Verdilac is the signature whip of Archon Nira. Blocking Combo is replaced by a Tactical Combo that hurls energy waves dealing Toxin damage.
Characteristics[]
- This weapon deals primarily
Slash damage.
- Stance slot has
polarity, matching
Burning Wasp stance.
- Slam Attack inflicts
Electricity procs, and has the largest slam radius of any Whip weapon.
- Unique Block Combo performs up to three strikes, each hurling 2-meter wide energy projectiles that inflict
Toxin damage with 30% Critical Chance and 2.5 Critical Multiplier.
- The combo consists of a 400% strike, a 200% damage strike, and a 500% damage strike.
- Projectile damage is affected by these multipliers.
- Projectiles have a maximum range of 35 meters (1.3s lifetime). Range reduces with each impact against enemy or terrain.
- Speed and distance traveled affected by Projectile Speed (
Zephyr's
Jet Stream).
- Speed and distance traveled affected by Projectile Speed (
- Projectiles explode after reaching its max life for 2
Electricity damage with 0% Status Chance.
- Projectiles have Infinite Body Punch Through.
- Projectile innate
Toxin will combine with elemental mods installed on the weapon.
- The combo consists of a 400% strike, a 200% damage strike, and a 500% damage strike.
Advantages over other Melee weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- High crit chance (30.00%)
- High attack range (3.00 m)
- High crit multiplier (2.50x)
- Energy Wave (wiki attack index 2)
- High crit chance (30.00%)
- High attack range (3.00 m)
- Very high crit multiplier (2.50x)
- Energy Wave Explosion (wiki attack index 3)
- High crit chance (30.00%)
- Above average attack range (3.00 m)
- Very high crit multiplier (2.50x)
Disadvantages over other Melee weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Below average status chance (21.00%)
- Below average disposition (●●●○○ (1.05x))
- Energy Wave (wiki attack index 2)
- Below average total damage (213)
- Below average status chance (21.00%)
- Energy Wave Explosion (wiki attack index 3)
- Very low total damage (2)
- Very low status chance (0.00%)
- Below average disposition (●●●○○ (1.05x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition
Verdilac's blueprint is acquired from Narmer Bounties after completion of The New War.
Item | Source | Chance | Expected | Nearly Guaranteed |
---|---|---|---|---|
![]() |
Narmer Fortuna Bounty Lvl 50-70 Stage 4 / A | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
![]() |
Narmer Cetus Bounty Lvl 50-70 Stage 5 / A | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
![]() |
Narmer Fortuna Bounty Lvl 50-70 Stage 5 / A | 7.50% | ~ 13 Stages | 88 ± 29 Stages |
![]() |
Narmer Cetus Bounty Lvl 50-70 Stage 4 / A | 5.45% | ~ 18 Stages | 123 ± 41 Stages |
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 |
![]() 12 |
![]() 20 |
![]() 10 |
![]() 6 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
![]() ![]() |
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||
---|---|---|---|---|---|---|---|
Block (While Blocking) |
Verdilac Block (unofficial) | 700.0%/s | 4.0s | ![]() | |||
|
Notes[]
- Projectiles have infinite Punch Through but it has random exceptions, like Grineer doors and railings on Grineer Galleons. In these cases the projectile will immediately explode instead of going through.
- Projectiles that explode naturally (after a certain distance or randomly when punching through enemies) deal very minimal damage.
- The player must be not moving forward, sliding, or in the process of slowing down from forward movement in order to utilize the projectile attack, otherwise they will do the forward block attack instead.
- Projectiles do not build combo on hit.
Known Bugs[]
Condition Overload is multiplicative to base damage sources on direct hits from waves.
Trivia[]
- The term Verdilac refers to one of many spellings of a creature of Slavic and Russian folklore, also spelled "Verdilak", "Wurdulac", or "Wurdalak". It is very similar to a combination of vampire and werewolf, however the compulsion of the Verdilac is not to merely drink blood, but it must consume the blood and flesh of its own family and bloodline, converting them into verdilac as well. For this, it is sometimes known as "The Twice Cursed Vampire".
Media[]
Patch History[]
Update 34.0 (2023-10-18)
- Fixed the Verdilac ending up in a broken pose at the end of attack animations.
Hotfix 31.0.8 (2022-01-12)
- Fixed swapping weapons while the Verdilac is mid-animation resulting in it becoming improperly offset from your Warframe.
Update 31.0 (2021-12-15)
- Introduced.
41 comments
This thing made me aware of the screen shake setting. Funny but I never want to experience that shit again
"The player must be not moving forward, sliding, or in the process of slowing down from forward movement in order to utilize the projectile attack, otherwise they will do the forward block attack instead."
Totally Kills the weapon's usefulness. Especially since the whip stances tend to move you around. Dont waste your forma.
Not especially good with melee afflictions arcane. Only enemies in melee range will get ragdolled from the neutral block combo, the projectile itself does NOT ragdoll.
It works great in Albrecht's Labs due to how open the tile set is - very long corridors mean a lot of Murmurs hit by Infinite Body Punch Through
Exceptionally useful on kullervo. Lets you commit your primary and secondary to support (like a rauta and priming nukor) while still having a powerful ranged attack which scales off his ridiculous crit buff. In this context, mod for max crit damage and omit crit chance (except maybe blood rush with the rauta)
With the slam update enabling all damage mods to the slam, would this with a Nira set be capable of some good numbers?
From the future: doesn't seem like it. Whatever calculation it uses doesn't work like old slams as the numbers don't seem to have gone up all that much.
Is the customization on this bugged, or is it intended? Changing the colours doesn't do anything.
Pretty sure it's bugged. It's really weird that it hasn't been mentioned on the page all this time though. I'm hoping I get noticed in a Devshort by Steve while he's reading the chat soon about it
So if i build around the gimmick without combo counter, I should omit blood rush and weeping wounds then?
I think the answer to that is obvious. If you want it to be "viable", you're better off dropping almost anything else for True Punishment and or Relentless Combination so you're not punished for not maintaining combo.
If you just wanna barrage enemies with projectiles, Berserker Fury, Quickening, Condition Overload, a couple 60/60s, and some crit will work. Attack speed buffs from abilities is recommended, the gimmick combo is slow compared to Hate or Exalted Blade.
I'd just like to point out that the default polarity of the Snake Archon's signature weapon does not match the polarity of the Snake-themed stance of the weapon type.
Verdilac, the Snake's Whip, does not use the Coiling Viper Whip Stance by default.
Ok
Not ok
They saved you a forma by giving you the better stance.
Also condition overload on this whip applies an absolute multiplier instead of adding up to other multipliers like pressure point, keep it in mind while making a build for this weapon
Applies a... What?...
They mean that the whip damage multiplier is calculated from total weapon damage, not a multiplier to the weapon damage like pressure point
? you always slot CO over PP unless you spamming heavies or going for max resources slash crit build
"? you always slot CO over PP unless you spamming heavies or going for max resources slash crit build"
The OP is saying CO on this weapon (probably just the energy waves) is multiplicative rather than additive with other sources of base damage. So this is a case where CO and PPP might be used together.
Kind of wish the projectile changed color with the energy color of the weapon.
Interestingly the projectile does damage through the Rift,
Did you even test it before replying?
The projectile still does Toxin damage through the rift as of update 32.
I tested this and you have to be some distance away from the enemy for it to work. Something like 8m or so (no idea why).
The range of the weapon itself prolly
Explosion at the end of the projectile does damage but not the projectile itself which is interesting
Here's a piece of information that could be put under notes. The Verdilac's unique combo is disabled in the MR 19 test, most likely to prevent people from cheesing it by hitting the targets from a long range.
EDIT: Nevermind it does work, I'm an idiot and I somehow wasn't doing it right and now I can't delete my comment for some reason.
Yet you can still cheese it with any gunblade/glaive/skiajati
Wait so you're telling me the whip wielded by the snake archon doesn't get to use the snake-like whip stance, Coiling Viper????
Don't be silly
Did this weapon combo bug recently? I can't achieve the second attack in the combo, it just repeats the first attack infinitely. the same goes with Bullet Dance stance (when doing standing still block attack), but High Noon is ok somehow, some other stances are ok too
OP again, oh my, it is a tricky bug, if I hold the block button all the time and try to attack, it will loop the first attack of the combo, but if I hold block then attack then release and repeat it will the make the combo work... WTF DE! WHY?! (this is the solution I found with my verdilac and bullent dance too, wtf, it is still a problem though)
Swap to primary or secondary when using combos.
How can you change the color of the chain and explosion?
The projectiles can damage-and then proceed to pass through-arctic eximus bubbles and nullifier bubbles both.
After some testing, it appears that its passage uninhibited through nullifier bubbles is true no matter how many it has to pass through, but if it is currently in contact with the nullifier bubble (as opposed to inside it), it will not deal damage to enemies. This is only relevant when dealing with two or more nullifiers in a small area, however.
I was unable to test the limitations it may have regarding arctic eximus bubbles, as I couldn't get my simulacrum to spawn enough in a small area.
I kinda dont understand the "Attack Multipliersand Forced Procs"
1) on the 1st and 2nd hit you have (2xnumber, number), do i read it right as 2x number for projectile + explosion, and 1x number for the whip hit you get at close range ? also the close range hit does normal whip damage (non toxin) right ?
2) on the 3rd hit there is no "2x" .. does that mean the projectile dosnt have explosin or ??
3) the forced procs are on direct hit or on explosion or on both ??
Also could someone add forced procs to the damage table? also i think i have read somewhere that (heavy) slam has forced lightning proc
The first numbers listed are for the whip's actual attack. The multiplier next to them indicates how many times they hit. The second number under that represents the multiplier for the projectile.
Hilariously fun with mirage since all 4 clones do melee attacks as opposed to the 2 shots for guns. Send a whole barrage towards the enemies.
Ye but its also cancer to the eyes because you cant change the projectile color ... or at least i havent found a way to do so
Seems to just be energy color to me.
Play without a monitor and you'll be fine
Is the Blueprint tradeable?
No