Passive
Dare to tempt her fate, risk all in this game of chance, soon shall she succeed. Every 1 minute, fate selects one of
Koumei's equipped weapons to impart randomized Status Effects when dealing Damage for 1 minute.
- Koumei's primary, secondary, or melee weapon icon with a circle timer is shown beside her five dice above her ability icons.
- Can select weapon types that Koumei does not have equipped.
- Has no effect on Multishot.
Casting an ability rolls The Five Fates, up to 5 six-sided dice displayed above Koumei's ability icons. The dice of fate randomly roll to one of their six sides, combining the plum blossom petals into a total number; the total dice roll determines the effectiveness of some abilities from a minimum of 1, to anywhere in between, to a maximum of 30. When rolling at least three dice in a triple 6 formation, known as Shadow's Trinity, the ability is amplified with a bonus effect. If all dice are fair (each of the faces has the same probability of landing facing up, ⅙ in this case), there is approximately a 3.55% chance of getting Shadow's Trinity.
- Koumei's Rank determines the amount of available dice:
- 1 Dice: Rank 0
- 2 Dice: Rank 2
- 3 Dice: Rank 6
- 4 Dice: Rank 12
- 5 Dice: Rank 15
- The Five Fates dice appear to be weighted, granting a higher and higher chance to roll Shadow's Trinity on repeated ability casts.
Kumihimo: Damage is multiplied by the dice roll. Triple sixes causes all threads of destiny to apply one stack of each primary and secondary elemental status effect.
Omikuji: Immediately awards Koumei a Decree without needing to complete a challenge.
Omamori: Summons Omamori Charms whose number is determined by the total dice roll. Triple sixes grant Invulnerability for as long as one charm remains.
Bunraku: Entraps enemies in strings while applying random status effects, the number of stacks is determined by the total dice roll. Triple sixes apply the maximum number of status effect stacks (30) and extends the ability's range behind Koumei.
- Has no interaction with Helminth subsumed abilities.
Abilities
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Kumihimo Weave the threads of destiny. Enemies who touch the threads suffer a random Elemental Status Effect. A roll of triple sixes creates threads that inflict one of every Elemental Status Effect. Introduced in Update 36.0 (2024-06-18) |
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15 m (threads length) ? / ? / ? / 13 (threads formed) | |||
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Misc:
? m/s (star travel speed) |
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Omikuji Koumei glimpses a favorable future and the precise steps needed to reach it. Complete the challenge to earn a Decree. A roll of triple sixes grants a Decree without a challenge. Introduced in Update 36.0 (2024-06-18) |
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Misc:
5 / 8 / 11 / 15 % chance to earn rare Decree |
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Omamori Surround yourself with Omamori Charms, each with a chance to have enemy attacks heal you instead of damage you. The number of charms is determined by Koumei’s dice roll. A roll of triple sixes grants invulnerability for the duration of your Omamori Charms. Introduced in Update 36.0 (2024-06-18) |
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Misc:
50 % block chance | |||
| Subsumable to Helminth |
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Bunraku Wield your foe’s fate threads like the strings of marionettes. Koumei’s dice determine how many Status Effects foes in front of Koumei will suffer. A roll of triple sixes maximizes Status Effect stacks and extends Bunraku to enemies behind Koumei. Introduced in Update 36.0 (2024-06-18) |
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Misc:
170° cone angle |
| Strength Mods | Duration Mods | Range Mods |
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See Also
| Warframes | ||
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| Upcoming | ||
| Cyte-09 | ||
| Attributes • Helminth • Augments • Compare All • Cosmetics | ||











66 comments
With a maxed Primed Vigor, she has exactly 777 health, which is really fitting
Just 24 Hours to complete... This represent how rushed this update was, full of bugs.
This is intentional. It's a beginner friendly frame. If you looked into the devstream or any Info released other than the fan wiki, you would know this. Shows how rushed your comment was.
Koumei a beginner friedly frame??? what a smooth brained comment. unless u do lvl cap, koumei is useless
A gambling type warframe sounds hella fun
Seems like all the nuke-frame users are crying, this is a starting frame and isn't meant to nuke, she is the status proc and prime while also controlling zones, she is extremely good for what she is, just try using your weapons like a good little tenno and maybe you won't hate her
Diringa/Hound is more effective than Koumei as a primer... you can try deny it, but...think about it...
Hey, this frame is literally after mercury, obtainable after once awake is done, she is obtainable way before hounds as hounds require the completion of deadlock protocol and call of the tempestari, the latter coming after rising tide, which unlocked in saturn, half way into the star system, for the point she is obtainable, she is brilliant
Copium
Diringa is a arguably the best primer and is obtainable as soon as you unlock the foundry/market at mastery rank 0
That requires you to get all the bond mods for diriga to be any more useful than useless floating balloons
That Japanese trivia on skill names is amazing. Kudos to both the design team and the writer of the trivia
I stole the kudos and hide for making frame who don't do damage enough with skill, i will give back when she scale with strength and don't need to rely on weapons
Boo hoo
I don't understand how people say she lacks survivability, With her 3, i can easily face tank level 200 SP enemies with just Vitality and Adaptation. Not to mention the invulnerability when I roll the Jackpot (which happens quite often, her dice are loaded, you just need to reset her 3rd by walking off a ledge).
Both the decrees and the large AoE priming are extremely good, and unique to her. She'd definitely a lot better than people are making it out to be.
I think the main issue people face with her survivability is the fact its rng based whether it protects you or not. Some people can have some really poor luck so the defense is just not there.
Yeah, unkilable gambling addict that gets stronger in time, long runs are going to get easier
Regardless of it's good or not, walking off a ledge to reset your buffs is not a real argument for its viability. Obtuse gameplay doesn't make it a good ability. It just reinforces the argument that it needs help if anything. That said, I think it's alright and not every survivability option needs to be full proof. That's why you stack multiple methods to ensure survival. Many builds employ this for a variety of frames.
She has a unique walking sound
If you like weapon platform frames she is the best primer by a mile. Her 4 and passive are ridiculous. If you can't figure out how to tank without brief respite you might not like her. The decrees are just icing on the status cake. Sure they aren't always the best but there is a very good chance you are getting HUGE damage boosts (extra hits etc) in <5 minutes. High fire rate automatics and melee influence are your passive's best friends.
She is capable of doing more damage with weapons than any other frame in the game by a wide margin. Big laugh for the people who think that's 'bad'.
I don't see her being a better primer than some companions or Voruna, I mean yeah she is better than all other warframes in a vacuum without factoring companions... also How is she capable of doing more damage than some of the best weapon platforms around? I am genuinely curious because some warframes have ridiculous weapon damage potential that I just don't see in her
Almost every damage increasing decree is multiplicative, that's how. Most damage increases are only additive, like Chroma. Faction damage, roar, and eclipse are all multiplicative, which is what makes them so good. An extra hit is doubling damage, the decree that doubles crit damage is also doubling damage on crit weapons. Fearsome bonanza and deadly momentum are a multiplier on ALL damage, including status. 50/100/150% while moving and 20/40/60/80/100% per enemy with status.
If you get extraordinarily lucky (we're talking somewhere around 0.0002% chances here) on your first 4 decrees, you could have an 16x multiplier on just weapon damage, with 2x from extra hit, 2x from rare crit decree, 2x from getting deadly momentum as a rare decree, and 2x from 5 enemies with fearsome bonanza. No other warframe in the game can get that kind of damage increase. Status procs don't benefit from crit or extra hits, however they do benefit from deadly momentum and fearsome bonanza, so that's a further increase on the status proc.
So how this works is, say you have a gun with 100 base slash damage, and a 50% chance to proc slash on hit, at 100% crit chance and a 2x crit multiplier. With those 4 decrees, you shoot the enemy. The first hit deals 100(2)(2)(2)(2) for a total of 1600. The slash damage procs, dealing 560(2)(2) for a total of 2240 per second, totaling 13440. The second hit lands and does not proc, but deals an additional 40% cold damage, for 100(2)(2)(2)(2)(1.4) totaling 2,240. The grand total is 17,280 damage, with 16,790 of that damage being due to decrees.
Keep in mind that's like, the highest of highrolls on decrees, but you're still going to see some very large increases on average.
Only mirage with total eclipse augment can even approach these numbers.
She has a high power ceiling. Her decrees can stack up over time to augment her weapon and ability output, mix it with her priming, and she can be quite devastating. But it only really shines in endless missions where one can have the time to actually stack up the decrees.
Diriga primes better than her lmao
Pros:
Her 1st and 4th blanket the field in status effects instantly
Her 4th does a massive amount of damage
Her 3rd on a "lucky" roll is easily the best defensive ability in the game
The dice gimmick is a neat idea
The passive random statuses on weapons is especially strong endgame
Cons:
The string cap for her 1st is always 24, regardless of Range
(Edit: if her 1st generates more than 24 strings, which is possible, it will despawn the first strings made within that same cast)
Her decree objectives are often very tedious.
With a ceiling of 42 kills for decree objectives, unless you're solo or doing an endless objective, good luck seeing more than one decree.
Roughly half the decrees are completely useless
Decrees like the ones listed under "Warframe Ability" or "Energy Economy" above are less effective than usual due to her 2nd and 3rd rarely being recast
Her 3rd, usually, is a very poor defensive ability. The 50/50 chance of it even doing anything means it rarely helps when in danger.
Her 4th has a really slow cast time
None of her abilities lean into one another (not even most decrees)
Also, not really a pro or con, but I just wish there were more bonus effects for certain dice rolls, positive or negative, doesn't matter. They could've leaned way more into the whole dice determining your fate thing, and it's current implementation feels very surface level.
Overall I'd give Koumei a 4/10, currently. It feels like her kit and theming are trying to do too many things at once, and it feels like you'd only see much power from her if you're REALLY lucky, just because only a handful of decrees matter and her 3rd basically demands a good roll. And for statuses, there's already other frames that cover crowds in dozens of status effects, and don't have half their kit wasted most of the time.
To me I feel like 4/10 is fair. Her 2nd and 3rd are basically useless, and that's half her kit. And the strings not only capping at 24, but despawning the strings it JUST created to compensate for going over that cap is frankly extremely dumb, and I'm shocked an obnoxious design choice like that made it past testing.
Given the quality of the last several frames (Jade, Dante, Kullervo, Styanax) and reworks (Caliban, Sevagoth, Inaros) it's disappointing to see Koumei in this current state, DE is actively designing much better options for frames.
Her 2nd and 3rd are situational. Her 2nd is actually one of the most powerful abilities in the game, but it requires time so it only really shines in endless missions. Her 3rd is a dice roll. Its as effective as Revenant's mesmer skin, and as useless as not being there and every range in between. It really depends on the rng of the moment.
I feel like saying (X) frame/weapon/ability is only good in a disruption, or spy, or open world, etc. type mission is fair, but it's a little different if you're saying (X) thing is only good for endless missions imo.
If something is good in a specific type of mission, the missions still take 5 to 10 minutes a piece, and you go into it with your kit at max effectiveness. But her 2nd is only good if you're spending 30 minutes to and hour in a mission??? To me that ridiculous, I don't want to wait that long, and it only really work if RNG is on my side.
I mean that is fine, but I also don't feel like every frame/build needs to be an all-rounder.
I am super fine with specialists, as long as they really excel in their particular niches.
I have my all purpose frames, but I also enjoy taking out a precision tool for a specific task from time to time. Right now Koumei, along with Stalker and Warhead Zephyr is easily in my top 3 SP circuit frames.
All 3 of them basically equal an insta win under most circumstances.
Koumei simply due to her scaling and versatility (can build into ranged, melee and even nuke playstyle)
Stalker being basically immortal by default and also being an amazing weapon platform that also can dab into a finisher build if all else fails and wahead zephyr because it 1 shots anything and everything except the jackal and doesn't rely on weapons at all as long as you have some breathing squadmates.
Am I missing something or does the triple six mechanic just not work? I've rolled it at least ten times in missions and simulacrum and haven't gotten the amplified ability once.
Nvm
Nvm
Cummei
Don't get all the complaints, i enjoyed playing her a lot. For the people saying she should have harsher consequences, maybe they'll do something like that with her augments?
You just enjoy warframe in general, she is just another frame, nothing unique about here really from a gameplay perspective, cast 1, cast 4, cast 1, cast 4 rince and repeat again like so many frames before her.
You are the most boring human alive
After using her for a couple of days, I think I know how I feel about her now.
I think she is one of the worst frames released in the last several updates. Her 1st and 4th are fine, and her passive is a good gimmick, but her 2nd and 3rd drag down her kit too much currently.
With her 1st and 4th, it's a fun and flashy way to saturate a battlefield in status. And as opposed to other frames with gimmicks that use a wide variety of statuses, such as Citrine or Lavos, you have a larger pool of statuses and more frequent access to them all
However, with her 3rd, the ability is essentially useless unless you get a "lucky" roll. It's kind of the inverse of Kullervo's 2nd, Recompense, where the whole gimmick is you can get hurt by it - though that whole gimmick is pointless because the benefit of even hitting one dagger on an enemy outweighs the cost of literally every other hitting Kullervo. Adversely, with Koumei's 3rd, with there only being a chance this exclusively defensive ability actually, you know, defends, makes it completely irrelevant - you aren't going to rely on this in high end content or when you're actually in danger because the downside completely outweighs the upside. Which at that point, similarly to Recompense, I'm wondering what's the point, only with Recompense it's pointless gimmick due to the gimmick being a potential "negative", and with Omamori it's a gimmick that completely ruins the ability due to being a potential "positive" instead.
And with her 2nd, the biggest issue is considering her 3rd is not very intuitive (as well as just being a cast and forget ability even if you do like it), and the decree system is it's own ability, that's two abilities that NEVER benefit from any decree whatsoever, which is a large part of why they're so substantial in Divuri. I would find myself being able to infinitely spam her 1st and 4th with Energy Nexus and only one decree affecting my energy regen or cost, but these abilities cancel previous casts every time you recast, so what's the point? Then some are simply higher jump, or faster sprint, or other utility related things. It's not Divuri anymore, so you know you exclusively want more damage, or energy, so anything not that is essentially worthless. Also, I feel this is worth mentioning since Koumei is easy to obtain, and is one of the first a new player will have access to, some of the objectives can be VERY tedious for lower level players.
Also, it's hard to justify building into any stat aside from Strength. Range only benefits her 4th, which already has 30m (and technically her 1st, but the strings have a hard cap, and recasting erases old strings, so Range is irrelevant). Duration maybe, but that'd only affect her 1st really, as with Strength her 4th hits really hard. And maybe Efficiency, but two of her abilities (her 2nd and 3rd) are very sparingly cast. Casting Speed is good however, as her 4th casting time is kind of slow, especially since modding her stats are primarily juicing this ability.
TLDR: Her kit has very low synergy between abilities, and very little modding potential aside from her 4th. And the main system that most will be looking at, the decrees, is locked to her exclusively and provides VERY little to her aside from more movement and gun hit harder (maybe).
However, I will say her weapons are really good and fun, especially since their augments are strong as well. Wouldn't recommend new players get Koumei, but would recommend they get her weapons, I don't think you'd get much stronger early game like that.
Lots of yapping for a bad take
Nah let him cook. Omamori and Omikuji are kinda pointless. Omamori only protects you sometimes, and Omikuji take ages to use, only to get something dumb like "viral on jumping slide kick".
Given that in the last updates we had wonderful frames (Kullervo, Dagath, Quorves, Dante, Jade) it feels like a massive setback to see Koumei. I like her design, dont get me wrong, but she feels underpowered. The 1 and 4, as mentioned above, are mostly fine. I would like the hardcap of 1 removed, but thats it. the 4 should be generally stronger without the sight-check, so that the casting time makes sense, would also help in making the 4 feel more strong & impactful.
The 2 (Decree Ability) feels utterly useless. Yes, you may get a finisher, movement or an actual good decree but if you are unlucky, you are stuck with your one faulty one a whole round. If you play with a nuker frame (Kullervo, Saryn, Sevagoth) you can forget about your Decrees alltogether. You wont get more than one, if your team has the slightest sight of competence. It would make sense if her kit would give you the opportunity to use whatever decrees are given to you (as an example: enemies hit with her 4 could be killed with finishers, maybe even mass-finishers?), but its not the case. You might find your 2 to be useless to your team, given that you gain nothing from it (exept if you play survival or defense, where you could get the chance to get a second decree, to then get screwed by that)
The 3 feels like a part-time defence ability. Luck decides if it actually defences you or not. Meaning: don't hope for it to save you in endgame content.
Building her - at all - feels like a waste. The 1 ignores Range. The 2 is in most cases one-time ability that doesnt get affected by strengh, efficiency or range. Our part-timer, 3, is not to be trusted, so only the 4 (with base 30m range) remains.
I know that she is a weapon-platform, but cmon. This a joke.
Or we are all just unlucky to get this frame instead of another.
Yeah, I'm seeing a few comments suggesting her power is in her weapons, but I'm like, "Ok, but Lavos does any element you want, has a comically strong shotgun for himself, and one of his augments boosts his weapons". You want a random element weapons platform that ALSO has strong abilities, pick him.
And I'm sure you could argue similar things for others, that's just the best example I can think of.
Everyone complaining, Skill issue. Your Luck sucks.
EXACTLY!
Luck correlates with skill.
Need to start using the proper torches, collecting ladybugs, and tossing all your money in a pond. Easy things to do.
I have been testing the effectiveness of archon mods on her build in the simulacrum and I'm fairly confident that they either don't work or, if they do work at all, have very minor effects. With Archon Vitality equipped I was still seeing enemies with odd numbers of heat procs inflicted on them, meaning that not all heat procs from her abilities were being doubled, if any at all. Archon Flow wasn't significantly altering the number of energy orbs that enemies were dropping (if anything I saw more energy orbs being dropped after switching it for primed flow). Archon Continuity seemed to be only procing one corrosive proc total no matter how many toxin procs Koumei's 4th as inflicting. Etc...
Archon Stretch is the only one that seems to actually work.
You have to keep in mind that her threads are randomized as well you won't be getting the status you want to inflict.
First warframe whose abilities are almost completely unaffected by the duration/range/strength stats. You might as well play her with no mods and she won't feel significantly different from a fully built and modded Koumei.
I know new players need to get a bone thrown their way every now and then, but this frame feels worse as a result. Would prefer greater lows and highs from the gambling gimmick. Let me faceplant after a low roll and nuke the sun with high rolls.
Double melee hits, double status damage, double crit damage aren't high enough? Complete invulnerability for at least 60 seconds isn't high enough? (a triple 6 on her 3 is at least 20 charms, each with a 3 sec cooldown between uses, so if you are getting hit constantly, you still have a minimum invulnerability of 60 seconds, but likely way more than that, it can last until the end of the mission). A 2 low roll affects you with a permanent status until you complete the challenge, apparently that's not low enough?
I'll let you know when I get a rare decree that isn't just a rank 2 finisher decree.
2 words, Hakos Baelz
So where exactly is her lore? Doesn't feel like there's a whole lot of concrete stuff besides "worshipped by Ostrons"...
Warframes have lore?
Some have more than others, but yeah. For example/spoilers, Jade was Stalker's wife and Dante was an assistant for Drusus IIRC. I think Koumei is supposed to be an oracle that the Ostrons turn to, and apparently has some insect that lives near the water that delivers messages from her. Could be a bit wrong though.