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Landslide LandslideIcon
ENERGY
25
KEY
1
Landslide
Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor.
Strength:100 / 200 / 300 / 350 (1 hit)
200 / 400 / 600 / 700 (2 hits)
400 / 800 / 1200 / 1400 (3+ hits)
Duration:1 s (combo window)
Range:8 / 10 / 12 / 15 m (dash range)
[1 hit] 2 m (impact radius)
[2 hits] 4 m (impact radius)
[3+ hits] 6 m (impact radius)
Misc:50% (bonus Rubble health/armor)

Info
  • Atlas charges forward to punch a target enemy up to 8 / 10 / 12 / 15 meters away. The target and enemies within 2 meters are dealt 100 / 200 / 300 / 350 Impact b Impact damage as a melee strike with a 200% critical damage multiplier, a 5% critical chance, and a 5% status chance.
  • Damage is affected by Ability Strength, the Melee Combo Counter and most mods.
    • As an example, with a maxed Pressure Point, Shocking Touch and Intensify, the normal attacks of a rank-3 Landslide will deal
      Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
      350 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,901.9 damage on the first hit.
    • Landslide is also affected by equipped melee mods including:
    • Manticore's damage bonus applies to the ability.
    • Landslide is not affected by the equipped melee weapon's stats and innate effects, class-specific mods (e.g., Covert Lethality), or Acolyte Mods.
      • The only exception to this rule is the passive ability of the Mire to grant +10% Toxin b Toxin damage, which carries over to Landslide. The toxin damage combines with any elemental damage from melee elemental mods.
    • Each enemy struck adds to the Melee Combo Counter.
    • AoE damage bypasses obstacles in the environment and does not diminish with distance.
    • Impact radius is affected by Ability Range, while the dash range is not.
    • Atlas' Health is invulnerable to damage while dashing.
    • If the target dies before Atlas lands his punch, energy used for Landslide will be refunded.
  • Landslide can be recast within a 1 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage with a larger impact radius and reduced energy cost up to a cap:
    • 200% damage, 200% impact radius, and 50% cost reduction for the second hit
    • 400% damage, 300% impact radius, and 75% cost reduction for the third and all subsequent hits in the chain
      • This reduction in energy cost modifies Landslide's activation cost and is afterwards affected by Ability Efficiency as normal.
        • As an example, with a maxed Streamline the second successful cast will consume:
        Base Cost × (1 - Efficiency Mods) × 0.5 = 25 × (1 - 0.3) × 0.5 = 8.75 energy.
        • Any successful cast thereafter will consume:
        Base Cost × (1 - Efficiency Mods) × 0.25 = 25 × (1 - 0.3) × 0.25 = 4.375 energy.
    • Atlas ragdolls enemies with an uppercut on every third successive strike in the chain. All other strikes stagger enemies.
    • Combo window is affected by Ability Duration and can not fall below 0.5 seconds.
    • The duration of the combo window and the respective damage multiplier for the next cast are displayed underneath the HUD's targeting reticle.
    • If no casts are performed within the combo window, the damage and energy cost will reset.
  • Synergy: Using Landslide to kill petrified enemies frozen by Path of Statues, Petrify, and by casting Rumblers grants 50% more health and Armor points from the enemies' dropped Rubble.
  • Casting Landslide requires an unobstructed enemy target.
  • Landslide is capable of locking onto and attacking invisible enemies (e.g. Stalker).
  • Can be cast while in mid-air.
  • Killing an enemy with this ability is not counted as a Melee Kill. Therefore the Swordsman Challenge is not affected by the successive use of the ability.
  • Shattering Impact does not work on this ability even though it deals impact damage.
  • Landslide attacks can damage enemies across the Rift Plane.
  • Landslide is affected by and can trigger Warframe Arcanes.

Augment
PathofStatuesMod
Main article: Path of Statues

Path of Statues is a Warframe Augment Mod for Atlas, that makes Landslide leave a petrifying path for a short period.


Rank Path Duration Petrify Duration Cost
0 7s 4s 6
1 8s 5s 7
2 10s 5s 8
3 12s 6s 9

Tips & Tricks
  • Landslide excels at rampaging between spread out clusters of enemies.
  • Take advantage of the dash's health invulnerability to charge through devastating attacks
  • Landslide's combo multiplier is separate from the Melee Combo Counter, and both work together to massively increase Landslide's damage.
  • It's advisable to use Ability Duration mods to lengthen the combo window.
  • Performing a Bullet Jump between casts allows players to extend Atlas' reach.
    • Note that Atlas' knockdown immunity will not apply while he is not grounded.
  • Landslide benefits from elemental damage granted by certain augments, including:

Maximization

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases combo window to 3.06 seconds.
    • Reduces impact radius of the 1st cast to 0.68 meters, 1.36 meters for the 2nd cast in a chain and 2.72 meters for all subsequent casts in a chain.
  • Maximized Ability Efficiency reduces cost of the 1st cast to 6.25 energy, 3.13 energy for the 2nd cast in a chain and 1.56 energy for all subsequent casts in a chain.
    • Reduces combo window to 0.4 seconds.
  • Maximized Ability Range increases impact radius of the 1st cast to 5.6 meters, 11.2 meters for the 2nd cast in a chain and 16.8 meters for all subsequent casts in a chain.
    • Reduces base damage of the 1st cast to 140, 280 for the 2nd cast in a chain and 560 for all subsequent casts in a chain.
  • Maximized Ability Strength increases base damage of the 1st cast to 1305.5, 2611 for the 2nd cast in a chain and 5222 for all subsequent casts in a chain.
    • Without Energy Conversion, increases these values respectively to 1130.5, 2261 and 5222
    • Increases cost of the 1st cast to 38.75 energy, 19.38 energy for the 2nd cast in a chain and 9.69 energy for all subsequent casts in a chain.
    • Reduces combo window to 0.73 seconds.


See AlsoEdit