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Vauban (Warframe)

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Vauban

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Vauban
Vauban
Base Statistics
Health 100.0 (300.0 at rank 30)
Power 150.0 (225.0 at rank 30)
Armor 50.0
Shield Capacity 75.0 (225.0 at rank 30)
Sprint Speed 1.0
Stamina 100
Polarities 4x Ability 1x Bar 1x V
Aura Polarity Bar
The highly tactical Vauban uses his powers to create deadly traps that can zap, imprison and dimensionally crush enemies.

Release Date: May 17th, 2013

Vauban is an engineer-themed Warframe released in Update 7.11. He utilizes potent trapping modules to manipulate the battlefield to the Tenno's favour. His abilities make him a Warframe suitable for methodical tacticians.

Component blueprints are obtained only as alert mission completion rewards.

Manufacturing Requirements
Credits64
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 300 Blueprint Price: Credits64 35,000
Helmet
Credits64
15000
AlloyPlate64
150
NeuralSensor64
1
PolymerBundle64
150
Rubedo64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15000
Morphics64
1
Ferrite64
1000
Rubedo64
300

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

Conclave

At rank 30 and supercharged, Vauban will use 80 Conclave points without any mods.

Trivia

  • Vauban was named after the French military engineer, Sébastien Le Prestre de Vauban.
  • Bastille, Vauban's third ability, means: prison, fort, or fortification. This is aptly named as the ability entraps its target's in an immobile state.

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VaubanZap Tesla Energy: 25Energy small Power #: 1 TeslaModU145
Launches a grenade that holds an electrical charge, zapping enemies that come within range.
Equip Cost:
0 / 1 / 2 / 3
Power Strength:
80 / 100 / 120 / 150 (arc damage)
15 (contact damage)
Power Range:
7 / 8 / 10 / 12 m
Power Duration:
40 s (duration)
5 / 6 / 7 / 10 (charges)

  • 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 Power 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 Power Duration, while the grenade duration is not.
    • A grenade can only target one enemy at a time, expending a single charge per attack.
    • Attack range is affected by Power 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.
  • Conclave rating: 10 / 10 / 30 / 50.

  • 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.


VaubanBounce Bounce Energy: 50Energy small Power #: 2 BounceModU145
A deployable launch pad that can be attached to any surface. Use on enemies, squad members, or as a personal mobility tool.
Equip Cost:
4 / 5 / 6 / 7
Power Strength:
1 / 2 / 3 / 4 (uses)
15 (contact damage)
Power Range:
N/A
Power Duration:

  • Vauban releases a deployable launch pad that adheres to any surface. 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 receive multiple Magnetic b Magnetic procs. A single launch pad has a maximum of 1 / 2 / 3 / 4 uses and a cooldown period of 3 seconds between each use.
    • Contact damage is affected by Power Strength and is increased by body-part multipliers.
    • A Magnetic proc reduces the target's shields by 75% over 4 seconds. Since a launched enemy will suffer numerous Magnetic procs, its shields will be permanently reduced.
    • 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.
    • Launched enemies suffer a Knockdown.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.
  • Conclave rating: 5.

  • 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.

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.


VaubanLevTrap Bastille Energy: 75Energy small Power #: 3 BastilleModU145
Creates an energy-based containment field in which captives are held suspended in stasis.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
6 / 8 / 10 / 12 (affected enemies)
15 (contact damage)
Power Range:
5 / 7 / 8 / 10 m
Power Duration:
8 / 10 / 12 / 15 s

  • Vauban releases a device that creates an energy-based containment field. On contact with an enemy, the device will deal 15 Blast b Blast damage. When the device is deployed, the field expands to a radius of 5 / 7 / 8 / 10 meters. Enemies that are caught within the field or enter the field after deployment will be suspended and incapacitated for 8 / 10 / 12 / 15 seconds. A single device can hold a maximum of 6 / 8 / 10 / 12 enemies.
    • Number of affected enemies and contact damage are affected by Power 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 Power Duration.
    • Field radius is affected by Power 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 affect most Bosses, Ospreys, or Rollers. Bosses that are affected include Jackal, Sgt. Nef Anyo, Councilor Vay Hek, General Sargas Ruk and Kela De Thaym (she is still able to use weapons and abilities).
  • Works on The Grustrag Three.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.
  • Conclave rating: ? / ? / ? / 70.

  • 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.


VaubanVortex Vortex Energy: 100Energy small Power #: 4 VortexModU145
Creates a whirling mass of energy that violently attracts nearby enemies, crushing their atoms into a tiny spec of matter.
Equip Cost:
10 / 11 / 12 / 13
Power Strength:
50 (damage)
2x (initial damage multiplier)
15 (contact damage)
Power Range:
8.5 m
Power Duration:
6 / 8 / 10 / 12 s

  • Vauban releases a device that creates a powerful force of attraction. On contact with an enemy, the device will deal 15 Blast b Blast damage. Enemies within 8.5 meters of the device will be violently drawn to it over a duration of 6 / 8 / 10 / 12 seconds, and each enemy will be dealt 50 Magnetic b Magnetic damage per second. Damage ticks occur at a rate of 4 per second. When the device activates, the initial damage tick will also be multiplied by 200%.
    • Initial damage multiplier and contact damage are affected by Power 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.
    • Power 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.
    • For more information about the contact damage, see this blog and this follow-up.
    • Duration is affected by Power Duration.
    • Attraction radius is affected by Power Range.
    • The value of the attraction radius appears to be determined by multiplying power range's bonus by 0.5 before adding it to the base value (e.g., with +60% power range, Vortex will have an attraction radius of 8.5*(1 + 0.6*0.5) = 11.05 meters). This requires further testing.
  • Vortex will not affect most Bosses.
  • Dead bodies 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. Imploded enemies will not yield any loot or affinity.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be cast multiple times while active.
  • Conclave rating: 50 / 50 / 70 / 90.

  • 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.

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.

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Notes for all Abilities

  • Grenades are thrown in an arc pattern and are affected by gravity.
  • Can be attached to any surface, to level itself (walls/floors/ceilings), props (crates, ships, doors), Sentinels, teammates, Hostages and even enemies. Will not stick to the Vauban deploying the grenade.
  • No known limit to the number that can be deployed at once.
  • The ragdolling effect of Bounce can be combined with shotguns in mid-air to send ragdolled victims flying in a more controlled direction, such as towards a bottomless pit, as well as dealing significant damage. Works quite effectively on Grineer Asteroid maps due to the abundance of pits on most tiles.
  • Vauban's Bastille was changed in update 9.8. It used to be able to suspend an unlimited amount of enemies, while in its current form there is a limit of 12 (affected by power strength). Vauban is no longer the Warframe whose only job is to keep (re)casting Bastille, but rather combine it with his other abilities. Also, this makes gameplay more challenging for the whole group, rather than breaking it as some people argued.

Tesla

  • Deals electricity damage and will sometimes stun Corpus and Medium Grineer.
    • Tip: Throw on Sgt. Nef Anyo to keep him stunned even when he goes invisible.
  • Will shoot cameras for stealth kills.
  • Can be thrown through laser doors.
  • Affected by Mag's Bullet Attractor.
  • Can be stuck on Frost's Snow Globe.
  • Increasing mod level or using Continuity does not increase duration. It does however have an effect on how many times it can zaps.
  • More than one placed in exactly the same spot can produce a much stronger shock (by multiplying shocks, not producing a single shock), but for better results, place each orb in a line pattern, so each orb fires by itself, increasing the amount of shocks delivered to the enemy as it moves along the path.
  • The point where you activate the power and the point where the ball appears is dependent on your connection to the host (if you are host there is no delay) and lag will cause the balls to appear moments or seconds after you use Tesla.
  • Can be thrown oddly if close to the enemy or teammate your are trying to stick tesla on, as it will often launch past the person on either side even though your reticule is centered on them. Zooming in and placing Tesla that way can help, as well as moving back a little. 
  • Tesla can be stuck on your Sentinel if you crouch and move your view so your sentinel is in your crosshairs. Dethcube and Wyrm are easier to stick than Shade as Shade has a smaller form. You can essentially stick all of your tesla onto your Sentinel and walk through crowds of enemies dealing heavy damage, even to non-Corpus enemies. Note that it can be very distracting visually, and having bloom turned on could prevent you from seeing anything.
  • The range of Tesla is about the same as Carrier's Striker precept, creating a powerful synergy as the Sentinel tends to fire its first shot at the same time as the orbs.
  • The Tesla orbs can also be stuck on your teammates, giving fast warframes like AshNova or Loki  the ability to quickly wipe out rooms of enemies without making any sound.

Bounce

  • Launches an orb similar to Tesla, slightly larger and also affected by gravity. After a second of landing on the surface it will produce an energy wave around the orb until it has been used up.
  • Other players will often use your Bounce, whether or not they need to, so keep that in mind when using the 50 energy to have one placed.
  • If placed on a teammate or enemy, bounce can behave abnormally. The field effect will show in the area where it contacted the player or enemy (stationary, will now show on the enemy or player) and enemies and other teammates can be reflected from the player if they come in contact with them. 
  • While active, Bounce produces a distinct humming sound effect when ready to be used.

Bastille

  • A rank 2 or higher Bastille can make Infested Defense a very simple task as long as it's used around the pod. Consider Streamline, Continuity, Constitution, and Energy Siphon mods to keep it up near permanently.
  • Similarly, for Corpus or Grineer defense, use Bastille tactically alongside a Frost's Snow Globe - the snow globe will block all long range incoming fire and you can use Bastille if the globe gets swarmed at close range. However, it should be noted that a Snow Globe casted after Bastille can counter Bastille's effects, with some enemies lifting, falling and running, then lifting again inside the area of effect. (needs confirmation if this bug happens when a snow globe is cast before Bastille is in effect)
  • Like Vauban's other powers, will launch a small metallic orb, affected by gravity, and when the orb hits an object(it also activates when hits a teammate or enemy), the holographic barrier will appear and enemies will lift up in the air suspended, until the effect ends, in which case the enemies will fall to the ground, stunned for a brief moment.
  • Note: you cannot throw Bastille into Frost's Snow Globe, the ball will simply hit the globe and bounce back slightly, activating when landing on the ground or when getting stuck on top of the globe. If you must use Bastille inside a Snow Globe, the size of your Bastille is small for example and you need it to be centered, travel inside the globe and place it inside instead.

Vortex

  • Launches a small orb that is effected by gravity and activates when landing on something, including enemies or teammates.
  • Using the Ogris, Torid or other explosive weapon in conjunction with Vortex is one of the most effective ways at eliminated enemies trapped inside, as the explosion of the Ogris and the stackable DoT of the Torid can deliver massive damage over a short time to more enemies at once.
  • Effective at gathering up a large group of enemies (such as Infested defense missions) and clearing out medium-low level enemies. Tougher enemies (such as Ancients or Grineer heavy units) will usually survive vortex unless they are low leveled (below level 15). Duration mods and Intensify can increase the damage dealt to enemies, making it more effective for medium leveled enemies. 
  • Bastille often can be used in place of vortex, due to its lower cost and the stopping of multiple enemies. 

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Vauban can be equipped with:

See Also

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Start a Discussion Discussions about Vauban (Warframe)

  • Vauban Parts...

    35 messages
    • ^^^Yeah, i got the full set, and then i read up on it, and this? I consider myself lucky!^^^ I've only been playing since the weekend... And...
    • im soooo pissed i missed out on it
  • vauban parts

    7 messages
    • Past two days there was 1 system, 2 chassis and 2 helmets
    • I managed to get the chassis and helmet but I missed on the systems D:

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