Release Date: November 20th, 2013
Valkyr is a berserker-themed Warframe. Driven by feral rage, her attacks rend her prey with fury and ferociousness, while her tortured cries break the imposing silence of the Tenno presence. Valkyr was unleashed in Update 11.0 (2013-11-20).
Acquisition
Valkyr's main blueprint can be purchased from the Market. Valkyr's component blueprints can be obtained from defeating Alad V on Themisto, Jupiter.Item | Source | Chance | Expected | Nearly Guaranteed |
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Alad V Assassination | 22.56% | ~ 4 Kills | 27 ± 9 Kills |
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Alad V Assassination | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
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Alad V Assassination | 38.72% | ~ 2 Kills | 14 ± 4 Kills |
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.
Alternatively, upon completion of The Duviri Paradox, Valkyr's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Manufacturing Requirements | |||||
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Time: 3 Day(s) |
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Valkyr Neuroptics Blueprint | |||||
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Time: 12 Hour(s) |
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Valkyr Chassis Blueprint | |||||
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Time: 12 Hour(s) | |
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Valkyr Systems Blueprint | |||||
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Time: 12 Hour(s) |
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Lore
Previously having thrived among the Tenno in her original Gersemi form, Valkyr is known for her capture and subsequent torment at the hands of Alad V. The Warframe-obsessed Corpus scientist brought Valkyr to his lab on Jupiter, where she was restrained and subjected to harsh experiments, including having her skin flayed. This mad science would greatly expand the Corpus' knowledge of Warframe design and influence the design of their own robotic proxies, and consequently left Valkyr visibly scarred, maddened, and enraged. Upon comparison with Gersemi, it can be seen that Alad V has added forearm restraints and gauntlets relating to the claws in her fourth ability Hysteria. This addition may have been inspired by the armor on her original Prime Design.
Valkyr's skin was used as the outer armor for the Zanuka prototype, Alad V's companion proxy— hybridized with components from several Warframes.
Valkyr's abilities reflect her madness, accompanied by cries of anguish. It is not confirmed whether Gersemi shared these cries, though it is likely, since her Prime version does due to torture at Orokin hands.
Notes
- Valkyr has the third highest base Armor of all Warframes (630), behind
Valkyr Prime and
Qorvex.
Trivia
- "Valkyr" is derived from Valkyrie. According to Norse mythology, the Valkyries were a host of divine creatures in service of the gods that brought the "chosen" among the fallen up to Valhalla (a majestic, enormous hall located in Asgard where the gods resided). It was generally believed that dying in battle with your honor intact was a sure way of being chosen.
- This is further reinforced by her Kara Helmet and her Gersemi Skin, both of their names having ties to Norse mythology.
- Thematically, Valkyr's design was inspired largely by felines:
- Valkyr has visible claws on both her hands and feet, and
Hysteria gives her an additional set of claws on her hands which accents the ability's wild, feral nature.
- Her Bastet Helmet, is named after Bastet, the Egyptian Goddess of Home and Family, who was commonly depicted with a cat's head.
- Her Passive – added knockdown recovery bonus and immunity to heavy landings – belie a feline's agility.
- A now-patched bug unintentionally caused any equipped Whip to extend while
Hysteria was active, giving the appearance of a tail.
- Valkyr has visible claws on both her hands and feet, and
- Before Update 23.0 (2018-06-15), Valkyr was the only Warframe which has human-like audible cries, voiced by Digital Extremes community coordinator, Megan Everett.
- Valkyr is the second Warframe to replace Alloy Plates with Circuits in her construction, following
Saryn.
- Valkyr is one of four Warframes
Chroma,
Nidus and
Nekros, to have a special Auxiliary attachment slot which is used for Valkyr's Bonds and Valkyr Prime's Chordalla Prime accessory.
- Valkyr's prominent orange color may be a reference to the orange prison suit some prisoners wear when held in custody.
Release date: November 22nd, 2016
Valkyr Prime is the Primed variant of Valkyr possessing higher Armor and Energy capacity, as well as an additional
polarity. Valkyr Prime was released alongside
Cernos Prime and
Venka Prime.
Acquisition
Unlike most Prime gear, Valkyr Prime is permanently unvaulted, with relics being obtainable through Abandoned Derelict Caches in Corpus Railjack missions.
Chassis Blueprint | Systems Blueprint | ![]() |
Neuroptics Blueprint |
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Vaultings
- On September 11th, 2018, it was announced that Valkyr Prime, alongside
Cernos Prime and
Venka Prime, would enter the Prime Vault and be retired from the reward tables on September 25th, 2018. Any preexisting components or fully-built frames will remain as is.
- Valkyr Prime, alongside
Cernos Prime,
Venka Prime,
Saryn Prime,
Spira Prime, and
Nikana Prime, were again available from September 3rd, 2019 to November 19th, 2019.
- Valkyr Prime was also available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
Manufacturing Requirements | |||||
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Time: 3 Day(s) |
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Valkyr Prime Neuroptics Blueprint | |||||
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Time: 12 Hour(s) |
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Valkyr Prime Chassis Blueprint | |||||
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Time: 12 Hour(s) |
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Valkyr Prime Systems Blueprint | |||||
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Time: 12 Hour(s) |
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Notes
- Valkyr Prime, compared to
Valkyr:
- 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.
- Valkyr Prime has the second highest base Armor at 735, with
Qorvex surpassing her at 875.
- Valkyr Prime's
Rip Line shoots out multiple lines when targeting enemies. This effect is purely cosmetic, and does not impact the damage of the ability.
- Valkyr Prime's
Hysteria emits an additional rolling energy circle on her gauntlets.
Trivia
- Building Valkyr Prime will also grant players a Chordalla Prime auxiliary attachment specifically for her. This makes Valkyr Prime the first Warframe to feature an auxiliary Prime cosmetic item free of charge upon construction.
- The design for Valkyr Prime, along with the
Cernos Prime and
Venka Prime, was unintentionally leaked in Update 19.0 (2016-11-11), visible as a preview from chat item linking.
- Valkyr Prime initially did not have a fully narrated and animated introduction video on release, unlike the three previous Primes before her (Saryn, Vauban, Nekros). A full introduction video with narration was only released for Valkyr Prime after the release of Banshee Prime.
- Valkyr Prime's introduction video is the only one that does not mention Valkyr by name.
- When seen from above, the metal crown and horns on Valkyr Prime's head resembles the outline of a Void Key, a suitably gilded variation of the horns on Gersemi.
- Valkyr Prime, along with
Nyx Prime, are the first Prime Warframes to be permanently unvaulted and become available with no time limit to acquire.
Media
Passive
Valkyr is nimble, able to recover from
Knockdown 50% faster and is immune to Hard Landings, landing with no touchdown delay.
- Valkyr's immunity to hard landings prevents her from triggering
Heavy Impact.
Abilities
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Rip Line Valkyr hurls forth a hook. If it hits an enemy, she pulls them to her. If it hits terrain, she pulls herself to the hook's location. Introduced in Update 11.0 (2013-11-20) |
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Info
- Valkyr expends
25 energy to fire a grappling hook that covers a range of
25 / 40 / 60 / 75 meters. If the hook hits terrain, Valkyr will be pulled towards the hook's location. If an enemy is hooked, they will be
Ragdolled and pulled towards Valkyr's location while dealt
300 / 400 / 500 / 600
Slash damage.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- The more vertical the pull of Rip Line is, the stronger it will be, making it far more effective at vertical traversal than horizontal traversal.
- Rip Line can pull Valkyr across chasms and long gaps; however, Valkyr is not pulled the full distance to the hook's location.
- Pull strength is affected by the distance Rip Line is cast, as well as the verticality of the angle.
- If Rip Line is successfully cast within a window of
1 second after the previous cast, its damage will be multiplied by 200%, and its energy cost will be reduced by 50%. Any successful cast thereafter will multiply Rip Line's damage by 400% and reduce its energy cost by 75%.
- Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed
Streamline the next successful cast will consume 25 × 0.7 × 0.5 = 8.75 energy, and any successful cast thereafter will consume 25 × 0.7 × 0.25 = 4.375 energy.
- Combo window cannot be decreased below 0.5 seconds.
- The duration of the combo window and the respective damage multiplier for the next successful cast are displayed underneath the HUD's targeting reticle.
- If no casts are performed within the combo window, the damage and energy cost will reset.
- Energy cost reduction is applied to Rip Line's modified activation cost. As an example, with a maxed
- Rip Line's pull does not affect bosses with the exception of the Zanuka Hunter, Ambulas, and The Grustrag Three.[citation needed]
- Despite having a noticeable visual and audio effect, Rip Line is silent.
- Rip Line is a one-handed ability when cast onto terrain and can be used while performing various maneuvers and actions without interruption. However, when casting on enemies (while grounded) will cause interruption.
- Will not disrupt
Shade's
Ghost or a
Huras Kubrow's
Stalk.
- Rip Line has a slight delay between activation and pulling either an enemy or Valkyr, as the grappling hook has a minute travel time.
- Cast delay of ~0.9 seconds is affected by Casting Speed.
- Rip Line when used targeting Nullifiers will pass through the shield. When moving through the shield, momentum is preserved and Rip Line will not be cancelled.
Augment

- Main article: Swing Line
Swing Line is a Warframe Augment Mod for Valkyr that enables the ability to, after an initial cast of
Rip Line, grant successive uses of Rip Line without using energy if cast while airborne and inside the combo window. It also passively increases Parkour Velocity.
Tips & Tricks
- This is another alternative ability for players to take advantage of heights quickly, similarly to
Wormhole or
Tail Wind, pulling Valkyr to elevated areas which are not accessible with traditional movement.
- While being pulled, Valkyr can perform a divekick by crouching (default Ctrl ). If Valkyr is too close to the ground, crouching will cause her to slide instead.
- As Rip Line is silent, it can be used as a mean of disposing enemies without alerting nearby units during stealth playthroughs.
- Rip Line will consistently mutilate enemies killed by the hook, as with heavily Slash-focused weapons. The pieces of their dismembered corpse will also be flung in Valkyr's general direction.
- Can be very helpful when used in tandem with a Desecrating
Nekros, as each corpse will yield its own loot.
- Can potentially impede stealth play, as enemies may become alerted at the sight of either corpse. Targeting selectively and thinking ahead should help avoid such situations.
- Can be very helpful when used in tandem with a Desecrating
- Pulled enemies that were not killed immediately are laid prone, setting them up for Ground Finishers.
- It is possible to Rip Line onto a rocket fired from an
Ogris.
- Very effective during Capture missions as it can bring the target near Valkyr or her teammates.
- Actively moving forward (default W ) before and while being pulled will increase your overall travel distance. Movement speed bonuses such as
Volt's
Speed or
Zephyr's
Jet Stream may increase this further. [Further testing required]
- Sprinting and
Maglev make no noticeable impact on speed or distance, however.
- Sprinting and
- Very effective in PvP, as it allows the user to either quickly travel around an arena or pull and knock-down the opponent, rendering them an easy target.
- Will trigger the robotic mod
Odomedic.
Bugs
- Very rarely, attempting to pull an enemy with Rip Line will neither damage nor pull the them. Additionally, the line itself will remain tethered between Valkyr and the enemy until it is killed. (See picture)
- When used on a sloped part of ground, occasionally Rip Line will slowly pull Valkyr forwards then launch her upwards into the air.
- Continuous use of Rip Line in a short period of time may cause Valkyr to be pulled out of the map on Grineer Asteroid tilesets.
- Casting Rip Line while going up Corpus Gas City elevators causes her to fall through them, leaving her trapped within the shaft.
- Despite Rip Line being fully silent, killing unalerted enemies will not trigger Stealth Kill Affinity and cancels the stealth kill counter.
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Warcry Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies. Introduced in Update 11.0 (2013-11-20) |
![]() 25 / 35 / 45 / 50 % (armor buff) 15 / 20 / 25 / 30 % (slow) |
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Misc: 75 % (slow cap) | |||
Subsumable to Helminth |
Info
- Valkyr expends
75 energy to let out a rallying cry, affecting her allies and enemies within
15 / 20 / 22 / 25 meters. Affected allies will gain
15% / 20% / 25% / 50% Attack Speed and
25% / 35% / 45% / 50% Armor, while affected enemies are
Slowed
15% / 20% / 25% / 30%. The effects last for
7 / 10 / 12 / 15 seconds.
- Attack Speed bonus is additive to mods (e.g.,
Fury).
- The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
- For example, a Valkyr with a max rank
Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to:
Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) =
600 × (1 + 1 + 0.5 × (1 + 0.3)) = 1,590
- For example, a Valkyr with a max rank
- Slow is capped at 75%.
- Warcry affects other Warframes, Companions, Hostages, Defense objectives, Shadows, and Specters.
- Attack Speed bonus is additive to mods (e.g.,
- Warcry cannot be recast while active.
- Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls out-of-bounds, Warcry will be dispelled from the entire squad.
- Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
Augment

- Main article: Eternal War
Eternal War is a Warframe Augment Mod for Valkyr that extends
Warcry's duration for each melee kill.
Tips & Tricks
- By combining a fully ranked Warcry with a Sentinel with
Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
- Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
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Paralysis Valkyr unleashes her shields, stunning and damaging enemies around her. Introduced in Update 11.0 (2013-11-20) |
![]() 400 / 600 / 800 / 1000 (knockback strength) |
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Info
- Valkyr expends
5 energy and unleashes 33% of her shields,
Stunning enemies
5 / 7 / 8 / 10 meters while damaging them by her current shields multiplied by 200% / 250% / 300% / 350% as
Impact damage and
Knockback with a strength of
400 / 600 / 800 / 1000.
- Damage bypasses obstacles in the environment and is increased by body-part multipliers.
- The shield percentage used in the damage calculation accounts for Valkyr's shields at the time Paralysis is cast, not after the shield drain has been applied.
- As an example, if Valkyr has 150 shields and a max ranked
Intensify at the time a rank-4 Paralysis is cast, Paralysis will deal:
Shields × 3.5 × (1 + Strength Mods) = 150 × 3.5 × 1.3 = 682.5 damage. - Valkyr's shields will be reduced to:
Shields × 0.67 = 150 × 0.67 = 100.5 shields.
- As an example, if Valkyr has 150 shields and a max ranked
- Stunned enemies are vulnerable to Finisher attacks. If the enemy cannot be attacked with a Finisher (either due to positioning or the enemy type), it will be susceptible to Stealth Damage Multipliers from melee attacks for the duration of the stun. As with other stealth attacks, coming into physical contact with the enemy while attacking will temporarily remove the damage bonus.
- Overshields contribute to Paralysis' damage.
Augment

- Main article: Prolonged Paralysis
Prolonged Paralysis is a Warframe Augment Mod for Valkyr that causes
Paralysis to pull affected enemies towards her and inflict
Knockdown.
Tips & Tricks
- Shields drained this way will reset the shield recharge delay, as if Valkyr was hit.
- Installing a decent
Redirection and
Fast Deflection mod helps by greatly improving the damage output as they are being utilized by this ability.
- Redirection increases the damage dealt through greater total amount of shields lost.
- Fast Deflection helps recover lost shields quickly.
- Extended uses of this ability will recommend installations of
Vitality and
Steel Fiber mods in order to overcome damages after the Paralysis effects.
- The way Paralysis is treated is similar to
Banshee's
Sonic Boom dealing a blast with tremendous knockbacks, but doing a full 360 angle of damage with half of the original range.
- Paralysis can be used within the duration of
Hysteria allowing Valkyr to expend her shields with no trouble receiving damage. This will still drain her shields in spite of her invulnerability.
- This ability can be spammed due to its very low energy cost, this will heavily divide shields down to 0 if expended drastically, but it will give potential stunlocks to lesser enemies effectively.
- This ability synergizes well with Squad Shield Restore, as burst of shield recharges allow Valkyr to spam full loads of shield damage at a group of enemies more effectively.
- In Sabotage Missions which you need to destroy several small cylinders after the reactor core has been exposed, a single Paralysis is sufficient to quickly destroy all the cylinders.
- The augment mod Prolonged paralysis may be used to reliably trigger Arcane Trickery allowing Valkyr to benefit from stealth attacks and Arcane Crepuscular.
Bugs
- When used repeatably, Valkyr's scream may sometimes skip over itself and not play. This is merely audible however.
- Paralysis only does approximately half the damage it should.
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Hysteria Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes. Introduced in Update 11.0 (2013-11-20) |
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Misc:
1% / 2% / 4% / 5% (lifesteal) |
Info
- Overcome with rage, Valkyr unleashes a pair of energy talons, the
Valkyr Talons, as her melee Exalted Weapon. Normal attacks deal
100 / 125 / 200 / 250 damage within 2 meters and all of Valkyr's attacks heal her for 1% / 2% / 4% / 5% of the damage dealt.
- Damage is distributed evenly between
Impact,
Puncture, and
Slash.
- Wall attacks and slide attacks inflict
300 / 375 / 600 / 750 damage for each strike.
- Aerial attacks inflict
200 / 250 / 400 / 500 damage.
- Slam attacks inflict
300 damage within 5 meters.
- Attacks have a 2x critical multiplier, 50% critical chance, and 10% status chance.
- Damage is distributed evenly between
- Damage is affected by
Ability Strength and most mods.
- As an example, with a maxed
Pressure Point,
Shocking Touch and
Intensify, the normal attacks of a rank-3 Hysteria will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage. - The mods that can be equipped on and affect
Valkyr Talons include:
- damage (e.g.,
Steel Charge)
- physical damage (e.g.,
Jagged Edge)
- elemental damage (e.g.,
Shocking Touch)
- faction (e.g.,
Smite Corpus)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- Status chance (e.g.,
Melee Prowess and
Vicious Frost)
- attack speed (e.g.,
Fury and
Berserker Fury)
- range (e.g.,
Primed Reach)
- Tennokai (e.g.,
Dreamer's Wrath)
Condition Overload
Healing Return
Relentless Combination
Shattering Impact
- While officially Set Mod bonuses do not affect Exalted Weapons (with the exception of the Sacrificial Mod Set), the Gladiator Mod Set can still apply if equipped on Melee and not on the Exalted Weapon itself.
- damage (e.g.,
- Valkyr Talons can not be equipped with Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.
Amalgam Organ Shatter).
- Riven Mods are not generated for Valkyr Talons.
- The combo counter will reset when equipped with
Xoris.
- Hysteria's combo counter decay is affected by
Naramon's
Power Spike
- Hysteria's innate lifesteal is calculated from the total damage of Valkyr's melee attacks after resistances are applied. Hysteria's lifesteal is also additive when combined with other sources of lifesteal
- For example, a maxed
Life Strike and a rank-3 Hysteria will yield
Base Lifesteal + Lifesteal Mods = 5% + 20% = 25% lifesteal on heavy hits.
- For example, a maxed
- As an example, with a maxed
- While active, Valkyr becomes Invulnerable to damage and Status Effects.
- Certain attacks will still push Valkyr away, and shock waves will cause her to bounce into the air. However, these attacks will not force Valkyr to the ground.
- Statuses that were already active when Hysteria was cast will not be removed. However, Valkyr will be immune to their damage regardless.
- Valkyr is not immune to Commander teleportation, Regulator minimap disruption, Cryo Floors, Tar-Mutalist MOA slows, or Swarm-Mutalist MOA screen hazing.
- Valkyr emits an aura with a radius of 5 meters around her while Hysteria is active, and 30% of the total damage she ignores is stored. If any enemies within this aura have Line of Sight of Valkyr when Hysteria is deactivated, Valkyr will be dealt 25% of all stored damage as
Impact damage.
- The aura will continue to grow up to 20 meters and each kill reduces it by 1 meter. The aura cannot be decreased below 5 meters.
- Stored damage is calculated from the total damage Valkyr ignores before resistances are applied.
- The amount of stored damage can be monitored at the top right of the HUD under Hysteria's ability icon.
- Stored damage dealt bypasses shield gating and can kill instantly if too large.
- Stored damage is reset upon swapping weapons.
- Highlighted enemies become unmarked if Valkyr moves out of range, negating the damage taken when Hysteria expires.
- After activation, a percentage counter will appear on the ability icon. The percentage increases from 0% to 100% over the course of 40 seconds.
- Hysteria costs
25 energy to activate, then consumes
2.5 energy per second at 0% while active. The cost will increase by an additional
2.5 until it caps out at
15 energy per second at 100%. Hysteria will remain active until either Valkyr's energy is depleted, or the ability is deactivated by casting it again (default 4 ).
- The hard-coded minimum energy drain is 0.62 energy per second rising to 3.75 energy per second.
- Valkyr cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond, and/or
Wellspring while Hysteria is active.
- Energy Orbs, Orokin Void Death Orb's energy restores,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Valkyr's energy during Hysteria.
- Hysteria's energy drain is not converted into shields by Augur Mods.
- Hysteria costs
- Hysteria is affected by and can trigger Warframe arcanes,
Exodia Might , and
Melee Crescendo (even though the benefit from exodia might is minimal and it does not share the same combo counter as the melee weapon thus not benefiting directly from Melee Crescendo).
- While Hysteria is active, Valkyr can cast other abilities and use primary and secondary weapons. Switching weapons will disable Hysteria's effects, including making her vulnerable to damage again; it will also pause the energy cost increase but will continue to drain energy at the current rate.
- Hysteria comes installed with its own unique stance. Additional combos will be unlocked as Hysteria increases in rank.
- Cast time of 1 second is affected by Casting Speed.
- Hysteria's attacks can damage enemies across the Rift Plane.
- Some of the passives of the Incarnon melee weapons work on Hysteria.
Weapon

- Main article: Valkyr Talons
Valkyr Talons are Valkyr and
Valkyr Prime's signature Exalted Weapon, summoned by activating the ability
Hysteria. The weapon exclusively uses the Hysteria stance.
- This weapon deals equal physical damage.
- Innate
and two
polarities.
- Negates the infinite combo extender of
Xoris, resetting combo count on activation.
Advantages:
- Tied with
Desert Wind for the highest critical chance of all melee weapons.
- Innate 5% lifesteal.
- Very high attack speed.
Disadvantages:
- Low status chance.
- Short range.
- Requires energy to activate and keep active.
- As an Exalted Weapon, it cannot benefit from, nor contribute to the set bonus of any Set Mods (excluding the Sacrificial Mod Set; the Gladiator Mod Set can still apply if equipped on Warframe or Melee, and not on the Exalted Weapon itself).
- Cannot equip Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.,
Amalgam Organ Shatter).
- Cannot equip Melee Arcane Enhancements.
Stance

- Main article: Hysteria (Stance)
Hysteria is a unique Stance exclusive to Valkyr Talons that can only be acquired and used by activating
Valkyr's fourth ability,
Hysteria. This Stance overrides the Stance on any currently equipped melee weapon for as long as Hysteria remains active.
Combos
Combo/Attack | Name | Attack Multipliers and Forced Procs | Avg Dmg Multi/s | Length @ 1.0 Attack Speed |
Animation | ||||||||||||||||||||||
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Neutral (While Not Moving) |
Fervor | 315.8%/s | 2.9s | ![]() | |||||||||||||||||||||||
Forward (While Moving) |
Rage | 235.3%/s | 1.7s | ![]() | |||||||||||||||||||||||
Forward Block (While Blocking & Moving) |
Madness | 416.7%/s | 3.6s | ![]() | |||||||||||||||||||||||
Block (While Blocking) |
Delirium | 416.7%/s | 2.4s | ![]() | |||||||||||||||||||||||
Heavy (Heavy Attack) |
Rise From Ashes | 500.0%/s | 2.0s | ![]() | |||||||||||||||||||||||
Slide (While Sliding) |
Launching Spring | 2250.0%/s | 0.8s | ![]() | |||||||||||||||||||||||
Aerial (While In Air) |
One Point | 620.7%/s | 1.4s | ![]() | |||||||||||||||||||||||
Wall (While Wall Latching) |
Through Strike | 176.5%/s | 1.7s | ![]() | |||||||||||||||||||||||
Finisher (On Knocked Down Enemy) |
Roaring Drums | 4153.8%/s | 1.3s | ![]() | |||||||||||||||||||||||
Slam (Looking At Ground While In Air) |
Slam Attack | 0.0%/s | 0.7s | ![]() | |||||||||||||||||||||||
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Augment

- Main article: Enraged
Enraged is a Warframe Augment Mod for Valkyr's
Hysteria that increases its damage and critical chance but fixes its duration to 15 seconds and adds a matching cooldown. The base Energy cost is also increased to 50, while the Energy drain over time is removed.

- Main article: Hysterical Assault
Hysterical Assault is a Warframe Augment/Exilus mod for Valkyr that allows her to pounce onto enemies while in
Hysteria by meleeing while aiming, dealing damage on contact. It also provides brief Invulnerability when switching off her Valkyr Talons while in Hysteria.
Tips & Tricks
- There may be a dark red hue for the duration of Hysteria, making it difficult to see enemies. This is especially problematic if Infested Parasites are nearby.
- Turning 'Color Correction' off in Options > Display can alleviate this issue.
- Her invulnerability can be taken advantage of in reviving teammates in exchange for consuming energy and not attacking enemies with her powerful claws.
- This can also be used to escape powerful opponents at the middle point of this ability. Allowing greater hit and run tactics.
- It's preferable to use
Steel Charge over
Growing Power when modding for pure damage as the former adds more damage to Hysteria than the latter.
- Even with Steel Charge equipped, using
Power Drift will still add more damage than
Coaction Drift.
- Even with Steel Charge equipped, using
- It's recommended to activate Melee Auto-targeting System in the options as Valkyr's awkward attack animations may miss a lot.
- Players who suffer low FPS (Frames per second) may want to avoid attack speed boosts, such as Warcry, while using Hysteria. High attack speeds can result in a loss of DPS as melee attacks are "semi-automatic".
- Heavy Attacks in Hysteria open enemies to Finishers, allowing you to reliably use the damage boost without spending energy on her
Paralysis ability.
- This finisher also knocks enemies down, allowing for a successive ground finisher for a quick burst of high damage.
- Overguard renders Valkyr immune to energy loss caused by Ancient Disruptors which can otherwise cause Hysteria to end unexpectedly in infested missions.
- Overguard can be easily obtained by summoning and un-summoning an archgun.
- The first heavy attack in Hysteria is considered a slam and thus can benefit from seismic wave for a potentially large increase in damage.
Bugs
- Using Hysteria the moment you are downed by enemies will cause you to bug. Sometimes, you will only be able to use your actual melee weapon, but it will swing as though it is your claws; Other times you will be able to use your other weapons, and all while being invincible. You must wait until the effect ends for the bug to clear.
- Attacks outside the vulnerability radius of Hysteria are still counted to the damage received in the Hysteria status, however these additional points do no effect at the end of the duration.
- If only a melee weapon is equipped in the player's loadout, casting Hysteria while holding either a Codex or Synthesis Scanner will cause Hysteria's attacks to instead use the equipped melee's quick-attacks, while also rendering both combos and blocking unusable.
Strength Mods | Duration Mods | Range Mods |
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Valkyr can be equipped with the following items:
Cosmetics
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
TennoGen
Augments
See Also
Patch History
Update 38.0 (2024-12-13)
- Fixed Valkyr not re-equipping their last-equipped weapon after disabling their Exalted Weapon.
Update 36.0 (2024-06-18)
- Fixed loss of function as Valkyr after entering a Nullifier Bubble during Hysteria.
Hotfix 35.5.7 (2024-04-17)
- Fixed issue with Valkyr Prime not holding Nataruk’s arrow in her hand while her Noble Animation Set is equipped.
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
VALKYR
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 630 (from 600)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
VALKYR PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 135 (from 50) / Max Rank - 185 (from 150)
Armor: Base Rank - 735 (from 700)
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!
- General Fixes:
- Fixed Valkyr's Hysteria dampening too much of the player's game sound.
Update 33.0 (2023-04-26)
- Fixed many mods that previously worked on Exalted Weapons not correctly applying, for example (but not exclusively) Life Strike not working when installed on Exalted Melee Weapons. Valkyr's Hysteria not having life steal was in the same category.
Update 32.2 (2022-11-30)
- WARFRAME AUGMENT BUFFS - PART 3 (FINAL)
In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
VALKYR
Prolonged Paralysis
- Was: Affected enemies are pulled towards Valkyr and the stun duration is increased by 200%.
- Changes:
- The pull strength now scales with distance from Valkyr - meaning enemies are now pulled close to Valkyr instead of colliding or flying past her.
- Stunned enemies will now remain standing instead of getting knocked down so that they are opened up to standing finishers.
Swing Line
- Was: After using Rip Line, the next 4 Rip Lines will have no energy cost while airborne.
- Changes:
- Added +20% Parkour Velocity.
- Fixes:
- Fixed Valkyr’s Augment Mod Swing Line not working when casting directly above the player.
Hotfix 30.7.3 (2021-09-10)
- Fixed Valkyr’s Rip Line animation being broken.
Update 28.1 (2020-07-08)
- Xoris Interaction Changes
Certain Warframe Abilities and Exalted weapons will now reset the Melee Combo Counter only if the Xoris is being used. The overwhelming Damage output of certain Warframe Abilities was not our intention with an infinite Melee Combo weapon, and the conversation of ‘Xoris or you’re doing it wrong’ is greatly restrictive in terms of player choice.
Warframe Abilities / Exalted Warframe weapons affected by this are:
- Valkyr Talons
The full breakdown can be read here.
- Fixes
- Fixed Valkyr's Bastet Helmet to make certain metal areas the proper untintable dark that matches the rest of the Helmet. It still won't be tintable but it should now match the correct color channel. As reported here.
Update 28.0 (2020-06-11)
- Fixed inability to gain Energy from Energy Restores after using Valkyr’s Hysteria.
Hotfix 27.5.4 (2020-05-20)
- Augment: Hysteria -
Enraged
Update 27.4 (2020-05-01)
- Valkyr Ability videos have been added to their respective Arsenals!
Update 25.6 (2019-08-08)
- Hysterical Assault - Hysteria Augment - Valkyr
- Let invulnerability linger for half a second when aiming to prevent getting downed immediately in high-damage areas
- Increased Range
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Valkyr.
Hotfix 23.0.8 (2018-07-09)
- Fixed using a Warframe with an Exalted Melee weapon, certain actions will lead to a weird "in-between" state, where your Exalted Melee Stance incorporates moves from your currently equipped melee weapon.
Update 23.0 (2018-06-15)
MODDABLE ‘EXALTED’ WEAPONS!
Warframes with unique Ability-driven (Exalted) Weapons can now be separately Modded in your Arsenal! This includes the ability to customize their appearance too!
If you own any of the following Warframes, their “Exalted” Weapon have been added to your Arsenal:
- Valkyr/Prime’s Talons
- No customizing since her Talons’ design is all Energy-based!
Exalted Weapons work in the following ways:
- They appear in your Arsenal as an unranked moddable Weapon option once you’ve unlocked the Ability.
- All Exalted weapons use the Mod classes expected for the class of weapon.
- Melee Exalted Weapons have their Stance Mod permanently displayed in the modding UI with access to Combos!
- While Exalted Weapons can be ranked, they do not count towards Mastery Rank (with the exception of Khora’s Venari).
- Riven Mods are not generated for Exalted Weapons.
Hotfix 21.0.8 (2017-07-13)
- Fixed an issue where Clients downed while using Valkyr’s Hysteria would be unable to switch weapons when revived.
Hotfix 21.0.7 (2017-07-13)
- Fixed casting and deactivating Valkyr’s Hysteria while in Dual-Wield mode resulting in the UI stating the name of your Pistol and ability used.
- Fixed a script error when casting Valkyr’s Rip Line.
Update 20.1 (2017-04-05)
- Fixed a case where Valkyr can get stuck in Hysteria.
- Fixed Valkyr continuing to have her Talons equipped after Hysteria is deactivated if a player was joining the game while the ability was being activated.
Update 19.9 (2017-02-01)
- Fixed using Valkyr's Hysteria during a ‘Weapon Only’ Sortie resulting in "Power In Use" when casting any ability for the remainder of the mission.
Update 19.4.2 (2016-12-20)
- Fixed incorrect grammar in Valkyr’s Passive ability description.
Hotfix 19.0.7 (2016-11-22)
- Introduced Valkyr Prime.
Hotfix: Recurring Nightmares 1 (2016-10-27)
- Fixed not being able to equip Valkyr Augment Mods on Valkyr.
Update: Recurring Nightmares (2016-10-27)
- Fixed Valkyr’s Bonds being missing from the Market and not being able to equip them on Valkyr.
Hotfix: The Vacuum Within 3 (2016-10-13)
- Fixed Warcry not ending when there are no allies/enemies left being affected.
Update: The Silver Grove 1.0 (2016-08-31)
- Augment: Hysteria –
Hysterical Assault
Hotfix: Specters of the Rail 0.12 (2016-07-20)
- Fixed a crash when casting Hysteria while you have an active Glaive thrown out.
Update: Specters of the Rail 0.0 (2016-07-08)
- Fixed the growing Hysteria aura turning invisible by Naramon's Shadow Step.
Update: Lunaro (2016-06-15)
- Fixed Hysteria applying efficiency Mods twice.
Hotfix 18.13.1 (2016-05-27)
- Fixed Valkyr’s Warcry not having any effect when cast.
Update 18.13 (2016-05-27)
- Hysteria Changes
- Energy usage is scaled by duration in Hysteria.
- Damage mitigated when Hysteria is deactivated is scaled by duration in Hysteria.
- Hysteria Aura now has a maximum range of 20 meters.
- When Hysteria is deactivated, Valkyr will only take the mitigated damage if any enemy in the aura has line-of-sight.
Update 18.5 (2016-03-04)
- Paralysis will no longer be able to stun boss-type enemies.
- Warcry now has diminishing returns against boss-type enemies.
- Ripline now has a 0.5x energy multiplier per successive hit.
Hotfix 18.2.2 (2016-01-07)
- Fixed an error allowing Valkyr to pull player out of the extraction area.
Update 17.7 (2015-10-14)
- Fixed Kara Alt Helmet twitching when equipped.
Hotfix 17.6.1 (2015-10-07)
- Fixed using Hysteria multiple times locking players into Hysteria, preventing the use of any weapons.
- Fixed Valkyr taking damage from broken windows while in Hysteria.
Update 17.6 (2015-10-06)
- Fixed an issue causing Clients using Valkyr to still take damage while in Hysteria.
Hotfix 17.5.3 (2015-10-02)
- Fixed Prolonged Paralysis pulling enemies significantly farther than intended.
Update 17.5 (2015-10-01)
- Abilities Changes:
- Rip Line now has increased animation speed and vertical boost.
- Ripline now has reduced energy cost and increased damage for each time cast.
- Ripline will now soft-lock onto enemies.
- Valkyr’s HUD will now display the window of opportunity to recast Ripline at lower cost.
- Hysteria can now be quickly toggled on/off.
- Hysteria now receives buffs from the player’s melee weapon Mods.
- Valkyr now passively has 50% knockdown recovery speed and no heavy landing.
- Fixed Valkyr not receiving credit for kills from Hysteria.
- Fixed Ripline showing as castable with 0 Energy.
Hotfix 17.0.5 (2015-08-07)
- Added Apex particles for Paralysis.
Hotfix 17.0.1 (2015-07-31)
- Fixed Ramparts being usable by Valkyr when in Hysteria.
Update 17.0 (2015-07-31)
- Fixed Warcry stacking multiple times on Squad members when Eternal War Augment is equipped.
Update 16.7 (2015-06-04)
- Fixed Hysteria playing sounds from related to the player’s un-equipped melee weapon.
Hotfix 16.5.1 (2015-05-12)
- Fixed Valkyr’s unique attachments not using the player’s custom colors.
Update 16.2 (2015-04-01)
- Augment:: Warcry -
Eternal War
Hotfix 15.7.2 (2014-12-19)
- Fixed Hysteria tagging dead enemies with its visual special effect.
Update 15.6 (2014-12-11)
- Augment:: Rip Line -
Swing Line
Hotfix 15.5.2 (2014-11-27)
- Fixed energy efficiency Mods not applying to Rip Line.
Hotfix 15.1.2 (2014-11-08)
- Fixed a scaling issue seen with Valkyr’s ambient visual effects during Archwing missions.
Hotfix 15.0.1 (2014-10-24)
- Fixed a bug that was incorrectly scaling Syandanas down on Valkyr by 20%.
Update 15.0 (2014-10-24)
- Augment:: Paralysis -
Prolonged Paralysis
- Fixed an issue where not equipping a melee weapon while using Valkyr would break Hysteria.
Hotfix 14.10.3 (2014-10-15)
- Parry procs can now be triggered during Hysteria.
- Fixed an issue with Hysteria finisher animations using Furax animations.
Update 14.6 (2014-09-11)
- Fixed an issue with Warcry armor buff not properly being removed after the ability ends.
Hotfix 14.0.11 (2014-07-30)
- Reduced the duration of Hysteria in Dark Sector conflicts.
Hotfix 14.0.9 (2014-07-26)
- Fixed a common Furax stance card appears in the combos list for Valkyr while Hysteria is active.
- Fixed Hysteria not functioning properly if a player picked up a data mass while Hysteria is active.
Hotfix 14.0.1 (2014-07-18)
- Fixed an issue with Hysteria not properly respecting the level of the associated Stance, making combos unusable.
Update 14.0 (2014-07-18)
- Hysteria has been reworked with an entirely new animation set and sounds! Activate Valkyr’s Hysteria to play through the new combos and movement set!
- Valkyr’s Hysteria now is affected by the melee ‘combo’ counter bonuses! The higher your combo chain, the more damage Hysteria will do!
Hotfix 13.9.0.2 (2014-06-26)
- Fixed issue with primary color tint on Kara helmet.
Update 13.5 (2014-05-28)
- Tweaked the visuals on Valkyr's Immortal Skin.
Hotfix 13.4.1 (2014-05-23)
- Improved the description for War Cry mod to better indicate melee buffs to teammates.
Update 13.4 (2014-05-21)
- Fixed an issue with Valkyr's Default Helmet lacking an image and description.
Update 13.2 (2014-05-01)
- Fixed an issue with the helmet and body tint colors not matching correctly.
Hotfix 13.0.6 (2014-04-17)
- Fixed an issue with clients breaking after attempting to perform a melee attack after Hysteria has ended.
Update 13.0 (2014-04-09)
- Fixed ragdolls being affected by Valkyr's powers.
Hotfix 12.4.2 (2014-03-07)
- Fixed ‘Rank 30 Furax’ bug appearing if using Hysteria and Valkyr.
Update 12.0 (2014-02-05)
- Valkyr now has 600 base armor.
- Hysteria ability now takes weapon damage and crit into consideration.
Update 11.5 (2013-12-19)
- Paralysis - Now only takes 1/3rd of shields but still calculates damage based on 1/2 shield use.
- Hysteria - Now has life regain/regeneration as damage is being dealt to enemies.
Update 11.3 (2013-12-12)
- Ripline is now more violent on AI.
- Fixed the enemy speed debuff on Warcry ability, so that it is now affected by Ability Mods.
Hotfix 11.2.1 (2013-12-06)
- Fixed issue where Hysteria added a level 30 Furax to Arsenal on mission complete.
Update 11.2 (2013-12-04)
- Armor buffed from 200 to 300
- Fixed script error in Rip Line ability that would cause power-in-use bug.
- Fixed Valkyr's Rip Line being usable on downed players.
- Fixed Valkyr being vulnerable to Procs from Disruptor and others when Hysteria is active.
Hotfix 11.1.2 (2013-11-29)
- Fixed Warcry being permanent on enemies.
Hotfix 11.1.1 (2013-11-28)
- Fixed Warcry not slowing enemies down more at higher levels
- Fixed Alad V being too weak to Ripline.
Hotfix 11.0.6 (2013-11-25)
- Fixed Valkyr’s power sounds not playing when using Noble animations.
Hotfix 11.0.3 (2013-11-22)
- Fixed melee weapon info at end of match not being displayed if Hysteria was active.
- Fixed melee getting locked for clients after being hit by something that would normally do knockdown when Hysteria is active.
- Fixed Valkyr using the fist melee style on her regular melee weapon after using her ultimate.
Update 11.0 (2013-11-20)
- Introduced.
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Attributes • Helminth • Augments • Compare All • Cosmetics |