Excalibur performing a Stealth Attack with a Dagger. Finisher attacks are special melee attacks that have a custom animation and deal a very high amount of damage. For the available types of finishers see below. While in Stealth, the weapon's level will affect finisher's damage. See #Stealth Attack. All weapon types have individual finisher animations. Heavier weapons tend to perform this action slower than lighter weapons. Players performing finishers are invulnerable for the duration of the animation. Additionally, Finisher attack damage is dependent on the type of melee weapon used and can be increased by  Finishing Touch as well as several Ability Augments (e.g.  Excalibur's  Radiant Finish). ( Primed)  Fury,  Gladiator Vice,  Quickening,  Berserker Fury,  Arcane Strike and the weapon type influence the animation speed of the finisher. This caps at a 33% faster animation with +50% attack speed. The weapon's base attack speed does not affect animation speed. Damage multipliers from finishers factor total weapon damage, equipped mods (including critical chance and critical multiplier mods) will also affect a finisher's final damage. On some enemies (particularly non-quadrupedal and nonbipedal enemies) it is not possible to use a finisher, these include Rollers, Ospreys, Cameras and Turrets. Garuda overrides Front/Back finishers to use claw animations and their respective damage modifiers, which prevents Rumblejack and Rapiers(?) from applying their related status effects as well. Examples of finisher moves can be found in the gallery page. Ground Finisher[] A ground attack finisher with a Skana. Combo Aiming at Downed Enemy + Interact button Execute knocked-down enemies. This attack is performed upon moving close to a downed opponent, and pressing the interact button when prompted. This will not work on most bosses. This attack often will initiate even when not looking down at an enemy, but when contacting an enemy who has been knocked down. Ground Finishers have their damage fully converted to  True Damage. Ground Finishers deal a multiple of the weapon's damage. Different weapon types gain different damage multipliers: Stealth Attack[] Main article: Stealth#Stealth Damage Bonus Combo Approach unalerted enemy from behind + Interact button A stealth attack prompt on an unalerted Lancer A Skana's stealth attack As long as an enemy is unaware of the Tenno presence, a stealth attack may be executed on them. To perform a stealth attack, the player must approach an enemy from behind and activate the stealth attack prompt. Stealth Damage Bonus = 1 + 0.2 × Weapon Rank Weapons with a maximum rank of 40 (such as the Paracesis) instead use the following formula: Stealth Damage Bonus = 1 + 0.15 × Weapon Rank Whether a weapon has a max rank of 30 or 40, a fully ranked weapon will have a stealth damage bonus of 7. Stealth Attacks have their damage fully converted to  True Damage. Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×(1 + Stealth Damage Bonus) Elemental and Physical damage mods only apply half of their bonus before being converted. Stealth Finisher Damage can also be crit: Stealth Finisher Damage = Melee Weapon Damage × Melee Type Damage Multiplier ×(1 + Stealth Damage Bonus + Critical Multiplier) Damage value pop-ups always appear yellow, identical to critical hit damage values (even if the stealth attack did not crit). Special enemies, such as Targets and Wardens, receive extra damage from stealth attacks. Few Bosses can be stealth attacked. Rapier front and back finishers proc  Slash. These slash procs only receive a 4x multiplier instead of an 8x. Stealth Attacks deal a multiple of the weapon's damage. Damage multipliers for each weapon type are as follows: Front/Back Finisher[] Combo Vulnerable enemy + Interact button Parrying a Butcher, then executing an impaling finisher. Through certain abilities and attacks even alerted enemies can be made vulnerable to finisher attacks. Without a prompt the player can perform a finisher on the enemy, if close enough. Enemies in this stunned, vulnerable state also take increased damage through the stealth damage bonus. However they do not grant the affinity bonus of normal stealth kills, if they were alerted beforehand. If they were unalerted when being affected by these effects, they will stay that way for the duration of the stun or blind even when attacked. Damage conversion to  True Damage applies just as for Stealth Finishers. Even if the enemy remains in a stunned or blinded state, a finisher can only be executed once per enemy until they are made vulnerable again.  Inaros's  Desiccation can attack the enemy multiple times during the duration. Stealth Finisher on Nox can also be multiple times. While most melee weapons by themselves cannot open enemies to finishers, all single dagger weapons can after performing a heavy attack. Rear finishers use the same animations as Stealth finishers. Front finishers, for enemies who can be targeted with such, have a different animation. MOAs, for example, cannot be attacked with a Front Finisher, only a Rear Finisher. The Finisher damage calculation formula is the same as Stealth Finisher. Some weapons have different damage multipliers for their Front-Finishers compared their Back-Finishers, with back finishers using weapon multipliers from the Stealth Attack section above. Multipliers for Back and Front Finishers are as follows: Methods to Open Enemies to Front/Back Finishers[] Abilities[] 325 Teleport Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers. Introduced in Vanilla (2012-10-25)  Strength:N/A  Duration:N/A  Range:20 / 45 / 45 / 60 m Misc: Stagger on teleportMelee finisher prompt100 % (energy discount on Blade Storm target) Info Ash expends 25 energy to perform a somersault as he teleports to a target within 20 / 45 / 45 / 60 meters on his aiming reticle. If the target is an enemy, it is staggered and opened to a melee finisher attack. Eligible teleport targets include: enemies, allies, hostages, Cryopods, Excavators, and destructible objects. If the enemy cannot be attacked with a melee 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 stagger. As with  Smoke Screen, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus. Ability Synergy: Teleport costs 0 energy on a marked enemy target during  Blade Storm's Shadow Clones assault phase. Ash will teleport to the targeted enemy and strike it and all remaining marked enemies in a cinematic cutscene sequence. When an unmarked enemy is targeted instead, Ash will attack it once before striking all remaining marked enemies. Requires direct line of sight to a small part of the target to cast. Note that using Teleport on enemies will alert them to your presence, preventing you from receiving the Stealth Kill affinity bonus. Wardens additionally lose the massive stealth attack bonus they receive from normal stealth attacks.Augment Main article: Fatal Teleport Fatal Teleport is a Warframe Augment Mod for  Ash that causes  Teleport to immediately perform a melee finisher upon teleporting to the target, with an additional damage multiplier. Additionally, if the finisher kills its target, 50% of Teleport's energy cost is refunded. Fatal TeleportTips & Tricks Teleport can trigger  Covert Lethality, dealing significant damage. Using Teleport on an unmarked enemy while Blade Storm is active will allow Ash to mark said enemy at no energy cost. Teleport allows for rapid movement through a tileset. The Tips for Teleport in Ash's preview screen show that it can be used to get to any of its listed targets as long as there is Line-of-Sight, but as of now that does not work. It will simply say, "Target Obstructed", or, "Invalid". 375 Silence Using Silence surrounds Banshee in an aura that stuns enemies and will limit their perceptions and tactical response to gunfire and Warframe attacks. Introduced in Update 7.0 (2013-03-18)  Strength:N/A  Duration:10 / 15 / 20 / 30 s  Range:10 / 13 / 15 / 20 m Misc: 2 s (stun duration)Enemy abilities disabled Subsumable to Helminth Info Banshee expends 75 energy to emit a sound dampening aura within 10 / 13 / 15 / 20 meters around her for 10 / 15 / 20 / 30 seconds. Enemies entering the aura will initially experience a sonic disturbance becoming momentarily stunned for 2 seconds; affected enemies remain deafened to sounds which alert them to the direction of nearby combat, as well as become unable to perform special abilities while within Silence's influence. Unaware enemies will not become alerted when affected by the aura and will resume normal behavior after recovering from the stun. Enemies exiting then reentering the aura can repeatedly experience the stun again. Silence will also deafen the caster, muffling all gunfire from friend, foe, and self alike. Enemies immune to crowd control, such as Overguard or bosses, will not experience the stun effect. Enemies under the effect of the aura will not respond to sounds such as gunfire, alarms and death screams, and generally become unable to detect players and other enemies by means other than sight or touch. Unaware enemies will still become alerted when sighting players or taking damage. Taking damage will not inform enemies to the location of the attacking player, but they are still likely to investigate in the direction the attack came from. Enemies that are alert before entering Silence's aura will remain alerted, but may still lose track of players if line of sight is broken. After a brief delay, enemies that do not have line of sight with a player will become susceptible to Stealth Damage Multipliers from melee attacks as long as line of sight remains broken and the player does not come into direct physical contact with the enemy. The ability does not change a weapon's Noise Level from "Alarming" to "Silent". Disables enemies from using most special abilities which are neither a ranged nor melee attack; passive abilities are not disabled. Disabled by Silence: Actively cast buffs & debuffs (Grineer Regulators, Corpus Scrambus Auras, etc) Actively cast shields & attacks (all Eximus special abilities, thrown grenades, ground slams from Grineer, all Ambulas abilities except main gun, etc.) Movement abilities (Osprey's charge, Charger's charge, Leaper's leap, Flameblade's teleport, etc) Hook/pull attacks (Scorpion's hook, Ancient's hook, etc) Summoning/spawning (Drahk Master, Fusion MOA, Brood Mother, Juno Tech, etc) - note that some units such as Drahk Master immediately summon after spawning. This cannot be prevented unless they are within range of you when they spawn, but it will prevent any further summoning.) Acolyte abilities. Immune to Silence: Ranged/melee attacks even if unique (Osprey grenade launchers, Swarm Mutalist MOA's gun, Bombard homing rockets, Electric Crawler melee, etc) Intrinsic damage reduction: (Ex: Nox armor, Sentient damage adaptation, etc) Passive auras (Shield Osprey emitter, Ancient Healer's aura, Arbitration Shield Drone aura, etc) On-death abilities (Volatile Runner's suicide, Toxic Crawler's death cloud, Boiler's infested pod, Undying Flyer's rebirth, etc) Nullifier fields (Nullifier Crewman, Isolator Bursa nullifier sphere) Special Grineer Interactions: Manic is immune to Silence (but is affected by the initial stun) and can still stealth and teleport. Regulator still disrupts Tenno minimap even though its buff is removed from enemies. Special Infested Interactions: Projectiles shot by Lobber Crawler don't come from a gun, they're an ability and are completely disabled. Mutalist Osprey cannot let go of Crawlers it has picked up. Maggots cannot attach to Tenno, they just do nothing and die. Special Corpus Interactions: Special Sentient Interactions: All attacks which aren't their standard ranged weaponry are disabled, including the spinning laser attack which can be disabled while already in progress. If a silenced sentient is also disarmed then it will do NOTHING because it has no programmed melee attack. It will simply hover in place or move around helplessly. Other Interactions: Affected enemies will glow with Banshee's energy color. Has a cast delay of about 0.4 seconds. Cannot be recast while active. Subsuming Banshee to the Helminth will offer Silence and its augments to be used by other Warframes.Augment Main article: Savage Silence Savage Silence is a Warframe Augment Mod for  Banshee's  Silence that multiplies the damage of standing finisher attacks on affected enemies. Savage SilenceTips & Tricks Silence can be used as a form of crowd control due to the momentary stun dealt to enemies entering its field. This is most useful for Banshees engaging in melee combat, as they can stun ranged enemies simply by approaching them, giving them time to close the distance and engage. Silence can also be used to keep Infested enemies at bay, giving more time to attack them from range. With a maximized range build, Silence can be used to clear a room of enemies using firearms without alerting enemies in adjacent rooms. Keep in mind however, that enemies will still react if they see you, or if they see one of their own killed. Despite the excellent utility provided, Silence can also render Banshee deaf, preventing her from anticipating nearby enemies or enemies from behind while attacking enemies. Too much range may reduce the potency of this ability as a crowd control tool, as enemies are only stunned when they initially enter the aura and may be out of attack range (behind walls, etc.), allowing them to recover. Enemies are more likely to target the player's Sentinel when Silence is active, which can prove to be harmful for weaker Sentinels. Blinded enemies under the effect of Silence will not react to most things aside from direct contact and wander around aimlessly. Staying on the move and frequently breaking line of sight with affected enemies can result in taking much fewer hits as they cannot use the sound of gunfire to find players or other enemies that are in combat.Bugs At times, Silence can be cast yet be unable to affect enemies, indicated by the lack of an energy glow on them. The sound reduction for the player and energy ripples on Banshee will remain until mission ends, however. The skill can most likely not be recast while this bug is in active. Silence ability block can sometimes prevent triggers coded as abilities that activate after certain animations and scripts, including Lieutenant Lech Kril from becoming vulnerable after using his hammer slam by preventing the backpack coolant freeze, Raptors power cell explosion if the Osprey was silenced from spawn to death and pipe within range and General Sargas Ruk opening his heatskin during Eruption in phase 2. Must have  Savage Silence equipped. 250 Lull A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull. Introduced in Update 24.2 (2018-12-18)  Strength:N/A  Duration:2 / 3 / 4 / 5 s (wave duration) 10 / 13 / 18 / 20 s (sleep duration)  Range:10 / 15 / 20 / 25 m Misc: 0.80% (Restraint erosion per enemy lulled)100 % (alertness reset) Subsumable to Helminth Info Baruuk expends 50 energy to cast a calming wave over an area of 10 / 15 / 20 / 25 meters that lingers for 2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for 10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset. Sleeping enemies are open to melee finishers. Enemies that awaken early from damage, while still inside the Lull field, will be put back to sleep. Ability Synergy: Baruuk's Restraint erodes by 0.80% for each enemy affected. Damage dealt by  Desolate Hands daggers does not awaken sleeping enemies. Cannot be recast while Lull field is active. Casting Lull is a full-body animation that stops Baruuk's grounded movement and other actions. Subsuming Baruuk to the Helminth will offer Lull and its augments to be used by other Warframes.Augment Main article: Endless Lullaby Endless Lullaby is a Warframe Augment Mod for  Baruuk's  Lull that re-triggers Lull for its remaining duration upon initiating a finisher on or killing a sleeping enemy. This mod also passively increases Lull's duration. Endless LullabyTips & Tricks Lowering duration allows Lull to be used more often, eroding Restraint more quickly. Can be used in a choke point to cause enemies to slow down and sleep as they pass through. As the ability resets aggression on enemies, it can be used to obtain easy stealth kills during mission. 225 Rest & Rage In Night Form targets are put to sleep. In Day Form targets become more vulnerable to damage. Introduced in Update 17.0 (2015-07-31) Strength: N/A Duration: 10 / 14 / 18 / 22 s Range: 1 / 3 / 3 / 5 m (area radius)20 / 30 / 40 / 50 m (cast range) Misc:80 / 70 / 60 / 50 % (wakeup health threshold) Strength: 20 / 30 / 40 / 50 % (damage vulnerability)5 / 10 / 15 / 20 % (enemy speed bonus) Duration: 10 / 14 / 18 / 22 s Range: 1 / 3 / 3 / 5 m (area radius)20 / 30 / 40 / 50 m (cast range) Subsumable to Helminth Info Equinox expends 25 Energy to hypnotize a target up to 20 / 30 / 40 / 50 meters away, also affecting enemies within 1 / 3 / 3 / 5 meters of the initial target, for 10 / 14 / 18 / 22 seconds. Night Equinox lulls enemies into sleep, Day Equinox spurs them into hyperactivity. Affected enemies are forced to sleep. They automatically wake up when the duration expires or their health reaches 80% / 70% / 60% / 50% of their current values. Sleeping enemies are: Enemies retain their current alertness state on cast (i.e., unaware enemies put to sleep will remain unaware for this duration, while alerted enemies will remain alert). Enemies under the effects of Rest will always be susceptible to melee finishers and stealth damage multipliers; however, affected enemies that were previously alerted will not grant Stealth Kill Affinity Bonuses. Energy threads will visually strike enemies in the targeted area to indicate affected targets. Affected enemies are enraged. They receive 20% / 30% / 40% / 50% Damage Vulnerability, and 5% / 10% / 15% / 20% movement speed and attack speed bonuses. The damage vulnerability adds multiplicatively to the original damage the affected enemy would receive (e.g., with a maxed  Intensify, an enemy that would receive 250 damage will be dealt 250 × (1 + 0.5 × 1.3) = 412.5 damage under the effects of a rank-3 Rage). Casting Rage while  Provoke is active will increase the percentage of damage vulnerability. Enraged enemies visually emit a ribbon of energy and energy particles. Energy threads will visually emit from Day Equinox to strike enemies in the targeted area. Rest and Rage's sleep and enrage effects can overlap on targets already affected by either version of the ability. Recasting on the same target will not refresh Rest or Rage effects; however, unaffected enemies can be acquired within the targeted area. Subsuming Equinox to the Helminth will offer Rest & Rage and its augments to be used by other Warframes. The Rest or Rage versions are determined by the Warframe's primary emission color.Augment Main article: Calm & Frenzy Calm & Frenzy is a Warframe Augment Mod for  Equinox that aids her in spreading the effects of  Rest & Rage. Enemies slain while affected by Rest & Rage spreads it to others within close proximity, for the remaining duration. Calm & FrenzyTips & Tricks Rest can be used for crowd control by using it on a large group of enemies, doing this will let you use stealth attacks on them while they are affected. Rest is not effective against Eximus units with active Overguard and thus cannot be put to sleep. If the active Overguard is removed, then the unit can be put to sleep. Rage can be used make Maim more effective by having the aura of  Slash damage do more and acquire more charge for a more powerful release. It is possible to activate stealth kill affinity bonuses on enemies using low-damage automatic weapons (ex.  Grakata) by casting Rest on an unaware enemy. Affected enemies can then be shot repeatedly and then killed without changing their unaware state, allowing for the affinity multiplier to activate. When combined with awareness of nearby enemies and sufficient duration on the ability, Rest can be paired with  Covert Lethality to great effect. Casting the ability on otherwise-hard-to-kill enemies -- single targets, or small-to-medium-sized groups -- opens them up to stealth attacks and finisher moves. Note that this combination is only effective if the targeted enemies are actually vulnerable to stealth finishers. Some enemies, (such as certain infested units or robotic enemies), are either frequently troublesome to target with a finisher move (due to hitbox detection issues) -- such as the Infested Ancients -- or they are completely immune to finisher moves at the time of this writing (Hotfix 18.1.4 (2015-12-21)), because they do not trigger the finisher prompts. Except for the enemies immune to stealth finishers listed above, this combination works against all enemies, regardless of their alertness level prior to becoming a target of Rest. Note that mods that affect melee attack-speed will also affect the speed of Finisher animations, so using attack-speed mods in conjunction with  Covert Lethality -- rather than just using damage mods -- is advised. (If your strategy is to consistently kill with stealth finishers, it doesn't really matter how much damage your normal attacks would otherwise do.) Info Excalibur expends 50 Energy to summon and raise his Exalted Blade, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and  Blind them for 7 / 10 / 12 / 15 seconds. Blinded enemies are vulnerable to melee finishers and susceptible to stealth damage bonus. Radial Blind will not affect enemies behind obstacles in the environment unless Excalibur has line of sight, or unless the enemy is aware of Excalibur within a short period of time (e.g., an enemy that spots Excalibur and runs out of view is still susceptible to Radial Blind if the ability is used within a small time frame). Enemies affected by the ability are stunned for the entire duration. Bosses are still able to move, attack, or use abilities while affected by the ability. Bosses will attack the player's last known location and will follow the sound of gunfire. Successive casts will reduce the duration of the ability's effect on bosses. Security cameras will deactivate their laser barriers for the duration. Blinded enemies have smoke diffusing from their eyes or similar body part for the effect's duration. Can be recast while active to blind multiple new enemies. Subsuming Excalibur to the Helminth will offer Radial Blind and its augments to be used by other Warframes.Augment Main article: Radiant Finish Radiant Finish is a Warframe Augment Mod for  Excalibur that increases the damage dealt by Finishers against enemies affected by  Radial Blind and  Radial Howl. Radiant FinishTips & Tricks Radial Blind lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies. This ability can be used on some bosses to prevent them from using their abilities.Bugs If Excalibur managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Blind will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Blind. Info Excalibur Umbra expends 50 Energy to howls, releasing an intense flash of light that affects enemies within 8 / 12 / 15 / 25 meters and stuns them for 7 / 10 / 12 / 15 seconds. Stunned enemies are vulnerable to melee finishers and susceptible to stealth damage bonus. Radial Howl will not affect enemies behind obstacles in the environment unless Excalibur Umbra has line of sight, or unless the enemy is aware of Excalibur Umbra within a short period of time (e.g., an enemy that spots Excalibur Umbra and runs out of view is still susceptible to Radial Howl if the ability is used within a small time frame). Enemies affected by the ability are stunned for the entire duration. Bosses are still able to move, attack, or use abilities while affected by the ability. Bosses will attack the player's last known location and will follow the sound of gunfire. Successive casts will reduce the duration of the ability's effect on bosses. Sentient fighters and Shadow Stalker will have their resistances removed if they are affected by Radial Howl. Security cameras will deactivate their laser barriers for the duration. Affected enemies have smoke diffusing from their eyes or similar body part for the effect's duration.Augment Main article: Radiant Finish Radiant Finish is a Warframe Augment Mod for  Excalibur that increases the damage dealt by Finishers against enemies affected by  Radial Blind and  Radial Howl. Radiant FinishTips & Tricks Radial Howl lets players quickly disable enemies, especially if they are surrounded. This allows players to either escape or to deal with the enemies. Radial Howl allows the removal of Sentient resistances without having to switch to Operator mode.Bugs If Excalibur Umbra managed to use an item (such as a Life Support in Survival) while casting the ability, Radial Howl will be cast twice: First, in a slowed animation and the second as the actual ability. Both animations still counts as a single Radial Howl. Info Excalibur draws an ethereal Skana, the  Exalted Blade, and wields it as his melee Exalted Weapon. Normal attacks inflict 100 / 125 / 200 / 250 damage within 2 meters. Damage is distributed between 15%  Impact, 15%  Puncture, and 70%  Slash. Wall attacks inflict 400 / 500 / 800 / 1000 damage. Slide attacks inflict 214 / 267.5 / 428 / 536 damage and  Blind enemies within 5 meters over a duration of 6 seconds at the cost of 25 energy. Aerial attacks and slam attacks inflict 200 / 250 / 400 / 500 damage, and slam attacks inflict an additional 50  Impact damage within 5 meters. Normal, slide, and aerial attacks will emit an energy wave in the direction of aim. Energy waves have the same base damage as the attacks that release them, inflicts  Stagger, and fly at a constant speed of 15 m/s until they dissipate after 2.5s which corresponds to a maximum distance of 37.5 meters. The energy waves and Exalted Blade itself are considered separate entities and will both deal damage separately. Energy waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range. Energy wave lifetime decreases 0.5s (7.5m) for every enemy hit from the max lifetime of 2.5s (37.5m). Wave damage falls off linearly with distance from 100% to 85% between 0 and 6.5m and 28% to 0% between 6.5m and 37.5m. Attacks and energy waves have a 2.0x critical multiplier, 15% critical chance and a 15% status chance. Damage is affected by  Ability Strength and most mods. Being a Sword, Exalted Blade will always gain the 10% damage and attack speed bonuses of Excalibur's Passive. As an example, with a maxed  Pressure Point,  Shocking Touch and  Intensify, the normal attacks and corresponding energy waves of a rank-3 Exalted Blade will dealBase Damage × (1 + Swordsmanship Bonus + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 0.3) × (1 + 0.1 + 1.2) × (1 + 0.9) = 1,420.25 damage. The mods that can be equipped on and affect  Exalted Blade include: damage (e.g.,  Steel Charge) physical (e.g.,  Heavy Trauma) elemental (e.g.,  Molten Impact) faction (e.g.,  Smite Grineer) critical chance and damage (e.g.,  True Steel and  Organ Shatter) status chance (e.g.,  Melee Prowess and  Virulent Scourge) status duration (e.g.,  Lasting Sting) attack speed (e.g.,  Fury and  Berserker Fury) Tennokai (e.g.,  Dreamer's Wrath)  Condition Overload  Drifting Contact  Healing Return  Relentless Combination  Shattering Impact  Enduring Affliction Each melee attack adds to the Melee Combo Counter while energy waves and radial damage from slam attacks do not. Slash status effects generated from waves while  Relentless Combination is equipped will grant combo counts to Exalted Blade. Exalted Blade can not be equipped with weapon augments (e.g.,  Justice Blades), weapon-specific mods (e.g.,  Covert Lethality), 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 Exalted Blade. The combo counter will reset when equipped with  Xoris. Exalted Blade's combo counter decay is affected by  Naramon's  Power Spike. Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a  Knockdown. Ground finishers inflict 400% of the total modified damage from normal attacks. Prompted Finishers inflict 3200% of the total modified damage from normal attacks as  True damage. Exalted Blade costs 25 Energy to activate, then consumes 2.5 energy per second while active and will remain active until Excalibur's energy is depleted, or the ability is deactivated by pressing the ability key again. Exalted Blade's energy drain is not converted into shields by Augur Mods. Excalibur 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 Exalted Blade is active. Energy Orbs, Orokin Void Death Orb's energy restores,  Rage,  Hunter Adrenaline,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Excalibur's energy while Exalted Blade is active. Exalted Blade is affected by and can trigger Warframe Arcanes. Exalted Blade is not affected by and can not trigger Exodia Arcanes with the exception of  Exodia Might, which Exalted Blade both triggers and is affected by. While active, Exalted Blade will use an exclusive stance with its own set of combo attacks. Ability Synergy:  Slash Dash will receive a +10% bonus to its base damage from Excalibur's Passive and each hit will release an energy wave when Exalted Blade is active. Slash Dash hits add to Exalted Blade's Melee Combo Counter. Energy waves behave identically to those of Exalted Blade. The energy waves and Exalted Blade are considered separate entities and will deal damage separately. Waves will hit both the targeted enemy and all enemies behind it. Waves are affected by mods on both the equipped melee weapon and on  Exalted Blade. The energy waves are able to deal critical hits and status effects. Critical and status performances are affected by equipped critical chance and damage mods, status chance mods, and  Chromatic Blade. Can be cast while moving or sprinting without interruption.Weapon Main article: Exalted Blade (Weapon) Exalted Blade is  Excalibur,  Excalibur Prime, and  Excalibur Umbra's signature Exalted Weapon, summoned by activating the ability of the same name. The weapon exclusively uses the Exalted Blade stance. Advantages Disadvantages Stance Main article: Exalted Blade (Stance) Exalted Blade is a unique Stance exclusive to  Exalted Blade that can only be acquired and used by activating  Excalibur's fourth ability,  Exalted Blade. This Stance overrides the Stance on any currently equipped melee weapon for as long as Exalted Blade remains active. Combos Default Combos of Stance or Weapon (📝 Edit Stance Data) Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @1.0 Attack Speed Animation Neutral(While Not Moving) Cutting Poise   300%   100%   100%   100%    300%  656.2%/s 3.2s Forward(While Moving) Lancing Justice   100%   100%   100%   100% 571.4%/s 1.4s Forward Block(While Blocking & Moving) Virtuous Slash   100%    100%    200%    200%  500.0%/s 2.4s Block(While Blocking) Equal Laceration   200%   300%    200%  535.7%/s 2.8s Heavy(Heavy Attack) Perfect Cut*  500%   500%  N / A N / A Slide(While Sliding) Judged Severance   200% 210.5%/s 0.9s Aerial(While In Air) Weightless Steel   300%   300%  300%   100% N / A N / A Wall(While Wall Latching) Weightless Steel  300%  N / A N / A Finisher(On Knocked Down Enemy) Death's Mark  1000%  N / A N / A Slam(Looking At Ground While In Air) Slam Attack   200% N / A N / A  Default "Sweep" Attack •  360°/Spin Attack •  Direct and Radial Slam Attack •  Ranged Attack •  "Thrust" Attack Key Inputs  Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)  Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)  Block  (PC default RMB; XBX, PSN, and NSW default right trigger)  Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick) Multipliers and Hits  Attack does double damage   Attack hits twice  Melee Attack Explanations A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox). A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox). A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°). A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod. A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod. A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range. Average Damage Multiplier per second only applies to single-target DPS calculations. Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations. Combo animation lengths are approximate and are only accurate within a few tenths of a second. Each tile marking in stance preview gifs are 2m apart. Combos labeled with an asterisk (*) are shared between weapons within the same weapon type. Augment Main article: Chromatic Blade Chromatic Blade is a Warframe Augment Mod for  Excalibur's  Exalted Blade that increases  Exalted Blade's status chance while changing its damage from physical damage to a primary elemental damage, depending on Excalibur's chosen primary emission color. Chromatic BladeTips & Tricks Due to Exalted Blade's waves being able to unlimitedly punch through up to its maximum range, Exalted Blade is well suited to taking out hordes of enemies, especially if they are huddled together. Furthermore, Exalted Blade can be used to deal with enemies while in cover without requiring punch through mods. The innate slide attack blind provides a cheaper alternative to Radial Blind, albeit with greatly reduced duration and range. (Note that the Radial Blind power is cheaper both per meter of range and per second of effect, despite having a higher cost per cast.) Allows players to blind enemies and quickly deal with them without being delayed by finisher animations. Combined with  Mag's  Magnetize or a  Void status effect, the sword waves can be redirected to hit the enemies inside multiple times until its maximum range can be reached. Crouching will allow the use of all Exalted Blade attacks while remaining entirely stationary; this can be extremely useful during boss fights, defense missions, survival, etc.Bugs Using this ability during an "Unarmed" bug will result in Exalted Blade having the same stats as your Melee Weapon, and sometimes will perform your Melee Weapon's Unsheathed attacks without the Waves. If Excalibur enters Bleedout state while Exalted Blade is active, Excalibur will use his melee and sometimes primary weapon rather than his secondary. Passive: Casting abilities has 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. Info Inaros expends 25 energy to scatter a wave of cursed sand that inflicts  Stagger to all enemies up to 10 / 12 / 13 / 15 meters away in a 180 degree cone in front of him, dealing 75 / 100 / 125 / 150  True damage on hit, then 2 / 4 / 6 / 8  True damage per second for 3 / 5 / 6 / 8 seconds; 25% of any damage dealt by the damage-over-time effect is conferred back to Inaros as Health. Enemies are also blinded by sand and open to Melee Finisher attack prompts (default X ) for the duration. Desiccation bypasses obstacles in the environment and does not require line of sight. All Companions with the exception of Sentinels will receive lifesteal. Effect cone is directed at the reticle and not always forward like the visual effect suggests. For example, aiming directly upwards will apply Desiccation to all enemies around but not below Inaros, counting as 360° in many circumstances. Ability Synergy: Inaros passively heals 20% of his health upon performing a Finisher. Can be recast while active. Affected enemies that are not blinded can be blinded by another instance of Desiccation. Cast delay of 0.5 seconds, affected by Casting Speed. Casting will interrupt movement. Inaros visually creates a pile of sand on the ground beside him as he throws a handful forward. The sand pile lingers for a few seconds then dissipates. Subsuming Inaros to the Helminth will offer Desiccation and its augments to be used by other Warframes.Augment Main article: Desiccation's Curse Desiccation's Curse is a Warframe Augment Mod for  Inaros'  Desiccation ability that has a chance to summon a  Swarm Kavat when killing a blinded enemy with a Finisher. The augment also increases the maximum limit of Swarm Kavats by 2. Desiccation's CurseTips & Tricks Dessication provides an easy way for Inaros to deal melee finishers, allowing him to quickly regenerate his health when performed on a crowd. Against certain types of enemies, namely Infested or MOAs, melee finisher is only triggerable from the back of the enemy. Blind them from the front, then execute the finisher attack from their back. 225 Sandstorm Become a sandstorm. Inaros devours enemies pulled into his whirlwind, healing himself. Introduced in Update 18.5 (2016-03-04)  Strength:200 / 300 / 400 / 500 ( Slash damage/sec)50 (health restore per enemy)  Duration:4 s (duration)  Range:4 / 5 / 6 / 7.5 m (radius) Misc: 12 m/s (move speed)? % ( Slash status chance) Ragdoll in storm4 s  Knockdown recovery delay Info Inaros expends 25 energy and begins to spin rapidly and move at 12 m/s as a storm of dust and sand, violently pulling in all enemies within a 4 / 5 / 6 / 7.5 meters radius and dealing 200 / 300 / 400 / 500  Slash damage per second with a ?% status chance for 4 seconds or upon manually deactivating the ability. While trapped within the storm, enemies are gradually flung wildly in a  Ragdoll state following and hovering above Inaros; each trapped enemy heals 50 Health to Inaros. While channeling the storm, Inaros becomes Invulnerable but is unable to attack with weapons, cast other abilities, or perform Parkour Maneuvers. Move speed is affected by Movement Speed speed modifiers. Movement Speed bonuses scale off of 10 m/s instead of 12 m/s. Sandstorm's radius is an invisible cylinder with roughly the height of Inaros himself. Enemies on a terrain elevation higher or lower than this cylinder will not be affected by this ability. When Inaros performs a Melee quick attack (default E ) during Sandstorm or upon duration end, enemies trapped in the storm are vacuumed toward Inaros and deposited on the ground around him, suffering  Knockdown for 4 seconds and becoming vulnerable to Melee Ground Finishers. Ability Synergy: Inaros passively heals 20% of his health upon performing a Finisher. Casting and deactivating Sandstorm are full-body animations that allow uninterrupted directional movement controls, but restrict parkour Maneuvers and other actions.Augment Main article: Elemental Sandstorm Elemental Sandstorm is a Warframe Augment Mod for  Inaros that causes  Sandstorm to inflict status procs based on equipped damage types and mods on melee weapons currently wielded. Also passively increases Sandstorm's Ability Range by 50%. Elemental SandstormBugs If a Commander teleports with an Inaros in Sandstorm, the Inaros will no longer spin. This is only a visual bug and does not affect movement speed. Info Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25 energy to charge and then launch the selected arrow toward the direction of the aiming reticle. Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy. Up to four different arrow types are unlocked as the ability increases in rank, listed below: Unlocked by default. (Warframe Rank 0) Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds. Cloak Arrow can be attached to allies, enemies, objects, and terrain. A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble. While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked. Unlocked at Rank 1. (Warframe Rank 7) Replaced by Null-Shield Arrow in PvP. Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location. Zipline range is not affected by Ability Range. The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon. When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel. A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline. If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied. While  Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility. Unlocked at Rank 2. (Warframe Rank 14) Replaced by Encumbered Arrow in PvP. Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate. Unlike typical arrows, Noise Arrow does not alert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive. When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact. Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point. Affects bosses and The Grustrag Three.[citation needed] Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities. Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow. Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus affinity, regardless if they are unalerted. This is an intended feature to limit farming methods using this tactic. Unlocked at Rank 3. (Warframe Rank 18) Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the duration expires or if their health falls below 50% of their current values. Sleeping enemies are open to melee finisher attacks (default X ). If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently). Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep). Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied. Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam. Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow. Ability Synergy: Quiver's arrows are considered as projectiles and can be controlled using  Navigator. Quiver arrows can be launched instantly when equipping  Artemis Bow, then pressing the alternate fire key to cast the ability. A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration. Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead. Quiver's arrows do not inflict damage upon impact. Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes. Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.Augment Main article: Empowered Quiver Empowered Quiver is a Warframe Augment Mod for  Ivara that improves  Quiver's Dashwire Arrow and Cloak Arrow. Dashwire Arrow grants Critical Multiplier bonus to allies standing on the wire, while Cloak Arrow grants a chance to resist Status Effects. Empowered Quiver Main article: Power of Three Power of Three is a PvE and Conclave Warframe Augment Mod for  Ivara's  Quiver that fires three arrows but consumes extra energy. Power of ThreeTips & Tricks Can be used to provide support from a distance for players reviving a teammate. Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.) During Syndicate Spy missions, this can be used to cloak the Syndicate Operatives which spawn in your vicinity at the start of the mission. Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible. Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions. While under the effect of Cloak Arrow, the Operative will not attack enemies. More effective with higher Ability Range and Ability Duration. This also works for the defense operative in Sortie and Archon Hunt Defense missions if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl. Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults. With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a  Hushed Explosive Launcher or a Glaive equipped with  Power Throw. Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions. Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots. Allows you to rush past enemies on your way to an objective or extraction. Can be used to provide support from a distance for players reviving a teammate. Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur. Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc. A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use  Covert Lethality, dispatching them silently and efficiently. Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality. Some animal species have a chance to resist the effect of Sleeping Arrows.Bugs If you are playing using a controller and use  Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1  when attempting to switch. When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill. Able to block own arrows but they wont stick to frame it originated from Shooting another Quiver arrow possible yet wont stick either Unaffected by cast speed in any way 18 Ophidian Bite Lash out with a toxic serpentine strike, consuming the target to heal Lavos. Hold to imbue all abilities with Toxin. Introduced in Update 29.6 (2020-12-18)  Strength:500 / 650 / 800 / 1,000 ( Toxin damage)500 / 650 / 800 / 1,000 (imbued elemental damage)7.5 / 10 / 12 / 15 % (damage to health conversion)  Duration:N/A  Range:10 m Misc: 100° (cone angle)100% (Status Chance)100% (Melee Finisher vulnerability) Info Lavos' serpents uncurl from his arms, lashing outward in a 100 degree cone spanning 10 meters in front of Lavos. Enemies in direct line of sight and in range receive a venomous bite that inflicts 500 / 650 / 800 / 1,000  Toxin and 500 / 650 / 800 / 1,000 Imbued Elemental damage and Status Effects, while briefly opening the affected enemies to Melee Finisher prompts (default X ); each enemy bitten also heals Lavos' Health pool for 7.5% / 10% / 12% / 15% of total damage dealt. Casting Ophidian Bite triggers a cooldown of 8 seconds before the ability can be recast. Cooldown timer countdown is displayed on the ability icon. Ability Synergy: Hold down the ability key (default 1 ) to add  Toxin damage to Lavos' mixing vial at no cost, as the Imbued Elemental damage type for his next ability cast. Utilize  Toxin as key ingredient to produce  Corrosive,  Gas, or  Viral damage.  Transmutation Probe reduces Ophidian Bite's active cooldown for each enemy it electrocuted.  Toxin status effects inflicted on enemies by Ophidian Bite enhance  Catalyze's damage. Casting Ophidian Bite is a full-body animation that restricts movement and other actions. Casting from midair causes Lavos to dive toward the ground to complete the ability animation while standing on a surface. Lavos visually spreads his arms outward as his serpents stretch and converge toward the aiming reticle, while a forward converging energy force pushes outward and venom-like liquid particles outline the ability's conical area, before the serpents retract and coil themselves around Lavos' arms. Serpents and energy particles are affected by Lavos' Appearance colors.Augment Main article: Swift Bite Swift Bite is a Warframe Augment Mod for  Lavos's  Ophidian Bite that increases its Ability Range while granting an ability cooldown reduction for all of his abilities if at least four enemies are hit. Swift Bite 450+10/s Prism Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes. Introduced in Update 14.0 (2014-07-18)  Strength:80 / 120 / 170 / 250 (base Radiation damage)  Duration:12 s (prism duration)7 / 10 / 12 / 15 s (blind duration)  Range:15 / 20 / 25 / 30 m (laser target seeking range)8 / 12 / 15 / 25 m (blind radius) Misc: 10 / 13 / 16 / 20 (lasers)5 m·s-1 (speed)2s-1 (tick rate)25% (damage bonus per hit) Info Mirage expends 50 energy to generate a prism in her hands and launch it outward at a speed of 5 meters per second. The prism is armed with 10 / 13 / 16 / 20 lasers that track and damage enemies within 15 / 20 / 25 / 30 meters. Each laser deals 80 / 120 / 170 / 250  Radiation per 0.5 seconds, each tick of damage dealt permanently increases the prism's damage by +25% damage. The prism lasts for 12 seconds. Casting delay of ~2 seconds, affected by Casting Speed. Lasers do not bypass obstacles or entities in the environment. Lasers will target in-range enemies that are not already being targeted by a laser. Seeking lasers are still blocked by obstacles and enemies. A single enemy can be damaged by multiple lasers if standing in the path of lasers that are targeting enemies behind them. Stacking damage bonus is maintained throughout the prism's lifetime and is lost upon expiring or being manually detonated.  Roar applies a separate and unique damage bonus that is multiplicative to Prism's laser damage. Enemies have a small chance to be staggered on each hit from the lasers. Initial laser orientation with each cast of Prism appears to mostly random. Lasers will maintain their vertical angle after changing position when there are no enemies to target. If the prism were to pass by above a large quantity of enemies (at least 20) within laser seeking range, the lasers will continue to point downwards after the enemies are all destroyed or no longer within laser seeking range. Laser horizontal angle does not appear to be maintained. Lasers will distance themselves seemingly and almost equidistant from each other horizontally after movement from targeting an enemy and are currently not targeting anything. When the ability expires or is manually deactivated (default 4 ), the prism will explode in a bright flash of light that  Blinds enemies within 8 / 12 / 15 / 25 meters for 7 / 10 / 12 / 15 seconds. Blind requires direct line of sight from enemies to the prism. Obstacles and other entities can shield enemies from the blind. Blinded enemies will be initially staggered for a short duration around 1 - 3 seconds and will have a sparkling fx around the eyes. Afterwards, a black hazy mist fx will be around their eyes and they will be able to move about unimpeded but will still be incapable of hostile actions such as attacking the player until the duration of the blind runs out. Enemies will have their alerted state gradually decline as well. Blind can be refreshed. Prism drains 10 energy per second while active and will remain active for the ability's full duration, until Mirage's energy is depleted, or the ability is deactivated by pressing the ability key again. Mirage 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 Prism is active. Energy Orbs, Orokin Void Death Orb's energy restores,  Rage,  Hunter Adrenaline,  Spellbound Harvest,  Arcane Energize, and  Emergence Dissipate's Energy Motes can still replenish Mirage's energy during Prism. Ability Synergy:  Eclipse provides benefits to Prism: Lunar Eclipse (tap cast) halves both Prism's casting cost and energy cost over time, applied after  Ability Efficiency and  Ability Duration modifiers. Solar Eclipse (hold cast) increases increases Prism's per hit damage bonus by 100%. Holograms created from  Hall of Mirrors cannot create prisms but will mimic Mirage's body movement during the casting delay. The direction of the prism's trajectory depends on where the HUD's targeting reticle is positioned when the prism is released. The prism's trajectory is not altered by gravity and will bounce off of surfaces in its path. Prism is not spawned from Mirage's location but is instead spawned slightly in front of Mirage. If standing in front of a sufficiently thick and tall object or wall, Prism may detonate/fail prematurely if spawned within the said object or wall. Prism will bounce back and emerge from within the object or wall if the cast does not fail. Energy cost is not refunded for a failed cast. Prism passes through enemies and entities but may bounce backwards if the prism is spawned inside of them. When Prism passes through an enemy, a burst of damage ticks will occur due to the many lasers making contact from inside the enemy.Augment Main article: Prism Guard Prism Guard is a Warframe Augment Mod for  Mirage's  Prism in PvE and Conclave that causes the prism to follow above her. Prism GuardBugs Prism's search lasers will target Sentinels but deal no damage. When cast repeatedly, a second prism can remain floating indefinitely. 35 Paralysis Valkyr unleashes her shields, stunning and damaging enemies around her. Introduced in Update 11.0 (2013-11-20)  Strength:2x / 2.5x / 3x / 3.5x (damage multiplier)400 / 600 / 800 / 1000 (knockback strength)  Duration:N/A  Range:5 / 7 / 8 / 10 m 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. 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. Prolonged ParalysisTips & 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. 225 Cloud Walker Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin. Introduced in Update 17.12 (2015-11-25)  Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)  Duration:2 s (cloud duration)  Range:5 / 6 / 7 / 8 m (stun radius) Misc: +300% (movement speed bonus)100% (status cleanse on cast)2 s (stun duration) Info Wukong expends 25 energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300% Movement Speed, along with vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily  Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking. Cloud Walker does not trigger Sensor Bars, Laser Barriers, and Security Cameras, and can pass through Spy defenses without triggering alarms. Ability Synergy: When activating Cloud Walker with an active  Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly. Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.Augment Main article: Enveloping Cloud Enveloping Cloud is a Warframe Augment Mod for  Wukong's  Cloud Walker that gives allies near the cloud temporary invisibility. Enveloping CloudTips & Tricks An equipped Sentinel with  Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends. Mods[] Weapons[] Enemies are vulnerable upon being hit by a Heavy Attack with any Dagger weapon.Enemies are vulnerable upon touching the wave trail produced by  Caustacyst's Heavy Attack.Enemies are vulnerable upon being hit by a shield-throw from  Sigma & Octantis's Air Attack.Enemies are vulnerable upon being hit by a  Zakti dart's explosion.Enemies are vulnerable upon being hit by a projectile emitted from  Tatsu's Slide Attack after at least one kill. Steel Meridian's Justice Effect[] Zaw Arcane Enhancement[] Focus School Void Sling[] Sling Stun Warframe Second Ability increases the width of the next Void Sling by 50 / 100 / 150 / 200% and enemies hit are vulnerable to Finishers, taking 15 / 20 / 25 / 30% more finisher damage. 60,000 / 105,000 / 215,000 / 400,000 All Finishers Multiplier Comparison[] Weapon/Weapon Class Ground Finisher Multiplier Stealth Finisher Multiplier Back Finisher Multiplier Front Finisher Multiplier Assault Saw 9x 10x 10x 10x Blade and Whip 10x 8x 8x 8x Claws 30x (5x × 6 hits) 8x (0.8x + 1.6x + 5.6x) 8x (0.8x + 1.6x + 5.6x) 8x (0.8x + 1.6x + 5.6x) Dagger 10x (5x × 2 hits) 6x (2x + 4x) 6x (2x + 4x) 6x (2x + 4x) Dual Daggers 16x (8x × 2 hits) 6x (1.8x + 4.2x) 6x (1.8x + 4.2x) 6x (1.8x + 4.2x) Dual Swords 16x (8x × 2 hits) 8x (2.4x + 5.6x) 8x (2.4x + 5.6x) 8x (4x × 2 hits) Fist 30x (5x × 6 hits) 8x (1.6x + 6.4x) 8x (4x × 2 hits) 8x (1.2x + 1.2x + 5.6x) Glaive 10x 8x (1.6x + 6.4x) 8x (1.6x + 6.4x) 8x (1.6x + 6.4x) Gunblade 10x 8x 8x 8x Hammer 12x 12x (4x + 8x) 24x (12x × 2 hits) 12x Heavy Blade 12x 12x (4x + 8x) 8x (2x + 6x) 2x Heavy Scythe 12x 12x (4x + 8x) 6x (2x + 4x) 2x Machete 10x 8x 8x 8x Nikana 10x 8x 8x 16x (8x × 2 hits) Nunchaku 10x 6x 8x 8x Polearm 12x 6x 6x 6x Rapier 10x 8x (0.5x + 1.5x + 6x) 24x (8x × 3 hits) 8x Scythe 12x 12x (4x + 8x) 16x (8x × 2 hits) 8x Sparring 30x (5x × 6 hits) 8x (1.6x + 6.4x) 8x (1.6x +5.4x) 8x (1.2x + 1.2x + 5.6x) Staff 10x 6x 6x 6x Sword 10x 8x 8x 8x Sword and Shield 8x 8x 8x 8x Two-Handed Nikana 12x 8x 8x 8x Valkyr Talons 54x (10x × 5 hits + 4x) 4x 16x 16x Warfan 10x 8x 8x 8x Tonfa 20x (10x × 2 hits) 8x 8x 8x Whip 10x 8x 8x 8x Mercies[] Main article: Parazon Combo Marked enemy + Interact Button Mercies are special finishers that can be performed using the Parazon on weakened enemies marked by a Parazon symbol. Players can gain a buff upon performing mercies based on the mods equipped on their Parazon. The trigger and animations for Mercies are completely independent of melee weapons, and do not require having a melee weapon equipped. When a Mercy opportunity has been triggered, a red Parazon symbol will appear above the target for 10 seconds. This indicates that a Mercy Finisher can be performed. The Parazon mark and Mercy opportunity will disappear after 10 seconds. Mercy opportunities can trigger up to twice on the same target, but the second instance will have a much shorter duration. Like Stealth and Front/Back Finishers, Mercies also deal  True Damage, consisting of two parts: Mercies Damage = Enemy residual health + 1 Increasing Finisher Damage[] Bugs[] Weapons with Valence Bonuses seem to deal exactly half as much damage as expected. For example, a rank 18 Kuva Shildeg with a valence bonus of 25% has a base damage of 256.3, and on a front finisher should deal [256.3 × 12 × (1 + 3.7)] = 14,455 damage, but instead only deals 7,226 damage. This issue appears specific to weapons with Valence Bonuses, as the Paracesis- another weapon with a maximum rank of 40- does not suffer from this halved finisher damage. Patch History[] Hotfix 37.0.9 (2024-11-13) Fixed Finishers and Mercy kills being enabled on Synthesis Targets. Despite how your squad mates treat them, these targets are intended to be Synthesized instead of killed. Update 37.0 (2024-10-02) Ferocity (SAHASA Kubrow): Greatly reduced cooldown, but now can only target enemies open to finishers. If the enemy gets killed by the finisher, they’ll explode. Nearby enemies have a 30% of being knocked down and opened to finishers for 5s. Paralytic Spores (MEDJAY Predasite): In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers. Fixed enemies ragdolled by Mag’s Pull not properly displaying the context action for Ground Finishers. Fixed enemies not being open to Finishers when put to sleep by the first hit from Cobra and Crane when wielded by Baruuk. Fixed enemy animation transitions getting wonky after executing a ground finisher from behind and using the finisher context action. Fixed Finisher context action on Eximus units alternating between being open to a Mercy or Front Finisher when damage over time Status Effects are active and they are attempting to Shield regen. Hotfix 36.0.5 (2024-07-20) Fixed a crash caused by NPCs attempting to move to player to perform some kind of a context action (ex: Finisher), but no clear path is available to them. Fixed a crash caused by Finishers. Hotfix 36.0.4 (2024-06-26) Fixed a crash caused by Finishers. Hotfix 36.0.2 (2024-06-19) Fixed a crash caused by Finishers. Hotfix 36.0.1 (2024-06-19) Fixed a crash caused by NPCs attempting to move to player to perform some kind of a context action (ex: Finisher), but no clear path is available to them. Update 36.0 (2024-06-18) FINISHER CHANGES Unified Finisher Mechanics Before explaining the changes, let’s define a few terms and basic concepts about Finishers: Mercy Kills: Available on specialty enemies when they reach certain health thresholds. Finishers: Available when a move “opens enemies to finishers”. Ground Finishers: Available after certain effects which knock enemies down. All of the above count as Finishers for relevant Mods, Arcanes, Abilities, etc. Mercy Kills differ slightly as they are specific to your Parazon upgrades which do not apply to other Finishers. In order to make utilizing finishers easier, we have updated how they function to unify their mechanics: Increased the Finisher context action distance for Finishers from in front or behind from 2m to 3m. Ground finishers are now performed via context action instead of automatically via Melee Attack input. This should allow players to execute *Ground Finishers much more reliably. The “Ground Finisher” context action will appear on enemies in range who are open to Ground Finishers. Updated the Mercy Kill context action with unique visuals to clearly distinguish between Mercy Kills and Finishers. Updated the overhead icon displayed on enemies open to non-Mercy Finishers. Enemy Size Scaling We’ve taken strides in reducing how we scale enemies whenever a Finisher is used against them! By default, Finishers cause enemies larger than your Warframe (ex: Grineer Bombard and Corrupted Gunners). This had the risk of causing some strange visual issues on the enemies that weren't ideal. We’ve audited the contact points between the player and the enemy with all Melee Weapon animations to resolve these graphical sizing mishaps! What this looks like is: If a point of contact is present between the player character and an enemy, such as a chokehold or grabbing a limb, enemy scaling will persist. If there is no physical point of contact between the player character and an enemy, the enemy scaling doesn’t occur as it isn’t necessary! Scaling Fixes: Fixed an issue where Finishers on Corpus Crewman and Grineer Lancers would stretch their spines. Like an untrained chiropractor. FIXES Fixes towards the finisher icon showing up on boss type enemies that are not eligible for finishers (ex: Deimos Saxum). Fixed Ruvox Finisher animation being unintentionally slow when Transforming. Hotfix 35.5.3 (2024-04-04) Enemies put to sleep by Aero Set Mods are now open to Melee Finishers. Update 35.5 (2024-03-27) Inaros Rework Ability 1: Desiccation Largely unchanged, but we have fixed issues with certain enemies not being vulnerable to Melee Finishers! Now, this should be more consistent. Ability 2: Sandstorm (Was Devour) Instead of throwing enemies everywhere around the level, it drags enemies beneath your feet so you can use Melee Ground Finishers if you choose. Melee Finisher Improvements Melee Finishers have been updated to standardize Finisher eligibility across enemies and weapons. Previously, if an enemy did not have a finisher animation prepared for a certain weapon type, then players would not be able to perform that specific Finisher on them. We have added default animations for all weapon types to prevent this restriction, meaning all enemies* should now be eligible for every type of finisher. Also added a new VFX to showcase when an enemy is open to Finishers. You will still need to get into proper position to execute the finisher with this VFX active! This includes finisher openings created by Warframe abilities (ex: Inaros Desiccation) and Ground Finishers. *Flying enemies (Corpus Ospreys, The Anatomizer, etc.) are still ineligible for Melee Finishers with this change. Added new unique Mercy Finishers to the Hollow Vein, Severed Warden, The Anatomizer, Lumbering Fragment, and Shuffling Fragment enemies! Each with their own custom animations to really stick it to the Murmur in style. The context action to perform a Finisher on the airborn Murmur enemies (The Anatomizer and The Severed Warden) are not anchored to their bodies and will instead appear on the HUD when you are within radius of them. This is an experimental approach into finding ways to include Finishers on other airborne enemies in the future. TOP FIXES Fixed context action Finishers not triggering “On Finisher Kill” Arcanes (Arcane Trickery, Arcane Ultimatum, Melee Crescendo). Hotfix 34.0.7 (2023-11-02) Fixed Finisher and quick time event inputs not working with Steam Input. Update 34.0 (2023-10-18) Ground Finishers now ignore the Armor value of enemies as other types of Finishers do. This affects the following: Hunter’s Bonesaw now grants 120% Finisher Damage instead of Status Chance since Ground Finishers now deal Finisher Damage which does not proc Status. Fixed several cases where the game was not recognizing a Ground Finisher for the activation of Mods and Arcanes. The intent is that Ground Finishers, Stealth Finishers and Parazon Finishers should be equivalent unless explicitly stated otherwise: Duviri Decrees will now accept Ground Finishers (Tamm's Fortune, Brimon's Nerve, Molten Mettle) Inaros' Desiccation Curse augment will now create sand minions on Ground Finishers Arcane Trickery will now activate from Ground Finishers Arcane Ultimatum will now activate from Ground Finishers Exodia Might will now activate from Ground Finishers Hotfix 29.1.1 (2020-09-18) Fixed enemies not staying focused on the player when doing Finishers. Enemies won’t attack/shoot while a Finisher is happening, but they also won’t storm off as if nothing is happening. Update 26.0 (2019-10-31) (Undocumented) Stealth and Front/Back finishers are now bound to interact key (PC default X ). (Undocumented) Stance changes also come with buffs to all finisher multipliers. Every weapon class has at least one buff to the finisher moves they can perform (ground, front, back, and stealth). Update: Specters of the Rail 0.0 (2016-07-08) Improved finisher hit detection for multiple weapons. Reticles will now flash red when a finisher can be performed and with each hit for multistrike finisher moves. Multistrike finisher moves will have their damage split amongst each hit instead of now being delivered all at the end. Update 18.5 (2016-03-04) Added stealth finishers for Machete, Polearm, Rapier, Staff, Sword, Sword & Shield, Tonfa, and Whip weapons when used against MOAs. Update 11.1 (2013-11-27) Adding kick and punch events to stealth finisher animations. Update 9.3 (2013-07-26) Enable ground hit on enemies who have ragdolled (as opposed to only working on enemies who are "knocked down"). Update 7.9 (2013-04-26) Added Dual Dagger stealth attack (was sharing dual sword stealth attack).