Script error: The function "Proc" does not exist. Damage is one of the four primary elemental damage types. It performs well against Grineer soldiers and light Infested creatures, but is less effective against the Proto Shields worn by some elite Corpus units.
Script error: The function "Proc" does not exist. damage's unique status effect is Ignite, which causes the afflicted to receive 50% of the source's base damage per tick (7 ticks in 6 seconds). Ignited enemies will also panic and flail around for a few seconds, exposing them from cover and preventing them from attacking. The length of the panic animation depends on enemy type: approximately 4 seconds for humanoids, 3 for most Infested, and 2 for MOAs and Chargers. Drones and Ospreys have no animation and their ability to act is not impeded.
Script error: The function "Proc" does not exist. status procs don't stack the way Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. procs do. Instead, a Heat proc applied while another Heat proc is already in effect will refresh the initial heat proc's duration and re-apply the panic effect without changing its damage per second.
Base damage mods and combo multipliers do increase the damage of fire ticks and if the proc occurs together with a headshot and/or critical hit, the fire ticks are also multiplied by a headshot multiplier and/or critical damage multiplier respectively. In case of melee weapons, another 8x stealth damage multiplier is applied to the fire ticks if the Warframe is in a stealth state.
Enemies killed while under or by a Script error: The function "Proc" does not exist. proc will be left in ashes, burning away shortly afterwards.
Type Effectiveness
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Note that Heat damage and its combination elements deal no bonus damage to corpus units. Gas is reduced against Flesh and Radiation is reduced against Shields. Thus it's recommended to upgrade Heat weapons like Ignis with Cold to deal Blast damage, which is neutral against all Corpus types.
Elementals Combinations
Script error: The function "Proc" does not exist. damage mods can be combined with other elemental mods to create a new elemental damage type.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
Misc:
100% (Heat status chance on impact) 50% (Heat status chance in area) 8.0x (combo damage multiplier cap) +1%/s (heat generation rate bonus for Immolation) 200% (Damage multiplier on enemies afflicted by a Heat proc) 100 - 500% (Damage increase on charge)
Ember expends 25Energy to launch a fiery projectile that inflicts 150 / 275 / 300 / 400Heat damage with a 100%status chance. On impact, the projectile explodes within a 2 meter radius to inflict 50 / 100 / 125 / 150Heat damage with a 50%status chance. Enemies already affected by a Heat proc take 200% more damage from Fireball.
Area damage affects the initial target, does not decrease with distance, and can also perform headshots.
Hold the ability key (default 1 ) to charge the Fireball, increasing its damage by 100% - 500% and increases its range to 2.4 meters.
Damage increase is affected by Immolation's heat level and Fireball charge level.
A charge circle will be displayed when charging, showing the progress of the charge.
A full charge takes 2.5 seconds, affected by Casting Speed.
Fireball can be recast within a 1.5 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage by 2x to a cap of 8x.
Projectile has flight time and will continue to travel until it hits a solid object or enemy.
Ability Synergy:
Each cast of Fireball increases Immolation's heat generation by 1% per second.
Immolation reduces Fireball's charge rate based on the amount of heat stored.
Fireball Frenzy is a Warframe Augment Mod for Ember that allows Fireball to, instead of charging, be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Heat damage to all attacks.
Modding for high efficiency through the use of Fleeting Expertise can allow for this ability to be spammed, quickly building up the combo multiplier and damage over time.
Ember releases a wave of accelerant, briefly stunning all enemies within a radius of 8 / 12 / 15 / 20 meters. Against affected enemies, all inflicted Heat damage will be multiplied by 150% / 175% / 200% / 250%. For Ember, casting speed will be increased by 50%. The accelerant lasts for 30 seconds.
Damage multiplier is affected by Ability Strength. The casting speed bonus is not.
Accelerant stuns enemies for one to five seconds, depending on the enemy; the stun length is not affected by Ability Duration.
Accelerant's casting speed buff only influences the caster, and is affected by Ability Duration.
At max rank, expect a ~33% reduction to cast times:
Cast Time = Base Time ÷ (1 + 0.5)
= Base Time ÷ (3/2)
= Base Time × (2/3)
Animation cast speeds are unchanged, the ability only takes effect earlier independently of the animation.[possible bug]
Tips & Tricks
All of Ember's abilities other than this ability itself will benefit incredibly as the other 3 abilities entirely do Fire damage.
Combining Accelerant with Banshee's Sonar will increase Fire damage excessively if affected targets are hit specifically on the highlighted spots.
This ability causes mobs to go into the "on-fire stun" effect 100% of the time, which can be used as a panic crowd-control ability, similar to Valkyr's Warcry or Banshee's Sonic Boom.
This ability is most effective when combined with a loadout specialized for Fire damage.
This ability will not increase the damage of combined elements which include a Heat component such as Blast.
Maximization
Interactive Maximization is not available in Abilities tab, please check the corrisponding ability or Warframe's Maximization
Ember expends 75Energy to slam the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies in direct line of sight of Ember and within range are dealt 66 / 100 / 141 / 200Heat damage with a 100%status chance, have their Armor permanently reduced by 50% - 100%, and suffer Knockdown and are violently pushed back.
Armor reduction per cast is capped at 50% - 100%, achievable with 100%Ability Strength. As such only values below 100% will have effect.
Ability Synergy:
Each cast of Fire Blast decreasesImmolation's rate of heat generation by 2% per second, while also removing50% heat.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Has a cast delay of about 0.7 seconds.
Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Armor reduction per cast is capped at 75%, achievable with 100%Ability Strength.
Acolytes will never have their armor reduced by the ability.
Blast nearby foes with a burst of fire, and follow that up with a barrage of fireballs against any enemy who dares approach. Over time, these fireballs burn hotter as they consume more energy.
Initial Energy Drain: 3 s-1 Overheated Energy Drain: 6 s-1
Ember ignites the environment, slamming her hand into the ground and dealing 250 / 300 / 350 / 400Heat damage initially to a maximum of 5 enemies within an initial radius of 7 / 10 / 12 / 15 meters. Immediately after, Ember sustains wisps of burning flames in orbit around her, creating an aura that triggers a series of fiery explosions; each explosion inflicts 250 / 300 / 350 / 400Heat damage to the same maximum number of enemies within a similar range. All instances of damage have a 10% / 20% / 25% / 35%status chance, while explosions occur at a rate of roughly 2 to 4.5 per second.
Enemies are prioritized upon World on Fire's activation. Higher priority will be given to enemies that pose the most immediate threat to Ember, such as enemies within close range.
Explosions will occur directly on enemies as long as they are within the initial radius.
With the exception of the initial explosions on activation, multiple explosions do not occur simultaneously.
After World on Fire remains active for 6 seconds, Ember's flames begin to overheat over the course of 9.5 seconds. As the flames overheat, damage per explosion gradually increases by 100% while the aura radius shrinks by 50% and energy drain per second increases by 100%.
Overheat percentage is displayed on the ability icon from 0% to 100%.
Overheat delay, buildup time, damage bonus, radius reduction, and energy drain rate penalty are not affected by mods.
World on Fire drains 3 energy per second, 6 at full percentage; it will remain active so long as Ember has energy. World on Fire will end if Ember runs out of energy or if deactivated; it can be reactivated by pressing the ability key (default 4 ).
World on Fire's visual aftereffects (debris) will appear gold when cast by Ember Prime.
Flame particle effects from wisps and explosions are affected by Ember's chosen Warframe energy color.
Tips & Tricks
With the Firequake Augment equipped, World On Fire becomes a viable crowd-control ability as it has a 100% chance of knocking down enemies hit by its fire.
Ember's Passive 'Ignition' is especially effective when used with World On Fire as the extra Ability Strength will remain in effect after the initial Burning proc expires as long as that instance of channeling the ability remains active.
Maximization
Interactive Maximization is not available in Abilities tab, please check the corrisponding ability or Warframe's Maximization
Wielding mastery over the deadly elements, Chroma can selectively change his elemental alignment, by tapping the ability key to freely cycle the selection wheel between Heat, Electricity, Toxin, or Cold.
Chroma's initial element once he enters a mission is determined by the primary emissive color in his Appearance customization; otherwise it will default to Heat.
Hold down the ability key (default 1 ) to expend 10Energy to activate Spectral Scream. While active, Chroma holsters his weapons away and continuously exhales elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 200 / 250 / 300 / 400Heat, Electricity, Toxin, or Cold damage per second with a 100%status chance and a ?%Stagger chance; each enemy hit directly by Spectral Scream's cone will also spread its ability effects via an elemental energy stream to one other enemy within 10 meters.
Damage bypasses obstacles in the environment and does not decrease with distance.
Damage type is based on Chroma's current elemental alignment which is determined by Chroma's emissive color.
Spectral Scream's cone emits from Chroma's mouth, which changes direction based on where Chroma's model is facing (not the player camera) and can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
While Chroma cannot use his weapons with Spectral Scream active, he is still able to cast abilities or maneuver just as freely.
Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by holding down the ability key again (default 1 ).
This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
This ability can be used to resist knockdowns, making it usable for walking through Corpus laser doors or shockwaves caused by MOAs or death orbs.
Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
Spectral Scream's conical area of effect can also break containers, as well as hazards such as explosive barrels. Regardless, increasing range, and having Elemental Ward active along with Spectral Scream will make it easier to clear rooms of containers.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 270 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 270 × (1 + 2 + 1 + 0.55 × 1.3) = 1,273.05.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 270 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 270 × (1 + 2 + 1 + 0.3 × 1.3) = 1,185.3.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming fire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 370 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 370 × (1 + 1 + 1.45 × (1 + 0.3)) = 1,437.45.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Its dmg increase is considered as a Universal base dmg increase, same as Vex Armor and Arcane Arachne
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
The damage reflection is calculated using the damage before any damage reduction.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Chroma expends 50Energy to shed his outer pelt, imbued with elemental energy while sprouting wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000Fleshhealth and 140Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400Heat, 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 200Heat, 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.
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).
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 ).
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.
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.
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.
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.
Nezha expends 25energy 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 / 200Heat damage per 0.5 seconds, with each instance of damage having a 10% / 25% / 50% / ?Heatstatus 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 / 1250Heat damage with a 10% / 25% / 50% / ?Heatstatus 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.
Odonata expends 25energy to generate a large frontal shield that blocks enemy fire for 10 / 14 / 18 / 22 seconds. Shots fired through the shield will gain 50%Heat damage and critical damage will be multiplied by 2x.
The Heat damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod (e.g., firing an unmodded Imperator with 50 base damage through Energy Shell will add 50*0.5 = 25 Heat damage to the weapon).
Unlike an elemental mod, the Heat damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Heat from Energy Shell.
While most hostile gunfire is blocked by Energy Shell, area-of-effect damage can still bypass it.
Ability Synergy: Missiles from Seeking Fire that pass through Energy Shell will also gain Heat 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.