Follow TV Tropes

Following

History GameBreaker / Warframe

Go To

OR

Is there an issue? Send a MessageReason:
None


* While she might look complicated and gimmicky at first glance, [[QuirkyBard Octavia's]] kit is absolutely insane in the right hands. To elaborate, her first ability, [[AttackReflector Mallet]], is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate on every percussion beat, which can lock down hallways and large rooms fast at high levels. Furthermore, since its damage is dependent on incoming damage, it infinitely scales with the level of the enemies. Her second ability, Resonator, deploys a roller ball that charms enemies and deals light damage, but has the added bonus of being able to pick up the Mallet, which allows it to collect more damage even faster. Her third ability is [[DanceBattler Metronome]], which grants numerous different buffs based on doing various actions in time to the beat, the best of which is invisibility, which can be refreshed so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also doubles the range and damage of any Mallet that is in the area. Combine all of these, and you get a permanently invisible frame that buffs allies and deals infinitely scaling AOE damage to all enemies in range.

to:

* While she might look complicated and gimmicky at first glance, [[QuirkyBard Octavia's]] kit is absolutely insane in the right hands. To elaborate, her first ability, [[AttackReflector Mallet]], is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate on every percussion beat, which can lock down hallways and large rooms fast at high levels. Furthermore, since its damage is dependent on incoming damage, it infinitely scales with the level of the enemies. Her second ability, Resonator, deploys a roller ball that charms enemies and deals light damage, but has the added bonus of being able to pick up the Mallet, which allows it to collect more damage even faster. Her third ability is [[DanceBattler Metronome]], which grants numerous different buffs based on doing various actions in time to the beat, the best of which is invisibility, which can be refreshed so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also doubles the range and damage of any Mallet that is in the area. Combine all of these, and you get a permanently invisible frame that buffs allies and deals infinitely scaling AOE [=AoE=] damage to all enemies in range.



* Zephyr after her rework has become this. Her tornadoes can now be cast to remain stationary, turning them into a great crowd control tool, while hitting said tornadoes distributes the damage amongst all the caught enemies, turning powerful single target weapons into AoE nukes. Her second skill can pull in enemies, not only acting as further crowd control, but also as a way to get them caught in the tornadoes, while her third skill not only makes her completely invincible to ranged damage, it does so by redirecting all incoming projectiles with a bubble around her. With enough range, this bubble can get big enough to encompass defense targets, allowing her to shield them from all ranged attacks. [[ArsonMurderAndJaywalking And as a cherry on top]], [[CriticalHitClass she has a extra 150% base critical chance for all weapons when she's in the air]].

to:

* Zephyr after her rework has become this. Her tornadoes can now be cast to remain stationary, turning them into a great crowd control tool, while hitting said tornadoes distributes the damage amongst all the caught enemies, turning powerful single target weapons into AoE [=AoE=] nukes. Her second skill can pull in enemies, not only acting as further crowd control, but also as a way to get them caught in the tornadoes, while her third skill not only makes her completely invincible to ranged damage, it does so by redirecting all incoming projectiles with a bubble around her. With enough range, this bubble can get big enough to encompass defense targets, allowing her to shield them from all ranged attacks. [[ArsonMurderAndJaywalking And as a cherry on top]], [[CriticalHitClass she has a extra 150% base critical chance for all weapons when she's in the air]].



* Practically all Glaives are extremely powerful, thanks to the Volatile Quick Return mod allowing them to explode when thrown, and then still being able to detonated again with a heavy-attack on the way back to cause staggering AoE damage, but special mention has to be made of the Glaive Prime. The reason is simple: its heavy attack explosion has forced bleed procs, on top of its already heavy Slash focused damage profile. It will kill ninety percent of enemies in one shot, even on Steel Path, and the remaining ten percent is guaranteed to die a few seconds later anyway.

to:

* Practically all Glaives are extremely powerful, thanks to the Volatile Quick Return mod allowing them to explode when thrown, and then still being able to detonated again with a heavy-attack on the way back to cause staggering AoE [=AoE=] damage, but special mention has to be made of the Glaive Prime. The reason is simple: its heavy attack explosion has forced bleed procs, on top of its already heavy Slash focused damage profile. It will kill ninety percent of enemies in one shot, even on Steel Path, and the remaining ten percent is guaranteed to die a few seconds later anyway.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Valkyr's "Hysteria" Ultimate ability is incredibly powerful if built correctly. It causes Valkyr to whip out a pair of energy claws similar to Excalibur's "Exalted Blade" Ultimate, and it can be modded in a similar fashion. However, what makes it incredibly powerful is that Valkyr is immune to all damage and status effects while Hysteria is active. With the correct mode equipped on Valkyr, Hysteria can be kept active virtually indefinitely, making Valkyr effectively immortal as long as she can keep getting kills.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* As part of the companion rework in the "Abyss of Dagath" update, a number of Bond mods were added to the open-world hubs' conservation merchants. Some of them can turn your companions into autonomous killing machines, able to nuke whole rooms with little to no player intervention required.
** Manifold Bond has two powerful effects. First, it causes the companion's damaging Precept abilities to inflict the status effects of the companion's weapons. Second, it [[CooldownManipulation reduces the cooldown of their Precept abilities by 3 seconds]] when you or your companion kill an enemy affected by 3 or more status effects. This is a very easy condition to meet, especially with the added procs from your companion abilities, so their Precepts will continuously refresh their cooldowns and be recast, inflicting even more status. It can only be used on Robotic companions, but those are able to break the game in half with this mod. It's been found to have particularly strong synergy with Nautilus' Cordon (which does no damage, so it doesn't inflict status effects, but will continuously create {{Corralling Vacuum}}s that group enemies to let you almost instantly refresh its cooldown if your own weapons do enough procs), Diriga's Arc Coil (which casts ChainLightning, doing low damage but inflicting its weapon's statuses to multiple enemies due to Manifold Bond's other effect), and the Hounds' Synergized Prospectus (which shoots an electric explosive PinballProjectile).
** Contagious Bond causes half of an enemy's status procs to be copied to nearby enemies if killed by the companion. With a big enough crowd of enemies and the above-mentioned Manifold Bond to continuously cast abilities and prime enemies with status effects, this can result in mass-spreading DamageOverTime effects like Gas and Electric, melting through enemies. An ObviousRulePatch had to be added to cap it to only spread up to 100 stacks of a particular effect at a time, as it would have a tendency to ''literally'' break the game, since enemies could end up with ''thousands'' of stacks which would sometimes crash the game.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Dual Toxocyst, while usable in its base form, is slow to fire with high recoil when Frenzy isn't procced. Its Incarnon upgrade makes it easier to control, ups its status chance significantly, and gives it hefty base damage boosts (including a Condition Overload effect and a whopping 70% free Toxin damage on headshots, granting massive leverage to Corrosive and Viral builds) -- and that's ''before'' transforming the gun, which turns it into a pair of Akstiletto-type automatic pistols that automatically chain their shots to other targets and is still able to benefit from Frenzy's firerate boost. As at least one player has attested, you could be dragging your feet with half a build loaded in and still pump out enough lead to clear out most of Steel Path.

Added: 119

Changed: 422

Is there an issue? Send a MessageReason:
moving the descriptions of the folders to inside the folder. It felt off with how the text was presented


[[folder:Warframes]]



[[folder:Warframes]]

to:

[[folder:Warframes]]-----------------------------------------------------------------



[[folder:Weapons]]



[[folder:Weapons]]

to:

[[folder:Weapons]]-----------------------------------



[[folder:Mods]]



[[folder:Mods]]

to:

[[folder:Mods]]------------------------------------------------



[[folder:Augments]]



[[folder:Augments]]

to:

[[folder:Augments]]----------------------------------



[[folder:The Helminth System]]



[[folder:The Helminth System]]

to:

[[folder:The Helminth System]]-------------------------------------------------------------------------



[[folder:Legacy]]



[[folder:Legacy]]

to:

[[folder:Legacy]]------------------------------------------------
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* Xaku is the Broken Frame... in more than one sense. First of all, ''Grasp of Lohk'' rips the guns out of your enemies' hands, letting Xaku wield the enemies' weapons against them, automatically targetting and shooting anyone in range. The damage of the stolen weapons depends on the enemies' levels, so its power will scale into harder missions as you turn the high-leveled enemies' stronger firepower against them. Their ''The Lost'' ability has three variants, but ''Gaze'' is the strongest: this immobilizes an enemy, creating a wide radius around them which strips the defenses of any enemy that enters, and Xaku can create two of those fields at once to cover even more ground. The icing on the cake is ''The Vast Untime'', which freezes the duration of Xaku's abilities while it's active, meaning that you only have to keep track of one ability timer to keep ''Grasp of Lohk'' and ''Gaze'' near-permanently active. Using these abilities together results in a Warframe whose PowersDoTheFighting as any enemy that enters the range of ''Gaze'' will be instantly stripped of armor and shields before being shredded by ''Grasp of Lohk'''s automatically-firing guns.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** King's Collateral is easily the strongest of the [[PowerAtAPrice Spiteful Decrees]]. It increases the damage you take by 50%, which quickly becomes irrelevant as your health and healing abilities increase. In return, it ''doubles the rate you earn Rare Decrees''. Keep in mind, Rare Decrees are PurposelyOverpowered (Close Contagion and Majestic Strike are both Rare), and can easily make the actual loadout you use in Duviri irrelevant.

Added: 918

Changed: 1267

Removed: 421



* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the brief period of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are the rare few who don't have shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.
** The ''Abyss of Dagath'' update altered shield-gating to instead grant longer invincibility periods for larger shield pools, meaning that the old strategy of treating shield pools as a DumpStat reduces the invincibility period. That being said, a new Corrupted Mod, Catalyzing Shields, [[AscendedGlitch heavily reduces your shield pool in exchange for giving the default shield-gate period]], reviving the old strategy.

to:

* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the brief period of MercyInvincibility you get when your shields run out. When out; the higher your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order shields, the better. If you manage to abuse this mechanic, a method to instantly refill your shields is needed: common picks are during that time, such as by using the Augur mod SetBonus or and/or the Brief Respite Aura, which aura to convert spent energy spent on abilities into shields. You also need to [[DumpStat make shields, you can them immediately trigger another shield-gate, extending the duration of your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use invulnerability. The Rolling Guard mod can also be thrown in to add another 3 seconds even more invulnerability in case of invincibility. emergencies. If executed properly, you keep refilling your shields during can endure any attack that even the invincibility period, you become nearly invincible, strongest enemies can throw at you, with only the Toxin status effect posing any threat to you due to its damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are the rare few who don't have shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.
** The ''Abyss of Dagath'' update altered shield-gating to instead grant longer invincibility periods for larger shield pools, meaning that the old strategy of treating shield pools as a DumpStat reduces the invincibility period. That being said, a new Corrupted Mod, Catalyzing Shields, [[AscendedGlitch heavily reduces your shield pool in exchange for giving the default shield-gate period]], reviving the old strategy.
bypassing shields.


Added DiffLines:

* Between the "Warframe Revised" update in March 2020 and "Abyss of Dagath" in October 2023, the Decaying Dragon Key, [[NotTheIntendedUse of all things]], broke the game's meta. This item, which is meant to be used to open Dragon Vaults on Deimos for Corrupted mods, inflicts a debuff which halves a player's shield capacity. Shield gating, a strategy that exploits the MercyInvincibility from breaking your shields, works better the lower your shield capacity is, so players would keep a Decaying Dragon Key equipped at all times to make it easier to fully recharge their shields and benefit from the full-length invulnerability period. An end was finally put to this in the "Abyss of Dagath" update, which changed shield gating's duration to not work on a binary "either your shields are full or not" system, incentivizing having more shields, though strategy is still possible if you use the Catalyzing Shields mod.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The ''Abyss of Dagath'' update altered shield-gating to instead grant longer invincibility periods for larger shield pools, meaning that the old strategy of treating shield pools as a DumpStat reduces the invincibility period. That being said, a new Corrupted Mod, Catalyzing Shields, [[AscendedGlitch heavily reduces your shield pool in exchange for giving the default shield-gate period]], reviving the old strategy.
Is there an issue? Send a MessageReason:
None


* Styanax's Intrepid Stand gives him and all allies Overguard every time he hits an enemy with his fourth ability, which in turn gives everyone status immunity and an extra layer of damage gating.

to:

* Styanax's Intrepid Stand gives him and all allies Overguard every time he hits an enemy with his fourth ability, which in turn gives everyone status immunity and an extra layer of damage gating. Overguard gives a very short amount of MercyInvincibility when broken, but since this augment rapidly grants small amounts of it, you and your allies will already have more Overguard up when the gating ends, effectively making this augment grant your whole team 2.75 seconds of complete immortality (to which you can add another 1.3 seconds from shield-gating) which can instantly be recast when it ends.
Is there an issue? Send a MessageReason:
And now to actually add something to make up for the deletions.

Added DiffLines:

* Voruna has Ulfrun's Endurance, which restores a charge of ''Ulfrun's Descent'' when an enemy dies near her while affected by a Slash effect. This mod lets you perpetually keep the ability active, so long as you're careful not to run out of charges. After 5 direct-hit kills, the ability's damage reaches its cap of a 10-times multiplier on top of increased critical stats, and the augment lets you fully take advantage of this by effectively making it permanent so long as you don't end the ability. Status effects, which can easily be inflicted by Voruna's ''[[StatusInflictionAttack Fangs of Raksh]]'', further double this damage. Throw on ''Shroud of Dynar'' to boost this ability's critical hits even higher while making you invisible (and therefore practically invincible), and Voruna turns into a monster, dishing out massive slash nukes and wiping out hordes of enemies at a time. This even scales into high-level missions, with the only caveat being that armor strip eventually becomes needed against extremely tanky enemies.

Changed: 727

Removed: 1551

Is there an issue? Send a MessageReason:
These examples don't properly explain how they break the game, because they're not truly broken.


* Ivara's Infiltrate allows her to walk through laser barriers in Spy missions that would normally sound the alarms when passed through even with the invisibility other Warframe's possess, making it even more simple to stroll in and out of a data vault.
* Excalibur's Chromatic Blade makes his already really powerful 4th even more broken by applying elemental damage based on emissive color ''and'' grants it large amounts of status chance.
* Nezha's Reaping Chakram makes his Chakrams even deadlier and causes enemies to drop health orbs more frequently, to the point enemies will be dropping several health orbs on death.

to:

* Ivara's Infiltrate utterly trivializes Spy missions. It increases her movement speed while in Prowl, and also allows her to walk through laser barriers in Spy missions that would normally sound without triggering the alarms when passed through even with the invisibility other Warframe's possess, alarm, making it even more simple a breeze to stroll in and out of a data vault.
* Excalibur's Chromatic Blade makes his already really powerful 4th even more broken by applying elemental damage based on emissive color ''and'' grants it large amounts of status chance.
* Nezha's Reaping Chakram makes his Chakrams even deadlier and causes enemies to drop health orbs more frequently, to the point enemies will be dropping several health orbs on death.
vault.



* Inaros' Negation Swarm makes him even tankier, as well as immune to status procs
* Loki's Irradiating Disarm not only strips away all affected enemies ranged weapons, it confuses them all causing them to immediately drop what they're doing and start beating each other up.
* Banshee's Resonance makes her damage booster infectious and her Resonating Quake makes her able to swipe entire rooms clean of enemies in one cast.



* Hydroid's Pilfering Swarm and Khora's Pilfering Strangledome makes enemies caught in their respective abilities drop additional loot, which will additionally stack alongside Nekros' desecrate, allowing these 'Frames in tandem to generate large amounts of loot.
* Nekros's Despoil makes his Desecrate use health instead of energy to spawn additional loot from dead enemies, which includes a guaranteed health orb with every successful desecration, which when combined with the right mods and arcanes, Nekros can become stupidly tanky and have basically infinite energy for his other abilities too.
* Gara's Spectrosiphon gives all enemies who die within range of the mirrors a flat 50% chance of dropping energy orbs on death, allowing her (and anyone else using the ability through Helminth for that matter) to crowd control enemies and generate large amounts of energy orbs at their leisure.

to:

* Hydroid's Pilfering Swarm and Khora's Pilfering Strangledome makes enemies caught in their respective abilities drop additional loot, which will additionally stack alongside Nekros' desecrate, allowing these 'Frames in tandem to generate large amounts of loot.
* Nekros's Despoil makes his Desecrate use health instead of energy to spawn additional loot from dead enemies, which includes a guaranteed health orb with every successful desecration, which when combined with the right mods and arcanes, Nekros can become stupidly tanky and have basically infinite energy for his other abilities too.
* Gara's Spectrosiphon gives all enemies who die within range of the Spectrorage's mirrors a flat 50% chance of dropping energy orbs on death, allowing her (and anyone else using the ability through Helminth death. This is very situational on Gara herself, but since Spectrorage can be subsumed, it's a common pick for that matter) to crowd control Vauban: with his Vortex ability, he can suck an entire room's worth of enemies and generate large amounts into the mirrors, turning them into a fountain of energy orbs at their leisure.orbs.



* Nova's Molecular Fission gives lets her replenish her Null Stars and more easily maintain the damage reduction granted by them.

Added: 170

Changed: 3109

Removed: 6888

Is there an issue? Send a MessageReason:
Starting some cleanup of excessive examples. Only truly broken things should be listed here. Seriously, Inaros is considered one of the worst Warframes in the game, he is in no way broken just because he has a lot of health.


%% Remember that a Game-Breaker is not merely something very strong; it's something so absurdly powerful that it derails and trivializes the intended gameplay experience.



* Modding, in general, is the source of the game's balance issues since its inceptions. The difference between the damage output of an unmodded weapon and a fully modded one, with maximum leveled mods, is not additive, or multiplicative, but quadratic, and it allows even the most memetically terrible weapons, such as the Stug, to clear the star chart missions.
* Due to how critical damage calculations work, certain critical builds can lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an "orange crit", which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get "red crits", which would deal 2700 damage. This not only results in huge damage numbers, but since the damage over time effects of certain status procs are dependent on the attack that inflicted them, the two systems work in tandem to take down even the tankiest of foes in th game.
* While there are many damage types and status effects in the game, there are generally only five of them that are worth a mention here:
** Slash/Bleed procs are by far the most powerful in the game, dealing damage over time directly on the health of the enemy, ignoring armor, based on the damage instance that inflicted them. They can also be stacked infinitely. Furthermore, there are several mods dedicated to allow weapons that otherwise couldn't inflict Slash procs naturally to do so anyway, and some melee weapon types and combos have ways to force them, especially on heavy attacks.
** Heat procs are similar to Slash procs, in that they deal damage directly to enemy health while ignoring armor. However, they also temporarily reduce enemy armor, provide some crowd control, and while there are no ways to force the procs, they are much easier to inflict naturally by using elemental mods and weapons with high status chance.
** Viral causes no damage on its own, but instead it amplifies the damage other procs do. It can only have ten stacks, but at that point, it increases the damage of Slash/Heat/Toxin/etc. proc damage by 325%.
** Corrosive procs lower enemy armor, but can't fully strip it. However, the reason why the element is still widely used is because the tankiest faction, the Grineer, take extra damage from the element, making it the best suited for raw damage builds, and if the enemy survives the first shot, the reduced armor means they have much less chance to survive the second.
** Radiation procs make enemies temporarily attack each other. While the damage type is not very useful in general gameplay, outside of exploiting the extra damage it deals to Eidolons, the proc is a great source of crowd control, and thus abilities and gimmics that inflict it are valued highly.
* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the one second of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are Nidus and Inaros, due to them not having any shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.

to:

* Modding, in general, is the source of the game's balance issues since its inceptions. The difference between the damage output of an unmodded weapon and a fully modded one, with maximum leveled mods, is not additive, or multiplicative, but quadratic, and it allows even the most memetically terrible weapons, such as the Stug, to clear the star chart missions.
* Due to how critical damage calculations work, certain critical builds can lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an "orange crit", which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get "red crits", which would deal 2700 damage. This not only results in huge damage numbers, but since the damage over time effects of certain status procs are dependent on the attack that inflicted them, the two systems work in tandem to take down even the tankiest of foes in th game.
* While there are many damage types and status effects in the game, there are generally only five of them that are worth a mention here:
** Slash/Bleed procs are by far the most powerful in the game, dealing damage over time directly on the health of the enemy, ignoring armor, based on the damage instance that inflicted them. They can also be stacked infinitely. Furthermore, there are several mods dedicated to allow weapons that otherwise couldn't inflict Slash procs naturally to do so anyway, and some melee weapon types and combos have ways to force them, especially on heavy attacks.
** Heat procs are similar to Slash procs, in that they deal damage directly to enemy health while ignoring armor. However, they also temporarily reduce enemy armor, provide some crowd control, and while there are no ways to force the procs, they are much easier to inflict naturally by using elemental mods and weapons with high status chance.
** Viral causes no damage on its own, but instead it amplifies the damage other procs do. It can only have ten stacks, but at that point, it increases the damage of Slash/Heat/Toxin/etc. proc damage by 325%.
** Corrosive procs lower enemy armor, but can't fully strip it. However, the reason why the element is still widely used is because the tankiest faction, the Grineer, take extra damage from the element, making it the best suited for raw damage builds, and if the enemy survives the first shot, the reduced armor means they have much less chance to survive the second.
** Radiation procs make enemies temporarily attack each other. While the damage type is not very useful in general gameplay, outside of exploiting the extra damage it deals to Eidolons, the proc is a great source of crowd control, and thus abilities and gimmics that inflict it are valued highly.
* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the one second brief period of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are Nidus and Inaros, due to them not having any the rare few who don't have shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.



* Arcanes are high-value, conditionally triggering modifications that can be applied to many aspects of the game, and the best of them completely redefine how one plays the game.
** Arcane Energize gives the Frame and allies in range to recover 150 extra energy whenever they pick up an energy orb. It not only single-handedly supercharges the player's energy economy, it is also the only external source of energy that works even while a channeled ability is active. Due to this, it remains the most universal Arcane, even after it was nerfed to have a fifteen seconds long cooldown between activations.
** Arcane Grace has a chance to regenerates a percentage of a Frame's health whenever they are damaged. While not particularly useful on most Frames, ones with high health and armor can greatly benefit from it, and it specifically allows a well-built Inaros to remain completely unkillable even at base Steel Path levels.
** The three basic Merciless/Dexterity/Deadhead weapon Arcanes for primary and secondary weapons redefined the meta for a reason, providing 360% extra damage on fairly easily activate conditionals, either allowing to mod weapons without base damage mods, or to supercharge their damage even further.
** Special mention for Cascadia Flare, a secondary weapon Arcane that provides a higher damage boost that the basic damage arcanes, while only requiring the player to inflict Heat procs by any means, making it the fastest ramping and best Arcane for any status-heavy secondaries, such as the Kuva Nukor or the Tenec Cycron.
** Magus Repair and Magus Elevate are Operator Arcanes that allow the player to heal their frames whenever they want. Repair gives a percentage based healing, making it more useful for tanky frames with lots of health, while Elevate gives a flat 300 health per transfer, making it better for squishier frames with lower maximum health.
** Magus Lockgdown causes the Operator to deploy tether mines on Void Sling, disabling several enemies in range for free, and serving as the best emergency crowd control ability in the game.
* Archon Shards, while only providing small buffs, and are in limited supply, can allow one to push their favorite Frames into even more broken waters, or to create previously unfeasible builds, pushing the ceiling on the players' power level even further.

to:

* Arcanes are high-value, conditionally triggering modifications that can be applied to many aspects of the game, and the best of them completely redefine how one plays the game.
**
Arcane Energize gives the Frame and allies in range you a chance to recover 150 extra energy whenever they you pick up an energy orb. It orb, which is also shared with nearby allies. This not only single-handedly supercharges the player's your energy economy, it is it's also the only external source of energy that works even while a channeled ability is active. Due to this, it remains the most universal sought-after and [[ComplacentGamingSyndrome universally used]] Arcane, even after it was nerfed to have a fifteen seconds long cooldown between activations.
** Arcane Grace has a chance to regenerates a percentage of a Frame's health whenever they are damaged. While not particularly useful on most Frames, ones with high health and armor can greatly benefit from it, and it specifically allows a well-built Inaros to remain completely unkillable even at base Steel Path levels.
** The three basic Merciless/Dexterity/Deadhead weapon Arcanes for primary and secondary weapons redefined the meta for a reason, providing 360% extra damage on fairly easily activate conditionals, either allowing to mod weapons without base damage mods, or to supercharge their damage even further.
** Special mention for Cascadia Flare, a secondary weapon Arcane that provides a higher damage boost that the basic damage arcanes, while only requiring the player to inflict Heat procs by any means, making it the fastest ramping and best Arcane for any status-heavy secondaries, such as the Kuva Nukor or the Tenec Cycron.
** Magus Repair and Magus Elevate are Operator Arcanes that allow the player to heal their frames whenever they want. Repair gives a percentage based healing, making it more useful for tanky frames with lots of health, while Elevate gives a flat 300 health per transfer, making it better for squishier frames with lower maximum health.
** Magus Lockgdown causes the Operator to deploy tether mines on Void Sling, disabling several enemies in range for free, and serving as the best emergency crowd control ability in the game.
* Archon Shards, while only providing small buffs, and are in limited supply, can allow one to push their favorite Frames into even more broken waters, or to create previously unfeasible builds, pushing the ceiling on the players' power level even further.
activations.



* As much as Inaros is derided for being a boring tank Frame with three useless abilities and a detrimental passive, there's no denying that he's ''the'' boring tank Frame. He has a mountain of health and armor, status immunity, and with the right build, he can face tank entire rooms of Steel Path enemies without losing health. When one simply wants to get something done without having to worry about survival, energy economy, or even dodging, Inaros remains the way to go to this day.
* While only available in Duviri if you max out opportunity intrinsics, the Stalker is finally playable and he's an incredibly reliable pick if your mains aren't available. His kit isn't super flashy and you can't customize him in any way, but his abilities are effective and you don't need to tinker with his mods at all. Two of his abilities are literally just Ash's Teleport (with the Lethal Teleport augment for free) and Smoke Screen, enabling instant finishers on most enemies (which kill non-Eximus enemies pretty much nine times out of ten) and constant invisibility, with the latter having the added bonus of automatically enabling the Stalker's passive, which gives him ''300% critical chance'' when attacking enemies whom can't see him. Marked is literally just a better version of the Helminth's Marked For Death ability, allowing him to stun enemies and allow himself or his teammates to kill marked enemies to damage other foes nearby. And Punishment is basically Wukong's Defy, but with a horizontal wave of projectiles, and is quite effective if you build up enough damage from enemy attacks. All in all, you can't really go wrong with the Stalker if he's available.

to:

* As much as Inaros is derided for being a boring tank Frame with three useless abilities and a detrimental passive, there's no denying that he's ''the'' boring tank Frame. He has a mountain of health and armor, status immunity, and with the right build, he can face tank entire rooms of Steel Path enemies without losing health. When one simply wants to get something done without having to worry about survival, energy economy, or even dodging, Inaros remains the way to go to this day.
* While only available in Duviri if you max out opportunity intrinsics, the Stalker is finally playable and he's an incredibly reliable pick if your mains aren't available.available, and even if they are. His kit isn't super flashy and you can't customize him in any way, but his abilities are effective and you don't need to tinker with his mods at all. Two of his abilities are literally just Ash's Teleport (with the Lethal Teleport augment for free) and Smoke Screen, enabling instant finishers on most enemies (which kill non-Eximus enemies pretty much nine times out of ten) and constant invisibility, with the latter having the added bonus of automatically enabling the Stalker's passive, which gives him ''300% critical chance'' when attacking enemies whom can't see him. Marked is literally just a better version of the Helminth's Marked For Death ability, allowing him to stun enemies and allow himself or his teammates to kill marked enemies to damage other foes nearby. And Punishment is basically Wukong's Defy, but with a horizontal wave of projectiles, and is quite effective if you build up enough damage from enemy attacks. All in all, you can't really go wrong with the Stalker if he's available.
Is there an issue? Send a MessageReason:
None

Added: 325

Changed: 2961

Is there an issue? Send a MessageReason:
None


Augments are special mods that, instead of granting extra stats or gimmicks, directly modify one of the Warfame's abilities. Most of them can be considered little more than minor buffs, yet others completely redefine the Frame's gameplay and can lead to new ways the players can break the game.

to:

Augments are special mods that, instead of granting extra stats or gimmicks, directly modify one of the Warfame's Warframe's abilities. Most of them can be considered little more than minor buffs, yet others completely redefine the Frame's gameplay and can lead to new ways the players can break the game.



* Ivara's Infiltrate allows her to ignore spy vault defenses, effectively trivializing the game mode.

to:

* Ivara's Infiltrate allows her to ignore spy vault defenses, effectively trivializing walk through laser barriers in Spy missions that would normally sound the game mode. alarms when passed through even with the invisibility other Warframe's possess, making it even more simple to stroll in and out of a data vault.



* Nezha's Reaping Chakram makes his Chakrams even deadlier and also free health dispensers.
* Rhino's Ironclad Charge makes him able to supercharge his already game-breaking Iron Skin ability.

to:

* Nezha's Reaping Chakram makes his Chakrams even deadlier and also free causes enemies to drop health dispensers.
orbs more frequently, to the point enemies will be dropping several health orbs on death.
* Rhino's Ironclad Charge makes allows him able to supercharge even further bolster his already game-breaking Iron Skin, and to make setting up an Ironclad Charge boosted Iron Skin ability.even easier, Iron Shrapnel allows Rhino to ''purposely'' detonate his Iron Skin in an explosive blast without putting himself into danger, making it incredibly simple to stay invincible as long as his damage mitigation can hold against enemy level scaling.



* Loki's Irradiating Disarm makes his fourth skill into one of the game's best CrowdControl abilities
* Banshee's Resonance makes her damage booster infectious and her Resonating Quake makes her able to swipe entire rooms clean of enemies in one cast
* Hydroid's Pilfering Swarm and Khora's Pilfering Strangledome makes enemies caught in their abilites drop additional loot.
* Nekros's Despoil makes his Desecrate use health instead of energy to spawn additional loot from dead enemies, enabling his Steel Path compatible builds
* Gara's Spectrosyphon makes her third ability into an energy orb generion engine
* Grendel's Gourmand causes his first ability to use health instead of energy to devour enemies, but in exchange, provides up to 750 extra armor to him
* Nova's Molecular Fission gives lets her replenish her Null Stars and maintain her 90% damage reduction
* Styanax's Intrepid Stand gives him and all allies Overguard every time he hits an enemy with his fourth ability, which in turn gives everyone status immunity and an extra layer of damage gating

to:

* Loki's Irradiating Disarm makes his fourth skill into one of the game's best CrowdControl abilities
not only strips away all affected enemies ranged weapons, it confuses them all causing them to immediately drop what they're doing and start beating each other up.
* Banshee's Resonance makes her damage booster infectious and her Resonating Quake makes her able to swipe entire rooms clean of enemies in one cast
cast.
* Volt's Capacitance augment for his Discharge causes him and his allies to rapidly regenerate shields so long as enemies are actively being damaged by the ability. When combined with Archon Stretch to regenerate energy from electric damage abilities Volt can easily make himself and his allies effectively immortal to anything that isn't Toxin damage.
* Hydroid's Pilfering Swarm and Khora's Pilfering Strangledome makes enemies caught in their abilites respective abilities drop additional loot, which will additionally stack alongside Nekros' desecrate, allowing these 'Frames in tandem to generate large amounts of loot.
* Nekros's Despoil makes his Desecrate use health instead of energy to spawn additional loot from dead enemies, enabling which includes a guaranteed health orb with every successful desecration, which when combined with the right mods and arcanes, Nekros can become stupidly tanky and have basically infinite energy for his Steel Path compatible builds
other abilities too.
* Gara's Spectrosyphon makes Spectrosiphon gives all enemies who die within range of the mirrors a flat 50% chance of dropping energy orbs on death, allowing her third (and anyone else using the ability into an through Helminth for that matter) to crowd control enemies and generate large amounts of energy orb generion engine
orbs at their leisure.
* Revenant's Mesmer Shield augment allows him to grant his squad mates within affinity range 5 charges of their own personal Mesmer Skin stacks, which allows them to not only also tank 5 hits from enemies for free, it also retains the stunning effect and gives Revenant a flat 50% strength boost to his own Mesmer Skin on cast, allowing him to free up the mod slot needed for Mesmer Shield and possibly more.
* Grendel's Gourmand causes his first ability to use health instead of energy to devour enemies, but in exchange, provides when he's already a MightyGlacier who can regenerate the lost health basically for free, and causes devoured enemies to grant him even ''more'' armor, up to 750 a total bonus of 2000 extra armor compared to him
his normal 1250 extra armor.
* Nova's Molecular Fission gives lets her replenish her Null Stars and more easily maintain her 90% the damage reduction
reduction granted by them.
* Styanax's Intrepid Stand gives him and all allies Overguard every time he hits an enemy with his fourth ability, which in turn gives everyone status immunity and an extra layer of damage gatinggating.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Dread Incarnon? See above about the Nataruk example, and increase the size of the projectile, give it innate heat, remove the timed shot gimmick, and give it bonuses to the Dread’s already high crit chance. The only minor flaw is that it loses all silence capabilities and has a weaker headshot multiplier.
** The Angstrum Incarnon turns a handheld rocket launcher with very low ammunition and poor damage into a powerhouse capable of turning into an heat-energy blasting submachine gun that can have an innate Condition Overload-like effect and ricochets to hit other enemies. And like the Torid, you don’t even need headshots to charge it, merely direct hits.

Added: 23962

Changed: 16315

Removed: 9073

Is there an issue? Send a MessageReason:
None


Since ''Warframe'' is a FreeToPlay game with lots of grinding, players are naturally incentivized to do said grinding as efficiently as possible. This, of course, leads to experimentation, min-maxing, and can and do result in absolutely broken builds, frequent developer patches be damned. That said, while with enough dedication, and some luck, any weapon and frame can be turned into an absolute powerhouse, some are still obvious superior to the point where they seem to throw game balance out the window. Here are just a few of them:

to:

Since ''Warframe'' is a FreeToPlay game with lots of grinding, players are naturally incentivized to do said grinding as efficiently as possible. This, of course, This naturally leads to experimentation, min-maxing, and can and do will inevitably result in absolutely broken builds, frequent developer patches be damned. That said, while with enough dedication, and some luck, any weapon and frame can be turned into an absolute a powerhouse, some are still obvious obviously superior to the point where they seem to throw game balance out the window. Here are just a few of them:



[[folder:Frames]]

to:

[[folder:Frames]][[folder:General game mechanics]]
* Modding, in general, is the source of the game's balance issues since its inceptions. The difference between the damage output of an unmodded weapon and a fully modded one, with maximum leveled mods, is not additive, or multiplicative, but quadratic, and it allows even the most memetically terrible weapons, such as the Stug, to clear the star chart missions.
* Due to how critical damage calculations work, certain critical builds can lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an "orange crit", which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get "red crits", which would deal 2700 damage. This not only results in huge damage numbers, but since the damage over time effects of certain status procs are dependent on the attack that inflicted them, the two systems work in tandem to take down even the tankiest of foes in th game.
* While there are many damage types and status effects in the game, there are generally only five of them that are worth a mention here:
** Slash/Bleed procs are by far the most powerful in the game, dealing damage over time directly on the health of the enemy, ignoring armor, based on the damage instance that inflicted them. They can also be stacked infinitely. Furthermore, there are several mods dedicated to allow weapons that otherwise couldn't inflict Slash procs naturally to do so anyway, and some melee weapon types and combos have ways to force them, especially on heavy attacks.
** Heat procs are similar to Slash procs, in that they deal damage directly to enemy health while ignoring armor. However, they also temporarily reduce enemy armor, provide some crowd control, and while there are no ways to force the procs, they are much easier to inflict naturally by using elemental mods and weapons with high status chance.
** Viral causes no damage on its own, but instead it amplifies the damage other procs do. It can only have ten stacks, but at that point, it increases the damage of Slash/Heat/Toxin/etc. proc damage by 325%.
** Corrosive procs lower enemy armor, but can't fully strip it. However, the reason why the element is still widely used is because the tankiest faction, the Grineer, take extra damage from the element, making it the best suited for raw damage builds, and if the enemy survives the first shot, the reduced armor means they have much less chance to survive the second.
** Radiation procs make enemies temporarily attack each other. While the damage type is not very useful in general gameplay, outside of exploiting the extra damage it deals to Eidolons, the proc is a great source of crowd control, and thus abilities and gimmics that inflict it are valued highly.
* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the one second of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are Nidus and Inaros, due to them not having any shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.
* Focus schools offer ways to break the game if you take the time to farm up the focus points required to level them up:
** The Zenurik focus tree is specialized in energy recovery, which often makes it the first school people unlock. In particular, the Wellspring ability gives a massive 150 energy over 30 seconds, allowing most frames to abuse their abilities to their heart's content.
** Following the Angels of the Zariman update, Unairu has become viewed as ''the'' most broken focus school thanks to its two abilities, Caustic Strike and Magnetic Flare. When fully ranked up, these two abilities instantly remove ''all'' of an enemy's armor and shields, respectively. Caustic Strike in particular is viewed as rendering all other forms of armor reduction obsolete.
** Madurai's Void Strike ability costs all of your energy to use, but it then briefly boosts your damage by up to 10% for each 1% of energy drained. If your energy meter was full when you used it (and remember, Operator energy quickly regenerates on its own), that's a ''1000%'' damage increase. That's right, you do 11 times more damage per shot for a few seconds with this ability. Nearly every enemy in the game, even big ones like Eidolons, will melt in less than a second under that kind of damage. The only downside is that it has a rather lengthy cooldown, but that's not a big deal during the Eidolon fights where you use Operator mode the most, since the phases are separated by an Energy Spike during which the Eidolon is invulnerable so you'll be waiting out that time regardless. You can even ''solo Tridolons while using the'' ''[[StarterEquipment Mote Amp]]'' with Void Strike.
* Arcanes are high-value, conditionally triggering modifications that can be applied to many aspects of the game, and the best of them completely redefine how one plays the game.
** Arcane Energize gives the Frame and allies in range to recover 150 extra energy whenever they pick up an energy orb. It not only single-handedly supercharges the player's energy economy, it is also the only external source of energy that works even while a channeled ability is active. Due to this, it remains the most universal Arcane, even after it was nerfed to have a fifteen seconds long cooldown between activations.
** Arcane Grace has a chance to regenerates a percentage of a Frame's health whenever they are damaged. While not particularly useful on most Frames, ones with high health and armor can greatly benefit from it, and it specifically allows a well-built Inaros to remain completely unkillable even at base Steel Path levels.
** The three basic Merciless/Dexterity/Deadhead weapon Arcanes for primary and secondary weapons redefined the meta for a reason, providing 360% extra damage on fairly easily activate conditionals, either allowing to mod weapons without base damage mods, or to supercharge their damage even further.
** Special mention for Cascadia Flare, a secondary weapon Arcane that provides a higher damage boost that the basic damage arcanes, while only requiring the player to inflict Heat procs by any means, making it the fastest ramping and best Arcane for any status-heavy secondaries, such as the Kuva Nukor or the Tenec Cycron.
** Magus Repair and Magus Elevate are Operator Arcanes that allow the player to heal their frames whenever they want. Repair gives a percentage based healing, making it more useful for tanky frames with lots of health, while Elevate gives a flat 300 health per transfer, making it better for squishier frames with lower maximum health.
** Magus Lockgdown causes the Operator to deploy tether mines on Void Sling, disabling several enemies in range for free, and serving as the best emergency crowd control ability in the game.
* Archon Shards, while only providing small buffs, and are in limited supply, can allow one to push their favorite Frames into even more broken waters, or to create previously unfeasible builds, pushing the ceiling on the players' power level even further.
* The Duviri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:
** Fleet-Footed boosts your movement speed by 10% for every decree. Even on a "Lone Story" run, you can get 60% more movement speed, but in the full experience the number of decrees you can get are so numerous that the only reason you'd need a horse is to either fly or drop a significant height that'd kill you on foot, because you'll easily be faster.
** Easily-activated or constantly active status effects can add up very fast, especially when doubled ''and'' spreading amongst nearby enemies as well. And you can potentially ''increase'' your base damage just by inflicting status effects.
** Want to play as Saryn in Duviri? Well, now you can, with the Close Contagion decree, which has a 50% chance of spreading status effects to nearby enemies when a status effect is inflicted. It works with ''any'' status effect. Heat? Viral? Slash? It's getting spread around.
** Majestic Strike is simple but effective: melee attacks hit twice. While useful in the overworld, it can be devastating in the Undercroft on a frame with an Exalted melee weapon, like Wukong, Excalibur, Valkyr or Sevagoth's Shadow.
[[/folder]]

While all frames are viable, and with the right build all of them can break the game's difficulty curve over their knee, some of them make it easier than others.
[[folder:Warframes]]



* While she might look complicated and gimmicky at first glance, [[QuirkyBard Octavia's]] kit is absolutely insane in the right hands. To elaborate, her first ability, [[AttackReflector Mallet]], is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate on every percussion beat, which can lock down hallways and large rooms fast at high levels. Furthermore, since its damage is dependent on incoming damage, it infinitely scales with the level of the enemies. Her second ability, Resonator, deploys a roller ball that charms enemies like Titania's 'Lantern' and deals light damage, but has the added bonus of being able to pick up the Mallet, which can cause widespread death to enemies. Her third ability is [[DanceBattler Metronome]], which grants an initial armor buff and can grant other buffs based on doing various actions in time to the beat, the best of which is Nocturne, which grants invisibility for a good amount of time, but unlike Loki's invisibility, it can be refreshed at any time so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also double's the range and damage of any Mallet that is in the area, making it even stronger and can create choke points out of entire rooms with enough range. Combine all of these, and you get a permanently invisible frame that buffs allies and deals infinitely scaling AOE damage to all enemies in range.
* Speaking of infinitely scaling, Saryn is the new queen of the niche after patch 22.20. She was a bit of a game breaker before, as when modded right, she could clear entire maps by simply throwing her Spores onto her Molt and then bursting them, spreading them over to all the enemies in range, who then spread them further, resulting in stacking damage over time effects. After the rework, said strategy no longer works, but instead her Spores now scale in damage infinitely based on how long they have been active and how many enemies are infected. Even after later patched toned this back a little, she can still easily reach thousands of corrosive damage per tick.
* Gara's second ability, Splinter Storm, makes her into an incredibly tough tornado of death by using and abusing her skill synergies. First, her ability can provide 90% damage reduction than acts on shields, making her incredibly tanky. It also deals a bit of damage on enemies in a sphere around her. Furthermore, casting her fourth ability refreshes the duration of her Splinter Storm. Then comes the crazy part: By moving outside of the wall her 4th ability creates and hitting it with her 1st ability, the wall is shattered and deals a good bit of damage to surrounding enemies, but more importantly, 50% of said damage is permanently added to the damage over time effect of her Splinter Storm. Repeating the process enough times can result in Gara being able to kill level 100+ enemies just by running past them while she herself can take their attacks without a care in the world.
** While her 3rd ability, which also is the ability that she grants through the Helminth system, Spectrorage isn't that great considering what it does, it's Augment Spectrosyphon is a godsend on longer missions, as enemies who die in it's range will have a 50% chance to drop energy orbs. This basically makes the energy economy get thrown out the window, and since this is her infused ability, you can give it to other frames with grouping abilities like Zephyr and Khora and allow them to keep their energy up for longer survival runs.
* Ivara is one of the hardest frames to get, but she is also one of the most broken by far. Her Quiver has four different types of arrows that allows her to put enemies to sleep, distract them, make wire paths to circumvent parkour challenges and she can even make things invisible, including rescue targets. Her second ability allows her to guide projectiles even to the point of hitting targets from around corners. Her third ability makes her invisible and allows her to pickpocket enemies, allowing her to steal energy orbs and remain permanently stealthed, while her last ability summons a bow that deals staggering amounts of damage. However, while all of these would make her a top grade warframe, the thing that makes her unquestionably a game breaker is her Prowl augment, Infiltrator, as it completely trivializes spy missions by making her undetectable by all the various defensive lasers and scanners in the data vaults, allowing her to just casually walk in through the heavily watched laser fences and crack the vaults without having to go through the usual process, essentially breaking the entire mission type.
* Mesa, the gunslinger frame, is pretty much a tanky murderous aim-bot on legs. Her Shatter Shield can provide a patently insane 95% damage reduction to projectiles, while her Peacemaker ability makes it so that by holding down the fire-button she rapidly murders everything in her sights with her built in dual pistols, ''including [[AdaptiveAbility Sentients]]'', who can literally just be overwhelmed by the sheer amount of [[MoreDakka Dakka]] pouring out of her to the point that their damage nullifiers barely have an effect.
* Revenant is an incredibly powerful Warframe, capable of both becoming immortal and inflicting a OneHitKill regardless of level.
** His second ability, ''Mesmer Skin'', gives Revenant a number of charges. When Revenant takes damage, one charge is instead consumed, the damage is reflected back at the attacker, and he becomes completely invulnerable for one second. With a base of 5 charges multiplied by your strength, each cast gives you several seconds of total invincibility. The ability can also be recast, so all you have to do is use it again when your charges are low. Even if you do run out of charges, the shield-gating mechanics will give you an extra second of MercyInvincibility anyway. The only downside is the long casting animation, but that can be remedied with Natural Talent and/or Amber Archon Shards.
** ''Reave'' is a PercentDamageAttack, a rarity in this game, meaning that unlike other damaging abilities, it scales very well even in very high level missions. Thralls (enemies affected by Revenant's first ability, which, by the way, is free to cast on targets stunned by ''Mesmer Skin'') take increased damage from this ability, so with sufficient strength, you can dish out a OneHitKill on almost any enemy, even level-cap Steel Path foes. If you prime the target with Viral stacks first, Enthralling them isn't even necessary!

to:

* While she might look complicated and gimmicky at first glance, [[QuirkyBard Octavia's]] kit is absolutely insane in the right hands. To elaborate, her first ability, [[AttackReflector Mallet]], is a deploy-able that can pull aggro to it and then [[HoistbyHisOwnPetard sends the damage dealt to it back at the enemy]] at a multiplied rate on every percussion beat, which can lock down hallways and large rooms fast at high levels. Furthermore, since its damage is dependent on incoming damage, it infinitely scales with the level of the enemies. Her second ability, Resonator, deploys a roller ball that charms enemies like Titania's 'Lantern' and deals light damage, but has the added bonus of being able to pick up the Mallet, which can cause widespread death allows it to enemies. collect more damage even faster. Her third ability is [[DanceBattler Metronome]], which grants an initial armor buff and can grant other numerous different buffs based on doing various actions in time to the beat, the best of which is Nocturne, which grants invisibility for a good amount of time, but unlike Loki's invisibility, it which can be refreshed at any time so long as 'Metronome' is still active. Her ultimate is Amp, which increases damage in an area and also double's doubles the range and damage of any Mallet that is in the area, making it even stronger and can create choke points out of entire rooms with enough range.area. Combine all of these, and you get a permanently invisible frame that buffs allies and deals infinitely scaling AOE damage to all enemies in range.
* Speaking of infinitely scaling, Saryn is the new queen of the niche after patch 22.20. She was a bit of a game breaker before, as when modded right, she could clear entire maps by simply throwing her let's talk about Saryn. Her first ability puts Spores onto her Molt on an enemy, which creates visible growths and then bursting them, spreading them over to all the enemies in range, who then spread them further, resulting in stacking inflicts a small amount of Corrosive damage over time effects. After the rework, said strategy no longer works, but instead her time. These growts can be popped, infecting nearby enemies with Spores, who can infect more when they die, theoretically infinitely. The damage of Spores now scale in damage infinitely based on how long they have been active ramp up over time, and how many the more enemies are infected. Even after later patched toned this back a little, she can still easily reach thousands of corrosive infected, the faster the damage per tick.
grows. Since Corrosive damage also strips armor, Saryn can kill entire hordes through just this ability alone, but its true worth is shown in Steel Path and other hard content, as the tankier enemies are able to survive longer, allowing her to scale her Spore damage output near-infinitely.
* Gara's second ability, Splinter Storm, makes her into an incredibly tough tornado of death by using and abusing the synergy between three of her skills. Her first skill synergies. First, is a slashing attack damaging enemies in front of her, affected by the mods on her melee weapon. The second ability is Splinter Storm, a cloud of orbiting glass shards that can provide 90% damage reduction than acts on shields, making her incredibly tanky. It reduction, can also be cast on allies and defense targets, plus it deals a bit of scratch damage on to enemies getting too close. Her fourth ability creates a circular wall of glass. However, by shattering the wall created by the fourth ability using the first ability, it results in a sphere around her. an explosion that not only damages the enemies based on the first ability's damage output, but half of that is permanently added to Splinter Storm's damage-over-time effect. Furthermore, casting her the fourth ability refreshes the duration of her timer on the skill, meaning so long as one can keep up the energy economy, it allows Gara to infinitely stack damage on Splinter Storm. Then comes the crazy part: By moving outside of the wall Storm, eventually allowing her 4th ability creates and hitting it with her 1st ability, the wall is shattered and deals a good bit of damage to surrounding enemies, but more importantly, 50% of said damage is permanently added to the damage over time effect of her Splinter Storm. Repeating the process enough times can result in Gara being able to kill Steel Path level 100+ enemies just by running past them walking near them, all the while she herself can take their attacks without a care in the world.
** While her 3rd ability, which also is the ability that she grants through the Helminth system, Spectrorage
remaining very tanky and providing team support.
* Ivara
isn't that great considering what it does, it's Augment Spectrosyphon is exactly a godsend on longer missions, as enemies who die in it's range will have a 50% chance to drop energy orbs. This basically makes the energy economy get thrown out the window, and since this is powerhouse, but her infused ability, you can give it to other frames with grouping abilities like Zephyr and Khora and allow them to keep their energy up for longer survival runs.
* Ivara is one of the hardest frames to get, but she is also one of the most broken by far. Her Quiver has four different types of arrows that
unique kit allows her to put enemies to sleep, distract them, make wire paths to circumvent parkour challenges and she can even make things invisible, including rescue targets. Her second ability allows trivialize several game modes. In particular, her to guide projectiles even to the point of hitting targets from around corners. Her third ability makes her invisible and allows her to pickpocket enemies, allowing her to steal energy orbs and remain permanently stealthed, while stealthed. Combined with her last ability summons a bow that deals staggering amounts of damage. to gather up enemies and put them to sleep with her arrows, allowing easy stealth kills for extra affinity and cheesing some otherwise difficult Riven challenges, this would already make her an outstanding Frame. However, while all of these would make her a top grade warframe, the thing that makes her unquestionably a game breaker is her Prowl augment, Infiltrator, as it completely trivializes spy missions by making her undetectable by all the various defensive lasers and scanners in the data vaults, allowing her to just casually walk in through the heavily watched laser fences and crack the vaults without having to go through the usual process, essentially breaking the entire mission type.
* Mesa, the gunslinger frame, is pretty much a tanky murderous aim-bot on legs. Her Shatter Shield can provide a patently insane an outstanding 95% damage reduction to projectiles, while her Peacemaker ability makes it so that by holding down the fire-button makes her stationary, but in exchange she brings out her dual pistols and can rapidly murders everything shoot any enemies in her sights with her built in dual pistols, ''including [[AdaptiveAbility Sentients]]'', who can literally just be overwhelmed by targeting reticle, dealing some of the sheer amount of [[MoreDakka Dakka]] pouring out of her to the point that their best burst damage nullifiers barely have an effect.
in the game while requiring minimal aiming.
* Revenant is an incredibly powerful Warframe, capable the tankiest Frame in the game, courtesy of both becoming immortal and inflicting a OneHitKill regardless of level.
** His
the fact that his second ability, ''Mesmer Skin'', gives Revenant a number skill, Mesmer Skin, makes him completely impervious to damage. Instead, each instance of charges. When Revenant takes damage, damage shaves off one charge is instead consumed, from the damage is reflected back at skill while stunning the attacker, attackers. On top of that, his first ability allows him to mind-control enemies and have them fight for him, serving as crowd-control by distracting other enemies, while his third skill turns him into a rapidly moving wall of energy that deals percentage damage, which is doubled on thralls. With the right build, he becomes can one-shot level-cap enemies, all the while remaining completely invulnerable for one second. With a base of 5 charges multiplied by your strength, each cast gives you several seconds of total invincibility. The ability can also be recast, so all you have to do is use it again when your charges are low. Even if you do run out of charges, invincible in the shield-gating mechanics will give you an extra second of MercyInvincibility anyway. The only downside is the long casting animation, but that can be remedied with Natural Talent and/or Amber Archon Shards.
** ''Reave'' is a PercentDamageAttack, a rarity in this game, meaning that unlike other damaging abilities, it scales very well even in very high level missions. Thralls (enemies affected by Revenant's first ability, which, by the way, is free to cast on targets stunned by ''Mesmer Skin'') take increased damage from this ability, so with sufficient strength, you can dish out a OneHitKill on almost any enemy, even level-cap Steel Path foes. If you prime the target with Viral stacks first, Enthralling them isn't even necessary!
process.



** Breach Surge is another ludicrous damage-boosting and crowd control ability. Enemies in a large area are blinded, and when they're damaged, they have a chance to release a surge spark that targets another enemy, doing Radiation damage equal to the hit that summoned it and ''doubling'' all damage the target takes. Wisp killing an enemy herself guarantees a surge spark. Yes, this does double the damage dealt to an enemy every time it procs. This can also be subsumed with the Helminth system, making it available to ''every other Warframe''.

to:

** Breach Surge is another ludicrous damage-boosting and crowd control ability. Enemies in a large area are blinded, and when they're damaged, they have a chance to release a surge spark that targets another enemy, doing Radiation damage equal to the hit that summoned it and ''doubling'' all damage the target takes. Wisp killing an enemy herself guarantees a surge spark. Yes, this does double the damage dealt to an enemy every time it procs. This can also be subsumed with the Helminth system, making it available to ''every other Warframe''.



* Chroma's Vex Armor is considered to be ''the'' damage buff in the game. Vex Armor increases Chroma's Armor and damage depending on how much shield and health damage he takes. While the amount of damage he needs to take to reach the maximum is capped, the potential buff is not and is only capped by how much Power Strength Chroma is modded up with. A Chroma modded exclusively for Power Strength could buff everyone's damage by as much as 1500%, albeit at the expense of costing a boatload of energy and only lasting for about 10 seconds (although it can be refreshed). In addition, this ability can buff other nearby players depending on your range, potentially allowing your entire party benefiting from it if they're coordinated enough. Parties that embark on Eidolon Hunts and Orb Heists often include a single Chroma for this reason so they can one shot the otherwise very tanky bosses.
* Zephyr after her rework has become this, as her new 2nd ability, Airburst, pulls in enemies into a pile or can be held to do the reverse and knock enemies away. This ability by it self is good, but pairing it with her Tornado ability means that Zephyr players can pull more targets into the funnels. Add in the fact that now she can drop down tornadoes that don't move, and any area is now locked down by Zephyr so long as she has the energy to do so, and as mentioned above, can be given Gara's Spectrorage through the Helminth system to use Spectrosyphon to make sure that, outside of certain instances, she'll always have enough energy to use her combo, which is very good when farming for the weapon arcanes on the Steel Path, especially when paired with a good [=AoE=] weapon. [[ArsonMurderAndJaywalking And as a cherry on top]], [[CriticalHitClass she has a extra 150% base critical chance for all weapons when she’s in the air]].

to:

* Chroma's Vex Armor is considered to be ''the'' damage buff in the game. Vex Armor increases Chroma's Armor and damage depending on how much shield and health damage he takes. While the amount of damage he needs to take to reach the maximum is capped, the potential buff is not and is only capped by how much Power Strength Chroma is modded up with. A Chroma modded exclusively for Power Strength could buff everyone's damage by as much as 1500%, albeit at the expense of costing a boatload of energy and only lasting for about 10 seconds (although it can be refreshed).seconds. In addition, this ability can buff other nearby players depending on your range, potentially allowing your entire party benefiting from it if they're coordinated enough. Parties that embark on Eidolon Hunts and Orb Heists often include a single Chroma for this reason so they can one shot the otherwise very tanky bosses.
* Zephyr after her rework has become this, as her new 2nd ability, Airburst, pulls in enemies into a pile or can be held to do the reverse and knock enemies away. This ability by it self is good, but pairing it with her Tornado ability means that Zephyr players can pull more targets into the funnels. Add in the fact that now she can drop down this. Her tornadoes that don't move, and any area is can now locked down by Zephyr so long as she has be cast to remain stationary, turning them into a great crowd control tool, while hitting said tornadoes distributes the energy to do so, and as mentioned above, damage amongst all the caught enemies, turning powerful single target weapons into AoE nukes. Her second skill can be given Gara's Spectrorage through pull in enemies, not only acting as further crowd control, but also as a way to get them caught in the Helminth system tornadoes, while her third skill not only makes her completely invincible to use Spectrosyphon to make sure that, outside of certain instances, she'll always have ranged damage, it does so by redirecting all incoming projectiles with a bubble around her. With enough energy range, this bubble can get big enough to use encompass defense targets, allowing her combo, which is very good when farming for the weapon arcanes on the Steel Path, especially when paired with a good [=AoE=] weapon.to shield them from all ranged attacks. [[ArsonMurderAndJaywalking And as a cherry on top]], [[CriticalHitClass she has a extra 150% base critical chance for all weapons when she’s in the air]].



* As much as Inaros is derided for being a boring tank Frame with three useless abilities and a detrimental passive, there's no denying that he's ''the'' boring tank Frame. He has a mountain of health and armor, status immunity, and with the right build, he can face tank entire rooms of Steel Path enemies without losing health. When one simply wants to get something done without having to worry about survival, energy economy, or even dodging, Inaros remains the way to go to this day.



* While many derided him when he first came out, due to the underwhelming Overguard mechanics, a few buffs turned Kullervo into a powerhouse. He's naturally tanky, with high health and armor, but lacking shields. Instead, his second ability not only heals him instantly, but also provides him with Overguard, which not only acts as a shield, with its own damage-gate, but also protects him from all status effects, including knockdown. His first skill is a teleport that also initiates a heavy melee attack, and provides a flat critical chance boost to all melee attacks, allowing any weapon to do red crits for a few seconds. His third ability sends out a wave that links enemies, and so damage dealt to one of them is redistributed to all. All of these combined, he's a tanky frame with an one-button-press full heal, status immunity, and the ability to link an entire horde of enemies, teleport in with his first ability, and red-crit all of them with a single swing.



With nearly six hundred weapons in the game, a large number of them inevitable end up as fodder. The majority in the middle will be filled with usable, but not particularly exciting weapons. And then there are these.






* All beam weapons after their 2018 February rework have became incredibly powerful, but the four biggest winners are [[LightningGun Amprex]], which is a high-crit chance weapon firing ChainLightning that can melt entire rooms in seconds, the Atomos, which is pretty much just a tiny Amprex that fires fire beams and does the same as its bigger cousin, the [[FireBreathingWeapon Ignis and its Wraith variant]], which is a flamethrower that can also melt entire rooms in a slightly different manner, and finally the Synoid Gammacor, which is a pinpoint-accurate laser that not only deals ridiculous damage, but its syndicate proc also replenishes the user's Energy reserves.
* Almost every polearm or whip, utilized in the infamous "spin to win" setup. Even after they added a nerf preventing melee from hitting through walls and obstacles, when properly modded they can still tear through enemies like tissue paper, so long as the player can stomach constantly spamming slide attacks like a carousel.
** While the tactic is not as overwhelmingly powerful as it used to be before update 26, it is still perfectly viable after the nerfs.



* The Kuva Variant weapons, obtained from Liches, range in quality from bad to average, but are helped by the fact that there's a way to choose what the base element is. There are a few standouts in this category:

to:

* The Redeemer Prime. It had its ups and down, starting out as a 100% status chance shotgun (which was a melee weapon with infinite ammo) that could exploit exponential scaling with pre-nerfed Condition Overload, then after Melee 3.0 it became a status/crit hybrid, and then once the shotgun status nerf hit the scene, the weapon became a heavy-attack crit nuke instead, and it was the go-to weapon for bursting down the tanky Condrix bosses in the Scarlet Spear event. No matter what happens to the meta, the Redeemer Prime just trucks along as one of the heaviest hitters anyway.
* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while its primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complemented by its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high-level heavy enemies such as Bombards, Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
* Practically all Glaives are extremely powerful, thanks to the Volatile Quick Return mod allowing them to explode when thrown, and then still being able to detonated again with a heavy-attack on the way back to cause staggering AoE damage, but special mention has to be made of the Glaive Prime. The reason is simple: its heavy attack explosion has forced bleed procs, on top of its already heavy Slash focused damage profile. It will kill ninety percent of enemies in one shot, even on Steel Path, and the remaining ten percent is guaranteed to die a few seconds later anyway.
* The Kuva Variant weapons, obtained from Liches, range in quality from bad merely decent to average, but are outright meta-defining, further helped by the fact that there's a way to choose what the base element is. There are a few standouts in this category:their bonus element.



** The Kuva Chakkhurr, a flintlock rifle (yes, seriously) that has the highest base damage of all semi-automatic rifles, with a base status chance of 27% and a base critical chance of ''50%'', which can get boosted up to 150% even without Rivens, deals extra damage on headshots. It was also (prior to Update 27.2) one of the only weapons that dealt Blast damage that didn't kill its user if they hit something that was too close to it, yet it ''still counted as a launcher!'' The only things really holding the weapon back are the below-average ammo maximum, the fact that it uses the uncommon sniper ammo type, and its abysmal three-second reload time.



* The Redeemer Prime. It had its ups and down, starting out as a 100% status chance shotgun (which was a melee weapon with infinite ammo) that could exploit exponential scaling with pre-nerfed Condition Overload, then after Melee 3.0 it became a status/crit hybrid, and then once the shotgun status nerf hit the scene, the weapon became a heavy-attack crit nuke instead, and it was the go-to weapon for bursting down the tanky Condrix bosses in the Scarlet Spear event. No matter what happens to the meta, the Redeemer Prime just trucks along as one of the heaviest hitters anyway.
* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while its primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complemented by its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high-level heavy enemies such as Bombards, Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
* The Corpus answer to Liches, Sisters of Parvos, also come with their own brand of weaponry, Tenet variants. While some of the weapons vary in quality, there are some standouts.

to:

* The Redeemer Prime. It had its ups and down, starting out as a 100% status chance shotgun (which was a melee weapon with infinite ammo) that could exploit exponential scaling with pre-nerfed Condition Overload, then after Melee 3.0 it became a status/crit hybrid, and then once the shotgun status nerf hit the scene, the weapon became a heavy-attack crit nuke instead, and it was the go-to weapon for bursting down the tanky Condrix bosses in the Scarlet Spear event. No matter what happens to the meta, the Redeemer Prime just trucks along as one of the heaviest hitters anyway.
* With Operation Orphix Venom comes the newest addition to Warframe's weaponry, the Cedo shotgun, the signature weapon of Lavos, this can only be described as a monster of a weapon due to having effects reminiscent of Lavos himself; First off is while its primary fire deals a decent amount of damage even when unmodded, it also deals extra damage to enemies for each status effect they're afflicted similarly to Condition Overload which is complemented by its secondary fire, which fires off a ricocheting, homing glaive for no ammo that explodes on contact with surfaces and enemies, while being able to proc all four primary elemental status effects, a trait unique to it. Throw mods into the mix including bonuses to status, crit chance/multiplier and extra elemental effects means that even high-level heavy enemies such as Bombards, Juggernauts, and even most bosses are going to be ripped apart frighteningly fast by the Cedo's primary fire.
* The Corpus answer to Liches, Sisters of Parvos, also come with their own brand of weaponry, Tenet variants. While as with the Lich weapons, some of the weapons vary in quality, there them are some standouts.merely serviceable, while others rightfully belong on this list.



* Necramechs absolutely trivialize all open-world content.
** The Voidrig is the more overpowered Necramech, despite being the easiest one to obtain, thanks to its Guard Mode ability. In Guard Mode, the Voidrig enters an AnchoredAttackStance, equipping its Exalted Weapon, the Arquebex, which fires RIDICULOUSLY powerful explosive projectiles. With just a few basic Arch-gun mods installed, you will be doing hundreds of thousands of damage per shot, letting you easily shoot down enemy dropships before the {{Mook}}s within have time to jump out.
** Making things more ridiculous, Necramechs come with the Mausolon Arch-gun equipped by default. This heavy automatic cannon fires extremely powerful HitScan projectiles which explode to damage multiple foes at once, making it one of the strongest Arch-guns in the game despite its ease of acquisition, making it an excellent substitute for the Kuva Ayanga. You can even bring it on Archwing missions, too, though its main problem outside of its open world use is that it struggles with hitting targets directly, which can be an issue when using it with an Archwing.



** The Felarx gained a newfound niche after the release of the Archon weeklies: it is one of the only two weapons (the other being the Kuva Hek) that can consistently one-shot the three bosses, avoiding an otherwise drawn-out fight by bypassing their damage-attenuation gimmick.



** One notable reason why many of the weapons noted below are especially broken is because of Riven disposition. Since most of these weapons were rarely used by the community, they had extremely high disposition at the release of the Incarnon Adapters, easily allowing them to double, triple, or even quadruple their damage output, depending on luck.



** The Latron Incarnon was the first break-out weapon on the type, and for a reason: it fires bouncing projectiles that explode on contact with enemies or walls, one Incarnon upgrade path allows them to fully strip armor, and with the weapon's unique Double Tap mod, it can supercharge its damage output even further.
** The Miter Incarnon is right up there with the best of them. Easier to charge than most other Incarnon weapons, due to only requiring two or three headshots at most, its Incarnon form fires slow-moving, homing glaives that explode on contact, not only dealing damage but applying forced Slash procs. Since the weapon is already heavily weighted for Slash damage, and it's both a crit weapon and capable ofusing Hunter Munitions, it can easily bleed even level-cap enemies to death in short order.



Mods are the bread and butter of the game, and the main source of a build's power. Correspondingly, they are the and most readily available way to break the game's balance.



* Hunter Munitions and Hunter Adrenaline, easily acquirable from the periodic Ghoul Purge event. The former gives a 30% chance to inflict a Slash proc on a critical hit. This, combined with a high-fire rate, high crit chance weapon can allow the player to kill level 120+ enemies via DeathOfAThousandCuts by piling armor-ignoring bleed effects on them. The latter converts 45% of incoming damage to the frame's health into energy. This might sound bad at first, but there are quite a number of frames (Saryn, Inaros, Nidus, etc.) who either don't have shields to begin with, or have ways to quickly heal back damage, allowing them to quickly gather Energy and use and abuse their abilities with impunity.
** And this isn't mentioning the other sources of healing available
* Adaptation is a mod that can make almost any frame, baring the absolute squishiest, borderline immortal. It gives stacking damage reduction based on the damage that you are taking, up to a staggering ''90%''. It's only available from Arbitrations, but anyone who owns it can tell you it's well worth it.

to:

* Hunter Munitions Munitions, Internal Bleeding, and Hunter Adrenaline, easily acquirable from Hemorrhage, are three mods that achieve the periodic Ghoul Purge event. The former gives a 30% chance to inflict a Slash proc on a critical hit. This, combined with a high-fire rate, high crit chance weapon can allow the player to kill level 120+ enemies via same result, through by different means: DeathOfAThousandCuts on enemies by piling armor-ignoring bleed effects on them. The latter converts 45% of incoming damage to the frame's health into energy. This might sound bad at first, but there are quite a number of frames (Saryn, Inaros, Nidus, etc.) who forcing Slash procs, either don't have shields throur critical hits, or converting Impact procs. Since Slash procs are the most reliable way to begin with, or have ways to quickly heal back damage, allowing them to quickly gather Energy and use and abuse their abilities deal with impunity.
** And this isn't mentioning
the other sources of healing available
toughest Steel Path enemies, these mods are practically mandatory on all weapons that can utilize them.
* Adaptation is a mod that can make almost any frame, baring the absolute squishiest, borderline immortal.squishy frames considerably tougher, and already tanky frames practically immortal on Star Chart levels. It gives stacking damage reduction based on the damage that you are taking, up to a staggering ''90%''. It's only available from Arbitrations, Its usefulness drops sharply with enemy levels, but anyone who owns it can tell you it's well worth it.still allow frames like Inaros, Nidus, and Kullervo to face-tank Steel Path enemies.



* Certain Augments certainly fit this category. Ivara's Infiltrate (allows her to ignore spy vault defenses), Excalibur's Chromatic Blade (makes his already really powerful 4th even more broken by applying elemental damage based on emissive color ''and'' grants it large amounts of status chance), Nezha's Reaping Chakram (makes his Chakrams even deadlier and also free health dispensers), Rhino's Ironclad Charge (makes him able to supercharge his already game-breaking Iron Skin ability), Ash's Fatal Teleport (with a Covert Lethality Dagger, he can automatically one-shot everything not immune to the effect), Inaros' Negation Swarm (makes them practically immune to status procs) Loki's Irradiating Disarm (makes his disarm into one of the game's best CrowdControl abilities), Banshee's Resonance (makes her damage booster infectious) and Resonating Quake (makes her able to swipe entire rooms clean of enemies in one cast), Hydroid's Pilfering Swarm (makes enemies drop additional loot) are just some of the more glaring examples.



** In particular, Riven Mods for melee weapons can roll "critical chance on slide attack". This allows you to effectively have two copies of Maiming Strike on the same weapon.



[[folder:Other game mechanics]]
* Some focus schools offer ways to break the game if you take the time to farm up the focus points required to level them up:
** The Zenurik focus tree is specialized in energy recovery, which often makes it the first school people unlock. In particular, the Wellspring ability gives a massive 150 energy over 30 seconds, allowing most frames to abuse their abilities to their heart's content.
** Following the Angels of the Zariman update, Unairu has become viewed as ''the'' most broken focus school thanks to its two abilities, Caustic Strike and Magnetic Flare. When fully ranked up, these two abilities instantly remove ''all'' of an enemy's armor and shields, respectively. Caustic Strike in particular is viewed as rendering all other forms of armor reduction obsolete.
** Madurai's Void Strike ability costs all of your energy to use, but it then briefly boosts your damage by up to 10% for each 1% of energy drained. If your energy meter was full when you used it (and remember, Operator energy quickly regenerates on its own), that's a ''1000%'' damage increase. That's right, you do 11 times more damage per shot for a few seconds with this ability. Nearly every enemy in the game, even big ones like Eidolons, will melt in less than a second under that kind of damage. The only downside is that it has a rather lengthy cooldown, but that's not a big deal during the Eidolon fights where you use Operator mode the most, since the phases are separated by an Energy Spike during which the Eidolon is invulnerable so you'll be waiting out that time regardless. You can even ''solo Tridolons while using the'' ''[[StarterEquipment Mote Amp]]'' with Void Strike.
* Due to the way status chance calculations work, reaching 100% status chance on a shotgun, before multi-shot mods, allows each individual shotgun pellet to proc a status effect with 100% certainty. Depending on the build, this can be easily abused to strip enemy armor, pile slash procs on them, infect them with Viral to temporarily halve their maximum HP, [[ThereIsNoKillLikeOverkill or all of the above.]] This was heavily nerfed in early 2020, but some shotguns are still capable of it.
* The critical damage calculations can also lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an "orange crit", which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get "red crits", which would deal 2700 damage.
** Sadly, due to the melee changes brought by update 26, reaching high enough critical chance for such damage numbers became much harder, but since the underlying calculations remained the same, with Rivens and certain mod and ability combinations, abusing the system is still entirely viable.
* The Conservation mechanic can make getting standing with Solaris United stupidly easy, especially at higher ranks-- completely botching the capture of a Kubrodon still rewards 1,000 standing. This is even easier on Cetus, where echo-lures aren't locked behind rank.
* The Helminth system allows Tenno to replace an ability on any warframe with a different ability, some exclusive to Helminth, some from other Warframes.
** Out of all of them, Rhino's Roar is the most popular since it boosts ''all'' damage. Despite the lowered power, infused Roar can allow many frames to do insanely high amounts of damage.
** Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. Its only flaw is the lack of a Death Well to fill, a moot point on all other frames, as well as [[MechanicallyUnusualClass Lavos]] only being able to use it for ten seconds before a twelve second cool down. While universally decent, it proves very powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.
* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the one second of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are Nidus and Inaros, due to them not having any shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.
* In Kahl's Break Narmer missions, the simple act of recruiting Grineer or Corpus squadmates by either breaking veils or freeing them in the Murex makes combat so, so much easier for the most part, aside from certain bosses. Allies are tanky and easy to revive, can take fire and will easily overwhelm enemies with their own gunfire. This makes it much easier to deal with objectives and just leave standard enemies to your squadmates. So basically, recruiting everyone you come across makes Kahl's missions a lot easier.
* The Duviri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:
** Fleet-Footed boosts your movement speed by 10% for every decree. Even on a "Lone Story" run, you can get 60% more movement speed, but in the full experience the number of decrees you can get are so numerous that the only reason you'd need a horse is to either fly or drop a significant height that'd kill you on foot, because you'll easily be faster.
** Easily-activated or constantly active status effects can add up very fast, especially when doubled ''and'' spreading amongst nearby enemies as well. And you can potentially ''increase'' your base damage just by inflicting status effects.
** Want to play as Saryn in Duviri? Well, now you can, with the Close Contagion decree, which has a 50% chance of spreading status effects to nearby enemies when a status effect is inflicted. It works with ''any'' status effect. Heat? Viral? Slash? It's getting spread around.
** Majestic Strike is simple but effective: melee attacks hit twice. While useful in the overworld, it can be devastating in the Undercroft on a frame with an Exalted melee weapon, like Wukong, Excalibur, Valkyr or Sevagoth's Shadow.
* The Skaut landing craft has a very specific Air Support Charge effect, "Kahl Beacon", that can be ridiculously useful, especially when playing solo - it summons Kahl and two other allied units, all of whom are level-scaled to that specific mission. Kahl himself brings a Grattler and incendiary grenades as well, giving him quite a lot of firepower, and any Corpus Techs can summon Shield Ospreys. They'll stick around for only five minutes, but if you have even just the second Railjack Engineering Intrinsics level, that's not a problem because you can just immediately summon them again. Your teammates can even utilize their own Kahl Beacons to not only reset the timer, but also add ''another'' allied unit to Kahl's squad, meaning you can have a minimum of three NPC allies or up to ''six'' fighting alongside you and drawing fire away from you as well. Sure, Specters can potentially be more powerful, but they're harder to get and build, and most importantly, can't be used on Archon Hunts, unlike Air Support Charges, making the Kahl Beacon significantly more useful.

to:

[[folder:Other game mechanics]]
* Some focus schools offer
Augments are special mods that, instead of granting extra stats or gimmicks, directly modify one of the Warfame's abilities. Most of them can be considered little more than minor buffs, yet others completely redefine the Frame's gameplay and can lead to new ways to the players can break the game if you take the time to farm up the focus points required to level them up:
** The Zenurik focus tree is specialized in energy recovery, which often makes it the first school people unlock. In particular, the Wellspring ability gives a massive 150 energy over 30 seconds, allowing most frames to abuse their abilities to their heart's content.
** Following the Angels of the Zariman update, Unairu has become viewed as ''the'' most broken focus school thanks to its two abilities, Caustic Strike and Magnetic Flare. When fully ranked up, these two abilities instantly remove ''all'' of an enemy's armor and shields, respectively. Caustic Strike in particular is viewed as rendering all other forms of armor reduction obsolete.
** Madurai's Void Strike ability costs all of your energy to use, but it then briefly boosts your damage by up to 10% for each 1% of energy drained. If your energy meter was full when you used it (and remember, Operator energy quickly regenerates on its own), that's a ''1000%'' damage increase. That's right, you do 11 times more damage per shot for a few seconds with this ability. Nearly every enemy in the game, even big ones like Eidolons, will melt in less than a second under that kind of damage. The only downside is that it has a rather lengthy cooldown, but that's not a big deal during the Eidolon fights where you use Operator mode the most, since the phases are separated by an Energy Spike during which the Eidolon is invulnerable so you'll be waiting out that time regardless. You can even ''solo Tridolons while using the'' ''[[StarterEquipment Mote Amp]]'' with Void Strike.
game.
[[folder:Augments]]
* Due to the way status chance calculations work, reaching 100% status chance on a shotgun, before multi-shot mods, Ivara's Infiltrate allows each individual shotgun pellet her to proc a status effect with 100% certainty. Depending on ignore spy vault defenses, effectively trivializing the build, this can be easily abused to strip enemy armor, pile slash procs on them, infect them with Viral to temporarily halve their maximum HP, [[ThereIsNoKillLikeOverkill or all of the above.]] This was heavily nerfed in early 2020, but some shotguns are still capable of it.
* The critical damage calculations can also lead to runaway results. If a weapon with 100 damage has a 100% crit chance and a 3x multiplier, it will deal 300 damage. If it has more crit chance, it has a chance for an "orange crit", which would deal 900 damage. Consequently, if they had a 200+% crit chance, they could get "red crits", which would deal 2700 damage.
game mode.
** Sadly, due to the melee changes brought by update 26, reaching high enough critical chance for such damage numbers became much harder, but since the underlying calculations remained the same, with Rivens and certain mod and ability combinations, abusing the system is still entirely viable.
* The Conservation mechanic can make getting standing with Solaris United stupidly easy, especially at higher ranks-- completely botching the capture of a Kubrodon still rewards 1,000 standing. This is even easier on Cetus, where echo-lures aren't locked behind rank.
* The Helminth system allows Tenno to replace an ability on any warframe with a different ability, some exclusive to Helminth, some from other Warframes.
** Out of all of them, Rhino's Roar is the most popular since it boosts ''all'' damage. Despite the lowered power, infused Roar can allow many frames to do insanely high amounts of damage.
** Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. Its only flaw is the lack of a Death Well to fill, a moot point on all other frames, as well as [[MechanicallyUnusualClass Lavos]] only being able to use it for ten seconds before a twelve second cool down. While universally decent, it proves very
Excalibur's Chromatic Blade makes his already really powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.
* Shield-gating is the go-to meta for late-game survivability. Shield-gating refers to the one second of MercyInvincibility you get when your shields run out. When your shields fully refill, shield-gating lasts for 1.3 seconds, and only 0.3 seconds if they were only partially charged. In order to abuse this mechanic, a method to instantly refill your shields is needed: common picks are the Augur SetBonus or Brief Respite Aura, which convert energy spent on abilities into shields. You also need to [[DumpStat make your shield pool as small as possible]], which means removing all shield mods and [[NotTheIntendedUse equipping a Decaying Dragon Key]]. Some may also opt to use Rolling Guard to add another 3 seconds of invincibility. If you keep refilling your shields during the invincibility period, you become nearly invincible, with only Toxin
4th even more broken by applying elemental damage being able to bypass your shields. The best part is, the only Warframes that ''can't'' abuse this are Nidus and Inaros, due to them not having any shields. As a result, even SquishyWizard and GlassCannon Warframes can gain impenetrable defensive capabilities.
* In Kahl's Break Narmer missions, the simple act of recruiting Grineer or Corpus squadmates by either breaking veils or freeing them in the Murex makes combat so, so much easier for the most part, aside from certain bosses. Allies are tanky and easy to revive, can take fire and will easily overwhelm enemies with their own gunfire. This makes it much easier to deal with objectives and just leave standard enemies to your squadmates. So basically, recruiting everyone you come across makes Kahl's missions a lot easier.
* The Duviri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:
** Fleet-Footed boosts your movement speed by 10% for every decree. Even
based on a "Lone Story" run, you can get 60% more movement speed, but in the full experience the number of decrees you can get are so numerous that the only reason you'd need a horse is to either fly or drop a significant height that'd kill you on foot, because you'll easily be faster.
** Easily-activated or constantly active status effects can add up very fast, especially when doubled
emissive color ''and'' spreading amongst nearby grants it large amounts of status chance.
* Nezha's Reaping Chakram makes his Chakrams even deadlier and also free health dispensers.
* Rhino's Ironclad Charge makes him able to supercharge his already game-breaking Iron Skin ability.
* Inaros' Negation Swarm makes him even tankier, as well as immune to status procs
* Loki's Irradiating Disarm makes his fourth skill into one of the game's best CrowdControl abilities
* Banshee's Resonance makes her damage booster infectious and her Resonating Quake makes her able to swipe entire rooms clean of
enemies as well. And you can potentially ''increase'' your base damage just by inflicting status effects.
** Want to play as Saryn
in Duviri? Well, now you can, with the Close Contagion decree, which has a 50% chance of spreading status effects to nearby one cast
* Hydroid's Pilfering Swarm and Khora's Pilfering Strangledome makes
enemies when a caught in their abilites drop additional loot.
* Nekros's Despoil makes his Desecrate use health instead of energy to spawn additional loot from dead enemies, enabling his Steel Path compatible builds
* Gara's Spectrosyphon makes her third ability into an energy orb generion engine
* Grendel's Gourmand causes his first ability to use health instead of energy to devour enemies, but in exchange, provides up to 750 extra armor to him
* Nova's Molecular Fission gives lets her replenish her Null Stars and maintain her 90% damage reduction
* Styanax's Intrepid Stand gives him and all allies Overguard every time he hits an enemy with his fourth ability, which in turn gives everyone
status effect is inflicted. It works with ''any'' status effect. Heat? Viral? Slash? It's getting spread around.
** Majestic Strike is simple but effective: melee attacks hit twice. While useful in the overworld, it can be devastating in the Undercroft on a frame with an Exalted melee weapon, like Wukong, Excalibur, Valkyr or Sevagoth's Shadow.
* The Skaut landing craft has a very specific Air Support Charge effect, "Kahl Beacon", that can be ridiculously useful, especially when playing solo - it summons Kahl
immunity and two other allied units, all an extra layer of whom are level-scaled to that specific mission. Kahl himself brings a Grattler and incendiary grenades as well, giving him quite a lot of firepower, and any Corpus Techs can summon Shield Ospreys. They'll stick around for only five minutes, but if you have even just the second Railjack Engineering Intrinsics level, that's not a problem because you can just immediately summon them again. Your teammates can even utilize their own Kahl Beacons to not only reset the timer, but also add ''another'' allied unit to Kahl's squad, meaning you can have a minimum of three NPC allies or up to ''six'' fighting alongside you and drawing fire away from you as well. Sure, Specters can potentially be more powerful, but they're harder to get and build, and most importantly, can't be used on Archon Hunts, unlike Air Support Charges, making the Kahl Beacon significantly more useful.damage gating



The Helminth system allows Tenno to replace an ability on any warframe with a different ability, some exclusive to Helminth, some from other Warframes. Whether it's use to replace useless abilites with more powerful ones, or to exploit never-before seen synergies, it is undeniably one of the biggest source of game breaking builds.
[[folder:The Helminth System]]
* Out of all of the subsumeable Warframe abilites, Rhino's Roar is the most popular since it boosts ''all'' damage. Despite the lowered power, infused Roar can allow many frames to do insanely high amounts of damage, and more importantly, double-dip on status proc damage.
* Mirage's Eclipse falls in the same category as Roar, and a similrly popular choice for weapon platform frames. It provides a much higher potential damage boost to weapons, and conditional damage reduction, but it doesn't boost ability damage or status procs.
* Another fairly popular Helminth ability is Sevagoth’s Gloom, combining a decently strong enemy slowdown over a large radius around the user with a LifeDrain affect for any damage done in the radius by the user and their allies, lasting as long as until energy reserves run out. While universally decent, it proves very powerful in the hands of certain frames, such as [[TheGunslinger Mesa]] gaining health from enemies shot down via Peacemaker and [[BloodMagic Garuda]] gaining an infinite health to energy feedback loop via use of her [[CastFromHitPoints Bloodletting]] ability.
* Gara's Spectrorage isn't a great ability by itself, but its Augment, Spectrosiphon, causes enemies that die in its range to drop extra energy orbs. On Gara herself, it's difficult to build around it without affecting her core ability loop, but on other frames that already build for maximum range to gather and/or CrowdControl enemies, such as Zephyr, it allows them to completely ignore their energy economy in exchange of a single mod slot.
* Similarly to the above, Mesa's Shooting Gallery is barely useful on her, since she's generally built for maximum duration and strength while sacrificing range, reducing the ability's effectiveness. However, on frames with positive range, and especially the Muzzle Flash augment, it is the single best subsumeanble CrowdControl ability.
* Khora's Ensnare and Nidus's Larva are both used for the same thing: gatherhing up enemies for easier dispatching. Their use-cases are slightly different, but so long as one can spare the range, they are useful abilites on most frames.
* Hyldrin's Pillage is one of the best universally useful abilites in the system, thanks to combining two extremely useful attributes: it can fully strip enemy armor, and while doing so, it also replenishes the Frame's shield, resetting the shield-gate in the process. Better yet, due to its mechanics, it works on both range and duration builds, making it applicable to the vast majority of the roster.
* Grendel's Nourish became one of the best subsumeable abilities in the game after his rework, not only providing extra viral damage to all weapons, but getting damaged causes an explosion that staggers enemies and puts ten stacks of Viral procs on them, amplifying any damaging procs they receive. This would already make this a powerful subsume, but on top of all this, it also multiplies the energy gained from all sources, and it is affected by power strenght. Note the "from all sources" part there. It means it not only works on energy orbs, but energy pads, Zenurik wellsprings, and even Styanax's third ability. Oh, and it's a group ability, meaning it's applied to any other Frames in range. This combination of offensive, defensive, and energy economy support makes it one of the default picks on many frames.
* Protea's Dispensary is BoringButPractical at its finest. It simply hands out health, energy, and ammo to the team, but all it has to do to be useful pretty much anywhere and anytime.
* Wisp's Breach Surge is one of the most universally powerful abilites in the game. It not only primes the enemies to take more damages, and spawns energy projectiles that spread the damage they receive to other enemies, but it also blinds all enemies in range, which makes it invaluable in difficult defensive game modes, such as the Steel Path Circuit, where it's one of the few abilites that can stop the otherwise CC immune Eximus and Thrax enemies.
[[/folder]]

[[folder:Others]]
* The Conservation mechanic can make getting standing with Solaris United stupidly easy, especially at higher ranks-- completely botching the capture of a Kubrodon still rewards 1,000 standing. This is even easier on Cetus, where echo-lures aren't locked behind rank.
* In Kahl's Break Narmer missions, the simple act of recruiting Grineer or Corpus squadmates by either breaking veils or freeing them in the Murex makes combat so, so much easier for the most part, aside from certain bosses. Allies are tanky and easy to revive, can take fire and will easily overwhelm enemies with their own gunfire. This makes it much easier to deal with objectives and just leave standard enemies to your squadmates. So basically, recruiting everyone you come across makes Kahl's missions a lot easier.
* The Skaut landing craft has a very specific Air Support Charge effect, "Kahl Beacon", that can be ridiculously useful, especially when playing solo - it summons Kahl and two other allied units, all of whom are level-scaled to that specific mission. Kahl himself brings a Grattler and incendiary grenades as well, giving him quite a lot of firepower, and any Corpus Techs can summon Shield Ospreys. They'll stick around for only five minutes, but if you have even just the second Railjack Engineering Intrinsics level, that's not a problem because you can just immediately summon them again. Your teammates can even utilize their own Kahl Beacons to not only reset the timer, but also add ''another'' allied unit to Kahl's squad, meaning you can have a minimum of three NPC allies or up to ''six'' fighting alongside you and drawing fire away from you as well. Sure, Specters can potentially be more powerful, but they're harder to get and build, and most importantly, can't be used on Archon Hunts, unlike Air Support Charges, making the Kahl Beacon significantly more useful.
* Out of all the companions, the three most commonly used are the Smeeta Kavat, the Panzer Vulpaphyla, and the Carrier sentinel. The Smeeta has a chance to give a buffs that, amonth other things, can guarantee orange crits, or double picked up resources. The Vulpaphyla is the only literally unkillable companion in the game, and it not only turns into a sentinel on death and return into its beast form shortly after, but it can fire quills that inflict guaranteed Viral procs, making them a great primer. Last, but not least, the Carrier not only increases the maximum ammo capacity of the weapons the Frame carries, but it automatically converts ammo to the equipped weapon's type, which makes it practically mandatory if one wishes to use ammo-starved weapons like the Bramma, Acceltra, or Kuva Zarr.
* Necramechs absolutely trivialize all open-world content.
** The Voidrig is the more overpowered Necramech, despite being the easiest one to obtain, thanks to its Guard Mode ability. In Guard Mode, the Voidrig enters an AnchoredAttackStance, equipping its Exalted Weapon, the Arquebex, which fires RIDICULOUSLY powerful explosive projectiles. With just a few basic Arch-gun mods installed, you will be doing hundreds of thousands of damage per shot, letting you easily shoot down enemy dropships before the {{Mook}}s within have time to jump out.
** Making things more ridiculous, Necramechs come with the Mausolon Arch-gun equipped by default. This heavy automatic cannon fires extremely powerful HitScan projectiles which explode to damage multiple foes at once, making it one of the strongest Arch-guns in the game despite its ease of acquisition, making it an excellent substitute for the Kuva Ayanga. You can even bring it on Archwing missions, too, though its main problem outside of its open world use is that it struggles with hitting targets directly, which can be an issue when using it with an Archwing.
[[/folder]]



* [[SupportPartyMember Trinity]] used to practically be mandatory in any endless mission due to her ability to keep her allies (and the defense objective) healthy, giving out almost unlimited energy, and granting her whole squad a potent damage reduction buff. After many nerfs, a shifting metagame, and the introduction of more versatile Warframes and other options (such as the Zenurik Focus school giving free energy regeneration to any player), she's no longer the top support choice due to having fallen into CripplingOverspecialization, though she remains a popular pick for Eidolon hunts thanks to her ability to heal the lures.
* Loki used practically unkillable due to a single ability: {{Invisibility}}. A properly modded Loki with Zenurik focus could regenerate more energy while invisible than what it cost to cast it, meaning he could stay permanently stealthed, and while it didn't necessarily make him invincible, in the hands of a skilled player, it might as well do. Unfortunately for him, changes to the meta and tweaks to the invisibility mechanics made Loki slowly become obsolete, with other frames being able to do everything he can, without being saddled with two mostly useless abilities.

to:

* [[SupportPartyMember Trinity]] Trinity used to practically be mandatory in any endless mission due to her ability to keep her allies (and the defense objective) healthy, giving out almost unlimited energy, and granting her whole squad a potent damage reduction buff. After many nerfs, a shifting metagame, and the introduction of more versatile Warframes and other options (such as the Zenurik Focus school giving free energy regeneration to any player), she's no longer the top support choice due to having fallen into CripplingOverspecialization, though she remains a popular pick for Eidolon hunts thanks to her ability to heal the lures.
* Loki used practically unkillable due to a single ability: {{Invisibility}}.Invisibility. A properly modded Loki with Zenurik focus could regenerate more energy while invisible than what it cost to cast it, meaning he could stay permanently stealthed, and while it didn't necessarily make him invincible, in the hands of a skilled player, it might as well do. Unfortunately for him, changes to the meta and tweaks to the invisibility mechanics made Loki slowly become obsolete, with other frames being able to do everything he can, without being saddled with two mostly useless abilities.


Added DiffLines:

* Saryn used to be the lazy nuke frame of the game, as she could clear entire maps by simply throwing her Spores onto her Molt and then bursting them, spreading them over to all the enemies in range, who then spread them further, resulting in stacking damage over time effects. Her rework made this particular tactic no longer availiable, though it wasn't a nerf, as she became arguably more powerful, but only if played more actively.


Added DiffLines:

* Beam weapons had a brief spot in the limelight, after changes to their damage-application made them outstandingly powerful damage dealers and status applicators for a while. However, as the game evolved, the meta evolved around them, and they are no longer as oppressively powerful as they used to be. As of now, if a beam-weapon is amazing, it's most likely because of it's stats and gimmicks, and not strictly because it's a beam weapon.
* Hunter Adrenaline, and to a lesser degree, Rage used to be extremely useful mods, allowing incoming damage on health to be converted to energy, fueling the Frame's abilities. However, with the enemy levels and damage output being pushed higher and higher, for most Frames, taking damage to health is simply not an option, let alone something to be relied on for the sake of energy-economy, and in high-end content, shield-gating and other forms of damage-mitigation make them not wort sacrificing a mod slot for.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Special mention should be made for Stalker's passive ability, as his insane energy economy means he'll be invisible at all times, especially with decrees that further bolster it, 300% extra critical chance is ''a lot'', and with weapons that already possess naturally high critical hit chance such as the Soma or the Lex, you can easily reach into red crit or even [[ThereIsNoKillLikeOverkill super red crit territory]] and put out millions of points of damage even through an armored enemy's damage resistance. And that's not even taking into consideration decrees that increase your damage or the abilities of other Warframes that also increase damage, meaning with support, the only thing stopping a squad with Stalker in it from potentially playing the HarderThanHard Steel Path Circuit forever is the enemies eventually one shotting you or your defense objectives with so much as a light sneeze.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The humble Torid is a simple gas shooting grenade launcher that specializes in simply gassing crowds of enemies with status effects. With its Incarnon Genesis, it can gain an utterly massive amount of crit chance, allowing it to easily reach 100% crit chance with the ''Critical Delay'' mod, turning its gas emitting pustules into the deadly neurotoxin lobbing biomass it deserved to be. In addition, its transformation is no slouch either, only requiring 5 direct hits from its base form to charge, it turns into a medium ranged laser with massively increased stats that can chain off to 5 other enemies, giving it massive burst crowd control potential allowing you to point it down a hallway and watch things die.
** The Burston and its Primed variant are your run of the mill burst fire rifle and fall off extremely in endgame content. The Incarnon changes that, with the Burston Prime being able to reach a deadly 40% base critical chance before mods giving it massively increased damage potential and that's not even getting into its transformation, which turns it into a [[MoreDakka fully automatic explosive rifle with an absolutely massive "magazine" of 600 rounds and a blistering base fire rate of 20 rounds per second]], putting the likes of the Soma (which also got its own Incarnon, but not to the ridiculous degree of the Burston) to absolute shame.

Added: 1182

Changed: 68

Is there an issue? Send a MessageReason:
None


* While only available in Duviri if you max out opportunity intrinsics, the Stalker is finally playable and he's an incredibly reliable pick if your mains aren't available. His kit isn't super flashy and you can't customize him in any way, but his abilities are effective and you don't need to tinker with his mods at all. Two of his abilities are literally just Ash's Teleport (with the Lethal Teleport augment for free) and Smoke Screen, enabling instant finishers on most enemies (which kill non-Eximus enemies pretty much nine times out of ten) and constant invisibility, with the latter having the added bonus of automatically enabling the Stalker's passive, which gives him ''300% critical chance'' when attacking enemies whom can't see him. Marked is literally just a better version of the Helminth's Marked For Death ability, allowing him to stun enemies and allow himself or his teammates to kill marked enemies to damage other foes nearby. And Punishment is basically Wukong's Defy, but with a horizontal wave of projectiles, and is quite effective if you build up enough damage from enemy attacks. All in all, you can't really go wrong with the Stalker if he's available.



** The Kuva Ayanga is a contender for possibly the best Archgun in the game. Like the Mausolon listed below that was introduced later on, it's an explosive hitscan weapon that can damage multiple enemies simultaneously, has an excellent fire rate and fantastic damage (it basically makes Steel Path Archwing missions almost comically easy). While it has a much smaller magazine than the Mausolon, its quick recharge time renders this issue almost moot, and its firing spread is much more effective at hitting targets directly without having to rely on splash damage, which the Mausolon struggles with when used with an Archwing.

to:

** The Kuva Ayanga is a contender for possibly the best Archgun in the game. Like the Mausolon listed below that was introduced later on, it's an explosive hitscan weapon that can damage multiple enemies simultaneously, has an excellent fire rate and fantastic damage (it basically makes Steel Path Archwing missions almost comically easy). While it has a much smaller magazine than the Mausolon, its quick recharge time renders this issue almost moot, and its firing spread is much more effective at hitting targets directly without having to rely on splash damage, which the Mausolon struggles with when used with an Archwing. The Kuva Grattler is a potentially competitive alternative as well.
Is there an issue? Send a MessageReason:
None


** The Lex is an unremarkable semi-auto pistol. Its Incarnon form is a laser HandCannon to surpass the likes of the Arca Plasmor and Catchmoon, fully capable of wiping out crowds with every shot. Not only can it easily exceed 100% crit chance ''and'' status chance, the shots inflict guaranteed Impact procs. Not particularly exciting... unless you have the Hemorrhage mod, which grants Impact procs a chance to also inflict a Slash proc (which is doubled on weapons with low fire rate, and this one is very slow). With that, anything that doesn't die to its incredible raw damage can be safely expected to bleed out in short order.

to:

** The Lex is an unremarkable semi-auto pistol. Its Incarnon form is a laser HandCannon to surpass the likes of the Arca Plasmor and Catchmoon, fully capable of wiping out crowds with every shot. Not only can it easily exceed 100% crit chance ''and'' status chance, the shots inflict guaranteed Impact procs. Not Doesn't sound particularly exciting... unless you have the Hemorrhage mod, which grants Impact procs a chance to also inflict a Slash proc (which is (with the odds doubled on weapons with low fire rate, and this one is very slow).rate such as this). With that, anything that doesn't die to its incredible raw damage can be safely expected to bleed out in short order.

Added: 632

Changed: 216

Is there an issue? Send a MessageReason:
None


** Now as of ''The Duviri Paradox'', a whole bunch of older weapons now can be upgraded with Incarnon adapters, including some weapons that used to be incredibly good back in the day, such as the Soma, Dread, etc. Oh, and these can be applied to the non-standard variants of these weapons, including Prime, Vandal, Wraith, etc.

to:

** Now as of * ''The Duviri Paradox'', Paradox'' introduced Incarnon Genesis adapters for a whole bunch variety of older weapons now can be upgraded with that grant them an Incarnon adapters, including transformation that vastly improves their stats, elevating low-level MR fodder (and even some weapons that used to be incredibly good back in the day, such as the Soma, Dread, etc.Soma and Dread) to endgame-ready powerhouses. Oh, and these can be applied to the non-standard variants of these weapons, including Prime, Vandal, Wraith, etc.



** Throwing secondary weapons are often overlooked due to having low magazine capacities and less damage than traditional firearms. The Kunai's incarnon, however, turns them into knives of death that multiply your multishot value and always seek the head for headshots.

to:

** Throwing secondary weapons are often overlooked due to having low magazine capacities and less damage than traditional firearms. The Kunai's incarnon, Incarnon, however, turns them into knives of death that multiply your multishot value and always seek the head for headshots.headshots.
** The Lex is an unremarkable semi-auto pistol. Its Incarnon form is a laser HandCannon to surpass the likes of the Arca Plasmor and Catchmoon, fully capable of wiping out crowds with every shot. Not only can it easily exceed 100% crit chance ''and'' status chance, the shots inflict guaranteed Impact procs. Not particularly exciting... unless you have the Hemorrhage mod, which grants Impact procs a chance to also inflict a Slash proc (which is doubled on weapons with low fire rate, and this one is very slow). With that, anything that doesn't die to its incredible raw damage can be safely expected to bleed out in short order.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** Want to play as Saryn in Duviri? Well, now you can, with the Close Contagion decree, which has a 50% chance of spreading status effects to nearby enemies when a status effect is inflicted. It works with ''any'' status effect. Heat? Viral? Slash? It's getting spread around.
** Majestic Strike is simple but effective: melee attacks hit twice. While useful in the overworld, it can be devastating in the Undercroft on a frame with an Exalted melee weapon, like Wukong, Excalibur, Valkyr or Sevagoth's Shadow.
Is there an issue? Send a MessageReason:
None

Added DiffLines:

** The Ceramic Dagger is pretty much the definition of a mastery fodder weapon; daggers are already a LowTierLetdown of a weapon type, with their sole claim to fame being the fact that the have one of the only non-Riven mods that let them start with an initial combo. The Ceramic Dagger's Incarnon evolutions allow you to get +1 initial combo for every kill with a primary weapon, a buff that stacks ''up to 100 times'', and the next level lets you start with an additional +20 initial combo. Combine these with the fact that their heavy attack now shoots exploding projectiles that force a heat proc and the fact that you only need a 6x combo (100 hits) to activate the Incarnon form, if you go long enough in an Endless mission, you'll pretty much have the Incarnon form active 100% of the time, which greatly benefits mods like Blood Rush, the Gladiator mod set, and Weeping Wounds.
** Throwing secondary weapons are often overlooked due to having low magazine capacities and less damage than traditional firearms. The Kunai's incarnon, however, turns them into knives of death that multiply your multishot value and always seek the head for headshots.

Added: 2301

Changed: 255

Is there an issue? Send a MessageReason:
None


** The Kuva Tonkor still doesn't elevate the Tonkor back to its pre-nerf glory days (see the legacy section), but it's still a rather potent weapon and it does have one big advantage compared to the Kuva Bramma and Kuva Zarr if you're good at hitting targets with it - it doesn't have the same ammunition problems those two do. The Kuva Bramma and Kuva Zarr have ''tiny'' max ammo pools (5 for the Bramma and a max of 10 in both the magazine and reserve for the Zarr respectively) and even with ammo pickup mods you can run out of ammo really quickly and have trouble getting more without a Squad Ammo Restore, with only one ammo per pickup without mods. The Kuva Tonkor has a max ammo pool of 30, and 3 ammo per pickup without mods. If you're good at aiming projectile weapons and have trouble with ammo while using the above two weapons, the Kuva Tonkor is a worthwhile alternative to consider.



** Now as of ''The Duviri Paradox'', a whole bunch of older weapons now can be upgraded with Incarnon adapters, including some weapons that used to be incredibly good back in the day, such as the Soma, Dread, etc. Oh, and these can be applied to the non-standard variants of these weapons, including Prime, Vandal, Wraith, etc.



* In Kahl's missions, the simple act of recruiting Grineer or Corpus squadmates by either breaking veils or freeing them in the Murex makes combat so, so much easier for the most part, aside from certain bosses. Allies are tanky and easy to revive, can take fire and will easily overwhelm enemies with their own gunfire. This makes it much easier to deal with objectives and just leave standard enemies to your squadmates. So basically, recruiting everyone you come across makes Kahl's missions a lot easier.

to:

* In Kahl's Break Narmer missions, the simple act of recruiting Grineer or Corpus squadmates by either breaking veils or freeing them in the Murex makes combat so, so much easier for the most part, aside from certain bosses. Allies are tanky and easy to revive, can take fire and will easily overwhelm enemies with their own gunfire. This makes it much easier to deal with objectives and just leave standard enemies to your squadmates. So basically, recruiting everyone you come across makes Kahl's missions a lot easier.



* The Skaut landing craft has a very specific Air Support Charge effect, "Kahl Beacon", that can be ridiculously useful, especially when playing solo - it summons Kahl and two other allied units, all of whom are level-scaled to that specific mission. Kahl himself brings a Grattler and incendiary grenades as well, giving him quite a lot of firepower, and any Corpus Techs can summon Shield Ospreys. They'll stick around for only five minutes, but if you have even just the second Railjack Engineering Intrinsics level, that's not a problem because you can just immediately summon them again. Your teammates can even utilize their own Kahl Beacons to not only reset the timer, but also add ''another'' allied unit to Kahl's squad, meaning you can have a minimum of three NPC allies or up to ''six'' fighting alongside you and drawing fire away from you as well. Sure, Specters can potentially be more powerful, but they're harder to get and build, and most importantly, can't be used on Archon Hunts, unlike Air Support Charges, making the Kahl Beacon significantly more useful.



* A properly-modded Tonkor was once able to''annihilate'' anything in explosive range. The build started off with the basic Serration, Point Strike, Vital Sense, Split Chamber and Hammer Shot mods, followed with Bladed Rounds or Heavy Caliber. After that, the last two mod slots would vary depending on the enemy faction: Corrosive for Grineer, Toxic to bypass Corpus shields, and max Blast for Infested, mixed enemy types and everything else. This fell off when the Tonkor's friendly fire damage was increased, and even after that mechanic was replaced with self-stagger, the availability of more powerful alternatives meant that most players only use it for nostalgia anymore.

to:

* A properly-modded Tonkor was once able to''annihilate'' to ''annihilate'' anything in explosive range. The build started off with the basic Serration, Point Strike, Vital Sense, Split Chamber and Hammer Shot mods, followed with Bladed Rounds or Heavy Caliber. After that, the last two mod slots would vary depending on the enemy faction: Corrosive for Grineer, Toxic to bypass Corpus shields, and max Blast for Infested, mixed enemy types and everything else. This fell off when the Tonkor's friendly fire damage was increased, and even after that mechanic was replaced with self-stagger, the availability of more powerful alternatives meant that most players only use it for nostalgia anymore.anymore, though there ''is'' the Kuva Tonkor that's still fairly viable, especially if one's frame has 100% knockdown/stagger resistance, and it has significantly less problems with running out of ammunition compared to the Kuva Bramma or Kuva Zarr.
Is there an issue? Send a MessageReason:
None


* The Duvuri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:

to:

* The Duvuri Duviri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:
Is there an issue? Send a MessageReason:
None

Added DiffLines:

* The Duvuri Paradox has Decrees, which can not only be built up a ''ton'' over the course of a standard run, but also there are some which are pretty busted by themselves or even as a category:
** Fleet-Footed boosts your movement speed by 10% for every decree. Even on a "Lone Story" run, you can get 60% more movement speed, but in the full experience the number of decrees you can get are so numerous that the only reason you'd need a horse is to either fly or drop a significant height that'd kill you on foot, because you'll easily be faster.
** Easily-activated or constantly active status effects can add up very fast, especially when doubled ''and'' spreading amongst nearby enemies as well. And you can potentially ''increase'' your base damage just by inflicting status effects.

Top