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Titan of stone, lord of the earthly elementals.

This is Atlas, the brawler, the strong.

Moving mountains is no easy task, Tenno. Atlas endures.

Release Date: October 1st, 2015

With fists of cold stone and the physique of a titan, Atlas bends rock to divide, petrify and bulldoze all in his way, and manifests earthly entities to rampage his stomping grounds. Atlas was unearthed in Update 17.5.

Manufacturing Requirements
Credits64
30,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 275 Blueprint Price: N/A
Neuroptics
Credits64
15,000
PolymerBundle64
1,400
AlloyPlate64
1,100
Circuits64
800
Neurode64
5
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
NanoSpores64
1,800
Cryotic
1,300
Rubedo64
700
ArgonCrystal64
2
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
Ferrite64
4,600
PolymerBundle64
1,700
Morphics64
5
OrokinCell64
1
Time: 12 hrs
Rush: Platinum64 25

AcquisitionEdit

The blueprint is awarded after completing The Jordas Precept Quest, which unlocks the Jordas Golem Archwing Assassination mission that drops the remaining parts.

The drop chances for each component are 38.72%, 38.72%, 22.56% for Neuroptics, Chassis, Systems respectively as it is for most boss-rewarded Warframe components, with an expected 5-6 runs to obtain each component at least once and 36±9 runs to be nearly guaranteed each component at least once.

TriviaEdit

  • In Greek mythology, Atlas was the Titan who held up the sky, typically portrayed carrying a large celestial sphere upon his shoulders. Other aspects of Atlas' design are similarly inspired by Greek myth.
    • Atlas' Petrify ability is a tribute to the Gorgon Medusa through which the Titan met his demise. The hero Perseus, who slayed Medusa, would use her severed head to turn many of his adversaries to stone, including Atlas who was transformed into a range of mountains.
    • Atlas' passive immunity to knockdowns while grounded is inspired by the giant Antaeus who would challenge opponents to wrestling matches and was invincible as long as he was in contact with the ground.
  • Atlas has the third highest base armor rating of all Warframes at 450, surpassed by Valkyr's 600 and Valkyr Prime's 700.
  • Not counting the Aura slot, Atlas is the first non-prime Warframe, and still one of only a few, to start out with three polarized mod slots.
  • Atlas is the second Warframe to not include an alternate helmet on initial release, following Oberon.
  • Atlas' appearance seems to be inspired by a chivalrous knight with a greathelm.
  • Atlas has the lowest Sprint Speed of all Warframes.


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ImmovableEdit

Strong as the mountain, Atlas is immune to knockdown effects while on the ground. 

  • Atlas remains susceptible to knockdown while in midair. 

AbilitiesEdit

Landslide LandslideIcon
ENERGY
25
KEY
1
Landslide
Bash enemies with an exploding sliding punch, repeat for a devastating combo.
Strength:[1 hit] 100 / 200 / 300 / 350
[2 hits] 200 / 400 / 600 / 700
[3+ hits] 400 / 800 / 1200 / 1,400
Duration:1 s (combo window)
Range:8 / 10 / 12 / 15 m (dash range)
[1 hit] 1.5 m (impact radius)
[2 hits] 3.0 m (impact radius)
[3+ hits] 4.5 m (impact radius)

  • Atlas charges forward to punch a target enemy up to 8 / 10 / 12 / 15 meters away. The target and enemies within 1.5 meters are dealt 100 / 200 / 300 / 350 Impact b Impact damage as a melee strike with a 200% critical damage multiplier, a 5% critical chance, and a ? status chance.
    • Base damage is affected by Power Strength and the Melee Combo Counter.
    • Each enemy struck adds to the Melee Combo Counter.
    • Landslide is affected by certain melee mods including base damage (e.g. Steel Charge), Impact b Impact damage, elemental damage, critical damage, critical chance, and status chance mods.
    • AoE damage bypasses obstacles in the environment and does not diminish with distance.
    • Impact radius is affected by Power Range, while the dash range is not.
    • Atlas' health is immune to damage while dashing.
  • Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
    • 200% damage, 200% impact radius, and 50% cost reduction for the second hit
    • 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
    • Atlas ragdolls enemies with an uppercut on every third successive strike in the chain. All other strikes stagger enemies.
    • Combo window is affected by Power Duration and cannot fall below 0.5 seconds under any circumstances.
    • The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle.
    • If no casts are performed within the combo window, the damage and energy cost will reset.
    • If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.
  • Casting Landslide requires an unobstructed enemy target.
  • Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker).
  • Can be cast while in the air.
  • A Critical Hit with this ability is able to trigger the Naramon Shadow Step passive.
  • Killing an enemy with this ability is not counted as a Melee Kill. Therefore the Swordsman Challenge is not affected by the successive use of the ability.
  • Shattering Impact does not work on this ability even though it deals impact damage.

PathofStatuesMod
Main article: Path of Statues

Path of Statues is a Warframe Augment Mod for Atlas, that makes Landslide leave a petrifying path for a short period.

Rank Path Duration Petrify Duration Cost
0 7s 4s 6
1 8s 5s 7
2 10s 5s 8
3 12s 6s 9

  • Landslide excels at rampaging between spread out clusters of enemies.
  • Take advantage of the dash's health invulnerability to charge through devastating attacks
  • Landslide's combo multiplier is separate from the Melee Combo Counter, and both work together to massively increase Landslide's damage.
  • Try these tips to make the most of the combo multipler's short reset window:
    • Use Duration increasing mods to lengthen the window.
    • Perform a Bullet Jump maneuver between casts to extend Atlas' reach.
      • Note that Landslide can be cast while in midair, but Atlas' knockdown immunity will not apply while he is not grounded.
  • Landslide's base damage uses the following expression when accounting for Power Strength: Modified Base Damage = Base Damage × (1 + Base Damage Bonus) × (1 + Power Strength). As an example, with a maxed Steel Charge, Pressure Point, and Intensify, a rank-3 Landslide will have 350 × 2.8 × 1.3 = 1274 base damage.
  • Energy cost reduction is applied to Landslide's modified activation cost. As an example, with a maxed Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
  • Landslide benefits from elemental damage granted by certain augmented abilities of other Warframes, including:

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases combo window to 2.82 seconds.
    • Reduces impact radius of the 1st cast to 0.51 meters, 1.02 meters for the 2nd cast in a chain and 1.53 meters for all subsequent casts in a chain.
  • Maximized Ability Efficiency reduces cost of the 1st cast to 6.25 energy, 3.13 energy for the 2nd cast in a chain and 1.56 energy for all subsequent casts in a chain.
    • Reduces combo window to 0.4 seconds.
  • Maximized Ability Range increases impact radius of the 1st cast to 3.75 meters, 7.5 meters for the 2nd cast in a chain and 11.25 meters for all subsequent casts in a chain.
    • Reduces base damage of the 1st cast to 140, 280 for the 2nd cast in a chain and 560 for all subsequent casts in a chain.
  • Maximized Ability Strength increases base damage of the 1st cast to 1221.5, 2443 for the 2nd cast in a chain and 4886 for all subsequent casts in a chain.
    • Without Energy Conversion, increases these values respectively to 1046.5, 2093 and 4886
    • Increases cost of the 1st cast to 38.75 energy, 19.38 energy for the 2nd cast in a chain and 9.69 energy for all subsequent casts in a chain.
    • Reduces combo window to 0.73 seconds.


Tectonics TectonicsIcon
ENERGY
50
KEY
2
Tectonics
Summon a rock-wall, activate again to send the rocks crashing towards the enemy.
Strength:5x (armor multiplier)
2850 / 3150 / 3450 / 3750 (base health)
250 / 300 / 350 / 500 (explosion damage)
150 / 300 / 450 / 600 (roll damage)
Duration:N/A
Range:3 / 3 / 4 / 5 m (explosion radius)
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
15 m (roll distance)

  • Reshaping the surrounding terrain, Atlas erects a bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor bonus. Upon activation, the bulwark is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health.
    • Base health and armor multiplier are affected by Power Strength.
    • While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
    • Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
    • Invulnerability duration is not affected by Power Duration.
  • Deactivating the ability by pressing 2  again will cause the bulwark to compact into a boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600 Impact b Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500 Puncture b Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
    • Rolling and explosion damage are affected by Power Strength.
    • Enemies affected by the rolling damage are ragdolled.
    • The explosion damage does not bypass obstacles in the environment and diminishes with distance.
    • Explosion radius is affected by Power Range, while roll distance is not.
  • (Requires Testing) Many if not all explosive weapons with a timer or detonation mechanic will explode immediately on contact with the bulwark. No in-game context has been given for this phenomenon.
  • While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
  • The bulwark and boulder have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
  • Enemies that are melee-focused will attack the bulwark if it obstructs their path, though some enemies may simply run up against it.
  • Atlas can maintain only one bulwark at a time.
    • Upon casting the bulwark into a boulder, Tectonics can be recast to create a new bulwark while the boulder travels.
  • The bulwark will spawn on the same elevation as Atlas and will not fall down while in wall form even if there is no object under it.
  • Tectonics cannot be cast while Atlas is in the air.
  • Casting and deactivation animations of 1 second are affected by Natural Talent.

TectonicFracture
Main article: Tectonic Fracture

Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.

Rank Walls Health Cost
0 2 70% 6
1 2 80% 7
2 3 90% 8
3 3 100% 9

  • Can completely block off narrow enough areas or chokepoints from enemies.
    • Note that Atlas and allies can freely move and wield melee weapons through the bulwark.
  • The boulder can be used to push down long corridors, but take care when aiming as the boulder will detonate when it hits a side wall or standing obstacle.
  • The bulwark's cover can assist in reviving allies who have fallen to a frontal threat. Beware when fallen allies are surrounded.
    • Also beware of area of effect knockdown and blast attacks, which will penetrate the bulwark and interrupt revive.
  • Enemies will not change their motion to sidestep a rolling boulder. This makes the boulder very effective against lines of charging foes (which, for example, often appear in Excavation missions).
  • (Requires Testing) Explosive weapons with a timer or detonation mechanic will explode immediately on contact with the bulwark (e.g. shots fired from the Stug or the cubes made by the Mutalist Quanta). This can be used to make time-delayed weapons deal their damage and effects instantly.
  • The bulwark's health uses the following expression when accounting for Power Strength: Modified Health = (Base Health + 5 × Atlas' Base Armor × Base Armor Bonus) × (1 + Power Strength) + Absorbed Damage.
    • For example, with a maxed Steel Fiber and Intensify, rank-3 Tectonics will produce a bulwark with an initial health of (3750 + 5 × 450 × 1.1) × (1 + 0.3) = 8092.5 before converting absorbed damage.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration has no positive effects on this ability.
    • Reduces explosion radius to 1.7 meters.
  • Maximized Ability Efficiency reduces cost to 12.5 energy.
    • Has no negative effects on this ability.
  • Maximized Ability Range increases explosion radius to 12.5 meters.
    • Reduces base health to 2900 armor multiplier to 2x, roll damage to 240 and explosion damage to 200.
  • Maximized Ability Strength increases base health to 25302.5 armor multiplier to 17.45x, roll damage to 2094 and explosion damage to 1745.
    • Without Energy Conversion, increases these values respectively to 21677.5, 14.95x, 1794 and 1495.
    • cost to 12.5 energy.
  • With maximized Steel Fiber and Armored Agility, increases base health to 8487.5.
    • Adding Maximized Ability Strength to this, increases base health to 29621.38.


Petrify PetrifyIcon
ENERGY
15
KEY
3
Petrify
Fossilize foes with Atlas' hardened gaze.

Energy Drain: 3 s-1

Strength:0.45 / 0.5 / 0.65 / 0.8 (stone rate)
Duration:5 / 10 / 15 / 20 s
Range:10 / 11 / 12 / 14 m (cone length)
Misc:60° (FOV)

  • Atlas holsters his weapons and unleashes his hardened gaze, emitting a cone of energy 10 / 11 / 12 / 14 meters long within a 60° field of view. All enemies caught within the cone are initially staggered, gradually slowed, and then turned into stone at a maximum rate of 0.45 / 0.5 / 0.65 / 0.8. Petrified enemies are unable to attack or move for 5 / 10 / 15 / 20 seconds.
    • Stone rate is affected by Power Strength and cannot exceed 1 under any circumstances.
    • The relationship between stone rate and the minimum time required to petrify an enemy is nonlinear.
    • Enemies are petrified at a faster rate the higher the stone rate value and the closer they are to Atlas.
    • Elite units (e.g., Elite Crewmen, Elite Lancers) require a minimum stone rate to be petrified. Heavy units (e.g., Heavy Gunners, Ancient Healers, Techs) require an even higher minimum.
      • If Petrify's stone rate is lower than the required minimum, these units will only be staggered. Once these units recover, they will ignore Petrify's effects while the ability remains active.
      • If Petrify's stone rate is higher than the required minimum, these units will be petrified at a reduced rate compared to other units. Heavy units will take more time to be petrified than elite units.
    • Petrify will not solidify enemies behind obstacles in the environment unless Atlas has line of sight.
    • Stone duration is affected by Power Duration.
    • Cone length is affected by Power Range, while the field of view is not.
  • Petrify consumes 3 energy per second while active and will remain active until Atlas' energy is depleted, or the ability is deactivated by pressing the ability key (default 3 ) again.
    • Activation energy cost is affected by Power Efficiency, and the energy drain is affected by Power Efficiency and Power Duration.
    • While active, Atlas cannot use weapons, movement speed is significantly reduced, and all parkour maneuvers except rolling, back flipping, side strafing, and aim glide are disabled.
  • Petrified enemies are completely immune to status effects. Any duration-based status effect, such as a Bleed proc, that is applied before an enemy is petrified will be interrupted until Petrify wears off.
  • If enemies are unaware once hit by Petrify, they will retain their unaware status upon being petrified.
  • Bosses and Capture targets cannot be petrified.
  • Enemies will slowly turn a darker tone and obtain a stone texture when being petrified, and enemies that have already succumbed to the power but not yet solid can be turned to stone faster if the effect still lingers on the enemy. [citation needed]
  • Using Petrify on an enemy that is currently solidified will not refresh the stone duration. Once the enemy breaks free, it can be petrified once again.
  • Activation and deactivation animations of 1 second are affected by Natural Talent.

OreGaze
Main article: Ore Gaze

Ore Gaze is a Warframe Augment Mod for Atlas that modifies Petrify to cause enemies turned to stone to be scanned into the Codex and have a chance to make them drop extra loot.

Rank Loot Chance Cost
0 20% 6
1 30% 7
2 40% 8
3 50% 9

  • You can use the movement 'roll' to move quickly while channeling.
  • Petrified enemies that are killed will undergo a special "shatter" death animation, similarly to enemies killed by innate Cold b Cold damage sources, producing an additional corpse.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases stone duration to 56.4 seconds and reduces energy drain to 1.07 energy per second.
    • Reduces cone length to 4.76 meters.
  • Maximized Ability Efficiency reduces activation cost to 3.75 and energy drain to 0.75 energy per second.
    • Reduces stone duration to 8 seconds.
  • Maximized Ability Range increases cone length to 35 meters.
    • Reduces stone rate to 0.32.
  • Maximized Ability Strength increases stone rate to 1.
    • Without Energy Conversion, the value does not change.
    • Increases activation cost to 23.25 and energy drain to 5.25 energy per second.
    • Reduces stone duration to 14.5 seconds.


Rumblers RumblersIcon
ENERGY
100
KEY
4
Rumblers
Summon two elemental stone brawlers to the melee.
Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (explosion damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee damage)
200 / 250 / 350 / 500 (rock damage)
Duration:15 / 20 / 30 / 45 s
Range:3 / 4 / 5 / 6 m (explosion radius)
1 (speed multiplier)

  • Atlas summons two rock golems that automatically engage nearby enemies. Each Rumbler possesses 500 / 750 / 1000 / 1200 health, 50 / 150 / 250 / 500 armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000 Impact b Impact damage with each melee attack and can occasionally throw stones at enemies that inflict 200 / 250 / 350 / 500 Impact b Impact damage. Rumblers last for 15 / 20 / 30 / 45 seconds.
    • Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Power Strength. Health and armor are also affected by Warframe health, shield, and armor mods.
    • Rumbler health uses the following expression when accounting for Power Strength: Modified Health = Health × (1 + Base Health Bonus + Base Shield Bonus + Power Strength).
      • For example, with Vitality, Redirection, Intensify, and Atlas all at max rank, rank-3 Rumblers will have a modified health of 1200 × (1 + 2 + 4.4 + 2 + 4.4 + 0.3) = 16920.
      • Atlas' rank influences Rumbler health as the "Base Health Bonus" and "Base Shield Bonus" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to Rumbler health.
    • Rumbler armor uses the following expression when accounting for Power Strength: Modified Armor = Armor × (1 + Base Armor Bonus + Power Strength).
      • For example, with a maxed Steel Fiber and Intensify, rank-3 Rumblers will have a modified armor value of 500 × (1 + 1.1 + 0.3) = 1200.
    • Melee attacks stagger enemies on each hit, and enemies damaged by thrown stones are ragdolled.
    • Duration is affected by Power Duration
    • Speed multiplier is affected by Power Range and cannot fall below 0.5 or exceed 1.5 under any circumstances.
  • If the ability is deactivated by pressing the ability key again (4 ) or Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250 Blast b Blast damage to enemies within a radius of 3 / 4 / 5 / 6 meters.
    • Explosion damage is affected by Power Strength.
    • Damage does not bypass obstacles in the environment and diminishes with distance.
    • Explosion radius is affected by Power Range.
  • Rumblers are immune to status effects, such as knockdowns and Bleed procs, but can be staggered.
  • While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter.
  • Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed.
  • Atlas can maintain only two Rumblers at a time.
    • The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.
  • Cast delay of 2.5 seconds is affected by Natural Talent.

TitanicRumbler
Main article: Titanic Rumbler

Titanic Rumbler is a Warframe Augment Mod for Atlas that modifies Rumblers to make one larger Rumbler with modified stats, instead of the normal two Rumblers.

The Rumbler will occasionally smash the ground to attract nearby enemies.

Rank Health Damage Speed Cost
0 120% 120% 50% 6
1 130% 125% 55% 7
2 140% 130% 60% 8
3 150% 135% 65% 9

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 126.9 seconds.
    • Reduces speed multiplier to 0.5 and explosion radius to 2.04 meters.
  • Maximized Ability Efficiency reduces cost to 25 energy.
    • Reduces duration to 18 seconds.
  • Maximized Ability Range increases speed multiplier to 1.5 and explosion radius to 15 meters.
    • Reduces Rumbler health to 6480, Rumbler armor to 700, melee damage to 800, rock damage to 200, and explosion damage to 500.
  • Maximized Ability Strength increases Rumbler health to 10188, Rumbler armor to 2245, melee damage to 6980, rock damage to 1745, and explosion damage to 4362.5.
    • Without Energy Conversion, increases Increases these values respectively to 9588, 1995, 5980, 1495, and 3737.5.
    • cost to 25 energy.
    • Reduces duration to 32.63 seconds.
  • With maximized Vitality, Redirection and Vigor, increases Rumbler health to 19440
    • Adding Maximized Ability Strength to this, increases Rumbler health to 23628.
  • With maximized Steel Fiber and Armored Agility, increases Rumbler armor to 1275.
    • Adding Maximized Ability Strength to this, increases Rumbler armor to 3020.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

LandslideIcon LandslideIcon LandslideIcon
TectonicsIcon TectonicsIcon
PetrifyIcon PetrifyIcon PetrifyIcon
RumblersIcon RumblersIcon RumblersIcon

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Atlas can be equipped with the following items:

CosmeticsEdit

AugmentsEdit

See alsoEdit

Edit Tab

Hotfix: The Silver Grove 4
  • Augment: Fixed Atlas Landslide augment being able to petrify himself if he's radiation proc'd.


Update: The Silver Grove


Update: Specters of the Rail

  • Fixed strange Melee Weapon holster positions on Atlas.


Update 18.7

  • Fixed badge placements on Atlas.


Hotfix 18.5.5

  • Fixed weird positioning of Staff Melee weapons on Atlas.


Update 18.5

  • Conclave: Rumblers - Rumbled
  • Landslide now have a 0.8x energy multiplier per successive hit.


Hotfix 18.4.7


Update 18.4.0

  • Conclave: Fixed Rumblers attacking each other in Annihilation.
  • Fixed Grineer Guardsmen not being able to properly attack Tectonics rock wall.


Update 18.1

  • Fixed Rumblers repeating their spawn animation when being shot at while being created.


Hotfix 18.0.8

  • Fixed Rumblers not properly playing destruction audio FX when unsummoned early.


Hotfix 17.10.4

  • Conclave: Removed invulnerability from Atlas when using Landslide in PvP.


Update 17.8

  • Fixed Atlas being able to fire weapons while punching during Landslide.
  • Fixed Tectonics rock wall being scannable.


Update 17.7

  • Fixed Tectonics being unable to go through Frost’s Snow Globe.
  • Fixed a crash caused by Tectonics interaction with continuous fire weapons.
  • Fixed Petrify applying stone textures to the Corpus security cameras.


Hotfix 17.6.2

  • Landslide now has improved damage scaling based on the Mods of your Melee weapons.
  • Rumblers health is now affected by Health and Shield Mods.
  • Rumblers armor is now affected by Armor and Strength Mods.
  • Rumblers base armor has been increased to 500.
  • Landslide proc chance and crit multiplier have been increased.
  • Tectonics health is now affected by Atlas’ armor rating.
    • Tectonics starts invulnerable and absorbs any damage for a certain period, just like Frost's Snowglobe.
  • Fixed Tectonics boulder not doing damage to enemies when cast by Clients.
  • Fixed Tectonics boulder not dragging ragdolled enemies with it while rolling.
  • Fixed Tectonics boulder not hitting ragdolled enemies once launched.
  • Audio FX on Stone Gaze have been tweaked.


Hotfix 17.6.1

  • Allies can now walk through Tectonics.
  • Fixed Rumblers not dying when entering Nullifier bubbles.
  • Fixed an effect from Equinox's Rest being frozen solid from Petrify.


Hotfix 17.5.5

  • Fixed Petrify having an unusual effect on the Eximus ice shield.
  • Fixed players being able to use weapons while spamming Landslide.


Hotfix 17.5.3

  • Armor increased to 450.
  • Fixed Tectonics toggling not always working as intended.


Update 17.5

  • Added into game.

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PicturesEdit

VideosEdit


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