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Valkyr/Abilities

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NimbleEdit

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

AbilitiesEdit

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 Power Strength.
    • Affected enemies are ragdolled as they're pulled towards Valkyr.
    • Cast range is affected by Power 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 Power 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 Conclave
0 1 6 C5
1 2 7 C5
2 3 8 C8
3 4 9 C10

  • 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 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 Power 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% power 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% Power Strength, and while using Warcry increases her armor to:
        Armor = Base Armor × (1 + Mod Multiplier + (Warcry Modifier × Power Strength)
        Armor = 600 × (1 + 1.1 + (0.5 × 1.3)
        Armor = 1650
      • The slow cannot exceed 75% under any circumstances.
      • Duration is affected by Power Duration.
      • Radius is affected by Power 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 Conclave
    0 1.25 6 C5
    1 1.5 7 C5
    2 1.75 8 C8
    3 2 9 C10

    • 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 Power 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% power 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 Power 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 Conclave
    0 50% 6 C5
    1 100% 7 C5
    2 150% 8 C8
    3 200% 9 C10

    • 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)
    1% / 2% / 4% / 5% (lifesteal)
    Duration:N/A
    Range: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 Power 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 powers 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 Power Strength.
      • Aura radius is not affected by Power 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 Conclave
    0 7.5m 6 C5
    1 15m 7 C5
    2 22.5m 8 C8
    3 30m 9 C10

    • 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 Power Duration reduces minimum energy drain to ~0.89 and maximum energy drain to ~5.32.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces activation cost to 6.25 energy, minimum energy drain to 0.625 and maximum energy drain to 3.75.
      • Has no negative effect on this ability.
    • Maximized Power Range has no positive effect on this ability.
      • Reduces base damage to 100.
    • Maximized Power Strength increases base damage to 747.5.
      • Increases activation cost to 38.75, minimum energy drain to 4.375 and maximum energy drain to 26.25.

  • 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

    Start a Discussion Discussions about Valkyr/Abilities

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