Trinity (Warframe)

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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
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 225 Blueprint Price: Credits64 25,000
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25

Warframe Loadouts

Main article: Category:Trinity Build

See the user build section for builds using this warframe.


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


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% (drain percentage)
150 / 250 / 350 / 400 (max health)
Power Range:
50 m
Power Duration:
7 / 9 / 10 / 12 s

  • Dealing damage to the marked target will add 30% / 35% / 40% / 45% percent of the damage dealt to the attacker's health, up to 150 / 250 / 350 / 400 health per cast for each player. Both the draining percentage and limit are affected by Power Strength.
  • Lasts 7 / 9 / 10 / 12 seconds. This is affected by Power Duration. It also has a cast delay of 1 second.
  • Enemies flagged with Well of Life will shine a distinct bright green, be suspended in air and have their health changed to 10 times their full health value for the duration of the skill. After the ability ends, if the target is not killed, their health will return to its original value and any damage they had taken before Well of Life was cast will remain.
    • Does not multiply shield value.
  • The power may not be cast again if the previously cast mark is still active.
  • The range is restricted by the current crosshair target tracking range, which is around 50 in-game meters.
  • Sentinels will also benefit from the healing if they attack an enemy marked with Well Of Life.
  • Gives Conclave rating of 10 / 10 / 45 / 80 each level.

  • 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 (energy)
6.25% (damage percentage)
Power Range:
10 / 15 / 20 / 25 m
Power Duration:
5 / 6 / 7 / 9 s

  • The marked target radiates 4 energy pulses for the duration of the skill, restoring 10 / 15 / 20 / 25 energy for every warframe in range. For each energy pulse, the target is dealt 6.25% of its remaining hit points (from the time Energy Vampire was cast) as Slash b Slash damage. Both the energy restored and damage inflicted are increased by Power Strength.
    • If used on Grineer Latchers, the latcher will not be destroyed by the pulses and can be recast again and again; effect will stop when they latch onto a player.
    • For more information about the damage percentage, check this blog post.
  • Energy pulse range of 10 / 15 / 20 / 25 meters. This is affected by Power Range.
  • Lasts 5 / 6 / 7 / 9 seconds. This is affected by Power Duration.
  • Has a cast delay of ~.5 seconds.
  • The affected target will be stunned for the duration of Energy Vampire.
  • The first pulse occurs immediately on cast, meaning the last pulse does not occur at the end of the duration, but one quarter of the duration before Energy Vampire ends.
    • When the marked target dies, it will emit one last pulse containing energy that depends on the remainder of time in Energy Vampire's duration (e.g., for an Energy Vampire that restores a total of 100 energy over 9 seconds, killing the target with 6 seconds remaining will provide 100*(6/9) = 66.67 energy in the last pulse).
  • Enemies flagged with Energy Vampire will shine a distinct bright blue.
  • The power may not be cast again if the previously cast mark is still active.
  • The range is restricted by the current target tracking range, which is around 50 meters.
  • 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 and otherwise free to move around and attack.
  • Gives Conclave rating of 20 / 20 / 40 / 60 each level.

  • 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 25.4 seconds. Does not increase number of pulses, extends stun and time between pulses.
    • Reduces pulse range to 8.5 meters.
  • Maximized Power Efficiency reduces cost to 12.5 energy.
    • Reduces duration to 3.6 seconds.
  • Maximized Power Range increases pulse range to 58.8 meters.
    • Reduces energy per pulse to 10, for a total of 40 energy over the duration. Reduces the damage percentage to 2.5%.
  • Maximized Power Strength increases energy per pulse to 57.25, for a total of 229 over the duration. Increases the damage percentage to 14.3%.
    • 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 reduction)
1 / 2 / 2 / 3 (targets)
Power Range:
12 / 14 / 17 / 20 m
Power Duration:
6 / 8 / 10 / 12 s

  • Gives Conclave rating of 30 / 30 / 50 / 70 each level.
  • Reduces damage done to Trinity by 50% / 60% / 70% / 75% and reflects 100% of any incoming damage (full incoming, not what you actually receive) to a maximum of 1 / 2 / 2 / 3 simultaneous linked targets. The damage reduction, reflection and number of targets are not affected by Power Strength.
  • Lasts 6 / 8 / 10 / 12 seconds. This is affected by Power Duration.
  • Has a cast delay of ~0.6 seconds.
  • Range of 12 / 14 / 17 / 20 in-game meters. This is affected by Power Range.
  • Both the linked targets and Trinity will shine the color of her energy.
  • Status Effects, such as knockdowns, are also reflected to linked targets.
    • You may pass through Laser Barriers while Link is active, but only if you are linked to something. If not, the barrier will knock you down as normal.
  • Does not work against The Stalker.
  • Friendly fire will not be reflected.
  • If Trinity is bleeding out while this ability is active, it will not link to nearby opponents.

  • 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:
Power Range:
Power Duration:
3 / 5 / 7 / 10 s

  • Restores 40% / 50% / 75% / 80% shields and health of every player and their sentinels, while granting percentage damage reduction for 3 / 5 / 7 / 10 seconds.
    • Restoration percentage is affected by Power Strength.
    • Damage reduction duration is affected by Power Duration.
    • Damage reduction is based on the highest percentage of health healed by Blessing for any player (e.g., a player missing 90% of his health will gain 90% damage reduction).
    • All players will share the highest percentage damage reduction.
    • Blessing's damage reduction stacks with Link's damage reduction (e.g., 75% damage reduction from Link and 50% damage reduction from Blessing will yield 1 - (1 - 0.75)*(1 - 0.5) = 87.5% damage reduction until one power expires).
  • Cast time delay of 0.5 seconds. Even if you get downed while casting, the healing and damage reduction will still be granted and your allies will be able to safely revive you. The damage reduction for you still applies, even while being downed.
  • Infinite range.
  • The damage reduction will not offer protection from damage taken in the Vampire Challenge of Nightmare Mode, but Blessing will heal you and your allies.
  • While in Survival, after the oxygen has completely run out, this skill will replenish your health and shields as well as grant damage reduction. However, health and shields will still be depleted at a rapid rate, eventually leaving the player(s) at 5 health. After a player'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.
  • While active, electricity-like energy waves will appear on all affected characters and sentinels; the color is affected by the caster's energy color.
  • You and your team/sentinels will be resistant to a percent of damage for the duration but not immune to knockdowns, stuns or status effect procs (including self-inflicted ones). This, however, does protect from poison effects (Toxic Ancients).
  • Does not affect Rescue mission hostages or Defense mission targets.
  • Currently works against The Grustrag Three as of Update 12.
  • Gives Conclave rating of 40 / 40 / 80 / 120 each level.
  • Can be cast while in midair.
  • Can be recast while active.

  • Self-damaging weapons such as Angstrum can be properly adjusted to bring a Trinity to her lowest health possible, granting at most >99% invincibility.
    • 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 {{Icon/Proc|Elecric|Text} proc deals reduced damage, which also reduces teh 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 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 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.


  • 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

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