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Invisible

For  Loki's ability, see Invisibility.

Invisible is a camouflaged state that prevents being seen by enemies. It is often a key component of stealth, but can also be used as a defensive measure in combat to avoid being targeted.

Enemy Reaction

While invisible, enemies will not react from moving in their field of view. However, they will become alerted by firing a noisy weapon nearby or coming into physical contact.

Enemies in an alerted state and hear an invisible Tenno's gunfire will attack in the area where the sound was made.

When a Tenno or allied NPCs come out of invisibility, their enemies will take a full second of delay before noticing them, regardless of their alert state.

Sources of Invisible

Abilities


3
20
Atomi-Shadow

Jump off the Atmonicycle and become invisible for a brief period.


Introduced in Update 38.0 (2024-12-13)

 Strength:N/A
 Duration:10s Invisibility
 Range:N/A

Info

  • Jump off the Atomicycle to become Invisible for 10 seconds. The Atomicycle will disappear back into the void in the process and has to be summoned again afterwards.


2
35
Smoke Screen

Drops a smoke bomb that stuns enemies and obscures their vision, rendering Ash invisible for a short time.


Introduced in Vanilla (2012-10-25)

 Strength:N/A
 Duration:2 / 4 / 6 / 8 s
 Range:10 m

Misc: Stagger on hit

Info

  • Ash expends 35 energy to throw down a smoke bomb that briefly  Staggers enemies within a radius of 10 meters, while Ash and his Companion turn transparent and rendering them Invisible to all enemies for 2 / 4 / 6 / 8 seconds.
  • Ability Synergy: Invisibility halves the energy cost of  Blade Storm to 6 energy per enemy.
  • Cannot be recast while active.
  • Ash possesses two Appearance Auxiliary Attachments that make him more visible to players during Smoke Screen: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

Augment

Main article: Smoke Shadow

Smoke Shadow is a Warframe Augment Mod for  Ash's  Smoke Screen that allows  Ash to temporarily cloak nearby allies along with himself, while also increasing everyone's critical chance.

Smoke Shadow

Tips & Tricks

  • Smoke Screen does not prevent damage from Orokin Lasers or AoE damage such as poison clouds and explosions.
  • The ability's short duration makes Smoke Screen only useful for quick flanking movements.
    • The low duration also necessitates using the ability with care and paying attention to the remaining duration when active.
  • Can be used when surrounded to stagger nearby enemies and escape.


1
25
Quiver

Cycle through and shoot one of four tactical arrows: Cloak, Dashwire, Noise and Sleep. In the Conclave, use the Null-Shield and Slow Arrows.


Introduced in Update 18.0 (2015-12-03)

Strength: N/A
Duration: 12 s
Range: 2.5 m
Misc:1 (arrows per cast)
3 (max bubbles)

Strength: N/A
Duration: N/A
Range: N/A
Misc:1 (arrows per cast)
4 (max ziplines)
100 m (zipline range)

Strength: N/A
Duration: N/A
Range: 20 m
Misc:1 (arrows per cast)

Strength: N/A
Duration: 10 s
Range: 6 m
Misc:1 (arrows per cast)
50% (sleep health threshold)

Subsumable to Helminth

Info

  • Equipped with a quiver of tactical arrows, Ivara can selectively launch one of her variety of specialized arrows, by tapping the ability key (default 1 ) to freely cycle the selection wheel between the Cloak, Dashwire, Noise, and Sleep arrows. With an arrow type selected, hold down the ability key to expend 25 energy to charge and then launch the selected arrow toward the direction of the aiming reticle.
    • Quiver only consumes energy upon launching an arrow; switching arrowheads will not consume energy.
  • Up to four different arrow types are unlocked as the ability increases in rank, listed below:

Cloak Arrow
  • Unlocked by default. (Warframe Rank 0)
  • Cloak Arrow anchors onto any surface or entity upon impact, generating an energy bubble that turns Ivara and her allies transparent and invisible within 2.5 meters of its point of impact for 12 seconds.
    • Cloak Arrow can be attached to allies, enemies, objects, and terrain.
  • A maximum of 3 bubbles can be active simultaneously. Firing an additional Cloak Arrow will replace the oldest active bubble.
  • While Rescue Hostages are affected by Cloak Arrow, objectives such as Cryopods, Excavators, and Power Cores cannot be cloaked.
  • Ivara possesses two Appearance Auxiliary Attachments that make her more visible to players during her Cloak Arrow: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

Dashwire Arrow
  • Unlocked at Rank 1. (Warframe Rank 7)
  • Dashwire Arrow anchors onto any terrain surface up to 100 meters away upon impact, forming a zipline from Ivara's feet to its point of impact which can be used to travel to the targeted location.
    • Zipline range is not affected by Ability Range.
    • The path from Ivara's feet to the impact point must be clear to create a zipline. Any obstacles between her feet and the impact point will prevent the zipline from being formed. Ziplines will not form if the line to be created exceeds an angle of 40° from the horizon.
    • When cast while Ivara is airborne or on a zipline, the new zipline will be created from the impact point to any terrain surface opposite of the arrow's direction of travel.
  • A maximum of 4 ziplines can be active simultaneously. Firing an additional Dashwire Arrow will replace the oldest active zipline.
    • If Ivara fires a new Dashwire Arrow while she or an ally occupies the oldest zipline upon reaching the limit, a new zipline will form, and the oldest zipline will remain active until it is no longer occupied.
  • While  Prowl is active, Ivara can sprint and slide across a zipline without breaking out of invisibility.

Noise Arrow
  • Unlocked at Rank 2. (Warframe Rank 14)
  • Noise Arrow emits a high-pitched sound upon impact, attracting unalerted enemies within 20 meters of its point of impact to investigate.
  • Unlike typical arrows, Noise Arrow does not alert enemies upon impact. Instead, unalerted enemies will slowly approach the impact point and remain stationary once they arrive.
  • When more than one instance of Noise Arrow is cast in quick succession, unalerted enemies in range will proceed to investigate the locations by order of arrow impact.
  • Noise arrow is capable of affecting alerted enemies in endless missions such as Survival. When Ivara is invisible, enemies are alerted, and no allies are in close proximity, Noise arrow can attract enemies to the impact point.
  • Affects bosses and The Grustrag Three.[citation needed]
  • Affects Grineer Sensor Regulator drones; will affect all drones within the effect-radius, even ones which normally remain in one location, causing them to be attracted to the location of the Noise Arrow. They will remain there unless otherwise disturbed by a Tenno's actions, weapons, or abilities.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.
  • Upon activation, a minimum of one enemy will be "marked" by an invisible script, causing that enemy to be unable to be stealth killed for bonus affinity, regardless if they are unalerted. This is an intended feature to limit farming methods using this tactic.

Sleep Arrow
  • Unlocked at Rank 3. (Warframe Rank 18)
  • Sleep Arrow places enemies within 6 meters of its point of impact into a deep sleep for 10 seconds. Sleeping enemies will wake up when the duration expires or if their health falls below 50% of their current values.
    • Sleeping enemies are open to melee finisher attacks (default X ).
      • If an enemy is in an unalerted state, Stealth Finishers will be initiated after the enemy has completely fallen asleep. Initiating a finisher on an unalerted enemy before the sleep animation completes will initiate a Front/Back Finisher instead (notable difference in that weapons may have different damage multipliers for Front/Back and Stealth finishers, and critical damage is applied differently).
  • Enemies retain their current alert status upon being put to sleep (e.g., non-alerted enemies will remain so while sleeping, and alerted enemies will remain alert even if put to sleep).
  • Sleeping enemies will not have their sleep duration reset if another Sleep Arrow makes impact within range. The sleep effect must expire before it can be reapplied.
  • Affects Grineer Sensor Regulator drones; will cause them to remain in one place for the duration of the effect. Will not disable their sensor beam.
    • Drones which have been put to sleep will not immediately react to a Noise Arrow which would otherwise have affected them, based upon range, but upon the expiration of Sleep Arrow's effects, they will move to the location of the Noise Arrow.


  • Ability Synergy:
    • Quiver's arrows are considered as projectiles and can be controlled using  Navigator.
    • Quiver arrows can be launched instantly when equipping  Artemis Bow, then pressing the alternate fire key to cast the ability.
  • A special cyclic display located above Ivara's weapon stats in the HUD will show the currently equipped arrow type along with a charge meter that displays the charge state of Quiver before firing. If using Cloak Arrows or Sleep Arrows, the display will also show a countdown timer for the arrow's active duration.
    • Cloak Arrow cycles to display a barbed purple arrowhead, Dashwire Arrow cycles to display a yellow diamond-shaped arrowhead, Noise Arrow cycles to display a semicircular red arrowhead, and Sleep Arrow cycles to display a crescent-shaped blue arrowhead.
  • Quiver's arrows do not inflict damage upon impact.
  • Subsuming Ivara to the Helminth will offer Quiver and its augments to be used by other Warframes.
    • Subsumed Quiver only features Cloak on tap-cast and Noise on hold-cast. Dashwire and Sleep arrows are unavailable.

Augment

Main article: Empowered Quiver

Empowered Quiver is a Warframe Augment Mod for  Ivara that improves  Quiver's Dashwire Arrow and Cloak Arrow. Dashwire Arrow grants Critical Multiplier bonus to allies standing on the wire, while Cloak Arrow grants a chance to resist Status Effects.

Empowered Quiver


Main article: Power of Three

Power of Three is a PvE and Conclave Warframe Augment Mod for  Ivara's  Quiver that fires three arrows but consumes extra energy.

Power of Three

Tips & Tricks

Cloak Arrow
  • Can be used to provide support from a distance for players reviving a teammate.
  • Targeting enemies and allies directly will create a moving cloak area. (Useful on strong melee enemies, but especially useful to cloak allies.)
  • During Syndicate Spy missions, this can be used to cloak the Syndicate Operatives which spawn in your vicinity at the start of the mission.
    • Note that this will not silence their weapons, however, and it will also require periodic refreshing to keep them invisible.
  • Can be used to cloak and protect Hexis Operative in Arbitrations Defense missions.
    • While under the effect of Cloak Arrow, the Operative will not attack enemies.
    • More effective with higher Ability Range and Ability Duration.
    • This also works for the defense operative in Sortie and Archon Hunt Defense missions
  • if using a Sentinel companion, ivara can shoot it to give herself invisibility. this is useful for remaining invisible while traveling longer distances without having to suffer the slowdown of prowl.

Dashwire Arrow
  • Can be used as a substitute for Bullet Jumping if losing Prowl or making a miscalculation in your jump would be costly otherwise. This is particularly effective in certain Spy vaults.

Noise Arrow
  • With enough range, Noise Arrows can attract enemies across multiple tiles into tight groups, allowing them to be dispatched at once for large amounts of Affinity, Standing, or Focus. This can generally be done easiest with either a  Hushed Explosive Launcher or a Glaive equipped with  Power Throw.
  • Noise Arrows can distract enemies from approaching and attempting to capture towers in Interception missions.
  • Can be used to make enemies look towards you in prowl if fired at your feet, allowing for more consistent headshots.

Sleep Arrow
  • Allows you to rush past enemies on your way to an objective or extraction.
  • Can be used to provide support from a distance for players reviving a teammate.
  • Sleep Arrow retains an enemy's current alert status upon casting, thus it can be used to level up automatic weapons quickly with Stealth Kill Affinity Bonuses by putting non-alert enemies to sleep before killing them. As long as the automatic weapon deals sufficient damage-per-second to quickly kill the enemy before they wake up on taking more than 50% damage, it will not trigger an alert state on the enemy, thus allowing the Stealth Kill bonus to occur.
  • Sleeping enemies will wake up only once the ability duration expires, or they are damaged below 50% of their current health; this allows easy leveling of weapons which are not silent, but deal heavy single-shot damage, such as the Hek, Ogris, Opticor, Tonkor, etc.
  • A sufficient duration on Sleep Arrow makes it possible to easily get close enough to enemies to use  Covert Lethality, dispatching them silently and efficiently.
  • Can be used to stealthily put animals to sleep for easy capture for Conservation without affecting quality.
    • Some animal species have a chance to resist the effect of Sleeping Arrows.

Bugs

  • If you are playing using a controller and use  Navigator, then fire an arrow from Quiver, you will be unable to switch arrow types for the remainder of the mission and only fire even if you press 1  when attempting to switch.
  • When cast on unalerted enemies, melee finisher does not grant stealth affinity bonus on kill.
  • Able to block own arrows but they wont stick to frame it originated from
  • Shooting another Quiver arrow possible yet wont stick either
  • Unaffected by cast speed in any way


3
25
+1-3/s
Prowl

Become invisible and steal loot from unsuspecting enemies or take out prey with deadly headshots.


Introduced in Update 18.0 (2015-12-03)

 Strength:10% / 20% / 30% / 40% (headshot bonus)
100% (loot chance)
 Duration:4 / 3.5 / 3 / 2.5 s (steal time)
 Range:2 / 2 / 3 / 4 m (steal range)

Misc: -50% (movement speed penalty)

Info

  • Ivara activates her cloak, turning transparent and rendering her invisible to enemies. While active, Ivara gains 10% / 20% / 30% / 40% bonus damage on headshots at the cost of -50% Movement Speed. Ivara also becomes capable of pickpocketing enemies: if standing beside an enemy with Prowl active, rays of light will shine on an enemy within 2 / 2 / 3 / 4 meters for 4 / 3.5 / 3 / 2.5 seconds with a 100% chance of releasing a random item from that enemy's drop table.
    • The damage buff is a multiplier that is applied to Ivara's total weapon damage on headshots, but stacks additively with other headshot bonuses. (e.g., with a maxed  Intensify and a weapon that inflicts 500 total damage on headshots, a rank-3 Prowl will increase that headshot damage to 500 × (1 + 0.4 × 1.3) = 760).
    • Movement Speed penalty is multiplicative to other sources of movement speed.
    • The steal time uses the following expression:
      Modified Steal Time = Steal Time ÷ (1 + Ability Duration)
      • With a maxed  Continuity, a rank-3 Prowl will have a steal time equal to 2.5 ÷ 1.3 = 1.9231 seconds.
    • The steal light must shine on the enemy for the duration of the steal time uninterrupted for the pickpocketing to succeed.
    • Pickpocketing can only be done once per enemy. Only a single enemy can be pickpocketed at a time.
    • Loot chance is capped at 100%. Reducing  Ability Strength reduces the chance for an item to drop. If the attempt was unsuccessful, it will attempt to try again.
    • Additional loot retrieval stacks with other loot abilities that loot while petrified ( Atlas's  Ore Gaze), loot on death ( Hydroid's  Pilfering Swarm,  Khora's  Pilfering Strangledome, and  Wukong's Monkey Luck passive), and loot corpse ( Nekros's  Desecrate and Chesa Kubrow's  Retrieve).
  • Prowl expends 25 energy to activate. It then drains 1 point of energy per second while stationary and drains 3 energy per second while walking. Additionally, melee attacks consume 2 energy per hit, and taking damage consumes 10 energy per hit. Prowl will end if Ivara runs out of energy, if certain maneuvers are performed that break the cloak, or if deactivated by pressing the ability key again (default 3 ).
  • Most maneuvers do not interfere with Prowl. However, Sprinting, Sliding, and Bullet Jumping will break the cloak. Ivara will not re-cloak until the ability is used again.
    • More specifically, the cloak will be exited when the corresponding keys for Sprinting, Sliding and Bullet Jumping are pressed, not when the maneuvers are actually executed.
    • Rolling will increase the energy drain to its maximum value, even if no directional keys are used.
    • Prowl does not suffer movement speed penalties when moving on ziplines; sprinting or sliding on zip lines will not break Prowl's cloak.
  • Firing a non-silent weapon (i.e., weapons with an "alarming" noise level) will temporarily break the cloak. Ivara will re-cloak shortly after firing the weapon.
    • The  Javlok's alt-fire throw attack is regarded as "silent" and will not break the cloak when thrown.
    • Despite being regarded as "alarming", the  Nagantaka's alt-fire and the  Redeemer's shotgun will not break the cloak, though they will still alarm enemies.
    • Changing a weapon's noise level from "alarming" to "silent" with a max ranked  Hush,  Suppress, or  Silent Battery will prevent the weapon from breaking cloak when fired.
    • Despite the cloak being disabled, Prowl itself is not, and will continue draining energy and remains capable of pickpocketing enemies.
    • The re-cloak delay is affected by the weapon's Fire Rate.
    • Will not disrupt  Shade's  Ghost,  Huras Kubrow's  Stalk, or  Wukong's  Enveloping Cloud.
  • Prowl is a one-handed ability and can be used while performing various maneuvers and actions without interruption.
  • Ivara possesses two Appearance Auxiliary Attachments that make her more visible to players during her Prowl: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

Augment

Main article: Infiltrate

Infiltrate is a Warframe Augment Mod for  Ivara that allows her to pass through Laser Barriers unharmed, and increases her Movement Speed while  Prowl is active.

Infiltrate

Tips & Tricks

  • Can be used to safely bypass most enemies.
  • Your energy levels can be maintained through the constant theft of energy orbs.
  • Rolling is actually a viable alternative to Sprinting, allowing you to move quickly without breaking your invisibility. Keep in mind, however, that if you press Shift , (or whichever key you have bound to activate Sprinting with), it will immediately deactivate Prowl.
  • Combining Prowl with silenced, high-damage, single-shot weapons, or certain types of appropriately-modded melee weapons, can be an effective play style for higher level missions which require stealth.
    • Some melee weapons well-suited for this method of hunting would be among the following:
      • A Sword with the  Crimson Dervish stance (due to the stealth finisher for that stance being a very fast animation).
      • A Hammer weapon with the  Finishing Touch mod equipped. Hammers already have the highest damage multiplier for stealth finishers, so this mod makes it even more powerful: the damage-multiplier of hammers used for stealth-finishers goes from 2400% weapon damage to 3840% weapon damage.
      • Any Dagger weapon with the  Covert Lethality mod equipped.
  • Firing a non-silent weapon will allow the use of the otherwise not permitted Maneuvers like Bullet Jumping during the brief uncloaked time window without deactivating Prowl.
  • Note that breaking the invisibility with non-silent weapons does not remove the headshot multiplier you get from Prowl.
  • Combining Prowl with a melee weapon equipped with  Dispatch Overdrive will allow for a large increase in movement speed if you are able to kill the enemy with a Heavy Attack.
  • Void Sling can be used to cover a great distance in a short amount of time without deactivating or breaking Prowl.
  • Repeatedly performing the backspring maneuver is the fastest way to move without breaking Prowl besides dashwire jumping.
  • Firing gunblades, e.g.  Redeemer or  Sarpa, will alarm nearby enemies but it won't break Prowl's invisibility.
    • Ivara can use this to distract enemies, similar to using Noise arrow.
    • Take caution as some enemies, e.g. Kuva Lich and Grineer's Rampart, will blindly shoot at the origin point of the noise.
  • Be cautious when using Prowl during Disruption missions as Ivara's energy could be drained quickly under some conditions.
    • Energy drain and health drain have similar effect to taking damage, draining extra energy every time the effect ticks.
    • Electrifying conduit can deplete Ivara's energy within a few seconds as it rapidly ticks damage.
  • True to Ivara's role as a silent huntress, Prowi is an ideal skill for Conservation missions in Landscapes such as the Orb Vallis, as the Tranq Rifle is a silent weapon and will not break her invisibility, and thus wildlife will remain unalerted in case she misses her shots.
    • Do note that using an Echo-Lure breaks Ivara's invisibility, potentially spooking other wildlife that may be nearby or, worse, attracting the attention of enemy patrols and making them attack the target wildlife.
      • Ivara's Prowl is also temporarily broken when throwing items such as lures and Pharoma into the water while fishing, but not when hurling the fishing spear. The splash made by the spear entering the water does attract patrolling enemies, but they'll otherwise not attack.
    • Compared to  Loki's  Invisibility and  Ash's  Smoke Screen which are active skills (and thus may suddenly disable at crucial moments during the hunt), Prowl is a toggled ability and thus can be sustained at will and far longer with high Ability Duration builds.
  • Prowl also allows Ivara a chance to steal Power Cells from a Power Carrier, which makes Excavation missions with Ivara much easier as it doubles the number of Power Cells on the field at once, especially after killing Power Carriers for an extra Power Cell.
  •  Streamline in conjunction with  Fleeting Expertise results in 190% Ability Efficiency which is over the 175% maximum but offsets the impact of 40% Ability Duration on drain.
    • Specifically:
    • 175% Efficiency and 100% Duration = 0.25 Energy per second
    • 190% Efficiency and 100% Duration = 0.10 Energy per second, but capped at 0.25
    • 190% Efficiency and 40% Duration = 0.25 Energy per second
    • 175% Efficiency and 40% Duration = 0.63 Energy per second


2
50
Invisibility

Loki camouflages himself, becoming invisible to enemies.


Introduced in Vanilla (2012-10-25)

 Strength:N/A
 Duration:5 / 7 / 9 / 12 s
 Range:N/A

Info

  • Loki expends 50 energy to camouflage himself, turning transparent and rendering him invisible to enemies for 5 / 7 / 9 / 12 seconds. While Loki is invisible, all sound effects are muffled and slightly muted. Loki's vision becomes blurry when he's not in motion, and his visual field becomes more sensitive to light.
  • Has a cast delay of 0.75 seconds.
  • Cannot be recast while active.
  • Loki possesses two Appearance Auxiliary Attachments that make him more visible to players during his Invisibility: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

Augment

Main article: Hushed Invisibility

Hushed Invisibility is a Warframe Augment Mod for  Loki's  Invisibility that allows it to reduce the noise level of weapons fired.

Hushed Invisibility

Tips & Tricks

  • Use as a way of reviving fallen players without having to worry about entering bleedout yourself. Be wary of other revivers though, they will draw fire on you.
  • Can be cast in mid-air, which can help you avoid getting gunned down by large crowds during the cast animation, which makes you stay put when used on the ground.
  • Changing Loki's energy color to "pure black" (very bottom left color in the Smoke Colors pack) will turn Loki completely invisible, meaning this color gets rid of the shimmering effect.
    • As this means you can't see yourself at all, this can make movement and placement for melee attacks more difficult.
    • It can be a way in order to take a clear picture if you disable HUD.
  • As general rule when playing with others – mind your positioning, flank enemies, keep your distance from allies, and never stay in the line of fire between allies and enemies.
  • Since it is not a channeled ability, energy can be regenerated while it is active, meaning  Energy Siphon and  Trinity's  Energy Vampire can provide high uptime.

Bugs

  • If active before a boss cut-scene triggers, when the cut-scene finishes Loki will become visible however the duration will not reset.
  • Kubrows will be cloaked but will still be targeted by enemies.
  • Loki's body (but not the head) may become visible on occasion. Enemies will be able to detect you when this occurs, and the invisibility time will continue to run.


3
75
Metronome

Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.


Introduced in Update 20.0 (2017-03-24)

 Strength:10 / 15 / 20 / 35 % (armor bonus)

10 / 15 / 20 / 30 % (speed bonus)
12 / 20 / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee damage bonus)

 Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

 Range:6 / 8 / 10 / 12 m

Info

  • Octavia expends 75 energy to produce a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35% Armor bonus while inside the melodic aura.
    • Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
    • While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
  • While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:

How to Synchronize with Metronome:

  • Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
  • In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
    • Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
    • Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
    • Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
    • If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
  • The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.

  • By synchronizing with jumps (default Space ), Octavia and her allies can gain the Vivace buff which increases Movement Speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
  • Double jump (default press Space  twice), wall climb (face wall and press Space ), and wall jump (face wall + W  + Space ) can also be used to synchronize.

  • By synchronizing with crouching (default Ctrl ) or sliding (default W  + Ctrl ), Octavia and her allies can gain the Nocturne buff which grants Invisibility for 5 / 8 / 12 / 15 seconds.
  • Octavia possesses two Appearance Auxiliary Attachments that make her more visible to players during her Nocturne: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

  • By synchronizing with ranged weapon fire (default LMB ), Octavia and her allies can gain the Opera buff, granting 12% / 20% / 25% / 30% ranged weapon Multishot for 5 / 8 / 12 / 15 seconds.
    • Multishot bonus stacks additively with multishot mods such as  Split Chamber.
  • Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).

  • By synchronizing with melee weapons (default E ), Octavia and her allies can gain the Forte buff, granting 20% / 25% / 25% / 30% bonus melee weapon damage for 5 / 8 / 12 / 15 seconds.
    • Damage bonus stacks additively with base damage mods like  Pressure Point.


    • Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
    • Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
    • Casting animation is affected by Casting Speed.
    • When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
    • Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
    • Metronome affects the visuals and audio of any nearby  Mallet and  Resonator belonging to Octavia herself.

    Tips & Tricks

    • Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
    • Similar to Octavia's other abilities, without a melody this skill will do nothing.
    • The longer the pause is between notes, the higher is the percentage gained per successful action.
    • The intensity of light rings is determined by the number of notes in a particular column.


    1
    25
    Shroud of Dynar

    (TAP) Dynar shrouds Voruna with invisibility and accelerates her speed. Invisibility ends when Voruna attacks. For a short time, melee attacks have increased Critical Damage and Status Chance and inflict Bleed. Melee kill an enemy during this time to extend the buff.

    (HOLD) Dynar guards Voruna, increasing her Parkour Velocity.


    Introduced in Update 32.2 (2022-11-30)

     Strength:+ 0.5 / 1.0 / 1.5 / 2.0 flat melee critical damage bonus
     Duration:8 / 10 / 12 / 14 s Invisible duration
    5 / 6 / 7 / 8 s max melee buff duration
     Range:N/A

    Misc: + 25 / 50 / 75 / 100 % Movement Speed bonus
    ≥100% absolute critical chance
    ≥ 25 / 50 / 75 / 100 % absolute status chance
     Slash status per melee hit
    3 s min. melee buff duration
    1 melee kill for buff extension
    +55% passive parkour velocity buff

    Info

    • Dynar enshrouds his mistress in the night's veil to endow her with stealth, speed, and lethality. Shroud of Dynar expends 25 energy to render Voruna and her Companion both Invisible and accelerates her movement speed by +25% / +50% / +75% / +100% for 8 / 10 / 12 / 14 seconds, ending immediately upon ability expiration or when she performs a ranged weapon attack (default LMB ), or after the first melee animation completes when she performs a melee weapon attack (default E ).
      • Performing interactions such as picking up objects, Hacking, or reviving from Bleedout does not break invisibility.
      • Attack-related contextual actions (default X ), such as melee Finisher attacks and Parazon Mercy, will break invisibility instantly when the animation begins.
      • Invisibility duration timer is displayed on the ability icon.
    • While active, her melee weapon gains the following statistic buffs: +0.5x / +1.0x / +1.5x / +2.0x flat Critical Damage, Critical Chance set to a flat 100%, Status Chance set to a flat 25% / 50% / 75% / 100%, and guaranteed  Slash status effect per hit.
      • Melee weapons modded with above 100% critical chance and/or status chance are not affected by Shroud of Dynar's absolute chance bonuses.
      • Guaranteed  Slash status effect from Shroud of Dynar does not apply to non-melee strikes from melee weapons, such as explosions ( Wolf Sledge), projectiles ( Nepheri), and  Zenistar's special attack.
    • Leaving invisibility will extend the melee buffs for 3 seconds. While Shroud of Dynar is active, melee kill 1 enemy to extend the remaining buff duration to a maximum of 5 / 6 / 7 / 8 seconds.
      • Duration extension can only be triggered once per cast; any subsequent melee kills will not extend the ability further.
      • Max duration on melee buff can be immediately reached with a lethal melee hit on an enemy during the invisibility phase.
      • Melee buff total duration is calculated with the following expression:
        Modded Duration = Minimum Duration + [(Max Duration - Min. Duration) × Ability Duration]
        • At ability rank 3 with a maxed  Continuity equipped, Shroud of Dynar lasts for 3 secs + [(8 secs - 3 secs) × 1.3] = 9.5 seconds
      • In-game Ability menu stat displays the minimum duration up to the max modded duration.
      • Buff duration timer is displayed as an ability buff icon beside Voruna's hitpoints indicator.
    • Hold down the ability button (default 1 ) to command Dynar to guard Voruna, changing her passive to a permanent +55% Parkour Velocity bonus for no energy cost.
    • Ability Synergy:
      • During Shroud of Dynar, Voruna blinks out then back into invisibility when casting  Fangs of Raksh,  Ulfrun's Descent, and Helminth abilities. Voruna remains invisible when casting  Lycath's Hunt, Transference, and attacking with the Operator.
      • While Shroud of Dynar's invisibility phase or melee buff phase is active, Ulfrun's Descent's  Slash damage benefits from the absolute critical chance and the flat critical multiplier bonus.
    • Cannot be recast during invisibility. Can be recast while melee buffs are active to end them immediately then become invisible.
    • Dynar visually idles upon Voruna's left shoulder. His distinct physical feature is the eyepatch covering his left first eye.
    • Voruna visually leaps and claws downward, cloaking herself in shadowy tendrils that envelop her body. Shadows dance around her feet while she kicks up a trail of dust clouds as she moves, while Dynar audibly growls and snarls.
    • Voruna possesses two Appearance Auxiliary Attachments that make her more visible to players during her Shroud of Dynar: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.

    Augment

    Main article: Prey of Dynar

    Prey of Dynar is a Warframe Augment Mod for  Voruna. While  Shroud of Dynar is active a random enemy will be marked with a glowing effect, that enemy receives increased Damage Vulnerability. Casting  Fangs of Raksh on the targeted enemy increases its spread radius on death.

    Prey of Dynar

    Tips & Tricks

    • Activate Dynar's passive to make Voruna highly mobile when extracting from a mission. To further increase her survivability in the process, activate Shroud of Dynar while running through enemies to escape detection.
    • Shroud of Dynar is also a good way of surviving being overwhelmed by too many enemies by suddenly going invisible and interrupting their attacks, giving Voruna breathing space to plan for a counterattack.
    • Modding for high Ability Duration and combining  Infested Mobility gives Voruna the mobility to quickly speed through missions undetected.

    Bugs

    Bugs

    •  Blast detonations will break Shroud of Dynar invisibility.

    Edit

    Wisp's Passive

    While airborne, Wisp and her Companions gain a cloak that renders them invisible until she lands or fires a weapon.


    2
    35
    Wil-O-Wisp

    Cast forward a spectral image of Wisp to confuse and distract enemies. Reactivate to travel to its position. Hold to have the image travel faster and teleport to its position on release.


    Introduced in Update 25.0 (2019-05-22)

     Strength:N/A
     Duration:2.5 / 3 / 3.5 / 4 s
     Range:N/A

    Misc: 3 s (teleport invulnerability time)

    Info

    • Wisp expends 35 energy to fade between dimensions, cloaking herself and her Companion from enemy eyes while spawning a spectral copy of herself that flies toward the last position of the reticle when activated. The spectral clone draws the attention and fire from nearby enemies. Wisp's cloak and clone both last for 2.5 / 3 / 3.5 / 4 seconds.
    • Casting the ability again while the clone is traveling will dissipate the cloak and clone, then instantly teleport Wisp to its location. Wisp gains invulnerability for 3 seconds after teleportation.
      • Tap the ability key (default 2 ) to summon a slow moving clone. Hold down the ability key to summon a fast moving clone, then instantly teleport to it upon releasing the button.
    • Ability Synergy:
      • Wil-O-Wisp spectral clone plucks motes from the  Reservoirs it passes through during its lifetime.
      • Casting  Breach Surge while the spectral clone is traveling creates a second breach expansion around the clone.
      • Can be cast while  Sol Gate is active to cloak, spawn a clone and teleport to it when desired.
    • Spectral clone is a flying object that attempts to continue its path when colliding with terrain.
      • Clone is capable of opening doors when in proximity.
    • Spectral clone is visually surrounded by flowing light particles and leaves an energy trail where it travels.
    • Spectral clone is affected by all Appearance customizations on Wisp.
    • Light particles, energy trail, and teleport portal colors are affected by Wisp's chosen energy color.

    Tips & Tricks

    • Using this ability, Wisp is able to open Friendship Doors alone.
    • The decoy can go through Spy laser barriers without tripping them, allowing Wisp to deploy the decoy through it and then teleport past it. However, the decoy can still be seen by guards.


    2
    25
    Cloud Walker

    Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin.


    Introduced in Update 17.12 (2015-11-25)

     Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
     Duration:2 s (cloud duration)
     Range:5 / 6 / 7 / 8 m (stun radius)

    Misc: +300% (movement speed bonus)
    100% (status cleanse on cast)
    2 s (stun duration)

    Info

    • Wukong expends 25 energy to disappear into a cloud, turning Invisible for 2 seconds. In this form, Wukong gains +300% Movement Speed, along with vertical and horizontal flight capabilities using the movement (WASD ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to Archwing Maneuvers. While traveling in the cloud, Wukong is Invulnerable to damage, cleanses all Status Effects, and restores 0.5% / 0.6% / 0.8% / 1% health per meter travelled. Enemies that come within the cloud's radius of 5 / 6 / 7 / 8 meters are temporarily  Stunned for 2 seconds and opened to Melee Finishers (default X ). Cloud Walker can be manually cancelled by pressing the ability key again (default 2 ) or by attacking.
    • Cloud Walker does not trigger Sensor Bars, Laser Barriers, and Security Cameras, and can pass through Spy defenses without triggering alarms.
    • Ability Synergy: When activating Cloud Walker with an active  Celestial Twin, the twin becomes invulnerable to damage and receives its health restore per meter travelled bonus. After Cloud Walker ends, Wukong's twin is teleported to his side instantly.
    • Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.

    Augment

    Main article: Enveloping Cloud

    Enveloping Cloud is a Warframe Augment Mod for  Wukong's  Cloud Walker that gives allies near the cloud temporary invisibility.

    Enveloping Cloud

    Tips & Tricks

    • An equipped Sentinel with  Vacuum will still collect nearby items and hold onto them for you to collect when Cloud Walker ends.


    3
    75
    Evade

    Jump backwards and become invisible for a short duration. Killing enemies on their Weak Points extends the duration and heals Cyte-09.


    Introduced in Update 38.0 (2024-12-13)

     Strength:25 / 50 / 75 / 100 (health restore)
     Duration:10 s (invisible duration)
    2 s (duration extend)
    30 s (duration cap)
     Range:N/A

    Misc: Status cleanse on cast
    Shield recharge delay bypass on cast
    ? m (backward dodge)
    60 s (cooldown)

    Info

    • Cyte-09 expends 75 energy to dodge backward ? meters, cleansing himself of Status Effects, bypasses his Shield regeneration delay, and becoming Invisible for 10 seconds. Weak point kills extend the ability's duration for 2 seconds to a maximum of 30 seconds and restores Cyte-09's Health by an 25 / 50 / 75 / 100. Has a cooldown of 60 seconds.
      • The ability's cooldown starts immediately when Evade's duration timer begins to count down.
      • Maximum ability duration is a cap on current duration, not total duration. It is still possible to remain invisible indefinitely as long as one can continue to make weak point kills.
    • Cannot be recast while active or on cooldown.
    • Ability Synergy:  Seek highlights weak points for Evade's duration extension and health restore.
    • Cyte-09 possesses two Appearance Auxiliary Attachments that make him more visible to players during his Evade: Semi-Cloak, which makes the Warframe semi-transparent; and Glow-Cloak, which produces an opaque glow. These appearances are affected by primary energy color and do not alter how enemies perceive the player.
    • Subsuming Cyte-09 to the Helminth will offer Evade and its augments to be used by other Warframes.
      • However, Subsumed Evade's base duration is reduced to 10 seconds and is capped at 15 seconds.

    Bugs

    • If playing as client, enemies can still see and attack during Evade when its duration has been extended. Known issue requiring code fix for a later update.


    2
    15
    +5/s
    Penumbra

    Activates a cloaking field that hides the Warframe and any nearby allies who remain stationary.


    Introduced in Hotfix 15.7.2 (2014-12-19)

     Strength:N/A
     Duration:N/A
     Range:40 / 52 / 64 / 76 m

    Info

    • Itzal deploys a cloaking field that renders itself and all allies within 40 / 52 / 64 / 76 meters Invisible for as long as they are stationary, making enemies unable to find and attack them.
      • In Landscape missions, the range of this ability is reduced down to 4 / 5.2 / 6.4 / 7.6 meters.
      • Allies that move within the field will have their invisibility removed. If the caster moves, all nearby allies will be revealed.
      • Turning, aiming, and firing the Archgun in place does not break the cloak.
      • Casting abilities using the Blink maneuver does not break the cloak.
      • While Penumbra is active, enemies will be susceptible to Stealth Damage Multipliers from melee attacks as long as the Itzal remains stationary. Lunging with melee attacks will deactivate the cloaking field.
    • Penumbra costs 15 energy to activate, then drains 5 energy per second while active and will remain active until Itzal's energy is depleted, or the ability is deactivated by uncloaking or pressing the ability key again.
      • Itzal can still receive energy from Energy Orbs while Penumbra is active.
    • Activating Penumbra will break homing locks for seeking projectiles, such as the missiles fired by Hellion Dargyns, causing them to veer wildly off-course.
    • While cloaked, Codex Scanners can be equipped and target enemies but scans will not trigger.
    • Casting this ability nullifies a Temporal Dreg tractor beam's hold on the Itzal.

    Tips & Tricks

    • Take advantage of the ability to shoot out of the cloaking field to attack enemies whilst tougher Archwings draw fire, as Itzal doesn't have as much Armor, Health, or Shielding as the Odonata or Elytron.
    • You can still use the basic Blink ability to move around without breaking the Penumbra field. Combining the two abilities is great for escaping and recovering shields and health, as enemies won't pursue you.
    • Use Penumbra as a form of cover or protection whilst reviving incapacitated allies; they'll also receive the benefits of the cloak, and so won't be attacked by enemies as soon as they've recovered. This gives them more time to get their bearings and fire off any useful area-suppression abilities they might have.
    • Penumbra is very useful while protecting a point in Interception. While cloaked you cannot be targeted, allowing you to easily kill enemies, and when you run low on energy use Cosmic Crush to quickly gather energy from killed enemies to repeat the process.

    Maximization

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

    • Maximized Ability Duration reduces the energy cost over time to 3.85 energy per second.
      • Has no negative effect on this ability.
    • Maximized Ability Efficiency reduces the activation cost to 3.75 energy and energy cost over time to 1.25 energy per second.
      • Has no negative effect on this ability.
    • Maximized Ability Range increases the cloaking field radius to 136.8 meters.
      • Has no negative effect on this ability.
    • Maximized Ability Strength has no positive effect on this ability.
      • Has no negative effect on this ability.

    Mods

    Arcanes

    Weapons

    Notes

    Patch History

    Customization For Warframes With Invisibility Abilities

    Warframes now have Invisibility customization - no longer will you have to be strictly transparent!

    Warframes with Invisibility abilities (Loki, Ivara, Ash, Octavia, and Voruna) will now find customization options in the Arsenal under Appearance > Attachments > Auxiliary Attachments.

    Instead of Invisibility being completely see-through, players can customize it from being more translucent/semi-transparent to non-transparency with an Energy glow gleaming from your character.

    Semi-Cloak Option:

    Glow-Cloak Option:

    An alternate, opaque glow, for when the Warframe is cloaked. Does not alter enemy perception.

    Invisibility colorization is affected by the primary Energy color of your Warframe.