Stamina is a self-replenishing resource used to sprint, melee, wallrun and block. It is shown in the top right Warframe conditions info box as a green bar under the blue shields bar. When a player is not using any of the stamina dependent maneuvers, the stamina will recharge at a rate of ??/s.
It is possible to increase a frame's maximum stamina and the stamina recharge rate with stamina-based mods like Marathon and Quick Rest. The melee mod Second Wind can provide boosts of stamina upon killing enemies with your melee weapon, making hit-and-run combat more viable as melee drains stamina quickly.
Additionally, while sprinting, sliding allows you to replenish stamina while maintaining your speed for a short period of time, allowing you to keep up your speed without running out of stamina.
- Main article: Melee
Melee (ver: 2.0) is a form of combat system that utilizes edged or blunt weapons and close quarter attacks. Every attack uses Stamina and 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.
- 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.
Control of the Archwing is mostly similar to normal ground-based controls, though modified for three-dimensional movement.keys control the direction of movement in conjunction with the mouse. Unlike in ground combat, Archwings will retain momentum when the movement keys are released while moving even without sliding, with higher speeds allowing players to coast longer distances before stopping. Hitting objects during high speed sprinting will result in the Archwing taking damage, making collision avoidance an important part of gameplay.
Sprinting will cause the frame to lower their weapon and move at a greatly increased speed. Each Warframe may have a different speed modifier for sprinting. Sprinting speeds can be increased with Rush and Armored Agility.
Note: In options you can configure a new Key Binding to Toggle On/Off to auto-sprint. This is useful to make maneuvers without holding the sprint button all the time.
Rolling (aka Dodging) is a basic combat evasive maneuver used to get out of the way of a charging enemy, to evade bullets, grenades or melee attacks and to transition from cover to cover. It can also be used as a stealth maneuver while crouching. The short burst of speed can avoid detection in situations where the slow crouch-walk speed is not sufficient. Rolling also reduces all damage taken by the player by ~80% during the middle of the roll's animation.
Rolling occurs involuntarily if you land from a jump with too much forward momentum.Note: 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 the infected MOA nanoswarm and unwanted Banish effects. The player should vacate the location as Latchers will still explode a few moments later.
|Combo||While Sprinting + Crouch|
Sliding is crouching during a sprint. This will bring a frame to a gradual stop (Except when sliding down a slope). While sliding, no stamina is used. After a few seconds of sliding Stamina will start charging. 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.
|Combo||While Sprinting + Jump + Crouch|
This action will help maintain momentum and allow the frame to travel further. Your jump distance is also improved allowing you to reach distant places. Additionally, it allows you to somewhat aim where you would like to land.Divekicking will knock down most enemies on hit, inflicting a minor damage of 20 Impact damage.
|Combo||While Sliding + Jump|
While sliding, pressing the jump button will cause the Warframe to jump and front flip in the direction it was sliding. In mid air the player can hit the crouch button again to resume sliding on land (This can be done indefinitely. Simply keep pressing the Move Forward key (default "W", L3 forward). Example use: if the player is currently sliding into a low cover, they can choose to flip over it and instantly continue sliding behind it.A front flip can also be initiated by pressing the assigned buttons for Jump and Roll at the same time.
|Combo||Approach Obstacle + Jump|
Added on Update 11, this maneuver can be done on obstacles half the size of the Warframe, allowing more movement across blocked paths with ease. Jumping while near these obstacles causes the Warframe to vault over them, whether Sprinting or not.This mechanic can be changed in the game settings so the automatic vaulting is turned off, which helps for some instances where vaulting should never occur, like ledges.
|Combo||Approach Edge + Jump|
|Combo||Aim + Left/Right + Sprint|
While holding the aim button, hold the left or right key and tap the sprint button to do a back sideways roll. This is very useful while trying to fight around Grineer and with Seekers or against bosses with slow attacks. The two dodge roll animations differ slightly, as the leftwards dodge roll includes a small hopping animation that the Warframe completes at the end of his/her roll, while the dodge roll to the right is simply a roll.
Adding Jump to the combo will allow a player to do a side flip.If the players have melee equipped, they can change the direction of their sideway dodge on the go, allowing a more flexible movement.
|Combo||Aim + Backward + Sprint|
While holding the aim button hold the back key and tap the roll button to do a back handspring. This is very useful while trying to fight around Grineer and with Seekers or against bosses with slow attacks.
Adding Jump to the combo will allow a player to do a back handspring over an obstacle such as a box.If the players have melee equipped, they can change the direction of their handspring dodge on the go, allowing a more flexible movement.
|Combo||Sprint Forward + Jump|
Run at around a 90 degree angle toward a wall, then press and hold jump to run straight up. Upon releasing the jump key or movement key the Warframe will backflip off the wall. If the top can be run onto, continue to hold the jump and directional keys to simply run up and over the edge to a stand. The faster the sprint speed of the frame, the higher it can climb.
- Tic-Tac Climbing: Reminiscent of a certain plumber, the player may exploit vertical parallel surfaces (such as broken elevator shafts) to ascend continuously without the need for ledges. First, begin a vertical wall run up one of the walls, turn your camera to the opposing wall, kick off the surface and run up the new wall. Rinse and repeat.
- Extended Wallflip: If crouch is tapped while backflipping off a wall with the right timing, it will launch the Warframe further from the wall, can be used to Tic-Tac climb in places where it would not otherwise be possible.
- Longer wall run: while running up the wall click the sprint button, and hold to run further up the wall.
|Currencies||Credits • Ducats • Platinum • Standing|
|General||Affinity • Clan • Foundry • Fusion • Key Bindings • Login Rewards • Mastery Rank • Mods • Player Ship • Polarization • Trade System • Transmutation|
|Gameplay||Mission||Alert (Tactical) • Archwing • Cell • Challenge Reward • Death Mark • HUD • Maneuvers (Archwing) • Matchmaking • One-Handed Action • Tile Sets • Mission|
|Stealth||Hacking • Noise Level • Stealth|
|Attributes||Weapons||Accuracy • Ammo • Attack Speed • Critical Hit • Damage • Fire Rate • Melee • Multishot • Projectile Speed • Punch Through • Recoil • Reload • Status|
|Warframe||Attributes • Armor • Health • Rift Plane • Shields • Stamina • Threat Level|
|Aesthetics||Cosmetics • Colour Picker Extension • Idle Animations|
|Mathematical||Enemy Level Scaling • Maximization (Duration • Efficiency • Range • Strength) • User Research|