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OP Pastebin: https://pastebin.com/gU6sUrMK
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Shitposting Filters: https://git.io/vMhaS
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============================================================================
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== General guide for new/shitters that are new to wargrind/want to git gud ==
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1. General warfarm info
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3. Primary weapons/secondary weapons
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If there's something wrong in this pastebin reply to the thread's OP and it'll be fixed.
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5. Other useful shit
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1. General Warfarm info
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2. Warframes
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3. Weapons
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== 1. General warfarm info
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5. Archwing
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6. EXP farm etc
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>I just started playing the tutorial and its giving me 3 frames?
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7. Other useful shit
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	Excalibur is a solid frame with strong scaling due to exalted blade and radial blind being one of the better CC abilities
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============================
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	in the game.
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== 1. General Warfarm info==
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============================
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	Mag is useless save for exploding shields and leeching. 
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==1.1 Newfriend info
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	anything else since his shield gives a great deal to bonus damage for the squad shooting through his shield.
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>I JUST STARTED PLAYING THE TUTORIAL AND IT'S GIVING ME 3 FRAMES ?
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>What weapons should I use?
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	Excalibur is a solid frame with strong scaling due to Exalted Blade and Radial Blind being a decent CC ability.
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	Is usually the most picked by beginners, is also the posterboy for Warframe.
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	Bows are useless in this game.
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	Mag is a decent pick, before she was only useful against shields, but her tools have been slightly updated and she can
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	Most Shotguns are viable now.
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	provide good single-target damage against all factions with Magnetize. The rest of her kit centers around buffing allies'
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	shields and debuffing enemies.
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	Snipers are in a really bad place.
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	Volt is good for going fast and defending objectives, his damage isn't the best as he is more of an utility frame than
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	Full auto and semi auto weapons will be your bread and butter even vs high levels, useful pretty much everywhere. Stick
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	anything else. His shield buffs ally damage and his Discharge, when properly built out, can wipe whole tiles of 
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	trashmobs.
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>I got 50 plat
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>WHAT WEAPONS SHOULD I USE ?
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	NEVER use your starter plat for capes,shitty armor pieces,kubrows(god forbid),icons or other useless shit. That cape 				
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	Bows are mostly useless in this game.
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	Most Shotguns are viable.
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>I just started playing what frame should I go for?
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	Some Snipers are pretty good.
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	Rhino is one of the earliest frames you can get, due to his drops being on Venus. With iron skin he can survive a lot of
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	Full auto and AOE weapons will be your bread and butter even vs high levels, useful pretty much everywhere. Stick
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	shit until high levels.
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	After that if you prefer to melee more you can pick valkyr instead off jupiters boss. Unlike rhino she has high base
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	Melee is always stronger than ranged weapons because of the mods melees have available.
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	armor to mitigate damage and hysteria makes her quite tanky. Neither of these are good for soloing defenses and similar.
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>I GOT 50 PLAT. WHAT DO I BUY ?
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	bosses. Nova can slow down enemies to a crawl and loki can be invisible or completely disarm enemies
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	NEVER use your starter plat for capes, shitty armor pieces, kubrows (god forbid), icons or other useless shit. That cape 				
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>I like being a lone wolf but i can't do these missions alone
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	12 weapon slots. In the end the only thing preventing you from actually getting more frames/weapons are the slots which
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	There is absolutely no reason not to play public if you just started. With the way affinity(thats exp) sharing works its
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	best to play with 4 people as much as possible than trying to steamroll through it alone with MAYBE spy missions being 
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	the only exception because pubs can be pretty fucking retarded there.
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>I JUST STARTED PLAYING, WHAT FRAME SHOULD I GO FOR ?
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>Where do I get all these mods that were in those build links?
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	Rhino is one of the earliest frames you can get, due to his drops being from the boss of Venus. With Iron Skin he can 
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	survive a lot of shit until high levels.
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	http://warframe.wikia.com/wiki/WARFRAME_Wiki is your best friend. No reason not to use it, it has everything from mod
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	drops to frame drop locations and (generaly not the best) builds for weapons and warframes that should work for you until
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	After that if you prefer to melee more you can pick Valkyr off Jupiter's first boss, Alad V. Unlike Rhino she has high base
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	you get into high level plays.  Check there also for more information and scaling off frames abilities.
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	armor to mitigate damage and Hysteria makes her quite tanky. Neither of these frames are good for soloing defenses and similar.
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>I just got some void keys what do I do with them?
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	bosses. Nova can slow down enemies to a crawl and make them take double dmg and Loki can be invisible or completely disarm enemies.
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	The void is where you will spend the majority of your time grinding as the only point of the game other than getting your
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	warframes and other weapons up and running is getting the gold variations of them with of course better stats and shit.
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>I LIKE BEING A LONE WOLF, BUT I CAN'T DO THESE MISSIONS ALONE.
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	Note that you cannot do void missions public but have to invite(or join) people to your squad instead. Think of it as a
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	dungeon, hop on to the recruitment chat say you're hosting Tx[mission type] and you should be getting whispers for
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	There is absolutely no reason not to play public if you just started. With the way affinity (that's exp) sharing works it's
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	invites right away as there is always people grinding for everything.
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	best to play with 4 people as much as possible than trying to steamroll through it alone because you'll level up your shit
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	faster. The only exception is MAYBE Spy missions because pubs can be pretty fucking retarded there.
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	Tier 1 void missions are soloable even at really low mastery ranks. Enemies are only level 10 which is about mercury =>
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	mars level.  Other than t1survivals, defenses and maybe mobile defenses you might want to solo them if you don't want to
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>WHERE DO I GET ALL THE MODS FOR MY WARFRAME/WEAPON BUILDS ?
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	waste time with recruitment.
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	http://warframe.wikia.com/ is your best friend. No reason not to use it, it has everything from mod
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	At tier 2 things get harder and the enemies level here is 20 which is ~jupiter => neptune. You should head here when you
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	drops to frame drop locations. Check there also for more information and scaling of frames abilities.
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	get somewhat better weapons of at least mr4 and a decent rank serration. Tier 1 and 2 keys are dropping everywhere from
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	survivals to defenses spies and even sabotages.
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>I JUST GOT SOME VOID RELICS, WHAT DO I DO WITH THEM ?
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	Tier 3 is the "high level" for most of the warframe community (ie; shitters). There is no doubt about it that someone
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	You use void relics to acquire rewards at the end of Void Fissure missions.
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	that just started the game will never be able to clear anything here. The shit that drops here is usualy worth a lot of
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	Void Fissures are how you get the good stuff (prime warframes, weapons, etc).
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	plat to go with especially in survival rotation C rewards and since T3 keys are the rarest. You should only try and do
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	There are 4 relic tiers (eras) and each tier has a few relics, each with their own rewards.
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	this once you actually got good. T3 are rare drops from high level survival and spy missions.
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	To increase the chance of getting what you want you can "refine" these void relics with "void traces", boosting 
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	the % to get good stuff. If you complete a Void Fissure mission in a full squad with 3 other people and you all have 
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	Tier 4 is where we go into post-DEAC territory, same level as T3 but with 3x more damage on enemies and here is where 
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	relics equipped at the end you get to choose from 4 different rewards.
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	corrupted Vor will come to say hello. He also drops the poison+status elemental damage mods. You can only get T4 keys off
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	NO void relic = NO rewards, even if other people equip them.
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	interception rotation C rewards.
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>HOW DO I GET VOID TRACES ?
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>What are the defense and survival rotations?
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	Run Void Fissure missions, even if you don't have a relic equipped you can still farm traces.
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	The "rotations" are your rewards from doing defense/survival and interception missions past a certain point. There are 
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	Do this in solo mode or randoms will bitch at you for lowering their odds of getting rare parts.
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	rotations A which is 5 and 10 minutes in survivals, 5 and 10 waves in defense and 1st and 2nd round in interceptions, 
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	The amount of Void Traces is also capped to 100 + (Mastery Rank × 50).	
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	rotation B which is 15 minutes in survival, 15 waves in defense and 3rd round in interception and rotation C which is 20
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	minutes in survival, 20 minutes in defense and 4th round in interception.
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>WHAT ARE THE DEFENSE/SURVIVAL/INTERCEPTION/EXCAVATION ROTATIONS ?
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	The "rotations" are your rewards from doing defense/survival/interception/excavation missions past a certain point.
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	Note you can still get lucky and get that shiny gold warframe in a couple of runs but mostly you should get ready to
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	Rotation A:
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	grind more.
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		5 and 10 mins of survival
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		5 and 10 waves of defense
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>What are these "vault runs"
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		1st and 2nd successful excavations
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		1st and 2nd rounds of interception
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	Vault runs refer to running orokin derelict missions and searching for the vault which can contain extremely useful mods. 
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	Rotation B:
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	These mods are the bread and butter to every good build and you'd want to do them as soon as possible once you unlock
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		15 mins of survival
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	their blueprints off the market. Do note that you need any void key to craft the dragon key which you'll use to unlock
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		15 waves of defense
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	the vault. Run with other players each having a separate key to guarantee an open vault with each run.
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		3rd successful excavation
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		3rd round of interception
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>What the fuck is with the fusing shit
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	Rotation C:
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		20 mins of survival
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	Fusing mods is how you "level up" weapons,frames and shit. Even if you level up a weapon its damage doesn't actually
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		20 waves of defense
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	increase with it but you get an aditional mod capacity so that you can fit an extra rank of serration into it.
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		4th successful excavation
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	For maximum efficiency and lowest amount of credits/mods used to max a mod you want to use an identical mod. If you are
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		4th round of interception
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	fusing a lets say, vitality to max your vitality it counts better than an fusion core of the same rank would do. If you
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	run out of vitalities then you can use cores. Fusion cores only purpose is to well fuse mods into a higher rank, go wild
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	The cycle goes 'AABC', after C you return to A and it starts over.
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	with them. If your run out of both then you can use other mods but beware of the cost because using other mods is
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	ineffient and will eat credits like crazy. If you ever get forced into using them then use mods with the matching
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	You do not lose rewards from earlier rotations for continuing on, they add up. 
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	polarity first as they get a slight boost over others. Fortunately for you unlike other games out there you cannot fail
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	However, if you fail the mission, you lose everything, so don't try to stay longer than you're comfortable.
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	while ranking up a mod so nothing is wasted.
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	You can probably guess what makes the game have such tedious grinds at this point. All rotation rewards are clustered
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>Transmutation?
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	Note you can still get lucky but mostly you should get ready to grind more.
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	Useless. Don't bother with it unless you have 90million credits and over 500 duplicate rare mods to waste.
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>WHAT ARE THESE "VAULT RUNS" ?
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>Selling mods?
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	Vault runs refer to running Orokin Derelict missions and searching for the vault which can contain extremely useful mods. 
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	While not worth a whole lot, selling certain mods (like the sentinel mods you will get thousands of from the Void) can
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	These mods are the bread and butter to every good build and you'd want to farm them as soon as possible once you unlock
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	help boost your credit count, if you're willing to go through the effort of navigating the menus.
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	Dragon Key blueprints from Clan Dojo research. Do note that you need 10 Void Traces to craft each Dragon Key which 
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	you'll use to unlock the vault. There are 4 different types of key; the correct key to open the vault is randomized.
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>So I just got a valkyr and nova along with my starter frame but I can't get anything else thanks to no plat? Thats bullshit
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	You should always equip all 4 keys at once to make sure you can open the vault every run.
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>WHAT THE FUCK IS WITH THIS "FUSING" SHIT ?
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	now you can start trading. The trade here is user controlled and prices may vary between regions and time of day. Do 
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	vault runs in the derelict with other people for the corrupted mods the good ones (overextended, narrow minded, blind 	
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	Fusing mods is how you "level up" weapons, frames and shit. Even if you level up a weapon its damage doesn't actually
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	increase, but you get additional mod capacity so that you can fit an extra rank of Serration or whatever into it. 
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	Or if you are looking for bigger game you can try maxing a rank 10 mod and selling it. In general if you try to sell a 
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	To level up mods you use Endo. Endo can drop from enemies and also mission rewards. Endo fusion cost increases per level
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	maxed rank mod, add the price of the fusion cores needed to max it.  (We'll use primed flow for example, let's say primed
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	and depending on the rarity of the mod you're fusing; fusing also has a credits cost which increases similarly.
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	flow sells for 50 plat unranked.  It costs 528 Rare Rank 5 Fusion Cores [http://warframe.wikia.com/wiki/Fusion_Core] to 
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	max out a primed mod that has 10 ranks.  Let's say Rank 5 fusion Cores sell for 1 plat each, Primed Flow maxed's value 
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	It's important to level certain basic mods to max as fast as you can; these include mods that directly increase damage
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	will be 578 + whatever amount you think is worth the credits [we'll say 10 plat in this example case])
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	(Serration, Hornet Strike, Point Blank, and Pressure Point) and mods that increase Multishot (Split Chamber, Hell's
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	Chamber, Barrel Diffusion, and Lethal Torrent). These mods are mandatory on every build because they provide the biggest
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	Keep in mind that 1 plat = 500 credits for tax so if you want to sell a vitality for 100plat you'll need 50000 credits.
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	damage benefits.
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	Other than that you can sell prime parts that drop from the void for plat too.Rare shit which is usually from survivals
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	goes for more plat. And again regions and different times of day might change plat prizes so keep an eye on the trade
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>TRANSMUTATION ?
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	chat.
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	Useless. Don't bother with it unless you have 90 million credits and over 500 duplicate rare mods to waste.
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>Now that I have a good frame and some good mods where do I go from now?
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>SELLING MODS ?
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	While not worth a whole lot, selling certain mods (like the sentinel mods you will get thousands of) can
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	help boost your credit count. You can also dissolve them into Endo, which is usually the better choice
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	Finish all the missions on the star map so that you won't miss alerts for good shit (or hats). Do nightmare missions for
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	since it's harder to get when you're starting out.
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	shred, lethal torrent and others. Get more weapons for 10o points to increase your mastery rank. 
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>SO I JUST GOT A VALKYR AND NOVA ALONG WITH MY STARTER FRAME, BUT I CAN'T GET ANYTHING ELSE THANKS TO NO PLAT ? THAT'S BULLSHIT.
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>Fuck this grind I'll just buy the frame/weapon off the market
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	now you can start trading. The trade here is user-controlled and prices may vary between regions and time of day. Do 
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	NEVER buy weapons or frames off the market. They are piss easy to get normally and it would be cheaper to: rush all parts, buy a slot 
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	vault runs in the derelict with other people for the corrupted mods; the good ones (overextended, narrow minded, blind 	
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	AND a potato for it.
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	Market prices are retardedly high and never worth spending any plat on it. ESPECIALLY resources since you can just grind them out in 
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	Or if you are looking for bigger game you can try farming Void Relics, then opening them for Prime parts and selling sets.
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	an good squad.
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	https://warframe.market/  bookmark this shit and use it often
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	Keep in mind that 1 plat = 500 credits for tax so if you want to sell a Prime set for 100 plat you'll need 50000 credits.
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	Other than that you can sell Arcanes that you buy from open world NPCs for plat too. And again regions and different times of day might
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	change plat prices so keep an eye on the trade chat.
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>NOW THAT I HAVE A GOOD FRAME AND SOME GOOD MODS WHERE DO I GO FROM HERE ?
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	Work on ranking up your rare mods, getting good weapons and formas because you will need those if you don't want to get
175-
Every warframe has 2 uses: dealing damage or being utility (or support if you will) some of them can be a hybrid of both or a bad version of all of them. Note that all builds except for select few will require you to have over 100% power efficiency if using blind rage or 175%( which is the cap for efficiency) without.
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On toggleable abilities the total energy drain after the efficiency scales with your duration, the lower your duration the faster the energy train will tick and the higher it is the slower it will drain your energy. Balance between the 2 if you plan on using toggleable abilities.
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	Finish all the missions on the star map. Do nightmare missions for shred, lethal torrent and other mods.
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Tips on survivability mods:
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	Get more weapons for 10o points to increase your mastery rank. 
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Does the frame have over 300 base health at rank 30? Use vitality
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Does the frame have over 300 base shields at rank 30? Use redirection
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>FUCK THIS GRIND, I'LL JUST BUY THE FRAME/WEAPON OFF THE MARKET.
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Does the frame have 200 or over energy at rank 30? Use quick thinking + flow
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Vitality and redirection add a % of your base hp so a 360% vitality will give mag(75 base hp,150 base shields) 375 bonus hp while a redirection will give her 690 bonus shields
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	NEVER buy weapons or frames off the market. They are piss easy to get normally and it would be cheaper to: rush all parts, buy a
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	slot AND a potato for it. 
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==2.1 Ash
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	Market prices are retardedly high and never worth spending any plat on it. ESPECIALLY resources since you can just grind them out
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	in a good squad.
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	Often considered the go to frame for maximum edge.
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==================
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== 2. Warframes ==
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	His signature build of 'press 4 to watch a cutscene' includes using maximum power strength and strength to ensure
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	everything around him dies while he does better shit with his life. Slap in an vitality and rage and you got quite an
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	resilient edgelord.
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Every warframe has 2 uses: dealing damage or being utility (or support if you will) some of them can be a hybrid of both or a bad version of all of them. 
192
Note that all builds except for select few will require you to have over 100% power efficiency if using blind rage or 175%( which is the cap for efficiency) without.
193
On toggleable abilities the total energy drain after the efficiency scales with your duration, the lower your duration the faster the energy train will tick and the higher it is the slower it will drain your energy. 
194
Balance between the 2 if you plan on using toggleable abilities.
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196
For a chart on how to minmax channeled abilities efficiency see:
197
> https://vignette.wikia.nocookie.net/warframe/images/d/d5/DurationEfficiencyTable.png
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	Ash prime gets slightly increased speed and more shields. His shurikens will be golden.
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Note: You always want to be in the light green areas of that chart (or at least as close as you can get) 
200
the balance of duration/efficiency you use to get there will depend on the frame/build you're using.
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==2.2 Banshee
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202
===============================================================================================================================
203
204
Note: All the builds hinted below are their general uses. There are different more specific builds out there for different shit.
205
	  Don't take this all around general guide as the final say in everything. 
206
	  For more detailed info (numbers, %s, etc) use the wiki.
207-
	She has 2 useful builds 1 for sonar and the other for soundquake:
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	 == Also take a look at the "Frames and Modding" pastebin in the OP ==
209-
	For sonar you want a mix of range and duration along with maximum power strength with the augment slapped in;
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===============================================================================================================================
211-
	As for the sound quake one the standard high range max damage. Note that you can still get shot at if they are too far
211+
212-
	away and ancient healers will laugh at you for using it.
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213
======================
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==2.3 Chroma
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== Ash | Damage
215
== Atlas | Damage, CC
216
== Banshee | CC, Damage, Buff
217
== Baruuk | Survivability, CC
218
== Chroma | Survivability, Damage, Credit Farming, Buff
219
== Ember | Damage, CC, Buff
220-
	He also has 2 useful builds one of which is for farming credits and the other for general soloing use:
220+
== Equinox | Damage, CC
221-
	For credit farming you want to go fire element and max strength the rest doesn't really matter as you cannot increase the
221+
== Excalibur | Damage, CC 
222-
	efigies range via mods.
222+
== Frost | Defense, CC, Buff
223
== Gara | Defense, CC
224-
	For soloing purposes you want to run quick thinking + flow along with moderate to high power strength, a maxed vitality
224+
== Garuda | Survivability
225-
	with rage,full duration and a maxed steel fiber. Use vex armor to give yourself armor boost and elemental ward to reduce
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== Gauss | Damage, CC
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	the dmg even further. Because the build is very specific and demanding  you dont have slots for efficiency so bring a
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== Grendel | Survivability, CC, Buff, Utility
227-
	dozen of restores or just let rage do its work.
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== Harrow | Energy, Survivability, Team Survivability, CC
228
== Hydroid | Farming, CC
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==2.4 Ember
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== Hildryn | Survivability, CC, Energy, Utility
230
== Inaros | Survivability, CC 
231
== Ivara | Survivability, Damage, Utility 
232
== Khora | CC, Damage
233
== Limbo | Utility, CC
234-
	For augment buffing you want to run maximum power strength and duration and as for accelerant you'll need to slap in some
234+
== Loki | CC, Survivability, Speedrunning
235-
	range as well.
235+
== Mag | Damage, Utility
236
== Mesa | Damage, Survivability
237-
	If you really want to use her for damage even though there are better frames for it you will have to have duration,range
237+
== Mirage | Damage, CC
238-
	and strength along with survivability mods.
238+
== Nekros | Farming, Utility, CC
239
== Nezha | CC, Survivability, Speedrunning, Utility
240-
	Ember prime gets more armor and shields, her world on fire ability will drop golden bits around enemies when it deals
240+
== Nidus | CC, Survivability, Damage, Buff
241-
	damage.
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== Nova | CC, Buff, Damage, Speedrunning 
242
== Nyx | CC, Defense, Survivability  
243-
==2.5 Equinox
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== Oberon | Support, Buff, Survivability
244
== Octavia | Damage, Utility, Buff
245-
	Good for specific frames because her damage buff gives power strength rather than damage, Nova hates her guts while 
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== Protea | Damage, Utility
246-
	volt,excal,mesa and saryn love her.
246+
== Revenant | CC, Survivability, Damage
247
== Rhino | CC, Survivability, Buff
248
== Saryn | Damage, Buff 
249
== Titania | Damage, CC
250-
	Get to the efficiency cap, get over 100% duration and throw in power strength press 3 and 4 and afk.
250+
== Trinity | Infinite energy, Survivability, Team survivability 
251
== Valkyr | Survivability
252-
==2.6 Excalibur
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== Vauban | CC  
253
== Volt | Defense, Speedrunning 
254-
	The poster boy of warframe was behind many nerfs and buffs over the updates. Currently he is sitting in a pretty high
254+
== Wisp | Buff, Survivability, Damage
255
== Wukong | Survivability, Spy 
256
== Zephyr | Survivability/Defense, Damage 
257
======================
258
259
260-
	Can be built in a variety of ways but most of his damage will come from the melee weapons mods. Any elemental damage mods
260+
261-
	you got on it will increase the damage of exalted blade: slap fever strike + north wind and exalted blade will proc
261+
== Ash 
262-
	viral damage. Exalted blade itself has moderate crit chance, dmg and status but with enough power strength on the frame
262+
263-
	and a crit dmg build the damage numbers can go really high. For excaliburs build work on some survivability mods if
263+
	The ninja frame often considered the go to frame for maximum edge.
264-
	soloing
264+
	Roles: Damage
265-
	and go for power strength and some range if you ever need to blind enemies.
265+
266
	http://warframe.wikia.com/wiki/Ash
267-
	Excalibur Prime is founder only.
267+
268
	Passive: Bleed Procs dealt by Ash from any source are 25% deadlier and last 50% longer.
269-
==2.7 Frost
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270
	His 1 (Shuriken) throws out shuriken that deal damage and leaves a DoT.
271-
	Previous king of defense missions who is still pretty high up. Recent changes to him added a bunch of shit to his arsenal
271+
	His 2 (Smoke Screen) makes him invisible for a while, while stunning nearby enemies. stealth damage multiplier on melee attacks.
272-
	but in the end you'll still be sticking to your good old trusty globe. Loved vs things that shoots but absolutely hated
272+
	His 3 (Teleport) teleports him to his target and opens them up for a finisher. (can teleport to allies)
273-
	on any mission that features infested.
273+
	His 4 (Bladestorm) marks enemies you aim on up to 3 times, each mark takes up energy. Press 4 again to send clones to
274
		damage marked enemies. You can use your Teleport on marked enemies to join your clones.
275
	
276
	Frame that deals surprisingly good DPS with Bladestorm. Because of its Finisher damage type that ignores shields and armor,
277-
	Due to his recent changes to globe not requiring duration you can now run range and nuke if you will it.
277+
	Bladestorm scales well into endgame, capable of one-shotting regular enemies, though it falls off against high-HP heavy units.
278-
	Frost prime currently cannot be obtained from the void. You can only buy it off other players. Gets more shields, his ice
278+
	Unfortunately, Ash has no use outside of Bladestorm. 
279-
	wave ability will leave golden ice cones on the ground.
279+
 
280
	There is one build:
281
 
282-
==2.8 Hydroid
282+
	-Smoke Screen/Bladestorm build that runs high duration, high strength, and high range - yes, it needs everything now. 
283
	Because Bladestorm is no longer so easy to use, you actually need high duration for Smoke Screen to stay alive. 
284-
	Cthulhu was a space ninja. Completely useless besides the fact that his augment is used for grinding.
284+
	Go Invis, mark enemies, Bladestorm them, watch as you get outdamaged by any other frame with a good gun. 
285
	Mod your melee weapon with Fury/Quickening to speed up the animation and Body Count/Drifting Contact to increase damage. 
286
	Other melee mods don’t carry over. Note that Bladestorm's Finisher damage type goes through shields and most importantly armor,
287
	making it better for augmented armor sorties.
288-
	He has only 1 usable role and as such build which includes grinding. Great for solo grind but in groups you may want to
288+
 
289-
	get an actually organized group. Run full strength, no range and negative duration. With the augment you should still
289+
	Don't use Ash in Infested missions. Bladestorm can become animation-locked against Ancient Disruptors (which have 90% resistance 
290-
	have enough energy from double drops to keep you up and running while you spam tentacles at every group of enemies you
290+
	to ability damage), and other units if an Ancient Healer is present. Not only will you become animation locked, Bladestorm's
291-
	see. The reason negative duration and no range is needed is because tentacles have random as fuck spawn locations. They
291+
	invincibility mechanic also means your allies won't be able to kill the Ancients.
292-
	can spawn on the ceiling if you cast it on the floor as such. Keep spamming it and enjoy loot.
292+
293-
	Strength no longer 
293+
294
	Augments:
295-
==2.9 Limbo
295+
	1(Seeking Shuriken) your shuriken temporarily reduces enemy armor.
296
	2(Smoke Shadow) your smoke screen also makes nearby allies invisible. (very small range)
297-
	Only use is banishing mesa in t3/t4 defenses
297+
	3(Fatal Teleport) makes your teleport cast an instant finisher on the target with an additional damage multiplier, refunds half
298
	energy cost if target dies.
299
	4(Rising Storm) increases melee combo counter when blade storm is used. (Augment made pointless by melee mod 'Body Count')
300
	
301-
	Full duration,negative range. Thats it.
301+
302
303-
==2.10 Loki
303+
304
	enemies.  Only ever used in the simulacrum for weapon testing;
305-
	A beast of a warframe who is one of the few that is usable everywhere regardless of what level or content it is.
305+
306
	And the standard full duration build for invisibility with the optional augment if you are playing with fellow edgelords.
307
	
308
== Atlas
309
310
	'Brawler/Rock' warframe.
311
	Roles: Damage, CC
312
313-
	For disarm you go for maximum range with natural talent making every dumbass grineer forget how to shoot a gun in a split
313+
314
315
	Passive: Can't be knocked down while on the ground.
316-
	Loki prime is an direct upgrade on everything but hp and shields, he will run faster, get a massive energy increase and
316+
			 Rubble drops from petrified enemies and rumblers. It heals Atlas and also boosts armor(decays over time). 
317-
	get the perfect polaritied needed for his builds, decoy will be firing a lex prime.
317+
318
	His 1 (Landslide) punches an enemy and nearby targets, press 1 again to combo into another one for reduced cost/more damage.
319-
==2.11 Mag
319+
		Scales with certain melee mods equipped.
320
	His 2 (Tectonics) puts up a small rock wall in front of you, press 2 again to change it into a charging boulder.
321-
	Mag is useless. Magnetic damage is one of the worst in the game and due to the fact that it cannot proc the magnetic
321+
	His 3 (Petrify) turns enemies to stone in a cone in front of you.
322-
	status on enemies makes it even worse. Shield polarize is only good vs shields which 2 of the 3 factions do not have.
322+
	His 4 (Rumblers) petrifies nearby enemies and summons 2 rock elementals to fight for you.
323
324
	While he's mostly useless, he can be quite resilient as he has high armor and can get some big numbers using his 1 (landslide)
325
	if built right. Shouldn't really use him unless you like him and want to have "fun".
326-
	If you picked her as your starter frame you are guaranteed to start hating your life. For those that look beyond the
326+
327-
	anual rape she gets from every single update you'll ever only want to be using shield polarize.
327+
	Augments:
328
	1 (Path of Statues) Landslide leaves a trail that petrifies enemies for a short while.
329-
	Mag prime currently cannot be obtained from the void. You can only buy it off other players. Gets more hp, crush will
329+
	2 (Tectonic Fracture) Lets you make more rock walls but you can't turn them into boulders. (Poor man's Frost)
330-
	lift golden rocks around you.
330+
	3 (Ore Gaze) causes enemies turned to stone to be scanned into the Codex and have a chance to drop extra loot.
331
	4 (Titanic Rumbler) instead of 2 rock elementals you summon 1 that's bigger and stuff.
332-
==2.12 Mesa
332+
333
== Banshee
334
	
335-
	All you'll ever do with her is sit in a high spot and masturbate while she shoots at every grineer stupid enough to peek a
335+
	Sound themed frame.
336-
	corner. Getting her includes some of the most mindnumbing and retarded grindwalls yet 2nd only to vauban.
336+
337
	Roles: CC, Damage, Buff
338
	
339
	http://warframe.wikia.com/wiki/Banshee
340-
	Her build includes max power strength with a pocket trinity or the usual duration,vitality rage if soloing.
340+
341
	Passive: All weapons are treated as silent.
342-
==2.13 Mirage
342+
343
	Her 1 (Sonic Boom) is a quick shockwave that knocks back enemies in front of you in a cone.(don't use it for damage it's laughable)
344-
	One of the best frames in the game, is useful in every game mode and almost every situation.
344+
	Her 2 (Sonar) puts weak spots on enemies and marks them on the map, shooting the spots makes you do more damage.
345
	Her	3 (Silence) briefly stuns enemies within a radius and makes everything deaf.
346
	Her 4 (Sound Quake) makes her quake the ground in a radius, enemies in range take damage, are staggered and/or knocked down.
347
348-
	If going for a damage build via prism go for power strength with a stretch and moderate duration.
348+
	Augments:
349
	1(Sonic Fracture) makes her sonic boom temporarily reduce enemy armor.
350-
	If going for a CC build no strength but max duration and range
350+
	2(Resonance) shooting and killing on the weakspots casts another Sonar in a radius around the target.
351
	3(Savage Silence) while silence is active enemies affected by it take extra % finisher damage.
352-
	If going for a buff with the augment build max duration and strength, no need for efficiency. Works same for self buffing
352+
	4(Resonating Quake) turns Quake into a one time cast shockwave that deals more damage near the center.
353
 
354
	-Quake (CC) Banshee that runs max range and enough duration to hit Sound Quake's efficiency cap. Dump stat is power strength.  
355-
==2.14 Nekros
355+
356
	-Resonance Banshee that runs the Resonance augment and builds for high duration, high strength, and high range 
357-
	Increases loot in a game about grind. Everyone is all over his dick in survivals, this nigga runs this shit.
357+
	(yes, it needs everything). Recast Sonar to stack weak points. Only good for extremely long endless runs. 
358
	For the vast majority of the game (including sorties), damage is not a problem with good weapons/damage frames/CP.
359
360
== Baruuk
361-
	Slap in range,despoil and hopefuly your finger won't go numb from pressing 3 too much.
361+
362
	Monk frame.
363-
==2.15 Nova
363+
	Roles: Survivability, CC
364
	https://warframe.fandom.com/wiki/Baruuk
365-
	Thanks to her molecular prime ability she like Loki can fit everywhere regardless of mission or 
365+
366-
	level. Want to do those shitty infested missions faster? Or even void? go speed, want more CC? go slow. All this while
366+
	Passive: "Restraint" provides up to 50% damage resistance when meter is depleted.
367
			  Using abilities erodes meter.
368
			  Using his 4 refills the meter until full.
369
370
	1 (Elude) dodges all incoming projectiles while not attacking, in a cone in front of you.
371-
	MP scales with duration rather than range but the speed however is a crucial factor with Overextended which will decrease 
371+
			Buffs range of his 3 while active.
372-
	your power strength to 40% resulting in all enemies running faster as result. The same works the other way with more 
372+
	2 (Lull) spreads a wave around him that slows down enemies and puts them to sleep. Resets enemy alert state when they wake.
373-
	strength reducing their speed, speed decrease or increase is capped so running max strength or even a blind rage+another 
373+
	3 (Desolate Hands) summons daggers that him give damage reduction. 
374-
	strength mod is useless.
374+
			Daggers will fly out, damage and disarm enemies if they are close. They can also jump to allies.
375
			Can be recast to restore daggers.
376-
	Only con with Nova Prime is that it will need heavy formaing thanks to the uneeded polarities, antimatter drop and null 
376+
	4 (Serene Storm) Exalted Fists. Empowers fists similar to excalibur's Exalted blade, and valkyr's hysteria.
377-
	star will be golden balls.
377+
			Attacks send out energy waves where you aim, they also have a lot of punchthrough and decent crit chance/damage. 
378
			Staggers/Ragdolls enemies. Provides damage reduction while active.
379-
==2.16 Nyx
379+
			Each combo has some different properties (levitate enemies/pull them in/etc).
380
			Does not use energy, instead uses his Restraint meter.
381-
	Specializes in hard CC.
381+
382
	Augments:
383
	2(Endless Lullaby) using a finisher on a sleeping enemy recasts Lullaby for 100% of the duration.
384
	4(Reactive Storm) increases Desert Wind status chance and makes all attacks match enemy weakness.
385-
	She has 2 builds, 1 which is full duration and moderate strength which you will use for MC and/or absorb or the CC build
385+
386-
	which will only use chaos and absorb to permanently knock down enemies around her if needed.
386+
	His 4 augment makes him like a better version of Excal, the energy waves will pretty much delete everything you look at.
387
	
388-
	Nyx prime gets slightly more movement speed and more armor, her chaos ability halucinations will have braton prime.
388+
389
== Chroma
390-
==2.16 Oberon
390+
391
	Dragon themed frame.
392-
	The shittiest and most useless frame in the game. Heralded as a "paladin" warframe when is more of a druid. His only use
392+
393-
	is credit income from selling his parts.
393+
	Roles: Survivability, Damage, Credit Farm, Buff
394
	
395
	http://warframe.wikia.com/wiki/Chroma
396
397-
	He has no good builds. If you want to slam dunk everything else will be shit might as well pick any other frame instead,
397+
	Passive: Changing his energy color changes his abilities' properties.
398-
	if you want to not deal damage and support you won't be able to do shit with how his abilities are designed. His base
398+
		>Red, magenta, brown, orange and bright yellow - Heat
399-
	damage on all abilties is radiation which has a CHANCE to confuse enemies they might still attack you and the damage type
399+
		>Blue and purple hues - Electricity
400-
	itself is useless vs noarmor. Worst heal in the game.
400+
		>Green, lime, teal and dark yellow - Toxin
401
		>White, grey, black, and some faded colors - Cold
402-
==2.17 Rhino
402+
403
	His 1(Spectral Scream) fires a breath of the element you picked.
404
	His 2(Elemental Ward) emits an aura around himself and nearby allies
405
		Heat - Health buff + heat dot around you.
406
		Electricity - Shield buff + converts damage taken and zaps a nearby enemy.
407
		Toxin - Increased reload and holster speed + toxin dot around you.
408
		Cold - Armor Buff + reflects damage back at enemies.
409-
	Iron skin has no duration other than the damage limit which is increased by power strength however if  you really want to
409+
	His 3(Vex Armor) emits an aura around himself and nearby allies, taking shield hits increases armor, taking health hits 
410-
	use rhino for CC do note that you'll be sacrificing quite some survivability for those stomps. Roar like an angry
410+
		increases your weapon damage. Buff is based on Chroma taking hits. Can be recast to keep buff.
411-
	motherfucker to let your shitter squad know who is in charge.
411+
	His 4(Effigy) makes him shed his dragon pelt which then acts as a sentry, it attacks nearby enemies and stuns them and
412
		boosts credit drops in a small radius around it. While effigy is up you run faster but have reduced armor.
413
414
415-
	Rhino prime will get more armor, his iron skin will be golden.
415+
	Augments:
416
	1 (Afterburn) after you cancel spectral scream you shoot a projectile that deals damage for each second the scream was up.
417-
==2.18 Saryn
417+
	2 (Everlasting Ward) allies retain your elemental ward buff after getting out of range.
418
	3 (Vexing Retaliation) taking damage causes a burst around you, shield hits proc puncture, health hits proc blast.
419-
	Nerfed into mag tier
419+
	4 (Guided Effigy) hold 4 to move your effigy to a location, doing damage to enemies in path.
420
421
	
422
	For general soloing:
423-
	Her only purpose (rushing missions and dealing damage) is now gone. Can only spread viral/aids and that is about it.
423+
424
	Ice Chroma is tankiest Chroma, building high/max power strength, max duration.
425-
	Saryn prime has more armor and her spores will appear golden.
425+
 	Dump stat is range. Efficiency isn't as important because Vex Armor and Elemental Ward are all you'll be using and each
426
	one last 50s+. With Vex Armor and Elemental Ward active, you become increasingly tankier and deal increasingly 
427-
==2.19 Trinity
427+
	more damage the more you get hit; the effective HP from Steel Fiber and Vitality thus become significantly magnified.
428
 	You still need some way to regain health from chip damage. Medi-Ray is the best and easiest way to do so, but bringing
429
	along another source of healing is a good idea, e.g. Magus Elevate/Repair, Lifestrike, lifesteal Furis, Syndicate proc. 
430
 
431
	Word of caution: Tank Chroma requires multiple high-ranked r10 mods and forma to become good.
432
	Chroma is not recommended for new players.
433
	
434-
	Trinity has a lot of variations to her build based on the scenario, want to give energy 24/7 to the entire squad?
434+
	Meta for Eidolon Hunts.
435-
	go min duration, max range and power strength and spam EV. Want to be immortal forever? Go duration with an intensify
435+
436-
	slapped in and use blessing when you get to 2hp with quick thinking.
436+
== Ember
437
438-
	Trinity prime gets a jiggly tail and mantis head along with with more shields.
438+
439
	Roles: Damage, CC, Buff
440
	http://warframe.wikia.com/wiki/Ember
441-
==2.20 Valkyr
441+
442
	Passive: Gain a small % power strength buff based on number of enemies on fire around her.
443
444
	Her 1(Fireball) shoots a fireball that does damage on impact and around the area hit.
445
		Can charge the fireball for extra damage and leaves fire at target location.
446
		Has a mini combo counter similar to Atlas' 1 where casting multiple times will do increased damage up to a point.
447
		Increases heat meter.
448-
	Like Excaliburs exalted blade her hysteria scales off the melee weapons mods. She can still hit very hard and very fast. Added bonus 
448+
	Her 2(Immolation) gives a base damage reduction that increases based on the heat meter.
449-
	of being near impossible to	kill.
449+
		Will drain energy if at 100% heat for too long.
450
	Her 3(Fire Blast) creates a wave of fire that damages enemies knocks them back.
451-
==2.21 Vauban
451+
		Removes 50% heat from the meter.
452
		Enemies hit have their armor reduced by 50%-100%
453-
	Hope you enjoy staying up 24/7 because his parts can only be acquired via random alerts.
453+
	Her 4(Inferno) causes meteors to crash on enemies in line of sight within range and leaves a ring of fire on them.
454-
	https://deathsnacks.com/wf/index.html is your friend here.
454+
		Enemies can spread this ring of fire by getting close to each other.
455
		Increases heat meter.
456
		Damage increases with heat meter %.
457
458-
	The hardest CC frame in the game. Bastile completely immobilizes enemies that walk into it leaving them open for piss
458+
459-
	easy headshots. Vortex sucks them up in a nice pile so that your aoe weapons or punchtrhough ones can easily kill them
459+
	Augments:
460-
	while you sit on a high spot. Best used with liki vs shooting enemies or works alone if vs infested.
460+
	1 (Fireball Frenzy) casting fireball on allies gives them extra % heat damage on all attacks.
461
	2 (Immolated Radiance) gives allies in affinity range 50% of the damage reduction. 
462-
==2.22 Volt
462+
	3 (Healing Flame) heals Ember based on each enemy hit by the blast.
463
	4 (Exothermic) gives enemies affected by her 4 a chance to drop energy orbs on death.
464
	
465
466
== Equinox
467
	
468-
	For a damage build you go the standard max range and strength, for a shield ,buff and GOTTA GO FAST build max duration
468+
	Yin-Yang/Day & Night frame
469-
	and strength. 
469+
	Was Male(day)/Female(night) frame but the trap jokes were too much for DE.
470
	Roles: Damage, CC
471-
==2.23 Zephyr
471+
472
	This frame has 2 forms, Day form is more damage focused while Night form is more of a support role.
473
474
	http://warframe.wikia.com/wiki/Equinox
475
476
	Passive: Picking up health orbs gives you a bit of energy, picking energy orbs gives you a bit of health.
477-
	With her augment she can increase her squads movement and make some of the shittier weapons (supra) slightly less shit.
477+
			 Starts mission in Day or Night form depending on your energy color.
478-
	Hardest but completely unreliable CC. Could fly but with parkour 2.0 everyone can now.
478+
			 Bright colors = Day Form
479
			 Dark colors = Night Form
480-
	Has added bonus of on-impact tonkor explosions with augment.
480+
	Her 1(Metamorphosis) Switches between forms. Switching to Night gives you extra shields and armor, switching to Day gives you 
481
		 a weapon damage boost and you run faster - all of these effects are temporary and fade over time.
482-
 ==2.24 Atlas
482+
	Her 2(Rest & Rage)	Rest(Night Form) puts targeted enemy and nearby enemies asleep, while they sleep you can use a finisher.
483
						Rage(Day Form) enrages target enemy and nearby enemies, move and attack faster but also take extra damage.
484-
	'Brawler' warframe, currently the most useless frame in the game.
484+
	Her 3(Pacify & Provoke)	Pacify(Night Form) - Emits an aura around you that reduces enemy damage.
485
							Provoke(Day Form) - Emits an aura that buffs nearby allies Power Strength.
486
	Her 4(Mend & Maim)	Mend(Night Form) - Emits an aura that stores hitpoints with each enemy killed, when deactivated it distributes
487
										   stored hitpoints evenly to health and shields of you and allies.
488-
	Can make 2 useless valkyrs to run around and melee things or punch shit.
488+
						Maim(Day Form) - Emits an aura that damages enemies and stores damage with each enemy killed within range,
489
 										 when deactivated it releases a burst of damage based on how much was stored up.
490-
 ==2.25 Wukong
490+
491
492
	Augments:
493
	1 (Duality) when using metamorphosis you spawn a specter of your opposite form that deal lingers for a bit and does extra damage.
494
	2 (Calm & Frenzy) enemies killed under the effect of Rest or Rage spread the effect to nearby enemies.
495
	3 (Peaceful Provocation) Pacify(Night Form) turns damage done to your allies into a slow aura.	
496-
	Good survability with rage+vitality. Completely useless for anything else
496+
							 Provoke(Day Form) turns damage done to enemies into extra Power Strength.
497
	4(Energy Transfer) keep 4 charge while switching forms.
498-
 ==2.26 Nezha
498+
499
500
501
	Her Night Form sleep is an 'alright'CC, her damage reduction aura isn't anything too crazy, most of the time you'll probably 
502
	be in Day form buffing allies and storing your Maim for giant bursts of damage. 
503
504-
	Almost a full copy-paste of rhino except not as fast and can't buff allies.
504+
	Good for specific frames because her damage buff gives power strength rather than damage.
505
506-
 ==2.27 Ivara
506+
	There are a few builds:
507
 
508
	-Maim build (Day form) that builds max range with enough duration to hit the efficiency cap. 
509
	Dump stat is power strength (strength is good on buff builds but you will very rarely run a buff Equinox). 
510
	Press 4, let damage store, press 4 again. The amount of damage you want to store before popping depends on the mission, but it
511
	doesn't take a lot of kills. Natural Talent is very good to speed up Maim's 2s cast time. 
512-
	Can make herself and/or the squad invisible in an aoe, make an additional loot drop from nearby enemies in stealth or use an super charged bow to deal damage. A complete bitch to mod and forma.
512+
	Maim is ineffective against armored units unless you bring multiple CP.
513
514-
==2.28 Inaros
514+
	-Low-level Maim build that builds max range and high strength, with enough duration to hit the efficiency cap. 
515
	Instead of relying on Maim's stored damage you'll be relying on its initial Slash proc to deal damage. 
516
	The slash damage it'll do is poor and only works on low levels (<20), but this build is very efficient for low levels.
517
	Particularly good against corpus, use it to farm some relics on Io, Jupiter.
518
519
	-Peaceful Provocation build (Night form) that uses the slow part of Peaceful Provocation (PP), building for high power strength
520-
	Utterly useless for dealing damage but can tank a shitload of damage with his EXTREMELY high hp and health regeneration. When he dies he can consume a nearby enemy to revive with full hp.
520+
	(ideally 200% to hit the slow cap) and high range. Dump stat is duration; some people like to add duration for Sleep, 
521
	but mod space is very limited. PP's slow takes a long time to build up, especially for a competent team that has ways to 
522-
Note: all the builds hinted above are their general uses. There are different more specific builds out there for different shit.
522+
	mitigate damage. Self-damaging weapons alleviates this problem. Even then, slow is not a hard disable like Stomp or Bastille. 
523
	Note that although this ability drains energy, it is not a channeled ability; Zenurik/Energy Siphon still work through it.
524
525
	-Rest build (focus farm) - Max duration and range, putting everything to sleep and kill them.
526
	
527
528
== Excalibur
529-
========================================
529+
530-
==3. Primary weapons/secondary weapons==
530+
	Swordsman frame
531-
========================================
531+
	Roles: Damage, CC
532
533
	The poster boy of Warframe was behind many nerfs and buffs over the updates. Currently he is sitting in a pretty high
534-
There are 2 combinations that you'd ever want to use. These don't change ever.
534+
535-
Corrosive + heat for DEAC shit and vs infested. Corrosive will help against the armor while heat provides a decent dps boost.
535+
536-
Viral + heat for post-DEAC shit. Once you strip their armor via 4x corrosive projection corrosive damage stops doing anything. At this point viral and heat is better, ~90% of the enemies in the void are weak to both and viral is generaly good because it cuts their hp by half. Its also great vs corpus. Viral heat ends up better than using magnetic poison on them.
536+
537
	http://warframe.wikia.com/wiki/Excalibur
538-
For void or vs grineer: If you are going solo or in a squad that doesn't have 4 corrosive projections its better to use corrosive+heat as that gets a huge boost to damage vs armored targets, procing its status will also reduce their armor. If you don't have 4 corrosive projections in the squad then the chances are you won't go too high to even worry about armor completely reducing your damage to single/double digits
538+
539-
If you are going in a squad with 4 corrosive projections then viral heat are objectively the best elements as corrosive does not get a damage boost vs enemies with no armor on and you cannot reduce their armor in the negative. 
539+
	Passive: Attacks faster and does a bit more damage with:
540
			Longswords
541-
Corpus have no "vs" builds, by the time magnetic procs they'll already be dead/there will be nothing for magnetic to reduce. Its best to use viral heat vs them and just use a mag if you're planning on going super long vs them.
541+
			Dual swords
542
			Nikanas
543
			Rapiers
544
545
	His 1(Slash Dash) dashes between enemies in a cone while cutting them down with his exalted blade.
546
	His 2(Radial Blind) raises his blade and blinds enemies in a radius, blinded enemies take extra melee damage.(Needs line of sight)
547
	His 3(Radial Javelin) slams down his blade on the ground, launching javelins towards his enemies.
548
	His 4(Exalted Blade) summons an energy blade and puts you in melee mode, attacks launch energy waves (can be aimed).
549
 
550-
The main 3 mods for all your primary weapons will be: Serration, Split Chamber, heavy caliber. No matter what weapon these 3 mods must be used. No exceptions. 
550+
551
	Augments:
552-
The elements you want to use are either viral + heat (in a party with four corrosive projection auras) or corrosive + heat
552+
	1 (Surging Dash) enemies hit by slash dash increase your melee combo counter.
553
	2 (Radiant Finish) enemies affected by radial blind take extra % finisher damage.
554
	3 (Furious Javelin) temporarily increases melee damage done for each enemy hit by radial javelin.
555
	4 (Chromatic Blade) makes exalted blade work like Chroma, energy color changes its status type and boosts status by 50%.
556
557
	Radial Blind's Line of sight requirement makes it unreliable as CC, though the damage amplification it gives is good.
558
 
559
	-EB build is by far the most popular build. If you want to go pure EB, all you need is power strength, but most of the time there’s
560-
Primary build for most/almost all primary weapons in the game (this will change with the upcoming multishot nerf)
560+
	enough mod space to add range and duration for Radial Blind. Using Radial Blind is in fact encouraged since it's not just CC but
561
	also a DPS increase via the stealth damage multiplier; against high-level enemies using Radial Blind is a must. 
562-
	Serration, Split Chamber, Heavy Caliber, poison elemental damage mod, cold/electric elemental damage mod, heat elemental damge mod , Shred (if applicable).  The last slots are more or less utility slots where you will either put; Point Strike + Vital Sense, Vile acceleration or a Syndicate mod if applicable.   You'll have to either: drop shred or heat in order to use it on a crit weapon build.
562+
	An equally important part of this build are your melee mods. 
563
	Slap on Condition Overload and as much damage as possible through elementals, also grab the Chromatic Blade augment. 
564-
>But why not those physical damage mods?
564+
	EB has mediocre crit stats, but modding for crit + Berserker will still give you the highest DPS. 
565
566-
Unless the weapon is purely that physical damage type (and no such weapon exists yet) elemental damage mods will ALWAYS give a better benefit.
566+
	-Radial Blind build that goes for max range and duration. Dump stat is power strength. 
567
	Pure Radial Blind builds are unpopular because the line-of-sight restriction makes its CC unreliable; 
568-
>What about ammo/mag mods? I run out of ammo all the time
568+
	you can get shot at from an enemy less than 5 feet away if he's around a corner.
569
570
== Frost
571-
>Bane/Expel/whatever?
571+
572-
Extremely situational/useless in the void. Still better to use vile acceleration which will increase your dps or even another elemental mod.
572+
	King of defense missions. Recent changes to him added a bunch of shit to his arsenal but in the end you'll still be sticking to
573
 	your good old trusty globe. Loved vs things that shoot but absolutely hated on missions that feature infested.
574
	
575
	http://warframe.wikia.com/wiki/Frost
576
	Roles: Defense, CC, Buff
577
578-
	Hornet strike, Barrel Diffusion, Lethal Torrent, Pathogen Rounds, Deep Freeze(viral)/convulsion(corrosive), primed heated charge or the regular one, scorch and pistol pestilence
578+
	Passive: Melee attacks made against Frost have a chance to freeze the attacker.
579
	
580
	His 1(Freeze) shoots an icy blast at a target, direct hits freeze enemies otherwise they slow. 
581
		Can shoot the ground to put up patches of ice that slow enemies walking through. 
582
		Can also be used to pop unwanted Snow Globes, just aim at one and fire.
583
	His 2(Ice Wave) sends a wave of icy shards in a cone in front of you, enemies hit are also slowed.
584-
There are no primary builds for melee weapons as you're better off using actually good weapons like your primary or secondary but here is the universal build:
584+
	His 3(Snow Globe) puts down a protective snow globe (can have up to 4). Can shoot from inside but not from outside it.
585
	His 4(Avalanche) summons an avalanche that freezes enemies(reduces their armor while frozen) and damages them.
586-
	Pressure point, Spoiled Strike, Fury, 2 elements of your choice either viral or corrosive depending, after that you are looking if its a crit or noncrit weapon, if its crit add the obligatory 2 crit % and dmg mods and berserker, if it isn't go for more damage with event mods, add a life strike if you are only going to use your melee to regen hp.
586+
587
588-
>What about channeling?
588+
	Augments:
589-
Good only if you have a steady income of energy via trinity or rage with high hp otherwise you'll go out of energy extremely fast on high attack speed weapons
589+
	1 (Freeze Force) casting freeze on allies gives them extra % cold damage on all attacks.
590
	2 (Ice Wave Impedance) casting ice wave will leave behind a trail of ice that slows enemies walking over it.
591-
>What about coptering?
591+
	3 (Chilling Globe) enemies that enter snow globe have a chance to be frozen.
592
	4 (Icy Avalanche) gives you and allies a coat of ice that absorbs 60 damage per target hit by Avalanche.
593
	
594
	
595
	Not much needs to be said about Frost, use him to protect objectives or downed allies while you revive them.
596-
Note: again, the builds listed may not work for every single weapon in the game. Some like the torid, some syndicate augment supported weapons and bows have very speficic builds.
596+
	He has some 'decent' CC in the form of freezes and slows.
597
	Due to his recent changes to globe not requiring duration you can now run range and nuke if you want it.
598
	Casting Snow Globe again while inside one will add up both their hp, good for having healthy globe.
599
600
	-Snowglobe builds are versatile. The core of any Snowglobe build is high power strength and decent range (at least Stretch) so
601
	explosives/Napalm doesn't splash through Snowglobe. Beyond that, some people only care about globe HP, in which case adding 
602
	more power strength and Steel Fiber is good (globe HP scales with armor). 
603
	Some people prefer higher range via Cunning Drift/Overextended; the loss in globe HP can be made up for by simply stacking globes.
604
	Dump stat will generally be duration, but many people like to add duration for the Chilling Globe augment; 
605
	duration also makes Avalanche more effective as CC. No matter which build you use, Snowglobe is great for Defense, Mobile Defense,
606
	Excavation, and camping. Plop it down and sit inside. Make sure to use your CC when needed.
607-
Sentinels and kubrows are going to be your battle companions through the grind. Some are extremely useful while others are extremely useless.
607+
	Most people consider using Frost in Infested missions to be a mistake. 
608
	Snowglobe is significantly less useful against melee units and also stops your team from hitting anything inside it. 
609
	For any mission, make sure to pop Snowglobes if they’re in the way.
610
611
612
= Gara
613-
	You can get a sentinel by buying its blueprint off the market and crafting it. Nothing else is required. The sentinel itself doesn't need anything for upkeep but it is fragile in combat regen and at least a rank 6-10 vitality or redirection should be used on it. Every sentinel has its own: weapon, different target range for attack. You can use a wyrm laser on a carrier but it will not attack past ~10m, a sweeper on a wyrm will shotgun at very long range etc. 
613+
614
	Glass frame
615-
	If you want to keep a sentinels weapon but sell the sentinel you can do so and keep the weapon. You get 4 slots by default and you can get 2 additional slots for 12 plat as every sentinel will use 2 slots (1 for the sentinel and 1 for the weapon).
615+
616
	http://warframe.wikia.com/wiki/Gara
617-
	Useful mods for the sentinels include: Regen which will revive it after it dies once, Guardian which will regenerate your shields to full once every 30 seconds, Animal Instinct which will give you pocket thiefs wit/enemy radar, Coolant Leak which will slow enemies around you and Sanctuary which will put a shield around you when you revive people.
617+
	Roles: Defense, CC
618
619
	Passive: standing in light has a chance to blind enemies.
620
621
	Her 1(Shattered Lash) shoots out a glass sword that deals damage and knocks enemies back.(puncture dmg)
622-
	Without a doubt the most useful sentinel out there and its weapon is also extremely useful.
622+
		 Holding the button causes her to do a sweeping cut instead, doing damage and ragdolling enemies.(slash dmg)
623
		 Damage scales with your melee mods. Can use 1 to break her 4 (does AOE damage).
624-
http://warframe.wikia.com/wiki/Carrier
624+
	Her 2(Splinter Storm) forms glass around her/ally/enemy. Allies take a reduced % damage and do damage over time around them.
625
		 When cast on enemies they take an increased % damage taken from weapons/abilities.
626-
Carrier will pull ALL the mods,ammo and other pickups around you in a 12m radius also works through walls and above/bellow you if some mod gets stuck or something. 
626+
	Her 3(Spectrorage) spawns spinning mirrors that cause nearby enemies to attack it (like Loki's decoy), when the mirrors break
627
		 they deal a burst of damage to enemies inside.
628-
It has a shotgun as a weapon with great fire rate and status slap in some event mods for blast+electric,seeking fury and some fire rate mods and it'll keep everything that comes close to you permaCC'd.
628+
	Her 4(Mass Vitrify) sends out a wave of expanding glass that forms a wall at the end.
629
		 Enemies hit by it are crystallized over time and take increased damage. Wall health is increased by health and shields of
630-
Carrier prime gets a massive hp boost while its weapon gets a very slight damage boost.
630+
		 enemies it glassed over, as well as power strength and armor.
631
		 Can press 4 again at any point to stop the wave.
632
		 Immune to everything while casting.
633
634
	Most of Gara's abilities interact with one another in different ways. Check the wiki.
635-
	The only other useful sentinel that will scan shit for your codex automaticaly. Only downside so far is that it still uses the normal codex scanner and not the synthesis one for the bonuses (double scan,faster scan,infinite scanner) so you will have to buy and use the codex scanner in your gear for it to scan.
635+
636
	Augment:
637-
http://warframe.wikia.com/wiki/Helios
637+
	2 (Mending Splinters) for each target affected by her 2(splinter storm) heals 3hp/s.
638
	3 (Spectrorage) enemies that die inside 3 have a 50% chance to drop an energy orb.
639-
As said above it will scan enemies for your codex. The augment allows it to become a pocket banshee that will mark 1 enemy every 10 seconds for a slight damage boost. 
639+
640
== Garuda
641-
It uses a glaive at medium range as a weapon and needs melee mods for it. Nothing special about it as it cannot crit.
641+
642
	blood/gore frame
643
	
644
	https://warframe.fandom.com/wiki/Garuda
645
	Roles: Survivability
646-
	Shade makes you invisible while not attacking.
646+
647
	Passive: Less health=More damage up to 100%.
648-
http://warframe.wikia.com/wiki/Shade
648+
	1 (Dread Mirror) pounce at an enemy, doing damage and knocking them down. Executes enemies at 40% or below.
649
			Conjures a mirror in front of her after the cast. Mirror is invulnerable and faces camera direction.
650-
As long as there is 1 enemy in its line of sight it will keep you invisible until you attack with a weapon as such it will keep you invisible even if you use your frames abilities. Its weapon is a burst laser pistol at low range.
650+
			Blocks everything. Damage absorbed is multiplied into the Dread Heart that hovers above the mirror.
651
			While the mirror/heart is active, hold 1 causes you to grab the heart(draining energy/s) to increase its damage.
652
			Release 1 to throw it and damage enemies.
653
	2 (Blood Altar) charge an enemy and impale it. Impaled enemies give an aura that heals you and allies in range.
654-
	A single target damage dealing sentinel.
654+
			Can have up to 3 altars up. Hold 2 while aiming at an impaled enemy to cancel the ability early.
655
	3 (Bloodletting) Sacrifice health to generate energy.
656-
http://warframe.wikia.com/wiki/Dethcube
656+
	4 (Seeking Talons) channels blood and sends her talons flying at enemies and mark them.
657
			Hold 4 to expand the ring and FoV of the ability. Talons will seek out enemies(goes through walls).
658-
Dethcube has no other use than its vaporize which will deal 900 radiation damage to an enemy that gets close to you. Uses a deth machine rifle which is more of a minigun at high range.
658+
			Attacking marked enemies grants a 50% chance to cause a slash proc.
659
	
660
	Can sustain herself for long.
661
	Prime candidate for Quick Thinking since you always have health/energy to play around with.
662-
	Objectively the worst sentinel.
662+
663
664-
http://warframe.wikia.com/wiki/Djinn
664+
==Gauss
665
	
666-
Djinn has a "taunt" ability which will make enemies walk to djinn instead of targeting you or anything else in their range. Will ONLY use it if there are 2 enemies within 24m of it after 10 seconds after which point you'd already could've killed them. Uses a rifle with toxin darts as a weapon.
666+
	"fast/speed" frame (isn't actually the fastest)
667
668
	https://warframe.fandom.com/wiki/Gauss
669
	Roles: Damage, CC
670-
	A somewhat defensive sentinel
670+
	Passive: Battery, secondary meter that interacts with his abilities and gives bonus shields and shield recharge based on %.
671
	1 (Mach Rush) dashes forward dealing damage to enemies. Slamming into something does radial damage.
672-
http://warframe.wikia.com/wiki/Wyrm
672+
			Hold 1 or W to keep running. Can run over water in Plains/Vallis.
673
			Gains battery charge.
674-
Wyrm will knock down enemies around you. Uses an low accuracy rifle at long range.
674+
	2 (Kinetic Plating) gains damage reduction and shields you against Impact, Puncture, Slash, Heat, Cold and Blast damage,
675
			also gives knockdown and stagger immunity while active. Converts the mentioned damage types into energy.
676-
Wyrm prime will get a massive boost to shields and a big increase to its weapons crit chance.
676+
			Damage reduction based on battery level, also drains battery while active.
677
			While active causes his 1 shockwaves to do Slash damage.
678
			Gives 100% bonus melee damage and 100% chance to stagger on hit while 4 is active.
679
	3 (Thermal Sunder) leaves a Cold damage AoE that slowly shrinks, casting again on Cold procced enemies freezes them.
680-
	The CC sentinel
680+
			Gains battery on cast.
681
			Holding 3 leaves a Heat damage AoE that also slowly shrinks, casting on enemies already Heat procced makes them take 100% 	
682-
http://warframe.wikia.com/wiki/Diriga
682+
			increased damage that can be stacked. Drains battery.
683
			Using the Cold when they have heat on them and vice versa causes a Blast proc.
684-
Diriga will permanently stun an nearby enemy with an electricity proc but it won't be able to fire while doing. It also has an aoe electric attack that may proc electricity to everyone around you. Its weapon is a high status,high crit sniper rifle with very long range.
684+
			Cold then Heat will push enemies out, Heat then Cold will pull them in.
685
			Both versions damage is increased by battery level.
686
			Running with his 1 through the 3 AoE adds their damage to the Mach Rush shockwave.
687
			While 4 is active and above 80% battery enemies are instantly frozen, the heat does full damage 
688
 			and the blast proc strips armor based on battery % up to 100%.
689
	4 (Redline) unlocks battery up to 100% and increases Fire Rate, Attack Speed, Reload Speed and Holster Speed.
690
			Buffs are actually scaled with Duration instead of the usual power Strength.
691
			While above 80% battery will shoot out projectiles on nearby enemies.
692-
	You can get a kubrow once you've finished the Howl of the Kubrow quest rewarded from the Jackal. 
692+
			While 4 is Active staying above 80% will slowly increases another secondary meter next to the battery,
693-
In order to get your kubrow you will have to: grind earth missions and destroy feral kubrow nests until an egg drops, make an incubator and have a free slot before it can start hatching, wait 2 days until it hatches then wait an additional 2 days until it matures before it can be used. Once it matures you can get it out on missions. 
693+
			when this other meter is at 100% his other abilities no longer drain battery.
694-
Every 24 hours it will lose 10% of its hp starting at +100% hp and ending at -100%,once it reaches -100% hp the kubrow will die regardless if you spent plat on it or not. You can prevent its death by buying 6 DNA stabilizers off the market for 75k credits to increase its hp by 30%. To prevent its death if you stop playing or something you can put it in the statis where it will not mature but not lose any hp either. If the kubrow gets downed in a mission you can revive it as you would other players, if it dies it will lose happiness which will decrease its damage by 10%. You can get it back up by "interacting" aka petting it to increase its damage by 30%, can only be used 3 times a day.
694+
			
695-
In order to get your kubrow out of the statis you will have to wait 3 hours before being able to use it.
695+
			
696-
Getting the incubator upgrade will: decrease the time to hatch a kubrow by a day, will put kubrows into the statis automatically before death and will allow you to rush the defreezing for 10k credits while its also lowered to 30 minutes from 3 hours.
696+
== Grendel
697-
To remove your kubrow you HAVE to "consign" it to the lotus for 25k credits.
697+
698
	fat/kirby/vore frame
699-
Kubrows are inferior to sentinels because: sentinels have no upkeep and will generaly die only to aoe unlike kubrows that can run off and get themselves killed in the middle of enemies, EXTREMELY costly mods every single one of them is fucking rank 10 and at least uncommon, 2 rank 10 damage mods which will make it deal slightly more damage, will often attack enemies more than use their abilities, no way to make them not attack.
699+
700
	https://warframe.fandom.com/wiki/Grendel	
701
	Roles: Survivability, CC, Buff, Utility
702
	Passive: gains armor based on number of enemies in belly.
703
704
	1 (Feast) swallows enemies wherever you aim for 1.5 seconds.
705-
	The huras kubrow works just like shade giving you invisibility as long as it can get alerted by an enemy. Doesn't seem to need line of sight(?).Your kubrow can attack enemies while invisible but it will become so if it attacks. Its other ability is a charge like ability which will make the kubrow knock down enemies in its path.
705+
			Swallowed enemies lose armor % every second.
706
			Holding 1 will vomit all enemies while damaging them and forcing a Toxin proc.
707
			Damage based on number of enemies and their level.
708
	2 (Nourish) digest an enemy and gives Grendel and allies a buff based on the enemy type selected from the enemies currently eaten.
709-
	Works just like Nekros' Fear ability and the sentinel guardian mod. Will fear enemies once they come into its range slowing them down and making them run away, will replenish your shields once they go out with its other abilitiy.
709+
			Hold 2 to switch between the buffs.
710
			Nourished Energy: gains a multiplier to all energy gains, scales with strength, gained from Ranged enemies.
711
			Nourished Armor: does a Toxin AOE when taking enemy damage or killing enemies, gained from melee enemies.
712
			Nourished Strike: gives Toxin damage multiplier to player weapons and abilities, scales with strength, gained from heavies,
713-
	One of the more useful breeds of kubrows. When not in combat it will dig, giving you up to 3 pickups be it ammo,health,energy and ocasionally credits. It will always prioritize on what you need the most: if low on hp it will give more leath orbs, if low on energy it will be more energy orbs. Because you cannot make the kubrow not attack it will spend the majority of its time attacking enemies. Its other ability will stun a target while dealing damage to it.
713+
			flying or summoned enemies.
714
			Buffs can be recast and heal Grendel on use.
715
	3 (Regurgitate) spits out an enemy where you aim, damages all enemies with Toxin near the impact point.
716
			Scales with enemy level as well as the usual power Strength.
717-
	Sunika is the "assasination" type of breed, while in reality it will only chase down capture targets at high speed and pinning them to the ground for you to safely kill and capture them. Its other ability will stun a target while dealing damage to it.
717+
	4 (Pulverize) turn into a ball and lets you roll around.
718
			Enemies in stomach take Toxin DoT.
719
			Size increases with number of stored enemies.
720
			You can sprint, jump and double jump while in ball mode.
721-
	The carrier kubrow. When not in combat it will destroy crates, pick up its loot and drop it near you. When in combat it will pick the loot dropped by enemies and bring it to you. Just like Sahasa kubrows it suffers from attacking more than doing its job. Can only carry a finite number of loot and has a cooldown on the ability. Its other ability will disarm enemies.
721+
			Colliding with enemies does damage and knocks enemies away, scaled with strength, enemy level and number in stomach.
722
			Slams from jumping around also do AoE damage to enemies around and eaten ones, scaled with strength, number of enemies 
723
			around, their level and enemies in stomach.
724
			Using his 2 while in ball mode gives a speed boost.
725
726
727
== Harrow
728-
==5. Other useful shit==
728+
729
	Priest frame
730
	
731
	http://warframe.wikia.com/wiki/Harrow
732
	Roles: Energy, Survivability, Team Survivability, CC
733
734-
=> Use https://github.com/GottFaust/WWDC/releases/tag/0.8.2 with the builds from section 3 to check if the weapon you are planning to get is good or not
734+
	Passive: Has more overshields than anyone.
735-
=> Use http://warframe.wikia.com/wiki/Orokin_Void/ByRewards to check for where the prime parts drop
735+
736-
=> Use https://github.com/Deathmax/warframe_data/blob/master/en/missionrewardtables.csv to check for drop chances (0.200 = 20%, 0.02 = 2% etc) for everything inside or outside the void
736+
	His 1(Condemn) sends a wave forward that immobilizes enemies and gives shields/overshields for each enemy hit.
737-
=> Use https://deathsnacks.com/wf/index.html to check for active and upcoming alerts as well as invasions,darvos deals, void trader appearances and synthesis target progress
737+
	His 2(Penance) sacrifices all shields to gain a boost in weapon fire rate and reload speed.
738-
=> You can skip the liset/jumping out of the vent entry scene by taping space twice
738+
		Also converts damage dealt while active into healing for allies in affinity range.
739-
=> You can skip the 10 second "returning to liset" timer by taping space if you are playing alone
739+
	His 3(Thurible) charges energy while holding the ability key to generate a buff.
740
		While the buff is active, getting kills restores energy. Headshots restore 4x the energy.
741
	His 4(Covenant) makes him and allies immune to everything for X seconds. 
742
		Any damage absorbed while immune will then convert into a crit chance bonus buff. Headshots getting 4x the bonus. 
743-
=> Arsenal keybinds: Y to open up your mods, N and M to switch to your other loadouts
743+
744-
=> Press E to interact with the kubrow while in front of the incubator
744+
	Augment:
745
	3 (Warding Thurible) allies take less damage while channeling and gives more energy when damaged.
746
	4 (Lasting Covenant) headshoots increase crit chance buff duration.
747-
=> Running with a maxed Rush mod is faster than using parkour 2.0 with an maxed elemental parkour mod
747+
748
	Support frame that needs to get kills for 2 of his "support" abilities to even work, 
749-
=> You can remove your frost globe by using your first ability on it
749+
	in a game where other frames can kill off everything with 1 cast.
750-
=> You can parry enemies in melee with your weapon by channeling while blocking getting them open for finishers
750+
	Decent solo frame.
751-
=> Restores are cheap to make and you can make 10 of them at one time, stock on them and use them regulary
751+
	Meta for Eidolon hunts.
752-
=> Ash can fire torid and other grenade launchers inbetween jumps while doing bladestorm
752+
753-
=> You can stack multiple sonars on enemies
753+
754-
=> Chromas effigy increases credit drop rate and chances but it will have to do the killing blow, if you are using chroma or see a chroma in your squad you should let the effigy kill stuff so that you can maximize your credit income
754+
== Hildryn
755
756
	muscle/shield frame
757
758-
=> You can boost your allied Novas antimatter drop by shooting at it
758+
	https://warframe.fandom.com/wiki/Hildryn
759-
=> You can boost allied Nyx' damage in absorb by shooting at it
759+
	Roles: Survivability, CC, Energy, Utility
760
	
761
	Passive:No energy but has big shields and uses them to cast abilities. 
762-
=> Volts shield can increase your damage when you shoot through it, stand around him and use it but don't block other people
762+
			Overshields prevent health damage bypasses.
763
			Becomes immune for 3 seconds when shields are depleted.
764-
How to easily level up shit with pubs,solo or coordinated squads:
764+
			Energy orbs bypass shield recharge delay.
765
	1 (Balefire) equips a one handed Rocket launcher. Shooting drains shields.
766-
http://i.imgur.com/yhq89Jd.jpg
766+
	2 (Pillage) sends out an aura that removes negative status from you and allies. Enemies in sight and range are marked and
767
			have their armor and shields reduced. Gains shields and overshields based on armor/shield stripped.
768-
	With pubs go to Sechura(Pluto), Akkad(Eris) or Seimeni(Ceres) depending what you want to level up or want resources along with it, dark sectors give additional affinity bonuses to your weapons and have increased drop rates. 
768+
			Can press 2 again to have the aura retract early.
769-
Akkad is very easy,safe and fast for warframe and secondary leveling. Sit on top of the crates or on the container up above the cryopod and safely shoot them. Good for neurode farming if you don't want to do earth excavation.
769+
	3 (Haven) overcharge her shields links you to allies and enemies.
770-
Sechura is fastest for primaries but its not as safe as Akkad. There are high spots on the arcs but the infested can easily climb them and claw you to death,ancients are also able to pull you down from there.On the non-cerberus tileset you can sit on the zipline and shoot them. If you want to do sechura with an unranked frame at least put on a vitality or something.Drops only morphics.
770+
			Linked allies have increased shields, shield recharge rate and also gain her 3 second damage immunity on shield depletion.
771-
Seimeni doesn't have safe spots for unranked frames but the waves go quickly and is usualy used for credit grinding. Good for melee affinity. Drops cells.
771+
			Extra shields turn into overshields when out of range.
772
			Linked enemies take Radiation DoT, doubled if Hildryn has overshields.
773-
	If you really want to solo exp grind then Spy missions on neptune and harder planets is the way to go. If you don't get detected you get 12000 affinity(24000 with a booster) and there are usualy eximus units spawned in the data vaults with which you can grab some easy stealth kill xp. You also get a ton of t2/t3 keys while doing it.Can't get any rare resources off vaults.
773+
			Hildryn gains shields/overshields for every ally/enemy linked.
774
	4 (Aegis Storm) lets you hover in the air, with limited movement options, nearby enemies are lifted and take Radiation damage.
775-
	In a nonshitter squad you can either go: 
775+
			Energy field that lifts enemies shrinks based on height, close to the ground has best range.
776-
Draco with a excalibur,EV trinity, frost/limbo and some random damage buffer(optional). Can be used to leech for frame xp but pubs generaly will not allow that so avoid bringing unranked frames unless you're playing with buddies. 4 rounds for easy maxed syndicate cap and cells.
776+
			Lifted enemies occasionally spawn energy orbs.
777-
Orokin derelict defense. This goes longer but if you have a speed nova and/or vauban with the bastille augment its generaly safe and waves go quick. You can go here with unranked frames but swarm moas and caustic eximi can get you down, should bring at least 1 decent weapon. Has cells and neurodes.
777+
			Press 4 again to slam to the ground, damages enemies in energy field.
778
			Can use 1 and 3 while Aegis Storm is active.
779
			Can dodge mid flight but costs shields.
780
	
781
	Augments:
782
	1 (Balefire Surge) direct full charged shots restores shields, hitting a nullifier shield pops it instantly and gives shields.
783
784
785
== Hydroid
786
	
787
	Pirate/water frame. Used for farming resources and AFKing certain missions.
788
	
789
	http://warframe.wikia.com/wiki/Hydroid
790
	Roles: Farming, CC
791
792
	
793
	Passive: Every Melee Ground-Slam has a 50% chance to lure a Tentacle that will last 15 seconds. 
794
795
	His 1(Tempest Barrage) calls down a barrage of watery blasts on targeted location, enemies in the area are knocked down.
796
		Multiple casts can be up at the same time. Can also hold the button to increase damage and duration, at the cost of energy.
797
		Can be cast during Undertow.
798
	His 2(Tidal Surge) turn into a water wave that rushes forward, damages enemies taking them with you or pushing them to the side.
799
		Can use Undertow mid dash to stop at location. Can be used in Undertow to move pool.
800
	His 3(Undertow) transform into a pool of water, makes you immune to damage while transformed. 
801
		Enemies that walk over the pool will sink and take DoT until you reemerge or they die.
802
		The DoT they take is a % of their max health. Damage increases based on number of enemies inside pool.
803
		Allies can shoot into pool to contribute 50% of their total damage from weapons and abilities, split to submerged enemies.
804
		While in pool form you can aim and shoot at enemies to pull them into the pool.
805
		Can move around in pool form, but very slowly. Use tidal surge to move around.	
806
		Every other ability works during pool form.
807
	His 4(Tentacle Swarm) summons watery tentacles that spawn from various surfaces and wreak havoc in an area. 
808
		Enemies hit by or walking into the tentacles will be grabbed by them and take damage over time. (Can be recast)
809
		Can hold the cast button to increase number of tentacles and range, at the cost of double energy.
810
		When cast during undertow tentacles will spawn in the pool and do 200% damage.
811
812
813
	Augments:
814
	1 (Corrosive Barrage) projectiles from Tempest Barrage cause a corrosive proc.
815
	2 (Tidal Impunity) your tidal surge clears procs from you and allies in your path and makes you immune to them for a short while.
816
	3 (Curative Undertow) allies can stand on your pool to heal over time.
817
	4 (Pilfering Swarm) Enemies killed by tentacles or killed while grabbed by one drop extra loot.
818
	
819
	His kit is mainly about CC, he can keep multiple areas or chokepoints under lockdown on his own with his 1/3/4. 
820
	He's more often used for farming ever since his Tentacle Swarm augment.
821
822
	Great for solo farm but in groups you may want to get an actually organized group. Run full strength, no range and negative
823
 	duration. With the augment you should still have enough energy from double drops to keep you up and running while you spam
824
 	tentacles at every group of enemies you see. Keep spamming it and enjoy loot.
825
	Alternatively you could build for duration on your Tentacle Swarm so you can pop it in a tight space and then afk
826
	in pool form while shit keeps running at you and dying to tentacles. 
827
828
829
== Inaros
830
831
	Mummy frame
832
833
	The first real tanking focused warframe DE bothered to make.
834
835
	http://warframe.wikia.com/wiki/Inaros
836
	Roles: Survivability, CC
837
838
839
	Passive: Instead of bleeding out on the floor when downed he enters a sarcophagus.
840
			 While on it you can aim at enemies or allies to steal some hp to get himself back up. (can target companions)
841
			 Performing finishers restores 20% of his health.
842
843
	His 1(Desiccation) throws some pocket sand in a cone in front of him that blinds and damages enemies.(opens them up for finishers)
844
	His 2(Devour) traps the target in quicksand making them unable to do anything. 
845
		Inaros and allies can approach the enemy and 'devour' it to regain hp. 
846
		Holding down 2 while aiming at an enemy will pull them to you and automatically devour it.
847
		If an enemy is killed while being devoured they will spawn a clone (Sand Shadow) that fights for Inaros.
848
	His 3(Sandstorm) spins around and becomes a whirlwind that lifts enemies and does damage over time. 
849
		You move slower while it's active but also take reduced damage. 
850
		Enemies affected by Devour that are killed by Sandstorm spawn a Sand Shadow.
851
	His 4(Scarab Armor) converts his health into scarab armor which boosts your armor. (Hold down 4 to charge it up)
852
		If you have scarab armor active you can press 4 again to launch it at an enemy which will send a swarm at them, it panics them
853
 		and deals damage over time and also spreads to nearby enemies, keeping them locked in place. 
854
		Enemies affected by the swarm emit an aura that heals you and nearby allies for a bit of the damage being dealt.
855
856
	Utterly useless for dealing damage but can tank a shitload of damage with his EXTREMELY high hp and health regeneration. When he 
857
	dies he can consume a nearby enemy to revive with full hp. Has alright CC with most of his abilities namely his pocket sand (1) and
858
	his scarab armor swarm (4).
859
	
860
	Augments:
861
	3 (Elemental Sandstorm): Your sandstorm has a chance to inflict status effects based on your melee weapon mods.
862
	4 (Negation Swarm): your swarm protects you from status effects, using up 3% bonus armor every time.
863
864
	There is one build:
865
 
866
	-CC Inaros that builds max range and high duration for pocket sand. Dump stat is power strength. 
867
	Vitality + Steel Fiber are necessary; Rage is also good for infinite energy sustain. 
868
	Bring a dagger with Covert Lethality for finishers. You want to start almost every mission by building up Scarab armor to max.
869
 	Blind enemies with pocket sand, shank them to regain health.
870
	
871
872
== Ivara
873
874
	Frog/Archer frame
875
	Mostly supportive/stealth frame
876
877
	http://warframe.wikia.com/wiki/Ivara
878
	Roles: Utility, Survivability, Damage
879
880
	Passive: Innate radar that detects enemies within 20 meters and shows them on minimap.
881
882
	Her 1(Quiver) press to switch between 4 arrow types, hold to fire.
883
		 Cloak Arrow - Fires an arrow that creates an energy bubble, anything inside will be cloaked.
884
					   cloak arrow can be attached to allies, enemies, objects, and terrain.
885
					   (doesn't cloak cryopods, excavators or power cores)
886
		 Dashwire Arrow - Forms a zipline between from your feet to the point of impact.
887
		 Noise Arrow - Fires an arrow that attracts enemies to the point of impact.
888
		 Sleep Arrow - Fires an arrow that puts enemies in a radius asleep, also opens them up for a melee finisher. 
889
	Her 2(Navigator) allows you to take control of the next projectile you fire or one already mid flight also increases it's damage.
890
	Her 3(Prowl)   Makes you invisible while active, can steal loot from nearby enemies and buffs your headshot damage.
891
				   Running, sliding or bullet jumping while prowl is active will deactivate it.
892
				   Firing a non-silent weapon will temporarily deactivate prowl. 
893
	Her 4(Artemis Bow) pulls out her powerful bow, each shot will fire multiple arrows. 
894
		Shooting normally will fire a spread of arrows vertically, charging the bow fires them horizontally. 
895
		While having the Artemis Bow out you can use the secondary fire to instantly fire one of the arrows from her 1 (Quiver).
896
		While Artemis Bow is out Ivara can't melee attack.
897
	
898
899
900
	High-utility frame that offers good damage, survivability, and cheese potential. 
901
	Artemis Bow (AB) scales off of rifle/bow weapon mods and gives her good DPS. 
902
	Has built-in survivability with Prowl, making her a good solo frame, and Prowl’s slowness can be mitigated by rolling everywhere;
903
	the Infiltrate augment also has fringe use in cheesing Spy missions. Navigator provides insane damage bonuses that is often
904
	overkill and generally not worth the time/energy investment. Quiver provides tons of utility: Cloak arrows are great and your 
905
	team will love you for it, while Sleep arrows provide good CC in a small AOE. Dash arrow occasionally has its uses. 
906
	Noise arrow is useless 99% of the time but has its niche in soloing. 
907
	She has a good set of tools on her, can make her work in a few different scenarios.
908
	Sorties, rescues, intercept solos and others. Go crazy with her.
909
910
	Augments:
911
	1 (Empowered Quiver) dashwire gives 100%crit damage and cloak arrow prevents status effects.
912
	2 (Infiltrate) While prowled you can move through laser barriers and gain 25%movement speed.
913
	3 (Piercing Navigator) each enemy hits increases the projectiles crit chance by 10% up to 50.
914
	4 (Concentrated Arrow) fire a single arrow, has more crit chance on headshots and explodes in a radius. Removes punchthrough.
915
916
	-AB/Prowl build that builds high power strength for Artemis Bow with enough efficiency/duration to hit the efficiency cap for
917
	 AB/Prowl. Dump stat is range. Bring a primary weapon modded for crit. Fire rate mods such as Vile Acceleration are recommended
918
	 to take advantage of Artemis Bow’s horizontal fan.
919
920
	-Hybrid build that’s essentially the first build but sacrifices power strength for range/duration, allowing for more utility
921
	 through Cloak arrows. Good general all-purpose build for when you still want utility but don’t trust your allies enough to
922
	 dedicate yourself to supporting them. Don't worry about AB's damage; even a low strength AB with Prowl can kill lv100 enemies.
923
924
	-Cloak build that builds high range and high duration for Cloak arrows. Dump stat is power strength. 
925
	Spam Cloak arrows on allies and on yourself. Cloak is especially useful for sortie defenses to keep the operative alive. 
926
	For missions with object-type defenses e.g. Mobile Defense, Cloak will NOT protect the objective.  
927
928
	-Noise arrow build that builds max range and enough efficiency for Prowl. 
929
	Duration for Sleep arrow (+Covert Lethality) is recommended. Dump stat is power strength. Ever only used to solo Interception
930
	missions. Stay in Prowl and use Noise arrow to lure enemies away from towers, which causes them to stand around doing nothing.
931
	Once you have all 4 towers captured and enemies are in a permanent state of doing nothing, you can afk in Prowl and do something 
932
	else until the end of the round. Be careful that sometimes a stray enemy will still cap towers.
933
934
	-Solo Survival build that builds max duration (so Prowl steals quicker) and 100% power strength to get max steal chance with Prowl.
935
	Range is also desired but not as important. Entirely used to solo Survival missions for hours, using Prowl to steal life support
936
	and a Covert Lethality dagger to kill enemies with Sleep arrow.
937
938
939
==Khora
940
941
	Cat lady
942
	http://warframe.wikia.com/wiki/Khora
943
	Roles: CC, Damage
944
	
945
	Passive: Venari is khora's cat that's always there, you get a speed boost while the cat is alive.
946
			 You can mod it/edit appearance in the arsenal.
947
			 If it dies it'll respawn after 45 secs, or you press your 3.
948
949
	Her 1(Whipclaw) whips where you're aiming, doing damage in a radius and knocking around enemies.
950
		Scales with melee mods and rivens.
951
	Her 2(Ensnare) binds targeted enemy in metal disabling them. Will spread to nearby enemies, disabling them as well. 
952
		Ensnared enemies take take 200% extra damage from your 1 and your cat. Hitting them with your 1 also causes the
953
		ability to spread out again.
954
	Her 3(Venari) makes your cat focus on an enemy. Holding the button makes it switch Heal, Protect and Attack postures.
955
		Pressing 3 if cat is dead will revive it.
956
	Her 4(Strangledome) makes a dome of chains that snares enemies.
957
		Enemies in the chains take damage over time and 200% extra damage from weapons and abilities.
958
		They also take damage from other enemies.
959
		Hitting an enemy inside the the dome with your 1 causes all of them to take half of the damage.
960
961
	Augment:
962
	1 (Accumulating Whipclaw) hitting 3 enemies gives a stacking 35% damage buff to Whipclaw casts, decays after 10s.
963
	4 (Pilfering Strangledome) enemies caught in the dome have a chance to drop extra loot on death.
964
965
== Limbo
966
967
	Magician/M'lotus/Za Warudo - Occasionally used for defense sorties or to cheese an event or whatever through the rift mechanics.
968
	
969
	http://warframe.wikia.com/wiki/Limbo
970
	Roles: Utility, CC
971
972
	Passive: Rift Plane, an alternate dimension that Limbo can send people in and out of.
973
			 While in the rift gets energy regen, enemies killed inside give 10 energy.
974
			 Stuff inside the rift cant interact with whatever is outside it and vice-versa.(Warframe powers don't care about the rift)
975
			 Shift (roll) to get in and out of the rift. This also leaves a fissure your team can walk through.
976
			 You can stay as long as you like in rift, allies will eventually be brought back out.
977
978
	His 1(Banish) sends allies or enemies in a small radius to the rift. Allies in the rift get a passive energy regen.
979
		Banish targets must be in the same Plane as Limbo to be affected. 
980
		Enemies sent there get damaged and suffer a knockdown on cast.
981
	His 2(Stasis) completely freezes enemies in the rift plane. Can be toggled on/off.
982
	His 3(Rift Surge) charges nearby enemies, charged enemies that leave the rift get banished back in and pull in
983
		nearby enemies with them. If a charged enemy dies outside the rift they transfer the charge to nearby enemies.
984
	His 4(Cataclysm) blasts a Rift Sphere at the target location, anything inside the sphere will be in the rift.
985
		The sphere’s final collapse deals damage to enemies both in and out of the sphere, and scales based on the 
986
		average health and shields of ALL enemies in the Rift. The sphere shrinks over time.
987
		Bonus damage further scales with Cataclysm's current range/duration, dealing 25% of its total when at its 
988
		maximum and up to 100% when at its minimum.
989
990
991
992
	Augments:
993
	1 (Haven) Allies banished to the rift have a portion of their health restored.
994
	3 (Rift Torrent) Gives you a damage buff for every enemy affected by Rift Surge.
995
	4 (Cataclysmic Continuum) Increases duration of cataclysm for each enemy killed inside.
996
997
998
	Try to build for high duration and range (add some power strength if using rift surge augment).
999
	Banish a few enemies, jump into the rift and kill them/surge them and send them back out to gather more enemies in a small radius.
1000
	You can also just pop Cataclysm over an area and put everything in Stasis then melee it all to shit.
1001
	Alternatively you can just cast it and pop it immediately, since damage is based on number of enemies and their health/shields 
1002
	it will more than likely kill everything, provided there are enough enemies for it to scale properly. (nerfed to shit)
1003
	Heavily armored enemies will give you a harder time doing this.	
1004
	
1005
1006
== Loki
1007
	
1008
	Trickster frame
1009
	A beast of a warframe who is one of the few that is usable everywhere regardless of what level or content it is,
1010
	although nowadays not many use him.
1011
	
1012
	http://warframe.wikia.com/wiki/Loki
1013
	Roles: CC, Survivability, Speedrunning
1014
1015
	Passive: 10x Wall-Cling duration.
1016
1017
	His 1(Decoy) deploys a holographic decoy of Loki that shoots and draws enemy attention (does no damage).
1018
	His 2(Invisibility) makes him invisible (who knew?), while invisible loki gets stealth damage multipliers to melee attacks.
1019
	His 3(Switch Teleport) makes loki switch places with his target. (works with his decoy and allies)
1020
	His 4(Radial Disarm) sends out a wave of energy that permanently disarms enemies in a radius, making them go into melee mode.
1021
 		Causes damage to certain enemies.  
1022
1023
	Augments:
1024
	1 (Savior Decoy) if Loki takes fatal damage, decoy absorbs the dmg and switches places with him. Increases Decoy cast speed.
1025
	2 (Hushed Invisibility) makes your weapons silent while using invisibility.
1026
	3 (Safeguard Switch) makes allies targeted by your Switch Teleport invulnerable for a short period.
1027
	4 (Irradiating Disarm) enemies hit by Radial Disarm are confused for a while and attack each other.
1028
 
1029
	
1030
	He has 2 builds one which focuses invisibility while the other disarm:
1031
	
1032
	For invisibility you go for maximum duration,optional hushed invis. 
1033
	
1034
	For disarm you go for maximum range with natural talent making every dumbass enemy forget how to shoot a gun in a split
1035
	second.
1036
	
1037
1038
== Mag
1039
	
1040
	Magneto wannabe
1041
	
1042
	http://warframe.wikia.com/wiki/Mag
1043
	Roles: Damage, Utility
1044
1045
	Passive: Vacuum effect on every Bullet Jump.
1046
1047
	Her 1(Pull) pulls enemies in line of sight to her while dealing damage. 
1048
		If an enemy is Magnetized they take extra damage and if they die they may drop an energy orb.
1049
	Her 2(Magnetize) roots the target in place and deals damage over time in a bubble around it.
1050
		A percentage of the damage of absorbed bullets/projectiles/shrapnel will be used to increase the DOT.
1051
 		Up to 4 targets can be Magnetized at this time.
1052
	Her 3(Polarize) sends a wave out in a radius around her. Targets with shields will take shield damage, while targets 
1053
		with armor take health damage and a permanent armor debuff. 
1054
		Targets will emit a piece or two of shrapnel which can be used to create synergies with Mag's other abilities.
1055
	Her 4(Crush) suspends her victims in the air and forcefully compresses their bodies, dealing damage over 3 ticks.
1056
		Magnetized enemies take extra damage.
1057
1058
1059
	Augments:
1060
	1 (Greedy Pull) Pulls pickups to you, requires line of sight.
1061
	2 (Magnetized Discharge) can manually burst the bubble.
1062
	3 (Counter Pulse) jams enemy weapons and disables robotic enemies for a set duration.
1063
	4 (Fracturing Crush) gives Crush the ability to reduce enemy armor as well as temporarily immobilize survivors.
1064
1065
	After her rework, Mag is no longer the Corpus-slaying machine she was, but in return she's gained more versatility across 
1066
	all three factions. Magnetize is her new go-to skill; its damage is infinite-scaling and it also doubles as (okay) protection. 
1067
	The best weapons by far to use with Magnetize are AOE explosive weapons (e.g. Tonkor, Kulstar); weapons such as Lanka, 
1068
	Miter, Mara Detron, etc. also deserve mention because their projectiles can bounce inside Magnetize. 
1069
	Using any other weapons will be underwhelming. 
1070
	The protection offered by Magnetize is decent but you shouldn't depend on it entirely.
1071
1072
1073
	-Magnetize Mag that builds high/max range and high power strength. Negative duration (play around with Transient Fortitude/Fleeting
1074
	Expertise/Continuity to see what works for you) is preferred because it shortens the delay in the explosion damage. 
1075
	Because you'll be spamming Magnetize so often, Natural Talent is a good choice to speed up Magnetize's cast time. 
1076
	Cast Magnetize, shoot your gun in its general direction, kill everything inside, and the explosion damage will take care of 
1077
	the rest. Magnetize works best when cast at choke points.
1078
	
1079
	An alternative to this build is to get duration, Magnetize an enemy, unload on the bubble and then alt tab.
1080
	
1081
1082
== Mesa
1083
	
1084
	Cowgirl frame
1085
	
1086
	2nd best hips and ass in warframe.   
1087
	All you'll ever do with her is sit in a high spot and masturbate while she shoots at every grineer stupid enough to get in sight.
1088
 	Getting her includes some of the most mindnumbing and retarded grindwalls yet 2nd only to Vauban.
1089
	
1090
	http://warframe.wikia.com/wiki/Mesa
1091
	Roles: Damage, Survivability
1092
1093
	Passive: +10% fire rate with dual wielded sidearms.
1094
			 +20% reload speed for one handed sidearms.
1095
			 +50 health when a melee weapon is not equipped.
1096
	
1097
	Her 1(Ballistic Battery) stores up damage you done by your guns, when used again it uses the stored up damage in the next shot.
1098
	Her 2(Shooting Gallery) buffs your weapons damage and jams nearby enemy weapons. This buff shifts between your team members.
1099
	Her 3(Shatter Shield) casts an energy shield that reduces incoming bullet and projectile damage and reflects it back. 
1100
	Her 4(Peacemaker) pulls out her Regulator pistols, hold your fire button to shoot at targets within the targeting circle.
1101
		The damage and firing speed ramps up over time. (Benefits from secondary weapon mods)
1102
1103
	Augments:
1104
	1 (Ballistic Bullseye) makes the ballistic battery shot have an increased status chance.
1105
	2 (Muzzle Flash) makes shooting gallery blind enemies for a short time before switching to a teammate.
1106
	3 (Staggering Shield) makes reflected shots have a chance to stagger enemies.
1107
	4 (Mesa's Waltz) allows you to move around slowly while in Peacemaker.
1108
1109
1110
	Excellent damage frame with good survivability. Shooting Gallery staying on her means you now have a permanent 60%+ damage
1111
	increase. Peacemaker scaling with secondary mods is absolutely huge, allowing PM to deal good damage even into sorties. 
1112
	While Shatter Shield's 95% damage reduction is certainly useful, there are many things that go through it, e.g. explosives.
1113
	Fortunately, she can often kill enemies quick enough that they can't even hit her.
1114
 
1115
	-Damage/tank build that runs high duration and high power strength. Dump stat is range. Vitality can also be used if you 
1116
	want more survivability. Use Peacemaker to mow down waves of enemies, but be careful of standing still for too long. 
1117
	You want to recast PM often anyway so the aiming reticule isn't so small. Your secondary mods are equally important; 
1118
	use the standard crit secondary build.
1119
1120
1121
== Mirage
1122
	
1123
	http://warframe.wikia.com/wiki/Mirage
1124
	Roles: Damage, CC
1125
1126
	Passive: Faster bullet jump and maneuver speeds
1127
1128
	Her 1(Hall of Mirrors) summons holograms around you that mimic every move. Holograms draw enemy attention and do a bit of damage.
1129
	Her 2(Sleight of Hand) booby traps nearby interactive objects and places jewel where you aim. Enemies touching the jewel will
1130
		 cause it to to explode doing either damage(light) or blinding them(in the dark).
1131
		 Booby trapped objects have various effects on enemies (blind, stun, knockdown).
1132
	Her 3(Eclipse) gives you a weapon damage buff if you're standing in light, or damage reduction if standing in shadows.
1133
	Her 4(Prism) summons a disco ball that flies in the direction of your camera, damages enemies hit by beams of light.
1134
		Pressing the ability again or if the ability ends it blinds enemies in range for a bit, making them take extra melee damage. 
1135
1136
1137
	Augments:
1138
	1 (Hall of Malevolence) makes your holograms do more damage for each enemy killed.
1139
	2 (Explosive Legerdemain) turns all pick ups in range into proximity mines.
1140
	3 (Total Eclipse) shares your Eclipse buff with your teammates.
1141
   
1142
	-DPS build that builds max power strength and max duration. Dump stat is range and efficiency. 
1143
	Efficiency isn’t needed because you’re only casting two abilities every 50s. Uses Hall of Mirrors with the augment and Eclipse 
1144
	to deal massive damage. Surprisingly, this build has a decent degree of survivability because her illusions draw enemy
1145
	fire (and also because she kills enemies so quickly).
1146
1147
	-Prism build that builds max range and duration. Dump stat is strength. Must have Natural Talent because Prism has a very long 
1148
	cast time. Useless on closed maps with lots of LoS obstruction, but still provides passable CC on large, open maps. 
1149
	
1150
	If going for a buff build with the augment build max duration and strength, no need for efficiency. Works same for self buffing
1151
	only.
1152
1153
1154
== Nekros
1155
1156
	Increases loot in a game about grinding. Everyone is all over his dick in survivals, this nigga runs this shit.
1157
	Can also be used for some solo with his shadows.
1158
1159
	http://warframe.wikia.com/wiki/Nekros
1160
	Roles: Farming, Survivability, CC, Utility
1161
1162
	Passive: Enemy death within 10 meters of Nekros regenerates a 5 Health.
1163
	
1164
	His 1(Soul Punch) punches the enemy's soul. Single target ability that does damage and knocks down an enemy.
1165
	His 2(Terrify) makes enemies shit themselves and run away for a bit, also reduces their armor for the duration. (can be recast)	
1166
	His 3(Desecrate) puts up an aura that makes enemy corpses within range drop extra loot.
1167
	His 4(Shadows of the Dead) summons copies of enemies recently killed by you. The copies retain their original level and stats.
1168
		They also get a damage/shield/health buff but lose health over time, cast it again to replenish health and summon new shadows 
1169
		to replace dead ones. If shadows are over 30 meters away from you they get teleported to you.
1170
1171
	Augments:
1172
	1 (Soul Survivor) makes your soul punch be able to revive downed allies but drains your energy.
1173
	2 (Creeping Terrify) slows enemies hit by Terrify.
1174
	3 (Despoil) makes your desecrate cost health instead of energy.
1175
	4 (Shield of Shadows) makes your shadow copies take some of the damage meant for you.
1176
 
1177
	-CC Nekros that runs the Creeping Terrify augment with high/max range and decent strength (120-150%). 
1178
	Duration isn't as important since Terrify lasts incredibly long, but don't dump duration entirely; 50-80% works well. 
1179
	Creeping Terrify is decent CC but is bogged down by its subpar range and unit cap.
1180
1181
	-Desecrate build that runs max range. Dump stats are strength and duration. Generally runs the Despoil augment with Vitality 
1182
	for easy upkeep, but if you have Zenurik or an EV Trin you can skip Despoil (despite being a toggle, you still gain energy 
1183
	through Desecrate). Some people like to use the Soul Punch augment for instant revives (with Despoil, 
1184
	there's nothing you use energy for). For a hybrid build, add Creeping Terrify and as much strength as you can fit; 
1185
	you won't hit the slow cap, but it'll be enough to be useful and allow you to help your team as CC in addition to being a lootbot.
1186
	
1187
	-SotD/Desecrate hybrid build that runs the Shield of Shadows (SoS) augment, Despoil, Vitality, base/high duration, high range, 
1188
	and high strength (ideally 214% to hit SoS's DR cap, achievable with max Blind Rage + Power Drift). Yes - this needs almost
1189
	everything. Dump stat is efficiency because Equilibrium exists, which allows for infinite health/energy sustain using the Despoil
1190
	loop. Many people also like to use Health Conversion for extra tankiness. The core of this build is using SoS to achieve high
1191
	damage reduction, while Despoil and Equilibrium give you infinite sustain, and all the while your Shadows are drawing aggro and
1192
	you're Desecrating more loot/health/energy for allies. This is the most popular build for Nekros, but be careful of investment;
1193
	Health Conversion and Equilibrium can be difficult mods to acquire/level (Equilibrium is an uncommon r10), and these mods are not
1194
	used on any other frame. Your Sentinel also needs investment in order to not go down easily, because you are relying heavily on
1195
	Vacuum to suck up health orbs.
1196
 
1197
Note: Desecrate works well with slash damage weapons, which can dismember corpses into several parts. Each part can roll additional loot.
1198
	
1199
1200
== Nezha
1201
1202
	China warframes 2nd frame.
1203
1204
	http://warframe.wikia.com/wiki/Nezha
1205
	Roles: CC, Survivability, Speedrunning, Utility
1206
1207
	Passive: Dude slides a lot.
1208
1209
1210
	His 1(Fire Walker) makes him run faster and leave behind a trail of fire that does damage to enemies and removes procs from allies.
1211
	His 2(Blazing Chakram) throws a ring of fire that deals damage+debuffs and ricochets around.
1212
		Killing debuffed enemies drops a health orb and has a chance at dropping an energy orb.
1213
		If pressed again while the ring is mid flight you will teleport to it.
1214
		If Fire Walker was active when you teleported it will do a burst of damage at the location.
1215
	His 3(Warding Halo) summons a fiery ring around you that reduces damage taken by 90% and makes you immune to status effects until
1216
		the ring's health pops. You'll be invulnerable for a few seconds after the damage shield pops.
1217
		The shield's health scales with your armor, power strength and damage taken during the initial seconds of its cast.
1218
		While the ring is active you do slash damage to enemies you walk into.
1219
	His 4(Divine Spears) summons spears from the ground that impale enemies, press ability again to slam them on the ground.
1220
		Hitting impaled enemies with your 2 spawns another Chakram.
1221
1222
1223
	Decent frame for general use. Runs fast, makes enemies take extra damage, spawns hp/energy orbs and has great survivability.
1224
1225
	Augments:
1226
	1 (Pyroclastic Flow) stores damage done by fire walker, can then detonate it.
1227
	2 (Reaping Chakram) each enemy hit increases damage by 2x and increases chance to drop health orbs on death.
1228
	3 (Safeguard) Warding Halo can now be cast on allies, with 50% effectiveness.
1229
1230
 	For general-use Nezha builds, see Rhino’s builds. Build Warding Halo as you would Iron Skin (strength + armor) and 
1231
	Divine Spears as you would Stomp (range + duration + Natural Talent).
1232
1233
	-Speedrunning build that uses all the sprint, slide, and parkour mods. Nothing else is needed. 
1234
	You can mod duration/efficiency for Firewalker but it's not necessary. 
1235
	Not recommended on lv60+ enemy missions because you will die very quickly.
1236
 
1237
1238
== Nidus
1239
1240
	Infested frame
1241
	http://warframe.wikia.com/wiki/Nidus
1242
	Roles: CC, Survivability, Damage, Buff
1243
1244
	Passive: Mutation stacks, for every 5 enemy hits with your 1(Virulence) or 4(Ravenous) you get a stack of mutation (capped at 100).
1245
	The stacks increase the damage of your 1 and 4. 
1246
	If you are killed with at least 10 stacks they will be consumed, you'll get 5 seconds of invulnerability and get back to 50% hp.
1247
	Also has passive HP regen since he has no shields.
1248
1249
	His 1(Virulence) slams a wave of infestation forward that damages enemies and gives back some of the energy used.
1250
		This ability gets stronger the more stacks of mutation you have.
1251
	His 2(Larva) summons an infested pod that pulls enemies into itself and keeps them there. Enemies are stunned for the duration.
1252
	His 3(Parasitic Link) creates a link between you and your target. 
1253
		If it's an ally it'll give you both a damage buff, if it's an enemy it'll redirect damage take you take to them.
1254
		If you use his 1 while Linked, a second wave will fire from your linked target.
1255
	His 4(Ravenous) covers the ground in infestation and spawns maggots. 
1256
		The maggots benefit from your mutation stacks and give stacks as well when they're hitting enemies. 
1257
		Standing in the infestation also increases your health regen.
1258
	 
1259
	His 1 can do some pretty good damage if you're getting your stacks high and he has decent survivability with his passive hp regen
1260
	plus the regen from his 4 aswell and the bit of armor he has. His 2(larva) is pretty decent at keeping shit bundled up and stunned.
1261
	His 3 damage redirection caps at 90%.
1262
1263
	Augments:	
1264
	1 (Larva Burst) lets you detonate larva, doing more damage for every enemy grabbed.
1265
	4 (Insatiable) 60% chance to get an extra Mutation stack while standing in your infestation.
1266
1267
1268
	-Virulence build that runs high/max range, high/max power strength, and as much duration as you can fit (for Link). 
1269
	Vitality is also recommended for extra tankiness. Dump stat is efficiency because Virulence refunds your energy, and with 
1270
	smart usage can even gain you energy; however, some people like to use Rage because of his high health and regen. 
1271
	The core of the build is spamming 1 to build stacks and deal damage, with the occasional Larva if enemies are more spread. 
1272
	You should run a Link up at all times, not only for the survivability/buff but also for Virulence's double-cast. 
1273
	Once enemy density is high enough, Ravenous should also be used frequently because it's essentially free.
1274
	
1275
1276
== Nova
1277
1278
	Design Council frame
1279
	http://warframe.wikia.com/wiki/Nova
1280
	Roles: CC, Buff, Damage, Speedrunning
1281
1282
	Passive: When Nova is knocked down, she will knock down enemies in a 6 meter Radius and deal damage.
1283
1284
	Her 1(Null Star) summons small particles that float around her and fly out to nearby enemies.
1285
	Her 2(Antimatter Drop) summons an antimatter particle that can be steered with the reticle, it absorbs damage done to it
1286
		and explodes when it comes into contact with a solid object. (You can shoot it for a big damage boost)
1287
	Her 3(Worm Hole) creates a worm hole in front of nova that she and allies can use to travel a short distance.
1288
	Her 4(Molecular Prime) unleashes a wave of energy that spreads out slowly across the map, enemies hit by the wave are slowed
1289
		and take double damage, when they die they also explode which can trigger a chain reaction of explosions.
1290
1291
	Thanks to her Molecular Prime ability she like Loki can fit everywhere regardless of mission or 
1292
	level. Want to do those shitty infested missions faster? Go speed, want more CC? Go slow. All this while
1293
	doubling all damage your squad does.
1294
1295
	Augments:
1296
	1 (Neutron Star) recasting Null star makes remaining particles explode in an aoe.
1297
	2 (Antimatter Absorb) gives antimatter drop an absorb field to absorb incoming fire and boost its damage potential.
1298
	3 (Escape Velocity) using the worm hole gives you and your allies a short speed boost.
1299
	4 (Molecular Fission) restores Null Star charges when Primed enemies are killed.
1300
1301
	-Slowva build that runs max duration for MP with just enough power strength to hit the slow cap (145%, achievable with max
1302
	Intensify + Power Drift). Dump stat is range. Standard build.
1303
1304
	-Speednova build that runs max duration for MP with minimum power strength (max Overextended). Because MP’s slow scales with power
1305
	strength, having less than 100% power strength will actually make enemies go faster. 
1306
	Why is this good? Because this speeds up the mission. Preferred build for grinding Defense missions.
1307
1308
1309
== Nyx
1310
1311
	Mind control frame, female excalibur.
1312
1313
	http://warframe.wikia.com/wiki/Nyx
1314
	Roles: CC, Defense/Survivability
1315
1316
	Passive: Enemies have a chance to miss Nyx more often.
1317
1318
	Her 1(Mind Control) takes control of targeted enemy and makes them fight for you.
1319
		During 4 secs after casting, any damage you do to MC target is absorbed and converted to increase its damage.
1320
	Her 2(Psychic Bolts) sends out bolts that seek out enemies and debuff them.
1321
		Strips armor/shields or slows down enemies, depending on faction.
1322
		Intensify is enough to completely strip armor.
1323
	Her 3(Chaos) causes all enemies within a radius to see each other as enemies, they will fight whoever is closest.
1324
	Her 4(Absorb) forms an absorb shield around herself that absorbs all incoming damage, can be deactivated to release stored damage.
1325
		Absorbed damage also gives you a damage buff.
1326
1327
1328
	Decent utility frame. Chaos is okay CC, but is ultimately unreliable and overshadowed by Irradiating Disarm. 
1329
	Absorb with the Assimilate augment makes you literally invincible and offers an alternative to Frost for defending objectives;
1330
	unfortunately, its low range means that unlike Snowglobe, you won't be able to protect allies. Several things (e.g. grenades) 
1331
	also go through Absorb, and Assimilate's movespeed penalty makes it much worse if you're not camping.    
1332
1333
1334
	Augments:
1335
	1 (Mind Freak) your mind control targets gets a big damage boost.
1336
	2 (Pacifying Bolts) enemies affected by bolts are confused for 10 secs.
1337
	3 (Chaos Sphere) creates a circular radius in which enemies that enter its range are affected by Chaos. Circle shrinks over time.
1338
	4 (Assimilate) can move while casting Absorb but the area is reduced in half.
1339
	 
1340
	-Standard Chaos Nyx that builds max range and high duration. Dump stat is power strength. 
1341
	Note that recasting Chaos does not refresh its duration on units already affected.
1342
	
1343
	-Minimum-duration Chaos Nyx that builds minimum duration (Transient Fortitude + Fleeting Expertise) instead of high duration.
1344
	Natural Talent is a must. Minimum duration allows you to chain one Chaos right after the previous one ends. 
1345
	This allows you to take advantage of Chaos's initial stagger, which is better CC compared to Chaos's Radiation effect.
1346
	Unfortunately, this means your entire gameplay consists of pressing 3 every few seconds.  
1347
	
1348
== Oberon
1349
1350
	Heralded as a "paladin" warframe when is more of a druid.
1351
	http://warframe.wikia.com/wiki/Oberon
1352
	Roles: Support, Buff, Survivability
1353
1354
	Passive: Allied pets receive Health, Armor and Shield buff. In addition your pet receives 1 instant revive per mission. 
1355
1356
	His 1(Smite) bursts energy out of his target, projectiles then fly around looking for new targets.
1357
	His 2(Hallowed Ground) puts an energy carpet on the ground, standing in it gives an armor boost and status immunity.
1358
	His 3(Renewal) sends out a healing wave that heals you and allies as long as its active. 
1359
		Gives an armor boost if allies are standing in hallowed ground.
1360
	His 4(Reckoning) raises enemies up in the air then slams them down. Enemies that survive will be blinded for a short while.
1361
		Enemies standing in hallowed ground will receive an armor debuff.
1362
		Enemies affected by Radiation take extra damage from Reckoning.
1363
		Enemies killed have a chance to spawn a health orb.
1364
	
1365
1366
	Supposedly a jack-of-all trades frame, but he actually can’t do anything well and doesn’t even have any niches like some other 
1367
	bad frames. His only passable ability is Reckoning, which is okay for DEAC nuking and can function as CC by spamming 
1368
	it over and over. Some people like to use Hallowed Ground for Radiation sorties, but even then there are better CC/utility options.	
1369
	For some reason DE devoted time to making a kickass skin for a frame nobody liked.
1370
1371
	Augments:
1372
	1 (Smite Infusion) casting smite on allies gives them extra % radiation damage on all attacks.
1373
	2 (Hallowed Eruption) casting hallowed ground again while another one is up causes the first one to explode.
1374
	3 (Phoenix Renewal) allies taking fatal damage under Renewal will instead be healed to a certain health.(90 sec cooldown)
1375
	4 (Hallowed Reckoning) enemies damaged by reckoning create small hallowed ground fields.  
1376
1377
1378
== Octavia
1379
1380
	Bard frame
1381
	http://warframe.wikia.com/wiki/Octavia
1382
	Roles: Damage, Utility, Buff
1383
	
1384
	Passive: Briefly regen energy for you and allies when abilities are used.
1385
	Can make your own music that affect her abilities. (In her Appearance tab> Mandachord)
1386
	The step sequencer is divided into Melody, Bass and Percussion. Each affects a different ability. 
1387
1388
	Her 1(Mallet) throws a ball that when it lands makes enemies in the radius attack it and also damages them.
1389
		Damage done to it by enemies will in turn buff the Mallet's damage. Damage is dealt in rhythm of your Percussion track.
1390
		Requires line of sight with the enemy to deal damage.
1391
	Her 2(Resonator) throws a Roller that moves around, damages and charms enemies into attacking it. 
1392
		If you have a Mallet active it will try to pick it up, making your Mallet mobile. 
1393
		Damage is dealt in rhythm of your Bass track.
1394
	Her 3(Metronome) gives buffs to you and allies if certain actions are performed in sync with the Melody track.
1395
		Timed jumps give a speed buff;
1396
		Crouching gives a stealth buff;
1397
		Shooting gives a multishot buff;
1398
		Melee attacks give a melee damage buff.
1399
		You also gain armor for the duration of her skill.
1400
	Her 4(Amp) throws a ball that gives you and allies in range a damage buff and also doubles the damage and range of nearby Mallets.
1401
1402
	Augments:
1403
	1(Partitioned Mallet) lets you have 2 mallets out but with reduced range each.
1404
	2(Conductor) lets you command the roller to move wherever you want by pressing 2 again.
1405
1406
	Build for high duration, range and power strength.
1407
	She provides your team with quite a few helpful buffs and can keep enemies distracted for a long time.
1408
	Her Mallet can deal pretty good damage if it absorbs enough damage. Think of it like Nova's antimatter drop,
1409
	except it deals damage over time instead of blowing up, only absorbs enemy damage tho.
1410
	Overall pretty decent frame.
1411
1412
== Protea
1413
	
1414
	Engineer frame
1415
	https://warframe.fandom.com/wiki/Protea
1416
	Roles: Damage, Utility
1417
	
1418
	Passive: Every fourth time you cast any of your abilities, it gets +100% Power Strength for that cast.
1419
	Her 1 (Grenade Fan) throws grenades that either explode into AOE shrapnel that stunlocks enemies, or become shield 
1420
		boosters that constantly generate overshields for yourself and allies and increase shieldgate time.
1421
	Her 2 (Blaze Artillery) spawns a turret that shoots at anything in its frontal arc. Has punchthrough and every time it
1422
		hits an enemy, its damage multiplier goes up based on how many targets it pierced through.
1423
	Her 3 (Dispensary) spawns a dispenser that provides health orbs, universal ammo packs, and energy orbs every few seconds.
1424
	Her 4 (Temporal Anchor) gives her a brief invuln on cast, then "rewinds" you after a few seconds back to the state and 
1425
		position you were in when you cast it, and also deals a portion of all damage dealt during the countdown as an AOE.
1426
		Holding 4 cancels the ability if you don't want to rewind.
1427
		
1428
	The shitters demanded a turret frame and they got one. Of her abilities, the most useful is probably Dispensary,
1429
	free energy orbs and it's the only thing in the game that restores Archgun ammo on demand. 
1430
	The turrets are decent, shield grenades are good survivability. Her 4 is counterproductive and trash.
1431
	
1432
	Augments:
1433
	none yet
1434
	
1435
	-Build for high strength and duration, try to keep range around 100%, efficiency can be sacrificed since she has energy orbs on
1436
	demand and Zenurik/Energize exist. Even at default range her 1 grenades have a decent radius. The number of Blaze Artillery
1437
	shots scale with Duration(more shots=more enemies being hit=more damage).
1438
	Consider unironic use of an Archgun, since she uniquely can keep it supplied with ammo.
1439
	Protea pairs extremely well with frames that can pull in groups of enemies(Nidus-Larva/Vauban-Vortex/Zephyr-Airburst)
1440
	since her Turret will pierce all enemies, very quickly increasing the damage multiplier and reaching high damage numbers.
1441
	Consider replacing her 4 with Larva once the Helminth Chrysalis system is released.
1442
1443
1444
1445
== Revenant
1446
	
1447
	Eidolon/Sentient themed frame
1448
	http://warframe.wikia.com/wiki/Revenant
1449
	Roles: CC, Survivability, Damage
1450
	
1451
	Passive: Immune to magnetic night waters in Plains.
1452
			 Mesmer skin immune to certain Eidolon attacks.
1453
			 4 can kill vomvalysts without Operator.
1454
			 When shields deplete, emits a radial blast that knocks down enemies.
1455
			 (Bunch of useless shit.)
1456
	
1457
	1 (Enthrall) converts an enemy into your thrall. Converted enemies can spread this up to 7 thralls.
1458
			On death, thralls leave an energy pillar for 10 secs. 
1459
			It deals damage in a small radius and generates homing projectiles that seek out enemies.
1460
			These projectiles have a chance to enthrall enemies but you won't see the marker on their head.
1461
			Costs no energy when cast on an enemy stunned by his 2(Mesmer Skin).
1462
			Pillars can be exploded by his 4(Danse Macabre)
1463
			Thralls can be damaged by you or allies at any point.
1464
	2 (Mesmer Skin) shields you with Sentient energy. Reflecting up to 6 attacks(scales with Strength) for 100% of the damage.
1465
	3 (Reave) dashes through enemies as a wall of energy. Leeches health/shields from enemies, drains more on thralls.
1466
			Will restore Mesmer Skin charges per thrall when you dash through them.
1467
			Passing through allies will give them a stack of Mesmer Skin.
1468
			Half cost during his 4.
1469
	4(Danse Macabre) spins around shooting lasers that deal damage (damage based on enemy type).
1470
			Hold fire button to increase laser damage/status chance and energy drain.
1471
			Damage taken during 4 buffs damage output.
1472
			Deals Corrosive against armor. Magnetic against shields. Gas against Infested.
1473
			You can move around freely while spinning.
1474
			Enthralled enemies killed by 4 drop Overshield pickups.
1475
			Damage reflected by his 2 also buffs damage.
1476
1477
1478
== Rhino
1479
1480
	Most players' first frame. With iron skin he can reduce dmg to him and ignore obstacles such as laser doors and just plow 
1481
	through it. 
1482
1483
	http://warframe.wikia.com/wiki/Rhino
1484
	Roles: CC, Survivability, Buff
1485
1486
	Passive: Fast falls will make Rhino discharge a shockwave on landing that deals damage and knocks down nearby enemies.
1487
1488
	His 1(Rhino Charge) charges forward while doing damage, can quickly be cast again for more damage and range.
1489
	His 2(Iron Skin) hardens his skin, making him immune to damage and status effects while the iron skin still has health.
1490
		Using Rhino Charge with Iron skin active gives the charge a 100% blast proc. (Knockdown)
1491
	His 3(Roar) grants all allies in range increased damage bonus.
1492
	His 4(Rhino Stomp) stomps the ground with force, doing damage and temporarily putting enemies in stasis.
1493
1494
	Widely regarded as a noob frame, but actually he does many things decently. Iron Skin is a passable tank ability that falls 
1495
	way short of literal invincibility other frames have and will not protect you in endgame. 
1496
	Roar is a good team buff ability and you generally activate it whenever you can. 
1497
	Stomp is good CC but has two weaknesses: its low duration and its inability to be refreshed on affected units.
1498
1499
1500
	Augments:
1501
	1 (Ironclad Charge) temporarily increase armor based on how many enemies hit by charge.
1502
	2 (Iron Shrapnel) recasting Iron Skin allows you to detonate it, dealing its remaining health as damage and knocks down enemies.
1503
	3 (Piercing Roar) Using roar causes a puncture proc on nearby enemies.
1504
	4 (Reinforcing Stomp) Iron skin is replenished by 80 for each target affected by Stomp.
1505
	 
1506
	-Tank Rhino that builds for high/max power strength and armor for Iron Skin. Dump stat is duration (unless you want to use Roar).
1507
	The Ironclad Charge augment is surprisingly decent; Ironclad Charge + Steel Fiber provides a significant boost to Iron Skin, 
1508
	but it's probably not worth the effort. The Iron Shrapnel augment is a must-have for the sole purpose of being able to re-cast 
1509
	Iron Skin. Even still, don’t expect to be invincible endgame. If you want to tank, Rhino is a suboptimal frame for it.
1510
1511
	-CC Rhino that builds for max range and high duration. Dump stat is power strength. Natural Talent is recommended to speed up
1512
	Stomp's cast time. You’ll mostly be using Stomp, and unfortunately Iron Skin's tankiness and Roar's damage will suffer as a result.
1513
1514
	-Hybrid build. All-purpose general build. Basically a CC Rhino that trades duration/range for power strength so Iron Skin/Roar
1515
	isn’t gimped. Probably the most popular build.
1516
1517
	-Buff Rhino that builds max strength and max duration for Roar. Range is less important, but adding range helps to make sure you
1518
	don't miss allies with Roar. Only ever used in Berehynia runs. Rhino is the best buffer to use for Berehynia because he buffs all
1519
	damage, compared to elemental buffers who can't buff abilities like Spores/Quake.
1520
 
1521
	Rhino gets bonus points for being newbie-friendly. He’s easy to mod for and easy to roll through low-level content with.
1522
	
1523
	Even though he might seem he is FUCKING INVINCIBLE he isn't. High level enemies will chew through iron skin like popcorn.
1524
1525
== Saryn
1526
1527
	Gas queen/fart frame
1528
1529
	http://warframe.wikia.com/wiki/Saryn
1530
	Roles: Damage, Buff
1531
1532
	Passive: Status chance effects last longer (25%)
1533
1534
	Her 1(Spores) infects a target with spores if spores are popped they spread to other enemies.
1535
		Spores have no duration and will keep spreading and increasing in damage as long as there are enemies to spread to.
1536
		They also do corrosive damage which will shred enemy armor over time with its procs.
1537
	Her 2(Molt) sheds her skin and leaves behind a decoy and giving you a speed boost. Decoy can explode and deal toxin damage.
1538
		The decoy will absorb some of the initial damage taken and convert it into health.
1539
	Her 3(Toxic Lash) adds toxin damage to your weapons. 2x on your melee weapon.
1540
		Hits with 3 active also pop spores on enemies.
1541
	Her 4(Miasma) releases a poisonous mist that does Viral damage over time to enemies in a radius. 
1542
		Does extra damage to enemies with Spores and spreads it.
1543
1544
	Former Queen of DEAC, and actually she's still good for DEAC after her rework. Spores is her new go-to ability. 
1545
	Miasma's damage is okay but falls off hard lategame and is overall inefficient compared to Spores, though its stagger can be useful
1546
	as emergency CC. Molt is unreliable at drawing aggro, and endgame enemies kill you and Molt too quickly for Regenerating Molt's
1547
	heal to be useful.
1548
	Unlike most other damage frames, Saryn lacks survivability.
1549
1550
	Augments:
1551
	1 (Venom Dose) casting Spores on allies gives them extra % corrosive damage on all attacks.
1552
	2 (Regenerative Molt) casting molt lets you regenerate health over time.
1553
	3 (Contagion Cloud) enemies killed by toxic lash leave behind a gas cloud that does toxin damage.
1554
1555
	You want to prioritize max range, then max power strength, followed by as much duration as you can fit. 
1556
	Dump stat is efficiency; you'll only be casting Spores, which lasts forever as long as it can spread.
1557
1558
1559
== Titania
1560
1561
	Fairy frame
1562
	http://warframe.wikia.com/wiki/Titania
1563
	Roles: Damage, CC/Utility
1564
1565
	Passive: +25% Bullet Jump distance and generates Health for herself and nearby Allies every time she casts an Ability
1566
1567
	Her 1(Spellbind) throws some fairy dust on enemies, causing them to be levitated and ragdolled. 
1568
		Also makes surrounding allies immune status effects.
1569
		Hold 1 to cast on self.
1570
	Her 2(Tribute) suspends the soul of an enemy, touching it gives a buff depending on which one you choose.
1571
	Her 3(Lantern) levitates up to 4 enemies, mesmerizing nearby enemies towards it, while taking damage from a swarm of butterflies.
1572
	Her 4(Razorwing) shrinks her and puts her in archwing mode. Weapons are replaced and scale with rifle and melee mods.
1573
1574
	Spellbind is subpar CC that suffers from extremely low range (tied for lowest range of any CC) and a long cast time. 
1575
	Razorwing gives you decent damage and survivability.
1576
1577
	Augments:
1578
	3(Beguiling Lantern) attracted enemies take more melee damage.
1579
	4(Razorwing Blitz) Flight speed and fire rate increased by 25% for 8s when using abilities, stacks up to 4.
1580
	
1581
	-Razorwing build that builds high power strength and enough duration/efficiency to hit the efficiency cap. Dump stat is range,
1582
	though you can mod for range/Natural Talent if you want a hybrid build to use her other abilities. 
1583
	The archgun is quite flexible and can be built many ways: crit, status, damage via pure elementals, and/or fire rate. 
1584
	No matter how you build it, it has good damage, but because of its single-target nature, it gets out-damaged by other damage frames
1585
	and arguably isn't even as good as some top-tier guns. The melee is flat-out bad; it has awful crit stats, mediocre status, and
1586
	furthermore lacks the AOE potential of other melees. You'll also rarely be able to use melee, because Razorwing's 50% evasion
1587
	doesn't even come close to being good survivability, especially when the razor butterflies go down. 
1588
	Razorwing also disables your companion and you can't interact with objects.
1589
1590
	-CC Build that builds max range and high duration. Dump stat is power strength. 
1591
	Natural Talent is highly recommended to speed up her slow cast times. 
1592
	Don't use Razorwing for damage, because a negative-strength Razorwing is inferior to regular guns.
1593
1594
== Trinity
1595
1596
	Her abilities are fully utility so she is best used as the supportive roll of sucking the enemies dry of their energy
1597
	and giving it to her squad. Hated by DE on all accounts.
1598
1599
	http://warframe.wikia.com/wiki/Trinity
1600
	Roles: Infinite energy, Survivability, Team survivability
1601
1602
	Passive: Revive fallen allies faster from further away.
1603
1604
	Her 1(Well of Life) lifts an enemy into the air and marks them with a green aura, shooting the marked enemy restores health.
1605
	Her 2(Energy Vampire) marks an enemy and makes him pulse energy to nearby allies, if killed enemy will release all energy left.
1606
	Her 3(Link) links her to nearby enemies, reducing incoming damage and transferring it to linked targets.
1607
	Her 4(Blessing) restores allies' health and shields and gives damage reduction buff.
1608
1609
	Decent support frame, though past nerfs hit her hard. Blessing being capped at 75% damage reduction makes it significantly less
1610
	useful, because there is a world of difference between 75% and 99% damage reduction - and this is without taking into account its
1611
	range being limited to 50m now. Her EV build remains unchanged and still provides infinite energy to your team, but EV by itself
1612
	isn't anything to get too excited about.
1613
1614
	Augments:
1615
	1 (Pool of Life) marked enemies drop a health globe on death with a chance at dropping an energy one as well.(who even uses this??)
1616
	2 (Vampire Leech) excess energy will replenish shields and boost into overshields.
1617
	3 (Abating Link) reduces armor of all linked enemies.
1618
 
1619
	-EV build that prioritizes max range, then max power strength. You want minimum duration (Fleeting Expertise + Transient Fortitude)
1620
	to shorten the time between energy pulses. Dump stat is efficiency. Often runs the EV augment. 
1621
	EV Trin is most useful if you don't have Zenurik focus, and her usefulness decreases significantly if you do. 
1622
	Make sure to use Blessing to heal if anyone gets low.
1623
1624
	-Blessing build that runs max duration to make sure Blessing lasts as long as possible, with at least 50% power strength to hit the
1625
	damage reduction cap. Dump stat is range, though you can add range for better EV capabilities; although time between pulses is long
1626
	and range is shit, you can simply EV the target, gather around it, and then kill it, which will release the remaining energy
1627
	charges (this is why going over 50% power strength may be useful). 
1628
	Tank Trinity builds should also use Link, which grants an additional 75% damage reduction on top of Blessing's 75%, 
1629
	in which case you should also mod some more range for Link.
1630
	
1631
	Meta for Eidolon Hunts.	
1632
	
1633
== Valkyr
1634
1635
	The "berserker" warframe.  Outclassed by both chroma at being more durable and excalibur at being the better melee
1636
	focused frame.
1637
1638
	http://warframe.wikia.com/wiki/Valkyr
1639
	Roles: Survivability
1640
1641
	Passive: Recovers from knockdowns faster and doesn't have to wait for landing animation when she falls.
1642
1643
	Her 1(Rip Line) fires a grappling hook, if it hits terrain she will launch herself in that direction.
1644
		If it hits an ally or enemy they will be pulled to her, enemies taking damage. 
1645
		Can be cast again shortly after for extra damage and reduced energy cost.
1646
	Her 2(Warcry) boosts allies attack speed and armor and reduces enemy movement speed.
1647
	Her 3(Paralysis) unleashes her shields in front of her damaging and stunning enemies. Stunned enemies are open to finishers.
1648
	Her 4(Hysteria) imbues her with energy and rage, unleashes energy claws and she becomes immune to damage.
1649
1650
	RIP sweet princess. Hysteria got gutted by the energy nerf and is now impossible to permanently sustain 
1651
	(while also restricting you to melee). Her only usefulness - survivability - got gutted with zero compensation. 
1652
	She still lacks any sort of utility or CC. All her other abilities are awful, although Warcry is a decent melee buff 
1653
	(especially with the augment, which causes it to last the entire mission). If you want to tank, there are loads of better options.
1654
1655
	Augments:
1656
	1 (Swing Line) after an initial rip line succesive uses of rip line while airbone cost no energy.
1657
	2 (Eternal War) melee kills increase Warcry's duration.
1658
	3 (Prolonged Paralysis) increases paralysis's stun duration and slowly pulls enemies towards valkyr.
1659
	4 (Hysterical Assault) use secondary fire to lunge at enemies.
1660
	
1661
1662
1663
	-Hysteria/melee build that builds high power strength and high duration for Eternal War. Range is your dump stat. 
1664
	If you plan on staying in Hysteria as long as possible, you will need efficiency, though you'll still have to constantly enter and
1665
	exit Hysteria because the drain is so unsustainable; Rage/Zenurik can help you sustain. 
1666
	In fact, some players don't like to rely on Hysteria post-nerf and instead opt for a tank melee build, in which case 
1667
	you don't need efficiency as much. For both builds, Vitality+Steel Fiber can help you survive out of Hysteria. 
1668
	Mod your melee for crit, because Hysteria’s claws have a whopping 50% crit chance; many players also like to run 
1669
	Life Strike and/or Prime Reach. Hysteria struggles against Nullifiers and flying enemies.
1670
1671
== Vauban
1672
1673
	http://warframe.wikia.com/wiki/Vauban
1674
	Roles: CC
1675
1676
	Passive: does 25% extra damage to enemies affected by his CCs
1677
1678
	His 1(Tesla Nervos) launches a roller that follows you around and sticks to enemies, doing damage to them.
1679
		Hold 1 to charge and throw 4.
1680
		They have a 50% chance to proc electric each time they damage, stunning enemies briefly.
1681
	His 2(Minelayer) - Cycles through 4 deployables
1682
		Tether Coil- deploys a mine that sticks to any surface, enemies in range are pulled in.
1683
		Overdriver- deploys a mine that gives the closest ally a % weapons damage bonus
1684
		Flechette- deploys a mine that hovers in place and shoots out nails in every direction.
1685
			Damage scales with strength, enemy level, passive and Overdriver mine.	
1686
		Vector Pad- deploys a directional pad that propels allies/enemies in its direction.
1687
	His 3(Photon Strike) launches a beacon shortly followed by an aoe orbital strike.
1688
		Damage scales with enemies level, power strength and his passive.
1689
	His 4(Bastille/Vortex) launches a grenade that creates a field suspending enemies in the air and stripping their armor.
1690
		At the end Bastille will colapse into Vortex, pulling enemies into it.
1691
		Holding 4 while Bastille is active will turn all Bastilles into Vortex.
1692
		Holding 4 without any Bastilles will launch Vortex by itself.
1693
1694
	The other King of Defense. Particularly good for Infested missions. 
1695
	Bastille is his best ability, granting spammable CC in a huge area. Vortex is good, but generally you'll be spamming Bastille 
1696
	more than Vortex. His different mines are fun but also useless when Bastille exists. 
1697
	Fills the same niche as Frost for Defense, camping, etc. with the upside that he’s useful in Infested missions. 
1698
	Downside is that unlike Frost, Vauban is less effective against guns (especially in wide-open maps), 
1699
	requires more maintenance, and gets fucked over by Nullifiers.
1700
1701
	Augments: 
1702
	1 (Tesla Bank) damaging an enemy attached by a nervos will release all damage taken into a burst of AoE damage on death.
1703
	3 (Photon Repeater) if Photon strikes hits at least 5 targets the next one will be free.
1704
	4 (Repelling Bastille) Repels new enemies from bastille once it reaches the maximum amount of enemies it can hold and increases 
1705
	Vortex's duration for every additional Vortex thrown into it.
1706
1707
1708
1709
== Volt
1710
1711
	Sanic.
1712
1713
	http://warframe.wikia.com/wiki/Volt
1714
	Roles: Defense, CC, Speedrunning
1715
1716
	Passive: Moving on the ground gives a stackable Electric damage buff to your next melee strike.
1717
1718
	His 1(Shock) shocks a target and chains to nearby enemies, stunning for a little bit.
1719
		Causes targets affected by his 4(Overload) to AOE burst. 
1720
	His 2(Speed) gives him and allies a movement/melee attack speed boost.
1721
	His 3(Electric Shield) creates an energy shield in front of him. 	
1722
		Shots fired through the shield gain extra electricity damage and a crit damage boost.
1723
		Casting 1(Shock) on the shield will charge it, making enemies that touch it take damage.
1724
		The Shield can also be picked up and carried in front of you. (This drains energy)
1725
	His 4(Discharge) spreads out a wave that turns enemies into 'Tesla Coils' that zap nearby enemies.
1726
		Damage is dealt to the enemy-turned- Tesla Coil and its targets.
1727
		Casting Shock on Tesla Coil causes an AOE burst.
1728
1729
	Jack-of-all-trades, master-of-none frame. Despite DE trying to buff him with a rework, his power level has not changed much.
1730
	Electric Shield is still a good defensive ability with the added benefit of being able to pick up the shield, but has several
1731
	downsides when picked up. Speed is still a good ability for speedrunning, and the reload speed buff it received means that it
1732
	works best with weapons that reload frequently. Overload received the biggest change and is inarguably buffed.
1733
1734
	Augments:
1735
	1 (Shock Trooper) casting Shock on allies gives them extra % electricity damage on all attacks.
1736
	2 (Shocking Speed) enemies touched by you or allies while sprinting get zapped.
1737
	3 (Transistor Shield) allies can pick up your shields.
1738
	4 (Capacitance) converts a percentage of damage done by Discharge into shields, split between you and allies.
1739
	 
1740
	-Shield build that runs max duration. Dump stat is range and power strength, though there's often enough mod space to 
1741
	add power strength for Speed. Best used with crit guns. Shield is a good defensive ability but outshined by Snowglobe since 
1742
	you need to constantly maintain multiple shields for full coverage, which is made more difficult by the shield limit. 
1743
	Picking up the shield is cool but not reliable since enemies can still shoot you from the back/sides.
1744
1745
	-Speed build that runs high/max strength, high duration, and high range (yes, everything). Press 2 and turn your team 
1746
	into racecars. For solo play, Volt still lacks the survivability of Loki (the other top speedrunner) with his Invis.
1747
1748
	-Discharge build that runs high/max range. The other attributes are trickier to mod for. Because of Discharge's damage cap
1749
	mechanics, no combination of strength/duration will give you a consistent, long duration stun; Discharge will almost 
1750
	always last significantly shorter than the ability states, especially on light units, and furthermore cannot be refreshed 
1751
	on affected targets. 
1752
	
1753
	Meta for Eidolon Hunts.
1754
1755
1756
1757
== Wisp
1758
1759
	wil o wisps/ghost frame
1760
1761
	https://warframe.fandom.com/wiki/Wisp
1762
	Roles: Buff, Survivability, Damage
1763
1764
	Passive: while airborne Wisp is invisible to enemies
1765
1766
	1(Reservoirs) deploys small pods that give 1 of 3 buffs. 
1767
			Vitality: Increases max health and gives health per second.
1768
			Haste: Increases movement speed, attack speed and fire rate.
1769
			Shock: Zaps nearby enemies with Electric damage and 100% status chance
1770
		While the pods themselves last forever, the motes are duration based.
1771
		Can have up to 6 pods at any given time.
1772
	2(Wil o Wisp) sends a ghost clone forward in the direction you aim, drawing enemy fire.
1773
			Wisp and companion are invisible while the ghost is out.
1774
			Press 2 again to teleport to the clone's location.
1775
			You have 3 seconds of invulnerability when teleporting.
1776
			Holding 2 will launch a much faster moving clone.
1777
	3(Breach Surge) Small radial surge that blinds enemies in range and marks them.
1778
		Marked enemies have a chance to release homing sparks that do Radiation damage and have a multiplier of the
1779
		damage received. Projectiles have increased crit multiplier and home in on enemy heads.
1780
		Using 3 while your 2 ghost clone is out will cause it to also do the radial blind.
1781
		Using 3 while aiming at a Reservoir will teleport you to it and double the range of the blind.
1782
	4(Sol Gate) shoots a giant beam where you're aiming, doing increasing Radiation and Heat damage every half second up to 500%.
1783
		Beam has infinite punchthrough on enemies.
1784
		Can cast 2 and also move around while using the beam.
1785
		Holding left click will increase the beams damage and energy drain.
1786
		Each Mote from Reservoir adds a small bonus to the beam.
1787
			Vitality increases damage by 25%
1788
			Haste gives the beam Corrosive procs, not damage
1789
			Shock also increases damage by an additional 25%.
1790
		Has 100% chance to trigger the homing sparks from her 3.
1791
1792
	Build for Strength and Duration, some range if you use her 3 often.
1793
1794
1795
== Wukong
1796
1797
	China warframes 1st frame.
1798
1799
	http://warframe.wikia.com/wiki/Wukong
1800
	Roles: Survivability
1801
1802
	Passive: Allows Wukong to cheat death up to 3 times, giving 1 of 5 buffs whenever you would die.
1803
		Primal Forces: 300% elemental damage for 60 seconds.
1804
		Heavenly Cloak: Invisibility for 30 seconds.
1805
		Cosmic Armour: Invulnerable for 30 seconds.
1806
		Monkey Luck: Enemies killed yield extra loot drops for 60 seconds.
1807
		Sly Alchemy: Orbs 4x more effective for 60 seconds.
1808
1809
	His 1(Celestial Twin) creates a clone of wukong.
1810
		Clone has increased health, uses melee if you're using a gun and vice versa.
1811
		Lasts forever unless you hold 1 or it dies.
1812
		Press 1 while aiming at an enemy will mark it for the clone to do 2x damage.
1813
	His 2(Cloud Walker) makes wukong disappear into a cloud (basically invisibility). While in the cloud he can move in any direction.
1814
		Heals wukong and clone based on distance travelled.
1815
		Bumping into enemies will stun them.
1816
		Doesn't trigger spy lasers.
1817
	His 3(Defy) taunts enemies for 2 seconds while absorbing damage. Multiplies damage taken into an attack right after.
1818
		Gains an armor buff based on damage taken up to a cap of 1500 armor.
1819
		Clone will mimic the ability.
1820
	His 4(Primal Fury) has him summon his Iron Staff as a melee weapon. 
1821
		Clone will also mimic this ability.
1822
1823
1824
	Augments:
1825
	1 (Celestial Stomp) holding 1 while aiming at an enemy will cause the clone to do a slam attack and lift enemies up.
1826
	3 (Enveloping Cloud) allies within range of cloud become invisible for 14 secs.
1827
	4 (Primal Rage) killing enemies increases your crit chance by 10% and decays 1% over time.
1828
1829
1830
1831
== Zephyr
1832
1833
	While being at the same tier of uselessness as Oberon she can still do some hard CC and go fast on her own.
1834
1835
	http://warframe.wikia.com/wiki/Zephyr
1836
	Roles: Survivability/Defense, Damage
1837
1838
	Passive: Improved aerodynamics, being able to move mid-air more flexibly and faster
1839
1840
	Her 1(Tailwind) propels her up(if grounded) or facing the reticle(if airborne), nose dive(aiming down).
1841
		Can charge up her 1 from the ground, causing her to hover and making next tailwind free to cast.
1842
	Her 2(Airburst) shoots out a projectile that AoEs on impact, pulling enemies. Hold to push ene
1843
		Shoot at Tornadoes makes them bigger.
1844
	Her 3(Turbulence) creates a whirlwind shield around her that redirects incoming projectiles.
1845
	Her 4(Tornado) creates multiple tornadoes that lift up enemies.
1846
		Tornadoes can be shot with certain elements to change its damage type and damage enemies in it.
1847
		Damage dealt to enemies over a tornado is multiplied by 200%.
1848
1849
	Her most useful ability by far is Turbulence, which is a good survivability ability that can also function as AOE protection, 
1850
	but be careful that several things (e.g. sapping ospreys) go through it.
1851
	She has minimal CC potential with Dive Bomb and Tornado.
1852
	(Tornado can in fact hurt your team by making enemies harder to hit).
1853
1854
	Augments:
1855
	1 (Target Fixation) each enemy hit increases Tailwinds damage by 50%, until landing. (Has a 2 second grace period)
1856
	3 (Jet Stream) gives Zephyr and her allies additional movement speed and projectile speed.
1857
	4 (Funnel Clouds) spawns more but smaller tornadoes and doesn't pick up enemies.
1858
 
1859
	-Turbulence Zephyr that builds high duration and high range. Jet Stream and power strength are less necessary 
1860
	but can still be good for going fast. 
1861
1862
===============================================================================================================================
1863
1864
Note: All the builds hinted above are their general uses. There are different more specific builds out there for different shit.
1865
	  Don't take this all around general guide as the final say in everything. 
1866
	  For more detailed info (numbers, %s, etc) use the wiki.
1867
	
1868
	== Also take a look at the "Frames and Modding" pastebin in the OP ==
1869
	  
1870
===============================================================================================================================
1871
1872
1873
1874
1875
1876
==============
1877
==3. Weapons==
1878
==============
1879
1880
1881
There are few combinations that you'd ever want to use.
1882
Corrosive + heat for most things and vs infested. Corrosive will help against the armor while heat provides a decent dps boost.
1883
Viral + heat/Viral + Slash. At this point viral, heat and slash are better, Viral is generaly good because it increases damage to enemy hp. It's also great vs corpus. Viral heat ends up better than using magnetic poison on them.
1884
1885
Recent armor changes made enemies much less tanky so it doesn't matter much which of the above combinations you end up using, 
1886
shit dies quick either way.
1887
1888
For corpus it's best to use viral heat vs them, or toxin since it can bypass their shields and go straight into their usually lower health pool.
1889
1890
1891
Elemental damage chart for the void: http://i.imgur.com/ugw0pQB.jpg
1892
1893
Builds:
1894
=======
1895
1896
The main 3 mods for all your primary weapons will be: Serration, Split Chamber, Heavy Caliber/Vigilante Armaments. No matter what weapon these 3 mods must be used. 
1897
1898
After that you are looking at the status of the weapon. 
1899
1900
Does the weapon have shit status(at or under 15%) or is it a weapon that benefits from crits/very high damage per shot rather than status? Use pure elemental damage mods.
1901
1902
Does the weapon have decent status (over 15%) and does it have a decent fire rate? use the damage+status event mods instead.
1903
1904
Primary build for most/almost all primary weapons in the game
1905
	
1906
	Serration, Split Chamber, Heavy Caliber/Vigilante Armaments, Toxin elemental damage mod, Cold/Electric elemental damage mod, Heat elemental damage mod, Shred/Primed Shred (if applicable). 
1907
	The last slots are more or less utility slots where you will either put; Point Strike + Vital Sense, Vile Acceleration or a Syndicate mod if applicable. 
1908
	You'll have to either: drop shred or heat in order to use it on a crit weapon build.
1909
1910
>BUT WHY NOT THOSE PHYSICAL DAMAGE MODS ?
1911
1912
They only increase that one physical damage type while elemental damage mods scale off its TOTAL damage. ie: fanged fusillade/sawtooth clip only increases the weapons slash damage by 120%/30% while an elemental damage mod will add 90% of its total damage as that element.
1913
Unless the weapon is purely that physical damage type elemental damage mods will ALWAYS give a better benefit.
1914
1915
>WHAT ABOUT AMMO/MAG MODS ? I RUN OUT OF AMMO ALL THE TIME.
1916
1917
With more damage mods you'll have less to worry about ammo because you'll be killing stuff in less shots.
1918
If you're running out of ammo bring ammo restores.
1919
1920
>BANE/EXPEL/WHATEVER?
1921
1922
Extremely situational/useless. Still better to use vile acceleration which will increase your dps or even another elemental mod.
1923
PRIMED BANE mods however are not useless and can be used if you know it can fit your build.
1924
1925
1926
Primary build for all secondary weapons in the game:
1927
1928
	Hornet Strike, Barrel Diffusion, Lethal Torrent, Pathogen Rounds, Pistol Pestilence, Deep Freeze(viral)/Convulsion(corrosive), Primed Heated Charge or the regular one, Scorch 
1929
1930
For more utility like anemic agility replace one of the event mods.
1931
1932
1933
Primary builds for melee weapons:
1934
1935
The use of Prime Pressure Point/Condition Overload comes down to preference, you only need 2 status for CO to be better and status procs aren't exactly hard to put on enemies.
1936
1937
Crit Build: Prime Pressure Point, Viral Heat/Corrosive Heat, Blood Rush, True Steel, Organ Shatter, last mod user preference
1938
1939
Status Build:Condition Overload, Viral Heat/Corrosive Heat, Primed Fury, Weeping Wounds, Drifting Contact, last mod user preference
1940
1941
Hybrid Build: Condition Overload, Viral Heat/Corrosive Heat, Blood Rush, Weeping Wounds, Organ Shatter, last mod user preference 
1942
1943
Charge Attack Build: Prime Pressure Point/Sacrificial, Berserker/Primed Fury, Corrupt Charge, Sacrificial/True Steel, Amalgam Organ Shatter, Killing Blow, elemental combo of preference
1944
1945
Preference mods: drifting contact, attack speed, range, something else
1946
1947
***The above builds aren't the words of god, you can change pieces of it to whatever you feel like***
1948
1949
>WHAT ABOUT COPTERING?
1950
1951
Ded
1952
1953
Note: again, the builds listed may not work for every single weapon in the game. Some have specific builds.
1954
1955
1956
								====================================================================
1957
								====================================================================
1958
								  For more builds you can always use: https://overframe.gg/
1959
								====================================================================
1960
								====================================================================
1961
1962
1963
1964
===================
1965
== 4. Companions ==
1966
===================
1967
1968
	Sentinels, kubrows, kavats and MOAs are going to be your battle companions through the grind. 
1969
	Some are extremely useful while others are extremely useless.
1970
	All Pets now have Vacuum (Fetch for animal companions).
1971
1972
1973
================
1974
==4.1 Sentinels:
1975
1976
	You can get a sentinel by buying its blueprint off the market and crafting it. Nothing else is required. 
1977
	The sentinel itself doesn't need anything for upkeep but it is fragile in combat, regen and at least a rank 6-10 vitality or redirection should be used on it. 
1978
	Every sentinel has its own abilities, weapon and different target range for attack. You can use a Wyrm laser on a Carrier, a sweeper on a Wyrm will shotgun at very long range etc. 
1979
	They will never get targeted by enemy fire and will only proceed get fired at if you get downed but it will still easily die from bombards and other AOE.
1980
	By unequipping the "attack" mod off the sentinel you can make it never attack enemies and only use its abilities.
1981
	
1982
	If you want to keep a sentinels weapon but sell the sentinel you can do so and keep the weapon. You get 4 slots by default and you can get 2 additional slots for 12 plat as 
1983
	every sentinel will use 2 slots (1 for the sentinel and 1 for the weapon).
1984
	
1985
	Useful mods for the sentinels include: Vacuum which will pull in loot for you in around a 12m~ radius, Regen/Primed Regen which will revive it after it dies once/three times, 
1986
	Guardian which will regenerate your shields to full once every 30 seconds, Medi-Ray which will heal you over time, (Primed) Animal Instinct which will give you pocket Thief's wit/enemy radar, 
1987
	and Coolant Leak which will slow enemies around you. 
1988
1989
1990
===4.1.1 Carrier
1991
	http://warframe.wikia.com/wiki/Carrier
1992
1993
	Carrier will convert ammo and increase your ammo capacity. Its augment will cause it to shoot containers occasionally (useless without a weapon).
1994
	It has a shotgun as a weapon with great fire rate and status. Slap in some event mods for blast+electric, Seeking Fury and some fire rate mods and it'll keep everything that comes close to you permaCC'd.
1995
1996
	Carrier Prime gets a massive HP boost, and its weapon gets a very slight damage boost.
1997
1998
===4.1.2 Helios
1999
	http://warframe.wikia.com/wiki/Helios
2000
	
2001
	Scans shit for your codex automatically. The augment allows it to become a pocket banshee that will mark one fully codex-scanned enemy every 10 seconds for a slight damage boost. 
2002
	It uses a glaive at medium range as a weapon and needs melee mods for it. Nothing special about it as it cannot crit. 
2003
	
2004
	Helios Prime gets a slight health and armor boost, while its weapon gets a slight damage boost.
2005
2006
===4.1.3 Shade
2007
	http://warframe.wikia.com/wiki/Shade
2008
2009
	As long as there is 1 enemy in its line of sight, Shade will keep you invisible until you attack with a weapon. Its augment gives you a 20% weapon damage boost when you break invisibility.
2010
	Its weapon is a burst laser pistol. Uniquely, it has a 0.00s reload time and will never pause in firing if an enemy is in range.
2011
	
2012
	Prisma Shade, sold by Baro, has very slightly higher shields and armor. Its weapon has negligibly higher damage, but significantly higher status chance.
2013
2014
===4.1.4 Dethcube
2015
	http://warframe.wikia.com/wiki/Dethcube
2016
	
2017
	A single target damage dealing sentinel. Dethcube has no other use than its vaporize which will deal 900 radiation damage to an enemy that gets close to you. 
2018
	Its augment causes it to shit out an energy orb after assisting in 10 kills. Uses the Deth Machine Rifle, which is more of a minigun.
2019
2020
	Dethcube Prime gets a substantial HP and armor boost. Its weapon is slightly better than stock in all respects.
2021
	
2022
===4.1.5 Djinn
2023
	http://warframe.wikia.com/wiki/Djinn
2024
2025
	Djinn has a "taunt" ability which will make enemies walk to Djinn instead of targeting you or anything else in their range. Will ONLY use it if there are 2 enemies within 24m of it after 10 seconds,
2026
	after which point you'd already could've killed them. Will also resurrect itself after 90 seconds, which has allowed it to see some use as a "revive battery" with Sacrifice. Uses a rifle with toxin darts as a weapon.
2027
2028
===4.1.6 Wyrm
2029
	http://warframe.wikia.com/wiki/Wyrm
2030
	
2031
	A somewhat defensive sentinel, Wyrm will knock down enemies around you. Its shitty augment prevents you from receiving status effects every few seconds. Uses an low accuracy rifle at long range.
2032
2033
	Wyrm prime gets a massive boost to shields and a big increase to its weapons crit chance.
2034
2035
===4.1.7 Diriga
2036
	http://warframe.wikia.com/wiki/Diriga
2037
	
2038
	The CC sentinel, Diriga will stunlock a nearby enemy with an electricity proc but it won't be able to fire while doing. It also has an AOE electric attack that may proc electricity to everyone around you. 
2039
	Its weapon is a high status, high crit sniper rifle with very long range.
2040
2041
	
2042
===============
2043
==4.2 Kubrows:
2044
2045
	You can get a Kubrow once you've finished the Howl of the Kubrow quest rewarded from the Jackal. 
2046
	In order to get your Kubrow you will have to: grind Earth missions and destroy Feral Kubrow nests until an egg drops, make an incubator and have a free slot.
2047
	
2048
	Every 24 hours it will lose 5% of its bonus hp starting at +100% hp and ending at 0% (no hp bonus). If the kubrow gets downed in a mission you can revive it 
2049
	as you would other players. If it dies it will lose happiness which will decrease its bonus damage by 10%. You can get it back up by "interacting" aka petting 
2050
	it to increase its damage by 30%, can only be used 3 times a day.
2051
	
2052
	Getting the clantech incubator upgrade will: decrease the time to hatch a kubrow from 48h to 24h, prevent all genetic degradation, and allow instant and free 
2053
	Stasis recovery.
2054
	
2055
	To remove your kubrow you HAVE to "consign" it to the lotus for 25k credits.
2056
2057
	Kubrows are inferior to sentinels because: sentinels have no upkeep and will generally die only to AOE, unlike Kubrows that will run off and get themselves killed 
2058
	in the middle of enemies, EXTREMELY costly mods every single one of them is fucking rank 10 and at least uncommon, 2 rank 10 damage mods which will make it deal 
2059
	slightly more damage, will often attack enemies more than use their abilities, no way to make them not attack.
2060
2061
===4.2.1 Huras Kubrow
2062
2063
	The huras kubrow works just like shade giving you invisibility as long as it can get alerted by an enemy. Doesn't seem to need line of sight(?).Your kubrow can 
2064
	attack enemies while invisible but will lose the buff if it attacks. Its other ability is a charge like ability which will make the kubrow knock down enemies in its path.
2065
2066
===4.2.2 Raksa Kubrow
2067
2068
	Works just like Nekros' Fear ability and the sentinel guardian mod. Will fear enemies once they come into its range slowing them down and making them run away. 
2069
	Replenishes your shields once they go down with its other ability.
2070
2071
===4.2.3 Sahasa Kubrow
2072
2073
	One of the more useful breeds of kubrows. When not in combat it will dig, giving you up to 3 pickups be it ammo,health,energy and ocasionally credits. It will 
2074
	always prioritize on what you need the most: if low on hp it will give more health orbs, if low on energy it will be more energy orbs. Because you cannot make 
2075
	the kubrow not attack it will unfortunately spend the majority of its time attacking enemies rather than digging. Its other ability will stun a target while dealing damage to it.
2076
2077
===4.2.4 Sunika Kubrow
2078
2079
	Sunika is the "assasination" type of breed, while in reality it will only chase down capture targets at high speed and pinning them to the ground for you to 
2080
	safely kill and capture them. Its other ability will stun a target while dealing damage to it.
2081
2082
===4.2.5 Chesa Kubrow
2083
2084
	The carrier kubrow. When not in combat it will destroy crates, pick up its loot and drop it near you. When in combat it will pick the loot dropped by enemies 
2085
	and bring it to you. Just like Sahasa kubrows it suffers from attacking more than doing its job. Can only carry a finite number of loot and has a cooldown on 
2086
	the ability. Its other ability will disarm enemies.
2087
2088
2089
==4.2.6 Helminth Charger
2090
2091
	Infested Kubrow Charger thing.
2092
	How to get it: http://warframe.wikia.com/wiki/Helminth_Charger
2093
	Ugly looking motherfucker that's actually the most damaging of the dogs (but still shit for damage). Can reach immense horse-like sizes with the Strain mod set, 
2094
	but otherwise mostly useless. In combat, it has a charge ability that knocks down an enemy, and a ranged grab ability like Ancients have.
2095
2096
2097
================
2098
==4.3 Kavats:
2099
	
2100
	The 2nd animal companion to come out.
2101
	> HOW DO I GET CATS?
2102
	Kavats are another kind of RNG cancer only DE is capable of. 
2103
	The basics are:
2104
2105
	>Get segment from hyekka masters as a drop or research in dojo
2106
	>Recipe requires a new item that's basically cat DNA.
2107
	>Scan (invisible) Feral Kavats in Derelict missions with a chance to get said item, shittiest drop rate possible. You'll be lucky to see 4 Feral Kavats per mission,
2108
	 and luckier still to get more than a single Genetic Code.
2109
	>After getting 10 and building the Segment you can now breed cats.
2110
	>Kavat recipe is another 10 DNA and a power core.
2111
	>Every possible grind and wait time is skippable by plat.
2112
2113
===4.3.1 Adarza Kavat
2114
2115
	The Adarza kavat will sometimes substantially increase your group's crit chance for a short duration.
2116
 	It will also reflect attacks back at enemies but with more damage.
2117
2118
===4.3.2 Smeeta Kavat
2119
2120
	The most useful of the cats.
2121
	Get it if you want to farm shit.
2122
2123
	The Smeeta kavat can become invisible and leave a decoy that attracts enemy fire, similar to Loki's decoy.
2124
	It also gives you random buffs with various durations during missions.
2125
	-Red crits on everything;
2126
	-Double resource pickups and affinity (pray for this);
2127
	-Spawn rare resources from the planet you're on;
2128
	-No energy cost on abilities;
2129
	-Instant reload;
2130
	-Reinforced shields.
2131
2132
===4.3.3 Vasca Kavat
2133
	
2134
	Vampire cat, can revive you when you're bleeding out, doesn't have much else going for it. DE managed to make the cat grind even worse by requiring you to:
2135
	>breed one of the other cats first
2136
	>wander the Plains of Eidolon at night until you find one
2137
	>watch as the cats autistically dodge one another's attacks, hoping the wild vampire will land a hit on your cat before yours kills it
2138
	>if it finally hits your cat, yours will glow red and become infected. 
2139
	>now haul ass back to the gate before something downs your cat, as this will render all prior effort pointless
2140
	>take a genetic imprint from your cat (a single-use, plat-only item which can be used only a limited number of times per pet), removing the virus from it
2141
	>do all of the above again, because you need two imprints. Trying to generate a Vasca with only one imprint won't work and will always give an Adarza or Smeeta.
2142
	>finally you are ready to complete the genetic code grind as above and begin incubation
2143
	>Once again, every grind and wait time in this sequence is skippable by plat.
2144
2145
================
2146
==4.4 MOAs:
2147
2148
	MOA pets were added with the Fortuna update. They're the 1st modular companions we have and aren't currently very useful.
2149
	Despite being robotic pets you can still use "Link" mods and Medi-Pet Kit on them.
2150
	To build a MOA you need 4 different components:
2151
	Model (head)- this determines what mod precepts it comes with. It's also the only part that gives Mastery Rank once you gild it.
2152
	Core (ass)- modifies base stats (hp/shields/armor)
2153
	Gyro (frontal appearance)- like the Core this also modifies base stats.
2154
	Bracket (legs)- determines the polarities your MOA will have.
2155
	
2156
	Even though every model comes with its own precept mods, after you craft one you can use their mods in any other MOA you build.	
2157
2158
2159
================
2160
==5. Archwing ==
2161
================
2162
2163
2164
=======
2165
Since there aren't that many archwing mods to begin with, all of them use the same mods pretty much.
2166
2167
As of a recent update, all archwings can blink, meaning that there is now almost no reason to use anything other than Amesha.
2168
2169
=======
2170
2171
2172
===5.1 Amesha
2173
	http://warframe.wikia.com/wiki/Amesha
2174
2175
	Tank Archwing, go-to for Railjack content
2176
	
2177
	1 turns you invulnerable for a limited number of hits, spam this and you'll live forever
2178
	2 spawns a big shield bubble that can supposedly heal things (finicky and not very effective)
2179
	3 renders you immune to status and slows enemies, but more importantly it drains a massive amount of energy which is important for your 4
2180
	4 turns you invulnerable as long as your energy is below max. Not as useful as it sounds because high-level RJ enemies will 
2181
	  fill your entire energy pool in one hit, breaking the invuln and killing you with the next shot before you know what happened.
2182
2183
2184
===5.2 Elytron
2185
	http://warframe.wikia.com/wiki/Elytron
2186
2187
	Heavy Artillery/Bombardment archwing.
2188
	Offensive archwing that sets up big damage zones and blows shit up.
2189
	Also very tanky, but not enough to last long in Railjack.
2190
	
2191
	1 fires a stinger that will latch on to the nearest target, but you have to manually detonate.
2192
	2 is flares, basically. Interrupts enemy homing weapons.
2193
	3 fires a dumbfire missile that you manually detonate for a high-duration barrage around that point.
2194
	4 fires a reticle-following nuke that detonates on impact, doing relatively high damage over a wide area and flinging enemies away.
2195
2196
===5.3 Itzal
2197
	http://warframe.wikia.com/wiki/Itzal
2198
	
2199
	Stealth/support archwing
2200
	Can zipline around, provide stealth for group, and pull loot/enemies in.
2201
	
2202
	1 is Valkyr's ripline. Like that ability, it is minimally useful.
2203
	2 turns you invisible as long as you hold still, OK for star chart AW but useless for RJ or open worlds.
2204
	3 creates a black hole that sucks in enemies and loot. This is your bread and butter for farming AW mods.
2205
	4 deploys drones that will shoot lasers at things for you as long as you're not moving fast or invisible. Since the whole point of Itzal is to 
2206
	  move fast and be invisible, this is rather stupid.
2207
	
2208
2209
===5.4 Odonata
2210
	http://warframe.wikia.com/wiki/Odonata
2211
2212
	The first archwing you get, mix of defense and offense
2213
2214
	1 spawns a frontal shield that absorbs damage and buffs damage when fired through.
2215
	2 drops flares to neutralize enemy projectiles.
2216
	3 launches a bunch of homing missiles.
2217
	4 creates a big aoe blast that pushes back enemies and immobilizes them for a while.
2218
2219
	Has a prime version, with better health and shields.
2220
2221
====================
2222
==6. EXP Farm etc==
2223
====================
2224
2225
2226
How to easily level up shit:
2227
2228
>Kill stealing is a public service.
2229
http://i.imgur.com/hpCMU9G.png
2230
2231
Sechura(Pluto)/ Akkad(Eris)/ Seimeni(Ceres)/ Hydron(Sedna) depending what you want to level up or want resources along with it,
2232
Dark Sectors give additional affinity bonuses to your weapons and have increased drop rates. 
2233
Hydron is currently the favoured place by many to level up stuff in.
2234
2235
With the release of Sanctuary Onslaught(SO) and the Elite version (ESO) many people also go there for affinity/focus.
2236
Akkad is very easy, safe and fast for warframe and secondary leveling. Sit on top of the crates or on the container up above the cryopod and safely shoot them.
2237
2238
If you want to do any of the above places with an unranked frame at least put on a Vitality or something.
2239
2240
========================
2241
==7. Other useful shit==
2242
========================
2243
2244
Tips and tricks to make your grinding experience a little more enjoyable
2245
2246
=> Go fast or go solo.
2247
=> Kill stealing is a public service.
2248
=> Use https://tenno.tools/ to check for Alerts, Daily/Weekly Nightwave challenges, active invasions, void trader appearances, synthesis target progress etc
2249
=> You can skip the liset/jumping out of the vent entry scene by tapping space twice
2250
=> You can skip the 10 second "returning to liset" timer by tapping space if you are playing Solo
2251
=> Ciphers are keybound to Y
2252
=> You can turn the corpus ciphers the other way by pressing right click
2253
=> To maximize the energy you get from rage on high hp frames, equip the dragon key that reduces your shields
2254
=> Arsenal keybinds: Y to open up your mods
2255
=> You can disable auto vault over obstacles at options => controls
2256
=> Disable bloom and color correction to not make your eyes bleed
2257
=> Enemies are running towards you in defense/survivals, no need to chase them
2258
=> You can remove your frost globe by using your 1 on it
2259
=> Restores are cheap to make and you can make 10/100 of them at one time, stock on them and use them regularly
2260
=> Banshee can stack multiple sonars on enemies
2261
=> Chroma's effigy increases credit drop rate and chances in a small radius around it
2262
=> Press shift to get out of Limbos banish
2263
=> Backflip (RMB+S+Shift) to cancel Volt's speed
2264
=> Mesa is your deployable affinity turret, stick around her and buff her instead of chasing enemies around corners
2265
=> Nekros can desecrate enemies around him for more loot, stick as a team and kill shit so that he can desecrate more stuff
2266
=> You can boost your allied Nova's antimatter drop, Nyx's Absorb, or Mag's Magnetize by shooting at it
2267
=> Trinity can give you a lot of energy, use your abilities without fear of running out of energy
2268
=> Vauban can vortex enemies/render them useless, stay around those instead of chasing enemies around the map
2269
=> Volt's shield can increase your damage when you shoot through it, stand around him and use it but don't block other people
2270
=> If an Octavia is emitting rings around her feet, teabag a few times and you'll turn invisible