Knockdown is a Status Effect that causes enemies to be knocked prone to the ground, leaving them vulnerable to any attacks and Ground Finishers. A player's open Esc menu will be abruptly closed if knocked down. After receiving a knockdown, inputting a jump will trigger a neutral getup, while directional keys will cause the Warframe to roll in that direction.
Right after being knocked down, the Warframe will flash in their energy colors briefly. Jumping or rolling during the flash will allow the Warframe to stand up or roll more quickly, allowing players to act earlier.
Knockdown and stagger animations will not be played when a player successfully resists a knockdown or stagger. Knockdown resistance can be obtained through any of the means mentioned in the section on sources of knockdown resistance.
Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level.
Misc:
1 - 5% (battery drain per hit) 1% (battery drain per second) 0.25% (battery charge per melee attack) 2 / 3 / 4 / 5 % (energy restore per hit) 50% (damage reduction cap at empty battery) 100% (damage reduction cap at full battery) 100% (Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline)
Gauss expends 50energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming Impact, Puncture, Slash, Cold, Heat, and Blast damage types, while also becoming immune to Heat, Cold, Blast, Stagger, and Knockdown statuses for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 1.0% to 6.5% battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of damage absorbed per hit is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
Damage reduction is calculated as: Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
Both damage reduction and energy restoration still function even when the battery is empty.
Energy restoration is calculated before all damage mitigation.
Ability Synergy:
While Kinetic Plating is active, it adds 100%Slash damage to Mach Rush's shockwave, and makes it inflict a Slash proc on enemies caught in the explosion radius.
While the battery level is boosted during Redline, Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
Tips & Tricks
Kinetic Plating stacks and synergizes well with Adaptation.
Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery wouldn't be full for most of the time.
On the other hand, Adaptation can reduce only one damage type for each particular attack.
Kinetic Plating stacks with Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
This can be scaled up to 90%, which requires 250% Ability Strength.
However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Damage reduction affects Overshield, Shield and Health.
Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
Warding Halo's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%Heatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.
Nidus expends a single Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25%Ability Strength and a 10% / 15% / 20% / 25% weapon damage bonus. When linked with an enemy, the target is incapacitated for the duration while Nidus transfers 20% / 30% / 40% / 50% damage received to the target instead; all knockdown, stagger, and negative status effects are also transferred from Nidus to the enemy target.
Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
With a maxed Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
Damage bonus is multiplicative to other damage buffs.
Damage redirection is capped at 90%, achievable with an Ability Strength of at least 180%.
Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
Friendly fire is not transferred to the linked target.
Can link to Overguarded enemies, however they will not be incapacitated and can still attack.
Ability Synergy: While linked to a target, using Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
Parasitic Link is a One-Handed Action and can be cast while in midair.
Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Tips & Tricks
Link with a nearby teammate or enemy for Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
Linking with an enemy caught by Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like Blood Rush for best results.
Maggots from Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
Oberon consecrates the ground in an angle of 90 / 100 / 120 / 180 degrees in front of him, spanning up to 8 / 10 / 12 / 15 meters, for 10 / 15 / 17 / 20 seconds. Enemies standing on the area of effect are dealt 25 / 50 / 75 / 100Radiation damage with a 5 / 10 / 12 / 15%Radiationstatus chance every half second, while allies are relinquished of any negative status effects and become immune to them for as long as they are standing on the area.
The radius follows the expression Base Range + 11.25 × (Ability Range - 1)
For example, with a maxed Stretch, the radius will increase to 15 + 11.25 × (1.45 - 1) = 20.0625 meters.
The angle follows the expression Base Angle + 135° × (Ability Range - 1)
You can also view this as gaining/losing 1.35° per 1% ability range above/below 100%.
For example, with a maxed Stretch, the angle will increase to 180° + 135° × (1.45 - 1) = 240.75°).
Therefore, 234%Ability Range is needed to bring the angle up to 360°, making it a full circle. This will also increase the radius to 15 + 11.25 × (2.34 - 1) = 30.075 meters.
Status effect immunity applies to physical disabling effects such as knockdowns and staggers.
It does not apply to Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptorsare resisted; however, Disruptors are still able to drain a small amount of energy with every attack.
Radiation procs, however, are not removed from already irradiated allies, but only from Oberon himself, and only with his own Hallowed Ground.
Enemies and allies must be grounded and standing on the area to be affected by Hallowed Ground.
Flying enemies that are too high above the ground may not be affected by this ability.
Ability Synergy:
If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds.
Bonus armor is added after other armor increases (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (150 × 2.1) + (200 × 1.3) = 575 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Enemies that survive Reckoning while standing on Hallowed Ground will have their armor permanently reduced by ?% / ?% / ?% / 50%.
Armor reduction is affected by Ability Strength. Armor strip is capped at 100%, achievable with a 100% increase in Ability Strength at max ability rank.
Can only have 4 instances of Hallowed Ground active at once per player.
If cast in midair, Oberon will instantly drop to the ground to perform this ability.
Hallowed Ground spawns foliage inside its area of effect as visual representation. Oberon creates a field of grass, while Oberon Prime creates a field of ferns. Grass and ferns are affected by Oberon's chosen Warframe Accent color.
The shimmering energy field encompassing the ground is affected by Oberon's chosen Warframe energy color.
Hallowed Eruption is a Warframe Augment Mod for Oberon. Upon casting Hallowed Ground again with a previous instance still active, the first one will immediately expire, dealing all remaining damage in a single instance with a chance to deal Radiation proc. This mod also passively increases Hallowed Ground's duration.
Enemies will traverse and fight through Hallowed Ground without any special attempts to evade its area of effect.
Narrow pathways such as doorways and halls are effective at forcing groups of enemies to cluster into Hallowed Ground.
Summoning multiple, overlapping layers of Hallowed Ground will deal the full combined damage over time to enemies.
Hallowed Ground is most efficiently used in areas where constant enemy and ally activity is expected over an extended period of time.
Hallowed Ground's status effect immunity can be used to pass through environmental traps unhindered, such as Grineer MagneticSensor Bars and Corpus Laser Barriers.
Note however that activating these traps in spy missions will still trigger vault alarms.
Rhino hardens his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the Overguard.
During the 3 seconds period Rhino is still vulnerable to crowd control effects.
Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
Iron Skin's health uses the following expression when accounting for Ability Strength: Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
As an example for Rhino:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
Modifying that equation for Rhino Prime:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as Puncture damage.
With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
Migrating hosts will completely remove Iron skin, regardless of the level it was at.
If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
Using Iron Skin while in a conveyor would make Rhino immovable.
Titania scatters enchanted dust in a 1 / 3 / 3 / 5 meter radius around the location she aims at, up to 20 / 30 / 40 / 50 meters away. Enemies within this area are disarmed, become unable to perform any action while in a ragdoll state, and weightlessly float in mid-air for 10 / 12 / 14 / 16 seconds. Titania and her allies caught within the dust cloud are cleansed from status effects and gain immunity to them for the duration of the ability. Holding down the ability key (default 1 ) casts the ability centered on Titania.
Cast range and area radius are affected by Ability Range.
Status immunity also protects from crowd control effects (such as knockdowns and staggers), including the lock-out animation of Archwing and Razorwing when impacting a surface.
After Spellbind expires, enemies previously armed with weapons cannot attack until they retrieve their weapons on the ground. Those that do not use weapons (such as the Infested) will recover quickly.
Recasting on Titania or an ally will refresh the status immunity.
Spellbound allies and enemies emit unique particle effects:
Enemies visually emit energy butterflies fluttering about and an upward stream of energy stripes, both affected by Titania's energy colors.
Allies visually emit energy butterflies fluttering about, affected by their own energy colors.
Spellbind can be aimed at any surface, but will only allow you to use it if an enemy is within the predicted area of effect.
Subsuming Titania to the Helminth will offer Spellbind and its augments to be used by other Warframes.
The status immunity granted by Spellbind also prevents Titania from being staggered when hitting surfaces in Razorwing. Holding the button down to activate Spellbind on yourself can be really helpful when flying through tight spaces.
Imbuing herself with defensive energy, Trinity tethers to up to 1 / 2 / 2 / 3 closest enemies within a radius of 12 / 14 / 17 / 20 meters for 6 / 8 / 10 / 12 seconds. While linked, she reduces incoming damage to herself by 50% / 60% / 70% / 75% and transfers 100% of incoming damage and Status Effects to the tethered enemies instead.
Number of affected enemies, damage reduction, and damage and status transfer are not affected by mods.
Trinity must be linked to at least one enemy at any given moment to gain the ability's defensive benefits.
Status immunity applies to physical staggers and knockdown.
Includes knockdown from environmental traps such as Corpus Laser Barriers. Note that tripping these barriers in Spy missions will still trigger vault alarms.
Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disruptors are resisted; however, they are still able to drain a small amount of energy with every attack due to their aura.
Ability Synergy: damage redirected by Link toward a Well of Life target heals Trinity for the lifesteal conversion amount, as well as becomes stored and dealt in full against the Well of Life target once the ability ends.
If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
Overcome with rage, Valkyr unleashes a pair of energy talons, the Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
Damage is affected by Ability Strength, most mods and buffs, but not the melee combo counter.
Heavy Attacks however are still affected by the melee combo counter normally.
As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Hysteria will deal Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) = 250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
The mods that can be equipped on and affect Valkyr Talons include:
While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
Range mods do not affect the radius of slam attacks.
The combo counter will reset when equipped with Xoris.
Hysteria's combo counter decay is affected by Power Spike.
Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
The damage composition of a ground finisher is the same as a modified normal attack; however, Impact damage from ground finishers is multiplied by 125%.
The finisher multipliers for both attacks are affected by Finishing Touch.
Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
For example, a maxed Life Strike and a rank-3 Hysteria will yield Base Lifesteal + Lifesteal Mods =5% + 20% = 25% lifesteal on heavy hits.
While active, Valkyr becomes immune to all damage and status effects.
Status immunity includes crowd-controlling effects such as staggers, and Nauseous Crawler paralysis.
Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have line-of-sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact damage.
The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. It cannot be reduced below 5 meters under any circumstances.
Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
Stored damage dealt bypasses shield gating and can kill instantly if too large.
This is currently bugged, and shield gate will block the damage.
Stored damage is reset upon swapping weapons.
Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
Since enemies need line-of-sight, invisibility prevents the damage.
After activation, a percentage counter will appear on the ability icon. The percentage increases to 100% over the course of 40 seconds.
Hysteria consumes 2.5 energy per second at 0% while active. The cost will increase by an additional 2.5 until it caps out at 15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
Hysteria's energy drain is not converted into shields by Augur Mods.
Hysteria is affected by and can trigger Warframe arcanes, Exodia Might , and Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
Has a cast time of 1 second, affected by Natural Talent.
Hysteria's attacks can damage enemies across the Rift Plane.
Some of the passives of the 2 Incarnon melee weapons work on Hysteria.
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
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Average Damage Multiplier per second only applies to single-target DPS calculations.
Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
Combo animation lengths are approximate and are only accurate within a few tenths of a second.
Each tile marking in stance preview gifs are 2m apart.
Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.
Enraged is a Warframe Augment Mod for Valkyr's Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.
There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
Turning 'Color Correction' off in Options > Display can alleviate this issue.
Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
It's preferable to use Steel Charge over Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
Bugs
Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.
Misc:90% damage redirection ∞ duration 18 m/s move speed 21 m/s boost speed 3 m jump height 12 m double jump height 1.25 s jump charge time 17 m charged jump height 10 m dash distance 1,000 Impact damage on landing 5 Impact damage on slam shockwave 2 m slam shockwave radius
Yareli expends 25energy to summon her faithful aquatic creature from the watery depths and rides aboard Merulina after it emerges. Upon activation, the board is Invulnerable for 4 seconds, during this time all incoming damage it takes is added to its total health. While riding Merulina, Yareli switches her combat and movement controls to K-Drive controls; aboard her transport, Yareli unholsters and only wields her equipped secondary weapon, becomes immune to Ragdoll and resists Stagger and Knockdown from most sources. Yareli may manually dismount from Merulina for 0 energy cost by pressing the ability key again (default 2 ), press or hold and release the quick melee attack key (default E ), or hold and release the interact key (default X ) to despawn it and switch back to normal Warframe controls.
Yareli is Invulnerable for 1.5 seconds when dismounting manually or on Merulina's destruction.
She is immune to K-Drive ragdoll effects from dismounting Merulina, does not eject off from failing K-Drive board grabs and flips, nor from strong impact collisions with the environment and obstacles.
She can also initiate interaction (default X ) with some entities and Objects such as opening doors and lockers, using elevators, picking up/inserting a datamass, picking up Ayatan Star/Sculptures and Granum Crown, Hacking consoles, activating Survival Life Support Capsules, etc.
Attempting to revive an ally in Bleedout forces Yareli to dismount when the interact key is pressed.
Interacting with objects requires Reload with Context Action Input enabled otherwise you will dismount.
She is able to perform Transference while aboard Merulina. This will not cause her to dismount.
Merulina is Yareli's personal deployable vehicle that possesses unique attributes and K-Drive maneuvers:
Merulina has a base Health pool of 3,000 / 4,500 / 6,000 / 7,500 health points that protects Yareli's hitpoints by absorbing 90% of incoming enemy damage in her stead. The ability lasts indefinitely until its health pool fully depletes, or Yareli dismounts or falls out of bounds. Upon destruction, Merulina prevents the damage from the last lethal hit from spilling over to Yareli's hitpoints.
However, Adaptation stacks can still be accumulated while riding Merulina.
Merulina cannot be healed by conventional means, such as picking up Health Orbs and triggering Arcane Enhancement effects.
While active, Merulina's health indicator is displayed above Yareli's ability icons. The UI element consists of Merulina's animated portrait on the left, the current numeric total of remaining health points on the right, and a health bar at the bottom that drains from left to right.
Merulina's hidden K-Drive stats include:
Move Speed of 18 meters per second and Boost Speed of 21 meters per second
Jump Height of 3 meters and Double Jump Height of 12 meters.
Jump Charge Time of 1.25 seconds and Charged Jump Height of 17 meters.
Merulina is not affected by K-Drive mods, including those equipped on a custom-built K-Drive in Yareli's Vehicle tab in the Arsenal screen.
Merulina gradually loses a percentage of health per second when Yareli is within an ability nullifying sphere created by special enemies, such as the Nullifier Crewman.
Merulina's colors can be customized via its own Appearance tab in the Arsenal screen, once the ability is unlocked on Yareli at Warframe Rank 3.
Energy colors on Merulina will instead match the chosen selections in Yareli's Appearance tab.
Merulina visually appears as an Infested aquatic creature with physical characteristics commonly found in real world stingrays (flat body with flaps and tail), Portuguese man o' war (translucent membranes, multiple stingers), and crustaceans (spiked chitinous carapace). The creature's frontal beak, fin flaps, and tails use cloth and jiggle physics, allowing them to sway along to Yareli's movement. The bioluminescent central cavity holds flowing liquid in motion that glistens and shimmers to the light.
Merulina produces liquid splashes and bubbles beneath its belly as it moves and lands on surfaces.
Merulina audibly makes chirping and gurgling creature sounds while Yareli is riding on it and performing K-Drive tricks.
Tricks
K-Drive trick scores earned with Merulina yield VentkidsStanding in any mission.
While riding Merulina, Yareli can holster away her secondary weapon by pressing the switch weapon key (default F ) to enable her to perform more K-Drive tricks such as board grabs (default LMB ) and flips (default RMB ).
Yareli and Merulina will dash toward the input direction for a distance of 10 meters when performing a dodge maneuver:
Merulina's dash can be used on the ground, while in midair, and during casting animations to quickly reposition and break free from falling.
Each dash triggers a short cooldown before another can be performed.
Action
PC
PSN
Xbox
NSW
Dash
Tap LShift
Tap L1 /LB
Tap LB
Tap L
When moving at cruising or boosted speed (default hold LShift ) with enough momentum, Yareli aboard Merulina can slide through some environmental barriers such as small railings, and surf on top of Defense Objects such as the Warframe Cryopod and Excavator.
Merulina can ollie and double jump (default Spacebar x2) to reach greater heights than Warframes' jumping.
Double jump can be performed after a charged jump (default hold and release Spacebar ).
Landing directly on top of an enemy from any height with Merulina inflicts 1,000Impact damage and knockdown.
Performing a K-Drive slam shockwave (default while in midair, tap + tap and hold down LCtrl ) causes Yareli to dive toward the ground, emitting a 2 meter expanding shockwave on landing that inflicts 5Impact damage with a status chance to all enemies inside, causing guaranteed heavy knockdown and knockback away from the impact point.
Merulina is able to surf on some allied summoned objects, such as Frost's Snow Globe.
Yareli performs her other abilities' casting animations without stopping her movement while aboard Merulina.
Sea Snares' casting animation is faster while aboard Merulina.
Surging Blades costs 0 energy to cast while aboard Merulina.
Cannot be cast if spacing around Yareli is obstructed. Merulina will self-destruct if Yareli attempts to mount it while she is standing in an out-of-bounds zone, usually below the playable area of a mission such as the pillar protrusions in the Simulacrum.
Mounting and dismounting from Merulina are full-body animations that carry forth Yareli's momentum while stopping other actions.
Yareli visually leaps gleefully into the air as she spins counterclockwise, summoning Merulina beneath her as they land onto the ground with a splash.
When performing a moving dismount from Merulina, Yareli hops off spinning clockwise and lands several meters away, while creating a splashing wave for Merulina to dive forward back into the abyss.
When dashing with Merulina, various animations play for Yareli depending on the input direction:
Without moving, she twirls clockwise as she lands back onto Merulina's back.
While moving, she holds onto Merulina as they launch forward, flipping upside down and returning upright similar to a Bullet Jump.
While moving backward, she recoils raising both her hands up with open palms.
Subsumed abilities injected into Yareli via the Helminth system can not be cast while aboard Merulina.
Developers noted that due to the amount of new custom animations required for this to function properly, this interaction will remain unchanged for the foreseeable future.
While Yareli herself is rather fragile, Merulina vastly improves her survivability. Deploying her during a fight, even when standing still, makes Yareli deceptively durable.
Bringing a secondary weapon with good crowd control and not dependent on accuracy, such as Atomos and her signature Kompressa, can compensate for the disabled primary and melee capabilities while riding Merulina.
Akarius is also a viable sidearm while riding Merulina due to its homing ability, its reload speed increase while moving, and because Yareli can resist knockbacks from explosions while riding.
Riding Merulina counts in Nightwave challenges involving K-Drives, though she should take down enemies with her equipped secondary weapon and not with her abilities.
Unlike most sources of healing, Blood Altar will work with Merulina, providing healing even over the initial total health
On mouse and keyboard, steering on Merulina with mouse is much more precise than using movement keys
Bugs
Gameplay
Cannot trigger Arcane Pulse while aboard Merulina.
Yareli can fall through a moving elevator while riding on Merulina.
Yareli on Merulina can be slowed down by bumping her head on doorframes in older Tile Sets such as Corpus Outpost and Grineer Galleon as she moves through them at any speed.
Yareli's Critical Flow passive does not activate when falling from heights aboard Merulina, while it works when Yareli is on foot.
Yareli aboard Merulina is incapable of picking up Resurgence Tokens in Arbitrations and Index Points in The Index without crouching.
Yareli aboard Merulina is able to stand on Frost's Snow Globe.
Performing a mercy finisher while on Merulina will occasionally completely disable the ability to shoot, reload, or use abilities until her secondary weapon is swapped off of for a few seconds.
In rare instances on the Corpus Ship tileset, dismounting Merulina close enough to the ceiling of some hallways can cause Yareli to be placed out of bounds.
Yareli aboard Merulina counts as separate unit.
Any affinity gained while on Merulina is shared to yourself as if an ally killed the enemy.
Damage numbers from procs or other delayed attacks that would have been dealt while on Merulina disappear after dismounting.
Menus
When customizing Merulina's Appearance via the Arsenal, it does not appear properly on screen when Yareli is in Captura or Relay hubs, including Cetus, Fortuna and Necralisk.
Merulina can sometimes be seen leveling up and accumulating Affinity at the end of mission summary screen.
Visuals
Playing as client, Yareli does not play an animation when picking up an object such as datamass or excavator power core.
Activating Life Support Capsules and hacking a console will trigger the latest ability cast's animation.
Yareli on Merulina inside Limbo's Rift Plane does not show the Rift overlay effect on the player's screen.