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Trinity (Warframe)

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Trinity

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Trinity
Trinity
Base Statistics
Health 100.0 (300.0 at rank 30)
Power 150.0 (225.0 at rank 30)
Armor 15.0
Shield Capacity 100.0 (300.0 at rank 30)
Sprint Speed 1.0
Stamina 100
Polarities 4x Ability
2x D
Aura Polarity D
Trinity is great for players who prefer a supportive role. Warframes with healing technology are rare making Trinity a great equalizer when the odds are stacked against the Tenno.

Trinity is a support-based Warframe. Her abilities favour restoration and preservation over destruction. Draining powers turn her enemies into conduits of life and energy, while defensive powers redirect and dissipate attacks upon herself and her team.

Trinity's components are dropped by Captain Vor and Lieutenant Lech Kril (Iliad, Phobos).

Manufacturing Requirements
Credits64
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 225 Blueprint Price: Credits64 25,000
Helmet
Credits64
15000
AlloyPlate64
150
NeuralSensor64
1
PolymerBundle64
150
Rubedo64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15000
Morphics64
1
Ferrite64
1000
Rubedo64
300

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15000
ControlModule64
1
Morphics64
1
Salvage64
500
Plastids64
220
Time: 12 hrs
Rush: Platinum64 25

Warframe Loadouts

Main article: Category:Trinity Build

See the user build section for builds using this warframe.

Conclave

At rank 30 and supercharged, Trinity will use 70 Conclave points without any mods.

Bugs

Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.

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WellOfLife Well Of Life Energy: 25Energy small Power #: 1 WellOfLifeModU145
Create a well of life on an enemy. Allies will gain health when damaging the target.
Equip Cost:
0 / 1 / 2 / 3
Power Strength:
30% / 35% / 40% / 45% (lifesteal)
150 / 250 / 350 / 400 (max health)
Power Range:
100 m
Power Duration:
7 / 9 / 10 / 12 s

  • Trinity marks a target within 100 meters, creating a well of life that heals allies as they damage the target. 30% / 35% / 40% / 45% of the damage an ally deals to the marked target is converted into a heal, granting the ally a maximum of 150 / 250 / 350 / 400 health. The target will be marked for 7 / 9 / 10 / 12 seconds.
    • Lifesteal and maximum health are affected by Power Strength.
    • Duration is affected by Power Duration.
    • The marked target will be incapacitated as it's suspended in air. The target will have its health fully-healed and multiplied by 10 over the ability's duration. The target's shields are not restored or multiplied. If the target is not killed before Well of Life expires, its health will return to its original value. Any damage the target had taken before Well of Life was cast will remain.
    • Well of Life will expire early if the maximum amount of health is leeched from the target.
    • Cast range is affected by Power Range.
  • The effects of Well of Life are applied to Trinity, Tenno, and Companions.
  • The marked target will shine a distinct bright green.
  • Has a cast delay of 1 second.
  • Cannot be recast while active.
  • Conclave rating: 50 / 50 / 75 / 100.

  • Use Well of Life on low-health or easy-to-kill enemies. The multiplied health they gain will give you enough room to hit the heal limit, while ensuring you don't have to wait around for the ability effect to wear off before killing them.

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.

  • If Well of Life is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave, but it also will be suspended in air for the duration of the skill.
  • In Corpus levels, if the player targets something outside of the above mentioned range, the nearest turret (and possibly cameras) will be targeted.


EnergyVampire Energy Vampire Energy: 50Energy small Power #: 2 EnergyVampireModU145
Allies will gain energy over time when enemies are marked with Energy Vampire.
Equip Cost:
4 / 5 / 6 / 7
Power Strength:
10 / 15 / 20 / 25 (restored energy)
6.25% (damage percentage)
Power Range:
100 m (cast range)
15 / 17 / 20 / 25 m (pulse radius)
Power Duration:
5 / 6 / 7 / 9 s

  • Trinity marks a target within 100 meters, causing it to radiate 4 energy pulses over a duration of 5 / 6 / 7 / 9 seconds. For each pulse, 10 / 15 / 20 / 25 energy is restored to every Tenno within 15 / 17 / 20 / 25 meters, and the marked target is dealt 6.25% of its remaining hitpoints as Slash b Slash damage.
    • Restored energy and damage percentage are affected by Power Strength.
    • Damage percentage is applied to the target's remaining hitpoints at the time Energy Vampire is cast. For more information about the damage percentage, check this blog post.
    • Duration is affected by Power Duration.
    • Pulses are emitted at every quarter of the duration, and the first pulse occurs immediately on cast. Therefore, the last pulse does not occur at the end of the duration but one quarter of the duration before Energy Vampire ends.
    • Energy Vampire will expire early if the marked target is killed. When the target dies, it will emit one last pulse containing energy that depends on how long Energy Vampire was active (e.g., for an Energy Vampire that restores a total of 100 energy over 9 seconds, killing the target with 6 seconds remaining on the UI timer will cause the last pulse to restore 100*(6/9) = 66.67 energy).
    • The marked target will be stunned for Energy Vampire's duration. However, it does not stun Grineer Rollers and Corpus Ospreys. The stun effect can be countered by crowd control abilities, such as Mag's Pull, and the enemy will be only stunned by the actual pulse. Otherwise, the enemy will be free to move around and attack.
    • Cast range and pulse radius are affected by Power Range.
  • If used on Grineer Latchers, the latcher will not be destroyed by the pulses and can be recast again and again; the effect will stop when they latch onto a player.
  • The marked target will shine a distinct bright blue.
  • Has a cast delay of ~0.5 seconds.
  • Cannot be recast while active.
  • Conclave rating: 20 / 20 / 40 / 60.

  • Since Energy Vampire deals damage on each pulse based on the enemy's remaining amount of health and shields, casting Energy Vampire as Well Of Life is ending will deal increased damage based on the enemy's maximum health (which is now 10 times larger) during Well Of Life. Even after the enemy's maximum health has reverted to its original value, this will cause the remaining 3 pulses to take off huge amounts of health.

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 Power Duration increases duration to 25.38 seconds.
    • Reduces cast range to 34 meters and pulse radius to 8.5 meters.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 3.6 seconds.
  • Maximized Power Range increases cast range to 235 meters and pulse radius to 58.75 meters.
    • Reduces restored energy to 10 per pulse and damage percentage to 2.5%.
  • Maximized Power Strength increases restored energy to 57.25 per pulse and damage percentage to 14.3125%.
    • Increases cost to 77.5 energy.

  • If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned.
  • In Corpus levels, if the player targets something outside of the above mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted.


Link Link Energy: 75Energy small Power #: 3 LinkModU145
Any damage taken while Link is active will be channeled to a nearby enemy.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
50% / 60% / 70% / 75% (damage resistance)
1 / 2 / 2 / 3 (affected enemies)
Power Range:
12 / 14 / 17 / 20 m
Power Duration:
6 / 8 / 10 / 12 s

  • Trinity links with nearby enemies over a duration 6 / 8 / 10 / 12 seconds, channeling incoming damage and increasing her damage resistance to 50% / 60% / 70% / 75%. Trinity reflects all incoming damage and Status Effects to a maximum of 1 / 2 / 2 / 3 enemies within 12 / 14 / 17 / 20 meters.
    • Damage resistance and number of affected enemies are not affected by Power Strength.
    • Reflected damage is equivalent to what enemies would receive if they were to damage themselves. Self-inflicted damage that's reflected is equivalent to what enemies would receive if Trinity were to damage them directly.
    • Trinity will only gain increased damage resistance if she is linked with a nearby enemy.
    • Trinity reflects status effects and gains immunity from them, including Knockdowns and staggers, as long as she is linked with an enemy. As an example, Trinity passes through a Laser Barrier. Trinity will take reduced damage from the barrier and will not suffer a knockdown only if she is linked with an enemy. Otherwise, Trinity will receive the barrier's full damage and will be knocked over.
    • Status effect immunity does not include Eximus energy drains or Nauseous Crawler disables. Magnetic procs from Ancient Disrupters are resisted; however, Disrupters are still able to drain a small amount of energy with every attack.
    • Duration is affected by Power Duration.
    • Range is affected by Power Range.
  • If Trinity is bleeding out while this ability is active, she will not link with nearby enemies.
  • Friendly fire will not be reflected.
  • Does not work against The Stalker.
  • Trinity and linked enemies will shine the color of her energy.
  • Has a cast delay of ~0.6 seconds.
  • Cannot be recast while active.
  • Conclave rating: 30 / 30 / 50 / 70.

  • While having both Link and Blessing active, damaging yourself with Castanas, Ogris, Penta, Stug, etc. will help you to clear the room very fast without having to aim at enemies.
    • Since status effects are also reflected to enemies, when an electric Status Effect procs on yourself while using this combo, it will cause each of the linked enemies to start off an electric chain attack, dealing massive amount of damage to multiple enemies. See Status Effect & Damage 2.0/Electricity Damage.
    • Since you can only kill 3 enemies with this combo in one fire, Castanas and Stug are recommended for its fire rate over-time.
    • Narrow Minded and Overextended are great on Trinity for this combo to provide Power Duration on Link and Blessing, and Power Range on Link. Trinity's 2 innate D polarities also come in handy.
  • Link connects to enemies through walls and other obstacles, thus it can be used as an early-warning system indicating if enemies are nearby.

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.


Blessing Blessing Energy: 100Energy small Power #: 4 BlessingModU145
Restores the health and shields of all allies, while simultaneously providing a degree of damage immunity to the team. The greater the healing the greater the immunity.
Equip Cost:
10 / 11 / 12 / 13
Power Strength:
40% / 50% / 75% / 80% (shield/health restoration)
Power Range:
Power Duration:
3 / 5 / 7 / 10 s

  • Trinity restores 40% / 50% / 75% / 80% of her allies' shields and health within an unrestricted range. Allies will be granted increased damage resistance for 3 / 5 / 7 / 10 seconds.
    • Shield/health restoration is affected by Power Strength.
    • Damage resistance duration is affected by Power Duration.
    • Damage resistance is based on the highest percentage of health that's healed by Blessing. As an example, a Tenno missing 90% of its health is fully-healed by Blessing. If 90% is the highest percentage of health that's healed among all Tenno on the field, Trinity and her allies will gain 90% damage resistance for Blessing's duration.
    • Blessing's damage resistance stacks with Link's damage resistance (e.g., 75% damage resistance from Link and 50% damage resistance from Blessing will yield 1 - (1 - 0.75)*(1 - 0.5) = 87.5% damage resistance until one ability expires).
  • The effects of Blessing are applied to Trinity, Tenno, and Companions.
  • Blessing does not grant immunity from Status Effects such as Knockdowns and staggers.
  • Even if Trinity is downed while casting the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
  • The damage resistance will not offer protection from damage taken in the Vampire Challenge of Nightmare Mode, but Blessing will heal Trinity and her allies.
  • After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
  • Works against The Grustrag Three.
  • Does not affect Rescue mission hostages or Defense mission objectives.
  • While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
  • Can be cast while in midair.
  • Cast time delay of 0.5 seconds.
  • Can be recast while active. Blessing's previous damage resistance will be overridden.
  • Conclave rating: 40 / 40 / 80 / 120.

  • Self-damaging weapons such as Angstrum can be properly adjusted to bring a Trinity to her lowest health possible, granting at most ~99% damage resistance.
    • Vitality can be used to increase the health gap when self-damaging and therefore increasing invincibility.
    • Quick Thinking can be used to prevent the user from self-incapacitating when using this method, although it will inflict stagger instead.
    • Radiation b Radiation damage works best for this trick, as players cannot self-inflict this proc and therefore only taking the pure damage without the risk of unwanted proc.
    • Castanas are not recommended for this stunt, as the Electricity b Electric proc deals reduced damage, which also reduces the effectiveness of this trick.

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.

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Trinity mainly plays a support role, preferably staying back from the front lines. A Trinity player should stay around long range weapons as opposed to close ones, to take advantage of her abilities. Due to the nature of Trinity's primary abilities, which requires allies to hit a tagged target for a certain boost, Trinity plays best against single strong enemies or bosses where her buffs can last longer and possibly affect more teammates. Any teammate that attacks the tagged target gains their own benefits without sharing with the rest of the team. In other words, Trinity's abilities are more effective against more resilient enemies.

Well of Life

Trinity's first ability uses 25 energy to create a Well of Life on an enemy, granting health to any teammates that attack it, yourself included. Upon doing so, the target will light up the vicinity with a bright green glow. The main goal of this ability is to heal. A good Trinity player should be pressing the squad key (default 'Z') at regular intervals to keep check on her teammates. In addition to healing teammates, Well of Life is also good at keeping Trinity alive.

Trinity players tend to use Well of Life often because Trinity's health and shields are capable of depleting quickly as she only has an armor base of 15. The Well of Life range is extremely long but not infinite.

Before [Update 9.8], Trinity's Well of Life was not used as much as her other abilities, due to the small amount of life available per cast and the short lifespans of enemies. When used, it was cast on bosses and heavy units. As of [Update 9.8] Well of Life's duration is buffed to last ten times longer.

Energy Vampire

For 50 energy, Trinity can cast Energy Vampire on a single enemy. An affected enemy will experience a glowing blue aura, similar to the one created by Well of Life. Allies that attack the affected target gain energy, and it is possible for Trinity to regain the costs of Energy Vampire. At higher levels, Trinity is able to regain more energy than the cost of Energy Vampire.

When fighting bosses, this skill is valuable because the energy gain allows your allies to keep using their devastating abilities, and it allows Trinity to heal and support for a longer period as well. Similar to Well of Life, the range is extremely long, stretching at least half the length of a Grineer Asteroid Base boss room at rank 1, if not further.

[Update 9.8] Energy Vampire was edited to radiate energy to nearby players every few seconds, while stunning and damaging the target. This means that players do not necessarily need to target the enemy at all, or target it only when necessary. 

Because Energy Vampire drains a percentage of the target's maximum Health based on the value when it was cast, it has excellent synergy with Well of LifeIf Energy Vampire is cast right before Well of Life ends, its damage pulses will subtract health based on the much larger maximum value used during the latter ability, effectively multiplying the damage of each pulse by a factor of ten after Well of Life ends. 

Link

Link allows Trinity to tank for a short period of time. For 75 energy, Trinity can throw a damage link between herself and an enemy that acts like a buffed version of Rhino's Iron Skin and makes Trinity temporarily close to invincible by allowing only 25% of all damage received to damage the Trinity, while the entire 100% goes to each linked enemy. Any status effects will be nullified on Trinity and transferred to the target. While Trinity's first two abilities end when the target is killed, Link remains active for its full duration and switches from enemy to enemy. If there are no enemies nearby, link will target a teammate (usually a sentinel or hostage), and in case nothing is in range, you will be able to activate it but the damage won't be deflected. Against bosses, this can be extremely valuable; Energy Vampire can return power more than the cost of Link and Energy Vampire combined. Link's range is also very long.

[Update 9.8]  Link was changed to target more enemies simultaneously and the range was increased. However, the invulnerability was switched to damage reduction. Link can no longer allow trinity to run into extremely high level enemies with invincibility, or allow her to use ogris at point blank range for extra damage. On the other hand, she still has blessing for invulnerability and can clear enemies faster.

Blessing

Blessing is Trinity's final ability. It restores the health and shields of all allied Tenno while granting brief invicibility at the cost of 100 energy. However, Blessing has a short channeling time of approximately 1.5 seconds after which the healing is applied to Trinity and spreads out in the shape of an expanding dome.

While player items, like Team Heal, do a great job at healing a limited amount of team health, Blessing is not limited by the healing limits of items. A Blessing can replenish all life instantly while at the same time regenerating shields and applying invincibility. Blessing is extremely useful to heal allies and to avoid damage.

Blessing has infinite range. Teammates can receive a heal and buff anywhere on the map.

[Update 9.8] Blessing was buffed to allow instant casts. Although she still needs to do the animation, Trinity is invincible for the duration. This change makes Blessing more helpful as a panic button for when you see teammates with low health.

[Update 13.3] Blessing no longer gives invicibility, and instead gives a  damage reduction based on the greatest percentage of health healed (if you healed your squad 30%, 50% and 90%, the party would recive a damage reduction of 90%).

[Update 14.6] Blessing was changed to restore 40% / 50% / 75% / 80% shields and health of every player and their sentinels, damage reduction system stayed the same as previously. 14.6.1 removed the cooldown period that was previously the duration of the damage reduction.

Notes

  • As of Update 7.9, the colour of the energy on Trinity's default helmet can be changed.
  • As of Update 9.8 Trinity's abilities were readjusted.

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Trinity can be equipped with:

See Also

Edit Tab

Warframe Trinity Pro Builds 2 Forma Update 14.905:41

Warframe Trinity Pro Builds 2 Forma Update 14.9.2


  

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