This is Gara, the unbreakable warrior. Manipulator of glass, she fractures the resolve of her enemies.
The shattered remains of her enemies are all that Gara leaves behind. Tread lightly.What is known of the ancient warrior known as Gara comes to us from folklore and oral tradition. It is said that she was Unum's closest companion, and that when the Lotus instructed her children to flee Gara remained, refusing to leave the side of the one she loved best.
When the Sentient was done razing a great many other Towers, when it turned its myriad eyes and receptors toward the Unum, it was Gara who gave herself to protect her friend - shattering the Sentient. The mindless monstrosities that now stride the Plains - the Teralysts - are all that remain of it.Release Date: October 12th, 2017
Clad in lustrous vitrum, Gara sunders her foes with adamantine shards, reflects enemy attacks through enchanted mirrors, and reshapes the landscape with molten crystal. Gara crystallized in Update 22.0 (2017-10-12).
Acquisition
Gara's main blueprint is awarded upon completion of the Saya's Vigil quest. Gara's component blueprints are acquired from Plains of Eidolon Bounties. Additional main blueprints can be bought from Cephalon Simaris for 50,000 Standing.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.
Alternatively, upon completion of The Duviri Paradox, Gara's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Lore
- Main article: Saya's Vigil
Gara, the Glass Warrior, served the Unum, a mysterious and reclusive being whose Orokin Tower-body was beset by a massive Sentient. This Sentient, whose powers waned between dusk and dawn, would attack the Unum's Tower by nightfall and retreat by morning. Forbidden to attack the Sentient at the peak of its power, Gara would search for the colossal being during the daylight. To aid in her search, the Unum seeded Temple Kuva to the wildlife, which would connect their consciousness and allow the Unum to discover the Sentient's hiding place.
However, the Sentient captured the fauna and discovered it could use the Kuva to restore its long-lost ability to reproduce. Thus, its attacks escalated, forcing Gara to take decisive action. Carrying a bomb in her chest, Gara gave her life to destroy the Sentient as it descended on her mortally wounded body, detonating the bomb and scattering the Sentient across the land that would be known as the Plains of Eidolon, ending the threat to the tower. However, the threat of the Sentient still lingers, taking the form of the mindless Eidolons that wander the plains at night in search of its missing fragments to become whole once more.
In present day, the Ostron researcher Onkko from Cetus disappears in an effort to prevent Gara from falling into Grineer hands. His wife Saya accepts the Tenno's help to find Onkko, coming across a case locked with a glass key. While finding the glass fragments needed to open the case, the Lotus performs a harmonics sweep on the glass key and discovers a blueprint for Gara hidden within.
Notes
Trivia
- Gara's name is based off of the Japanese loanword for glass, Garasu (ガラス).
- Gara is also the Yoruban word for crystal.
- Gara's glass accents are tinted with the chosen Warframe energy color.
- Before Update 30.3 (2021-05-25),
Splinter Storm would cosmetically remove Gara's glass armor. This feature was removed due to player request; however, a toggle could not be implemented to avoid potential game-breaking glitches.
- Gara's feet remain in the same positions between all of her primary and secondary Idle Animations.
- Gara is the first Warframe to require open-world resources to manufacture.
- Gara is the 34th Warframe to be released (excluding Primed and Umbra variants).
- Gara is the second known frame to have participated in the Sentient War, the first being
Mirage.
- Gara is the first Warframe whose component blueprints are acquired from Bounties.
- Gara is the first known Warframe to actually defeat a Sentient, namely Eidolon, during The Old War.
- Gara is the first Warframe with 3 signature weapons, covering all mundane categories.
Of all our sleek gargoyles, our Void-born masquerade, how to honor the one who volunteered willingly, knowing the truth? Whose little act of courage - twinkled like a petty Ayatan, before our golden indifference?
And Nihil cried: "Glass her, for her presumption!" Until the arches rang with laughter. So be it. I shall encase you in crystal most fine. That the purity of your stigmatization might shard the sunlight itself.
The unbroken. Gara.Release Date: May 25th, 2021
Gara Prime is the Primed variant of Gara, possessing increased Health and Armor, as well as an additional
Polarity. Gara Prime was released alongside
Astilla Prime and
Volnus Prime.
Acquisition
Vaulted
Crafting
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 25,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 5 |
Time: 3 Day(s) |
Rush: ![]() | |||||
![]() ![]() |
|||||
Gara Prime Neuroptics Blueprint | |||||
![]() 15,000 |
![]() 10 |
![]() 2 |
![]() 1,500 |
![]() 6,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gara Prime Chassis Blueprint | |||||
![]() 15,000 |
![]() 7 |
![]() 2,150 |
![]() 250 |
![]() 8,750 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
Gara Prime Systems Blueprint | |||||
![]() 15,000 |
![]() 2 |
![]() 2 |
![]() 1,350 |
![]() 4,375 |
Time: 12 Hour(s) |
Rush: ![]() |
Notes
Trivia
- Gara Prime is the fourth Primed Warframe to have Signature Weapons, after
Octavia Prime,
Atlas Prime, and
Banshee Prime.
- Despite her base version featuring
Fusilai as a signature Weapon, Gara Prime did not feature a Fusilai Prime.
- Despite her base version featuring
- Gara Prime is the eighth Primed Warframe whose non-Primed variant was unlockable through a quest (Saya's Vigil), after
Octavia,
Inaros,
Titania,
Atlas,
Mirage,
Limbo, and
Chroma.
Media
When casting an ability, Gara's glass body has 15% chance to
Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- Can affect enemies with Overguard.
- Can affect enemies inside a Nullifier Bubble.
- Enemies must be within Line of Sight of Gara to be blinded, but do not have to face toward Gara.
- Can refresh blind duration on currently blinded enemies when the passive procs again.
- Affects enemies crystallized by
Mass Vitrify.
- Melee finisher damage benefits from the damage multipliers of
Splinter Storm and Mass Vitrify.
Abilities
Info
- Gara expends
25 Energy to thrust her glass longsword with
5 / 6 / 8 / 10 meters range toward the aiming reticle, dealing
500 / 600 / 700 / 800
Puncture damage and knocking back all enemies within 0.75 meters radius from the blade. Holding the ability key instead sweeps the glass longsword from left to right in a 225° arc in front of Gara, dealing
500 / 600 / 700 / 800
Slash damage to all enemies within reach and bashing them away in a
Ragdoll state in the direction of the sweep.
- Shattered Lash has innate punch through, bypassing entities, walls, and obstacles in the environment.
- Shattered Lash also bypasses Gara's Mass Vitrify barrier, dealing damage from both the sword and the explosion to enemies struck.
- Shattered Lash has a 1.0x critical multiplier, 0% critical chance, and 0% status chance.
- Thrust and sweep damage are affected by
Ability Strength, the Melee Combo Counter, certain mods and arcanes, and some weapon traits.
- Shattered Lash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with
Venka Prime equipped at 13x combo.
- The mod stats that affect Shattered Lash include:
- Base damage buffs, such as
Pressure Point,
Steel Charge,
Arcane Fury, and
Melee Retaliation.
- Physical damage mods such as
Jagged Edge.
- Elemental damage buffs such as
Molten Impact and
Melee Exposure.
- Critical Chance buffs, such as
True Steel,
Blood Rush, and
Arcane Avenger.
- Shattered Lash has 0% Critical Chance by default.
- Critical Damage buffs, such as
Organ Shatter and
Magus Aggress.
- Shattered Lash has 1x Critical Damage by default.
- Status Chance mods, such as
Melee Prowess and
Weeping Wounds.
- Shattered Lash has 0% Status Chance by default.
- Base damage buffs, such as
- Weapon specific traits that affect Shattered Lash include:
- Shattered Lash is not affected by:
- Casting Shattered Lash while wielding
Xoris or a weapon that pauses melee combo counter while holstered, such as
Tenet Livia or
Tenet Grigori will reset the combo counter.
- Shattered Lash gains 25% additional damage for each combo multiplier, up to a 3.75x damage multiplier at 12x combo, or 4.0x with
- Shattered Lash's range is affected by Ability Range, while blade knockback radius and sweep arc are not.
- Sweep is not perfectly aligned in a straight line and is similar to a wave-like pattern, allowing Shattered Lash to hit enemies on a slightly higher terrain elevation than Gara past ~90°.
- Thrust and Sweep casting speeds are affected by
Natural Talent and
Speed Drift.
- The firing directions and origin points for Thrust and Sweep are detailed as follows:
- Thrust's origin and aim direction both snap to the environment as they were at the completion of the cast (the very start of the animation), regardless of Gara's orientation or position afterward.
- Sweep's hitbox adheres to Gara's character model, moving with her. Horizontal aim snaps to the aiming reticle at the time of the cast, while vertical angle is always straight in the middle.
- Enemies crystallized by
Mass Vitrify are not affected by Shattered Lash's ragdoll and knockback effects.
- Ability Synergy:
- Gara's Passive allows casting abilities to have a 15% chance to
Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- Casting Shattered Lash on Gara's own
Mass Vitrify glass barrier causes it to break and explode outward, dealing damage to enemies outside the barrier.
- Damage type of the glass barrier explosion is determined by Shattered Lash's thrust or sweep used to shatter the barrier.
- If
Splinter Storm is active and is within the explosion radius of the barrier, 50% of the barrier explosion damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Gara's Passive allows casting abilities to have a 15% chance to
- Shattered Lash's quick cast is a one-handed action that allows Gara to fire and reload weapons, as well as move and perform maneuvers during cast.
- Hold cast is a two-handed animation that stops Gara's movement and other actions during cast.
- Can be cast while in midair.
- While ability is silent, it does not activate stealth multiplier.
- The glass longsword is visually summoned from Gara's left palm and does not possess a grip. Glass shards will constantly break away and fall from the blade as a visual effect, while the longsword fades into and out of existence for the duration of the thrust or sweep.
- The longsword and its particle effects are affected by Gara's chosen Warframe energy color.
- Shattered Lash can damage enemies across the Rift Plane.
- Shattered Lash is affected by and can trigger Warframe Arcanes.
Augment
- Main article: Shattered Storm
Shattered Storm is a Warframe Augment Mod for Gara's
Shattered Lash that, upon shattering
Mass Vitrify, inflicts
Splinter Storm to impacted enemies equal to a percentage of modded Ability Strength.
Tips & Tricks
- Tap 1 for quick cast to thrust the glass sword where you aim, puncturing through all enemies in a line to inflict
Puncture damage, knockdown and knockback. Thrust allows Gara to keep on the move, use Maneuvers, as well as fire and reload weapons.
- Hold the button for hold cast to sweep the sword, slashing all enemies in an arc to inflict
Slash damage, body ragdoll and knockback. However, sweep locks Gara in place during cast.
- Sweep is animation-locked and cannot be aimed upward or downward. However, because the sweep is in a wave-like pattern, it can hit enemies on a lower or higher terrain elevation than Gara depending on the troughs and crests of the wave. You can familiarize yourself with this pattern in Captura mode using the advance time function.
- If enemies are standing on a higher elevation, use Aim Glide (default hold RMB while in midair) and time your sweep to hit them with your blade.
- Modify your melee weapon with base damage, elemental damage, and
Puncture and
Slash damage to maximize potential damage for Shattered Lash. Depending on your preferred attack method (thrust or sweep) and enemies you will face, you can specialize in
Puncture or
Slash damage mods to take advantage of damage type bonuses against different factions.
- Base damage, elemental damage, and physical damage from melee Riven Mods do affect Shattered Lash, further amplifying its damage potential.
- Use
Splinter Storm on an enemy target to amplify Shattered Lash's damage on it.
- Cast
Spectrorage on a cluster of enemies or in the enemy's path to cause them to gather inside the carousel, then use Shattered Lash to thrust at specific targets in a line or sweep the entire group away.
- Crystallize enemies using
Mass Vitrify then attack them with Shattered Lash for increased damage.
- Damage multipliers from Mass Vitrify and Splinter Storm can stack to produce even higher damage output for Shattered Lash.
- Create a Mass Vitrify barrier and strike it down with Shattered Lash, destroying it in an explosion of glass fragments that damage enemies on the outside of the barrier. Thrust or sweep determines the physical damage type the explosion damage will adopt, allowing you to adjust its damage potential against different factions.
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Splinter Storm Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage. Introduced in Update 22.0 (2017-10-12) |
![]() 100 / 150 / 200 / 250 (damage per second) 25% / 30% / 50% / 70% (damage reduction)
15% / 20% / 25% / 35% (damage vulnerability) |
![]() | |||
![]() 1 / 1.5 / 2 / 2.5 m (radius) | |||
Misc: 50% (absorbed damage) |
Info
- Gara expends
50 Energy to shatter her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within
15 / 20 / 25 / 30 meters, lasting for
10 / 14 / 18 / 22 seconds. The shard storm has a radius of
1 / 1.5 / 2 / 2.5 meters, within which enemies and Objects are dealt
100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive
25% / 30% / 50% / 70% Damage Reduction, while her enemies receive
15% / 20% / 25% / 35% Damage Vulnerability.
- Damage per second is distributed between 20%
Impact, 40%
Puncture, and 40%
Slash.
- Damage reduction is capped at 90%, achievable with 129%
Ability Strength.
- Damage vulnerability affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
- Eligible ally targets include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, Excavators and Defense Objects.
- On Defense Objects, the damage reduction is capped at 50%.
- Despite being a Warframe power, Splinter Storm seems to be considered as objects and cannot damage enemies cross the Rift Plane.
- Splinter Storm casted in material plane will not be able to harm enemies in the Rift, even when the affected target later cross into the Rift, and vice versa.
- Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm,
Ferrox and
Tether Grenades.
- Damage per second is distributed between 20%
- Ability Synergy:
- Gara's Passive allows casting abilities to have a 15% chance to
Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- If a
Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
- Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
- Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
- Casting
Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
- If Mass Vitrify's barrier is destroyed by
Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Absorbed damage is also affected by equipped melee mods including:
- Base damage (e.g.,
Steel Charge), elemental damage, and physical damage mods.
- As Mass Vitrify's explosion damage is not comprised of
Impact damage, physical damage mods that affect
Impact have no effect on absorbed damage for Splinter Storm.
- Absorbed damage is calculated after additional damage from mods.
- Base damage (e.g.,
- Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
- Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
- If Mass Vitrify's barrier is destroyed by
- Gara's Passive allows casting abilities to have a 15% chance to
- Casting Splinter Storm stops Gara's movement and actions.
- Can be cast on self when not aiming at an ally or enemy target.
- Can be cast on multiple targets while active.
- Cannot be cast on a target already affected by Splinter Storm.
- The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
- Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
- Glass fragments are affected by Gara's chosen Warframe energy color.
Augment
- Main article: Mending Splinters
Mending Splinters is a Warframe Augment Mod for Gara's
Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Tips & Tricks
- Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation.
- Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on Companions when able to protect them and grant them a pushback aura to defend against melee enemies.
- Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies.
- Damage resistance applies to Overshields, Shields and Health, making rapid regeneration of these stats ideal for endurance.
Arcane Aegis,
Arcane Barrier,
Arcane Grace, Sentinel's
Guardian mod, Raksa Kubrow's
Protect mod, and Taxon's
Molecular Conversion mod are great options to consider.
- Cast on an enemy to increase all damage against that target.
- The pushback effect helps single out the enemy among a crowd for a direct line of gunfire.
- Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it.
- Splinter Storm also damages and breaks Objects in the environment, allowing for easy resource collection such as Iradite on the Plains of Eidolon. However, Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby.
- Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies.
- Cast
Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks.
- Stand next to
Spectrorage's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second.
- This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets.
- Destroy Mass Vitrify's glass barrier using
Shattered Lash, allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second.
- This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets.
- When the Splinter Storm damage counter above the ability icons disappear, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted.
- Splinter Storm will not be dispelled by Violence's
Silence, so players can take advantage of it for The Steel Path missions.
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Spectrorage Trap enemies in a carousel of mirrors, forcing them to attack visions of their true selves. Destroyed mirrors damage their attackers, as does the collapse of the carousel. Introduced in Update 22.0 (2017-10-12) |
![]() 800 / 1000 / 1200 / 1500 (collapse damage) |
![]() | |||
![]() 4 / 6 / 8 / 12 (number of mirrors)2 / 3 / 4 / 6 (collapse threshold)
4 m (charm radius) | |||
Misc: 100 m (cast range)50% (absorbed damage per mirror)
1 (limit of carousels) | |||
Subsumable to Helminth |
Info
- Gara expends
75 Energy to summon a perpetually spinning carousel of
4 / 6 / 8 / 12 spectral mirrors at the targeted location within 100 meters. Enemies within
4 meters from the mirrors are enticed to move inside the carousel and attack a chosen mirror upon seeing their own reflections. Each mirror will break upon receiving
500 / 600 / 700 / 800 damage and release it as spectral energy back to the attacker. When
2 / 3 / 4 / 6 mirrors are broken, the carousel collapses in an explosion inflicting
800 / 1,000 / 1,200 / 1,500 damage to all enemies inside the ring. Spectrorage lasts for
10 / 14 / 18 / 22 seconds or until all mirrors break from collapse.
- Damage is distributed evenly between
Impact,
Puncture, and
Slash.
- Mirror damage is only applied against the enemy that breaks the mirror. Collapse damage applies to all enemies inside Spectrorage and diminishes with distance from the center.
- The carousel expands or shrinks with the total amount of mirrors spawned on cast, and the distance between the mirror line and the center is equal to the charm radius.
- The carousel rotates clockwise constantly, which causes enemies targeting specific mirrors to turn and follow them.
- Mirrors have a higher Threat Level than players. Enemies within the carousel will ignore players as long as there are intact mirrors remaining. This appears to affect Acolytes and can make them stop attacking or using abilities.
- Mirrors do not have collision and will phase through objects, walls, players, and AI.
- Mirrors can path up and down terrain where elevation difference exists.
- Damage is distributed evenly between
- Ability Synergy:
- Gara's Passive allows casting abilities to have a 15% chance to
Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- If a Spectrorage mirror shatters inside
Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
- Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
- Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
- Gara's Passive allows casting abilities to have a 15% chance to
- Casting Spectrorage stops Gara's movement and other actions.
- Can be recast while active. Only 1 carousel of mirrors may remain active per player.
- Can be cast while in midair.
- Cannot be cast without a valid horizontal surface within cast range as well as directly on or below the aiming reticle.
- Spectral mirrors appear as collections of floating glass fragments that emanate energy toward the center of the carousel.
- Upon breaking, the mirrors release their energy while they remain floating in motion.
- Mirrors and their energy color are affected by Gara's chosen Warframe energy color.
- Subsuming Gara to the Helminth will offer Spectrorage and its augments to be used by other Warframes.
Augment
- Main article: Spectrosiphon
Spectrosiphon is a Warframe Augment Mod for Gara's
Spectrorage, that makes enemies that die within its influence have a chance to drop an Energy Orb.
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![]() 4 ![]() +3-5/s |
Mass Vitrify Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward. Introduced in Update 22.0 (2017-10-12) |
![]() 20% / 30% / 40% / 50% (Damage Vulnerability)500 / 750 / 1000 / 1600 (ring segment base health)500 / 600 / 700 / 800 (segment explosion damage)
5x (armor multiplier) |
![]() 10 / 12 / 14 / 16 s (effect duration) | |||
![]() 2 m (ring initial radius)3 m/s (ring expansion rate)8 / 8.75 / 10.25 / 11 m (ring max radius)
8 / 10 / 12 / 15 m (explosion range) | |||
Misc: 3 m (ring initial height)12 m (ring max height)3 s (crystallization time)
12 (ring segments) |
Info
- Gara expends
75 Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is
2 meters, which expands horizontally at a rate of
3 meters per second over
2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of
8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains
3 energy per second, which ramps up to
5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
- Molten glass bypasses all entities, obstacles, and terrain as it expands.
- When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
- Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
- Initial casting animation and release animation are affected by casting speed, from mods such as
Natural Talent and
Speed Drift.
- Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
- Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
- If a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
- Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
- Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for
10 / 12 / 14 / 16 seconds. Crystallized enemies receive
20% / 30% / 40% / 50% Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
- If Gara or allies are affected by a
Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
- On death, crystallized enemies shatter into glass with visual and sound effects.
- Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier. The glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
- The glass barrier consists of a circle made out of 12 individual segments, each possessing
500 / 750 / 1000 / 1600 base health, plus Gara's armor value multiplied by
500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments.
- Barrier segment health uses the following expression:
Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health- With a maxed
Steel Fiber and
Intensify a wall segment would have
(1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
- With a maxed
- Minimum Health added from each enemy affected by the crystallization phase is
Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) - Maximum Health added is
Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10- Whichever formula results in a greater value is used for health added.
- During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
- The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
- Barrier segment health uses the following expression:
- When a segment's health is depleted, it explodes outward and damages all enemies for
250 / 300 / 350 / 400 damage in a range of
5 / 6 / 7 / 8 meters.
- Player and AI interaction with the glass barrier have notable differences:
- Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as
Miter and
Arca Plasmor.
- Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
- Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
- Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
- Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as
- Ability Synergy:
- If Gara strikes her own Mass Vitrify glass barrier with
Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and
500 / 600 / 700 / 800 damage to all enemies within
8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
- Explosion has a damage composition of 18.75%
Impact, 37.5%
Puncture, and 37.5%
Slash.
- Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
- Explosion has a damage composition of 18.75%
- Casting Mass Vitrify will also refresh the duration of
Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
- If Mass Vitrify's barrier is destroyed by
Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
- Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
- Gara's Passive allows casting abilities to have a 15% chance to
Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
- If Gara strikes her own Mass Vitrify glass barrier with
Tips & Tricks
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as
Arcane Blade Charger,
Arcane Fury,
Arcane Arachne and Mods like
Steel Charge and
Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like
Proton Snap,
Boreal's Contempt, and
Nira's Contempt, Syndicate mods
Blade of Truth,
Justice Blades, and
Toxic Blight, Corrupted Mods
Spoiled Strike and
Corrupt Charge, also Melee damage buffs from Melee weapons like the
Lesion synergizing with Mass Vitrify.
- For this offensive purpose, Gara players can opt to eschew Ability Duration to either further augment Range and Efficiency (by, for example, equipping
Fleeting Expertise) or to increase Ability Strength. As this may entail reducing the effectiveness of either
Spectrorage or
Splinter Storm, Helminth may replace one of them for a damage-increasing ability such as
Rhino's
Roar,
Mirage's
Eclipse,
Mesa's
Shooting Gallery, Helminth exclusive
Empower. Arcanes like
Molt Augmented,
Molt Vigor and
Pax Bolt Operator abilities
Sling Strength and
Hardened Wellspring and Archon Shard
Crimson Archon Shard can augment Shattered Lash's base damage which, in turn, will also increase Mass Vitrify's shrapnel explosion.
- For this offensive purpose, Gara players can opt to eschew Ability Duration to either further augment Range and Efficiency (by, for example, equipping
- While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as
- Enemies Vitrified, take 50% more damage from all sources.
- Mass Vitrify will refresh Allies
Splinter Storm timers if they are passing through while Mass Vitrify is cast.
- Mass Vitrify will refresh Allies
Bugs
- Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
- Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
- Operators that come into contact with the ring while it's expanding are slowed down.
Strength Mods | Duration Mods | Range Mods |
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Update 37.0 (2024-10-02)
- The following abilities now apply their Damage Vulnerability against enemy Shields and Overguard (previously they only applied to enemy Health):
- Gara’s Mass Vitrify
- Gara’s Splinter Storm
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:
Hotfix 35.5.8 (2024-04-24)
- Fixed the glass on Gara (base and Prime) being very bright in GI lighting areas.
- The glass from Gara’s abilities still seems to be affected by this - we are investigating.
Update 35.5 (2024-03-27)
- Gara Passive Change
Similarly to the Mirage Eclipse/Prism changes, we realized Gara’s Passive also relied on “standing in light” and, therefore, would have the same issues as Mirage regarding GI Lighting and inconsistent lighting areas. We have removed the scaling with illumination (standing in light) and made the following changes:
- When casting an ability, there’s a base 15% chance to radially blind nearby enemies for 10s.
- Each cast without a blind increases your chances by 20% until it creates a radial blind.
- TOP FIXES
- Fixed bug that prevented Gara’s Passive from being triggered by casting Splinter Storm.
Update 35.0 (2023-12-13)
- Fixed the Dax Equitem going temporarily invisible after teleporting through Gara’s Mass Vitrify.
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:
GARA Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 160 (from 150)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)