2,196pages on
this wiki
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.
The Sisters have sent their most trusted brood on a vital quest - the TENNO, hidden and asleep, must never awaken.

–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 clones; products of ancient, half-remembered technologies. Copies of copies, Grineer soldiers are produced in industrial quantities, and all are genetically defective, their genome damaged by the invasive cloning procedures used to birth each generation. As a result, they have very limited lifespans, and have a life cycle that is limited to only a few years. 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 ruined, uninhabitable 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 heavier rifles, shotguns, and machine guns; 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 and Alloys 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. Fittingly enough, Grineer weaponry isn't generally designed to be used against the Grineer, being primarily engineered to deal Impact b Impact damage with their weapons for use against the Corpus and their shield systems, or Slash b Slash for use against the Infested. Many Grineer weapons also lack full stocks, relying on their wielder's augmented strength and/or heavy, padded armor to absorb the recoil. Other Grineer weapons simply are too large or heavy for other races to consider practical, whether they be hydraulically-assisted axes or hammers, or flail-like whips that include a set of grinding blades.

...Not that this stops the Tenno from making use of them if able.

Despite their manufacturing processes being centered around mass-production, Grineer engineers are fiendishly clever in incorporating unusual and unorthodox ideas and new technologies into their weaponry, even if such technology is not something they'd otherwise have much familiarity with. A good example of this can be seen in Captain Vor's Seer; this is a long-ranged pistol with sniper optics that incorporates Orokin technology. Other good examples include the Jat Kittag - a Grineer warhammer that incorporates a series of jet engines to allow it even more destructive force. As of the most recent updates, the Grineer have, despite the best efforts of the Lotus, developed primitive microwave and plasma weapons as well as a rifle that fires guided projectiles. However, none of these weapons have yet to be seen in the hands of Grineer forces, suggesting that the Tenno have stolen protoypes before they could begin mass production.


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 visually 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 faster sprint speed. Upon closing on players Powerfists will charge their melee to inflict massive damage, and then follows it up with a combo of quick melee. Powerfists have a much longer charge time than Butchers.

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.

Main article: Guardsman

Guardsmen are the fifth Grineer melee unit added into the game. They sport a different look compared to other Grineer troops while wielding the Amphis. These units can only be found on Ceres.


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 units 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.

With their Vulkar, Ballistas deal -18.13% reduced damage to warframes' health at 1.25% armor mitigation (armor counting 0.9875 times), but deal +36.25% bonus damage to warframes' shields.

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: Elite Lancer

Elite Lancers are the Elite counterpart of the Grineer Lancers, and are found replacing the latter in mission levels 15 and up. Unlike the typical Lancers, they wield Hinds with a much higher damage than the regular Grakatas. Their armor is not only doubled in amount, but replaced by more resilient Alloy armor compared to normal Lancer's Ferrite, the same armor heavy Grineer units often incorporate. They also have a slightly different helmet design, similar to a hoodie.

Main article: Scorch

Scorches are medium Grineer units resembling Troopers with red and yellow 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 shield 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.

The heat damage of his Ignis has no modifiers against warframe health, armor or shields, but as such, the Scorch tends strongly towards damage to armored health rather than shields relative to the Grineer average.

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.

Main article: Trooper

Troopers are the shotgun-wielding counterpart to the Lancer. Armed with various shotguns, including Sobeks and Struns, they lack the accuracy and range of Lancers and outfitted in more heavily armoured yellow attire. This makes them comparatively more effective in close quarters.

With their Sobek, Troopers deal -20.31% reduced damage to warframe health at -3.13% armor mitigation (i.e., warframe armor increased by 3.13% for the calculation of their damage) and +34.38% bonus damage to shields, which is typical for Grineer units.


These units are the strongest and toughest of the Grineer. Apart from the Grineer Commander, these units don't take advantage of cover. Most 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. Heavy units typically 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 b 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.

The Blast damage from their Ogris has no special modifiers to warframe health, armor or shields, which positions the Bombard at the armored health focused end of the Grineer damage spectrum, together with the Scorch and Napalm.

Main article: Commander

Commanders have much greater health than regular Lancers. They have the ability to Switch Teleport a targeted 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: Drahk Master

The Drahk Master is a Grineer unit who can summon Drahk, vicious quadruped beasts that will attack their master's enemies.

Main article: Heavy Gunner

Heavy Gunners are cybernetically-enhanced female Grineer heavy infantry armed 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 b 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.

Main article: Manic

Dashing in for quick strikes before falling back to the shadows, the Grineer Manic is difficult to catch and deadly to ignore. Although only a few Manics will spawn in a given Grineer mission, its speed and damage make it a devastating enemy to face. 

Manics have a chance to drop Ash blueprints apon death, similar to how Eximus enemies can drop Oberon Parts, making the parts fairly difficult to acquire compared to other frames.


  • The Manic will only spawn if the level's alarm is raised, and will announce its presence with loud, howling laughter. As its description implies, the Manic is a fast-striking and elusive melee unit, capable of cloaking to close in on foes and having an ability to Stealth Kill unsuspecting players (the player must be facing away from the Manic to have this happen).
    • Should the Manic successfully kill all the targets, it will announce its departure with another loud, howling laughter of satisfaction.
      • Players can still revive if this happens, however they have a chance to re-encounter the Manic later regardless of whether alarms are reset or not.
  • Manic will regenerate 2% their health reserves per second if left undamaged for 7 seconds.
  • Manics are capable of cloaking for periods of time to close distance across open ground, their masks however will still shine, indicating their current position. When cloaked, they will be able to move very fast and erratically teleport in an unpredictable manner.
  • When dealing tackle attack, Manic will negate some Warframe toggle abilities, such as Limbo's Rift Walk, which can lead to lethal consequences.
  • Manics suffer reduced effects from Warframe abilities.
    • During abilities such as Radial Blind, the Manic will still move erratically and cloak when attacked, but will not use any of its own attacks for the duration of the ability.
    • Abilities that can ragdoll will not have any affect on the Manic besides damaging it.
      • Pull and Crush is an exception: it will ragdoll the Manic, but similar to Stalker's reaction to the ability, it will recover while flying and lose the momentum from the ability.
      • Rhino Stomp is another: The Manic will be ragdolled and trapped in the time-slow for part of the ability's duration, but shortly after being hit will make a breaking-out motion and cease to be affected.
      • Soul Punch works normally and can be used to knock them down repeatedly with very little effort.
      • Tornado is also capable of ragdolling Manics, yet the Manic needs to be uncloaked and is only pulled sometimes.
    • Manics can be damaged but cannot be killed by Warframe abilities (tested with Rhino Stomp, Rhino Charge, Tornado, Dive Bomb, and Shock). If the Manic does not have enough health to absorb the damage of the ability, it takes no damage from it. Note that the same is not true for weapons that can instantly kill it. This may be a bug.
      • Manics can be killed by Saryn's Venom, Miasma and Mesa's Peacemaker.
      • Manics are also affected by Trinity's Well Of Life and Energy Vampire abilities, with both the health increase and finisher damage portions of these abilities being applied (albiet with drastically reduced duration for the former). Because of this, if the two are cast on the Manic in rapid succession, the mechanic of Energy Vampire which causes its damage dealt to scale off the target's health at the time of casting will ensure that the Manic will die after three tics of the ability, regardless of its level.
    • Manics are affected by Aura mods that have a detrimental effect.
    • Manics can use Dispel even if the ability does not directly affect it (tested with Iron Skin, Hysteria and Blessing).
      • The dispel effect only occurs before a target has been pounced.
    • Manics can be stunned by parrying them or abilities like Teleport, although the former is very difficult to accomplish without the aid of mods like Parry. However, they cannot be Finished, and will instead take a high damage multiplier.
  • Manics can pounce the player onto the ground for heavy damage, leaving the player unable to move. This can occur if the player is facing away from the Manic when it tackles them or is staggered by knockback, with an imperfect chance to happen in either circumstance. If successful, the Manic will slash at the player several times; it is highly likely the player will die unless: the player has enough health to survive the attack, or the the Manic is killed/dislodged by the methods mentioned below (Note: There are reports of the player being able to kick the Manic off before it begins slashing, however this needs to be verified.).
    • The player cannot attack or use Warframe abilities when tackled. Other enemies will also continue to attack the player.
    • The tackle can be triggered even while the player is mid-air, on such occasion, the player is rendered floating along with the Manic.
    • Ragdolled Manics can also trigger a tackle if collided with mid-air.
    • A companion is helpful, though not absolutely necessary in solo missions, as Manics will not necessarily slash a player to death as of Hotfix 16.0.4. A companion/other players will not be attacked by the Manic if it is already on top of a player until they dislodge it.
    • Manics can also tackle Kubrows but not Sentinels (can still kill the latter with jump attacks). Such an attack is near-fatal for the companion as the Manic's tackle attack deals high damage.
    • Teammates can use slam attacks and Warframe abilities to cause knockdown, which will dislodge the Manic from a teammate. Alternatively they can shoot at it until it cloaks. Despite technically being on the ground, Finishers cannot be performed on the Manic when it has tackled a player, possibly due to the risk of hitting the tackled Tenno.
  • A Manic's attacks can inflict an extremely deadly Slash b Slash proc. Any Warframes without extensive health reserves can easily fall victim to this attack, as the bleed DoT ignores armor.
  • Manics can be knocked down by weapons with very high slam attack radius, such as the Jat Kittag, and most fist weapons. They will get up at an extremely fast rate, but they are susceptible to ground finishers while in this state. Unlike ragdoll effects inflicted by Warframe abilities, Manics cannot recover mid-flight from slam attacks.


Drekar Manic General Miscellaneous
Tileset Grineer Sealab Codex Scans 5
Weapon Other Drops None
Statistics Mod Drops Fast Hands
Fusion Core
Point Strike
Pressure Point
Final Harbinger
Fusion Core
North Wind
Reflex Coil
Fusion Core
Cloned Flesh 450
Slash b+ Heat b+ Viral b+++ Impact b Gas b‐‐
Ferrite Armor 25
Toxin b+ Puncture b++ Corrosive b+++ Slash b- Blast b-
Base Exp  ???
Base Level  ???


  • Desecrate will work on the Manic, thus giving you an extra chance at obtaining Four Riders and Ash component blueprints.
  • Due to their erratic movement, it can be very difficult to defeat in large rooms. Lure them into corridors or side rooms for an easier fight; they cannot travel through doors without opening them, betraying their presence.
    • In large, open spaces such as those found in the Grineer settlement tileset, the Manic's erratic behavior plays to its disadvantage as it will often juke erratically rather than chase a player in a straight line. Should the Manic prove too difficult to fight, fleeing into other rooms is always an option; if the alarm has been reset since the Manic's appearance it will change to unalerted status once the player gets far enough away (usually into the next room).
    • Speedrunners can ignore the Manic altogether: despite its speed its movement pattern is erratic even when chasing a player, which slows Manics down.
  • Manics can be killed with Bullet Attractor easily, as they are not immune to damage from weapons with an addition of a vastly increased hit area to compensate a Manic's erratic teleporting.
  • Due to the Manic's sporadic and rapid movement, it can be exceedingly difficult to scan for the Codex. Freezing it with Frost's Freeze ability, or otherwise hitting it with a Cold b Cold proc, slowing it down using Molecular Prime, or other abilities may the scanning process easier. Additionally, a Helios can scan the Manic whilst the player defends against it.
  • As Manics will only spawn after the level's alarm has been raised, completing a mission as stealthily as possible will prevent them from appearing.
  • Manics can be tagged using the Waypoint system. Though tricky, aiming directly at it and applying a Waypoint (default key "G", on PC) will mark the Manic with an "Enemy" Waypoint whenever it is not invisible. This can make it easier to track the Manic's movement.
  • Fighting Manics while inside Frost's Snow Globe, especially with Chilling Globe augment, makes Manics much easier to fight.
  • The Manic's tackle can be blocked using two methods, blocking and channeling.
    • While blocking is pretty straight forward, channeling is an alternative. Channeling does not require you to block, instead will auto block and prevent the Manic from tackling you no matter what you are doing, so long as you have channel active. Keep in mind this will count as a channeled block and will consume 5 energy.
      • Blocking a tackle in this fashion, versus the normal block, will always stagger the Manic, opening up free hits.
    • Interestingly enough, blocking the tackle will not damage Rhino's Iron Skin, as blocking any other attack would.
  • Casting Saryn's Miasma can be an effective method of tracking Manics, regardless of whether they are visible or not. All one needs to do is follow the particles emitted by the Manic due to Miasma, which can be seen even when the Manic is invisible.
  • Manics can move fast and teleport or stay invisible, one way or the other if the Manic doesn't see you he will just stay invisible and you can still see it by the red lines he leaves on his way but you can't attack them.


  • The Manic is the first of the winning fan entries from the Enemies Of The Tenno Contest to be implemented, designed by player Kadabura.
  • Manic refers to a person who suffers from mania, which is a mood of abnormally elevated arousal energy level and is often associated with bipolar disorder.
  • The Manic appears in amounts of 15-75 during the Blackout Tactical Alert mission.


  • The laughter heard when the Manic spawns:
  • Sound of a Manic dying:
  • Manic's codex entry
  • Dead Manic, showing the masks on its back.
  • Dead Manic From The Front
  • A vast pack of Manics on the hunt.
  • Manics waiting restless in Simulacrum.
  • Manics cannot seem to reach high places.
  • Unless you Tornado them and then make contact.
  • Manics are affected by Tornado.
  • Grineer Manic, dead.
  • Manics are affected by mesa blind ability
  • A sorta frontal pic - From JadeBosson
  • Frontal Side - From JadeBosson
  • Back side - From JadeBosson


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: Drahk

The Drahk is a quadruped beast bred by the Grineer for use in combat. Its behavior is largely similar to Feral Kubrow.

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, staggering them and will continue to attack the player until they are destroyed. Rollers are sent as a syndicate death squad by Steel Meridian.

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. Destroying the green sensor light will disable it, allowing safe entry.

Warframe Trap 2 Cropped
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 and allies. They will also destroy themselves after 3 seconds of continuous shocking, a change added in Update 15. 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, Sobeks 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 Crewman for Corpus missions, and are more durable than normal units. They are however highly vulnerable to stealth attacks and takedowns.

Main article: Power Carrier

Power Carriers are special units found only on Excavation missions. These units are mostly identical to their standard base units, though they feature greatly improved health, and visibly carry Power Cells on their backs. Killing these units will make them drop the Power Cells they carry, allowing Tenno to recover them for use in powering their Excavation machines. The Grineer version are based off Lancers, while the Corpus version are based off Crewmen.

Main article: Spark

The Spark is a special variant of the Bombard which appears on Grineer Spy missions. They can appear as reinforcements to strengthen the defenses of Data Vaults if a Data Vault alarm had been previously triggered.

While appearing similar to the standard Bombard, the Spark's weapon fires slow-moving orbs that deal Electricity b Electricity damage and proc.

Main article: Manic Bombard

Manic Bombards are modified Grineer Bombards developed by Tyl Regor, introduced in the Operation Tubemen of Regor Event as the event's main mission target.


Troops deployed in Archwing game mode.

Main article: Ogma

The Ogma is a Grineer heavy space combat pod with heavy armor and weapons.

Main article: Dreg

Dregs are Grineer combat spacecraft found in mining asteroids. Their primary weapon is a spherical projectile that homes in on its target and then explodes, knocking back any players hit with a chance of dealing Radiation b Radiation proc.

Main article: Lancer Dreg

The Lancer Dreg is a variant of the Dreg equipped with a laser cannon that deals Radiation b Radiation damage.

Main article: Temporal Dreg

The Temporal Dreg is a variant of the Dreg. While unarmed, the Temporal Dreg can use a tractor beam that locks unto Tenno, preventing them from sprinting. The tractor beam can be dispelled by destroying the Temporal Dreg or getting cover between it and the player.

Main article: Dargyn

The Dargyn is the basic Grineer combat spacecraft. Piloted by a Grineer trooper behind an armored shield, the Dargyn carries a light machine gun to strafe enemies at range.

Main article: Shield Dargyn

Shield Dargyns are Dargyns that mount energy shield emitters that enhance their protection from the front. They also carry triple-barreled pulse cannons that deal more damage than the Dargyn's machinegun.

Main article: Hellion Dargyn

Hellion Dargyns are Dargyns equipped with guided missile launchers, which they can fire in salvos against enemies.

Main article: Shield-Hellion Dargyn

The Shield-Hellion Dargyn is a tougher version of the Hellion Dargyn that mounts the same defensive shield found on Shield Dargyns.


Main article: Bosses

Bosses are officers within the Grineer faction.

Main article: Captain Vor

Captain Vor is the first boss in WARFRAME that players will encounter and is one of the few figures in the game that understands ancient Orokin technology, capable of utilizing it and merging it with Grineer technology to create offensive weapons such as his trademark Seer pistol and his armor, which is powered by a Void Key and grants him a powerful ranged beam attack. Captain Vor can be encountered in three locations currently, making him the most recurring boss beside assassins. First appearing on Mercury and thus being the first boss that players must fight, he then appears again, somehow fully alive, on Phobos as a dual boss battle alongside Lieutenant Lech Kril, then appearing later yet again as a Corrupted version of himself within the Void.

Main article: Councilor Vay Hek

Councilor Vay Hek is the final boss of Earth. He is the most political Grineer figure players meet, marked by the Lotus for extermination for upsetting the balance in the system by killing several political opponents. Vay Hek is also heavily modified with Grineer alterations, with little flesh left noticeable while he rides in his giant Terra Frame.

Main article: General Sargas Ruk

General Sargas Ruk is the final boss of the Saturn system. The head of one of the Grineer Artifact extraction projects, Sargas Ruk was targeted by the Lotus for annexing Tenno-controlled dig sites. Ruk enjoys Grineer augmentation, even going as far as replacing the lower part of his arm with a flamethrower and replacing his normal vision with a single augmentation in the center of his helmet.

Kela De ThaymIcon
Main article: Kela De Thaym

Kela De Thaym is the boss of Sedna. According to the Lotus, all female Grineer undergo combat training. However, in Kela's case, she was the most battle hungry and extended her own term another decade before returning to the Grineer council. She has influence within the council, which is the main reason why the Lotus has targeted her for assassination as her death would cause a power vacuum in the system. The only female Grineer boss players encounter, she was specifically built for combat personally by the Sisters, with most of her body replaced with augmentations.

Main article: Lieutenant Lech Kril

Lieutenant Lech Kril is the final boss of Ceres, and makes an appearance on Phobos alongside Captain Vor as a dual boss battle on the planet. A revered war hero clad in near-impenetrable armor and armed with his signature hammer and ice-based abilities, Lech Kril is a formidable adversary for any Tenno attempting to take him down.

Tyl RegorIcon
Main article: Tyl Regor

Tyl Regor is the final boss of the Uranus system and the head researcher focusing on Grineer gene repair in an attempt to reverse the negative effects from excessive cloning. He was targeted by the Lotus in order to slow down this progress, ensuring that the Grineer do not become more powerful. He apparently has an interest in fashion somewhat, as some of his remarks in the mission hint at, such as mocking the player's Warframe by comparing it to a Halloween costume.

Main article: The Grustrag Three

The Grustrag Three (commonly abbreviated as the G3) are a group of Assassins, founded by Councilor Vay Hek, who come after Tenno that have completed at least one Invasion mission against the Grineer.

Main article: Sprag

Sprag is a special Grineer Field Boss unit encountered during Orokin Sabotage missions where Grineer are the dominant enemy, who is one of the two units who hold the Void Key necessary to close the Void Portal. She possesses a jet pack identical to that used by Hellions that grants her excellent mobility, and can use her Manticore Axe and other special melee abilities to engage Tenno in close combat.

Sprag is always seen with her fellow mini-boss, Ven'kra Tel.

Main article: Ven'kra Tel

Ven'kra Tel is a special Grineer Field Boss unit encountered in Orokin Sabotage missions where Grineer are the dominant enemy, who is one of the two units who hold the Void Key necessary to close the Void Portal. She possesses a blue jet pack identical to that used by Hellions that grants her excellent mobility, and can use her Vulkar and other ranged special abilities to engage Tenno from afar.

Ven'kra Tel is always seen with her sister mini-boss, Sprag.


Various defenses are utilized by the Grineer, ranging from pre-spawned turrets or inflatable, deployable cover.

Main article: Rampart

Ramparts are stationary defensive turrets found on Grineer missions, armed with twin heavy machine guns to engage enemies that deal 600 total damage per bullet. Unlike other types of environmental defenses, Ramparts can be directly controlled by Tenno players by mounting inside them with the Use key (default X), allowing them to use the Rampart's guns. Player-controlled Ramparts have a maximum ammo capacity of 200, which can regenerate after a short delay in firing. While Ramparts are rooted to their positions, they can be aimed at nearly every direction.

Main article: Blunt

The Blunt is an item occasionally carried by Grineer units during missions, visible as a large backpack with orange lights. When activated, the Blunt inflates into a small, black wall that Grineer units can use as cover to defend from enemies, and can be deployed anywhere on the map. The Blunt itself has a limited amount of health, and unlike environmental cover can be destroyed with any attack. A Blunt can only be deployed once per unit.


  • 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 are 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.
    • The same applies to many phrases the Grineer use, such as yelling "attaf!" instead of "attack!" and "ket klem!" instead of "get them!" (The Grineer word "klem" has been created into a fictional fan character whose name is the word itself. DE has stated in a Devstream that he is the Medallion Merchant for the Steel Meridian in their syndicate room as well.)
    • In essence, Grineer still speak English, but since Update 10, it has been adjusted to account for their decaying flesh and how that might affect their speech, essentially giving them a speech impediment.
    • In a Devstream, DE has stated that the Grineer are British.
  • 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 nicknamed 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 "Re-engineer" 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. Sargas Ruk and a number of other notable Grineer speak the language as well.
  • As evidenced by Grineer Lancer's Synthesis imprint, the Grineer existed in the same time period as the Orokin. This is further confirmed by the Arid Eviscerator's imprint.
  • According to the Liset's Radio, the Grineer still used Solar Rails. They also control mining colonies by attacking them and killing anyone that opposes them (eg. Rebels).

See alsoEdit

Start a Discussion Discussions about Grineer

Around Wikia's network

Random Wiki