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Nirvan, the Half-Frame (Warframe, 2019)

Nirvan was written as a Warframe design pitch in 2019, focusing on two distinct variants from existing Warframes in the use of a half-frame half-operator design, and using the abilities from five focus schools as the backbone for the abilities of the frame.

 The Unairu form is depicted in the image to the right, using the aesthetics of Hero Forge to convey a general sense of what they’d look like in-game with default colors. 

Written Design / Searchable Text

Nirvan is designed to unify the ability set of the Operator using each Focus school with the versatility of a Warframe. Selected focus abilities, plus unlocked waybounds, determines the availability and utility of the five abilities on each Nirvan variant. This is meant to be used by more experienced players as a new frame for the New War, built with the aid of an unlikely source: Helminth, who communicates using the fully-powered Paracesis as a way to extend its power and reach more of it’s memories of ancient times. 

As a product of Helminth, the frame has the appearance of an open exo-suit of organic material embedded with metal and polymer nanotech. It provides support and articulations for limbs and joints, along with a transference-like control system that runs up along the spine and encircles the head like a diadem. Various bands wrap around more solid parts of the limbs and torso to keep the parts properly, which are worn over the operator’s attire. From the edges of every piece, energy emits out in a pattern that represents the school’s abilities, growing as Overcharge builds up, and flaring out in full while Overcharge is activated.

Each of the five schools has its focus and element emphasized in its energy form appearance:

Madurai – Fire & Damage – Phoenix aesthetics, orange/red/yellow, fiery feathers, folded wings that extend during overcharge, fiery talons covering hands and feed.

Vazarin – Water & Life – Aquatic aesthetic, blue/green, flowing water and encircling seaweed, shells covered in moss and lichen.

Naramon – Void & Chaos – Shadowy aesthetics, black/deep red-purple range, ghostly and blurred, twisting and formless.

Unairu – Earth & Defense – Gemstone aesthetics, white/purple-blue-green range, reflective and translucent, glittery highlights and sharp points, royal/regal/crown jewels. 

Zenurik – Storm & Energy – Lightning aesthetics, overblown white/yellow/blue, brightly sparking with energy, wind-blown shapes and curves like Boccioni’s “Futuristic Man” sculpture.

Features: 

Maximum Frame Level 40 – Nirvan is capable of being enhanced from 30 to 40 with applications of Forma, similar to Paracesis and Kuva weaponry. All forms of Forma apply to this, including Umbra and Stance Forma. 

Innate Energy Regeneration – When abilities have not been used for 1 second, energy slowly replenishes at 1% per second, ramping up to 2.5% per second after 5 seconds. As a tradeoff, Nirvan is among the lower energy pools of all frames. This % applies to increased energy from mods. 

Unique Slam – Nirvan takes no falling damage, and long falls or ground slams now release an effect based on the school selected.

Innate Slam – If no melee weapon is equipped, an attack that does 100 void damage in a 5m radius is used instead when a player attempts to slam attack. 0% crit and status chance, and 5 energy is consumed. 

Unique Divekick, Slide, and Bullet Jump – Performing these will provide an additional effect based on the school selected.

Unique Bleedout and Recovery – All forms of Nirvan have a way to recover themselves from bleedout. In Bleedout, Nirvan may also swap between their Secondary weapon and Amp. 

Umbra Capable – Able to equip Umbra slots with a standard Forma, though none are provided by default. 

Waybound Enhancement – All waybounds apply to Nirvan, making a master of the five ways into the most powerful possible Nirvan user. 

Increase Affinity – For whatever school is currently active, affinity gain is a baseline of 1%. This can be increased with a Nirvan Lens (2%), Greater Nirvan Lens (3.5%), and Eidolon Nirvan Lens (5%). As a tradeoff, Nirvan may not accept any single school’s focus lens. 

Selective Focus – Once Nirvan has been built and obtained to the inventory, the ability to set the power of non-waybound abilities is added, rather than being forced to use the maximum level of any Focus ability. This allows for optimal customization, as some school abilities may not be wanted at full level, like Void Radiance increasing the cost of the ability for an effect that the player may not want for their build. 

Passive Augmentation – Passive abilities for the school that aren’t used in any abilities are also affected by mods. 

Limitations:

Cannot be purchased. Only doing the Nirvan quest grants access to Nirvan.

Incapable of transference, and cannot be used in missions which require transference to be completed. 

 

Abilities utilize the nodes that are active for the selected way. All five configurations use abilities designed under the same general pattern.

Ability 1: Void Dash – This is an enhanced version of the school’s Void Dash abilities, and it gains the 2x/4x modifier for successive use. Strength mods affect damage and effect intensity, duration makes it go further, range increases the area of effect.

Ability 2: Void Blast – This is an enhanced version of the Void Blast ability, using mods to further enhance damage, range, effect, and duration. The default range is much further than a Void Blast normally reaches. 

Ability 3: Void Mode – This is a togglable enhanced version of Void Mode, allowing for prolonged stealth as needed. Unlike the operator version, taking combat actions will not break stealth, though it will deplete energy faster when using weapons for non-finisher attacks.

Ability 4: Void Augment – This shares passive abilities to allies within Affinity range while adding some other effects, lasting 1 minute, and is enhanced by Strength and Duration mods.

Ability 5: Overcharge. This ability charges up slowly over the mission, faster with kills and successful use of abilities. Once it is above 50% it may be activated, though it will not last as long or have maximum effect unless it is activated at 100%. Overcharge can get to as high as 300%, where every Forma added to the frame increases the maximum storage by +40%. The burn rate while active is 5% per second, regardless of focus equipped or Efficiency mods. Overcharge allows Blast and Dash to be used freely, and the non-stealth effects of the Void Mode ability are active, along with the Void Augment ability.

 

Madurai – The burning spirit of war, the wings of the phoenix. Nirvan Madurai practitioners bring a pyroclastic fury that leaves nothing but melted steel and ash in its wake.

1: Starfire Dash – This uses the combined skills of Blazing and Meteoric Dash, amplifying both separately. Energy cost: 14.5 + 0.5 per focus slot of abilities used.

  • Blazing Dash adds a trail of fire that deals 100 / 200 / 300 / 400 / 600 / 1000 damage/s over 3 / 6 / 9 / 12 / 12 / 14s. 
  • Meteoric Dash adds  +100 / +200 / +300 / +400 Extra Damage to enemies.
  • This stuns enemies with a guaranteed Fire proc instead of displacing them. 
  • Duration and Range both affect distance.
  • Strength increases damage dealt accordingly.
  • Range affects the width of the fire trail.
  • Duration affects the longevity of the fire trail. 

2: Phoenix Blast – uses the combined skills of Flame Blast and Rising Blast, amplifying both separately. Energy Cost: 3 + 1 per focus slot of abilities used.

  • Flame Blast releases a ball of fire that deals 200 / 300 / 400 / 500 of the Void Blast damage and explodes after 0.1 / 0.15 / 0.3 / 0.6s.
  • Increase damage of Flame Blast by 50% / 100% / 150% / 200% and at least one focus allows the fireball to be charged up for up to 3x increase on total damage output. 
  • Duration increases the travel time of Flame Blast, and Range increases the travel speed. Duration slightly reduces charging time for Rising Blast.
  • Strength increases damage dealt accordingly.

3: Prismatic Void – Combines Void Radiance and Void Strike, and gives some extra utility – while in Void Mode, attacks don’t diminish the Void Strike attack count. Consumes 15/20/25/30 per Void Radiance Focus Slot Used, along with 1 + Void Strike Focus Slots Used /4 energy per second, and is guaranteed to use Void Radiance when turned off.

  • Void Radiance consumes energy upfront, and when Prismatic Void ends, enemies within 4 / 6 / 8 / 10m are blinded for 2 / 3 / 4 / 5s.
  • Void Strike makes 1 / 1 / 2 / 4 / 6 / 8 attacks deal 5% / 7% / 8% / 10% / 11% / 12% additional damage for every second spent in Prismatic Void, and are not diminished by attacks performed during Prismatic Void, but attacking pauses the damage multiplier increase until 1 second has elapsed after attacking.  
  • Strength increases increase Void Strike amplification.
  • Duration and Range only affect Void Radiance features.

4: Phoenix Call – Phoenix Spirit and Phoenix Talons are applied to allies, and each ally within the affinity radius increases the effect by 10%. This costs 12 energy per focus slot used, and lasts 1 minute. 

  • Phoenix Talons increases Physical Damage by 10% / 15% / 20% / 25%.
  • Phoenix Spirit increases Elemental Damage by 10% / 15% / 20% / 25%.
  • Duration increases length, but Range has no effect.
  • Strength increases the total damage boost, but not the +10% multiplier per ally in range.

5: Fiery Uprising – Burn with a fury that lights the night sky ablaze, turning the force of a small squad into the conflagrating torch that incinerates foes of the Tenno. 

  • Phoenix Call is active with double the bonus for squadmates in range. 10% of damage dealt by affected players is converted to true damage, to bypass resistances.
  • All enemies within 5 meters become blinded while in proximity.
  • Starfire Dash and Phoenix Blast are free to use.
  • Phoenix Blast uses the maximum charge instantly. 
  • Half of all Fire damage is replaced with Void damage, including weapons and mod abilities like Firewalker. 
  • Void Strike charges accumulate up to 30, and do not diminish until Phoenix Uprising has run out. 
  • The burn rate is 5% per second, regardless of focus equipped or Efficiency mods.
  • Range affects blinding radius.

Bleedout causes a wave of 500 void 500 fire damage flames to ripple out 10m from Nirvan at 1 second intervals, while the downed Nirvan has full access to their Amp. Inflicting damage to enemies charges the Overcharge meter, and that gain rate is doubled by any damage dealt by ripples. Every 1000 amp damage or 500 ripple adds 1% Overcharge.  If Overcharge reaches 100% before bleedout ends, or increases by 50% from start of bleedout before bleedout ends, Overcharge activates, and Nirvan returns to full health with invulnerability to all damage until Overcharge ends. 

Bullet Jump and Slide leave behind a trail of fire for 2 seconds, dealing 50 void and 50 fire damage every second. No more than 50m of total fire trail may exist. 

  • Strength affects damage dealt.
  • Range increases the fire trail max length.
  • Divekick procs burst, dealing 100 burst damage, 50 fire damage, and 50 void damage. 
  • Strength affects damage dealt.

Slam is guaranteed to proc 20 fire damage over 2.5s and add 10% damage vulnerability on enemies that are hit for 2.5s.

  • Strength increases damage dealt and vulnerability added.
  • Duration affects damage and vulnerability length. 

When Phoenix Call is not active, Phoenix Spirit and Phoenix Talons provide their passive benefit to Nirvan, and are affected by Strength.

 

Vazarin – The caring spirit, in tune and balanced with the unseen tides of the void. Their presence is a boon and a blessing to all who the Tenno seek to preserve.

1: Defensive Dash – This combines Protective Dash and Sonic Dash, using both at once rather than overriding Protective Dash. Uses 16.5 + 0.5 energy per focus slot used. 

  • 2/3/4/5s immunity and length of healing bonus are extended by Duration.
  • Strength has a diminished increase to the healing bonus, only adding +2.5%/ 5% /7.5% /10% per +100% Strength. 
  • Shockwave width and stun duration are affected by range and duration.

2: Aegis Blast – This combines Guardian Shell and Guardian Blast. Costs 2 energy +1 per focus slot used.

  • Efficiency affects ability cost, and energy cost for hitting allies while Guardian Blast is enabled.
  • Increased range affects distance for shielding allies.
  • Strength affects damage absorption and overshields granted.

3: Hidden Boon – This combines Void Regen and Void Aegis. Additionally, non-companion allies increase the radius by 1m while in proximity. Costs 3 + 0.25 per focus slot used, per second, plus 2/sec while Void Aegis is active. 

  • Health/s and energy cost for Void Regen are both affected by strength.
  • Duration increases the speed of bubble growth for Void Aegis.
  • Range affects both the radius and ally proximity increase.

4: Blessing of Tides – This increases health and health regeneration by the amounts specified in Rejuvenating and Enduring tides for everyone within the affinity radius. This costs 7 energy per focus slot used, and lasts 1 minute. Any allies, companions, and mission objectives in a bleedout state within Affinity radius are revived, up to 5 per mission. 

  • Power affects health regeneration, but not increased health.
  • When extra health runs out, it diminishes at a rate of 10/s to the normal maximum, plus any damage sustained. 
  • Range affects the number of instant revive charges. 

5: Guardian Aegis – Call upon the vast protective and restorative power that can be accessed by refocusing Void energy in an area  

  • All allies within Affinity radius get their own Void Aegis shield. 
  • Defensive Dash and Aegis Boon are free to use, and Blessing of Tides is automatically active. 
  • All revives are instant.
  • All Mending Soul and Blessing of Tides charges refresh at the end of Guardian Aegis.

Bleedout causes a shield bubble to emit from Nirvan. This attracts nearby enemies, who attack it with everything. If the enemies can keep up a rate of 100 damage per second, and at least one hit per second, the shield gains power, needing 20 units of power before bleedout expires to revive Nirvan. Upon being restored, Nirvan releases the power of the shield bubble, causing knockback and 100% radiation proc for 100 damage to enemies within 25m (affected by Range). Any downed allies within the exploded bubble’s range are also revived. 

Bullet Jump and Slide heals 10 health per second for 3 seconds, and applies the heal to any allies passed by within 2m or within the bullet jump burst radius. This can’t activate more than once every 5 seconds. 

Divekick grants 50 overshield, up to a maximum of 250, for each enemy hit in a single divekick. This lasts up to 10 seconds, and the timer is refreshed on additional divekicks, but will not be replenished or replaced by a higher value unless a divekick hitting equal or greater targets is performed.

Slam Attack provides temporary overshield to self and allies within the radius, based on distance traveled on the slam.

Health Increase and Regeneration from Rejuvenating and Enduring Tides, including increases from mods, are active at all times for Nirvan.

 

Naramon – The bloodied blade splitting through the night, sundering flesh and steel with unrelenting precision and unseen grace. 

1: Blade Dash – This dash combines Executing and Surging Dash, increasing both damage and applied vulnerability. This uses 16.5 energy + 0.5 per focus slot used. 

  • Finisher vulnerability affected by Strength.
  • Range affects Surging Dash range increase. 

2: Chaotic Blast – This combines Disorienting and Disarming Blast, improving the chances of one or both triggering. Costs 2 energy +1 per focus slot used.

  • Either confusion or disarm will always happen if both nodes are full (or increased by strength to the equivalent of 50% each), and the chance to have both apply is possible with increased Strength. 
  • Strength and Range affect the distance of weapons that get displaced when disarmed.
  • Strength and Duration affect the length of confusion. 

3: Void Assassin – Combines Void Stalker and Void Hunter, sharing enemy positions and critical bonus to allies. Costs 5 + whatever the drain rate of Void Stalker and Void Hunter’s focus slots drain.

  • Any enemies spotted by Void Hunter will have their positions revealed to allies, and enemies are recolored red to signify friend from foe when looking at outlines through walls. 
  • Allies within affinity radius hit revealed enemies with the same bonus crit chance as the user’s Void Stalker.
  • Strength affects Critical Chance.
  • Duration affects the maximum seconds that the Critical Chance and enemy reveal properties may accumulate.
  • Range affects reveal distance.

4: Hastened Mind – All allies within Affinity radius receive the benefits of Mind Sprint and Mind Step. Additionally bullet jump, slide, and roll travel faster/farther, and aim glide is increased, relative to the Mind Sprint bonus. Costs 10 energy + 5 per focus slot used, and lasts 1 minute.

  • Melee combo count also accumulates twice as fast while this is active.
  • Strength increases movement speed.
  • Range increases the speed/distance of all affected abilities.

5: Grim Reaper – Become the nightmare of shadowed brutality that haunts the inner depths of primal fear, wielding the exalted Void Scythe to rip the souls out of the enemy. 

  • Void Scythe finishers are performed in 0.1 sec on the first hit, and followup finishers take 0.3 sec apiece.
  • Void Scythe will teleport to the nearest enemy exposed to Finisher after killing an enemy.
  • When an enemy is slain with a Finisher, Void damage projectiles that deal equal damage to the finisher hit enemies within 5 meters and make them vulnerable to Finishers.
  • Each consecutive hit on an enemy will expose followup hits to +5% true damage.
  • Blade Dash and Hunter’s Blast become free to use.
  • Hastened Mind is automatically active.
  • Void Assassin is automatically active, including void mode activation while not attacking.
  • Every kill produces a Health orb. 

Bleedout causes a shadow of Nirvan to appear, invisible to enemies, with a Void Scythe that only performs finishers and leaves enemies in a permanent stunned state. 

  • Void Dash can be performed at a very short range, but costs no energy. Slam, jumpkick, and bullet jump, also open finishers. 
  • When 7 enemies are stunned in this way, their life essence is stolen into the shadow, which merges back into the revived Nirvan and provides 300% melee damage for 0.1sec * sum of levels of the 7 enemies slain.  

Passing by enemies within 2m during Bullet Jump and Slide disorient enemies, with a 10% chance to knockdown, 10% to confuse, and 10% chance to disarm.

  • Only one will proc per enemy, and lasts 3 seconds (disarm only knocks the weapon 1m away so the enemy can quickly recover it). 
  • Double the chances if caught in a Bullet Jump burst radius.

Divekick is guaranteed to knock down enemies hit, with a 35% chance to disarm. Kick velocity determines disarm distance.

Slam Attack confuses enemies for 2 seconds, and attacks dealt by confused enemies on other enemies are added to melee combo. 

Hastened Mind speed increases from being affected by mods are applied at all times to Nirvan. 

 

Unairu – Terrestrial sturdiness woven into perfect form, giving the practitioner and their allies the ironclad will to endure and outlast vast armies with little effort. 

1: Ruinous Charge – This combines Crippling and Sundering Dash, allowing for the mightiest of foes to be brought down with ease. Costs 4 + 1 per focus point used. 

  • Armor and Damage reduction is affected by Strength.
  • Armor reduction diminishing returns are unaffected by Strength.
  • Maximum damage reduction is 85%.

2: Polarized Shrapnel – Combines Magnetic Blast and Unairu Wisp. Instead of summoning a wisp, a successful wisp proc sends out +10/20/30/40% damage or 20% / 40% / 60% / 100% Operator / Nirvan damage for 3 / 6 / 9 / 12 to all allies within affinity radius. Costs 10 Energy + 1 per focus slot used.

  • Duration affects both Magnetic Blast and Wisp effect lengths.
  • Strength increases damage bonuses.

3: Transparent Guard – This combines Void Chrysalis and Void Shadow. No cost to activate, and uses the energy cost of Void Shadow and Chrysalis

  • Maximum damage resistance with Strength mods is 95%.
  • Range affected by Range mods.
  • Duration reduces the increased energy cost per ally, where every 100% duration reduces an extra ally’s cost by 1 point. Example: 8/sec with 200% duration costs 14/sec for 2 allies, 18/sec for 3 allies, and 20/sec for 4 allies. Additional allies don’t add additional cost because it would be 0/sec to add more.

4: Basilisk Resolve – This combines Basilisk Scales and Basilisk Gaze. Costs 10 energy + 5 per focus slot used. Costs 4 energy + 12 per focus slot used, and lasts 1 minute.

  • All allies receive 50% of the Basilisk Scales armor increase within affinity radius, or 100% for Nirvan / Operators. 
  • All projectiles and area-of-effect abilities have collision/size scaled up based on the bonus from basilisk gaze, as well as melee range increasing along similar lines. Range affects this size increase.

5: Basilisk Fortress – The balance of defense is tilted in a way that few enemies can overcome. 

  • Ruinous Charge and Polarized Sharpnel are free to use.
  • Ally damage taken is reduced by the amount Void Chrysalis provides.
  • All allies gain the Damage Returned feature of Void Spines (the added % is based on their own armor). 
  • Any ally within affinity radius who stands still (including performing a hack or revive) is void invisible.

Bullet Jump and Slide cause enemies passed by within 2m to lose 0.1% armor per Nirvan’s current armor. 

  • Enemies hit within the Bullet Jump burst radius are hit with Impact damage and guaranteed proc, where damage is 25% of the frame’s current armor. 

Divekick hits enemies for Impact damage, with a guaranteed Impact proc, dealing damage based on 50% of Nirvan’s current armor, and destroying 0.1% armor per Nirvan’s current armor. 

Slam attack hits enemies with a guaranteed Impact proc, and knocks them upwards at 10% the distance of the slam. 

  • Strength and Range increases the distance and hang-time. 

Void Spines and Stone Skin are enhanced by Strength, and 1% of total armor is also added to damage returned, which is affected by Strength mods. 

 

Zenurik – The brilliant flash of lightning, and the thunderclap that follows, which stuns and strikes foes of the Tenno with energized efficiency. 

1: Electrifying Blast – Combines Temporal and Voltaic Blast, and costs 7 + 1 per focus slot used. 

  • Slowing has a maximum cap of 95% when affected by Strength mods.
  • Blast damage is also increased by Strength mods. 
  • Slowing effect is increased by Duration mods.
  • Electricity blast range is affected by Range mods.

2: Voltaic Streak – Combines Energizing Dash and Lightning Dash, and costs 4 + 1 per focus slot used, plus the additional 10 energy if Lightning Dash is active. 

  • Energy zone duration is affected by Duration mods, but not the length of the energy regeneration effect. 
  • Range mods affect the distance of the lightning ball. 
  • Strength mods increase the Lightning damage dealt. 

3: Void Entanglement – Combines Void Static and Singularity. Costs 1 energy per focus slot used + 2/sec on top of the drain imposed by both abilities.

  • This stuns Grineer Sensor Regulators without tripping them, for better use in stealth operations. 
  • Instead of one pulse, the damage effects are converted to a radial aura that follows Nirvan while void stealth is engaged. 
  • Damage is affected by Strength mods.
  • Range is affected by Range mods.
  • Damage frequency is affected by Duration mods.

4: Supercapacitor – This uses Void Siphon and Void Flow, applying the effects at 100% for allies who are also Nirvan or using their Operator. This costs 6 per focus slot used in Void Sophon plus 2 per slot in Void Flow. This lasts 1 minute.

  • Half the maximum energy, and 1 energy per 15% of Void Flow per second, is provided to all other allies.
  • Duration affected by Duration mods.
  • Energy maximum increase affected by Strength mods. 
  • Other forms of energy restoration are amplified by Void Siphon’s increased regeneration amount. 

5: Terawatt Dynamo – Converting latent void energy into pure power, Zenurik releases electrical rage with unrelenting purity of purpose. 

  • Electrifying Blast and Voltaic Strike become free to use.
  • Void Entanglement’s damage and attraction are active.
  • Supercapacitor is automatically active. 
  • Electrifying Blast and Void Entanglement effects are guaranteed to proc Electricity.
  • Charged Melee attacks add 5x combo per hit, and gain an additional 25% electrical and 25% void damage. 

Bullet Jump and Dash are changed to produce a surrounding energy field, extending 2m, dealing 100 Electrical damage to enemies and restoring 10 energy to allies on contact.

Slam Attack pulls enemies in, then pops them straight up in a small cluster. Every enemy pulled in adds 10% damage to melee attacks, lasting for 0.25s per enemy. 

Void Siphon only provides 25% effect while Supercapacitor is inactive.

Void Flow is affected by mods that increase energy.

Inner Might provides +5/10/15/20/25/30% Electrical damage to all charge attacks.

Energy Pulse is affected by power and duration.

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REDUCED VERSION USED FOR PRESENTATION

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Madurai – The burning spirit of war, the wings of the phoenix. Nirvan Madurai practitioners bring a pyroclastic fury that leaves nothing but bones and ash in its wake.

1: Starfire Dash – This Void Dash ability uses the combined skills of Blazing and Meteoric Dash, amplifying both separately. This stuns enemies with a guaranteed Fire proc instead of displacing them. Duration and Range both affect distance, Range affects width of the fire trail, and Duration affects the longevity of the fire trail. 

2: Phoenix Blast – This Void Blast ability uses the combined skills of Flame Blast and Rising Blast, amplifying both separately. Duration reduces charge time and increases the travel time of Flame Blast, and Range increases the travel speed. 

3: Prismatic Void – This Void Mode ability combines Void Radiance and Void Strike, with some extra utility added by preventing Void Strike benefits from diminishing when attacking from Void Mode. Void Radiance is changed to an upfront energy cost increase, and is guaranteed to activate upon ending Prismatic Void. Strength increases Void Strike amplification, and both Duration and Range affect Void Radiance.

4: Phoenix Call – Phoenix Spirit and Phoenix Talons passive abilities are applied to allies, and each ally within the affinity radius increases the effect by 10%. Strength increases the total damage boost, but not the +10% multiplier per ally in range.

5: Fiery Uprising – Burn with a fury that lights the night sky ablaze, turning the force of a small squad into the conflagrating torch that incinerates foes of the Tenno. 

  • Phoenix Call is active with double the bonus for squadmates in range. 10% of damage dealt by affected players is converted to True damage, to bypass resistances.
  • All enemies within 5 meters become blinded while in proximity. Range affects this radius.
  • Phoenix Blast uses the maximum charge instantly. 
  • Additional Void damage is added based on half the Heat damage dealt, including weapons and mod abilities like Firewalker. 
  • Void Strike charges accumulate up to 30, and do not diminish until Phoenix Uprising has run out. 

Bleedout causes a wave of 500 Void 500 Heat damage flames to ripple out 10m from Nirvan at 1 second intervals, while the downed Nirvan has full access to their Amp. Inflicting damage to enemies charges the Overcharge meter, and that gain rate is doubled by any damage dealt by ripples. Every 1000 amp damage or 500 ripple adds 1% Overcharge.  If Overcharge reaches 100% before bleedout ends, or increases by 50% from start of bleedout before bleedout ends, Overcharge activates, and Nirvan returns to full health with invulnerability to all damage until Overcharge ends. 

Bullet Jump and Slide leave behind a trail of fire for 2 seconds, dealing 50 Void and 50 Heat damage every second. No more than 50m of total fire trail may exist. Strength affects damage dealt. Range increases the fire trail max length.

Divekick procs burst, dealing 100 Burst damage, 50 Heat damage, and 50 Void damage. Strength affects damage dealt.

Slam is guaranteed to proc 20 Heat damage over 2.5s and add 10% damage vulnerability on enemies that are hit for 2.5s. Strength increases damage dealt and vulnerability added. Duration affects damage and vulnerability length.

 When Phoenix Call is not active, Phoenix Spirit and Phoenix Talons provide their passive benefit to Nirvan, and are affected by Strength mods.

Inner Gaze and Eternal Gaze are affected by Strength mods, increasing both Amp Energy and Regeneration Rate beyond what the Amp has available.

 

Vazarin – The caring spirit, in tune and balanced with the unseen tides of the void. Their presence is a boon and a blessing to all who the Tenno seek to preserve.

1: Defensive Rush – This Void Dash ability combines Protective Dash and Sonic Dash, using both at once rather than overriding Protective Dash. Immunity and length of healing bonus are extended by Duration. Strength a small impact on healing bonus. Shockwave width and stun duration are affected by range and duration.

2: Aegis Blast – This Void Blast ability combines Guardian Shell and Guardian Blast. Efficiency reduces energy cost for hitting allies while Guardian Blast is enabled. Increased range affects distance for shielding allies. Strength affects damage absorption and overshields granted.

3: Hidden Boon – This Void Mode ability combines Void Regen and Void Aegis. Additionally, non-companion allies increase the radius slightly while in proximity. Health per second and energy cost for Void Regen are both affected by strength. Duration increases the speed of bubble growth for Void Aegis. Range affects both the radius and ally proximity increase.

4: Blessing of Tides – This increases health and health regeneration by the amounts specified in Rejuvenating and Enduring Tides waybound abilities for everyone within the affinity radius. Any allies, companions, and mission objectives in a bleedout state within Affinity radius are revived, up to 5 per mission. Strength mods affect health regeneration, but not increased health. 

5: Guardian Aegis – Calling upon the vast protective and restorative power that can be accessed by tapping into the lifestream entwined with the void, the true nature of Vazarin is released.  

  • All allies within Affinity radius get their own Void Aegis shield. 
  • Defensive Dash and Aegis Boon are free to use, and Blessing of Tides is automatically active. 
  • All revives are instant.
  • All Mending Soul and Blessing of Tides charges refresh at the end of Guardian Aegis.

Bleedout causes a shield bubble to emit from Nirvan. This attracts nearby enemies, who attack it with everything. If the enemies can keep up a rate of 100 damage per second, and at least one hit per second, the shield gains power, needing 20 units of power before bleedout expires to revive Nirvan. Upon being restored, Nirvan releases the power of the shield bubble, causing knockback and 100% radiation proc for 100 damage to enemies within 25m (affected by Range). Any downed allies within the exploded bubble’s range are also revived. 

Bullet Jump and Slide heals 10 health per second for 3 seconds, and applies the heal to any allies passed by within 2m or within the bullet jump burst radius. This can’t activate more than once every 5 seconds. 

Divekick grants 50 overshield, up to a maximum of 250, for each enemy hit in a single divekick. This lasts up to 10 seconds, and the timer is refreshed on additional divekicks, but will not be replenished or replaced by a higher value unless a divekick hitting equal or greater targets is performed.

Slam Attack provides temporary overshield to self and allies within the radius, based on distance traveled on the slam.

Rejuvenating and Enduring Tides, including increases from mods, are active at all times for Nirvan.

Strength mods affect the number of instant revives from Mending Soul. Affinity range increase from Mending Unity is affected by Range mods. 

 

Naramon – The bloodied blade of darkest night, sundering flesh and steel with unrelenting precision and unseen grace. 

1: Blade Dash – This Void Dash combines Executing and Surging Dash, increasing both damage and applied vulnerability. Finisher vulnerability affected by Strength. Range affects Surging Dash range increase. 

2: Chaotic Blast – This Void Blast combines Disorienting and Disarming Blast, improving the chances of one or both triggering. Either confusion or disarm will always happen if both nodes are full, and the chance to have both apply is possible with increased Strength. Strength and Range affect the distance of weapons that get displaced when disarmed. Strength and Duration affect the length of confusion. 

3: Void Assassin – Combines Void Stalker and Void Hunter passives, sharing enemy positions and critical bonus to allies. Any enemies spotted by Void Hunter will have their positions revealed to allies, and enemies are recolored red to signify friend from foe when looking at outlines through walls. Allies within affinity radius hit revealed enemies with the same bonus Critical Chance as the user’s Void Stalker. Strength affects Critical Chance. Duration affects the maximum seconds that the Critical Chance and enemy reveal properties may accumulate. Range affects reveal distance.

4: Hastened Mind – All allies within Affinity radius receive the benefits of Mind Sprint and Mind Step waybound abilities. Additionally bullet jump, slide, and roll travel faster/farther, and aim glide is increased, relative to the Mind Sprint bonus. Melee combo count also accumulates twice as fast while this is active. Strength increases movement speed. Range increases the speed/distance of all affected abilities.

5: Grim Reaper – Become the nightmare of shadowed brutality that haunts the inner depths of primal fear, wielding the exalted Void Scythe to rip the souls out of the enemy. 

  • Void Scythe finishers are performed in 0.1 sec on the first hit, and follow up finishers take 0.3 sec apiece.
  • Void Scythe will teleport to the nearest enemy exposed to Finisher after killing an enemy.
  • When an enemy is slain with a Finisher, Void damage projectiles that deal equal damage to the finisher hit enemies within 5 meters and make them vulnerable to Finishers.
  • Each consecutive hit on an enemy will expose followup hits to +5% True damage.
  • Void Assassin is automatically active, including void mode activation while not attacking.
  • Every kill produces a Health orb. 

Bleedout causes a shadow of Nirvan to appear, invisible to enemies, with a Void Scythe that only performs finishers and leaves slain enemies in a permanent stunned state. Void Dash can be performed at a very short range, but costs no energy. Slam, jumpkick, and bullet jump, also open finishers. When 7 enemies are stunned in this way, their life essence is stolen into the shadow, which merges back into the revived Nirvan and provides 300% melee damage for 0.1sec * sum of levels of the 7 enemies slain.  

Passing by enemies within 2m during Bullet Jump and Slide disorient enemies, with a 10% chance to knockdown, 10% to confuse, and 10% chance to disarm. Only one will proc per enemy, and lasts 3 seconds (disarm only knocks the weapon 5m away so the enemy can quickly recover it). Double the chances if the enemy is caught in a Bullet Jump burst radius.

Divekick is guaranteed to knock down enemies hit, with a minimum 35% chance to disarm, and disarm chances increase with Strength and kick velocity. Kick velocity also determines disarm distance.

Slam Attack confuses enemies for 2 seconds, and one attack dealt by confused enemies on other enemies, per enemy dealing an attack, is added to melee combo. 

Hastened Mind speed increases from mods are applied at all times to Nirvan. 

Affinity Spike increase is amplified by Strength. Duration increases the length between Power Spike degradation intervals.

 

Unairu – Terrestrial sturdiness woven into perfect form gives the Unairu practitioner and their allies the ironclad will to endure and outlast vast armies with little effort. 

1: Ruinous Charge – This combines Crippling and Sundering Dash, allowing for the mightiest of foes to be brought down with ease. Armor and Damage reduction is affected by Strength. Armor reduction diminishing returns are unaffected by Strength. Maximum damage reduction is 85%.

2: Polarized Shrapnel – Combines Magnetic Blast and Unairu Wisp. Instead of summoning a wisp, a successful wisp proc sends out damage buffs to all allies within affinity radius, halving the effect for allies who are not using their Operator or Nirvan. Duration affects both Magnetic Blast and Wisp effect lengths. Strength increases damage bonuses.

3: Transparent Guard – This Void Mode combines Void Chrysalis and Void Shadow. Maximum damage resistance with Strength mods is 95%. Duration reduces the increased energy cost per additional ally.

4: Basilisk Resolve – This combines Basilisk Scales and Basilisk Gaze to apply to all allies in affinity radius, halving the effect for allies who are not using their Operator or Nirvan. All projectiles and area-of-effect abilities have collision/size scaled up based on the bonus from Basilisk Gaze, as well as melee range increasing along similar lines. Range affects this size increase.

5: Basilisk Fortress – The balance of defense is tilted in a way that few enemies can overcome. 

  • Ruinous Charge and Polarized Sharpnel are free to use.
  • Ally damage taken is reduced by the amount Void Chrysalis provides.
  • All allies gain the Damage Returned feature of Void Spines (the added % is based on their own armor). 
  • Any ally within the affinity radius who stands still (including performing a hack or revive) is void invisible.

Bleedout causes a swarm of crystalline shards to appear, which are controlled by the player. Left Click performs a dash, Right Click allows the swarm to attach to a target. Attaching to an ally or defense objective grants them defense and overshield, attaching to an enemy causes hits to drain their shields, armor, and health, and absorbs projectiles they fire. Once 20 attacks have been resisted, or 20 hits on debuffed enemies have occurred, Nirvan is revived and immune to all attacks for 10 seconds. 

Bullet Jump and Slide cause enemies passed by within 2m to lose 0.1% armor per Nirvan’s current armor. Enemies hit within the Bullet Jump burst radius are hit with Impact damage and guaranteed proc, where damage is 25% of the frame’s current armor. 

Divekick hits enemies for Impact damage, with a guaranteed Impact proc, dealing damage based on 50% of Nirvan’s current armor, and destroying 0.1% armor per Nirvan’s current armor. 

Slam attack hits enemies with a guaranteed Impact proc, and knocks them upwards at 10% the distance of the slam. Strength and Range increases the distance and hang-time. 

Void Spines and Stone Skin are enhanced by Strength, and 1% of total armor is also added to damage returned, which is affected by Strength mods. 

Basilisk Scales armor increase is affected by Strength mods. Basilisk Gaze blast range is increased by Range mods.

 

Zenurik – Become the brilliant flash of deadly lightning, and the devastating thunderclap that follows, which stuns and strikes foes of the Tenno using energized efficiency. 

1: Voltaic Streak – This Void Dash ability combines Energizing Dash and Lightning Dash. Energy zone duration is affected by Duration mods, but not the length of the energy regeneration effect. Range mods affect the distance of the lightning ball. Strength mods increase the Electricity damage dealt. 

2: Electrifying Blast – This Void Blast ability combines Temporal and Voltaic Blast. Slowing has a maximum cap of 95% when affected by Strength mods. Slowing effect is increased by Duration mods. Electricity blast range is affected by Range mods.

3: Void Entanglement – This Void Mode ability combines Void Static and Singularity. This stuns Grineer Sensor Regulators without tripping them, for better use in stealth operations. Instead of one pulse, the damage effects are converted to a radial aura that follows Nirvan while void stealth is engaged. Aura damage frequency is affected by Duration mods.

4: Supercapacitor – This uses Void Siphon and Void Flow waybound abilities, applying the effects at 100% for allies who are also Nirvan or using their Operator. Half the maximum energy, and 1 energy per 15% of Void Flow per second, is provided to all other allies. Energy maximum increase is affected by Strength mods. Other forms of energy restoration are amplified by Void Siphon’s increased regeneration amount. 

5: Terawatt Dynamo – Converting latent void energy into pure power, Zenurik releases electrical rage with unrelenting purity of purpose.

  • Void Entanglement’s damage and attraction are active.
  • Electrifying Blast and Void Entanglement effects are guaranteed to proc Electricity status effect.
  • Channeling Melee attacks add 5x combo per hit, and gains an additional 25% Electricity and 25% Void damage. 

Bleedout has a 20 second delay before it begins, where the screen color and audio changes, but 0 Health has not yet taken effect, and healing no longer occurs. During this time, only Voltaic Streak and automatically-channeled Melee attacks are available. 5 power nodes spawn nearby, each must be struck by Nirvan to absorb its energy, which can be done with the built-in slam if no melee weapon is present. If all 5 are struck, bleedout is avoided, Nirvan is fully restored, and both Voltaic Streak and melee channeling are free to use for 20 seconds. Failure results in the usual downed state for 45 seconds. 

Bullet Jump and Slide are changed to produce a surrounding energy field, extending 2m, dealing 100 Electricity damage to enemies and restoring 10 energy to allies on contact.

Divekick produces a spark of arcing Electricity damage with a guaranteed proc, where the velocity determines damage and range that arcs reach out.

Slam Attack pulls enemies in, then pops them straight up in a small cluster. Every enemy pulled in adds 10% damage to melee attacks, lasting for 0.25s per enemy. 

Void Siphon only provides 25% effect while Supercapacitor is inactive. Void Flow is affected by mods that increase energy.

Inner Might provides +5/10/15/20/25/30% Electricity damage to all channeling melee attacks. Energy Pulse is affected by Strength and Duration mods.