of the HUD. Passive buff icons and timers are displayed beside the shield and health bars.
- These passive buffs cannot be dispelled even if Wukong's abilities becomes disabled, such as falling out of bounds or crossing a Nullifier bubble.
Abilities
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Celestial Twin Shedding part of himself, Wukong creates a twin to fight by his side. Attack at range and the twin will melee, pull a blade and the twin will lay down covering fire. Use again to command the twin to attack a target with increased damage. Introduced in Update 25.2 (2019-06-19) |
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Misc: ∞ (twin lifespan)0.5 x (damage multiplier)3 x (mark damage multiplier)
? m (twin recall range) |
Info
- Wukong expends
25 energy to split himself into two corporeal forms, creating a loyal Specter armed with all of his weapons. Celestial Twin attracts enemy attention as he follows Wukong, attacks with either gun or melee dependent on the player's currently held weapon, and has a damage multiplier of 0.5x and a health multiplier of
1.5 / 1.6 / 1.75 / 2x. The twin remains at Wukong's side indefinitely until killed or manually dispelled at any time by holding down the ability key (default 1 ).
- Twin Warframe and weapons stats are affected by Wukong's equipped Mods.
- Will not utilize Galvanized mod kill bonuses, as the bonus is tied to a buff only players can get.
- Health multiplier affects both the health and shields of the twin.
- Celestial Twin specter AI is designed to aggressively attack nearby enemies while also staying close to Wukong's proximity. It will not attempt to parry enemy attacks with its melee weapon, and will also frequently teleport to reposition near Wukong.
- Celestial Twin will have swirling aura around his body, affected by energy color.
- Twin Warframe and weapons stats are affected by Wukong's equipped Mods.
- While active, Wukong can command his twin to prioritize a target on the aiming reticle by tapping the ability key (default 1 ), leaving a mark above the target for no energy cost. Once commanded, the twin will seek and destroy the target, with a damage multiplier of 3x.
- The twin will teleport to his mark if it cannot reach the target after several attempts.
- Celestial Twin will cycle its weapons depending on Wukong's equipped weapon, if he has them equipped in his arsenal.
- If Wukong wields a primary or secondary weapon, or an Archgun called down by an Archweapon Deployer, the twin will use a melee weapon.
- Twin only uses the default/neutral combo of a melee's stance.
- If Wukong has no melee weapon but has both a primary and secondary weapon, the twin will only use the primary weapon.
- If Wukong is dual-wielding a one-handed secondary weapon with a Glaive weapon, the twin will only use the Glaive, and as a melee weapon. The twin will never throw the Glaive.
- If Wukong wields a melee weapon, the twin will use Wukong's last primary or secondary weapon equipped prior to switching.
- If Wukong has a one-handed secondary weapon and a Glaive equipped, then wields only the melee weapon, the twin will still use Wukong's last primary or secondary weapon equipped prior to switching. If this weapon was the secondary weapon, the twin will visually dual-wield the Glaive and secondary weapon, but will only use the secondary weapon.
- If Wukong has only one weapon equipped, the twin will use that weapon.
- On weapons with Alternate Fire, only the primary mode will be used.
- The twin cannot use an Archgun.
- The twin is not affected by Sortie weapon restrictions.
- The twin can trigger weapon-related Warframe Arcanes and Exodia Arcanes, i.e. on critical condition, upon meeting the requirements.
- If Wukong wields a primary or secondary weapon, or an Archgun called down by an Archweapon Deployer, the twin will use a melee weapon.
- The Twin shares its ammo reserves with Wukong's and is capable of looting ammo pickups. If it runs out of ammo, it will swap to another gun. If both guns are out of ammo, it will swap to melee while actively searching for ammo pickups.
- Depleting all ammo reserves displays a red ammunition icon above the Twin's head.
- Squad Ammo Restores will replenish ammo but only if the player is in range, even if the Twin himself is in range.
- The Twin can be affected by self-stagger.
- If a Celestial Twin crosses a Nullifier bubble, it will not immediately die, but will instead take constant health damage.
- Wukong himself crossing a Nullifier bubble has no effect on the Twin.
- If a Celestial Twin falls out of bounds, it will immediately die.
- If Wukong's abilities become disabled, such as by the Stalker or falling out of bounds, the twin will immediately die.
- The twin will not be affected by
Stalk or
Ghost, only Wukong will become invisible.
- Ability Synergy:
- When activating
Cloud Walker, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
Enveloping Cloud affects the twin, turning it invisible for its duration.
- When activating
Defy, the twin will also use Defy, gaining the same increased Threat Level, invulnerability, damage reflection, and armor bonus.
- When activating
Primal Fury, the twin will also arm itself with the
Iron Staff.
- When activating
- When using Emotes with a Celestial Twin, the twin will perform the same emote. Wukong can also perform Handshakes with his own twin.
- Triggering the Inactivity Penalty will cause the twin to cease all activity and remain immobile until player activity resumes.
- Kills by the twin are ability kills. Affinity from these go to the warframe, not the weapon that the twin is using.
Augment
- Main article: Celestial Stomp
Celestial Stomp is a Warframe Augment Mod for Wukong that commands his
Celestial Twin to perform a slam attack for 25 Energy when the ability button (default 1 ) is held, suspending nearby enemies in the air.
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Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in Update 17.12 (2015-11-25) |
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Misc: +300% (movement speed bonus)100% (status cleanse on cast)
2 s (stun duration) |
Info
- Wukong expends
25 energy to disappear into a cloud, turning Invisible for
2 seconds. In this form, Wukong gains +300% Movement Speed, along with vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores
0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of
5 / 6 / 7 / 8 meters are temporarily
Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
- Cloud Walker does not trigger Sensor Bars, Laser Barriers, and Security Cameras, and can pass through Spy defenses without triggering alarms.
- Ability Synergy: When activating Cloud Walker with an active
Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
- Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Augment
- Main article: Enveloping Cloud
Enveloping Cloud is a Warframe Augment Mod for Wukong's
Cloud Walker that gives allies near the cloud temporary invisibility.
Tips & Tricks
- An equipped Sentinel with
Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends.
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Defy Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured. Introduced in Update 17.12 (2015-11-25) |
![]() ? / ? / ? / 250 (minimum damage)4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier) |
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Misc: -50 % (move speed penalty)100 % (status cleanse on spin)50 AP (min. armor bonus)
1,500 AP (armor bonus cap) | |||
Subsumable to Helminth |
Info
- Wukong expends
50 energy to engage a defiant stance while priming his
Iron Staff, becoming Invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his Movement Speed by 50% for
2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by
4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative Status Effects, spins in place while elongating his staff and deals
? / ? / ? / 250
Impact damage plus the stored damage and
Ragdoll to all enemies within a radius of
7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
- After executing his spin, Wukong gains a variable Armor bonus lasting for
15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by
0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
- Armor bonus is removed if Defy is recast before it expires.
- While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
- Ability Synergy: When activating Defy with an active
Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage absorption attack, and armor bonus.
- Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
- Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
- However, Subsumed Defy's armor bonus is capped at 750.
Info
- Wukong equips his legendary
Iron Staff as his melee Exalted Weapon. Normal attacks inflict
100 / 125 / 200 / 250 damage within 3.5 meters.
- Attacks have a 2x critical multiplier, 25% critical chance, and 30% status chance.
- 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 Primal Fury will deal
Base 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 affect
Iron Staff 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 critical multiplier (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
Drifting Contact
Healing Return
Shattering Impact
- damage (e.g.,
- Each melee attack adds to the Melee Combo Counter while radial damage from slam attacks do not.
- Iron Staff can not be equipped with weapon augments (e.g.,
Justice Blades), class-specific mods (e.g.,
Covert Lethality), Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods).
- Riven Mods are not generated for Iron Staff.
- The combo counter will reset when equipped with
Xoris.
- Primal Fury's combo counter decay is affected by
Naramon's
Power Spike.
- Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will stagger enemies within range.
- Ground finishers inflict 300% of the total modified damage from normal attacks. Prompted Finishers inflict 2400% of the total modified damage from normal attacks as
True damage.
- The damage composition of a ground finisher is the same as a modified normal attack.
- The finisher multipliers for both attacks are affected by
Finishing Touch.
- As an example, with a maxed
- Ability Synergy: When activating Primal Fury with an active
Celestial Twin, the twin will also equip the Iron Staff.
- Primal Fury costs
10 Energy to activate, then consumes
5 energy per second while active and will remain active until Wukong's energy is depleted, or the ability is deactivated by pressing the ability key again.
- Activation energy cost is affected by Ability Efficiency, and the energy drain is affected by Ability Efficiency and Ability Duration.
- Wukong 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 Primal Fury 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 Wukong's energy while Primal Fury is active.
- Primal Fury's energy drain is not converted into shields by Augur Mods.
- While Primal Fury is active, Iron Staff is the only melee weapon Wukong can use. However, his other weapons and abilities can still be cast normally.
- Primal Fury comes installed with its own unique stance. Additional combos will be unlocked as Primal Fury increases in rank.
- The ends of Iron Staff have portions made out of energy.
- These portions are affected by Wukong's energy color.
- With the range bonus active, these portions are elongated.
- Primal Fury's attacks can damage enemies across the Rift Plane.
Weapon
- Main article: Iron Staff
Iron Staff is Wukong's and
Wukong Prime's signature Exalted Weapon, summoned by activating the ability
Primal Fury. The weapon exclusively uses the Primal Fury stance.
- This weapon deals primarily
Impact damage.
- Innate
and two
polarities.
- Combo counter resets when equipped with
Xoris.
Advantages:
Disadvantages:
Stance
- Main article: Primal Fury (Stance)
Primal Fury is a unique Stance exclusive to Iron Staff that can only be acquired and used by activating
Wukong's fourth ability,
Primal Fury. This Stance overrides the Stance on any currently equipped melee weapon for as long as Primal Fury remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | |||
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Neutral (While Not Moving) |
Falling Oak Buster | 500.0%/s | 3.2s | ![]() | ||||
Forward (While Moving) |
Spinning Crash Technique | 214.3%/s | 2.8s | ![]() | ||||
Forward Block (While Blocking & Moving) |
Cyclone Lightning Strike | 263.2%/s | 1.9s | ![]() | ||||
Block (While Blocking) |
Rolling Boulder Rush | 151.9%/s | 4.0s | ![]() | ||||
Heavy (Heavy Attack) |
The Way | N / A | N / A | ![]() | ||||
Slide (While Sliding) |
Crushing Reach | N / A | N / A | ![]() | ||||
Aerial (While In Air) |
Deadly Circle | N / A | N / A | ![]() | ||||
Wall (While Wall Latching) |
Guiding Plank | N / A | N / A | ![]() | ||||
Finisher (On Knocked Down Enemy) |
Wide Dispatch | N / A | N / A | ![]() | ||||
Slam (Looking At Ground While In Air) |
Slam Attack | N / A | N / A | ![]() | ||||
|
Augment
- Main article: Primal Rage
Primal Rage is a Warframe Augment Mod for Wukong that increases the critical chance of
Primal Fury with every kill, up to a maximum of 150%. The additional critical chance gradually falls off after
Wukong stops killing for 5 seconds.
Tips & Tricks
- It is preferable to use
Steel Charge over
Growing Power when modding for pure damage as the former adds more damage to Primal Fury than the latter.
Bugs
- (Needs further research) At times, Celestial Twin may cease using Iron Staff and default to its normal weapon behavior. Reactivating Primal Fury will not correct this state, though resummoning the Twin might.
Strength Mods | Duration Mods | Range Mods |
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Update 36.0 (2024-06-18)
- Line Of Sight Improvements
As a continuation of our efforts to improve LOS systems within Warframe, which have been ongoing since Dante Unbound, we’ve made further strides towards improving how we handle these checks.
From a technical standpoint, we’ve improved the consistency and performance of the underlying LOS systems within the game by handling how we detect unrendered targets, in addition to improvements we’ve made in recent hotfixes.
Abilities that use LOS checks already have been updated to this improved technology! Additionally, with these improvements, we can now easily shift over any Warframe Ability that relies on LOS checks to be seamlessly migrated to this new, more accurate system, meaning we’re able to act faster on any outlying offenders that may arise.
To name a few Warframe abilities that benefit from this with Jade Shadows:
- TOP FIXES
- Fixed being unable to cast/cancel abilities or attack as Wukong after ledge grabbing during Cloud Walker’s cast animation.
- Fixed loss of function (invisible weapons, being unable to reload, etc.) as Wukong after hitting a teleport volume while in Cloud Walker.
Hotfix 35.5.7 (2024-04-17)
- Fixed Wukong’s Celestial Twin indicating it needs ammo while using the Nataruk (silly monkey the Nataruk has infinite ammo).
Update 35.5 (2024-03-27)
- Fixed rolling while activating Wukong’s Cloud Walker ability resulting in players being unable to turn while Cloud Walking.
Hotfix 35.0.9 (2024-01-17)
- Fixed Wukong’s Clone being inactive at the start of the first and second phase of the Archon Hunt fight.
Update 35.0 (2023-12-13)
- Fixed Panthera firing its primary and alt fire simultaneously and repeatedly after casting Wukong's Cloud Walker.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
WUKONG Health: Base Rank - 455 (from 150) / Max Rank - 555 (from 450) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 265 (from 250)
Energy: Base Rank - 130 (from 120) / Max Rank - 180 (from 180)