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[ShurikenIconEdit Tab]
Faction IconCorpusB Corpus
Planet Venus
Mission Fossa
Weapon Gatling Gun
Abilities Homing Missiles
Plasma Grenade Cluster
Stomp Shockwave
Robotic 5,000
Puncture b +   Electricity b ++   Radiation b +   Slash b -   Toxin b -
Proto Shield 2,000
Impact b +   Toxin b +   Magnetic b +++   Puncture b ‐‐   Corrosive b ‐‐
Alloy Armor 100
Puncture b +Cold b +Radiation b +++Slash b ‐‐Electricity b ‐‐Magnetic b ‐‐
Base Experience 1,100
Codex Scans 3
Mod Drops Blunderbuss
Shell Compression
Tactical Pump
Rhino Stomp
Shock Absorbers
Other Drops Jupiter Nav Segment
Mars Nav Segment
Orokin Cell

Jackal is the final boss of the Venus system. It can be found on the mission Fossa. After defeating it and finishing the mission, you have a chance to receive the Rhino Helmet, Chassis, or Systems blueprint.

Defeating Jackal on Venus will grant access to Mars and Jupiter.


The Jackal is a massive four-legged mechanical beast with yellow-green armor plating.

The Jackal, like other bosses, has unique taunts. Here is a list of them:

  • "Trivial threat detected."
  • "Enemy analysis: Organic. Threat level: Impotent."
  • "Threat Level Upgraded. Classification: Pathetic."
  • "Prototype engagement test: Ready. Tenno destruction analytics: Recording."


  • Jackal will be waiting in the center of the room upon entering the boss room, and the opening cinematic will begin once all players have gotten close to it.
  • Its legs will slowly regenerate health if undamaged, but the rate is insignificant.
  • If you scan the Jackal before it is active, the scan will complete but no data will be given for the codex.


  • The Jackal is the first Corpus boss players encounter.
  • Jackal is one of the few bosses that is not distracted by Loki's Decoy, and Saryn's Molt abilities.
  • Prior to Update 6, upon players entering the room, it would ascend from a large hole in the middle of the room by elevator before beginning the battle.
    • The elevator was removed due to issues with players becoming stuck in the area beneath it. Wall running had not been implemented at the time, making it impossible to escape without Loki's Switch Teleport.
  • The Jackal is the only Corpus boss that players will have to defeat in the assassination type Alerts Corpus missions.
  • Jackal remains can be found in the Grineer Galleon tileset featuring a room where its assembled variant hangs on cords in the center, another is in the Clan Dojo Energy Lab featuring engineering components trying to pry open the unit, while third is found in an Invasion mission on the Corpus side, cargo with Jackal parts can be found on the outer hull.
    • The Grineer Galleon provides speculation that the Grineer are trying to harness Corpus technology. It is also possible that Jackal models in the Galleons are technology transfer items purchased from the Corpus.
  • Sustained fire from some high damage weapons can take down the Jackal quickly without having to focus on disabling its legs.

References To DarkSectorEdit

  • The original Dark Sector demo showed the Lasrian troopers releasing a Jackal on Hayden Tenno.
    • Unlike its Warframe counterpart, this model was shorter, chunkier and is equipped with a more visual set of Gatling guns.
  • He is also shown in the trailer (2004) of Dark Sector under a completely different design, yet still heavily resembles Jackal.


  • Occasionally, when Jackal fires his missiles he will launch into the ceiling. After a brief period of time, these missiles disappear completely, or sometimes, return to hit the floor.
    • At certain tendencies, these missiles do not return for the Jackal's intended targets, as if the missiles are fired at the ceiling for nothing.
  • If one or more players are standing on top of the Jackal before the cutscene begins, they will still be suspended in the air, both in game and in cinematic. Players can shoot without falling down, but moving in any way (including being knocked with Stomp Shockwave) makes one fall to the ground.
  • If something is holding the doors open (an enemy or a decoy) when the cutscene begins, the doors will not be locked. Due to its size, Jackal is unable to enter the doors, allowing players to exploit this bug. On the other hand, if the blockade has been been killed/destroyed from the respective doors, it will be closed and will not be opened normally until the Jackal has been destroyed.
  • If Jackal is being damaged by Zephyr's Tornado, the ability's casting duration is halved. Requires Confirmation
  • Occasionally, when players get hit by Stomp Shockwave they can fall into deep holes surrounding the platform, trapping warframes without escape abilitys.

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The Jackal's main body is normally protected by heavy shielding. Disabling any leg by damaging it will cause it to collapse, disabling his shield. There's a time limit and damage tolerance the it will take before it recovers. Note that the Jackal will be invulnerable for a short time when recovering.

Offensively, aside from heavy machine guns, the Jackal can launch a barrage of missiles, its' missiles deals moderate damage and is capable of knockdown, although not lethal. It can also fire Plasma Grenade Cluster in a wave, and it will Stomp Shockwave in close combat.


BansheeSonicBoom Plasma Grenade Cluster PlasmaGrenade
Jackal launches a large clusters of Plasma Grenades at enemies, exploding a large margin of area.
Power Strength:
High (Scales)
20? (Grenade Count)
Power Range:
10 Meters
Power Duration:
2 Seconds (Fuse)

  • After the clusters stick onto a surface, it will explode in two seconds and deals Blast damage within 10 meters.
    • Damage scales with level.
  • This ability is arguably the most dangerous arsenal known in Warframe as it is able to take down even the strongest Warframe at a wide margin.
  • Can latch onto a player, which will guarantee heavy damage.
    • Plasma Grenades cannot be removed via Rolling.

  • Has a delay before exploding.
  • Has a small AoE damage.

  • Plasma grenades behave similarly to those used in the Halo series, as it sticks on targets after a throw, making it a quick reference to avoid such hazard.
  • Plasma grenades seems to be a close family counterpart to Penta's explosive.

RhinoStomp Rippling Shockwave MadMoa
Stomping the ground with incredible force, the shockwave ripples away from the epicenter, capable of knocking down enemies caught in it's radius.
Power Strength:
Low (Scales)
Power Range:
5 / 10 Meters
Power Duration:
Shockwave MOA
Anti MOA

  • The forceful stomp ripples a shockwave as wide as 5 meters radius which will expand and peak at 10 meters radius. Those who got caught in the ripple will suffer a knockdown and low damage.
  • In Anti MOA's case, when the energy shot is discharged at the wall, it will expand at peak at 5 meters diameters with the same knockdown effect and low damage
  • Shockwave MOAs have a 10 seconds cooldown before it is capable of using this ability again.
  • Ripple Shockwave is exclusive to Corpus' arsenal.
  • This ability can be interrupted on a Jackal by shooting it's leg down.

  • Knockdown radius are dependent on the surface ripples, you can jump in front of a Jackal when it stomped the ground to avoid knockdown.
  • Relatively easy to dodge, compared to Seismic Shockwave.

==In General==

Jackal has a massive amount of firepower in the front, covering is recommended when it singles you out as a target. It can also Stomp Shockwave which can be jumped over to avoid knockdown (hiding behind the pillars can also block it). Occasionally, it will launch a barrage of missiles at players, during this case -- taking out your melee and blocking it (while hiding in cover to avoid Jackal's firepower) will parry most of the damage and knockdown.

The Jackal's worst threat is when it spews out waves of Plasma Grenade (each dealing 100s), run as far away as possible as it will ensure instant bleedout, if not death.

It is also advised to shoot down as many Mine Ospreys as you can while taking cover from the Jackal's gunfire to keep the amount of mines under control.

Carrying an accurate weapon with Radiation and/or Magnetic properties is also very effective against Jackal; a player using a properly-outfitted sniper can disable Jackal with a single shot to a limb, allowing uninterrupted fire to the head. As soon as Jackal "wakes up" and starts moving again, the sniper can disable Jackal again. Alternatively, a high DPS weapon with Radiation and Magnetic elemental damage can also tear Jackal to shreds.

Having a lightly modded melee weapon and equiping yourself full-melee can work surprisingly well to stunlock him in his own animation, your melee would break one of its' leg before it finishes its' recovery animation, resulting in endless loop of lock. This has been tested with unranked Skana.

Utilizing Warframe AbilitiesEdit

An easy way to knock it down, if using the Loki, is to cast Invisibility and take him head on. You can quickly walk up to its hind legs and melee it up close, resulting in a quick knockdown.

If you are playing as an Excalibur, save your energy for Slash Dash. Once you see it go down, use Slash Dash on him as many times as possible. His Radial Blind is also very effective in stunning him.

Using Rhino's Iron Skin to get close is also an effective method to shoot it up close as it will block it's Stomp Shockwave and deprive most of its firepower—Be aware that its wave of Plasma Grenade can still destroy Rhino's Iron Skin easily.

Frost's Freeze is also very effective. It can keep him in place for the full duration and stays when you shoot him (Probably a bug). This allows you to shoot him in the body without retaliation. This method will prevent limb damage however, requiring players to shoot the well protected head.

Against a Higher Leveled JackalEdit

Occasionally, in a higher leveled planet such as Pluto, few of the alerts are high level assassination mission which target is the Jackal.

The Jackal will still have the same patterns and method of fighting—Save for its damage buff. However, as it's damage cap do not scale with its health, destroying it through normal method is close to impossible, if not, takes extremely long.

The only effective method to damage it is to directly attack it's shield off. Avoid shooting it's legs as it will rejuvenate all of its shieldings when downed. It is recommended to bring accurate weapons in this battle, but shotguns are also fine if using it very close up to him.

It is recommended to bring Mag along as her Shield Polarize will deplete Jackal's shield effectively.

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  • Jackal Codex
  • Jackal weakness
  • Jackal as seen in the lobby (U9)
  • Jackal during the cinematic
  • Jackal's model as of U7.8
  • Jackal, disabled
  • Early jackal concept art.
  • Strangely misnamed Jackal from an alert mission. Screenshot taken by Porygon.
  • Jackal's rockets. About a dozen of them were circling my head after he was killed. They never struck and disappeared before I left the room.
  • Warframes against the Jackal in the intro.
  • Jackal in a mission with Grineer Galleon tileset.
  • Jackal in a mission with Grineer Galleon tileset.
  • The inactive Jackal.
  • The inactive Jackal.
  • Jackal suspended by wires in the energy lab


A Hunt in Warframe Jackal's death using only melee04:23

A Hunt in Warframe Jackal's death using only melee

Start a Discussion Discussions about Jackal

  • Jakel farming

    4 messages
    • I got the shell compression mod on the first kill.
    • Jackal Wiki Page This should help... It drops Blunderbuss, Shell Compression, Tactical Pump, Handspring, Rhino Stomp (kind of useless since...
  • Can Banshees "weak" point power works on jackal?

    5 messages
    • Yes, because Sonar does not highlight an existing weakpoint, it makes a temporary new one based off preset points. Of course it's not a whole ...
    • I have banshee, and even if the weak point is on a leg, you can still kill him by shooting the leg.  I use this to get really fast Jackal kil...

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