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Reinforce

An engineer by trade, Vauban gains 25% bonus Armor for every warframe within 20 meters of him.

Abilities

Tesla VaubanZap
ENERGY
25
KEY
1
Tesla
Launches a grenade that holds an electrical charge, zapping enemies that come within range.
Strength:80 / 100 / 120 / 150 (arc damage)
15 (contact damage)
Duration:5 / 6 / 7 / 10 (charges)
Range:7 / 8 / 10 / 12 m
Misc:40 s (duration)

  • Vauban releases an electrically-charged grenade that adheres to any surface. On contact with an enemy, the grenade will deal 15 Blast b Blast damage. If an enemy approaches the grenade within 7 / 8 / 10 / 12 meters, the grenade will discharge. A single grenade holds a maximum of 5 / 6 / 7 / 10 charges, and each charge inflicts 80 / 100 / 120 / 150 Electricity b Electricity damage. Charges are fired once every 3 seconds. Each grenade has a duration of 40 seconds; when a grenade uses a charge, its duration is paused for 0.75 seconds.
    • Arc damage and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • The arc damage has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small area of effect while briefly stunning the initial target.
    • For more information about the contact damage, see this blog and this follow-up.
    • Each grenade can deal a total of 400 / 600 / 840 / 1500 damage. Sticking a grenade directly on an enemy can potentially deal that entire amount to the enemy for its duration.
    • Number of charges is affected by Ability Duration, while the grenade duration is not.
      • Because of this, the maximum number of usable charges is capped at 18.
    • A grenade can only target one enemy at a time, expending a single charge per attack.
    • Attack range is affected by Ability Range.
    • Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
  • Does not attack the Stalker.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.
  • Bug: Tesla will deal 150 damage per shock for clients regardless of mods. Higher or lower Ability Strength does not affect damage at all.
    • The same goes for links dealt by Tesla Link, damage is at base for clients regardless of mods.

TeslaLink2
Main article: Tesla Link

Tesla Link is a Warframe Augment Mod for Vauban that makes each pair of Tesla balls form energy links between each other that deal Slash b Slash damage upon contact.

Rank Damage Cost
0 100 6
1 150 7
2 200 8
3 250 9

  • Place on allies such as hostages, fellow Warframes, or even sentinels to create a sort of melee protection sphere. Best used on Rhino/Excalibur Warframe with their Rhino Charge/Slash Dash ability.
  • Placing several Tesla in exactly the same spot will result in the charges being released at nearly the same time, and placing them in a line will result in each firing one at a time as an enemy approaches, dealing more constant damage.
  • Placing several Tesla on a rotating body allows the Teslas to possibly "orbit" into range of an enemy, and giving them all a chance to fire at said enemy. This effectively increases the range and increases the Tesla group's overall rate of fire.
  • Works best against Corpus and less effective against other factions, while still acting as a moderate damage tool.
    • Electrical damage deals normal damage to shields, and only deals extra damage to unshielded MOAs, so it is realistically best for Infested.
    • Grineer armor will reduce the damage dealt considerably.

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 increases number of charges to 30 theoretically, which caps at up to 18 practically due to the grenade duration.
    • Reduces range to 4.08 meters.
  • Maximized Ability Efficiency reduces cost to 6.25 energy.
    • Reduces number of charges to 4
  • Maximized Ability Range increases range to 33.6 meters.
    • Reduces arc damage to 60 per charge and contact damage to 6.
  • Maximized Ability Strength increases arc damage to 559.5 per charge and contact damage to 55.95.
    • Without Energy Conversion, increases arc damage to 484.5 per charge and contact damage to 48.45.
    • Increases cost to 38.75 energy.
    • Reduces number of charges to 7



BounceModU15 VaubanBounce
ENERGY
50
KEY
2
Minelayer
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
Strength:

75 / 100 / 125 / 175 (damage)

N/A

200 / 400 (damage)
30 / 40% (armor reduction)

N/A

Duration:

N/A

20 / 25 / 30 s

4 s (armor debuff duration)

8 s (deafen duration)

Range:

N/A

N/A

4 / 6 m (explosion radius)

6 m (explosion radius)

Misc:

300 s (mine duration)
1 / 2 / 3 / 4 (number of bounces)

10 m (laser length)

300 s (mine duration)

300 s (mine duration)

  • Vauban throws one of his variety of specialized grenades that deploys into a landmine depending on the selected type. Minelayer cycles between landmine types upon tapping the ability key (default 2 ), while holding down the key and releasing throws the selected landmine. Up to four different landmine types are unlocked as the ability increases in rank, listed below:

  • Unlocked by default. (Warframe Rank 3)
  • Upon contact with a surface or entity, the Bounce grenade deploys into a launch pad that adheres to any surface for five minutes. On contact with an enemy, the pad will deal 15 Blast b Blast damage. Allies and enemies that step onto the pad will be launched, and affected enemies will be knocked down and dealt 75 / 100 / 125 / 175 Impact b Impact damage with a 100% Magnetic b Magnetic status chance. A single launch pad has a maximum of 1 / 2 / 3 / 4 uses and a cooldown period of 3 seconds between each use.
    • Repulse damage and contact damage are affected by Ability Strength, and the contact damage is increased by body-part multipliers.
    • Duration is not affected by Ability Duration.
    • A Magnetic b Magnetic proc reduces the target's shields by 75% over 4 seconds.
    • If an enemy is killed by the repulse damage, the action will not count against Bounce's maximum number of uses.
    • For more information about the contact damage, see this blog and this follow-up.
    • The pad launches the unit perpendicular to the face of the attached surface (e.g., being attached to a ceiling will launch the user downward).
    • When placed on a level floor, the pad launches the unit approximately four times as high as a normal jump.
  • Bounce pad visually emits rings of energy pulsing upward when not in use.

  • Unlocked at Rank 1. (Warframe Rank 12)
  • Upon contact with a surface or entity, the Trip Laser grenade falls to the ground then deploys into a 10 meters long laser trip wire that lasts for 20 / 25 / 30 seconds. Enemies moving through the trip wire are either stunned if at walking pace, or knocked down if at running speed.
  • Enemies can be affected by the same trip wire multiple times as long as they move out from the wire and through it again.
  • Trip Laser trap deploys perpendicular to Vauban's position on cast.
  • Trip Laser trap visually hovers above ground with the ends of the lasers glowing brightly. The ends of the lasers will attempt to adhere to surfaces in their path.

  • Unlocked at Rank 2. (Warframe Rank 22)
  • Upon contact with a surface or entity, the Shred grenade falls to the ground then deploys into an armed explosive landmine that lasts for five minutes. When an enemy is in close proximity, the landmine explodes, dealing 200 / 400 Blast b Blast damage to all enemies in a 4 / 6 meter radius. Affected enemies are blown away in a ragdoll state and have their armor reduced by 30% / 40% for 4 seconds.
  • Shred landmine visually emits a smoke effect.

  • Unlocked at Rank 3. (Warframe Rank 27)
  • Upon contact with a surface or entity, the Concuss grenade falls to the ground then deploys into an armed concussive landmine that lasts for five minutes. When an enemy is in close proximity, the landmine detonates, stunning all enemies in a 6 meter radius. Affected enemies become deafened to all gunfire noise for 8 seconds and suffer a Radiation b Radiation proc.
  • Concuss landmine visually emits a swirling energy effect with an audible humming sound.

  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

  • Can be used to throw enemies to 'dead zone' of the level (effect unpredictable).
  • Can be stuck to enemies, but can act unpredictably and leave the bounce effect in mid-air or invisibly stuck to enemies.
  • Placing a bounce pad on top of a tall object that Warframes can wall-run or climb onto will launch the player much higher than a normal bounce, easily reaching near ceiling height in tiles with high ceilings.
  • Although Minelayer's Trip Laser seems useful against the Infested, if an Ancient Healer is nearby the only enemy that will be knocked down will be the healer. This makes the tripwire only really useful for Infested when combined with his Concuss grenade, to proc Radiation b Radiation on nearby Healers and disable their links to other Infested.
  • Minelayer's Concuss grenade is best used around objectives or doorways as enemies who get near it will be stunned then fight other enemies for a while.

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.


  • Currently, using Bounce on Orokin defense artifacts (the dual cryopod) will cause the artifact to spin upon Bounce's activation. This can even cause the artifact to invisibly move from its central location and create an invisible wall not too far from where the artifact appears to be.


BastilleModU15 VaubanLevTrap
ENERGY
75
KEY
3
Bastille
Creates an energy-based containment field in which captives are held suspended in stasis.
Strength:6 / 8 / 10 / 12 (affected enemies)
15 (contact damage)
Duration:8 / 10 / 12 / 15 s
Range:5 / 7 / 8 / 10 m

  • Vauban releases a device that creates a containment field. This lasts 8 / 10 / 12 / 15 seconds, has a radius of 5 / 7 / 8 / 10 meters, and affects 6 / 8 / 10 / 12 enemies. On contact with an enemy, the device will deal 15 Blast b Blast damage. Enemies within the field are suspended and incapacitated - including those outside that subsequently enter the field.
    • Number of affected enemies and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • For more information about the contact damage, see this blog and this follow-up.
    • Duration is affected by Ability Duration.
    • Field radius is affected by Ability Range.
    • The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface. Regardless of the orientation of the surface, the containment field will always project horizontally.
    • Enemies held up by Bastille before actual encounters will assume a state of unawareness. These enemies will be susceptible to Stealth Damage Multipliers from melee attacks over the ability's duration.
  • Will not hold most Bosses and Capture targets suspended in the air. Instead, Bastille slows the targets down until their crowd control diminishing return mechanic reduces the ability's effectiveness on them.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

RepellingBastille2
Main article: Repelling Bastille

Repelling Bastille is a Warframe Augment Mod for Vauban's Bastille that repels new enemies when it reaches the maximum amount of enemies it can contain.

Rank Repel Chance Cost
0 50% 6
1 65% 7
2 80% 8
3 100% 9

  • When used in narrow hallways or choke-points, enemies that are held up in the field block the path of others behind, negating the enemy limit and blocking all the enemies from advancing.
  • Bastille spawns from a ball that Vauban throws in an arc, so it can be deployed where aimed.

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.


VortexModU15 VaubanVortex
ENERGY
100
KEY
4
Vortex
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Strength:50 (damage)
2x (initial damage multiplier)
15 (contact damage)
Duration:6 / 8 / 10 / 12 s
Range:6 m

  • Vauban releases a device that creates a powerful attractive force, lasting 6 / 8 / 10 / 12 seconds. On touching an enemy, the device will deal 15 Blast b Blast damage. Every enemy within 6 meters of the device will be violently drawn to it and dealt 50 Magnetic b Magnetic damage per second (across 4 damage ticks per second). When the device activates, the initial damage tick is multiplied by 200%.
    • Initial damage multiplier and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
    • Each tick of damage has a moderate status chance. Enemies affected by the status effect will have their shields reduced by 75% for 4 seconds.
    • Enemies are ragdolled as they're pulled in, and the damage decreases with distance.
    • Some enemies will simply be knocked down repeatedly, as they will get up while in vortex only to be knocked down again. In rare cases, enemies can use abilities or fire their weapon in the brief moment they are getting up.
    • Ability Strength may affect the value of each damage tick. However, the rate at which ticks occur will adjust accordingly in order to maintain Vortex's damage per second.
    • Vortex will not take priority over Bastille; Enemies currently held up in Bastille's field will be pulled towards the vortex, but will not leave Bastille or be ragdolled.
    • Duration is affected by Ability Duration.
    • Attraction radius is affected by Ability Range.
    • The relationship between attraction radius and Ability Range is nonlinear.
    • Vortex uses the following expression when accounting for Ability Range: Modified Range = Base Range × Ability Range 0.5
    • The device will deploy on the first surface it makes contact with and will hover approximately one meter perpendicular to the surface.
  • Vortex will not affect most Bosses.
  • Corpses will be attracted, leaving only the loot that was drawn into the nexus.
  • Enemies that remain within Vortex's nexus for an extended period of time may implode, yielding no loot or affinity.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.

PerpetualVortex
Main article: Perpetual Vortex

Perpetual Vortex is a Warframe Augment Mod for Vauban's Vortex that increases its duration for every additional Vortex thrown into it.

Rank Added Duration Cost
0 50% 7
1 55% 7
2 60% 8
3 70% 9

  • Can be used to collect resource and ammo drops to where the Vortex is placed.
  • Vortex appears from a ball that Vauban throws. You can aim at where he throws it at.
  • Many enemies sucked into the center of the Vortex are considered to be in a prone position if attacked in melee, resulting in a ground finisher. Multiple enemies can be hit or killed by a single ground finisher to the center of the Vortex.
  • Due to enemies often being very close to each other, Electric procs are very effective, as they will create large chains of damage. In some cases, Teslas can be thrown down to allow procs that kill enemies quicker than either power on it's own.

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.


  • Initial activation will tug players for a fraction of a second, and players near vortex's AoE will have a decrease in slide attack boost speed.
  • Sometimes pulls players in for the full duration.
  • Jump kicking into Vortex will cause the player to rise exponentially.
  • If cast near downed allies can interfere with the bleedout timer. Trying to revive them can interrupt the revival and freeze the timer/percentage leaving the downed player stuck at 0% but no timer. Trying to revive the player while Vortex is active will simply keep interrupting the animation.


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

VaubanZap VaubanZap VaubanZap
VaubanBounce VaubanBounce VaubanBounce
VaubanLevTrap VaubanLevTrap VaubanLevTrap
VaubanVortex VaubanVortex VaubanVortex

Start a Discussion Discussions about Vauban/Abilities

  • Vauban Vortex Maximzation

    5 messages
    • 82.23.13.84 wrote::l yes
    • http://warframe-builder.com/Warframes/Builder/Vauban/t_30_030002003_2-4-10-4-6-5-5-0-4-6-3-5-8-8-5-13-7-3-14-5-5-46-2-5-55-1-4_5-8-55-5-46-11-6-11-...
  • Vauban tesla

    3 messages
    • From personal experience, no.  Just how much energy you have.  
    • Just keep using energy restores and throw them out until your game crashes. Be sure to keep a tally on the maximum amount you can have until ...

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