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Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. Introduced in Update 7.0 (2013-03-18) |
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Misc:
2 s (stun duration) | |||
Subsumable to Helminth |
Info
- Banshee expends
75 energy to emit a sound dampening aura within
10 / 13 / 15 / 20 meters around her for
10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence.
- Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun.
- Enemies exiting then reentering the aura can repeatedly experience the stun again.
- Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike.
- Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect.
- Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch.
- Unaware enemies will still become alerted when sighting players or taking damage.
- Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from.
- Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken.
- After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy.
- The ability does not change a weapon's Noise Level from "Alarming" to "Silent".
- Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled.
- Disabled by Silence:
- Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc)
- Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.)
- Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc)
- Hook/pull attacks (Scorpion's hook, Ancient's hook, etc)
- Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.)
- Acolyte abilities.
- Immune to Silence:
- Ranged/melee attacks even if unique (Osprey grenade launchers, Swarm Mutalist MOA's gun, Bombard homing rockets, Electric Crawler melee, etc)
- Intrinsic damage reduction: (Ex: Nox armor, Sentient damage adaptation, etc)
- Passive auras (Shield Osprey emitter, Ancient Healer's aura, Arbitration Shield Drone aura, etc)
- On-death abilities (Volatile Runner's suicide, Toxic Crawler's death cloud, Boiler's infested pod, Undying Flyer's rebirth, etc)
- Nullifier fields (Nullifier Crewman, Isolator Bursa nullifier sphere)
- Special Grineer Interactions:
- Special Infested Interactions:
- Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled.
- Mutalist Osprey cannot let go of Crawlers it has picked up.
- Maggots cannot attach to Tenno, they just do nothing and die.
- Special Corpus Interactions:
- Remech Osprey cannot revive disabled Ambulas and can be stopped mid-cast by Silence.
- Osprey units cannot charge & self-destruct when low on health.
- Isolator Bursa can unpredictably make itself immune to Silence due to its nullifier sphere ability.
- All Scrambus units can be silenced INCLUDING the Fog Scrambus which should disable Silence, but ironically becomes unable to because it is silenced.
- Special Sentient Interactions:
- All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress.
- If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly.
- Other Interactions:
- All abilities of enemies in The Index are disabled (Armis Ulta just shoots, Auditor just shoots, etc.)
- All abilities of enemy specters are disabled (Junction Specter, Knave Specter, etc) and they can only shoot or melee.
- All abilities of enemy Necramech units are disabled and they can only shoot or melee.
- The following units are immune to Silence: The Stalker, Grineer Manic, Kuva Guardian (when immune to Warframe damage), Vomvalyst (when incorporeal), Nullifier Crewman, Isolator Bursa (when nullifier sphere is active).
- Disabled by Silence:
- Affected enemies will glow with Banshee's energy color.
- Has a cast delay of about 0.4 seconds.
- Cannot be recast while active.
- Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.
Patch History[]
Hotfix 33.0.7 (2023-05-09)
- Banshee’s Silence no longer stuns CC immune enemies (VIPs/bosses, Overguard, etc.). While they will no longer be stunned, enemies under its effects will still be stopped from casting their abilities.
- The main motivation was to fix Thrax Legatus enemies falling through the map and going invisible due to Silence - causing a progression halt in Spiral/Circuit Stages. It also brings Silence in line with other stun, stagger, knockdown, etc. abilities and how they are intended to be ignored when CC immunities are present.
See Also[]
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62 comments
Silence can also prevent Gruzzlings from cloning themselves when you get them down to certain health.
So sad that it doesn't prevent demolishers from pulsing their nullifying stuff
How exactly is this a good as a subsume ability?, is it for the stun?
Is it for the augment?
I feel like im missing something unless its used for its utility on disabling enemies special attacks/abilties
It's mainly for farming affinity
A Good ability to shut down eximus units if you are having difficulty to deal with them.
"Disabled by Silence: Acolyte abilities" right so then why do I continually get a magnetic bubble popped on my head and get teleported to our friendly neighbourhood acolyte?
I always assumed the disable lasts 2 seconds like the enemies stun
Because acolytes can stand outside the radius and cast abilities into it. Same thing can happen with jade light eximi.
Is there any way to disable deafening/muffling effect on player?
> Maggots.. ..just do nothing and die."
Literally me
Some guy on YouTube comment section said that Silence doesn't need range, so that's why it's good with regular Nova build with her 1(that's usually built with negative range). Is that true?
Never go for more than base range with Silence so can control the area where you stun enemies and make them susceptible to stealth damage.
Tbh I'm gonna try it with range and duration on Loki for team use. Locking things out of use for everyone will make things way more tolerable (especially VS eximus units, they're still unable to do their thing)
GOD DAMN IT DE, I had to go to a player curated wiki to learn that this ability also disables enemy abilities. I genuinely had no idea and the tooltip doesn't help.
Pretty broken in high level. Big middle finger to Acolytes, eximi, Thrax, ..
Remove this comment do not let DE see this
It seems like this skill makes Thrax enemy cant go ethereal after their hp go zero. u just straight kill them without needed to go operator mode to kill them with void dmg. tested it in Conjunction Survival.
Thrax enemies in Tier 1 conjunction survival (outside of Steel Path) never enter ethereal form when you kill them. can you confirm that works either on Tier 2 survival or Steel Path?
It's been a while since the last comment but to anyone wondering - Silence does not prevent thrax from going ethereal, tested in steel path as both host and client. It's still worth using though, just to prevent them from doing anything else.
Thanks for testing!
So it DOES stop them from using the "ethereal" attacks where they're invincible and force magnetic procs on hit, then? 'Cause that's still a great reason to use Silence.
Soul Punch can execute Thrax enemies below 25% health, bypassing their Spectral phase entirely, and will instantly respawn the Thrax as a Shadow for Nekros if he is not at this Shadow limit.
"Passive auras (Shield Osprey emitter, Ancient Healer's aura, slowing/burning/energy drain emitted by Eximus units, Arbitration Shield Drone aura, etc)"
Pretty sure it stops all eximus abilities now, and disables healers overguard emission. Can anyone who knows for sure update this? I would, but I can't be bothered to test every eximus and the ancient healers :D
This ability is basically a fuck you to the eximus rework and i love it.
Definitely my new best friend after the eximus changes
Amen. This subsume just became a lot more interesting!
Pretty much a required subsume on Limbo if you want to avoid cheap deaths as a result of new Eximus abiltiies.
^This
Replaced his third as I never use it
Grofit
Does this stack with the Fatal Teleport augment from Ash?
Assuming you're referring to Silence's augment "Savage Silence", Yes it does. I use it on my finisher Ash for that very reason.
Can this silence prevent violence from use HIS silence?
Yes.
Silence is broken; not only it disrupts ALL enemy special attacks (essentially they have to either shoot or melee; nothing more) it can also stop bosses like Lt. Lech Krill from becoming vulnerable; which is an inconvenience
Not anymore boooo
Pretty sure Silence seals the Manic's Ground'n'Pound attack. Ditto the sealing the Manic Bombard's Cluster Grenade.
So according to wiki, Stealth Damage Bonus section, standard melee attack should have +700% damage bonus when enemy are under silence effect. However upon testing. there was no damage bonus with vanilla silence, but with savage silence augment, the +300% apply normally on standard attack.
Note I tested in simulacrum and enemy is NOT paused, and I am invicible.
Could someone provide an difinitive answer to this?
You only get the +700% when the enemy is unaware of you. Even if Silence is active and they shoot at you, you'll still just get standard damage.
However, when silence briefly staggers enemies, they are opened up to finishers and are briefly unaware of you, meaning you get the +700% damage on normal hits. Silence also makes it easier to sneak up on enemies. (Not as well as invisibility though)
The silence augment never applies to standard attack, only finishers. You probably had the standard stealth damage on unaware enemies.
Silence only gives bonus melee damage on aware enemies if you have the augment. If you do, then it's like having around 3 seconds of Radial Blind (or other sneak attack bonus opening method, like when enemies are standing up from knockdown) to perform a finisher attack or get a stealth melee attack bonus.
That said, you can extend the bonus damage/finisher window if an enemy is slowed while going through the animation as the bonuses won't wear off until they become aware of you and they are functionally deaf and blind and (provided they're within Silence's aura) numb to incoming damage. Works pretty nicely with Gloom if you can manage the energy expenditure.
Does it nullify necramech from casting nullify ??
Yes, this ability does disable enemy Necramech's abilities.
I wish DE would buff this ability's stun. Banshee has next to no survivability and her lack of good control abilities adds to the issue. Give this ability a synergy with Sonar where if an enemy is hit with the Sonar pulse while in the range of Silence (augment included) the stun is applied again. Boom, huge buff to her CC and thus her survivability.
If the only way a frame has to improve its survivability is to replace one of its abilities, then the frame needs fixing.
It already substantially buffs Banshee's survivability by preventing nearly every enemy and boss under its umbrella from using any of their special abilities (grenade tosses, summons, riplines, slams, etc). Further, it can be easily reapplied by simply taking a step back and then a step forward to reapply the stun.
That said, this is Banshee. You have guns and Sonar, so fucking shoot them 'cause when they're dead they can't shoot back.
Shieldgating is a thing now so she is far more survivable than ever.
Before that Ive played her with aero dr mods but DE nerfed their stacking.
You can use cold procs, zenurik, or gloom just to name a few to slow down the stun.