Heavy Landing
If Rhino falls fast enough, he will discharge a shockwave upon hitting the ground, dealing damage in a 6 meter area of effect and knocking down nearby enemies. This stacks with Heavy Impact.
Abilities
1 25 |
Rhino Charge Rhino charges towards a target, clobbering any in his path and goring his victim. Introduced in Vanilla (2012-10-25) |
Strength:150 / 250 / 450 / 650 ( Impact damage) | |
Duration:1 s (combo window) | |||
Range:6 / 8 / 10 / 12 m (charge range) 1.5 / 1.6 / 1.8 / 2 m (impact radius) |
Info
- Rhino expends 25 energy to charge forward with aggression, covering a distance of 6 / 8 / 10 / 12 meters at a speed of 40 / 42 / 44 / 48 meters per second. Enemies within 1.5 / 1.6 / 1.8 / 2 meters of Rhino are dealt 150 / 250 / 450 / 650 Impact damage and are Ragdolled.
- Rhino's Health is immune to damage while charging.
- If Rhino Charge is successfully recast within a window of 1 second after the previous cast, its damage will be multiplied by 2x, its charge range will be multiplied by 1.25x, and its energy cost will be reduced by 50%. Any additional successful casts within the "Combo Window Time" will multiply Rhino Charge's damage by 4x, multiply its charge range by 1.5x, and reduce its energy cost by 75%.
- Energy cost reduction is applied to Rhino Charge's modified activation cost. As an example, with a maxed Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage, charge range, and energy cost will reset.
- Ability Synergy:
- If Iron Skin is active, damage from Rhino Charge will have a 100% Blast status chance.
- Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
- Can be used to pass through Laser Barriers unharmed in most cases.
- When under the cloaking effects of Ghost and Stalk, the cloak will end only when all nearby enemies are killed or from moving out of range.
- Can be activated while jumping, sliding, clinging to a wall, or executing a front flip.
Augment
- Main article: Ironclad Charge
Ironclad Charge is a Warframe Augment Mod that temporarily increases Rhino's armor for each enemy hit by Rhino Charge.
Ironclad Charge
2 50 |
Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
Strength:400 / 600 / 800 / 1200 (base health) ? / 1.25 / 1.75 / 2.50x (armor multiplier) | |
Duration:N/A | |||
Range:N/A | |||
Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration) |
Info
- Rhino expends 50 energy to harden his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by ? / 125% / 175% / 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
- During the 3 seconds period Rhino is still vulnerable to crowd control effects.
- Iron Skin's health uses the following expression:
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.
- Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
- For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Augment
- Main article: Iron Shrapnel
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.
Iron ShrapnelTips & Tricks
- Ironskin can be removed early by:
- Entering the bubble of a Nullifier Crewman (Corrupted)
- Entering the aura range of Combas & Scrambuses
- Being dispelled by Stalker
- Falling out of the map.
- Host Migration
- 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.
3 75 |
Roar Grants all nearby Warframes increased damage for a short duration. Introduced in Update 8.3 (2013-07-04) |
Strength:10 / 15 / 25 / 50 % | |
Duration:30 s | |||
Range:15 / 20 / 22 / 25 m | |||
Subsumable to Helminth |
Info
- Rhino expends 75 energy to let out a forceful roar, increasing the damage output of himself and his allies within 15 / 20 / 22 / 25 meters. Rhino and affected allies gain 10% / 15% / 25% / 50% bonus damage to all weapons and abilities over a duration of 30 seconds.
- The damage buff is considered Faction Damage Bonus, additive with other sources of Faction Damage, and multiplicative with other types of bonus of damage.
- For example with a Warframe modded with maxed Intensify, and weapon that inflicts 100 damage per shot, a max rank Roar will increase the total damage to 100 × (1 + 0.5 × (1 + 0.3)) = 165.
- With a weapon modded with maxed Serration, which inflicts 100 damage per shot, a max rank Roar will increase the weapon's total damage to 100 × (1 + 1.65) × (1 + 0.5) = 397.5.
- With a weapon modded with maxed Serration and maxed Bane of Corrupted, which inflicts 100 damage per shot, on a Corrupted, a max rank Roar will increase the weapon's total damage to 100 × (1 + 1.65) × (1 + 0.5 + 0.3) = 477.
- As faction bonus damage, the bonus is used twice in the calculation of status damage.
- For example, with a weapon that inflicts 100 damage per shot, that procs a slash status, a max rank Roar will increase the damage per tick from the slash to : 0.35 × 100 × (1 + 0.5) × (1 + 0.5) = 78.75.
- With a Warframe modded with maxed Intensify, and weapon that inflicts 100 damage per shot, modded with maxed Serration and maxed Bane of Corrupted, that procs a slash status, on a corrupted, a max rank Roar will increase the damage per tick from the slash to 0.35 × 100 × (1 + 1.65) × (1 + 0.5 × (1 + 0.3) + 0.3) × (1 + 0.5 × (1 + 0.3) + 0.3) = 352.6819.
- The damage buff is considered Faction Damage Bonus, additive with other sources of Faction Damage, and multiplicative with other types of bonus of damage.
- The effects of Roar are applied to Rhino, allied Warframes, Companions, Hostages, Shadows, Specters, and hacked Shockwave MOAs.
- Allies only need to be in range at the time Roar is cast to gain its effects.
- Roar cannot be recast while active (except with the mod augment Piercing Roar).
- Subsuming Rhino to the Helminth will offer Roar and its augments to be used by other Warframes.
Augment
- Main article: Piercing Roar
Piercing Roar is a Warframe Augment Mod for Rhino that gives Roar the ability to inflict knockdown and 10 Puncture procs on enemies. Additionally allows Roar to be recast and passively increases its range.
Piercing RoarTips & Tricks
- Increases the damage any ally deals from any source, so weapon damage as well as ability damage for the duration of the skill.
- To gain the buff the ally needs be in range at the time of casting, entering it afterward will not grant the damage boost.
- The ally does not need to stay in range to keep the buff for its full duration.
- Regardless of the range the caster will always get the buff.
- All Sources also include the tick damage of status procs like slash or gas, which means that DoT status procs -- slash, heat, toxin, and gas clouds -- all get affected twice, in the same way as faction-specific modifiers would affect status effects.
- Multiple Roars do not stack.
- A stronger Roar will overwrite a weaker one.
- However if a weaker is cast, so that it last longer than a stronger (i.e., it is cast right before the stronger ran out or has higher duration due to increased Ability Duration) it will boost the damage after the stronger ran out.
4 100 |
Rhino Stomp Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis. Introduced in Vanilla (2012-10-25) |
Strength:150 / 300 / 500 / 800 ( Blast damage) | |
Duration:3 / 4 / 5 / 8 s | |||
Range:15 / 18 / 22 / 25 m | |||
Misc: 80% / 90% / 95% / 97.5% (slow) |
Info
- Rhino expends 100 energy to stomp the ground with tremendous force, dealing 150 / 300 / 500 / 800 Blast damage to all enemies within an initial radius of ? / ? / ? / 5 meters. After a short delay, a second instance of damage is inflicted to enemies within 15 / 18 / 22 / 25 meters. Affected enemies are forced into a tumble with their movements Slowed by 80% / 90% / 95% / 97.5% over 3 / 4 / 5 / 8 seconds.
- Damage does not bypass obstacles in the environment and diminishes with distance.
- The second instance of damage suffers by a small time delay that depends on how many enemies are affected within its range. This is due to the processing of the actual game, as enemies are being considered to be affected for stun and damage within the vicinity (e.g., 15+ enemies = 1-second delay, 25+ enemies = 2-second delay).
- Ragdoll will instantly break the tumbling effect.
- If cast in midair, Rhino will instantly drop to the ground to perform this ability.
- Can be recast while active; however, enemies already affected by Rhino Stomp will not have their stasis duration reset and are only damaged by the initial short-range burst.
- Ability Synergy: Rhino Charge deals an additional 100% damage to enemies affected by Rhino Stomp.
Augment
- Main article: Reinforcing Stomp
Reinforcing Stomp is a Warframe Augment Mod for Rhino that replenishes Iron Skin's health for each enemy affected by Rhino Stomp.
Reinforcing StompTips & Tricks
- With maximized radius, Stomp can be used for both crowd control of high level enemies and clearing rooms of low level enemies.
- The initial close range blast can break storage containers and reinforced glass on Corpus Ship.
Strength Mods | Duration Mods | Range Mods |
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