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Soul SiphonEdit

A master of death, Nekros regenerates 5 points of Health any time an enemy dies within 10 meters of him.

AbilitiesEdit

SoulPunchModU15 Nekros1
ENERGY
25
KEY
1
Soul Punch
A blow so powerful, it turns the enemy's very soul into a deadly projectile, damaging all in its path.
Strength:100 / 200 / 350 / 500 (initial damage)
50 (projectile damage)
100 (area damage)
Duration:N/A
Range:20 / 30 / 40 / 50 m (cast range)
 ? m (explosion radius)

  • Nekros lunges with telekinetic force, dealing 100 / 200 / 350 / 500 Impact b Impact damage to a single target within 20 / 30 / 40 / 50 meters.
    • Damage is affected by Ability Strength.
    • Initial target is ragdolled, rendering it stunned for several seconds.
    • Cast range is affected by Ability Range.
  • The target's soul is violently ejected from its body, becoming a high-velocity projectile. Enemies that make contact with the projectile are dealt 50 Impact b Impact damage. When the projectile makes contact with a hard surface, 100 Impact b Impact damage is inflicted in an area of effect.
    • Projectile damage and area damage are not affected by Ability Strength.
    • Affected enemies are ragdolled, and both damage sources can be increased with headshots.
  • Despite having a noticeable visual and audio effect, the skill is perfectly silent and can be used as a mean of disposing enemies without alerting nearby units during stealth playthrough.
    • However, if an enemy is not killed by the ability, the enemies will be alerted.
  • Can be used while performing many actions without interrupting them, including reloading, charging, and shooting.

SoulSurvivor2
Main article: Soul Survivor

Soul Survivor is a Warframe Augment Mod that allows Nekros to use Soul Punch on allies in bleedout to revive them with partial health, at the cost of consuming all of Nekros's energy.

Rank Health Restored Cost
0 15% 6
1 20% 7
2 25% 8
3 30% 9

  • Under right circumstances it's possible to exploit physics system to launch ragdolls up with great speed, which will result with dealing additional fall damage to alive enemies. (Usually when enemies are grouped tightly together or there is an object right behind the enemy).
  • Best effectiveness can be achieved by standing higher than the target.Optimal height difference is when projectile can hit the ground near the target. Using this method will usually send surrounding enemies flying, dealing additional fall damage.
  • If used correctly, soul punch can be used to send enemies out of the map, which allows players to eliminate dangerous enemies quickly. Also, soul punch can be used to force finishers upon enemies.
  • The ability will NOT damage other Tenno in the Conclave, however the knock-back effect will still occur. This is useful for stunning the enemy or simply knocking them off the edge of the map.

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.


TerrifyModU15 Nekros2
ENERGY
75
KEY
2
Terrify
Casts fear into the hearts of nearby enemies, causing them to run away in terror.
Strength:7 / 12 / 15 / 20 (affected enemies)
5% / 10% / 15% / 20% (armor reduction)
Duration:10 / 15 / 20 / 25 s
Range:5 / 10 / 12 / 15 m

  • Nekros releases a psychic blast that causes up to 7 / 12 / 15 / 20 enemies within 5 / 10 / 12 / 15 meters to enter a state of panic for 10 / 15 / 20 / 25 seconds. While panicked, enemies will not attack and will haphazardly flee, exposing themselves and reducing their armor by 5% / 10% / 15% / 20%.
    • Number of affected enemies and armor reduction are affected by Ability Strength.
    • Armor reduction will stack multiplicatively with Corrosive Projection.
    • Overlapping successive casts will stack Terrify's armor reduction effect multiplicatively.
    • Duration is affected by Ability Duration.
    • Cast radius is affected by Ability Range.
    • Enemies unaffected by Terrify are prioritized upon subsequent casts.
  • Energy drain Eximus units will still have their ability to drain player's energy when near.
  • Bosses are unaffected by this ability.
  • Can be recast while active.

CreepingTerrifyMod
Main article: Creeping Terrify

Creeping Terrify is a Warframe Augment Mod for Nekros' Terrify that slows down affected enemies.

Rank Speed Reduction Cost Conclave
0 30% 6 C3
1 40% 7 C3
2 50% 8 C4
3 60% 9 C5

  • Can be used to scare enemies off when the Cryopod is hoarded by enemies or used when you need to revive teammates stranded in a horde.
  • Fully works on Security Cameras and Drones in the sense that the AI will attempt to turn away for its duration and also does not trigger alarms even when within their line of sight.

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.


DesecrateModU15 Nekros3
ENERGY
10
KEY
3
Desecrate
Forces fallen enemies around you to drop additional loot.
Strength:N/A
Duration:N/A
Range:10 / 15 / 20 / 25 m
Misc:22.5% / 32% / 42.5% / 54% (drop table chance)

  • Nekros emits an aura of dark power that affects every corpse within a radius of 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2-second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses taking 1 second of delay between consumptions.
  • Desecrate will consume 10 Energy for every corpse consumed. This ability will remain active for as long as Nekros has energy, or the ability is manually deactivated by pressing the ability key again (default 3 ).
    • Energy per corpse is affected by Ability Efficiency.
    • If using the Despoil Augment, Desecrate will consume 10 Health per corpse instead, also affected by Ability Efficiency.
    • While the ability is active, Nekros can move around freely.
    • If toggled on the ability icon will be grayed out and Nekros will shimmer faintly in his energy color.
  • Desecrate affects the corpses of most enemies as well as dead faction allies from Invasions, The Grustrag Three, Eximus enemy corpses, and Captain Vor's corpse if it is left behind. Desecrate does not work on enemies that explode on death, such as Volatile Runners, or on certain bosses including Sprag and Ven'kra Tel. Desecrate also affects the following:
    • Vaporized enemies as long as Desecrate is cast before they fully disappear.
    • Enemies vaporized by Nova's Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly.
    • Shadow corpses from Shadows of the Dead. Desecrating shadow corpses will only yield health orbs.
  • Sometimes corpses yield no drops because the enemy's loot table includes a chance to drop nothing or due to lag where the corpse has already disappeared for the host.
  • Successfully desecrated corpses will glow with the chosen energy color and turn into smoke that fades away.
  • Initial activation of the ability has a cast time of 1.8 seconds.

DespoilMod
Main article: Despoil

Despoil is a Warframe Augment Mod that allows Nekros to consume health instead of energy to cast Desecrate.

Rank Health Cost Cost
0 16 6
1 14 7
2 12 8
3 10 9

Note that health cost is affected by Ability Efficiency.

  • Know the timespan for a body to completely disintegrate:
    • Grineer and Corpus' corpses will disintegrate in 15 seconds.
    • Infested corpses and Avalanched enemies will disintegrate in 5 seconds.
    • Corpses from enemies affected with Molecular Prime and Channeling will disintegrate in 3 seconds.
    • Corpses from enemies affected with Miasma will disintegrate within a second.
    • Enemies that do not leave bodies behind cannot be desecrated.
  • Most useful in Survival missions, due to large amount of enemies and the need for constant movement.
    • Nekros can also desecrate life support from bodies.
  • Bodies that are cut in half by Slash b Slash damage are treated as two distinct corpses, each with its own chance to yield additional loot.
  • Use this ability with Equilibrium if you can - every health orb spawned will also recover energy, allowing this ability to easily recharge your energy bar. This allows you to cast other abilities while easily spamming Desecrate.
  • Consider forgoing shield power. In order to collect a health orb you must have less than your maximum health, so when using Equilibrium it is beneficial to take a controlled amount of damage in order to get the maximum benefit from health orbs (also consider using Rage to recover energy while taking damage). If your Shields rarely drop to zero you will not take damage and will be unable to collect any health orbs, potentially leaving you in situations where you have no Energy for skills, are surrounded by health orbs, yet are unable to collect them in order to replenish your energy reserves.
    • You can use self damaging weapons such as Penta or Ogris to allow you to get the health orbs for this mod. This may potentially backfire if your Penta or Ogris kills you.
    • It is possible to sacrifice your secondary slot to equip a set of unmodded Castanas. Since they have relatively low base damage, the risk of killing yourself with them is largely reduced in comparison to other explosive weapons.
  • Desecrate is also useful in Excavation missions because it can be used on Power Carriers. This means they can offer an additional power cell.
  • Because Hydroid's Undertow preserves the bodies of enemies it kills, Desecrate can synergize very well with it if used properly, especially on Defense missions.

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.


ShadowsOfTheDeadModU15 Nekros4
ENERGY
100
KEY
4
Shadows Of The Dead
Summons shadow versions of vanquished enemies to fight alongside you for a short period of time.
Strength:25% / 50% / 75% / 150% (damage bonus)
15% / 35% / 65% / 100% (shield bonus)
15% / 35% / 65% / 100% (health bonus)
Duration:3% (health decay per sec)
Range:N/A
Misc:4 / 5 / 6 / 7 (shadow copies)
10 m (spawn radius)
> 30 m (recall range)

  • Nekros summons 4 / 5 / 6 / 7 shadow copies of his most recently slain enemies, prioritizing the strongest enemy groups among those killed to summon. The copies retain the level and stats of their original selves but will gain 25% / 50% / 75% / 150% damage, 15% / 35% / 65% / 100% shields and 15% / 35% / 65% / 100% health, with each copy losing 3% of their health per second while active. The copies spawn randomly within a 10 meter radius and will fight for Nekros until they die either to enemy fire or their own degenerating health.
    • Damage, shield and health bonus are affected by Ability Strength, while the number of active Shadows is not.
    • Shadows of the Dead's damage, shield and health bonuses are additive bonuses that are applied to a shadow copy's total damage and total health. For example, +30% Ability Strength will increase the damage and health bonuses to 1.5 × 1.3 = 195% and 1 × 1.3 = 130% respectively at max rank. A copy whose original had 200 total health and dealt 100 damage per attack will have 200 × (1 + 1.3) = 460 health when summoned and will inflict 100 × (1 + 1.95) = 295 damage per attack.
    • There is currently no way to prematurely kill shadows in order to refresh them, either the shadows or Nekros must die in order for this to happen.
    • Health drain per second is affected by Ability Duration.
    • Spawn radius is not affected by Ability Range.
    • The number of active Shadows is displayed on the ability icon.
    • Health decay of shadows can be reduced or reversed with good duration and Rejuvenation auras.
    • Trinity, Curative Undertow, Blazing Chakram, and Sancti Magistar can also heal shadows.
      • This can become a problem later on when the Nekros player needs to refresh their shadows to get higher level versions, but cannot do so until they die.
  • Casting the ability again (default 4 ) while there are Shadows still active performs additional functions:
    • Fully replenishes active Shadows' shields and health on each recast. If the number of active Shadows are at maximum capacity, Nekros will perform a shortened animation.
    • When the number of active Shadows falls below the maximum, Nekros performs the full summoning animation to create additional Shadows up to the maximum capacity. This function can only be performed when there are slain enemies in Nekros' recently-killed list (see Summoning Priority tab below).
    • Active Shadows that are more than 30 meters away from Nekros will teleport into Nekros' spawn radius.
  • Shadow copies are selectively summoned and possess unique properties:

  • While shadow copies can be different unit types, they possess common characteristics:
    • As the shadows appear, each one inflicts a small area knockdown which can only affect each enemy once.
    • Shadow copies have raised Threat Level, causing enemies to prioritize attacking copies over players.
    • Nekros and his allies are able to walk through shadow copies without being obstructed.
    • Shadow copies will take cover and organize, while occasionally seeking out to follow the player or the host around.
    • Enemies that spawn additional enemies can add to the number of shadows.
    • Kills by a player's shadow copies grant that player 50% of the kill experience to their Warframe.
    • Shadow copies are black, and have a mist effect that is colored with Nekros' energy color. A pure black energy color will remove the mist effect and leave simply blackened forms.
    • If a shadow enters inside the sphere of a Nullifier Crewman or Corrupted Nullifier, or gets in contact with the disrupting aura of a Comba or Scrambus, the shadow will immediately die. If Nekros is the one making contact with one of the mentioned, his shadows will not die. (Only tested with Nullifier Crewman so far.)

  • Does not work on Bosses, Desert Skates, or Latchers, with one exception: Zanuka can be revived as a shadow copy if Nekros is the one to kill it.
  • Has a very long cast animation, during which shadow copies usually will not attack. Nekros is not immune to knockdown and takes full damage during this time.
  • Dying or experiencing a host migration will destroy any shadows you currently had stored.

ShieldofShadowsMod
Main article: Shield of Shadows

Shield of Shadows is a Warframe Augment Mod that allows Nekros to transfer a percentage of damage he receives to any active Shadows of the Dead minions within 50 meters.

Rank Damage transfer Cost
0 3% 6
1 4% 7
2 5% 8
3 6% 9

  • Shadow copies attract attention from enemies, they are effective at defending objectives or areas of a map.
  • Actively target and focus your attacks on enemies you want to clone prior to casting the ability.
  • Roller will often roll around aimlessly and get stuck, do not use these as your shadows.
  • Shadow Shield Ospreys will shield all of your shadows and your team, granting additional 200 shield when connected (as of Update 10.3). This buff is not increased by multiple Ospreys and you must be less than 10 meters from a Shield Osprey for it to connect. They will prioritize following your shadows or enemies if not in range of shadows. They will provide shield bonuses to Defense objectives or any other allied unit, including Mind Controlled enemies (besides Grineer heavy units).
    • Can be used as a temporary survival measure in Survival when the oxygen runs out, as disconnecting/connecting to osprey will instantly regenerate your shield and apply the bonus. It will not stop the draining of shield but can be used as a temporary measure to stay alive, such as waiting in extraction where you are very vulnerable to attacks.
  • Shadow Toxic Ancients' will provide nearby allies with toxin resistance, Ancient Disruptors will provide magnetic resistance (and perhaps aura resistance), and both Ancient Healers and Corrupted Ancients will grant nearby allies heavy damage reduction.
  • In Void Defense it is recommended to spawn the shadows in the center zone with the cryo pods so that the AI will take cover and increase their survivability.
  • Can be used to control Rampart.
  • Rejuvenation will replenish shadows' health, which can offset the constant health decay. This is particularly useful with Nullifier Crewman, or other enemies that can avoid directly taking damage. Some numbers for Reference:
    • Rejuvenation restores +3 hp/sec, which means at a 3% health drain you will cancel the health drain of a mob with 100 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 400 hp with a 3% health drain.
    • Rejuvenation restores +3 hp/sec, which means at a 1% health drain (near max duration) you will cancel the health drain of a mob with 300 hp. 4 Rejuvenation aura's will increase your heal rate to +12 hp/sec, which would cancel the health drain of a mob with 1200 hp with a 1% health drain.

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 reduces health drain to 1.06% per second.
    • Has no negative effects on this ability.
  • Maximized Ability Efficiency reduces cost to 25 energy.
    • Increases health drain to 7.5% per second.
  • Maximized Ability Range has no positive effects on this ability.
    • Reduces health and shield bonus to 40% and damage bonus to 60%.
  • Maximized Ability Strength increases health and shield bonus to 349% and damage bonus to 523.5%.
    • Without Energy Conversion, increases health and shield bonus to 299% and damage bonus to 448.5%.
    • Increases cost to 155 energy.
    • Increases health drain to 4.14% per second.

Does not properly produce shadow copies when standing on boxes or crates, as the ability will spawn shadows at your current height in the casting range. If there are no surfaces around where you are standing that are close to the height you are at, very little or no shadows will spawn, but it would use energy and waste 'souls'.
Rarely, a shadow or two will not die when the duration ends, and will continue to exist until they die.
If a Corrupted Ancient is queued for your next shadow, casting the ability on solo missions will allow you to become downed instead of dying instantly, as the game recognizes the healer is about to be spawned. You will be revived with a small portion of your health once the Ancient pulses its healing wave. This is a quirk that only occurs if a Corrupted Ancient is queued to be spawned as you use the ability and will not happen in any other case.
A Sapping Osprey shadow's sapping field will not have Nekros' energy colour, and the orb can be destroyed by allies. The field will not damage allies, however.
In solo mode, dying just as the shadows are summoned can result in the shadows not losing health over time, thus existing until they are killed by hazards or enemies. These shadows do not contribute to the "summoned shadows" counter, allowing the player to have more than the usual maximum number of shadows allowed at one time. These shadows remain in this state even when more shadows are summoned.

  • For whatever reason, shadow Nullifier Crewman of either type decay slower than other enemies, to the point where a couple [Rejuvenation] auras can easily keep them alive (with a decent positive duration) until they are killed by enemies.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Nekros1 Nekros1
Nekros2 Nekros2 Nekros2
Nekros3
Nekros4 Nekros4

Start a Discussion Discussions about Nekros/Abilities

  • Nekros' Desecrate with mod 'Despoil' effect

    5 messages
    • 173.17.28.208 wrote:As You are making health orbs with Your Desecrate and consuming health to cast the despoil , You are able to spam desecr...
    • Actually, you can loot SOTD, but they will only drop health orbs -if the drop anything-, and nothing else.

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