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Forged in the labs of the Zanuka project, the original Valkyr was subject to cruel experiments, leaving her scarred, angry and frighteningly adept at killing.

This is Valkyr, the tormented, the experiment.

Valkyr was crafted from torment, Tenno. Take control of her rage.

Release Date: November 20th, 2013

Valkyr is a berserker-themed Warframe. Driven by feral rage, her attacks rend her prey with fury and ferociousness, while her tortured cries break the imposing silence of the Tenno presence. Valkyr was unleashed in Update 11.0.

Manufacturing Requirements
Credits64
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 300 Blueprint Price: Credits64 35,000
Neuroptics
Credits64
15,000
Circuits64
150
NeuralSensor64
1
PolymerBundle64
200
Salvage64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
1
Ferrite64
900
Rubedo64
50

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
1
Morphics64
1
Salvage64
500
Plastids64
400
Time: 12 hrs
Rush: Platinum64 25

Acquisition

Component blueprints drop from Alad V (Themisto, Jupiter).

The drop chances for each component are 38.72%, 38.72%, 22.56% for Neuroptics, Chassis, Systems respectively as it is for most boss-rewarded Warframe components, with an expected 5-6 runs to obtain each component at least once and 36±9 runs to be nearly guaranteed each component at least once.

Warframe Guides

See Category:Valkyr Guides to read user-made guides on how to play this Warframe.

Lore

Previously having thrived among the Tenno in her natural Gersemi form, Valkyr is known for her capture and subsequent torment at the hands of Alad V. The obsessed Corpus scientist would bring Valkyr to his lab on Themisto, Jupiter where she would be restrained and subjected to harsh experiments. This mad science would greatly expand the Corpus' knowledge of Warframe design, and consequentially left Valkyr maddened and scarred.

Ultimately, Valkyr was deconstructed and used to produce the Zanuka prototype, Alad V's companion fighting machine. However, blueprints of her components can still be found after defeating Alad V in combat.

Valkyr's abilities reflect her madness, accompanied by cries of anguish.

Trivia

  • "Valkyr" is derived from Valkyrie. According to Norse Mythology, the Valkyries were a host of divine creatures in service of the gods that brought the "chosen" among the fallen up to Asgard (where the gods resided). It was generally believed that dying in battle with your honor intact was a sure way of being chosen.
    • This is further reinforced by her Kara Helmet and her Gersemi Skin, both of their names having ties to Norse Myth.
  • Thematically, Valkyr's design was inspired largely by felines:
    • Valkyr has visible claws on both her hands and feet, and Hysteria gives her an additional set of claws on her hands which accents the ability's wild, feral nature.
    • Her Bastet Helmet, is named after Bastet, the Egyptian Goddess of Home and Family, who was commonly depicted with a cat's head.
    • Her Passive – added knockdown recovery bonus and immunity to heavy landings – belie a feline's agility.
    • A now-patched bug unintentionally caused any equipped Whip to extend while Hysteria was active, giving the appearance of a tail.
  • She is the second female Warframe whose base stats defy a trend of fragility; despite having low shields she has the highest armor value of all the Warframes.
  • Both her Warframe Profile video and in-game description verify that she's a product (or possibly a failure) of the Zanuka Project.
  • Valkyr is the only Warframe which has human-like audible cries, voiced by Digital Extremes community coordinator, Megan Everett.
  • Valkyr is the second Warframe to replace Alloy Plates with Circuits in her construction, following Saryn.

Edit Tab

A proud fighter emerges unscarred by time or malice.

"Our long deathless winter has left us numb. Our wasted animal within, ugly and gaunt, hibernates beneath our shimmering beauty. Why do these Warframes stir us so? They burn with our lost desires, lost instincts. Tenno tamed, but only just. Cast and hunted as game. Trapped and tortured, yet they remain... animals.

Less than their human seed, gnawing their limbs from the snare, devouring a banquet of suffering, obese with heat and acid... and rage.

That is why they will destroy us."

Release date: November 22nd, 2016

Valkyr Prime is the Prime variant of the Valkyr Warframe featuring a higher armor value and energy maximum, as well as an additional Madurai Pol polarity.

Valkyr Prime was released alongside the Cernos Prime and Venka Prime.

Manufacturing Requirements
Credits64
25,000
PrimeHelmet
1
PrimeChassis
1
PrimeSystems
1
OrokinCell64
3
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Neuroptics
Credits64
15,000
Salvage64
15,000
NeuralSensor64
3
Circuits64
12,000
DENitainExtract
5
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15,000
Morphics64
3
Ferrite64
18,000
Rubedo64
6,000
ArgonCrystal64
2
Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15,000
ControlModule64
3
Tellurium64
3
PolymerBundle64
15,000
Plastids64
500
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Lith A2 Common
Lith N3 Common
Meso S6 Common
Meso S3 Common (V)
Neuroptics Lith T1 Uncommon
Lith S6 Uncommon (V)
Meso C2 Uncommon (V)
Meso V4 Uncommon (V)
Neo N7 Uncommon (V)
Chassis Axi V6 Rare
Axi V5 Rare (V)
Systems Lith V3 Rare
Meso V3 Rare (V)

Blueprint Lith A2 Common
Lith N3 Common
Meso S6 Common
Meso S3 Common (V)
Neuroptics Lith T1 Uncommon
Lith S6 Uncommon (V)
Meso C2 Uncommon (V)
Meso V4 Uncommon (V)
Neo N7 Uncommon (V)
Chassis Axi V6 Rare
Axi V5 Rare (V)
Systems Lith V3 Rare
Meso V3 Rare (V)

Blueprint Lith A2 Common
Lith N3 Common
Meso S6 Common
Meso S3 Common (V)
Neuroptics Lith T1 Uncommon
Lith S6 Uncommon (V)
Meso C2 Uncommon (V)
Meso V4 Uncommon (V)
Neo N7 Uncommon (V)
Chassis Axi V6 Rare
Axi V5 Rare (V)
Systems Lith V3 Rare
Meso V3 Rare (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics

Notes

As a prime Warframe, Valkyr Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.

Trivia

  • Building a Valkyr Prime will also grant players a Chordalla Prime auxiliary attachment specifically for it. This makes the Valkyr Prime the first Warframe to feature an auxiliary Prime cosmetic item free of charge upon construction.
  • Valkyr Prime's Rip Line shoots out multiple lines when targeting enemies. This effect is purely cosmetic, and does not impact the damage of the ability.
  • Valkyr Prime's Hysteria emits an additional rolling energy circle on her gauntlets.
  • The design for Valkyr Prime, along with the Cernos Prime and Venka Prime, was unintentionally leaked in Update: The War Within, visible as a preview from chat item linking.
  • Valkyr Prime initially did not have a fully narrated and animated introduction video on release, unlike the three previous Primes before her (Saryn, Vauban, Nekros). A full introduction video with narration was only released for Valkyr Prime after the release of Banshee Prime.
    • Valkyr Prime's introduction video is the only one that does not mention Valkyr by name.
  • By Default, Valkyr Prime's energy colour is a light blue, and sigils will turn this light blue as a result. However, when using abilities, the energy emitted is quite clearly a dark Orange.
  • When channeling during Hysteria, the back of Valkyr Prime's hands glow vibrantly. If in default energy colour, the Hysteria claws will be Orange, and the glowing from her hands will be light blue.

Media

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Nimble

Valkyr is nimble, able to recover from knockdown 50% faster and to land from great heights with no touchdown delay.

Abilities

RipLineModU15 RipLine
ENERGY
25
KEY
1
Rip Line
Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location.
Strength:300 / 400 / 500 / 600
Duration:1 s (combo window)
Range:25 / 40 / 60 / 75 m

  • Valkyr fires a grappling hook that covers a range of 25 / 40 / 60 / 75 meters. If the hook hits terrain, Valkyr will be pulled towards the hook's location. If an ally or enemy is hooked, they will be pulled towards Valkyr's location. Enemies will be dealt 300 / 400 / 500 / 600 Slash b Slash damage.
    • Damage is affected by Ability Strength.
    • Affected enemies are ragdolled as they're pulled towards Valkyr.
    • Cast range is affected by Ability Range.
    • Pull strength is affected by the distance Rip Line is cast.
    • Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location.
  • If Rip Line is successfully cast within a window of 1 second after the previous cast, its damage will be multiplied by 200%, and its energy cost will be reduced by 50%. Any successful cast thereafter will multiply Rip Line's damage by 400% and reduce its energy cost by 75%.
    • Energy cost reduction is applied to Rip Line'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.
    • Combo window is affected by Ability Duration and cannot fall below 0.5 seconds under any circumstances.
    • 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 and energy cost will reset.
  • Rip Line's pull does not affect bosses with the exception of the Zanuka Hunter, Ambulas, and The Grustrag Three.[citation needed]
  • Despite having a noticeable visual and audio effect, Rip Line is silent.
  • Rip Line is a one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. When used upon allies, both Valkyr and the ally will also treat this action as a one-handed ability. However, casting on enemies (while grounded) will cause interruption.
  • Will not disrupt Shade's Ghost or a Huras Kubrow's Stalk.
  • Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time.
  • Has a cast delay of about ~0.9 seconds between uses.
  • Rip Line when used targeting Nullifiers will pass through the shield attaching to the surface in the area of your aim. When passing through the shield, your momentum is not affected nor the casting of the ability itself.

SwingLine2
Main article: Swing Line

Swing Line is a Warframe Augment Mod for Valkyr that enables the ability to, after an initial cast of Rip Line, grant successive uses of Rip Line without using energy if cast while airborne.

Rank Casts Cost
0 1 6
1 2 7
2 3 8
3 4 9

  • This is another alternative ability for players to take advantage of heights quickly, similarly to Worm Hole or Tail Wind, pulling Valkyr to elevated areas which are not accessible with traditional movement.
  • While being pulled, Valkyr can perform a divekick by crouching (default Ctrl ). If Valkyr is too close to the ground, crouching will cause her to slide instead.
  • Using Rip Line on allies may be used tactically, either to save them from a group of enemies or to pull them to a higher vantage point. (Discretion is advised when participating in such behavior, as it may be intended and/or received as an attempt at griefing.)
  • As Rip Line is silent, it can be used as a mean of disposing enemies without alerting nearby units during stealth playthroughs.
  • Rip Line will consistently mutilate enemies killed by the hook, as with heavily Slash-focused weapons. The pieces of their dismembered corpse will also be flung in Valkyr's general direction.
    • Can be very helpful when used in tandem with a Desecrating Nekros, as each corpse will yield its own loot.
    • Can potentially impede stealth play, as enemies may become alerted at the sight of either corpse. Targeting selectively and thinking ahead should help avoid such situations.
  • Pulled enemies that were not killed immediately are laid prone, setting them up for Ground Finishers.
  • It is possible to Rip Line onto a rocket fired from an Ogris.
  • Very effective during Capture missions as it can bring the target near Valkyr or her teammates.
  • Actively moving forward (default W ) before and while being pulled will increase your overall travel distance. Movement speed bonuses such as Volt's Speed or Zephyr's Jet Stream may increase this further. [Further testing required]
    • Sprinting and Maglev make no noticeable impact on speed or distance, however.
  • Very effective in PvP, as it allows the user to either quickly travel around an arena or pull and knock-down the opponent, rendering them an easy target.

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.

  • Very rarely, attempting to pull an enemy with Rip Line will neither damage nor pull the them. Additionally, the line itself will remain tethered between Valkyr and the enemy until it is killed. (See picture)
    2014-05-24 00003

    Rip Line remaining tethered to an enemy

  • When used on a sloped part of ground, occasionally Rip Line will slowly pull Valkyr forwards then launch her upwards into the air.
  • Continuous use of Rip Line in a short period of time may cause Valkyr to be pulled out of the map on Grineer Asteroid tilesets.
  • Casting Rip Line while going up Corpus Gas City elevators causes her to fall through them, leaving her trapped within the shaft.
  • Despite Rip Line being fully silent, as well as contributing toward the Stealth Challenge, killing unalerted enemies will not trigger Stealth Kill Affinity and cancels the stealth kill counter.

  • WarcryModU15 WarcryPanel
    ENERGY
    75
    KEY
    2
    Warcry
    Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
    Strength:15% / 20% / 25% / 50% (speed buff)
    25% / 35% / 45% / 50% (armor buff)
    15% / 20% / 25% / 30% (slow)
    Duration:7 / 10 / 12 / 15 s
    Range:15 / 20 / 22 / 25 m

    • Valkyr lets out a rallying cry, bolstering the attack speed and defenses of herself and her allies while diminishing the attack speed and mobility of her enemies within 15 / 20 / 22 / 25 meters. Affected allies will gain 15% / 20% / 25% / 50% attack speed and 25% / 35% / 45% / 50% armor, and affected enemies will have their actions slowed by 15% / 20% / 25% / 30%. The effects last for 7 / 10 / 12 / 15 seconds.
      • The bonuses and slow are affected by Ability Strength.
      • The speed buff grants an additive bonus that will stack with other attack speed modifiers (e.g., Fury combined with Warcry at max rank and +30% Ability Strength will increase Valkyr's attack speed by 0.3 + 0.5*1.3 = 95%).
      • The armor buff is based off the affected Warframe's total armor value, calculated additively with other armor multipliers. For example, a Valkyr with a max rank Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to:
        Armor = Base Armor × (1 + Mod Multiplier + (Warcry Modifier × Ability Strength)
        Armor = 600 × (1 + 1.1 + (0.5 × 1.3)
        Armor = 1650
      • The slow cannot exceed 75% under any circumstances.
      • Duration is affected by Ability Duration.
      • Radius is affected by Ability Range.
    • The effects of Warcry are applied to Valkyr, other players, Companions, Hostages, Defense objectives, Shadows, and Specters.
    • Allies and enemies only need to be in range when Warcry is cast to be affected.
    • Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls off the tileset, Warcry will be dispelled from the entire squad.

    EternalWar
    Main article: Eternal War

    Eternal War is a Warframe Augment Mod for Valkyr that extends Warcry's duration for each melee kill.

    Rank Duration bonus Cost
    0 1.25 6
    1 1.5 7
    2 1.75 8
    3 2 9

    • By combining a fully ranked Warcry with a Sentinel with Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
    • Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.

    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.


    ParalysisModU15 ParalysisPanel
    ENERGY
    5
    KEY
    3
    Paralysis
    Valkyr unleashes her shields, stunning and damaging enemies around her.
    Strength:2x / 2.5x / 3x / 3.5x (damage multiplier)
    400 / 600 / 800 / 1000 (knockback strength)
    Duration:N/A
    Range:5 / 7 / 8 / 10 m

    • Valkyr discharges her shields, stunning and damaging enemies within 5 / 7 / 8 / 10 meters while draining 33% of her current shields. Affected enemies are dealt Valkyr's current shields multiplied by 200% / 250% / 300% / 350% as Impact b Impact damage. The shield discharge has a knockback strength of 400 / 600 / 800 / 1000.
      • Damage multiplier and knockback strength are affected by Ability Strength, and the damage diminishes with distance.
      • Damage bypasses obstacles in the environment and is increased by body-part multipliers.
      • The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied. As an example, Valkyr has 150 shields at the time Paralysis is cast and +30% Ability Strength. Paralysis will deal 150*3.5*1.3 = 682.5 damage, and Valkyr's shields will be reduced to 150*(1 - 0.33) = 100 shields.
      • Radius is affected by Ability Range.
      • Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
    • Overshields contribute to Paralysis' damage.

    ProlongedParalysis2
    Main article: Prolonged Paralysis

    Prolonged Paralysis is a Warframe Augment Mod for Valkyr that increases Paralysis's stun duration, as well as slowly pulling affected enemies towards her.

    Rank Duration bonus Cost
    0 50% 6
    1 100% 7
    2 150% 8
    3 200% 9

    • Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
    • Installing a decent Redirection and Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
      • Redirection increases the damage dealt through greater total amount of shields lost.
      • Fast Deflection helps recover lost shields quickly.
    • Extended uses of this ability will recommend installations of Vitality and Steel Fiber mods in order to overcome damages after the Paralysis effects.
    • The way Paralysis is treated is similar to Banshee's Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
    • Paralysis can be used within the duration of Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
    • This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
    • This ability synergizes well with shield-based team totems such as Team Shield Restore and Medium Team Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
    • In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.

    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.

  • When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.


  • HysteriaModU15 HysteriaPanel
    ENERGY
    25
    KEY
    4
    Hysteria
    Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

    Minimum Energy Drain: 2.5 s-1
    Maximum Energy Drain: 15 s-1

    Strength:100 / 125 / 200 / 250 (base damage)
    Duration:N/A
    Range:N/A
    Misc:1% / 2% / 4% / 5% (lifesteal)
    5-20 m (aura radius)

    • Overcome with rage, Valkyr unleashes a pair of energy claws and becomes immune to all damage and status effects. Normal attacks deal 100 / 125 / 200 / 250 base damage within 2 meters. Wall attacks and slide attacks inflict 300 / 375 / 600 / 750 base damage for each strike. Aerial attacks inflict 200 / 250 / 400 / 500 base damage, and slam attacks inflict 300 base damage within 5 meters. Attacks have a 200% critical damage multiplier with a 50% critical chance and a 10% status chance. Additionally, Valkyr is healed for 1% / 2% / 4% / 5% of the total melee damage she inflicts.
      • Base damage is distributed evenly between Impact b Impact, Puncture b Puncture, and Slash b Slash.
      • Base damage is affected by Ability Strength and the Melee Combo Counter, while the lifesteal is not.
      • Hysteria is also affected by equipped melee mods including:
      • Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
      • Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted melee finishers inflict 6400% of the total modified damage from normal attacks as Finisher damage.
        • The damage composition of a ground finisher is the same as a modified normal attack; however, Impact b Impact damage from ground finishers is multiplied by 125%.
        • The finisher multipliers for both attacks are affected by Finishing Touch.
      • Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
      • Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal (e.g., a maxed Life Strike and a rank-3 Hysteria will yield 0.2 + 0.05 = 25% lifesteal on channeled hits).
      • Status immunity includes crowd-controlling effects such as knockdowns, staggers, and Nauseous Crawler paralysis.
        • Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
        • Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
        • Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryofloors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
      • While Hysteria is active, its claws are the only weapon Valkyr can use. However, her other abilities can still be cast normally.
    • Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have line-of-sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as Impact b Impact damage.
      • The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. It cannot be reduced below 5 meters under any circumstances.
      • Damage percentages are not affected by Ability Strength.
      • Aura radius is not affected by Ability Range.
      • Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
      • The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
      • Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
      • Since enemies need line-of-sight, invisibility prevents the damage.
    • Hysteria consumes 2.5 energy per second and the cost will increase over time, up to 15 energy per second, while active. It will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
    • Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
    • Has a cast time of 1 second, affected by Natural Talent.
      • Despite being classified as its own weapon, Speed Holster will have no effect on casting speed. However, it will affect Hysteria's 'unequip' animation, played upon its deactivation.

    HysteriaStance
    Main article: Hysteria (Stance)

    Hysteria is a unique Stance that can only be acquired and used by activating Valkyr's fourth ability, Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.

    Combos

    Combo Name Button Combination
    Rage EEEE
    Fervor* EE  Pause EEE2XE2XEE2X
    Madness* EEERMB +EEE2XE2XE3XE100%
    Delirium* EE  HoldEImpact bE2XE4X
    Rise From Ashes Hold E , Release
    Launching Spring Slide + E5X
    Frenzy In Air + E
    Through Strike Wall Dash + E
    Roaring Drums Knockdowned Enemy + E1600%5X

    Normal    All Targets    Slam/Ragdoll    Proc
    • PS4:     E  = Combops4circle   RMB  = R2
    • XBOX:  E  = B    RMB  = RTrigger

    HystericalAssaultMod
    Main article: Hysterical Assault

    Hysterical Assault is a Warframe Augment for Valkyr that allows her to pounce onto enemies while in Hysteria, dealing damage on contact.

    Rank Leap distance Cost
    0 7.5m 6
    1 15m 7
    2 22.5m 8
    3 30m 9

    • There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
      • Turning 'Color Correction' off in Options > Display can alleviate this issue.
    • Her invulnerability can be taken advantage in reviving teammates in trade of not attacking enemies with her powerful claws.
      • This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
    • It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
    • Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
    • Charge Attacks in Hysteria open enemies to finishers, allowing you to reliably use the damage boost without spending energy on her Paralysis ability.
      • This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.

    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 minimum channeling cost to 0.89 energy per second and maximum channeling cost to 5.33 energy per second.
      • Has no negative effects on this ability.
    • Maximized Ability Efficiency reduces activation cost to 6.25 energy, minimum channeling cost to 0.63 energy per second, and maximum channeling cost to 3.75 energy per second.
      • Has no negative effects on this ability.
    • Maximized Ability Range has no positive effects on this ability.
      • Reduces damage to 100.
    • Maximized Ability Strength increases damage to 872.5.
      • Without Energy Conversion, increases damage to 747.5.
      • Increases activation cost to 38.75 energy, minimum channeling cost to 4.38 energy per second, and maximum channeling cost to 26.25 energy per second.

  • Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
  • Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
  • If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.


  • Strength Mods

    IntensifyModU145

    Duration Mods

    ContinuityModU145

    Range Mods

    StretchModU145

    RipLine RipLine RipLine
    WarcryPanel WarcryPanel WarcryPanel
    ParalysisPanel ParalysisPanel
    HysteriaPanel HysteriaPanel

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    Valkyr is an assault/berserker Warframe with great offensive skills while excelling at mobility along with a decent sprint speed.  Having the highest Armor value among the Warframes so far, Valkyr is considered to be a passive tank similar to Saryn while being less prone to health damage. This makes Valkyr very durable and hard to kill. However, Valkyr also has the second lowest shields of any Warframe currently in the game, right after both Nidus, and Inaros, who have none. Thus Redirection is of questionable value. It can be used to increase survivability, but the mod slot and points can be used for something arguably more useful since the shield bonus of Redirection is calculated through base shields, it is more useful on Warframes with high base shields.


    Valkyr is also very good in boss fights provided she has enough energy to continuously keep Hysteria going. Her high damage strikes and invulnerability makes burning a boss's health and/or shields very easy. However, players should be wary of the energy left for Hysteria as chances are, if Valkyr is meleeing the boss, they will be focused on her as will any other enemies nearby. If she is in the middle of the fray when Hysteria deactivates, she can die very quickly as not even Valkyr can withstand high levels of firepower for very long. This may be negated by collecting enough energy to keep Hysteria going as it's a continuous energy drain ability. In terms of building Valkyr around her 4th ability, she is best played with maxed out efficiency and above 130% duration, in order to keep up Hysteria and Warcry. While the Eternal War augment is not necessarily a must it is highly recommended to use. While in this mode, you can replenish health fast by knocking down enemies with your ground strike and then restore 5% health with every finishing strike, which makes Life Strike obsolete on the melee weapon she uses to enhance Hysteria.


    With Vigor, Vitality, and Steel Fiber equipped and maxed, an effective health of 4472 is possible, the second highest possible (behind Inaros) for any Warframe without using damage reduction abilities. With a maximized power strength mod setup and Warcry in effect, Valkyr's armor value increases by an additional 114.5% of its base amount, which stacks additively with Steel Fiber, achieving a maximum armor of 1947, the highest possible for any Warframe under any circumstances. This overall increases her effective health to a value of 6441. Furthermore, at this armor value, each Physique aura increases her effective health by an additional 134.82, which sums up to a total of 6980.28 maximum possible effective health if all four players use this aura.

    Note: Maximum armor without team assistance is currently outdated. (As of update 17.2.2) Does not account for Armored Agility; Transient Fortitude; Arcane Guardian; or Steel Meridian's Justice effect.

    Note: Maximum armor with team assistance is currently outdated. (As of update 17.2.2) Does not account for Equinox`s Pacify & Provoke direct boost to Power Strength when using Provoke. Does not account for a Max-Strength Cold-type Chroma`s Elemental Ward*. Does not account for a Max-Strength Heat-type Chroma`s Elemental Ward**. *The boost from a max-strength Cold-type Chroma`s Elemental Ward alone is +426% armor. **The health boost from a max-strength Heat-type Chroma`s Elemental Ward is +568%.

    Bugs

    • When using Ripline on a sloped part of ground you will first be pulled slowly forwards and then shot in a (nearly) 90° line up in the air.
    • Continuous use of Ripline, in a short period of time, on Mercury (survival mode) may cause Valkyr to be pulled out of the map.
    • While using Hysteria and having high attack speed, for example with mods or Warcry, Valkyr sometimes glitches. This makes the attack animation look incomplete and awkward. She is still able to attack, but it will result in a big loss of DpS, due to a lower attack speed.
    • If you fall out of the map while using Hysteria, it may bug the skill for the whole mission. It can be activated with no loss of DPS or attack speed, but you'll not be invulnerable anymore.

    Edit Tab

    Valkyr can be equipped with the following items:

    Cosmetics

    Augments

    See also

    Edit Tab

    Hotfix: The Vacuum Within 3
    • Fixed Warcry not ending when there are no allies/enemies left being affected.


    Hotfix: The Silver Grove 1.2

    • Augment: Valkyr now screams when casting Hysteria with the Hysterical Assault Augment equipped.


    Update: The Silver Grove 1


    Hotfix: Specters of the Rail 2.3

    • Augment: Fixed Eternal War not working as intended once deactivating Hysteria.


    Hotfix: Specters of the Rail 12

    • Fixed a crash when casting Hysteria while you have an active Glaive thrown out.


    Hotfix: Specters of the Rail 1

    • Augment: Fixed an issue with Eternal War not properly increasing the duration of the buff and also preventing you from recasting.


    Update: Specters of the Rail

    • Conclave: Hysteria can now only be activated at 100 energy.
    • Conclave: Decreased channeling cost of Hysteria.
    • Fixed the growing Hysteria aura turning invisible by Naramon's Shadow Step.


    Update: Lunaro

    • Fixed Hysteria applying efficiency Mods twice.


    Hotfix 18.13.1

    • Fixed Valkyr’s Warcry not having any effect when cast.


    Update 18.13

    • Hysteria Changes
      • Energy usage is scaled by duration in Hysteria.
      • Damage mitigated when Hysteria is deactivated is scaled by duration in Hysteria.
      • Hysteria Aura now has a maximum range of 20 meters.
      • When Hysteria is deactivated, Valkyr will only take the mitigated damage if any enemy in the aura has line-of-sight.


    Update 18.5

    • Paralysis will no longer be able to stun boss-type enemies.
    • Warcry now has diminishing returns against boss-type enemies.
    • Ripline now has a 0.5x energy multiplier per successive hit.


    Hotfix 18.2.2

    • Fixed an error allowing Valkyr to pull player out of the extraction area.


    Update 18.1

    • Conclave:: No longer gain energy while Hysteria is active.


    Update 18.0

    • Conclave:
      • Increased damage of Rip Line.
      • Increased damage of Hysteria.


    Update 17.7

    • Fixed Kara Alt Helmet twitching when equipped.


    Hotfix 17.6.1

    • Fixed using Hysteria multiple times locking players into Hysteria, preventing the use of any weapons.
    • Fixed Valkyr taking damage from broken windows while in Hysteria.


    Update 17.6

    • Fixed an issue causing Clients using Valkyr to still take damage while in Hysteria.

    Hotfix 17.5.3

    • Fixed Prolonged Paralysis pulling enemies significantly farther than intended.


    Update 17.5

    • Abilities Changes:
      • Rip Line now has increased animation speed and vertical boost.
      • Ripline now has reduced energy cost and increased damage for each time cast.
      • Ripline will now soft-lock onto enemies.
      • Valkyr’s HUD will now display the window of opportunity to recast Ripline at lower cost.
      • Hysteria can now be quickly toggled on/off.
      • Hysteria now receives buffs from the player’s melee weapon Mods.
      • Valkyr now passively has 50% knockdown recovery speed and no heavy landing.
    • Fixed Valkyr not receiving credit for kills from Hysteria.
    • Fixed Ripline showing as castable with 0 Energy.


    Hotfix 17.0.5

    • Added Apex particles for Paralysis.


    Hotfix 17.0.3

    • Conclave: Reduced casting animation speed of Paralysis.


    Hotfix 17.0.1

    • Fixed Ramparts being usable by Valkyr when in Hysteria.


    Update 17.0

    • Conclave:: Warcry slow on enemies has been reduced.
    • Augment:: Fixed Warcry stacking multiple times on Squad members when Eternal War Augment is equipped.


    Update 16.7

    • Fixed Hysteria playing sounds from related to the player’s un-equipped melee weapon.


    Hotfix 16.5.1

    • Fixed Valkyr’s unique attachments not using the player’s custom colors.


    Update 16.5


    Update 16.2


    Hotfix 15.7.2

    • Fixed Hysteria tagging dead enemies with its visual special effect.


    Update 15.6


    Hotfix 15.5.2

    • Fixed energy efficiency Mods not applying to Rip Line.


    Update 15.5

    • Augment:: Updated Prolonged Paralysis Mod to leave enemies stunned on the ground, open to execution attacks.


    Hotfix 15.1.2

    • Fixed a scaling issue seen with Valkyr’s ambient visual effects during Archwing missions.


    Hotfix 15.0.1

    • Fixed a bug that was incorrectly scaling Syandanas down on Valkyr by 20%.


    Update 15.0

    • Augment:: Paralysis - Prolonged Paralysis
    • Fixed an issue where not equipping a melee weapon while using Valkyr would break Hysteria.


    Hotfix 14.10.3

    • Parry procs can now be triggered during Hysteria.
    • Fixed an issue with Hysteria finisher animations using Furax animations.


    Update 14.6

    • Fixed an issue with Warcry armor buff not properly being removed after the ability ends.


    Hotfix 14.0.11

    • Reduced the duration of Hysteria in Dark Sector conflicts.


    Hotfix 14.0.9

    • Fixed a common Furax stance card appears in the combos list for Valkyr while Hysteria is active.
    • Fixed Hysteria not functioning properly if a player picked up a data mass while Hysteria is active.


    Hotfix 14.0.1

    • Fixed an issue with Hysteria not properly respecting the level of the associated Stance, making combos unusable.


    Update 14.0

    • Hysteria has been reworked with an entirely new animation set and sounds! Activate Valkyr’s Hysteria to play through the new combos and movement set!
    • Valkyr’s Hysteria now is affected by the melee ‘combo’ counter bonuses! The higher your combo chain, the more damage Hysteria will do!


    Hotfix 13.9.0.2

    • Fixed issue with primary color tint on Kara helmet.


    Update 13.5

    • Tweaked the visuals on Valkyr's Immortal Skin.


    Hotfix 13.4.1

    • Improved the description for War Cry mod to better indicate melee buffs to teammates.


    Update 13.4

    • Fixed an issue with Valkyr's Default Helmet lacking an image and description.


    Update 13.2

    • Fixed an issue with the helmet and body tint colors not matching correctly.


    Hotfix 13.0.6

    • Fixed an issue with clients breaking after attempting to perform a melee attack after Hysteria has ended.


    Update 13.0

    • Fixed ragdolls being affected by Valkyr's powers.


    Update 12.4.2

    • Fixed ‘Rank 30 Furax’ bug appearing if using Hysteria and Valkyr.


    Update 12.0

    • Valkyr now has 600 base armor.
    • Hysteria ability now takes weapon damage and crit into consideration.


    Update 11.5

    • Paralysis - Now only takes 1/3rd of shields but still calculates damage based on 1/2 shield use.
    • Hysteria - Now has life regain/regeneration as damage is being dealt to enemies.


    Update 11.3

    • Ripline is now more violent on AI.
    • Fixed the enemy speed debuff on Warcry ability, so that it is now affected by Ability Mods.


    Hotfix 11.2.1

    • Fixed issue where Hysteria added a level 30 Furax to Arsenal on mission complete.


    Update 11.2

    • Armor buffed from 200 to 300
    • Fixed script error in Rip Line ability that would cause power-in-use bug.
    • Fixed Valkyr's Rip Line being usable on downed players.
    • Fixed Valkyr being vulnerable to Procs from Disruptor and others when Hysteria is active.


    Hotfix 11.1.2

    • Fixed Warcry being permanent on enemies.


    Hotfix 11.1.1

    • Fixed Warcry not slowing enemies down more at higher levels
    • Fixed Alad V being too weak to Ripline.


    Hotfix 11.0.6

    • Fixed Valkyr’s power sounds not playing when using Noble animations.


    Hotfix 11.0.3

    • Fixed melee weapon info at end of match not being displayed if Hysteria was active.
    • Fixed melee getting locked for clients after being hit by something that would normally do knockdown when Hysteria is active.
    • Fixed Valkyr using the fist melee style on her regular melee weapon after using her ultimate.


    Update 11.0

    • Valkyr added into the game.

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    Start a Discussion Discussions about Valkyr

    • Valkyr Prime Lacks a Tail

      26 messages
      • GAMINGMASTER210 wrote:Nullifer bubbles are pacifists Nullifier bubble is decaf for Valkyr confirmed.
      • Dragon489902 wrote:Ready for this idea? Ballas is still alive, and creating Prime Warframes. He made Valkyr Prime off of the Tortured Val...
    • Hysteria Bug

      3 messages
      • This bug has been around for a while now, happened to me twice. the second time was back in december and hysteria ended but i still got to keep...

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