This is Valkyr, the tormented, the experiment.
Valkyr was crafted from torment, Tenno. Take control of her rage.Release Date: November 20th, 2013
Valkyr is a berserker-themed Warframe. Driven by feral rage, her attacks rend her prey with fury and ferociousness, while her tortured cries break the imposing silence of the Tenno presence. Valkyr was unleashed in Update 11.0 (2013-11-20).
Acquisition
Valkyr's main blueprint can be purchased from the Market. Valkyr's component blueprints can be obtained from defeating Alad V on Themisto, Jupiter.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, Valkyr'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
Previously having thrived among the Tenno in her original Gersemi form, Valkyr is known for her capture and subsequent torment at the hands of Alad V. The Warframe-obsessed Corpus scientist brought Valkyr to his lab on Jupiter, where she was restrained and subjected to harsh experiments, including having her skin flayed. This mad science would greatly expand the Corpus' knowledge of Warframe design and influence the design of their own robotic proxies, and consequently left Valkyr visibly scarred, maddened, and enraged. Upon comparison with Gersemi, it can be seen that Alad V has added forearm restraints and gauntlets relating to the claws in her fourth ability Hysteria. This addition may have been inspired by the armor on her original Prime Design.
Valkyr's skin was used as the outer armor for the Zanuka prototype, Alad V's companion proxy— hybridized with components from several Warframes.
Valkyr's abilities reflect her madness, accompanied by cries of anguish. It is not confirmed whether Gersemi shared these cries, though it is likely, since her Prime version does due to torture at Orokin hands.
Notes
Trivia
- "Valkyr" is derived from Valkyrie. According to Norse mythology, the Valkyries were a host of divine creatures in service of the gods that brought the "chosen" among the fallen up to Valhalla (a majestic, enormous hall located in Asgard where the gods resided). It was generally believed that dying in battle with your honor intact was a sure way of being chosen.
- This is further reinforced by her Kara Helmet and her Gersemi Skin, both of their names having ties to Norse mythology.
- Thematically, Valkyr's design was inspired largely by felines:
- Valkyr has visible claws on both her hands and feet, and
Hysteria gives her an additional set of claws on her hands which accents the ability's wild, feral nature.
- Her Bastet Helmet, is named after Bastet, the Egyptian Goddess of Home and Family, who was commonly depicted with a cat's head.
- Her Passive – added knockdown recovery bonus and immunity to heavy landings – belie a feline's agility.
- A now-patched bug unintentionally caused any equipped Whip to extend while
Hysteria was active, giving the appearance of a tail.
- Valkyr has visible claws on both her hands and feet, and
- Before Update 23.0 (2018-06-15), Valkyr was the only Warframe which has human-like audible cries, voiced by Digital Extremes community coordinator, Megan Everett.
- Valkyr is the second Warframe to replace Alloy Plates with Circuits in her construction, following
Saryn.
- Valkyr is one of four Warframes
Chroma,
Nidus and
Nekros, to have a special Auxiliary attachment slot which is used for Valkyr's Bonds and Valkyr Prime's Chordalla Prime accessory.
- Valkyr's prominent orange color may be a reference to the orange prison suit some prisoners wear when held in custody.
Our long deathless winter has left us numb. Our wasted animal within, ugly and gaunt, hibernates beneath our shimmering beauty. Why do these Warframes stir us so? They burn with our lost desires, lost instincts. Tenno tamed, but only just. Cast and hunted as game. Trapped and tortured, yet they remain... animals.
Less than their human seed, gnawing their limbs from the snare, devouring a banquet of suffering, obese with heat and acid... and rage.
That is why they will destroy us.Release date: November 22nd, 2016
Valkyr Prime is the Primed variant of Valkyr possessing higher Armor and Energy capacity, as well as an additional
polarity. Valkyr Prime was released alongside
Cernos Prime and
Venka Prime.
Acquisition
Unlike most Prime gear, Valkyr Prime is permanently unvaulted, with relics being obtainable through Abandoned Derelict Caches in Corpus Railjack missions.
Vaultings
- On September 11th, 2018, it was announced that Valkyr Prime, alongside
Cernos Prime and
Venka Prime, would enter the Prime Vault and be retired from the reward tables on September 25th, 2018. Any preexisting components or fully-built frames will remain as is.
- Valkyr Prime, alongside
Cernos Prime,
Venka Prime,
Saryn Prime,
Spira Prime, and
Nikana Prime, were again available from September 3rd, 2019 to November 19th, 2019.
- Valkyr Prime was also available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
Notes
- Valkyr Prime, compared to
Valkyr:
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Valkyr Prime has the second highest base Armor at 735, with
Qorvex surpassing her at 875.
- Valkyr Prime's
Rip Line shoots out multiple lines when targeting enemies. This effect is purely cosmetic, and does not impact the damage of the ability.
- Valkyr Prime's
Hysteria emits an additional rolling energy circle on her gauntlets.
Trivia
- Building Valkyr Prime will also grant players a Chordalla Prime auxiliary attachment specifically for her. This makes Valkyr Prime the first Warframe to feature an auxiliary Prime cosmetic item free of charge upon construction.
- The design for Valkyr Prime, along with the
Cernos Prime and
Venka Prime, was unintentionally leaked in Update 19.0 (2016-11-11), visible as a preview from chat item linking.
- Valkyr Prime initially did not have a fully narrated and animated introduction video on release, unlike the three previous Primes before her (Saryn, Vauban, Nekros). A full introduction video with narration was only released for Valkyr Prime after the release of Banshee Prime.
- Valkyr Prime's introduction video is the only one that does not mention Valkyr by name.
- When seen from above, the metal crown and horns on Valkyr Prime's head resembles the outline of a Void Key, a suitably gilded variation of the horns on Gersemi.
- Valkyr Prime, along with
Nyx Prime, are the first Prime Warframes to be permanently unvaulted and become available with no time limit to acquire.
Media
Valkyr is nimble, able to recover from
Knockdown 50% faster and is immune to Hard Landings, landing with no touchdown delay.
- Valkyr's immunity to hard landings prevents her from triggering
Heavy Impact.
Abilities
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Rip Line Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location. Introduced in Update 11.0 (2013-11-20) |
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Info
- Valkyr expends
25 energy to fire a grappling hook that covers a range of
25 / 40 / 60 / 75 meters. If the hook hits terrain, Valkyr will be pulled towards the hook's location. If an enemy is hooked, they will be
Ragdolled and pulled towards Valkyr's location while dealt
300 / 400 / 500 / 600
Slash damage.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- The more vertical the pull of Rip Line is, the stronger it will be, making it far more effective at vertical traversal than horizontal traversal.
- Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- If Rip Line is successfully cast within a window of
1 second after the previous cast, its damage will be multiplied by 200%, and its energy cost will be reduced by 50%. Any successful cast thereafter will multiply Rip Line's damage by 400% and reduce its energy cost by 75%.
- Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed
Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
- Combo window cannot be decreased below 0.5 seconds.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage and energy cost will reset.
- Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed
- Rip Line's pull does not affect bosses with the exception of the Zanuka Hunter, Ambulas, and The Grustrag Three.[citation needed]
- Despite having a noticeable visual and audio effect, Rip Line is silent.
- Rip Line is a one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. However, when casting on enemies (while grounded) will cause interruption.
- Will not disrupt
Shade's
Ghost or a
Huras Kubrow's
Stalk.
- Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time.
- Cast delay of ~0.9 seconds is affected by Casting Speed.
- Rip Line when used targeting Nullifiers will pass through the shield. When moving through the shield, momentum is preserved and Rip Line will not be cancelled.
Augment
- Main article: Swing Line
Swing Line is a Warframe Augment Mod for Valkyr that enables the ability to, after an initial cast of
Rip Line, grant successive uses of Rip Line without using energy if cast while airborne and inside the combo window. It also passively increases Parkour Velocity.
Tips & Tricks
- This is another alternative ability for players to take advantage of heights quickly, similarly to
Wormhole or
Tail Wind, pulling Valkyr to elevated areas which are not accessible with traditional movement.
- While being pulled, Valkyr can perform a divekick by crouching (default Ctrl ). If Valkyr is too close to the ground, crouching will cause her to slide instead.
- As Rip Line is silent, it can be used as a mean of disposing enemies without alerting nearby units during stealth playthroughs.
- Rip Line will consistently mutilate enemies killed by the hook, as with heavily Slash-focused weapons. The pieces of their dismembered corpse will also be flung in Valkyr's general direction.
- Can be very helpful when used in tandem with a Desecrating
Nekros, as each corpse will yield its own loot.
- Can potentially impede stealth play, as enemies may become alerted at the sight of either corpse. Targeting selectively and thinking ahead should help avoid such situations.
- Can be very helpful when used in tandem with a Desecrating
- Pulled enemies that were not killed immediately are laid prone, setting them up for Ground Finishers.
- It is possible to Rip Line onto a rocket fired from an
Ogris.
- Very effective during Capture missions as it can bring the target near Valkyr or her teammates.
- Actively moving forward (default W ) before and while being pulled will increase your overall travel distance. Movement speed bonuses such as
Volt's
Speed or
Zephyr's
Jet Stream may increase this further. [Further testing required]
- Sprinting and
Maglev make no noticeable impact on speed or distance, however.
- Sprinting and
- Very effective in PvP, as it allows the user to either quickly travel around an arena or pull and knock-down the opponent, rendering them an easy target.
- Will trigger the robotic mod
Odomedic.
Bugs
- Very rarely, attempting to pull an enemy with Rip Line will neither damage nor pull the them. Additionally, the line itself will remain tethered between Valkyr and the enemy until it is killed. (See picture)
Rip Line remaining tethered to an enemy
- When used on a sloped part of ground, occasionally Rip Line will slowly pull Valkyr forwards then launch her upwards into the air.
- Continuous use of Rip Line in a short period of time may cause Valkyr to be pulled out of the map on Grineer Asteroid tilesets.
- Casting Rip Line while going up Corpus Gas City elevators causes her to fall through them, leaving her trapped within the shaft.
- Despite Rip Line being fully silent, killing unalerted enemies will not trigger Stealth Kill Affinity and cancels the stealth kill counter.
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Warcry Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies. Introduced in Update 11.0 (2013-11-20) |
![]() 15 / 20 / 25 / 50 % (speed buff)25 / 35 / 45 / 50 % (armor buff)
15 / 20 / 25 / 30 % (slow) |
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Misc: 75 % (slow cap) | |||
Subsumable to Helminth |
Info
- Valkyr expends
75 energy to let out a rallying cry, affecting her allies and enemies within
15 / 20 / 22 / 25 meters. Affected allies will gain
15% / 20% / 25% / 50% Attack Speed and
25% / 35% / 45% / 50% Armor, while affected enemies are
Slowed
15% / 20% / 25% / 30%. The effects last for
7 / 10 / 12 / 15 seconds.
- Attack Speed bonus is additive to mods (e.g.,
Fury).
- The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
- For example, a Valkyr with a max rank
Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to:
Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) =
600 × (1 + 1 + 0.5 × (1 + 0.3)) = 1,590
- For example, a Valkyr with a max rank
- Slow is capped at 75%.
- Warcry affects other Warframes, Companions, Hostages, Defense objectives, Shadows, and Specters.
- Attack Speed bonus is additive to mods (e.g.,
- Warcry cannot be recast while active.
- Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls out-of-bounds, Warcry will be dispelled from the entire squad.
- Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
Augment
- Main article: Eternal War
Eternal War is a Warframe Augment Mod for Valkyr that extends
Warcry's duration for each melee kill.
Tips & Tricks
- By combining a fully ranked Warcry with a Sentinel with
Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
- Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
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Paralysis Valkyr unleashes her shields, stunning and damaging enemies around her. Introduced in Update 11.0 (2013-11-20) |
![]() 400 / 600 / 800 / 1000 (knockback strength) |
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Info
- Valkyr expends
5 energy and unleashes 33% of her shields,
Stunning enemies
5 / 7 / 8 / 10 meters while damaging them by her current shields multiplied by 200% / 250% / 300% / 350% as
Impact damage and
Knockback with a strength of
400 / 600 / 800 / 1000.
- Damage bypasses obstacles in the environment and is increased by body-part multipliers.
- The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied.
- As an example, if Valkyr has 150 shields and a max ranked
Intensify at the time a rank-4 Paralysis is cast, Paralysis will deal:
Shields × 3.5 × (1 + Strength Mods) = 150 × 3.5 × 1.3 = 682.5 damage. - Valkyr's shields will be reduced to:
Shields × 0.67 = 150 × 0.67 = 100.5 shields.
- As an example, if Valkyr has 150 shields and a max ranked
- Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
- Overshields contribute to Paralysis' damage.
Augment
- Main article: Prolonged Paralysis
Prolonged Paralysis is a Warframe Augment Mod for Valkyr that causes
Paralysis to pull affected enemies towards her and inflict
Knockdown.
Tips & Tricks
- Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
- Installing a decent
Redirection and
Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
- Redirection increases the damage dealt through greater total amount of shields lost.
- Fast Deflection helps recover lost shields quickly.
- Extended uses of this ability will recommend installations of
Vitality and
Steel Fiber mods in order to overcome damages after the Paralysis effects.
- The way Paralysis is treated is similar to
Banshee's
Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
- Paralysis can be used within the duration of
Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
- This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
- This ability synergizes well with Squad Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
- In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.
Bugs
- When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.
- Paralysis only does approximately half the damage it should.
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Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20) |
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Misc:
1% / 2% / 4% / 5% (lifesteal) |
Info
- Overcome with rage, Valkyr unleashes a pair of energy talons, the
Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal
100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
- Damage is affected by
Ability Strength and most mods.
- As an example, with a maxed
Pressure Point,
Shocking Touch and
Intensify, the normal attacks of a rank-3 Hysteria will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mods that can be equipped on and affect
Valkyr Talons include:
- damage (e.g.,
Steel Charge)
- physical damage (e.g.,
Jagged Edge)
- elemental damage (e.g.,
Shocking Touch)
- faction (e.g.,
Smite Corpus)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- Status chance (e.g.,
Melee Prowess and
Vicious Frost)
- attack speed (e.g.,
Fury and
Berserker Fury)
- range (e.g.,
Primed Reach)
- Tennokai (e.g.,
Dreamer's Wrath)
Condition Overload
Healing Return
Relentless Combination
Shattering Impact
- damage (e.g.,
- Valkyr Talons can not be equipped with Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.
Amalgam Organ Shatter).
- Riven Mods are not generated for Valkyr Talons.
- The combo counter will reset when equipped with
Xoris.
- Hysteria's combo counter decay is affected by
Naramon's
Power Spike
- Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
- For example, a maxed
Life Strike and a rank-3 Hysteria will yield
Base Lifesteal + Lifesteal Mods = 5% + 20% = 25% lifesteal on heavy hits.
- For example, a maxed
- As an example, with a maxed
- While active, Valkyr becomes Invulnerable to damage and Status Effects.
- Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
- Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
- Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
- Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as
Impact damage.
- The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters.
- Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
- The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
- Stored damage dealt bypasses shield gating and can kill instantly if too large.
- Stored damage is reset upon swapping weapons.
- Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
- Since enemies need line-of-sight, invisibility prevents the damage.
- After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds.
- Hysteria costs
25 energy to activate, then consumes
2.5 energy per second at 0% while active. The cost will increase by an additional
2.5 until it caps out at
15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
- Valkyr cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria.
- Hysteria's energy drain is not converted into shields by Augur Mods.
- Hysteria costs
- Hysteria is affected by and can trigger Warframe arcanes,
Exodia Might , and
Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
- While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
- Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
- Cast time of 1 second is affected by Casting Speed.
- Hysteria's attacks can damage enemies across the Rift Plane.
- Some of the passives of the Incarnon melee weapons work on Hysteria.
Weapon
- Main article: Valkyr Talons
Valkyr Talons are Valkyr and
Valkyr Prime's signature Exalted Weapon, summoned by activating the ability
Hysteria. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate
and two
polarities.
- Negates the infinite combo extender of
Xoris, resetting combo count on activation.
Advantages:
Disadvantages:
Stance
- Main article: Hysteria (Stance)
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating
Valkyr's fourth ability,
Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | |||||
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Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ![]() | ||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ![]() | ||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ![]() | ||||||
Block (While Blocking) |
Delirium | 416.7%/s | 2.4s | ![]() | ||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ![]() | ||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ![]() | ||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ![]() | ||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ![]() | ||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ![]() | ||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 0.0%/s | 0.7s | ![]() | ||||||
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Augment
- Main article: Enraged
Enraged is a Warframe Augment Mod for Valkyr's
Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in
Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria.
Tips & Tricks
- There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
- Turning 'Color Correction' off in Options > Display can alleviate this issue.
- Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
- This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
- It's preferable to use
Steel Charge over
Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
- It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
- Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
- Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her
Paralysis ability.
- This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
- Overguard renders Valkyr immune to energy loss caused by Ancient Disruptors which can otherwise cause Hysteria to end unexpectedly in infested missions.
- Overguard can be easily obtained by summoning and un-summoning an archgun.
Bugs
- Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
- Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
- If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Strength Mods | Duration Mods | Range Mods |
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Update 36.0 (2024-06-18)
- Fixed loss of function as Valkyr after entering a Nullifier Bubble during Hysteria.
Hotfix 35.5.7 (2024-04-17)
- Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped.
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:
VALKYR Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150) Armor: Base Rank - 630 (from 600)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)