Maneuvers are a set of actions that a player can perform with the Warframe and melee weapon. This includes rolls, wallruns, swordplay, and acrobatics.
Basic Movements
Sprinting
![]() |
Shift | ![]() |
L3 |
Sprinting will cause the frame to run at greatly increased speed. Each Warframe has a different base Sprint Speed. Firing will cancel the sprint, but certain melee weapons can be swung while sprinting.
In Settings, you may configure a new Key Binding to Toggle On/Off to auto-sprint. This is useful so you don't end up holding the sprint button all the time.
- For more information, see Sprint Speed.
Rolling
Rolling is a basic combat evasive maneuver that evade charging enemy, evade bullets, grenades or melee attacks. Rolling also reduces all damage taken by the player by 75% (or invulnerability with Rolling Guard) during its animation.
Rolling shakes off certain enemies or projectiles that cling to the player (such as Latchers, Maggots, or Leeches) and can also 'dispel' certain status effects such as Swarm Mutalist MOA spores and unwanted Banish effects. Rolling just before touching the ground from high elevations also prevents hard landings.
Roll distance can be increased with Bullet Jump (e.g. Mobilize) and Parkour Velocity (i.e.
Endurance Drift,
Hit And Run, and
Swing Line) mods, Roll speed with
Mirage's Passive or
Amalgam Barrel Diffusion, and
Deadly Maneuvers provides Critical Chance on headshots after a roll.
Carriables such as Mobile Defense datamasses or Excavation power cells can be picked up by rolling over them while pressing the interact key, bypassing the normal pickup animation.
Certain Warframes utilize different animations instead of the standard rolls but otherwise remain identical in function:
Sidespring
Combo | Aim + Left/Right + Tap Sprint |
---|
While aiming, move sideways and tap the sprint button to do a sideways roll. As of now, the side-roll's range is short compared to the other ones, though it is still useful because of the damage reduction. As with all rolling maneuvers, it can be used in midair to adjust a trajectory or landing.
Backspring
Combo | Aim + Backward + Tap Sprint |
---|
While holding the aim button hold the back key and tap the roll button to do a back handspring. This maneuver is useful to put a modest distance between the player and any threat, while still maintaining their orientation. As with all rolling maneuvers, it can be used in midair to adjust a trajectory or landing.
Note that aiming is not required to perform this maneuver in midair, as the character does not automatically turn around when pressing backward like it would do while on the ground.
Crouching
![]() |
Ctrl | ![]() |
L1 |
Crouching lowers the Warframe to an average of about half height, reducing hitbox size and assists with stealth movements. When crouched, near-normal movement is still possible, albeit slower. You can, however, still roll while crouched. If crouch is toggled on, you stay crouched. Press V (default) to toggle crouching.
Sliding
Combo | While Moving + Crouch |
---|
Sliding is crouching while moving. This will bring a frame to a gradual stop because of Friction, except when on slopes. Ranged weapons may be used while sliding and a melee attack creates a separate combat maneuver.
Sliding is helpful for going under obstacles quickly that would otherwise need to be crawled under by Crouching.
Jump Kick
Combo | While Moving Mid-Air + Crouch |
---|
This action is essentially the same as a crouch which has been initiated while midair. It will help maintain momentum and allow the frame to travel further. When landing on the ground, the Warframe will return to a slide. Like sliding, the frame's jump distance is also improved allowing to reach distant places.
Jump Kicking will also knockdown most enemies on hit, as well as dealing pure Impact damage equal to 20 + 100% of equipped melee weapon base damage (including base damage mods). This damage cannot be increased by headshotting an enemy, but can be increased to 20 + 200% of melee base damage with
Gale Kick equipped.
Jumping
![]() |
Space | ![]() |
![]() |
A basic jumping function that propels players upwards.
Double Jump
![]() |
While Mid-Air + Jump | ![]() |
![]() ![]() |
Players can jump twice by tapping the jump button twice. Double jumping carries the momentum the player has, and can be used in tandem with other advanced maneuvers to achieve a complex feat. In addition, coming into contact with any surface – wall and ground alike, will recharge the player's ability to double jump again.
Bullet Jump
Combo | While Crouching + Jump |
---|
While crouching, pressing the jump button will cause the Warframe to quickly launch themselves towards the direction of the reticle, leaping into midair with a spiraling movement. This allows the Warframe to close a longer gap or reach a higher destination.
Bullet Jump deals 100 Blast damage and guaranteed proc within a 3-meter radius (damage falling off over distance) from where the user initiates the jump. This damage can be modified and amplified by some Exilus Mods such as
Piercing Step.
It is possible to bullet jump from a slide (crouching after moving), which will still propel the Warframe forward with extra speed.
Bullet jumping while having the camera pointed to the ground will propel the players up and slightly forward, allowing them to easily aim at ground enemies mid-air (usually in tandem with Aim Glide).
Bullet jumping can be done in the air, if airborne for other reasons than bullet jumping. Meaning a normal jump or walking off of a ledge.
Aim Glide
Combo | While Airborne + Aim |
---|
Players can aim midair to perform Aim Gliding, this slows player's descent into a controlled gliding while allowing them to aim better even while moving through the air. Players can only Aim Glide for 3 seconds – after which they will descend rapidly to the ground.
Despite its name, Aim Gliding can also be performed while holding melee weapons by Blocking or while casting abilities.
Aim gliding makes players harder to hit by enemies, effectively reducing enemy accuracy.
While an Archgun is deployed, Aim Glide duration is reduced by approximately 70%; 0.9 seconds without increases.
This maneuver shares its timer with Wall Latching.
Edge Grab
Combo | Approach Edge + Jump |
---|
After jumping, a frame will attempt to grab onto an edge of any kind, then attempt to climb up to a standing position regardless if there is enough space to stand or not.
Players can double jump while edge grabbing to flip upwards, achieving faster climb.
Wall Dash
Combo | Sprint Forward + Jump |
---|
Run at a wall then tap jump and a directional key to perform wall dash.
Vertical
Run at a perpendicular direction towards a wall, then tap jump to wall dash upwards. Players can continue to wall dash indefinitely by subsequently holding jump, and can flexibly switch to walldash sideways by pointing the camera relative to the direction. The faster the sprint speed of the frame, the faster it can climb.
Horizontal
Run with less than a 70 degree angle towards a wall and tap jump to wall dash across the wall. Players can continue to wall dash indefinitely by subsequently holding jump, and can flexibly switch to walldash upwards by pointing the camera relative to the direction. The faster the sprint speed of the frame, the faster it can climb.
Players can also propel themselves away from the wall by pointing the camera relative to the direction players wish to jump away to.
Wall Latch
Combo | While Walldashing + Aim |
---|
During wall dashing, players can latch onto a wall by aiming. This stops any movements players currently have and will remain stationary on the place, such as a high vantage point. Players using the wall latch may also cast some abilities that normally cannot be cast in the air. However, players can only perform this maneuver for a limited amount of time of 6 seconds – if the timer runs out, they will involuntarily latch off the wall.
Performing this maneuver in the air while falling will prevent a hard fall that stops you from moving momentarily.
While an Archgun is deployed, players cannot Wall Latch.
This maneuver shares its timer with Aim Gliding.
Hard Landing
A Hard Landing occurs when a Warframe drops to the ground at a velocity of 20 meters per second from high altitudes, causing them to impact the ground with heavy force. During a Hard Landing, the Warframe is unable to move briefly as it recovers from the impact. However, the Warframe will not receive any fall damage.
Hard Landings can be prevented by double jumping, jump kicking, rolling, or aim gliding just before hitting the ground. Alternatively, players can equip Kavat's Grace to mitigate the effects of Hard Landings.
Valkyr is unique in that her Passive prevents her from suffering Hard Landings no matter how fast she falls.
Zipline
Ziplines are hanging lines strung between two objects, which can be found on many maps. Players can mount ziplines by pressing or holding the Use key (default X ) to instantly hop unto the zipline, making the Warframe crouch on it like a tightrope. Mounting ziplines can be performed as long as the player is within the vicinity of the line even while in mid-air, and can be mounted on any part of its length. Dismounting from a zipline can be done by pressing the Use key again, or by performing a maneuver like Bullet Jump.
Players can walk, sprint and slide along the zipline's length at will, as well as fire weapons. However, players cannot cast powers while mounting a zipline, nor use melee attacks.
While on a zipline, player base movement speed is increased from 6m/s to 7.5m/s. Aiming does not apply its movement speed debuff while on ziplines.
Knockdown Recovery
Players can press the jump key when the Warframe glows during a Knockdown animation to do a recovery animation, however the glow is currently bugged and will not appear in any instances of knockdown, although the recovery window will still be present.
- Counterintuitively, Handspring speeds up the knockdown animation by a significant amount, shrinking the recovery window making it more difficult to recover instead.
Advanced Tech
Slam Jump
Combo | In Air + E + Flick Camera Down |
---|
A Slam Jump is performed by jumping, and then flicking the camera down and melee-ing midair at the same time to exploit the momentum gained from Melee Slam forward. This sends the player flinging 30° higher than the initial player FOV at a high speed at around ~50m/s, comparable to Itzal's base sprinting speed.

Slam Jump illustration by Fluffie
- Increasing look sensitivity in the Settings may help perform this movement tech.
- When failing this move:
- Performing regular aerial attack indicates that you are meleeing too fast or flicking down too slow.
- Performing regular slam indicates that you are meleeing too late.
- It is notable that Kahl can perform Slam Jumping in Break Narmer missions where he possesses a Jetpack, making this Kahl's fastest movement tech.
- A Jetpack is required for Kahl to perform melee slam. As Sneaky Sabotage does not have any accessible Jetpack it remains the only Kahl mission he cannot perform this tech.
Slam Cancel
Combo | In Air + Melee Slam + Tap Shift |
---|
A Slam Cancel can be performed by melee slamming and timing a roll to exit out of the slamming animation. Best used when the map requires players to head downwards.
Roll Slide
Combo | Tap Sprint + Crouch in any direction |
---|
A Roll Slide can be performed by inputting a slide during a roll. This will push the player in a specified direction during a roll, which allows for fine-tuning of rolling movements.
Pre-Roll Pickup
Combo | Tap Sprint + Tap X on item |
---|
Pre-Roll Pickup can be executed by pre-rolling and pressing the interact button (default: X ) when the player is near an item, which allows them to pick up items without going into an animation lock.
Melee Maneuvers
- Main article: Melee
Melee is a form of combat system that utilizes edged or blunt weapons and close quarter attacks. Every attack causes the player to take a single step forward. However, if the player is crouched, non-combo melee attacks will not cause a step forward. Melee weapons can be equipped in the tertiary slot of the arsenal in Warframe.
Current melee weapons consist of a number of classes, in which each class of weapons has a unique set of attack animations, including normal, jump, slide, stealth attacks, finishers, combos, and blocking.
Archwing Maneuvers
- Main article: Archwing Maneuvers
Archwing Maneuvers are a set of actions that a player can perform with the Archwing, a set of mechanical wings used by a Tenno to fly and engage in combat in space and underwater.
Archwing flight controls are similar to normal ground-based controls, with some variations for three-dimensional movement. Movement is controlled with both the W A S D Space Ctrl keys and mouse, in conjunction. Unlike ground combat, Archwings retain momentum after releasing movement keys mid-flight. Higher velocity allows a further coast.
Hitting objects at high speed will result in the Archwing taking damage, making collision avoidance important to gameplay. Maneuvers still remain the same in submersible combat, albeit with reduced speed due to the water surrounding the player.
Increasing Maneuverability
Aim Glide/Wall Latch Duration
Aim Glide/Wall Latch Duration is an Upgrade type that increases the Aim Glide and Wall Latch durations.
Dodge Speed
Dodge Speed is an Upgrade type that increases the player's rolling, sidespring, and backspring speeds.
Mobility
Mobility is a Conclave-exclusive stat that represents a multiplier to the player's Bullet Jump speed, sliding speed, and sliding friction.
Movement Speed
- Main article: Movement Speed
Movement Speed is an Upgrade type that increases the animation speed of certain non-sprinting maneuvers.
Mods
Warframe Abilities
![]() |
![]() 4 ![]() +10/s |
Effigy Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks. Introduced in Update 16.0 (2015-03-19) |
| ||||
Info
- Chroma expends
50 Energy to shed his outer pelt, imbued with elemental energy while sprouting wings and converting it into a stationary floating sentry with
1000 / 2000 / 4000 / 8000 Flesh health and 140 Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing
100 / 200 / 300 / 400
Heat,
Electricity,
Toxin, or
Cold damage per tick with a ?% status chance at 5 ticks per second. If enemies come within 5 meters of the sentry, it will periodically unleash a radial knockback that inflicts 200
Heat,
Electricity,
Toxin, or
Cold damage and
Ragdoll. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
- Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
Spectral Scream.
- Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
- Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. In addition, all credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
- For enemies killed by the sentry within the percentage credit bonus range, credit income is increased by an average of 43.75% / 95% / 153.75% / 220%. This assumes the credit chance on kill results in double credits from that enemy.
- While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
- The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed
Steel Fiber and
Intensify, Chroma with
Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1 + 3.5 × 1.3) × 0.5 = 1,163.75 when Effigy is activated).
- The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed
- Effigy drains
10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
- Channeling energy cost is affected by Ability Efficiency and Ability Duration.
- Chroma cannot gain energy from
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Effigy 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 Chroma's energy while Effigy is active.
- Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of
Vex Armor.
- Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of
Vex Armor.
- Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of
- When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
- When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
- Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.
Augment
- Main article: Guided Effigy
Guided Effigy is a Warframe Augment Mod for Chroma's
Effigy that allows him to control the Effigy, dealing rapid damage to enemies in its path while recovering energy and stunning enemies at the destination.
Tips & Tricks
- The pelt usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
- The pelt can be
Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
- The pelt gains shields from the Shield Osprey Eximus Specter.
- As the pelt will not move from the spot it is cast on (unless the Guided Effigy mod is equipped), it would serve quite well as an impromptu turret. As such, it is recommended to place the pelt on top of an objective that needs to be defended such as in a Defense mission. If that is the case, then it is recommended to equip energy-regenerating mods such as Rage or Hunter Adrenaline to keep the pelt active for as long as possible.
![]() |
![]() 4 ![]() |
Rotorswell Gyre’s mechanisms spin at incredible speeds, generating an Electric Field that shocks nearby enemies. When Gyre gets a critical hit, a large electrical discharge will chain from the enemy that was hit to nearby enemies. Introduced in Update 31.5 (2022-04-27) |
![]() ![]() 250 / 350 / 400 / 500 (discharge ![]() |
![]() | |||
![]() 10 m (discharge range) | |||
Misc: 44 % (move speed bonus)
![]() 0% to 300% (ability critical chance) |
Info
- With a graceful whirl, Gyre expends
100 energy to overcharge her coil gown as its rotors gyrate rapidly and conductive plating lift apart, granting her a 44% movement speed bonus lasting for
10 / 14 / 18 / 22 seconds. A sustained radial electrical surge contained within a ring of Gyral Blocks surrounds Gyre, shocking all enemies within a
4 meter sight detection radius around her to inflict
100 / 150 / 200 / 250
Electricity damage per second with a guaranteed status effect.
- Damage per second can damage and break destructible Objects in range.
- Gyre's player camera positions itself further away while Rotorswell is active to expand her field of view.
- Electric field is a spherical radius around Gyre that affects enemies above and below her, despite the visual indicator being represented by the horizontal Gyral Block ring.
- While active, inflicting a Critical Hit from Gyre's weapons or abilities against an enemy target triggers a lightning discharge that chains outward, striking the target plus up to 5 other enemies within a
10 meter sight detection radius around the source enemy. The source enemy and chained enemies are inflicted
250 / 300 / 400 / 500
Electricity damage with a guaranteed status effect. Up to 2 lightning discharges from 2 separate critical hits can occur simultaneously; after discharging, Rotorswell undergoes a 1 second cooldown before it can create discharges again.
- Discharge damage is independent of the used weapon's damage.
- Ability Synergy:
- Gyre's passive and
Cathode Grace enable ability Critical Hits by granting 0% to 300% critical chance to damage and status effects dealt by Rotorswell.
- Critical hits dealt by
Arcsphere,
Coil Horizon, Rotorswell's electric field and its discharge will trigger the discharge effect.
- Critical hits dealt by
- Direct kills by Rotorswell, its
Electricity status effects, and kill assists from allies extend Cathode Grace's duration.
- Killing enemies with
Cathode Current active releases an additional discharge from Rotorswell while extending its duration equal to Cathode Grace's bonus duration.
- Gyre's passive and
- Can be recast while active to briefly cancel the ability then renew into a new instance with full duration.
- Casting Rotorswell is a full-body animation that interrupts Gyre's grounded movement and other actions.
- In Landscapes, deploying and riding an Archwing or a K-Drive while Rotorswell is active will retain the gyrating transmitters and will keep dealing damage.
- This is also true when casting Rotorswell before getting off a Railjack to fly via Archwing, giving an additional damaging source while engaging enemy craft in melee.
- Gyre visually performs a clockwise pirouette from where she stands, ending the whirl with a right-footed stomp as she braces her arms to the sides for the electrical overcharge. Gyre's body is enveloped in electricity, as 8 Transmitter Drones launch outward and take flight in a zigzagging pattern, following Gyre wherever she goes to detect her critical hits and discharge a lightning strike against her targets. Her coil gown's crinoline splits apart and lifts the conductive plating up to the sides to provide her ample legroom for swift movement. A persistent horizontal ring of 72 Gyral Blocks materializes and surrounds Gyre to denote her electric field's radius, while the electric surge spreads from her coil gown out toward the ring and concentrates itself within Gyre's proximity as the electrical current stabilizes.
- Transmitter Drones use the same model as
Vauban's grenades and default to the silver coloration and white energy. They travel their own flight paths and attempt to follow Gyre once she moves away.
- All Gyral Blocks have a stylized engraving that resembles Mastery Slate Decorations, rapidly spinning counterclockwise along the X axis and pulse together in a wave-like pattern. The spacing between Gyral Blocks widens or tightens depending on Gyre's Ability Range stat.
- Transmitter Drones use the same model as
Tips & Tricks
- Synergizes particularly well with high ammo, high fire rate guns even if they have low damage and/or critical chance such a full-auto
Tiberon Prime, as the lightning arcs' damage is independent of said weapons' damage and the fire rate may compensate for the low chances at critical hits.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
Boar Prime, as their individual pellets have their own chance at striking a critical hit.
- Can also work for high fire rate, high multishot but mediocre critical chance shotguns such as the
- As the electrical discharges from Rotorswell require only critical hits and not critical kills to trigger, weapons with high potential for extremely high critical chance and high fire rate/attack speed - such as the
Grakata,
Soma Prime with
Hata-Satya, or
Tekko - will synergize extremely well with the ability.
- Activating Rotorswell before riding an Archwing or a K-Drive will make Gyre deadly against enemies that get too close.
- Synergizes particularly well with high ammo, high fire rate guns even if they have low damage and/or critical chance such a full-auto
![]() |
![]() 3 |
Venari Command Venari to focus on a target. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to revive her instantly. Introduced in Update 22.18 (2018-04-20) |
![]() 1.05x / 1.1x / 1.12x / 1.15x (speed multiplier)350 (snare damage)
50 HP/sec (health regen) |
![]() | |||
![]() | |||
Misc: 120 s (mark duration)45 s (respawn time)2.5 s (snare duration)5 (hits per snare)3 s (Attack & Protect cooldowns)< 90% HP (missing health threshold)10 m (Heal aura radius)
65 s (Venari self-heal mark duration) |
Info
- Khora commands her loyal Kavat companion
Venari to prioritize a target on the aiming reticle for
25 energy, leaving Venari's mark above the target for 120 seconds. Once commanded, Venari chases the marked target if nearby or teleports to it if far away, while refreshing the special effect for her battle posture if it is on cooldown. When Venari reaches the target, she will perform different tasks depending on her battle posture.
- The target is marked by a floating battle posture icon above their head.
- Venari's mark cannot be recast on the same target while still active.
- Venari's mark lasts until removed via duration end, Khora marking a different target, switching battle posture, or the target is killed.
- Marked targets are prioritized by Venari over enemies afflicted by
Slash with
Hunter Command equipped.
- When a target is marked, Venari audibly snarls in response.
- While Venari is alive, Khora passively gains a
1.05x / 1.1x / 1.12x / 1.15x movement speed multiplier. This stacks multiplicatively with speed mods like
Rush. When Venari is killed, she will respawn beside Khora after 45 seconds or instantly by casting this ability using
50 energy.
- Speed multiplier stacks multiplicatively with mods such as
Rush.
- Revive energy cost is reduced proportionately based on the remaining time until Venari respawns (e.g. 1 second remaining on timer = 1 energy used to revive Venari.)
- Respawn time is not affected by mods.
- Respawn time is displayed on the ability icon when Venari is killed.
- When respawned, Venari visually leaps down from above landing next to Khora.
- Speed multiplier stacks multiplicatively with mods such as
- All postures are available by default when Venari is unlocked at Warframe rank 5.
- Holding the ability key (default 3 ) cycles to Venari's next battle posture for no energy cost, and also deactivates any current Mark:
- Khora commands Venari to adopt her Attack posture, causing her to ferociously assault nearby enemies and allowing her to use Snare. During Snare, Venari chains her chosen target in place for 2.5 seconds, as she damages the target with 5 hits over the course of the animation; each hit inflicts
350
Slash damage with a guaranteed Status Effect proc. Snare has a cooldown of 3 seconds, which can be bypassed by Khora manually marking a target.
- Snare damage is affected by by
Maul,
Venom Teeth and other elemental damage mods.
- Snare damage type is affected by elemental mods, including
Venom Teeth,
Shock Collar,
Flame Gland, and
Frost Jaw.
- Snare is capable of Status Effect procs with every hit in addition to the forced
Slash proc. It inherits Venari's Status Chance and damage spread shown on the Arsenal as normal.
- Snare has 0% critical chance and is not affected by
Bite or
Hunter Synergy.
- Venari's Attack mark can only be cast on an enemy target.
- Venari's Attack mark will remain on the target until it expires, allowing Venari to focus on killing the target with multiple Snare attacks.
- Snare damage is affected by by
- Snare is not affected by
Swipe's multiple targeting and range extension.
- Casting Snare is a full-body animation that causes Venari to maneuver around the target, before reappearing near the target once finished.
- Venari is still vulnerable to damage while performing her special attack animation.
- During Snare, the target is visually held in place by living chains that attach to nearby surfaces.


- Tail Whip will affect the target even if it moves away from Venari during her spin animation.
- Does not knockdown nor disarm enemies innately wielding melee weapons.
- Venari's Protect mark can only be cast on an enemy target.
- Venari's Protect mark is removed once Tail Whip is performed on the target.

- Eligible targets for healing includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- Venari's Heal does not affect Necramechs or Operators.
- Revitalize deactivates when all allied players are above the missing health threshold.
- Revitalize does not grant Shield points.
- Venari's Heal mark can only be cast on an ally target.
- Venari's Heal mark is removed once Khora marks another target, the target is killed, or Khora switches battle posture.
- Venari will closely follow its target and Revitalize will not deactivate until the mark is removed. While following a target, Venari also will not attack nearby enemies unless she is equipped with supplemental attack mods like
Sharpened Claws or
Pounce.

- Battle posture cannot be switched while Venari is dead, instead the respawn function overrides any input on the ability key.
- While Venari is in a neutral state with no active Marks she is far less likely to get stuck in terrain, frequently teleporting in beside you if you have gotten ahead of her.
- Casting speed on all animations related to this ability, on both Khora and Venari, is not affected by mods such as
Natural Talent and
Speed Drift.
- Venari does not benefit from the set bonus of Hunter Mods.
- Set Mods equipped on Venari do not count towards the number of mods equipped for the set bonus.
Fetch equipped on Venari does not stack with
Vacuum or
Fetch equipped on companions.
- Casting Venari's mark and summoning Venari do not play any animations on Khora, while changing posture is an upper-body animation that allows movement and parkour Maneuvers.
- Khora's metallic adornments and Venari's tail change appearance depending on the selected posture: Attack (long spikes), Protect (small stubs and hammer tail), and Heal (curved blades).
- While Venari is dead, Khora's metallic adornments are hidden from view and will reappear once Venari respawns.
- The following visual effects are affected by Khora's chosen Warframe energy color:
- Venari's eye and regalia colors, mark icon color, as well as her death and respawn/teleport landing impact.
- Khora's battle posture switching.
- Attack posture Snare trails and Heal posture Revitalize glow.
Augment
- Main article: Venari Bodyguard
Venari Bodyguard is a Warframe Augment Mod for Khora's
Venari that makes Venari die in Khora's place at the cost of an increased spawn timer, but every enemy killed decreases the spawn timer.
Tips & Tricks
- Khora's passive speed multiplier affects her regular movement speed, which also enhances sprint speed. Combine with high Ability Strength and sprint speed mods such as
Rush and
Armored Agility to gain vastly increased mobility.
- Keep moving and do parkour maneuvers while switching battle postures to evade incoming enemy attacks.
- By default, Venari will attack enemies and perform her battle posture effects on her own. Place a mark on your target to direct Venari's attention where you desire.
- Equip
Hunter Recovery on Venari and place an Attack mark on a distant enemy. Venari will teleport to the target and immediately use Snare to attack it, quickly healing Khora in the process.
- Use Protect mark to knockdown and disarm dangerous threats such as Napalm and Tech.
- Heal mark allows versatile options to grant health regen in an area:
- Use on an ally or Khora herself to have Venari follow suit.
- Use on Venari to order her to stay put.
- Use on Khora if Venari is far away to recall her back to your side.
- Use on an ally in the distance to teleport Venari to the fray.
- Venari's Heal posture is able to heal static objectives such as Cryopods, Excavators, and Kuva Harvesters. Place a Heal mark on the objective to have Venari stand guard over it providing healing to it and nearby teammates. It can also be used to heal moving objectives like defectors and hostages.
- Cast
Ensnare to group up enemies for Venari to attack them for double damage.
Bugs
Slash procs do not change Venari's target with
Hunter Command equipped, even when no enemies are marked.
- Venari's UI will be completely hidden if Venari is dead and the player uses Transference to return to the Warframe.
- Venari's respawn function can rarely not trigger when Venari is killed, requiring Khora to spend a revive on herself to bring Venari back.
- Venari randomly stops moving when her heal aura is activated. This bug occurs for targets she automatically chooses to heal, as well as targets marked by Khora. Switching to Attack or Protect postures will reset her AI to normal.
- Placing a Heal mark on Khora or an ally sometimes causes Venari to toggle the healing aura on and off repeatedly as she edges toward the marked target.
- Venari is not going to collect items with
Fetch mod. (only works well playing solo mode)
- Locked lockers unlocked by Venari via the
Scavenge mod still appear as locked (red) despite being unlocked, and can still be opened.
Fear Sense can sometimes make enemy markers appear outside of the minimap in the UI if Venari uses it and Khora moves away from the enemies.
- If during a Sortie the energy level is insufficient to cast this ability, then it will be rendered inactive completely. The side effect is that if Venari dies it will not revive itself during the mission.
- Client only: If Venari dies and the ability is cast to revive her, the passive movement speed may be applied with unmodded Strength.
![]() |
![]() 1 ![]() |
Fire Walker Blaze a trail of flames, scorching enemies and cleansing allies. Introduced in Update 18.1 (2015-12-16) |
![]() ![]() 500 / 750 / 1000 / 1250 ( ![]() |
![]() 5 / 6 / 7.5 / 10 s (flame duration) | |||
![]() | |||
Misc: 15 / 15 / 20 / 25 % (movement speed bonus)0.5 s (damage interval)
10 / 25 / 50 / ? % ( ? s (flame ring duration) | |||
Subsumable to Helminth |
Info
- Nezha expends
25 energy to ignite his Wind Fire Wheels to gain 15% / 15% / 20% / 25% bonus Movement Speed for
15 / 20 / 25 / 30 seconds, while leaving behind a trail of fire beneath his feet that lasts for
5 / 6 / 7.5 / 10 seconds. Enemies that walk over the flames are dealt
50 / 100 / 150 / 200
Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?
Heat status chance. While Nezha and his allies stand on the flames, they are immune and continually cleansed of all Status Effects.
- Cast animation of ~0.5 seconds, affected by Casting Speed.
- Flames can be formed in mid-air but only while Bullet Jumping. Falling will not leave behind any flames.
- Ability Synergy: If Fire Walker is active when using
Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal
500 / 750 / 1000 / 1250
Heat damage with a 10% / 25% / 50% / ?
Heat status chance within a radius of
3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames for ? seconds.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- Fire Walker can be cast while moving but will interrupt all other actions.
- Can be recast while active to refresh its duration.
- Subsuming Nezha to the Helminth will offer Fire Walker and its augments to be used by other Warframes.
- This does not allow other Warframes to use Fire Walker's explosion on teleport. This is exclusively a synergy with Blazing Chakram.
Augment
- Main article: Pyroclastic Flow
Pyroclastic Flow is a Warframe Augment Mod for Nezha and
Nezha Prime that accumulates the damage
Fire Walker deals and unleashes it in a trail of fire upon reactivating the ability.
Tips & Tricks
- The 100% chance of the
Heat status effect makes this an effective form of control for narrow hallways or choke points.
- Quickly sliding into groups of enemies can reliably disable them.
- The amount of ground that can be covered in flames can be improved using Sprint Speed mods.
- Also works as an escape tool to prevent enemies from following you.
- Can be used to cut off melee units from defense objectives.
- Briefly tapping slide key allows for additional control over Nezha's momentum while maintaining the additional speed.
- Choosing a dark energy color makes the visual effect less intrusive.
![]() |
![]() 3 ![]() |
Metronome Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff. Introduced in Update 20.0 (2017-03-24) |
![]() 10 / 15 / 20 / 35 % (armor bonus) 10 / 15 / 20 / 30 % (speed bonus) 12 / 20 / 25 / 30 % (multishot bonus) 20 / 25 / 25 / 30 % (melee damage bonus) |