| From the chaos of the Collapse, they emerged, Violent hordes of decaying clones, overflowing from their toxic womb. They flood the Origin System, swallowing colonies whole.|
The twin Queens, the SISTERS, have devised a plan to transform the scattered colonies into an Empire across the planets.
–In-game Lore Description
The Grineer are the first enemies encountered by newly reawakened Tenno. They utilize technologically crude but undeniably effective weapons. More than one Tenno has fallen because they underestimated the accuracy of a Grineer Lancer with their Grakata rifles while waiting for shields to recharge.
To a man, the Grineer are a race of clones; products of ancient, half-remembered technologies. Copies of copies, Grineer are produced in industrial quantities, and all Grineer are genetically defective, their genome damaged by the invasive cloning procedures used to birth each generation. However, these defects are as mass-produced as the Grineer themselves, allowing for the rapid standardization of techno-augmetic adaptation between such generations. Indeed, it could be argued that the Grineer are better at fixing broken bodies than they are at making ones that function to begin with. Their homeworld is a polluted, ecologically ruined Earth. They are people acting on an ultimate xenophobia, fueled by hereditary madness, and a burning hate of anything and anyone not like themselves. In the end, should they succeed, there will only be Grineer left alive in the solar system.
In battle, the Grineer use heavy armor coupled with attrition and ambush tactics. While they are fairly weak individually, they are a potent threat in groups, able to lay down withering streams of fire at all ranges from behind cover. Specialty troops use more advanced weapons, and many are even issued comparatively advanced reactive armor to give them an edge.
The armor on the average Grineer deserves special mention because it makes them the faction with the highest resistance to damage. This coupled with several elemental resistances and the fact that the relatively common Elite Lancer is heavily armored makes them the most durable faction, with their Medium and Heavy units becoming absolute bullet sponges at higher levels.
- Main article: Category:Grineer
Fittingly for a military power like the Grineer, they have developed a wide variety of weapons and equipment used in their ceaseless conflicts with the Tenno, Corpus, and Infested. Ranging from simple pistols to heavy machine rifles; to missile launchers, flamethrowers, and melee weapons featuring superheated surfaces Grineer weaponry is largely conventional or industrial in operation. Grineer aesthetics largely eschew right angles and instead have a curves-and-spot-welding look, perhaps indicative of the large amounts of tough, temperature and shock resistant Ferrite ceramics used in Grineer construction and manufacturing - a Grineer rifle isn't laboriously cast or machined for precision; it's pressed from molds, quickly filed down, and assembled by the billions, designed with as many loose tolerances as possible to further streamline the process. Most Grineer weapons lack full stocks, relying on their wielder's augmented strength and/or heavy, padded armor to absorb the recoil.
Grineer engineers have shown also show some ingenuity and ability to hybridize mostly unfamiliar technology; Captain Vor's Seer for example, is a Grineer pistol incorporating Orokin elements and components which has been combined into a deadly hand canon and sniper weapon. The Grineer have thus far been unable to create functional energy weapons, though not for lack of trying.
Grineer have a dual classification system. Primarily, they are classified by their armor class - Light, Medium, and Heavy - which describe their base armor and their shared damage multipliers. Secondarily, they are classified by their role or engagement style. Infantry use rifles and shotguns and tend to find good cover and engage at medium to close range. Special Weapons units use non-standard weapons (ex: rocket launchers, miter, snares, etc.) and typically have various roles in combat based on their loadout. Finally, Butchers engage at close range and use primarily melee weapons.
Light Grineer units are melee units with decent damage with low durability. Some of them have special abilities.
- Main article: Butcher
Butchers are Grineer units that wield single Cleavers. They lack the armor and ranged firepower standard Grineer units possess, making them much easier to kill; in exchange, they move more quickly and deal more damage with their melee weapons. Butchers will wind-up their attacks for a split second, making it possible for players to dodge.
- Main article: Flameblade
Flameblades are similar to Butchers in combat style and are identical to them except for their weapon. They have the ability to teleport short distances, and their batons deal fire damage.
- Main article: Powerfist
Powerfists are similar to Butchers, but use a single Furax instead. Like Flameblades, they tend to take cover until a player is close, which can allow them to ambush players. This is further aided by their fast sprint speed. Powerfists have a much longer charge time than Butchers, but if one hits you it will deal substantial damage.
- Main article: Scorpion
Scorpions are female Grineer units that wield Machetes. They deal high damage with their Machetes, and have a Grappling Hook that they can use to knock down Tenno and drag them. The fast hooks, knockdowns and possibility of continuous hook-spamming by multiple Scorpions can make them a deadly adversary, especially when backed up by other units.
- Main article: Shield Lancer
Shield Lancers are defensive Grineer units that carry large metal shields in one hand and Viper pistols in the other. They slowly press forward while firing over their shields. Nearby Grineer will often use them as mobile cover to variable effectiveness. Shield Lancers will also use their shields as impromptu battering rams to knock players off their feet, often doing so when a player comes too close. Shield Lancers often will not charge players while providing cover for allies, but will charge when the units behind them die, or move away.
Medium troops make up the bulk of the Grineer army. They are not particularly dangerous when alone, but in groups they can pose a serious threat.
- Main article: Ballista
Ballistas are Grineer female cyborgs that utilize the Vulkar for long range support. While they have a slower fire rate than other Grineer units, Ballistas deal more damage and are smaller targets.
- Main article: Elite Lancer
Elite Lancers are the Elite counterpart of the Grineer Lancers, and are found replacing the latter in mission levels 21 and up. Unlike the typical Lancers, they wield Hinds with a much higher damage than the regular Grakatas. Their armor resembles closely that of the typical Lancer, but is bulkier and has a slightly different helmet design, similar to a hoodie.
- Main article: Eviscerator
Eviscerators are Grineer units that were released with the Fomorian Event. They feature higher armor and health than the regular Grineer Lancer. The Grineer Eviscerator is equipped with the Miter that fires large saw blade projectiles, acting much like the Glaive when thrown. The saw blades bounce off surfaces and can be deflected by melee swings.
- Main article: Hellion
Hellions are Mid-Armored Grineer units which are equipped with personal jet-packs that allow them to jet-jump across terrain quickly as well as hover high in the air, giving them mobility even greater than that of light units.
- Main article: Lancer
Lancers are the most basic and prevalent form of Grineer infantry. They wield Grakatas and occasionally throw plasma grenades. Although mostly inaccurate with their grenade throws, they can easily down a warframe caught in the blast. Their armor is blue-green in color.
- Main article: Scorch
Scorches are medium Grineer units resembling Troopers with black and white armor. Scorches wield the Ignis flamethrower, dealing massive continuous damage in short range as long as the victim is in range. While their effective range is limited, even a single one is enough to rip down over 800 shields in a matter of seconds, making them incredibly lethal in a successful ambush or when working with units such as Scorpions and Rollers that can inhibit player movement.
- Main article: Seeker
Seekers are tactical Grineer units with yellow-green armor and darker markings. Aside from using the Kraken pistol, they will also deploy Latchers. This ability makes them unlikely to get into the front lines like any regular Grineer unit. More durable than regular Grineer Lancers, these can be versatile opponents.
These units are the strongest and toughest of the Grineer. Apart from the Grineer Commander, these units don't take advantage of cover. Heavy Grineer cannot seem to retaliate while under attack, showing a vulnerability to status effects; therefore it is possible to dispatch lone Heavy units easily with sustained firepower. Most Heavy units have significant base Health and armor.
- Main article: Bombard
Grineer Bombards wield the Ogris, whose projectiles have a minor homing ability; these rockets can be shot down. In larger areas their rockets are more easily avoidable, but they can be quite dangerous in enclosed areas, due to the large blast radius of the rockets. They can be identified by their white/grey armor. They have a significantly high amount of armor, which makes most weapons without Puncture Damage almost useless. Like other heavy Grineer units, Bombards can also perform seismic shockwaves when players get too close, knocking them down with a radial blast. This ability has a long cooldown and can be used more than once over a long period of time.
- Main article: Commander
Commanders have strong armour and greater health than regular Troopers. They employ Switch Teleport ability to switch places with a player; often, a Commander will teleport the player into the middle of a group of Grineer, causing some disorientation in the process. Unlike Loki's ability, a Commander's switch teleport can work through walls and doors, and has a slightly longer duration stun.
- Main article: Heavy Gunner
Heavy Gunners are female walking tanks equipped with Gorgon machine-guns.
Identified by their taller, thinner frame and female voice, Heavy Gunners are capable of laying down suppressing fire to support their teammates. If left unchecked, they can tear through players' shields and health very quickly, especially on Warframes with lighter armor.
- Main article: Napalm
Napalms are yellow/red jacket-armoured Grineer using incendiary grenade launchers that shoot slow, solid flames, which leave temporary fire hazards when they explode. These hazards act like Ember 's Fireball ability which can be very dangerous in confined spaces, dealing damage over time. As their level increases, so does the damage output they can deliver, thus avoiding the flames is a must. Their flame attacks have a very large Heat AoE burn upon impact, making it difficult to avoid, yet its hazard is not as damaging, nor as distant as the actual balls of fire.
The utility enemies of the Grineer are dangerous in their own right, such as the Roller, one of the most infamously annoying enemies in the game.
- Main article: Latcher
Latchers are small mechanical balls deployed by Seekers that will chase a player in an attempt to latch onto them; if it succeeds, it will enter a flashing primed state and explode within a few seconds. A player can dislodge the bomb by simply rolling; once removed, it will not chase the player again, and detonate where it fell. Latchers can be destroyed before they reach their target, but their small size and speed make them very difficult to shoot; it is often more efficient to allow a Latcher to stick onto you and then shake it off. However, since they cannot scale vertical surfaces, if one is attempting to shoot a Latcher preemptively, the ideal situation would be to stand on a platform tall enough to avoid their jump height, as they occasionally stop moving when they cannot reach their target.
- Main article: Roller
Rollers resemble larger-sized Latchers. Unlike their smaller counterpart, Rollers will jump at players with hidden blades extended and continue to attack the player until they are destroyed.
- Main article: Regulator
Regulators are supportive Grineer units which are found in the Grineer Settlement. They look and function similar to the Grineer Informers but do not disappear on the first shot that does not kill them.
As long as they are floating above other enemy units, an orange glow will surround the units, similar to Rhino's Roar. This will give the units in range increased damage and speed. Just like the Informers, they also disrupt the player's mini-map.
- Main article: Sensor Bar
Similar in nature to Corpus Laser Barriers, Grineer Sensor Bars are located above some open circular doorways in the Grineer Galleon tileset. It projects a field across the opening of the door which will deal Magnetic damage, draining energy and temporarily reducing shields. Shooting the green light will destroy it, allowing safe entry.
- Main article: Arc Trap
Similar to the Nervos Mine, the Arc Trap is a Grineer device that electrocutes any hostile that gets too close. Its primary "weapon" is an Electric arc that attacks anything within range. The trap can be destroyed by your weapons, generating a burst of electricity that damages and stuns nearby opponents. They were added in Update 12.5 as a replacement to Broken Lights.
- Main article: Grineer Target
Grineer Target is the target of Grineer Capture missions. They have light armor and wield Vipers, Miters, Krakens, or smaller versions of the weapon carried by Grineer Napalms. They appear to drop small amounts of credits when shot or meleed.
- Main article: Warden
Wardens are special units that appear in Rescue 2.0 missions, tasked with protecting Prison complexes where hostages are kept. They appear as Heavy Gunners for Grineer missions, and Sniper Crewmen for Corpus missions, and are more durable than normal units. They are however highly vulnerable to stealth attacks.
- Main article: Bosses
Bosses are officers within the Grineer faction.
On Tolstoj, Mercury, he will reward the Seer blueprint along with its components, including the Orokin Cells, as all bosses have a chance to drop those. There is also a small chance to reward a Cronus blueprint. On Iliad, Phobos, he instead rewards blueprints and components for the Miter, Trinity and the Twin Gremlins.
- Main article: Councilor Vay Hek
Councilor Vay Hek is the hidden boss located on a secret base on Earth. After defeating him and completing the mission, players will receive a blueprint for either a Hydroid Helmet, Hydroid Chassis or Hydroid Systems. Upon death, Councilor Vay Hek has a chance of dropping Neurodes, Orokin Cell and Argon Crystals.
- Main article: General Sargas Ruk
General Sargas Ruk is the final boss of the Saturn system. He can be found on the mission Tethys. After defeating him and finishing the mission, you receive either Ember Helmet, Chassis or Systems blueprint. Has an increased chance to drop an Orokin Cell upon death.
- Main article: Kela De Thaym
- Main article: Lieutenant Lech Kril
Lieutenant Lech Kril is the final boss of Ceres, and also makes an appearance on Phobos alongside Captain Vor as a dual boss battle on the planet. He can be found on the mission Exta on Ceres and Iliad on Phobos.
On Phobos, he rewards Miter parts and its blueprint, or the Twin Gremlins blueprint. He also drops blueprints for Trinity components. He has two phases, first being Ice and the second Fire, which he will enter after his cryo pack is destroyed four times.
- Before Update 10 was implemented, the Grineer troops used to speak fluently in English, this was then changed to Grineer language in order to retain the lore of Grineer with aggressive dislike to foreign races.
- One of the more infamous voice lines from pre-Update 10 Grineer was "Combat formation Bravo!". It was jokingly explained by a DE staff member that a key requirement of Formation Bravo is to never mention anyone's mother. Other joking fan interpretations of Formation Bravo refer to the "enemy tower" bug.
- Other popular lines from pre-Update 10 were "Stay close to the walls." and "Hey, leave my mother out of this."
- So far, the Grineer is the only voiced faction to have a strong direct aggression against the Tenno, speaking their name during their attacks in their language.
- They also have been heard saying Wafram, as in Warframe, when spotting one themselves.
- When playing an Invasion mission, while the player has sided with the Grineer, they still will cry out quotes like Tenno Scum, because although the AI is allied with the player the voice choices still do not alter. The same goes with Shadow Grineer, shouting at other Grineer the same anti-Tenno aggressive lines.
- The Corpus nicknames the Grineer as the "dogs", not because of their degraded appearances but to their aspect of extreme servitude towards their leaders (and possibly creators), the Twin Queens. This was mentioned by Alad V during The Gradivus Dilemma.
- Their name "Grineer" seems to be a portmanteau of the words "Genetically" and "Reengineer" which makes sense given the lore behind them.
- In Update 13.2, the female Grineer received an audio overhaul. Speaking in a deeper and more aggressive tone, with long pauses and slurs, adding viability to their genetic deterioration.
- Despite the Grineer being a xenophobic race, in the trailer for Vor's Prize, which was leaked at the end of Devstream 32, Captain Vor and the Twin Queens are heard speaking in English.
|Light||Butcher • Powerfist • Flameblade • Scorpion • Shield Lancer • Guardsman|
|Medium||Lancer • Elite Lancer • Trooper • Seeker • Scorch • Ballista • Hellion • Eviscerator|
|Heavy||Heavy Gunner • Napalm • Bombard • Commander|
|Utility||Latcher • Roller • Regulator • Sensor Bar • Arc Trap • Target • Warden|
| Captain Vor • Councilor Vay Hek • General Sargas Ruk • The Grustrag Three • Kela De Thaym|
Lieutenant Lech Kril • Tyl Regor