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Baruuk

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Beware the fury of the truly patient. Baruuk boasts survivability and crowd control. Pushed beyond restraint, he unleashes the storm within.

This is Baruuk, the reluctant warrior.

Following the path that winds between peace and hate, he maintains restraint before unleashing the storm within.

Release Date: December 18th, 2018

Virtuously guided by his noble discipline, the pacifist monk Baruuk invokes sacred runes to evade conflict and bring blissful calm to endless strife. Reach beyond the brink of his patience, for foes to seek eternal rest within the storm unleashed. Baruuk reached enlightenment in Update 24.2 (2018-12-18).

Acquisition

Baruuk's blueprints can be purchased from Little Duck of  Vox Solaris. The main blueprint requires players to be at Rank 2 - Agent, while component blueprints require Rank 3 - Hand. Each blueprint costs  5,000 Standing, totaling to  20,000.

Alternatively, upon completion of The Duviri Paradox, Baruuk's main and component blueprints can be earned from The Circuit. By selecting him on the rotating week he is available, players can earn his blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
1
Time: 3 Day(s)
Rush: 50
 Market Price: 325  Blueprints Price: 5,000
Baruuk Neuroptics Blueprint

15,000
 Sola Toroid
3
 Alloy Plate
2,850
 Hespazym Alloy
50
 Synathid Ecosynth Analyzer
5
Time: 12 Hour(s)
Rush: 25
Baruuk Chassis Blueprint

15,000
 Vega Toroid
3
 Salvage
3,250
 Hespazym Alloy
100
 Marquise Thyst
5
Time: 12 Hour(s)
Rush: 25
Baruuk Systems Blueprint

15,000
 Calda Toroid
3
 Ferrite
2,500
 Tromyzon Entroplasma
10
 Radiant Zodian
5
Time: 12 Hour(s)
Rush: 25

Notes

Trivia

  • Baruuk was announced during Devstream 119.
  • Baruuk is described as a "pacifist Warframe" and "reluctant hero", someone who normally avoids combat but is extremely effective at it once pushed past his breaking point.
    • The quote "beware the fury of a patient man" and permutations of it have long been used throughout real-world history. It is likely based upon the fact that some people are noticeably slow to anger. Once these people are angered, however, they often exhibit frightening levels of pent-up rage.
  • Baruuk's abilities are described to revolve around mitigating, suppressing and preventing damage until reaching a certain threshold, after which he switches to all-out offense.
    • Artwork created by Alice Boudry for Baruuk's reveal coincidentally depicts Baruuk deflecting attacks.
  • Baruuk's design is inspired by Sudanese tribes.
  • The word "בָּרוּךְ" (pronounced Bārûḵ) means "blessed" in Tiberian Hebrew. Baruuk is depicted in-game wearing an avnet ('priestly sash') around his waist and up to the base of his ribcage, which was worn only by the High Priest of Israel.
  • Baruuk is the 38th Warframe to be released (excluding Primed and Umbra variants).
  • Baruuk is the first Warframe whose blueprints are obtained from a syndicate,  Vox Solaris, using  Standing.
    • As a result, unlike most other Warframes, acquisition of Baruuk's blueprints doesn't depend on random chance, similar to Warframes that can be acquired from the Tenno Lab.
  • Baruuk's fourth ability,  Serene Storm, is the first channeled ability, and  Desert Wind is the first Exalted Weapon, in the game that doesn't require energy, using his unique Restraint that eroded with his other three abilities.
    • Restraint can still be eroded normally while Serene Storm is active.
    • Desert Wind is the second melee Exalted Weapon with innate ranged attacks, the first being  Exalted Blade.
  • Baruuk's Exalted Weapon had a placeholder name "Paci Fist" in the developer build.
  • When another Tenno is under the effects of both Baruuk's  Desolate Hands and any kind of invisibility, orbs will appear in place of the daggers.
  • Unlike most of the Warframes, Baruuk was released with only his signature melee,  Cobra & Crane.
    • As a pacifist, who is typically against taking offensive actions, this may explain why he doesn't have any signature firearms.
    • Baruuk is the first Warframe to have signature weapon synergy, since his release, before Update 24.6 (2019-04-04).
  • Baruuk is the second Warframe to use another type of ability resource besides energy, after  Nidus and later  Hildryn and  Gauss. In Baruuk's case, he uses his Restraint.

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“Market forces dictate that you need to evolve or die.”
Baruuk Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
Doomed are the fools who attack the peace and exhaust the restraint of this reluctant warrior.

Release Date: December 14th, 2022

Baruuk Prime is the Primed variant of  Baruuk, possessing enhanced Shields and Armor, as well as altered polarities. Baruuk Prime was released alongside  Cobra & Crane Prime and  Afuris Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Baruuk Prime's Relic Drops
Chassis Blueprint Systems Blueprint  Blueprint Neuroptics Blueprint
 Lith N15 Uncommon (V)
 Lith P8 Uncommon (V)
 Meso V9 Uncommon (V)
 Neo A8 Uncommon (V)
 Neo K7 Uncommon (V)
 Neo N23 Uncommon (V)
 Neo S17 Uncommon (V)
 Axi P7 Common (V)
 Axi W3 Common (V)
 Meso H4 Common (V)
 Meso H6 Common (V)
 Meso H7 Common (V)
 Meso P14 Common (V)
 Meso R5 Common (V)
 Lith B10 Rare (V)
 Lith B11 Rare (V)
 Meso B8 Rare (V)
 Meso B9 Rare (V)
 Axi B5 Rare (V)
 Axi B6 Rare (V)
 Axi B7 Rare (V)
 Axi B8 Rare (V)
 Neo B9 Rare (V)


Crafting

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
5
Time: 3 Day(s)
Rush: 50
 Market Price: N/A  Blueprints Price: N/A
Baruuk Prime Neuroptics Blueprint

15,000
 Neurodes
8
 Nitain Extract
2
 Polymer Bundle
1,050
 Alloy Plate
3,750
Time: 12 Hour(s)
Rush: 25
Baruuk Prime Chassis Blueprint

15,000
 Tellurium
2
 Control Module
4
 Circuits
1,200
 Ferrite
4,250
Time: 12 Hour(s)
Rush: 25
Baruuk Prime Systems Blueprint

15,000
 Argon Crystal
2
 Gallium
5
 Rubedo
1,675
 Salvage
5,250
Time: 12 Hour(s)
Rush: 25

Notes

  • Baruuk Prime, compared to  Baruuk:
    • Higher Shield (365/465 vs. 270/370)
    • Higher Armor (240 vs. 185)
    • Altered polarities ( vs. )
  • If Baruuk Prime wields his signature  Cobra & Crane/ Cobra & Crane Prime, every first hit on an enemy will put them to sleep for 2 seconds.
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Baruuk Prime's  Lull and  Serene Storm's Final Sunrise feature Energy color mandala surrounded by metallic ornament arrowheads, with his chosen Accent color, instead of typically drawn mandala arrowheads.
    • Accent color inherited by his  Elude and  Desolate Hands are more vibrant than his normal counterpart.

Media

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Passive

 Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% Damage Reduction when the meter is completely depleted.

  • Restraint meter is displayed in the lower-right on the HUD, above the ability icons.
  • Restraint meter starts fully filled, and is depleted using Baruuk's abilities:
    • Each attack evaded through  Elude erodes 1.2% from the meter.
    • Each enemy affected by  Lull erodes 0.8% from the meter.
    • Each enemy disarmed by  Desolate Hands erodes 1.6% from the meter.
  • Baruuk's fourth ability  Serene Storm utilizes Restraint instead of Energy to cast and maintain. Using this ability refills Restraint meter by 4% on activation and by 0.8% per second until the ability is deactivated.
    • Restraint can still erode from using Baruuk's other abilities during this ability.

Abilities 

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This section is transcluded from Elude . To change it, please edit the transcluded page.

1
25
+2.5/s
Elude

Dodge all incoming projectiles, but only while not attacking. Use again to deactivate this ability.


Introduced in Update 24.2 (2018-12-18)

 Strength:N/A
 Duration:N/A
 Range:120° / 130° / 150° / 180° (evasion angle)

Misc: 100% (dodge chance)
0.2 s (reactive delay)
1.2% (Restraint erosion per attack dodged)

Info

  • Baruuk enters a stance that grants him 100% Dodge Chance, causing incoming enemy projectiles and melee attacks to harmlessly phase through his body at angle of 120° / 130° / 150° / 180° relative to the direction Baruuk himself is facing (not the player's camera), but only while not attacking. Should Baruuk attack, there is an approximately 0.2 second delay before Elude reactivates.
    • Attacking counts as any form of firing a weapon or during a melee animation. Charging a gun does not count as attacking but charging a melee heavy attack does.
    • The delay will start once a gun has stopped being fired or after a melee animation is finished.
      • Detonating explosives which require a secondary input will not interrupt Elude; however, the initial act of throwing or firing them will.
  • Ability Synergy:
    • Baruuk's Restraint erodes by 1.2% per attack dodged.
    • While Elude is active, the seeking range of  Desolate Hands daggers is doubled.
  • Elude costs 25 energy to activate. While active, Elude drains 2.5 energy per second to maintain the stance until deactivated manually by pressing the ability key again (default 1 ) or automatically when Baruuk runs out of energy.
  • Baruuk's idle animation changes to a nonchalant-looking stance as his torso visibly vibrates constantly while Elude is active. Flowing Void energy waves emit from his upper body to visually represent the angle of evasion.
    • Evaded attacks cause transparent holes to briefly open at the contact spots on Baruuk's body, while a stream of energy particles move through at high speed as each hole closes.

Augment

Main article: Elusive Retribution

Elusive Retribution is a Warframe Augment Mod for  Baruuk's  Elude that temporarily increases Baruuk's Attack Speed and Melee Critical Damage for every attack dodged, stacking up to the listed limit.

Elusive Retribution

Tips & Tricks

  • 360° dodge can be achieved with a minimum of 200% Ability Range.
  • Pairs well with weapons with a charge trigger type, since Baruuk doesn't take damage while charging the weapon until firing.

This section is transcluded from Lull . To change it, please edit the transcluded page.

2
50
Lull

A calming wave slows enemies until they fall into a slumber. Enemies woken by damage will be confused and disoriented. Short-term amnesia means all waking enemies forget anything that happened before the lull.


Introduced in Update 24.2 (2018-12-18)

 Strength:N/A
 Duration:2 / 3 / 4 / 5 s (wave duration)
10 / 13 / 18 / 20 s (sleep duration)
 Range:10 / 15 / 20 / 25 m

Misc: 0.80% (Restraint erosion per enemy lulled)
100 % (alertness reset)

Subsumable to Helminth

Info

  • Baruuk expends 50 energy to cast a calming wave over an area of 10 / 15 / 20 / 25 meters that lingers for 2 / 3 / 4 / 5 seconds. Enemies in sight or aware of Baruuk's presence that enter the area will gradually slow and then fall asleep for 10 / 13 / 18 / 20 seconds. Sleeping enemies awaken early when damaged, suffering disorientation for a brief moment, along with amnesia causing their alertness level to reset.
    • Sleeping enemies are open to melee finishers.
    • Enemies that awaken early from damage, while still inside the Lull field, will be put back to sleep.
  • Ability Synergy:
    • Baruuk's Restraint erodes by 0.80% for each enemy affected.
    • Damage dealt by  Desolate Hands daggers does not awaken sleeping enemies.
  • Cannot be recast while Lull field is active.
  • Casting Lull is a full-body animation that stops Baruuk's grounded movement and other actions.
  • Subsuming Baruuk to the Helminth will offer Lull and its augments to be used by other Warframes.

Augment

Main article: Endless Lullaby

Endless Lullaby is a Warframe Augment Mod for  Baruuk's  Lull that re-triggers Lull for its remaining duration upon initiating a finisher on or killing a sleeping enemy. This mod also passively increases Lull's duration.

Endless Lullaby

Tips & Tricks

  • Lowering duration allows Lull to be used more often, eroding Restraint more quickly.
  • Can be used in a choke point to cause enemies to slow down and sleep as they pass through.
  • As the ability resets aggression on enemies, it can be used to obtain easy stealth kills during mission.

This section is transcluded from Desolate Hands . To change it, please edit the transcluded page.

3
75
Desolate Hands

Summon a bevy of orbiting daggers to seek out enemy guns, destroying them with a small explosion. Combine with Elude to double the range.


Introduced in Update 24.2 (2018-12-18)

 Strength:100 / 150 / 200 / 250 ( Blast damage)
3 / 4 / 6 / 8 (number of charges)
 Duration:N/A
 Range:6 m (seek range)
3 m (explosion radius)

Misc: 1.6% (Restraint erosion per enemy disarmed)
10% (damage reduction per dagger)
90% (damage reduction cap) 50% (dagger cap per ally)

Info

  • Baruuk expends 75 energy to summon a protective ring of 3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10% Damage Reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within 6 meters, launching one by one to Disarm their targets on impact, then explode dealing 100 / 150 / 200 / 250  Blast damage to all enemies within a 3 meter radius.
    • Arsenal lists the damage reduction with maximum daggers.
      • Damage reduction can not exceed 90% under any circumstance, capping out at 9 daggers.
    • Enemies that have already been disarmed will not be targeted by the daggers.
  • While active, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
    • Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
      • On Defense Objects, the damage reduction is capped at 50%, but the object may still carry more than 5 daggers.
    • Baruuk does not lose his own dagger charges when shared with allies, instead his allies receive new daggers.
    • Once the maximum number of shared daggers is reached on an ally, Baruuk's Desolate Hands will not share new daggers with that ally.
    • Only Baruuk's own Desolate Hands will share new daggers to allies.
  • Ability Synergy:
    • Baruuk's Passive erodes by ~1.6% per enemy disarmed by his own daggers and shared daggers on allies.
    • While  Elude is active, the daggers' seeking range is doubled.
    • Damage dealt by Desolate Hands' dagger explosion will not awaken sleeping enemies under  Lull's influence.
  • Can be recast while active to restore the number of daggers to full.
    • New instance of Desolate Hands will cause daggers to retarget previously disarmed enemies and allies with shared daggers if within range.
  • Casting Desolate Hands is a full-body animation that stops Baruuk's grounded movement and other actions.

Tips & Tricks

  • Low range values can help prevent the daggers from seeking out enemies, making it easier to keep them for damage reduction.

This section is transcluded from Serene Storm . To change it, please edit the transcluded page.

4
25
Serene Storm

With his Restraint eroded, Baruuk commands the Desert Wind to deliver powerful radial strikes with his fists and feet. Each moment commanding the storm restores his Restraint.


Introduced in Update 24.2 (2018-12-18)

 Strength:100 / 125 / 200 / 250 ( Impact damage)
10% / 15% / 20% / 25% (damage reduction)
 Duration:N/A
 Range:N/A

Misc: 40% (damage reduction cap)
? % (disarm chance on hit)
100 % (wind wave projectile deflection)

Info

  • Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the  Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives 10% / 15% / 20% / 25% Damage Reduction against enemy attacks, and slows enemies within a 3 meter radius by 50%.
    • Damage reduction is capped at 40%.
    • Damage reduction only applies when Desert Wind is the active weapon.
    • Slow amount and radius are not affected by mods.
  • Rather than using energy, Baruuk regenerates his Restraint, recovering 4% Restraint on activation and then restores 0.80% Restraint per second.
    • Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
    • Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as he has 96% Restraint, and can deactivate it at any time to stop restoring his Restraint if he wishes.

  • Normal attacks will emit a wind wave in the direction of aim that travel 20 meters. Wind waves have the same base damage as the melee attacks that release them.
    • The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
    • Wind waves will Punch Through and hit enemies and terrain regardless of thickness up to their maximum range.
    • Wave damage does not fall off with distance.
    • Wave range and flight speed are not affected by mods.
    • Wave hits do not count towards the Melee Combo Counter or proc Tennokai.
    • Enemies hit by the waves will suffer a stagger.
    • Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
  • Serene Storm comes installed with its own unique stance. Additional combos will be unlocked as Serene Storm increases in rank.
    • Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
    • Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
    • Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
    • Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
    • Slam melee combo creates a radial blast that knocks back all enemies in range.
    • Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
  • Any hits made directly by the impact of Baruuk's fist or the waves of energy caused by Desert Wind, have a chance to permanently Disarm the enemy.
  • Weapon

    Main article: Desert Wind
    Desert Wind is  Baruuk's and  Baruuk Prime's signature Exalted Weapon, summoned by activating the ability  Serene Storm. The weapon exclusively uses the  Serene Storm stance.
    • This weapon deals pure  Impact damage.
      •  Reactive Storm augment changes the damage from  Impact to adapt to the enemy's damage-type weaknesses.
    • Innate two and one polarities.
    • Combo counter resets when equipped with  Xoris.

    Advantages:

    • Tied with  Valkyr Talons for the highest critical chance of all melee weapons.
    • Good base status chance.
    • Attacks release waves that travel 20 meters with unlimited punch through.
    • Melee and wave damage can be increased by the combo counter if built with Desert Wind's physical hits.
    • Waves can  Ragdoll enemies and reflect projectiles.
    • Fist attacks have a chance to disarm.

    Disadvantages:

    Stance

    Main article: Serene Storm (Stance)

    Serene Storm is a unique Stance exclusive to  Desert Wind that can only be acquired and used by activating  Baruuk's fourth ability,  Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.

    Combos

    Default Combos of Stance or Weapon (📝 Edit Stance Data)
    Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
    1.0 Attack Speed
    Animation
    Neutral
    (While Not Moving)
    Trespass Denied
    Default Default
     100% 
    Ranged Default 100% 
    Default Default
     2x 100% 
    Ranged Default 100% 
    Default Default
     2x 100% 
    Ranged Default 100% 
    Default Default
     100% 
    Ranged Default 100% 
    285.7%/s 3.5s
    Forward
    (While Moving)
    Father's Lesson
    Default Default
     100% 
    Ranged Default 100% 
    Default Default
     100% 
    Ranged Default 100% 
    Default Default
     100% 
    Ranged Default 100% 
    240.0%/s 2.5s
    Forward Block
    (While Blocking & Moving)
    Final Sunrise
    Default Default
     2x 100% 
    Ranged Default 100% 
    Default Default
     2x 100% 
    Ranged Default 100% 
    Default Default
     2x 100% 
    Ranged Default 100% 
    285.7%/s 3.1s
    Block
    (While Blocking)
    Patience Shattered
    Default Default
     3x 100% 
    Ranged Default 100% 
    Default Default
     100% 
    Ranged Default 100% 
    Default Default
     4x 100% 
    Ranged Default 100% 
    Default Default
     100% 
    Ranged Default 100% 
    317.1%/s 4.1s
    Heavy
    (Heavy Attack)
    Rise From Ashes
    Default Heavy*
    Slam Default 500% 
     400% 
    Default Heavy
     4x 100% 
     100%
    N / A N / A
    Slide
    (While Sliding)
    Rolling Blast
    Default Default
    360 Default 5x 300% 
     300% 
    Ranged Default 300% 
    N / A N / A
    Aerial
    (While In Air)
    One Point
    Default Default
     200%
    Default Default
     2x 200%
    Default Default
     300% 
    N / A N / A
    Wall
    (While Wall Latching)
    Through Strike
    Default Default
     300%
    N / A N / A
    Finisher
    (On Knocked Down Enemy)
    Roaring Drums
    Default Default
     6x 500%
    N / A N / A
    Slam
    (Looking At Ground While In Air)
    Slam Attack
    Default Default
    Slam Default 200%
    N / A N / A

    Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Slam Default Direct and Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

    View Full Legend
    Key Inputs
    Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
    Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
    Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
    Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
    Multipliers and Hits
    Default Default
     200%
     Attack does double damage 
    Default Default
     2x 100%
     Attack hits twice 
    Forced Procs
     Knockback
     Weakened
     Bleed
     Inaccuracy
     Knockdown
     Lifted
     Stagger
     Ragdoll
     Finisher (front, back, or ground) 
     Impair (PvP only) 
    Melee Attack Explanations
    • A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
    • A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
    • A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
    • A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack. Affected by the Seismic Wave mod.
    • A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
    • A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
    View Full Legend
    • Average Damage Multiplier per second only applies to single-target DPS calculations.
    • Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
    • Combo animation lengths are approximate and are only accurate within a few tenths of a second.
    • Each tile marking in stance preview gifs are 2m apart.
    • Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.

    Augment

    Main article: Reactive Storm

    Reactive Storm is a Warframe Augment Mod for  Baruuk's  Serene Storm to increase  Desert Wind's status chance and alters its damage type to match enemy weaknesses.

    Reactive Storm


    Strength Mods

    Duration Mods

    Range Mods

    Edit Tab

     Baruuk can be equipped with the following items:

    Cosmetics

    Augments

    See Also

    Edit Tab

    Patch History

    Update 38.0 (2024-12-13)

    • Fixed Baruuk not re-equipping their last-equipped weapon after disabling their Exalted Weapon.

    Update 37.0 (2024-10-02)

    • Fixed enemies not being open to Finishers when put to sleep by the first hit from Cobra and Crane when wielded by Baruuk.

    Update 36.0 (2024-06-18)

    Baruuk Reactive Storm Changes

    We’ve updated his “Serene Storm” Augment to properly adapt to the new Vulnerabilities, rather than the optimal Health Type as was before.

    • Adjusted Baruuk’s Reactive Storm to utilize the new Vulnerabilities system rather than the Health Type system - Reactive Storm will behave the same way it did before, but we’re just ensuring it works properly with the new system!

    Update 35.5 (2024-03-27)

    NEW WARFRAME AUGMENT MODS

    11 new Warframe Augment Mods are available from Syndicate Offerings!

    Stats below are shown at Max Rank.

    Elusive Retribution (Baruuk - Elude)
    Every attack Baruuk Eludes increases his Melee Attack Speed and Melee Critical Damage by 5% up to 6 stacks. Stacks last 6s.

    Available in the Arbiters of Hexis and New Loka offerings.

    Update 35.0 (2023-12-13)

    • Fixed casting Baruuk’s Desolate Hands ability in Teshin’s Cave targeting the kneeling Warframes, which was also causing a script error.

    Update 34.0 (2023-10-18)

    Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

    If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

    Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

    Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

    In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

    With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

    To remedy this, we approached this problem in two ways:

    1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
    Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

    • Vitality: Reduced from +440% to +100% Health
    • Redirection: Reduced from +440% to +100% Shield Capacity
    • Steel Fiber: Reduced from +110% to +100% Armor
    • Flow: Reduced from +150% to +100% Energy Max

    Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

    Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

    So, our next step:

    2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

    With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

    While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

    In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

    For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

    Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

    Warframe Stat Changes:

    BARUUK
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
    Armor: Base Rank - 185 (from 175)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    BARUUK PRIME
    Health: Base Rank - 180 (from 75) / Max Rank - 280 (from 225)
    Shields: Base Rank - 365 (from 125) / Max Rank - 465 (from 375)
    Armor: Base Rank - 240 (from 225)
    Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

    While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

    Hotfix 33.6.4 (2023-08-15)

    • Fixed shields (from Sword and Shield Melee weapons) sitting backwards on Baruuk’s arm when his Doan Skin is equipped.

    Hotfix 33.5.5 (2023-07-06)

    • Fixed Baruuk’s Lull ability SFX not playing in their entirety if cast quickly in succession.

    Hotfix 33.5.3 (2023-06-23)

    • Fixed several issues with Warframe Overguard reducing the effectiveness of the following supportive abilities/effects:
      • Fixed Baruuk’s Desolate Hands damage reduction being capped at 50% instead of the intended 90%.

    Update 33.0 (2023-04-26)

    • Fixed a script error with Baruuk’s Lull.

    Hotfix 32.2.9 (2023-01-11)

    • Fixed script errors caused by Baruuk’s Lull and Serene Storm.

    Hotfix 32.2.7 (2022-12-15)

    • Fixed Baruuk not gaining Energy from Energy Restores while Serene Storm is active.
    • Fixed offset issues with the Embolist Leg Growths Armor and Galvanik Leg Plates when equipped on Baruuk Prime.
    • Fixed Baruuk’s Elude deactivate sound FX not always playing.

    Hotfix 32.2.6 (2022-12-14)

    • Fixed offset issues with the Ransha Prime Shoulder Plates when equipped on Baruuk Prime.
      • We will continue fixing other known offset issues over time.

    Hotfix 32.2.5 (2022-12-14)

    • Introduced Baruuk Prime.

    Hotfix 32.0.12 (2022-10-12)

    • Fixed the Theorem Demulcent Arcane applying its weapon damage increase buff to Baruuk’s Desolate Hands.
      • Theorem Demulcent is designed to only increase weapon damage and should not be able to affect any Warframe ability.

    Update 32.0 (2022-09-07)

    • Fixed script error with Baruuk’s Serene Storm.

    Update 31.6 (2022-06-09)

    • Fixed Baruuk being unable to damage Eximus units with his Serene Storm waves.

    Update 31.5 (2022-04-27)

    • Fixed Lull not refreshing on normal kills when Client activates Baruuk's Lull ability with the Endless Lullaby equipped.

    Update 30.9 (2021-11-11)

    • Fixed the Tenet Agendus’ shield appearing partially upside down when equipped with Baruuk.

    Update 29.7 (2021-02-01)

    • Fixed Baruuk’s Desolate Hands dagger projectile sounds becoming repetitious over time.

    Update 28.1 (2020-07-08)

    Xoris Interaction Changes

    Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.

    Warframe Abilities / Exalted Warframe weapons affected by this are:

    • Baruuk Serene Storm

    The full breakdown can be read here.

    Hotfix 27.5.6 (2020-05-26)

    • Fixed Baruuk’s Desolate Hands daggers not fully working with your Companion.

    Hotfix 27.5.5 (2020-05-21)

    • Fixed a script crash that could occur on Clients if a dagger from Baruuk's Desolate Hands tried to fire at an enemy that was killed immediately.

    Hotfix 27.5.4 (2020-05-20)

    • Baruuk’s Desolate Hands will no longer consume a charge from Baruuk when sharing with Allies.
    • Fixed inability to target Baruuk’s Desolate Hands on Defendable objects.

    Hotfix 27.3.16 (2020-04-22)

    • Fixed a script error when loading into a mission and casting Baruuks Lull ability.

    Hotfix 27.3.15.1 (2020-04-17)

    • Fixed a script error with Baruuk's Lull ability when used with Railjack Ability Kinesis.

    Update 27.2 (2020-03-05)

    • Armor Change:
      • Baruuk: 150 to 175
      • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

    Hotfix 27.1.0.1 (2020-02-04)

    • Fixed Baruuk’s Reactive Storm Augment resetting the Status Chance back to non-Augmented values after a direct punch to someone.

    Update 27.1 (2020-02-04)

    Update 25.7 (2019-08-29)

    • Fixed Baruuk taking much longer to deploy Spectres.
    • Fixed Baruuk’s Meroe helmet tassel sometimes disappearing when viewing his diorama at certain angles.

    Hotfix 25.2.3 (2019-06-25)

    • Fixed Baruuk’s Desolate Hands charge indicator not updating for Clients after Transferring to the Operator.

    Update 24.6 (2019-04-04)

    • Restored ability to have Baruuk's Desert Wind slam pull enemies instead of pushing them by holding block/aim key.

    Update 24.4 (2019-03-08)

    • Melee combo damage multiplier now affects Baruuk Desert Wind waves.

    Hotfix 24.2.8 (2019-01-15)

    • Baruuk’s Elude conal indicator FX will now only be seen by the local player (person casting the ability).
    • Slight tweak to Baruuk’s Elude ability FX that unnecessarily pulsed.
    • Fixed using Transference while Baruuk’s Savagery is active resulting in breaking his custom UI.

    Hotfix 24.2.7 (2018-01-09)

    • Baruuk’s end of Elude animation no longer prevents movement.
    • Improvements towards performance/visual issues with Baruuk's Elude ability by removing the blur FX if using the ‘Low Particle Quality’ setting based on feedback: https://forums.warframe.com/topic/1048903-warning-baruuk-causes-epileptic-attacks/
    • Reduced the FX density of Baruuk’s Lull fog to fix reported performance issues.
    • Fixed Baruuk’s Desert Wind weapon displaying as having Impact, Puncture, and Slash in the Arsenal when it's just Impact.
    • Fixed Baruuk’s Serene Storm Desert Wind waves not hitting ragdolled enemies.
    • Fixed Baruuk’s Serene Storm Desert Wind waves not matching FX direction.
    • Fixed a script error when casting Baruuk’s Serene Storm ability.
    • Fixed a script error when casting Baruuk’s Desolate Hands ability.

    Hotfix 24.2.5 (2018-12-20)

    • Animals will be less stressed the closer you are to them when casting Baruuk’s Lull ability.

    Hotfix 24.2.3 (2018-12-19)

    • Fixed a script error that could occur if you died and revived shortly after casting Baruuk's Lull, resulting in affected enemies being permanently asleep.

    Hotfix 24.2.2 (2018-12-18)

    • Fixed inability to edit the Baruuk Mandala Decoration after placing it.
    • Fixed Baruuk’s [PH] NOT EDGY ENOUGH UI text.

    Update 24.2 (2018-12-18)

    • Introduced.

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