Slash damage's unique status effect is Bleed, a DoT (damage-over-time effect) that inflicts 35% of your weapon or power's base damage per tick (7 ticks in 6 seconds) as Finishing damage, which bypasses shields and is not affected by armor or enemy resistances.
Mods that boost finishing damage does NOT affect slash procs themselves, since slash procs go off of the base damage of the weapon, which these mods do not increase. It will however, boost slash procs that occur when dealing a finisher attack on enemies, since these mods will essentially boost the base damage of the weapon.
Multiple instances of the effect can stack on the same target with each instance having its own timer.
Base damage mods and combo multipliers will increase the damage of bleed ticks while mods increasing Slash damage will not. If the proc occurs together with a headshot and/or critical hit, the bleed 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 bleed ticks if the Warframe is in a stealth state.
While bleeding, the target will have small bursts of blood come out every fraction of a second where they were hit to trigger this proc. Corpus proxies will have a similar effect, only with what seems like oil coming out instead of blood.
Weapons with Slash damage as the highest damage type have a tendency to dismember corpses into multiple parts, which is considerably valuable for a Nekros using Desecrate as each part can spawn a Health Orb and some loot. Note that this characteristic may be disabled due to gore settings or regional locks: the Japanese version of WARFRAME, for example, does not allow for as much corpse dismemberment.
|Grineer Health||Slash Modifier||Corpus Health||Slash Modifier||Infested Health||Slash Modifier|
|Ferrite Armor||–15%||Shield||Infested Flesh||+50%|
|Alloy Armor||–50%||Proto Shield||Fossilized||+15%|
These weapons deal the majority of their physical damage as Slash. The damage ratio is important for physical damage status effects, as the game weights the likelihood of which proc occurs according to physical damage ratio. Hence, these weapons proc Bleed more than Knockback or Weakened.
See Category:Slash Damage Weapons for a complete listing.
Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.
|Strength:100 / 250 / 350 / 500 (damage) |
1 / 1 / 2 / 2 (shuriken)
|Range:60 m (targeting range)|
Dash between enemies while slashing with the Exalted Blade.
|Strength:100 / 125 / 200 / 250|
|Range:6 / 8 / 10 / 12 m|
|Mend & Maim|
In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force.
Energy Drain: 3.5 s-1
50% / 55% / 60% / 75% (hitpoint conversion)
75 / 100 / 125 / 150 (aura damage)
|Range:10 / 12 / 15 / 18 m|
Crash through enemies in a ferocious wall of water.
|Strength:100 / 200 / 250 / 300|
|Duration:1 s (duration)|
20 / 25 / 27.5 / 30 ms-1 (speed)
|Range:3 / 4 / 5 / 6 m (striking radius)|
Creates anti-matter particles that orbit Nova and seek nearby targets.
|Strength:100 / 125 / 150 / 200|
|Duration:3 / 4 / 5 / 6 (particles)|
|Range:7 / 8 / 10 / 12 m|
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets.
|Strength:60 / 120 / 180 / 200 (initial damage)|
? / ? / ? / 15 (area damage)
3 / 4 / 5 / 6 (bolts)
|Range:60 m (targeting range)|
Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location.
|Strength:300 / 400 / 500 / 600|
|Duration:1 s (combo window)|
|Range:25 / 40 / 60 / 75 m|
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.
Minimum Energy Drain: 2.5 s-1
|Strength:100 / 125 / 200 / 250 (base damage)|
1% / 2% / 4% / 5% (lifesteal)
|Range:5-20 m (aura radius)|
Creates a blast of energy, propelling Zephyr through the air, damaging anything in her wake.
|Strength:75 / 100 / 150 / 250 (launch damage)|
150 / 175 / 200 / 250 (dash damage)
|Duration:5 / 7.5 / 10 / 12.5 m (launch height)|
? s (dash duration)
? / ? / ? / ? ms-1 (dash speed)
|Range:3 / 4 / 5 / 7 m (blast radius)|
1.5 / 1.6 / 1.8 / 2 m (striking radius)
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash • Finishing|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|