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EnergyShell EnergyShellIcon
ENERGY
25
KEY
1
Energy Shell
Forms a protective energy shell around the Warframe.
Strength:50% (heat damage bonus)
2x (critical damage multiplier)
Duration:10 / 14 / 18 / 22 s
Range:N/A

  • The Odonata generates a large shield that absorbs enemy fire and lasts for 10 / 14 / 18 / 22 seconds. Shots fired through the shield will gain 50% Heat b Heat damage and critical damage will be multiplied by 200%.
    • Damage bonuses are not affected by Ability Strength.
    • The Heat b Heat damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod (e.g., using an unmodified Imperator with 40 base damage through Energy Shell will add 40*0.5 = 20 Heat damage to the weapon). This Heat bonus combines with base elemental mods already on the weapon to form a combined element.
    • Duration is affected by Ability Duration.
    • Shield size is not affected by Ability Range.
  • Energy Shell affects certain weapons differently:
  • Energy Shell is generated in front of the Archwing on cast and follows the Archwing for the ability's duration. As such, Energy Shell only provides protection from frontal attacks.
  • While most hostile gunfire is blocked by Energy Shell, area-of-effect damage can still bypass it.
  • Cannot be recast while active.

Energy Field
Main article: Energy Field

Energy Field is an Odonata Augment Mod for Energy Shell that extends its effects to nearby allies within a set distance.

Rank Range Cost
0 80m 6
1 100m 7
2 120m 8
3 140m 9

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.


Disarray DisarrayIcon
ENERGY
50
KEY
2
Disarray
Drops flare beacons confusing incoming guided missiles.
Strength:N/A
Duration:3 / 5 / 6 / 8 s
Range:120 / 140 / 160 / 180 m

  • The Odonata releases 20 / 30 / 40 / 50 flares that neutralize enemy missiles and projectiles. The flares disperse in a dynamic configuration that extends as far as 120 / 140 / 160 / 180 meters when the Warframe is in motion. Each flare lasts 3 / 5 / 6 / 8 seconds.
    • Flare duration is not affected by Ability Duration.
    • Dispersion distance is not affected by Ability Range.
    • Range values indicated in the UI (30 / 35 / 40 / 45 meters) are actually on-foot range values as measured in standard Warframe missions; the actual range in an Archwing mission is quadruple the on-foot range.
    • Using Disarray while stationary will cause the flares to form in a static configuration above the Warframe.
    • With the exception of Dargyn variants, enemies hit by flares are briefly stunned.
  • Works against missiles released by Hellion Dargyn variants, as well as Dreg, Ogma, and Gox energy projectiles.
  • Cannot be recast until all flares have been released.

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.


SeekingFire SeekingFireIcon
ENERGY
75
KEY
3
Seeking Fire
Fires a large volley of homing missiles.
Strength:5 / 6 / 7 / 8 (volleys)
300 (initial damage)
40 (area damage)
Duration:N/A
Range:240 / 340 / 360 / 480 m

  • The Odonata launches 5 / 6 / 7 / 8 volleys of homing missiles that track enemies within 240 / 340 / 360 / 480 meters. 2 homing missiles are launched per volley, and each homing missile inflicts 300 Blast b Blast damage on impact and 40 Blast b Blast damage in an area of effect.
    • Number of volleys is affected by Ability Strength, while the initial damage and area damage are not.
    • Area damage affects the initial target, can be increased by body-part multipliers, bypasses obstacles in the environment, and does not decrease with distance.
    • Tracking range is not affected by Ability Range.
    • Range values indicated in the UI (60 / 85 / 90 / 120 meters) are actually on-foot range values as measured in standard Warframe missions; the actual range in an Archwing mission is quadruple the on-foot range.
    • Missiles home in on the nearest enemies within view of the Warframe so long as the enemies are in-range when the missiles are launched.
  • Seeking Fire can harm the Warframe if the missiles explode too closely. The affected Warframe will be dealt 30% of the ability's damage.
  • Missiles will travel a maximum of 600 meters before automatically exploding.
  • Missiles can be diverted by countermeasures such as flares released by Dargyn variants.
  • If Seeking Fire is used when Energy Shell is active, the missiles will gain Heat b Heat damage.
  • Cannot be recast until all missiles have been launched.

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.


Repel RepelIcon
ENERGY
100
KEY
4
Repel
The Warframe emits a massive pulse of energy, stunning nearby enemies and sending them flying.
Strength:500 / 750 / 1000 / 1500
Duration:5 / 7 / 9 / 11 s
Range:80 / 100 / 120 / 140 m

  • The Odonata emits a powerful electromagnetic pulse that deals 500 / 750 / 1000 / 1500 Impact b Impact damage to all enemies within 80 / 100 / 120 / 140 meters. Affected enemies are violently pushed back a considerable distance, are permanently disarmed, and have their mobility disabled for 5 / 7 / 9 / 11 seconds.
    • Damage is affected by Ability Strength.
    • Damage bypasses obstacles in the environment and does not decrease with distance.
    • Disable duration is affected by Ability Duration.
    • Pulse radius is affected by Ability Range.
    • Range values indicated in the UI (20 / 25 / 30 / 35 meters) are actually on-foot range values as measured in standard Warframe missions; the actual range in an Archwing mission is quadruple the on-foot range.
  • Enemies with melee capabilities, such as the Ogma, can still engage in close-quarters combat while disarmed.
  • Can be cast multiple times while enemies are disabled.

  • Use Repel to "Repel Bomb" groups of targets
  • Repel is a very effective tool for clearing enemies away from objectives, if not outright killing them.
    • Caution should be used when attempting this as units capturing objectives (as signified by a red orb) will not have their capture halted. Carelessly using Repel may make these units difficult to kill before they complete their capture.

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.


Strength Mods

MorphicTransformer

Duration Mods

EfficientTransferral

Range Mods

EnergyAmplifierMod

EnergyShellIcon
SeekingFireIcon
RepelIcon RepelIcon RepelIcon

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