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Protea

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Protea knows all about protection. Her vast arsenal inflicts damage and provides ally support. She can even manipulate time itself.

Armed for deadly encounters, she is tactical and timely. This is Protea, the protector, the enforcer.

Protea is the method to the madness. When you face her, it's already too late.

Release Date: June 11, 2020

Echoing rebirth to blossom anew, the chrono-gadgeteer Protea devises her stratagems through borrowed time. Flourish and seed the perimeter with lacerating shrapnel, or reinforce shield defenses to weather the onslaught. Assault and skirmish with plasmic blasts, rapidly incinerating foes under laser focus. Endure through attrition by dispensing vital supplies, whilst drawing strength from her past to secure the future. Protea returned in Update 28: The Deadlock Protocol.

Acquisition

Protea's main blueprint is rewarded upon completion of The Deadlock Protocol quest. Additional main blueprints can be bought from Cephalon Simaris for  50,000. Component blueprints can be acquired from within the Granum Void, a special location only accessible from the Corpus Ship tileset.
Neuroptics blueprints come from Rotation C of the basic Granum Void (Granum Crown), Chassis blueprints from Rotation C of Extended (Exemplar Granum Crown) Granum Void, and the System blueprints from Rotation C of the Nightmare (Zenith Granum Crown) Granum Void.
Item Source Chance Expected Nearly Guaranteed
 Neuroptics Blueprint Granum Void / C 11.11% ~ 9 C Rotations 58 ± 19 C Rotations
 Systems Blueprint Nightmare Granum Void / C 11.11% ~ 9 C Rotations 58 ± 19 C Rotations
 Chassis Blueprint Extended Granum Void / C 11.11% ~ 9 C Rotations 58 ± 19 C Rotations

All drop rates data is obtained from DE's official drop tables stored on Module:DropTables/data. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements

25,000

1

1

1
 Orokin Cell
3
Time: 3 Day(s)
Rush: 50
 Market Price: 325  Blueprints Price: 35,000
Protea Neuroptics Blueprint

15,000
 Salvage
11,500
 Polymer Bundle
5,150
 Cubic Diodes
1,250
 Neural Sensors
5
Time: 12 Hour(s)
Rush: 25
Protea Chassis Blueprint

15,000
 Alloy Plate
20,000
 Carbides
2,750
 Oxium
550
 Morphics
12
Time: 12 Hour(s)
Rush: 25
Protea Systems Blueprint

15,000
 Ferrite
13,400
 Cryotic
1,000
 Titanium
1,750
 Control Module
10
Time: 12 Hour(s)
Rush: 25

Lore

“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers. Please complete The Deadlock Protocol quest before proceeding.
Main article: The Deadlock Protocol
I am your beginning. I am your end. Entwined. Forever.
—Protea Specter

Protea was assigned to be the bodyguard of Parvos Granum, the Founder of the Corpus, as part of an undisclosed deal he made with the Orokin. When the Corpus Board of Directors betrayed him by attempting to assassinate him by sabotaging his transport's Void drive, Granum was saved by Protea's time manipulation abilities, trapping him in a temporal prison within the Void.

Recently, the Corpus' power structure has been declining, with the Board of Directors continuously reaching a voting impasse. After 7 successive tied votes, Nef Anyo invokes The Deadlock Protocol, a contingency initiative to instate a successor to the Founder. Seeking to prove that he himself is the genetic heir of Parvos Granum, Nef Anyo seeks to locate the Founder by tracking Protea, using Solaris workers as sacrifices for Void-temporal jumps to reach the Granum Void.

In an effort to thwart Nef Anyo's plans, the Tenno aids Solaris United and gets to the Granum Void before Nef Anyo's henchmen do. There, they discover Parvos Granum alive and well, and Protea who has become a literal Specter of herself due to overextending her powers. The Warframe Specter, reinvigorated by her kin, turns hostile and attacks the Tenno and Nef Anyo's fleet with an army of Errant Specters; Parvos Granum reveals that he had been using Nef Anyo in order to summon the Tenno to his domain.

Angered by Parvos Granum's deception and the threat of the Protea Specter, Nef Anyo calls truce with Solaris United and gives the Tenno the blueprint to the  Xoris, a glaive fashioned with Parvos Granum's Specter Particle Theory. The Tenno are able to reach the Granum Void once more and use the Xoris to save the trapped Solaris workers and defeat the Protea Specter.

Notes

  • When Protea wields her signature  Velox/ Velox Prime, the weapon's passive Ammo Efficiency is increased to 40%.
  • Protea's custom dodge animation carries a higher impulse for forward momentum, enabling a slight increase in distance traveled when used on its own and in combination with other parkour Maneuvers.

Trivia

  • Protea is a genus of South African flowering plants, also known as sugarbushes, which is named after Proteus, the Greek warden of sea beasts who could shape-shift at will.
    • In this sense, Protea could probably mean versatile or ever-changing, reflecting her versatility.
  • Prior to Devstream 137, she had a placeholder name called Odalisk.
    • Odalisk probably comes from an Ottoman Turkish word odalık, which can be transliterated into odalisk, which is historically a chambermaid who served in the household of the Ottoman sultan.
    • Protea's appearance seems to be inspired by historical odalık outfits.
  • Protea is the 43rd Warframe to be released (excluding Primed and Umbra variants).
  • Protea is the fifth of seven Warframes to receive a custom dodge animation, alongside  Limbo,  Hildryn,  Wisp,  Sevagoth,  Xaku and  Titania Prime. Her dodge animation is also unique since Protea performs an aerial cartwheel rather than a dash or roll.
  • Protea is also one of the Warframes whose model would change upon using abilities, with the gadgets on her utility belt temporarily removed when deployed.
  • All of Protea's gadgets are affected by her Appearance colors. Shrapnel grenades, shield satellites, artillery turret, and supply cache each have unique models with compacted and deployed versions, as well as customized animations.
    • Shrapnel and shield grenades from  Grenade Fan are stored away in Protea's thighs, behind the side pouches of the utility belt.
    • Grenades appear frequently throughout Protea's idle animations in various forms, from being rolled along Protea's arms and shoulders, to being juggled hackysack-style, or hit hockey-style when speargun primary weapons are equipped.
    •  Blaze Artillery turret and  Dispensary supply cache deploying animations cause them to unfold from compact state in a transformation sequence.
    • The supply cache was originally holstered on Protea's spine when not in use. Later in development, it was moved to the back of the utility belt to make room for Syandanas.
  • Protea and  Vauban were often referred to by the developers as close relatives, likely as a nod to their technology-themed abilities.
  • Protea is the first Warframe with a built-in universal Aura polarity.

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Behold the child of two fathers. Protea Prime once fulfilled Parvos Granum's vision of a time-wielding guardian. Now she upholds the Tenno ideal of defending the defenseless.

At last. Esteemed Parvos. Tell me what you desire and we shall furnish you.

My desire is well known to you. Assemble what I have designed, and I shall be on my way.

Potent weaponry, exquisite anatomy, those are trivial. But temporal manipulation? Even the Entrati-

The Entrati have violated time, and I have violated them.

What shall we name her then - this child of two fathers?

Protea.

Release Date: May 1, 2024

Protea Prime is the Primed variant of  Protea, sporting increased Armor and Energy as well as an additional polarity. Protea Prime was released alongside  Velox Prime and  Okina Prime.

Acquisition

Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Protea Prime's Relic Drops
Chassis Blueprint  Blueprint Systems Blueprint Neuroptics Blueprint
 Neo P7 Rare
 Axi P7 Rare (V)
 Lith W4 Common
 Meso V10 Common
 Meso W4 Common (V)
 Lith P9 Rare  Axi S16 Uncommon
 Axi T12 Uncommon
 Neo P6 Uncommon (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
Protea Prime Neuroptics Blueprint

15,000
 Neural Sensors
8
 Control Module
10
 Oxium
250
 Salvage
3,750
Time: 12 Hour(s)
Rush: 25
Protea Prime Chassis Blueprint

15,000
 Argon Crystal
2
 Morphics
8
 Rubedo
1,200
 Ferrite
4,250
Time: 12 Hour(s)
Rush: 25
Protea Prime Systems Blueprint

15,000
 Nitain Extract
2
 Cryotic
370
 Circuits
875
 Nano Spores
4,800
Time: 12 Hour(s)
Rush: 25

Notes

  • Protea Prime, compared to  Protea:
    • Higher Armor (185 vs. 135)
    • Higher Energy (200/250 vs. 175/225)
    • Additional polarity ( vs. )
  • When Protea Prime wields her signature  Velox/ Velox Prime, the weapon's passive Ammo Efficiency is increased to 40%.
  • 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.

Trivia

  • Protea Prime's release trailer is the first and currently only one to have someone other than Ballas as a Prime trailer narrator, that being Parvos Granum.
  • Protea Prime is the hundredth Warframe introduced into the game (when considering non-unique Warframes, such as Prime Warframes and  Excalibur Umbra).

Bugs

  • The visor on Protea Prime's default helmet moves upwards during her idle animations and abilities, rather than closing down as the trailer implies.

Media

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Passive

Every 4th ability cast by  Protea gains an additive 100%  Ability Strength bonus. The power recorder displayed on the HUD above her ability icons is charged by 1 power bar per ability cast. Once fully charged with 3 power bars, the leftmost slot glows intensely and the bonus ready message is shown above.

  • After the bonus is applied, the power recorder empties to reset the cycle.
  • Abilities can be cast in any combination to empower a desired ability with the passive bonus.
  • Passive bonus grants improvements to the following aspects of each ability:
  • Stored power bars are not affected by ability nullifying effects.
  • The power recorder is affected by Protea's Appearance colors.

Abilities 

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

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Grenade Fan

Throw out 3 grenades in an arc.

(TAP) SHRAPNEL VORTEX Creates a slashing, staggering swirl of shrapnel.

(HOLD) SHIELD SATELLITES Protea reconfigures 3 Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.


Introduced in Update 28.0 (2020-06-11)

 Strength:200 / 250 / 350 / 500 ( Slash damage per second)
200 / 300 / 400 / 500 (shield restore on attach)
25 / 30 / 40 / 50 (shield points per second)
 Duration:13 s
 Range:2 / 3 / 4 / 5 m (vortex and pickup radii)

Misc:

1 m (initial jump height)
3 (shrapnel grenades per throw)
-45° / 0° / +45° (shrapnel grenade spread)
33 % ( Slash status chance)
100 % (stagger chance)
4 (shield grenades per throw)
-45° / -25° / +25° / +45° (shield grenade spread)
1 (limit of allies per satellite)
2x s (minimum shield gate extension)

Info

  • Protea expends 25 energy to jump up 1 meter and scatter an arc of grenades toward the reticle.
    • Grenades are spread out evenly across in an arc formation and travel with an arc trajectory.
  • The type of grenades thrown depends on whether the ability key (default 1 ) was tapped or held.
    • Tap to throw Shrapnel Vortex grenades.
    • Hold to throw Shield Satellite grenades.
    • Tap/Hold control behavior can be inverted in the Options menu.

Shrapnel Vortex
  • Tap the ability key to scatter 3 grenades horizontally offset from the reticle by -45°, , and +45° in the Shrapnel Vortex configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a vortex of flying shrapnel for 13 seconds. Each shrapnel vortex has a 2 / 3 / 4 / 5 meter radius, inflicts 200 / 250 / 350 / 500  Slash damage per second with a 33% status chance, and a 100% chance to stagger enemies slightly or strongly on each tick.
    • Shrapnel Vortexes do not require line of sight to damage and stun enemies within range.
  • Shrapnel grenade uses a custom model that resembles the shape and pattern of a baseball. When deployed, the grenade spins rapidly in place while emitting a glow of energy particles.
  • Shrapnel Vortex visually creates a sphere consisting of multiple trails of energy particles that encircle the grenade at high speed.

Shield Satellite
  • Hold down the ability key to scatter 4 grenades horizontally offset from the reticle by -45°, -25°, +25°, and +45° in the Shield Satellite configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a floating shield satellite with a lifetime of 13 seconds. The satellite will attach to the first nearest ally without an attached satellite that comes within 2 / 3 / 4 / 5 meters of it and instantly restore 200 / 300 / 400 / 500 shield points to them. While attached, it constantly provides 25 / 30 / 40 / 50 shield points per second for the ally, capping at their Overshields limit. If the ally's shield gate is triggered while it is attached, the satellite will grant 2x minimum shield gate invincibility duration and immediately terminate.
    • Satellites do not require line of sight to be picked up by allies in range.
    • Each satellite's pickup radius will briefly appear when first deployed. While standing outside of the pickup radius, active satellites appear surrounded by an energy sphere to guide allies toward them.
    • Shield points per second is constant throughout a satellite's lifetime, allowing shields and overshields to regenerate immediately following damage.
    • Eligible allies for satellite attachment include: Protea, other Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the satellite's range.
    • Has no effect on  Inaros,  Kullervo, or  Nidus due to their lack of shields.
  • Shield satellite uses a custom model that resembles a spherical device with visible mechanical parts. When deployed on the ground, the satellite floats and weaves around the air several meters above while an energy stream anchors it to the surface.
  • Shield satellites visually orbit their target in a steady clockwise motion, directly facing it while funneling an energy stream to reinforce shields, represented by a translucent cluster of connected hexagons.


  • Ability Synergy:
    • Shrapnel vortexes contribute damage to  Temporal Anchor's recorded damage pool for the implosion on rewind.
  • Can be recast while active to deploy multiple instances of shrapnel vortexes and shield satellites.
  • Casting Grenade Fan is a full-body animation that allows movement with enforced height displacement.

Tips & Tricks

  • Mods like  Brief Respite or the Augur set are not recommended since shield gate invincibility period is ended when regaining any amount of shields, so casting an ability can end the enhanced shield gate duration from Shield Satellite when casting an ability during it.
  • Grenades travel along separate angles and in an arc. Aim at the ground to quickly deploy them in close proximity, or aim high to throw and scatter them over a long range, far apart from each other.
  • Protea will always jump before throwing her grenades, even while she is airborne. Take into account the height difference when casting to land your grenades where you intend.
  • Jump into the air and use Aim Glide while casting Grenade Fan repeatedly. This allows Protea to reorient herself by moving the reticle between throws to create lines of Shrapnel Vortexes facing different directions.
  • Shrapnel Vortexes stun and push enemies away by staggering them on hit. Throw close together to quickly stack damage, procs, and stuns.
  • Shield Satellites persist on allies even after Overshield cap is reached. Throw multiple times to provide autonomous cover for your team, that replaces destroyed satellites to protect allies as their shield gates are triggered by enemy damage.
  • Shield gating does not provide any protection for shields itself, and consequently cannot protect shield satellites. Thus, heavy fire can cause a single ally (ex. Protea herself) to acquire and lose a series of shield satellites very quickly.
  • Activate  Temporal Anchor and throw multiple Shrapnel Vortexes at groups of enemies. Direct damage from the vortexes, including damage over time from the  Slash status effects, are all recorded to fuel the temporal implosion.
    • Energy points spent on casting Grenade Fan will be restored by Temporal Anchor's rewind.
  • Grenade Fan is the least expensive ability in Protea's kit, making it ideal to power up her passive Ability Strength bonus on every fourth cast.
  • Shield Satellites persist on allies who transition into Archwing (either in open world areas or exiting a Railjack), extending their survivability.

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

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Blaze Artillery

Deploys an artillery unit to blast plasma charges at enemies it faces. Each enemy hit increases the power of subsequent plasma attacks.


Introduced in Update 28.0 (2020-06-11)

 Strength:100 / 150 / 200 / 500 ( Heat damage per shot)
 Duration:3 s
 Range:30 m (targeting range)

Misc: 3/s (shots per second)
130° (firing arc)
3 (limit of active turrets)
100% ( Heat status chance)
2 m (area of effect)
+100% (damage bonus per hit)

Info

  • Protea expends 50 energy to launch the plasma turret attached to her utility belt, facing toward the aiming reticle. Once deployed, Blaze Artillery hovers in place for 3 seconds, constantly acquiring enemy targets within Line of Sight, 30 meters and a 130 degree frontal cone to fire plasma charges upon with a fire rate of 3 shots per second;. Protea may deploy up to 3 plasma turrets on the battlefield at once.
    • Deploying animation speed is affected by Casting Speed, from mods such as  Natural Talent and  Speed Drift.
    • Recasting the ability at the maximum turret limit will remove the oldest turret.
    • Turret duration is shown on the ability icon, as well as displayed on the rear of the turret as a holographic circle.
  • When a target is acquired, the turret fires a stream of scorching plasma with infinite body Punch Through to inflict 100 / 150 / 200 / 500  Heat damage with a 100% status chance within a 2 meter radius around its target. Blaze Artillery's overall damage increases by 100% for each successful hit against all enemies caught in a plasma stream, stacking for subsequent attacks.
    • The current amount of the damage multiplier from enemies hit is shown on the rear of the turret.
    • Plasma turret will attempt to fire at different targets in range throughout the artillery's lifetime.
    • Enemies within coverage of a Nullifier Crewman's bubble will not be targeted by the turret.
  • Ability Synergy:
    • Blaze Artilleries contribute damage to  Temporal Anchor's recorded damage pool for the implosion on rewind.
  • Can be recast while active to deploy multiple turrets.
  • Casting Blaze Artillery is an upper-body animation that allows movement.
  • Blaze Artillery is an invulnerable object that hovers in front and above Protea as she deploys it.
    • Once deployed, the compact state of the plasma turret disappears from Protea's utility belt.
  • Blaze Artillery turret uses a custom model that resembles a floating flak turret with dual cannons. Cannons visually recoil when firing plasma charges, as particle effects pour out from the firing cannon followed by the plasma stream surging through the air at high speed.
    • On expiration, the turret collapses in on itself in a warping effect; if the expiring turret is the last active instance, it will instantly reappear on Protea's utility belt in the compact state.

Augment

Main article: Temporal Artillery

Temporal Artillery is a Warframe Augment Mod for  Protea's  Blaze Artillery that causes a single artillery to follow Protea with its duration paused while  Temporal Anchor is active, but receives a cap to its maximum combo count.

Temporal Artillery

Tips & Tricks

  • Face toward a crowd of enemies then place a turret. To maximize the plasma charges fired, engage the turret against a number of enemies or heavy units that require several attacks to kill.
  • Preemptively place turrets toward directions where enemy forces are likely to come into view.
  • When heading to extraction, deploy turrets facing ahead to guard you and your teammates from enemies in front and coming up from behind.
  • Damage multiplier is based on the number of enemies hit by a single plasma stream. Blaze Artillery quickly raises its damage multiplier when used in crowded hallways and tight corridors, where plasma streams can pierce through multiple enemies aligned with the shot.
  • Plasma turrets prefer to target the closest enemies and switch between targets in range. Use this behavior to your advantage to spread the damage around and apply  Heat status effects to stun enemies with a lingering damage over time.
  • Due to the punch-through of plasma streams, it is ideal to deploy Blaze Artilleries near the ground to align the shots with crowds of enemies.
    • However, deploying turrets higher up gives a greater field of vision when there are obstacles.
  • Arrange lines of Shrapnel Vortexes with  Grenade Fan parallel to each other, creating a funnel to push enemies into the center lane. Deploy turrets to strike the enemies in single file, helping raise each plasma turret's damage multiplier.
  • Activate  Temporal Anchor and place multiple turrets. Direct damage from plasma turrets, including the damage over time from  Heat status effect are recorded to fuel the temporal implosion.
    • Energy spent on the turrets are returned once Protea rewinds.
    • Alternatively, use the temporal implosion to pull enemies to the center, then deploy turrets to increase their damage multipliers quickly.

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

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Dispensary

Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.


Introduced in Update 28.0 (2020-06-11)

 Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)
 Duration:10 / 15 / 20 / 25 s
 Range:N/A

Misc: 2 s (pickup spawn interval)
100 HP (empowered health orb restore)
1x (universal ammo pack restore)
1 (limit of active caches)

Subsumable to Helminth

Info

  • Protea expends 75 energy to unfurl the supply cache from her utility belt in front of her. The Dispensary hovers in place for 10 / 15 / 20 / 25 seconds. After being deployed, the supply cache warps in Pickups one by one every 2 seconds in the following sequence: an Empowered Health Orb that restores 100 Health points, a Universal Ammo Pack that restores 1x Ammo Pickup for the currently equipped Weapon, and an Energy Orb. This rotating sequence will repeat until the Dispensary's duration expires. If all previous pickups of a given type have not been collected when the Dispensary attempts to warp in a new copy, that attempt will be skipped. Each pickup type has a 10% / 15% / 20% / 25% chance to drop a second copy when first warped in and on each replenishment. Only 1 Dispensary may be active at once.
    • Each individual pickup type will replenish once every 6 seconds as the Dispensary rotates through them. Empowered Health Orbs will attempt to spawn at 2, 8, 14, 20... seconds after deployment, Universal Ammo Packs will attempt to spawn at 4, 10, 16, 22... seconds after deployment, and Energy Orbs will attempt to spawn at 6, 12, 18, 24... seconds after deployment.
    • Deploying animation speed is affected by Casting Speed.
    • Pickups are arranged in a triangular formation around the cache, spawning from the top of the cache then dropping to the ground below.
    • Empowered Health Orb health restore value is used as base value for mod interactions, such as  Equilibrium and  Mending Shot, though not  Synth Fiber for Companions.
    • Universal Ammo Pack restores Atmospheric Archgun ammo upon collection. However, it does not affect the Archgun Deployer cooldown in the Gear menu.
    • While deployed, the Dispensary's location is indicated on the minimap using its ability icon.
    • Deploying a new Dispensary will remove the current one.
  • Pickups produced by the Dispensary are individual instances per player. If one player picks up an item, it will only disappear for that player while other players can collect their instances at their leisure.
    • Pickups are still subject to squad-wide pickup count limit and will despawn from the oldest to the newest after the limit is reached.
    • Pickups are replenished one by one according to the aforementioned drop sequence, if multiple pickups were collected by the same player.
  • Can be recast while active to deploy a new Dispensary while removing the active cache, dropping multiple new pickups at a different location.
  • Casting Dispensary is a full-body animation that allows movement.
  • Dispensary is an invulnerable object that hovers in the air where Protea deploys it.
    • Protea will deploy the Dispensary toward the direction her character model is facing at the end of the casting animation.
    • Supply cache despawns by folding back into its compact form and teleports back to Protea's utility belt.
  • Dispensary supply cache uses a custom model that resembles a floating and rotating vase, opening up its three petals to reveal a floral design. Each petal moves in an up and down motion, producing energy lights individually and in unison when spawning pickups. A pollen cloud visual effect bursts upward as a pickup is spawned.
  • Subsuming Protea to the Helminth will offer Dispensary and its augments to be used by other Warframes.
    • However, Subsumed Dispensary's duration is reduced to 5 / 7.5 / 10 / 12.5 seconds.

Augment

Main article: Repair Dispensary

Repair Dispensary is a Warframe Augment Mod/Exilus Mod for  Protea that causes  Dispensary to drop special pickups that heals Companions and reduces their respawn timer.

Repair Dispensary

Tips & Tricks

  • Place a supply cache before engaging enemies to give it time to produce a set of pickups.
  • Place near static objectives to resupply quickly while defending.
  • Jump and place the supply cache high in the air, out of reach from the ability canceling effects of special enemies (e.g. Nullifier Crewman). Pickups will rain down from above and stay put where they land.
  • Recast the Dispensary after it has produced a set of pickups to create another set. Spread the placements apart to cover the area in useful supplies.
  • Utilize Protea's passive for a chance to create more pickups per supply cache.
  • Mod for Ability Duration to keep the cache active longer. Pickups collected by you and your team will have more time to be replenished by the active Dispensary.
  • Activate  Temporal Anchor and place a supply cache to completely recover its energy cost once Protea rewinds, while producing more Energy Orbs for later use.
  • Universal Ammo Packs are one of the only methods to resupply for Atmospheric Archguns, allowing you and your team extended usage of these heavy weapons.
    • This also makes Protea a viable way of effectively leveling these weapons without having to go to Archwing maps, as long as she can spare some Gravimags to do so.
  • Empowered Health Orbs can be an excellent source of energy with  Equilibrium, giving 110 energy for each one on max rank, due to the health orb providing 100 health.
    • This can benefit any Warframe that could use more energy.

Bugs

  • Using this ability inside The Index has the potential to stop all Energy Dispensers from spawning energy orbs for the rest of the match, for all players.

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

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Temporal Anchor

Drops a Temporal Anchor which, after a short duration, Protea rewinds to triggering a temporal implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor vanishes.


Introduced in Update 28.0 (2020-06-11)

 Strength:10 / 15 / 20 / 25 % (recorded damage conversion)
 Duration:5 / 6 / 7 / 8 s (anchor duration)
 Range:8 / 10 / 12 / 15 m (implosion range)

Misc: 3 s (initial invulnerability phase)
100 % (enemy knockdown chance on implosion)
100 % (status cleanse on rewind)
1.5 s (rewind countdown)
100 % (self knockdown chance on lethal hit)
5 % (health restore on lethal hit)

Info

  • Protea expends 100 energy to snapshot her past self where she stands, deploying a temporal anchor that saves her position and state at the time of ability activation for 5 / 6 / 7 / 8 seconds. Once anchored in time, Protea is initially Invulnerable for 3 seconds, then becomes free to perform all actions, which are recorded as a trail of afterimages mimicking her specific actions. Simultaneously, 10% / 15% / 20% / 25% of each damage instance dealt by Protea from her weapons and abilities while anchored is recorded beneath the aiming reticle. Hold down the ability key (default 4 ) while active to destroy the anchor, cancelling all effects of the ability to keep Protea in her present position and state.
  • When the anchor expires or upon manual deactivation by tapping the ability key (default 4 ), Protea unleashes all recorded damage as  Blast damage to all enemies within Line of Sight in a temporal implosion spanning a 8 / 10 / 12 / 15 meter radius around her. Enemies suffer a  Knockdown while they are violently pulled inward, as Protea is cleansed of all negative Status Effects and thrust back into the past, becoming invulnerable while causing her to physically rewind at accelerated speed through her afterimages to her anchor. Once the rewind is complete, all afterimages and the anchor disappear, while Protea's Ammo, Energy, Shields, Health points and Combo Counter are restored to the amounts saved by her anchor.
    • Implosion will not occur on rewind if there is no recorded damage.
    • Activation energy cost is permanently consumed and not restored.
    • All fluctuations in Protea's stats, such as gains in ammo or loss of energy, are overridden by the saved amounts of the anchor upon rewind.
    • When there is 1.5 seconds remaining on the ability's duration, a ticking sound effect occurs to warn the player before Protea rewinds.
    • The player's camera view is locked to the afterimages while rewinding.
    • Rewind speed varies depending on the number of afterimages produced by Protea. If Protea has not moved far from her anchor, rewind speed is nearly instantaneous.
    • All animations and sounds related to Protea's actions, including sounds from her environment during the ability are recorded then played in reverse when she rewinds.
    • Any Melee attacks and Archgun Deployer in mid-animation, as the rewind occurs, will continue the animations and hits once the rewind completes.
    • Any carriable items held by Protea while anchored, such as Excavation power cell or Mobile Defense datamass, will not be dropped and is held throughout the entire rewind.
    • If an active Atmospheric Archgun runs out of ammo reserves while Protea is anchored, the Archgun will briefly disappear then reappear with the stored ammo count once Protea rewinds.
  • If Protea receives lethal damage while anchored, all recorded damage is lost as she immediately rewinds to her anchor, suffering a  Knockdown with her health points restored to 5% of maximum health capacity, while her ammo, energy, shields and combo counter are restored to the saved amounts.
  • Ability Synergy:
    • Shrapnel Vortexes from  Grenade Fan and  Blaze Artillery turrets contribute damage to Temporal Anchor's recorded damage pool for the implosion on rewind.
    • Protea can cast all other abilities while she is rewinding.
  • If Protea initiates Transference while anchored, the Operator will be forced to rejoin the Warframe when the rewind begins. However, using Transference after rewinding will allow the Operator to move freely, while the rewinding audio still plays. Once the rewind stops, the Operator can initiate Transference again to teleport Protea to their location, restoring all of the saved values without returning to their original location.
  • Casting Temporal Anchor is a full-body animation that allows movement.
    • Activation and rewind completion animation speeds are affected by Casting Speed.
  • Temporal Anchor uses a translucent model of Protea that mimics her pose on the ability cast. The anchor's pose changes throughout the duration of the ability. Afterimages capture the poses of Protea depending on the action she takes within that second of time.
    • Both the anchor and the afterimages will disappear from view after some time, though this is purely a visual effect as Protea will still rewind through her entire journey.

Augment

Main article: Temporal Erosion

Temporal Erosion is a Warframe Augment Mod for  Protea that causes  Grenade Fan and  Blaze Artillery to remove Armor while  Temporal Anchor is active.

Temporal Erosion

Tips & Tricks

  • Activate and engage enemies with your entire arsenal of weapons and abilities. All resources spent are fully returned to the state before once Protea rewinds.
  • Protea returns to her anchor once the ability ends, be mindful of any enemies near it before you rewind as the rewind completion animation will lock Protea in place briefly.
  • Before the rewind triggers, tap the ability key to rewind early, or hold down the ability key to abort the rewind. Stats are only reset after the rewind occurs.
  • Record at least 1 damage point to trigger a temporal implosion on rewind.
  • Use as many Shrapnel Vortexes from  Grenade Fan and  Blaze Artillery as can be deployed to help record damage for the temporal implosion.
  • Deploy Shield Satellites before activating Temporal Anchor to store Overshields, increasing Protea's overall hitpoints after the rewind completes.
    • Shield Satellites attached to Protea and her companion will follow them throughout the rewind.
    • Moments before the rewind begins, deploy Shield Satellites near you to carry one along for the ride. While shield points will be reset to anchored state, the satellite protects Protea from any unforeseen, potentially lethal damage after she arrives at the anchor point.
  • Earn a high melee combo counter then activate this ability, allowing your heavy melee attack to deal substantial damage, then rewind the combo to the previous amount.
    • Use in tandem with the  Xoris to retain high combo count and perform fully-charged throw attacks.



Strength Mods

Duration Mods

Range Mods

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Patch History

Hotfix 37.0.9 (2024-11-13)

  • Fixed offset issues with the Syrinx Leg Plates on Protea Prime when using her Voidshell Skin.
  • Fixed offset issues with the Avia (base and Prime) Shoulder Plates when used on Protea Prime with an alternate Skin equipped.

Hotfix 37.0.4 (2024-10-10)

  • Fixed script error caused by Protea’s Blaze Artillery.

Update 37.0 (2024-10-02)

  • Adjusted how Sigils sit on Protea Prime’s shoulders with the equipped Kollapsar, Default, Technochron and Voidshell skins.
  • Fixed Protea’s Temporal Anchor ability not inverting correctly when the “Invert Tap/Hold Abilities” toggle is enabled. This fixes canceling the ability with tap not working (hold being the default).
  • Fixed armor offset issues with the Syrinx Leg Plates when equipped on Protea Prime.

Hotfix 36.0.2 (2024-06-19)

  • Fixed the duration of Protea’s Blaze Artillery being slightly reduced when it is not firing.
  • Fixed a script error caused by Protea’s Blaze Artillery ability.

Hotfix 36.0.1 (2024-06-19)

  • Fixed Protea’s Blaze Artillery fire rate being slower than intended. It has been reverted to its pre-Jade Shadows value.
    • The duration of Blaze Artillery is slightly reduced when it is not firing. We’ve identified the issue and it’ll be remedied in a future Hotfix.
  • Fixed several script errors in Protea’s Blaze Artillery ability.

Update 36.0 (2024-06-18)

  • Augment: Blaze Artillery -  Temporal Artillery
  • Fixed the Prime toggle not applying to Protea Prime’s Abilities when a TennoGen Skin is equipped.
  • Fixed Protea’s Temporal Erosion Augment being able to armor strip allies, instead of just enemies as intended.
  • Fixes towards cloth-based Syandanas sticking out too far on Protea Prime’s back.
  • Fixed certain Syandanas clipping into Protea Prime’s hip turrets.
  • Fixed a small dark spot on Protea Prime.

Hotfix 35.5.11 (2024-05-07)

  • Fixed cases of Protea’s Temporal Anchor rewind being interrupted by enemies in her path, which was canceling the restoring of Energy, Ammo, Shields, Health, and Combo Counter.
  • Fixed getting pulled out of the Void Angel’s Ethereal Plane as Protea in Zariman missions if Temporal Anchor is cast before entering it.
  • Fixes towards Grineer enemies getting stuck outside of the starting area during the Awakening Quest.
  • Fixed Protea Prime’s Blaze Artillery and Dispensary not using Prime FX on TennoGen skins with the Prime Toggle enabled.
    • Also fixes her Blaze Artillery and Dispensary not detaching from her back when cast on TennoGen skins with Prime Toggle enabled.
  • Fixed Protea Prime’s Shield Satellites having two additional blue burst particle VFX, which could cause performance issues.
    • Also fixed Shield Satellites missing their impact sound FX.
  • Fixed the Protea Prime Access Packs missing localized text in the in-game Market.

Hotfix 35.5.10 (2024-05-01)

  • Fixed getting an error when attempting to purchase the Protea Prime Accessories Pack via Steam.
  • Fixed the visor on Protea Prime’s Chronorum Helmet being off center after casting Grenade Fan.
  • Fixed the Subvolv and Sovereign Syandanas clipping through Protea Prime’s utility belt.
    • We will continue to fix similar alignment issues for other affected Syandanas.

Hotfix 35.5.9 (2024-05-01)

  • Introduced Protea Prime.

Hotfix 35.5.3 (2024-04-04)

  • Fixed a combination of Protea’s Dispensary and Onos’ Incarnon Form causing Primary Weapons to exceed their Maximum Ammo amount.

Hotfix 35.5.1 (2024-03-27)

  • Fixed Protea’s utility belt clipping through many Syandanas.

Update 35.5 (2024-03-27)

  • Fixed Protea's Grenade Fan projectiles sometimes not firing properly.

Hotfix 34.0.5 (2023-10-26)

  • Fixed the travel distance of Protea’s roll being cut short while rolling in succession.

Update 34.0 (2023-10-18)

Warframe Shield Changes

Part 5 - A few other details to cover!

  • Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating.
    • “(HOLD) SHIELD SATELLITES - Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.”
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:

PROTEA
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)

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!

Top Fixes:
  • Fixed Specters ignoring ammo drops from Protea’s Dispensary.

Hotfix 33.6.1 (2023-07-31)
Missed Notes:

  • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.

Update 33.6 (2023-07-27)

Hotfix 33.0.6 (2023-05-04)

  • Fixed script error with Protea’s Temporal Anchor.

Hotfix 32.2.9 (2023-01-11)

  • Fixed script error caused by Protea’s Grenade Fan and Dispensary.

Hotfix 32.2.6 (2022-12-14)

  • Fixed script error with Protea’s abilities.

Update 32.1 (2022-11-02)

Hotfix 32.0.12 (2022-10-12)

Hotfix 32.0.3 (2022-09-14)

  • Fixed the following Warframe ability descriptions extending beyond the screen and clipping:
    • Protea

Update 32.0 (2022-09-07)

  • Fixed Protea's Temporal Anchor not counting damage to Overguard when building up damage for the temporal implosion blast.
  • Fixed Protea’s Blaze Artillery at times temporarily preventing certain inputs from working (melee for example) during the throwing animation.

Hotfix 31.6.3 (2022-06-16)

  • Fixed script error with Protea’s Temporal Anchor.

Update 31.6 (2022-06-09)

  • Fixed Protea’s Grenade Fan and Shield Satellites appearing massive when using Archwing.

Hotfix 31.5.2 (2022-04-28)

  • Fixed Protea’s Temporal Anchor forcing you out of your Operator in transference disabled areas (eg. Void Manifestation arena).

Update 30.7 (2021-09-08)

  • Fixed a script error related to Protea getting on a K-Drive.

Update 30.5 (2021-07-06)

  • Fixed Protea's Blaze Artillery trying to target untargetable enemies.

Hotfix 30.2.2 (2021-05-13)

  • Fixed numerous Armor pieces being misaligned on Protea.

Update 30.2 (2021-05-12)

Update 29.10 (2021-03-19)

  • Fixed a script error when using Protea’s Temporal Anchor in Railjack.
  • Fixed a script error that would occur in the Sacrifice if you used Protea's Temporal Anchor right before Transferring into Umbra.

Hotfix 29.6.4 (2021-01-06)

  • ‘Invert Tap/Hold Abilities’ option now lets you control the setting for each valid Warframe.
  • Numerous Warframes Abilities new and old have been given the ‘Tap/Hold’ functionality to do varying actions. Feedback showed that having the option to Invert the ‘Tap/Hold’ across the board to all valid Warframes was not ideal, as some Ability default functionalities are preferred. Upon selecting the ‘Invert Tap/Hold Abilities’ in the Options menu, you'll be met with a new screen allowing you to pick and choose which valid Warframes this applies to!

Hotfix 29.0.8 (2020-09-10)

  • Fixed Protea’s Dispensary minimap icon not disappearing if you’re not in the same tile when the ability expires.

Hotfix 29.0.1 (2020-08-25)

  • Fixed a script error when casting Protea’s Blaze Artillery ability.

Update 28.3 (2020-08-12)

  • Warframe Blueprint and Component costs from Simaris have been reduced by 50%!
  • Fixed a small time window after Protea’s dodge where you were unable to cast Abilities.
  • Fixed Protea not using her special dodge forward/left anims when using a Whip.
  • Fixed Protea's Shield Satellites orbiting at the feet of AI.
  • Fixed other players being able to see Protea’s Blaze Artillery hit counter.

Hotfix 28.1.1 (2020-07-09)

  • Fixed Protea’s Passive HUD FX becoming invisible after Transferring into Operator and out as a Client.
  • Fixed Protea’s Passive HUD FX not applying chosen Energy color as a Client.

Update 28.1 (2020-07-08)

  • Fixed Protea losing her Temporal Anchor actions during rewind if during the ability she walked through Volt’s Electric Shield.
  • Fixed Protea's Blaze Artillery not targeting enemies in Mag's Magnetize bubble if Mag is Modded to have a high Power Strength.
  • Fixed a script error that could occur if a Protea died or left the squad with a Grenade Fan active on an ally.

Hotfix 28.0.7 (2020-06-25)

  • Fixed a case of Protea’s Blaze Artillery not damaging ragdolled enemies.

Hotfix 28.0.6.1 (2020-06-24)

  • Fixed a script error when casting Protea’s Grenade Fan.

Hotfix 28.0.6 (2020-06-24)

General Changes
  • Increased Protea’s sprint speed to 1.2.
  • Removed the increased animation speed for Protea’s custom Roll animation to bring it back to what was originally showcased.
  • Slightly increased the impulse of Protea’s custom Roll when moving forward.
Grenade Fan
  • Increased Duration of both Offensive and Defensive grenades by 3 seconds.
  • Increased Range of both Offensive and Defensive grenades at max rank from 4 to 5 meters.
    • For Shield Satellite, this applies to the grenade pickup Range.
  • Increased Shield Satellite grenade count from 3 to 4 to accommodate max Squad sizes.
  • Increased visibility FX on available Shield Satellite grenades to aid in differentiating between the two grenades.
  • Doubled the Damage of the Shrapnel Vortex grenade.
  • Fixed Protea's Grenade Fan/ Shield Satellites appearing giant while using Archwing.

Our goal here is to improve efficacy, usability, and logic of Grenade Fan!

Blaze Artillery
  • Increased Duration of Blaze Artillery by 1 second, and doubled the Damage multiplier to compete against higher level enemies. Duration will now show in Arsenal stats instead of the maximum number of shots.
  • Protea’s Blaze Artillery will now shoot through Volt’s Shield, but won't benefit from its buffs.
  • Fixed Protea’s Blaze Artillery not targeting ragdolled enemies.

Our goal here is to keep the spirit of the rapid fire Artillery alive, with just a bit more punch. We will monitor for feedback after this change as well.

Dispensary
  • Protea’s Dispensary location is now displayed on the minimap in the form of the Ability icon.
    • Similar to Wisp’s Reservoirs!
Temporal Anchor
  • Protea is now invulnerable for the first 3 seconds of Temporal Anchor (i.e on cast, to prevent casting animation deaths).
  • Added a warning sound when there is 1.5 seconds left before Temporal Anchor ability ends.
  • Fixed Temporal Anchor not removing/preventing Status Effects during the rewind.

This invulnerability window is an important add based on all the ways players have used Temporal Anchor thus far - that key survivability reaction should include invulnerability.

Changes
  • Protea’s Blueprint has been added to Simaris’ Offerings for players who have completed The Deadlock Protocol Quest and unintentionally sold Protea.
Fixes
  • Fixed Helminth Cyst being on the wrong side of Protea’s neck.

Hotfix 28.0.5 (2020-06-17)

  • Fixed Protea’s Passive showing as 0 if you Transfer in/out of the Operator as the Client.
  • Fixed casting Protea’s Grenade Fan multiple times in the same spot causing black particle FX to stack.
  • Fixed Protea's Skin being labeled Protea instead of Protea Skin in the Arsenal.

Hotfix 28.0.3 (2020-06-12)

  • Fixed crash when using Protea's Temporal Anchor Ability.
  • Fixed Protea’s Grenade Fan having a higher base Duration on Rank 1 and 2. The base Durations are now all a consistent 10s.
  • Fixed Protea’s Temporal Anchor path getting reset after throwing the Xoris.
  • Fixed a script error when casting Protea’s Grenade Fan Ability.

Hotfix 28.0.2 (2020-06-11)

  • Fixed Protea Ability sounds not ducking when a Transmission is playing.

Hotfix 28.0.1 (2020-06-11)

  • Fixed lingering red spark FX after picking up a Health Orb from Protea’s Dispensary until all players have picked it up.

Update 28.0 (2020-06-11)

  • Introduced

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