Vauban (Warframe)

1,517pages on
this wiki

Edit Tab
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.

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
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 300 Blueprint Price: Credits64 35,000
Time: 12 hrs
Rush: Platinum64 25

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


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


  • 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.

Edit Tab
VaubanZap Tesla Energy: 25Energy small Power #: 1 TeslaModU145
Launches a grenade that holds an electrical charge, zapping enemies that come in 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:
5 / 6 / 7 / 10 (charges)
40 s (duration)

  • Grenades deal 80 / 100 / 120 / 150 Electricity b Electricity damage per charge, and hold 5 / 6 / 7 / 10 charges. Charges are fired once every 3 seconds.
    • Damage is affected by Power Strength, and the number of charges is affected by Power Duration.
    • Has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small AoE, while briefly stunning the initial target.
    • Deals a potential total of 800 / 1000 / 1200 / 1500 damage. Sticking directly on an enemy can potentially deal that entire amount to that enemy for its duration.
  • Also deals 15 Blast b Blast damage on impact with an enemy, affected by Power Strength mods. See this blog and this follow-up for more information.
  • Grenades have a duration of 40 seconds at all levels. This is not affected by Power Duration.
    • When a grenade uses a charge, its duration is paused for 0.75 seconds.
  • Grenades have an attack range of 7 / 8 / 10 / 12 meters. This is affected by Power Range.
  • Attacks enemies in line of sight (cannot shoot through walls or corners).
  • 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.
  • Tesla can still be used even while doing many other actions without interrupting them, including reloading.
  • Tesla does not react against Stalker.

  • 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Power Duration increases number of charges to 25.
    • Reduces attack range to 4.1 meters.
  • Maximized Power Efficiency reduces cost to 6.25 energy.
    • Reduces number of charges to 4.
  • Maximized Power Range increases attack range to 28.2 meters.
    • Reduces electrical zap damage to 60 per charge, and grenade damage on impact to 6.
  • Maximized Power Strength increases electrical zap damage to 343.5 per charge, and grenade damage on impact to 34.4.
    • Increases cost to 38.75 energy.

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:
Power Duration:

  • Launched enemies will be affected by a Magnetic proc that reduces their total shields by 75% for a short duration.
    • Has a 100% status chance.
  • Has a total of 1 / 2 / 3 / 4 use(s).
  • The grenade deals 15 Blast b Blast damage on impact with an enemy that is increased by Power Strength mods.
    • See this blog for some small in-game testing data.
  • 3 seconds between uses of a single trap.
  • Will launch the user/victim perpendicular to the face of the attached surface (e.g. being attached to a ceiling will launch the user downward).
  • Launches the user/victim approximately four times as high as a normal jump.
  • Bounce can still be used even while doing many other actions without interrupting them, including while reloading.

  • 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 (enemies)
15 (contact damage)
Power Range:
5 / 7 / 8 / 10 m
Power Duration:
8 / 10 / 12 / 15 s

  • Holds a maximum of 6 / 8 / 10 / 12 enemies within a radius of 5 / 7 / 8 / 10 meters from the grenade. Enemies are suspended for 8 / 10 / 12 / 15 seconds.
  • Will hold all enemies that enter the field even if they entered after the player has cast it.
  • Enemies held up by Bastille before actual encounters will assume a state of unexpectedness. This means that melee attacks deal stealth (additional) damage to captive enemies similar to Loki's Invisibility skill. This also counts as Stealth-kills.
  • Will not affect most bosses, Ospreys or Rollers.
  • Bastille can still be used even while doing many other actions without interrupting them, including while reloading.
  • The grenade itself deals 15 Blast b Blast damage on direct impact, affected by Power Strength.

  • 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:
10 / X / X / 13 (damage tick)
2x (initial damage multiplier)
15 (contact damage)
Power Range:
? / ? / ? / 6 m
Power Duration:
6 / 8 / 10 / 12 s

  • Sucks enemies into itself at a range of ? / ? / ? / 6 meters and deals on average 13 Magnetic b Magnetic damage per tick at max rank. The actual damage inflicted depends on the enemy's distance from Vortex's nexus. Damage ticks occur at a rate of roughly 3 to 4.5 per second.
    • Similar to Vauban's other abilities, the grenade inflicts 15 Blast b Blast damage should it make contact with an enemy when it's tossed. Damage is affected by Power Strength.
    • Range at which enemies are sucked in is effected by Power Range.
    • When Vortex is activated, 200% damage is inflicted on the first tick. This multiplier is also affected by Power Strength.
    • The continuous damage thereafter is not affected by Power Strength.
    • Each tick of damage has a moderate status chance. Enemies have a good chance to have 75% of their shields reduced for Vortex's duration.
  • Vortex will not affect most bosses.
  • Vortex will sometimes cause an enemy to implode instantly, not yielding any loot or affinity.
  • Vortex will suck up dead bodies, leaving only the loot that was drawn into the Vortex.
  • Vortex can still be used even while doing many other actions without interrupting them, including while reloading.

  • 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.

  • Maximized Power Duration increases duration to 30.8 seconds.
    • Reduces range to 2.64 meters.
  • Maximized Power Efficiency reduces cost to 25 energy.
    • Reduces duration to 4.8 seconds.
  • Maximized Power Range Increases range to 14.1 meters.
    • Reduces activation damage multiplier to 80%, and grenade damage on impact to 6.
    • Appears to cap power range at 10 meters instead.
  • Maximized Power Strength increases activation damage multiplier to 458%, and grenade damage on impact to 34.4.
    • Increases cost to 155 energy.

  • 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.

Edit Tab

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.


  • 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.


  • 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.


  • 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.


  • 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. 

Edit Tab

Vauban can be equipped with:

See Also

Edit Tab

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:

Around Wikia's network

Random Wiki