Ruvox are Entrati fists made into an Incarnon weapon by Albrecht Entrati. Heavy Slams in Incarnon Form causes spikes to rise from the ground to impale enemies.
Characteristics[]
- This weapon deals pure
Impact damage.
- Stance slot has
polarity, matching
Seismic Palm and
Gaia's Tragedy stances.
- Incarnon weapons can be upgraded via evolution tiers and change perks.
- Activate Incarnon form by executing a Heavy Attack with a Melee Combo of 6x or higher.
- When the transformation is ready, the combo counter will shimmer with Void energy.
- Incarnon form lasts for 90 seconds and behaves as follows:
Advantages over other Melee weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Above average crit chance (26.00%)
- Above average crit multiplier (2.20x)
- Incarnon Form (wiki attack index 2)
- High crit chance (26.00%)
- Very high attack range (4.25 m)
Disadvantages over other Melee weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Low total damage (170)
- Very low attack range (1.25 m)
- Below average status chance (20.00%)
- Very low disposition (●○○○○ (0.65x))
- Incarnon Form (wiki attack index 2)
- Below average total damage (170)
- Very low attack speed (0.65x animation speed)
- Below average status chance (20.00%)
- Very low disposition (●○○○○ (0.65x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition
Ruvox's blueprint and components can be obtained from Disruption Armatus on Deimos, whose access requires completion of The Deadlock Protocol and Whispers in the Walls; all parts come from Rotation B.
Alternatively they can be purchased from Loid in Sanctum Anatomica with Vessel Capillaries dropped by Disruption Armatus Demolishers in quantities of 2-3 (5-7 on The Steel Path); each component requires 45, while the blueprint requires 180, totaling to 360 Vessel Capillaries.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
![]() |
Deimos Entrati Disruption / B | 5% | ~ 20 B Rotations | 134 ± 44 B Rotations |
![]() |
Deimos Entrati Disruption / B | 5% | ~ 20 B Rotations | 134 ± 44 B Rotations |
![]() |
Deimos Entrati Disruption / B | 5% | ~ 20 B Rotations | 134 ± 44 B Rotations |
All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 2 |
![]() 2 |
Time: 12 Hour(s) | ||
Rush: ![]() | |||||
![]() ![]() |
|||||
Blade | |||||
![]() 20,000 |
![]() 4,500 |
![]() 10 |
![]() 2 |
![]() 8 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Glove | |||||
![]() 20,000 |
![]() 1,400 |
![]() 500 |
![]() 2 |
![]() 4 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes[]
Evolutions[]
- When newly acquired from the Foundry, players must acquire 100 kills with the Ruvox in order to gain access to its Incarnon transformation. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Unlock Challenge: Kill 100 enemies with this weapon
- Reach 6x Combo and then Heavy Attack to activate Incarnon Form.
- Incarnon Form lasts for 90 seconds and persists until death.
Evolution II[]
- Unlock Challenge: Kill 8 Eximus with this weapon's Incarnon Transmutation
- Perk 1: Orokin Reach:
- +1 Range
- Perk 2: Lethal Impetus:
- On Kill: +15% Attack Speed for 15s. Stacks up to 3x.
- Perk 3: Gathering Momentum:
- Gain +5% Movement Speed per Melee Combo Multiplier
Evolution III[]
- Unlock Challenge: Inflict 3 Heavy Attacks on Scathing and Mocking Whispers in Albrecht's Laboratories
- Perk 1: Shockwave Synergy:
- For each enemy hit by Slam radius, gain 4 Combo Count.
- Perk 2: Seismic Slam:
- +60% Slam Radius
- Perk 3: Adept Reflexes:
- +15 Initial Combo
Evolution IV[]
- Unlock Challenge: Open 20 Conduits in Disruption on Armatus, Deimos.
- Perk 1: Swift Transmute:
- Reach 3x Combo and Heavy Attack to activate Incarnon Form
- Perk 2: Ternary Vault:
- Gain +1 mid-air jumps
- Perk 3: Inspiring Execution:
- +30% Combo Count Chance on Finishers for 20s
Evolution V[]
- Unlock Challenge: Complete a Solo mission with an Incarnon Weapon equipped in every slot
- Perk 1: Brutal Efficiency:
- Gain +40% Heavy Attack Efficiency for 20s when impaling 5 or more enemies
- Perk 2: Vulnerability Serum:
- Impaled enemies are +35% more vulnerable to Status Chance
- Perk 3: Permanent Perforation:
- Enemies suffer 5
Puncture Status while impaled
- Enemies suffer 5
Tips[]
- Combining
Corrupt Charge and Adept Reflexes grants a passive minimum 3x Melee Combo, allowing Swift Transmute to immediately transform Ruvox at will.
Condition Overload does not work on heavy slam.
Trivia[]
- In Devstream 176, Ruvox is mentioned to be
Dante's Signature Weapon. However, this is not referenced in Update 35.5 (2024-03-27) or the Codex.
- Ruvox is the most resource-intensive weapon with respect to
Necracoils, as you'd need 1000 Necracoils total to complete the blueprint (the gloves need 500 Necracoils each).
Gallery[]
Patch History[]
Update 36.0 (2024-06-18)
- Fixed Ruvox Incarnon’s Damage stat not updating from Impact to Puncture when transformed to Incarnon Mode in the Arsenal stats.
- Fixed Ruvox Finisher animation being unintentionally slow when Transforming.
Hotfix 35.5.8 (2024-04-24)
- Fixed Eximus kills not counting towards Ruvox’s Evolution II challenge (kill 8 Eximus with this weapon's Incarnon Transmutation) for Clients.
Hotfix 35.5.3 (2024-04-04)
- Enemies that are already in a ragdoll state will no longer be impaled by Ruvox's Heavy Slam Void Spikes.
- This fixes several scenarios in which enemies could be insta-killed from a combination of the Void Spikes and other abilities with ragdoll effects (such as Nezha's Divine Spears or Hydroid's Tentacle Swarm).
Hotfix 35.5.2 (2024-03-28)
- Updated the Ruvox Blueprint description to indicate that they also drop in the Armatus Disruption mission on Deimos.
- Fixed progress not tracking for the Ruvox’s Evolution IV challenge (Open X Conduits in Disruption on Armatus, Deimos), making it impossible to unlock.
Update 35.5 (2024-03-27)
- Introduced.
45 comments
The extra jump passive is restricted to double jumps. This is what the max movement speed buff looks like on a frame with 1.0 sprint speed: https://i.gyazo.com/983c280c2a0996b08eb77eaa08522046.mp4
I wonder how long this and melee influence will be allowed to do what they are currently doing (or if it was intended). Melee influence is busted enough with it's ridiculous range, but it is downright outrageous with whatever goofy shit is going on with the proc proliferation/damage ramp up with the spikes. When you start hitting a DPS wall with just influence, this just deletes whatever enemy whatever level, without any form of stripping.
Also, it's pretty funny going back in the comments to see people trashing this. It has been busted the whole time it existed.
Alright so I finally figured out how to make blast do the same crazy runaway damage that you see with gas or electric. Use Dante with at least 51% ability strength, but the more the better since it's barely noticeable until you get a bit past that. You want to mod ruvox for blast and electricity, and use melee influence. Install melee elementalist, and as many status chance mods as you can. Do whatever you want with your remaining slots, but be mindful that too little status weighting for electricity will make it annoying to proc influence.
Once you're in a mission, cast pageflight and build up combo (I recommend shockwave synergy and a grouping ability from helminth, although you'd have to give up Noctua for it) while you wait for influence to proc. Next, wait until the enemies in the crowd around you are NOT ragdolled, lifted, or otherwise off their feet - it turns out you can't impale them unless they're touching the ground - and hit them with the heavy slam.
From here onwards, vulnerability serum will give each explosion a 35% chance to reapply blast to the enemy it expires on, and influence will spread that to all enemies within 18 meters of that impaled enemy. The magic happens here, since the damage calculation for reapplied blast procs looks like this: Runaway blast multiplier = 0.3 * ( 1 + 50% * [Dante's ability strength] ) * ( 1 + [Melee Elementalist bonus] ). The only thing that really matters is that this number is greater than 1, since it'll scale exponentially with the number of reapplications.
But then it REALLY runs away when you get to 10 stacks on any one enemy, since on average 3 or 4 of them well be reapplied, and influence will once again spread them to the whole crowd, but now the big explosion that you get at 10 stacks will deal 10x the damage of regular procs, which itself can also reapply to any enemies caught in its radius as another new proc, and then each of THOSE enemies can spread it around via influence! It just keeps going and going until everything around you dies - but it all happens basically instantaneously because everything is accumulating more than 10 blast procs per frame. For the record, I even saw an 11M explosion tick during testing.
Blast be blastin'.
Forgot to mention that it seems like Dante's passive also boosts the reapplication chance for vulnerability serum, though I'm not sure if the final amount is 85% or 52.5%. I can only confirm that it's abnormally easy for status effects to reapply themselves even when pageflight isn't active.
Fun fact: If you shoot impaled enemies with a pistol using secondary encumber, electric and gas aoe damage can also proc encumber, lol. Tested with bronco prime incarnon using rain of lead along with lethal torrent, barrel diffusion, perpetual agony, stunning speed, dizzying rounds, pistol pestilence, scorch, and jolt.
According to this page this weapon needs 180 + 45 + 45 which somehow equates 360????? that's 270, someone fix that!
Dang, Turns out you need two of each weapon part, so the page is fine as it is
Evolution 3, Seismic Slam does not seem to increase the radius of heavy slams.
Nah it works, if you were testing in the simulacrum then it wouldn't have applied until you leave. But if you meant the range for impalement, then yeah, sucks that it doesn't affect that.
The Ruvox blade seems to only drop from Steel Path Disruption. That wasn't mentioned anywhere here.
A few people have mentioned the DoT damage on the heavy slams being very high.
I have not tested this, but if you recall, Dante's Pageflight originally was bugged to increase status effect damage as well as the chance. This was later fixed and then reimplemented officially.
My speculation is that Vulnerability Serum, despite the description, may also increase status effect damage.
Furthermore, when you apply a bunch of AoE elemental procs all at once, the damage ticks are quantized and displayed as a single number per enemy- so if you heavy slam a group and apply a gas proc, each tick will display the combined total of both the enemy's personal gas proc, as well as the damage it's taking from adjacent enemy's procs.
Of course, with that said, put Melee Influence on this, mod for electricity and gas, and, frankly, it doesn't really matter if Vulnerability Serum is bugged or not. Shockwave Synergy lets you build melee combo ridiculously quickly against groups of enemies, and those heavy slams are going to take your melee combo multiplier into account. And Melee Influence is going to spread the aoe status effects everywhere, which will be hitting everything around them.
Also, it gives me a third jump, so I kind of love this weapon.
I can confirm that the crazy damage numbers on this weapon aren't just from proc quantization; you can see them rapidly scale up from 20-ish to 20k-ish with only voltaic strike installed. Vulnerability serum seems to grant a flat status chance bonus to AOE status ticks and exponentially stack actual status damage vulnerability each time one of those ticks procs a new instance of its status effect. This results in a potential feedback loop within the range of an AOE status effect where 2 or more enemies can pass around ever-more-powerful status procs. What's more, melee influence actually synergizes with this by extending the effective range to 18 meters instead of whatever the normal range of the status effect is. I was trying to see how viable the new version of blast was with this, but most of the time the electric procs grew too quickly to notice anything. There were a few times when I had just the right amount of enemies at just the right distance from each other where I was getting so many 1-damage blast procs passed around that it dropped my game from 144fps to about 7fps, but eh, not really useful beyond proving the existence of the feedback loop. I did at least see one blast proc that hit 2.8 million damage, but it's just nowhere near as reliable as gas and electric are.
Another wild thing I found out was that you don't even need to apply the status effect from ruvox itself, you can use another weapon or an ability and as long as the status ticks at any point while enemies are impaled close enough to each other you'll see the runaway damage numbers. Coil horizon is a fantastic choice because of this, but ensnare is also great since it doesn't ragdoll enemies so they can be impaled as soon as they bunch up.
Turns out OP was half right: quantized status ticks are limited to a maximum of 10 on screen at once, and so they draw from roughly 1/10 of active stacks when calculating tick damage. That is, if you have 20 stacks of toxin on an enemy, each tick will appear to be doing twice the expected damage, because quantization is causing ticks to display the damage from 2 stacks each. Then, the quantized damage from the tick is used as the "modded base damage" when vulnerability serum causes a toxin tick to reapply itself. This is actually a pretty stable state for statuses like toxin, since they tick 10 times maximum over 6 seconds for a total of 60, 35% of which is 21, so the damage per tick creeps upward extremely slowly while tending to maintain the number of stacks so long as the afflicted enemy stays impaled. The point being, of course, that when something like electricity or gas ticks, it's using the total damage of all stacks as the base damage when it reapplies.
Ah dangit, I misspoke at the top - it's 1/10 of active stacks per tick for toxin status, but all stacks for gas and electric. This is part of why toxin damage grows so slowly by default compared to gas or electric.
Why is it listed as "Dante's signature weapon" on the wiki? There is literally no point in mentioning this as there is zero special interaction when used with Dante.
Devstream 176.
Probably DE was too late to give Dante a good signature weapon and they simply forced the only one they had ready to launch in the update even though it didn't make any sense with a "mage" warframe, while the next warframe will have 3 signature weapons.
A signature weapon that is completely unrelated to Dante's theme, I don't remember seeing in fiction stories the wizard character who is associated with technical knowledge, using his own hands and physical exhaustion to attack his opponent, they normally use tricks or ranged attacks to protect the body's own physical disability. Honestly, I don't see any logic in a wizard punching and running after targets like an unprepared fighter.
There is also a very common concept among self-taught people that knowledge will always be above physical exhaustion.
Maybe DE staff reads Fairy Tail or is looking forward to Wizard of Legend 2〜
This thing deletes huge crowds with a gas/electric build; something about vulnerability serum and the spikes lets it ramp up status damage REALLY fast - status effects applied by the spikes can reapply themselves at exponentially increasing strength each time they pop off a damage tick, to ANY impaled enemy. I went to the simulacrum, spawned 2 lv. 205 corrupted bombard eximi, peeled off their overguard before impaling them side by side, and watched a pair of electric procs start off at 6 damage and ramp up to the hundred thousands over the course of like 4 ticks. As far as I can tell, it grows exponentially not just over time, but also with how many enemies get caught in the status tick aoe; grouping 20 bombard eximi with coil horizon kills them all on like the second damage tick using the same build as above, which was just the 3 electricity mods + WW + melee prowess.
It works if all the enemies are the same, but if theres a mix of strong and weak units, the fodder will die and then there's not enough left impaled to kill the strong units. If you take off overguard before impaling, then maybe the fodder would live long enough to scale onto the eximus units
Idk why but with gas, it deletes enemies
Is there any indication that Ruvox is Dante's signature weapon? The weapon description doesn't mention Dante, it doesn't have a passive connected to Dante, and the update notes don't call it Dante's signature weapon.
Weapon so weak, dante disown them lol
Devstream 176.
Weapon is not weak at all you just dont know how to build weapons with anything other than viral and slash
The duration of the impalement scales with combo multiplier. Looks like it gives 1 sec per multiplier
…and while enemies are impaled they are open to (ground) finishers
In theory. In practice you can't ground finisher a lot of impaled enemies
Is Void spike affected by slam range?
Is it effective against all enemies within slam range?
If you use it with gas, you can break the game
https://www.youtube.com/watch?v=UclmpSXeSeE
I was impressed when I saw those tick numbers.
I was REALLY impressed when I saw you had no mods equipped. Damn, son.
No way that's staying, but dear me is it hilarious
We've gone through a number of tests to finish this weapon... To be honest, I think it was all for nothing.
The 100% impact was Primed Heavy Trauma's second PPP, with strong base damage, and the Gauntlet's unique quick strike could be expected to recruit SI.
In fact, everything is concentrated in the Incarnon form and there is almost no room for SI, and due to its low base damage and slow attack speed, Primed Heavy Trauma was deemed to be a PPP substitute to stick in and there was no room for two in the slot.
The conclusion was that it would be better to set the default combo counter to x3 so that it can always transform, and use it to suck in enemies with magnetic damage and vortexes. This is the idea.
Seems like the Evolution 2 challenge is broken. just murderized a bunch of waves in Onslaught and none of the Eximus units killed counted even though I was in Incarnon mode as required.
Seem work if you the host.
This weapon is a tat weak imo they should buff it up a bit
A way i think it be buffed is instead of a only 100% puncture conversion a 200% should buff its dmg a lot and maybe a forced slash proc on heavy attacks/heavy slams should be enough of a buff or an even better idea is to keep the 100% puncture conversion but also add an additional ???% slash so it has slash
This weapon is shockingly ass, especially for a patch dedicated to fixing slam attacks lol
Everything with this weapon is bad. Bad incarnon form, bad incarnon gimmick, mostly (not all) bad perks... Who thought making its incarnon form worse than base form? And then making all T5 perks related to its incarnon gimmick?
Really a shame of a weapon.
Can't get it to evolve to 2nd stage. Took off companion in case they were killing them and nope. Really wanted to try some slam shenanigans but even in first stage it feels weak for an incarnon.