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= =
= FRAMES AND MODDING =
= =
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  1. To Do
  2. Intro and Explanation
  3. Mods
  4. Abilities and Scaling
  5. Frames
  6. Changelog

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= 0. To Do =
============
I am back and will be updating this list. I will be adding items to this To Do list, but I am also taking suggestions because there is a lot of "content" to skim through. So far:
-Recent warframes
-Update Ember
-Update Nezha
-Check revenant build
-Garuda
-Baruuk
-Hildrryn
-Wisp
-Grendel
-Xaku
-Lavos
-Sevagoth
-Yareli
-Caliban
-Augment mods since Sept. 2018
-Warframe arcanes (own section)
-mention exalted weapons specifically
-statsticks too
-line breaks
-arcanes

============================
= 1. Intro and Explanation =
============================
This guide is for all you little shits who need help modding. A big issue with builds for new and intermediate players is that they will try and follow them to the letter, and end up not being able "to see the forest for the trees." The best way to talk about modding is to say "Prioritize strength, then duration," or in this case "Strength/Duration."

The Mods section will go through the main categories of mods and give a bit of information for each one. The Frames section each frame will have a bit of information on them, and then go over their roles and how to mod them.

Above all else, don't ever take things at face value. Ask questions, experiment, and figure things out. Just don't ask questions that are answered in this guide.

  • NOTE: criticism -
    This guide is 100% open to criticism, assuming I see it. If you have something to say just give reasons, screenshots, math, or whatever. shitposting doesn't get you anywhere.

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= 2. Mods =
===========
Each of the major mod categories are listed below. When reading through the frames section, refer to this list for which mods to use. Primed and Umbra mods are not included here, but you should use them at whenever you can to minmax your stats. Useful Augment Mods will be listed under the frames section.

Quality of Life mods are listed just so you know what mods are reasonable to use. In general these should be put on AFTER you have mods from the other categories.

IMPORTANT: Mods with a '*' next to them are niche mods that are only useful on a few frames.

== Strength Mods ==
[Intensify] [Blind Rage] [Transient Fortitude] [Power Drift] [Energy Conversion]*

== Duration Mods ==
[Continuity] [Narrow Minded] [Constitution] [Augur Message]

== Range Mods ==
[Stretch] [Overextended] [Cunning Drift]

== Efficiency Mods ==
[Streamline] [Fleeting Expertise]

== Quality of Life Mods ==
[Flow] [Equilibrium] [Rage]/[Hunter Adrenaline] [Mobilize] [Rush] [Natural Talent] [Speed Drift]

== Survivability ==
[Adaptation] [Quick Thinking] [Vitality] [Redirection] [Steel Fiber] [Armored Agility]

== Aura Mods ==
[Corrosive Projection] [Energy Siphon] [Shield Disruption] [Growing Power] [Rifle Amp] [Stand United]

  • NOTE: Negative Stats -
    Corrupted mods like [Overextended] will give negative stats. When you are modding, make sure that these negative stats do not interfere with the build. For example: If I have to build strength, I don't want to build [Overextended] in MOST cases because it hurts power strength.

-NOTE: Exilus Mods -
Exilus mods are quality of life mods that can be slotted in to the Exlius mod slot (next to the aura mod). These are designed to not be important for a warframe build, just for personal preference (the exception being some augment mods like [Fused Reservoir]). Since their effects are weak and they have a high cost they can be disregarded by new players.

  • NOTE: Channeled Abilities -
    Any ability that consumes constant energy over time while active is a channeled ability, and modding for them is tricky. In order for channeled abilities to hit minimum energy drain you must have either 175% Efficiency/100% Duration, 190% Efficiency/40% Duration, or a middle point between those two. Keep in mind that the UI won't go past 175%, but 190% efficiency from mods can still have an effect for low durations.
  • NOTE: Rank 10 Mods -
    An important thing to realize is that any rank 10 mod is not actually worth getting to rank 10. Get it to rank 8 or 9, then move on. You don't have to spend that much endo for +9% more strength. Someday when you have endo and credits to burn you can go back and finish maxing.
  • NOTE: Umbral and Prime Mods -
    Umbral mods should be treated like small upgrades to their non-umbral/prime counterparts. Using multiple is possible, but will take more effort to include in a build. Treat them like a small upgrade in a stat for minmaxing.

============================
= 3. Abilities and Scaling =
============================
Whenever you talk about warframe abilities and the damage they deal, scaling comes up. Ideally a warframe that is an "endgame" damage dealer will have an ability that deals damage based off of either enemy damage or enemy health. Enemy damage and health do not have an upper limit, so any ability that scales with them also has no damage cap.

Infinitely Scaling Damage Abilities:
-Maim (Equinox): 100% of health damage dealt inside of radius
shot back out and distributed evenly among
enemies in range.
-Energy Vampire (Trinity): 6.25% enemy health per tick,
ignores armor.
-Mallet (Octavia): Reflects enemy damage back 2.5 times over
in an AOE.
-Magnetize (Mag): Ticks of 25% of damage dealt to enemies
within bubble during ability, 200% of damage
dealt to enemies (including by enemies)
inside of bubble dealt upon detonation.
-Smite (Oberon): 35% of enemy health distributed evenly among
orbs shot out of target.
-Cataclysm (Limbo): Average of health of all enemies inside
Cataclysm dealt at the end of the ability
duration.
-Undertow (Hydroid): Ticks 2% of enemy health, increasing
after each tick.
-Splinter Storm (Gara): 50% of Mass Vitrify damage is added
permanently to the tick damage of Splinter
Storm for as long as it is active. This can
be stacked indefinitely.
-Reave (Revenant): Reave steals 8% of health and shields when
hitting enemies, 40% from thralls.

These abilities are technically the most powerful abilities in game, even if they are difficult to use effectively and may not be worth building for. It is important to remember that there are other abilities that increase in damage but have an eventual cap (e.g. Nyx's Absorb being limited by her energy capacity). Abilities like this are NOT infinitely scaling.

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= 4. Frames =
=============
Each frame is listed below (alphabetically) with a few details and information on how to mod. This guide assumes you have already read the wiki pages for basic frame info, there is no need to repeat all that shit. Here is what each line means.
FRAME: Duh
AUGMENTS: List of GOOD augments. Useless augments won't be listed.
ROLE: Gives role(s) that the frame can be in
MOD FOR: First Priority/Second Priority/Third Priority/etc.

Use this to start your modding, and then take a screenshot and post to /wfg/ if you need advice. It's better to have someone give you advice on how to improve a build, rather than asking for a whole lesson.

Hint: Ctrl+f


FRAME: Ash

ROLE: Damage
MOD FOR: Efficiency/Strength/Duration
-Bladestorm can now be used without having to watch
animation. Scales with melee combo, so make sure to keep it
from resetting. Mark enemies from stealth for an energy
discount.

ROLE: Finishers
MOD FOR: Efficiency/Range/Augment
-[Lethal Teleport] combined with a strong melee weapon is a
good way to get large bursts of
damage on enemies. This is limited to one target at a time,
though.

ROLE: Stealth MOD FOR: Duration/Efficiency
-Not very popular because of his low base duration, but can
be used in a pinch.

GOOD AUGMENTS: [Seeking Shuriken] [Lethal Teleport]


FRAME: Atlas

ROLE: Damage
MOD FOR: Strength/Efficiency/Duration
-Straightforward... Consecutive Normal Punches. Make sure to
petrify enemies for an armor buff. Use [Rubble Heap] to punch
even harder and faster.

ROLE: CC MOD FOR: Range/[Natural Talent]/Duration/Strength/Efficiency
-Ore Gaze can be cast very fast for a large AoE freeze.
-Note: All of these builds will be innately tanky, but
modding for CC is the most useful way to keep yourself/others
alive.

ROLE: Utility
MOD FOR: Efficiency/Strength
-[Tectonic Fracture] will let you place multiple walls, which
is useful for bugging and manipulating some AI pathing.
Petrify can be used to heal your walls.

GOOD AUGMENTS: [Rubble Heap] [Titanic Rumbler] ([Tectonic Fracture] for Utility)


FRAME: Banshee

ROLE: Damage (Silence or Sonar)
MOD FOR: Duration/Strength/Range/Efficiency/Augment
-[Savage Silence] amplifies finisher damage and the stagger
it causes keeps enemies from alerting until the stagger is
over.
-Sonar lets you amplify weapon damage by a fuck-ton, allowing
for quick nuking of bosses with high damage reduction (like
liches and sisters). Its disadvangage is that you have to mod
for all four main stats to make it good.

ROLE: CC
MOD FOR: Range/Efficiency/Duration
-Soundquake staggers enemies indefinitely in a huge AOE. Make
sure to mod for as long of casts as possible with the right
combination of Efficiency and Duration (idealiy 175% and 100%).

ROLE: CC (Resonating Quake)
MOD FOR: Range/[Natural Talent]/Efficiency/[Resonating Quake]
-Resonating Quake's damage was nerfed, but its increased
range and quick cast time is a massive CC AoE.

GOOD AUGMENTS: [Resonance] [Savage Silence] [Resonating Quake]


FRAME: Baruuk

ROLE: Tank and Damage
MOD FOR:

GOOD AUGMENTS:


FRAME: Chroma

ROLE: Tank/Buffer
MOD FOR: Duration/Strength/Health/Armor/Efficiency (Cold allignment)
-Chroma is all about stacking armor on top of his health
(sometimes called EHP, effective hit points). Energy
dependent, but very powerful.
-If you feel generous, [Everlasting Ward] can be used to help
teammates.

ROLE: Credit Hound
MOD FOR: Efficiency/Duration/[Guided Effigy]
-You can use Effigy to double credit pickups in a 10m AOE,
but this is not effected by range or strength mods.
-[Guided Effigy] isn't that important and has sh*tty pathing,
but its sometimes useful.

GOOD AUGMENTS: [Everlasting Ward], [Guided Effigy]


FRAME: Ember

ROLE: Damage
MOD FOR:

GOOD AUGMENTS:


FRAME: Equinox

ROLE: Damage
MOD FOR: Range/Duration/Efficiency
-Maim scales with enemy health (after they are killed), so it
requires no strength. It is VERY powerful...

ROLE: Buff
MOD FOR: Strength/Duration/Augment
-[Peaceful Provocation] in day form is the only buff in game
that gives power strength, so very useful for damage abilities.
-[Peaceful Provocation] in night form slows enemies around
you by a significant amount, which can also be a good form of
CC if needed.

ROLE: Sleep CC
MOD FOR: Range/Efficiency/Duration/Augment
-By spamming Rest (night form) Equinox can put an entire room
of enemies to sleep, allowing for stealth finishers. This is
a potent stealth farming strategy.
-[Calm and Frenzy] isn't needed, but is useful.

GOOD AUGMENTS: [Calm & Frenzy] [Peaceful Provocation]


FRAME: Excalibur

ROLE: Damage
MOD FOR: [Chromatic Blade]/Strength/Efficiency/Duration/Range
-Exaulted Blade scales off of your melee mods, so build
[Berserker Fury] and element damage.
-[Chromatic Blade] works with [Condition Overload] so build a
good element combo for the faction you need and go crazy.
Base element comes from emissive energy color.

ROLE: CC
MOD FOR: Range/Efficiency/Duration/Augment
-Radial blind with [Radiant Finish] makes everything stop
shooting you and take extra melee damage. ez

GOOD AUGMENTS: [Radiant Finish] [Chromatic Blade]


FRAME: Frost

ROLE: Defense
MOD FOR: Efficiency/Range/Strength/Augment
-Use this to spam Snowglobe in order to use the 4 second
invincibility as much as possible. Do not build for more than
~150% Range, because nullifiers pop globes on contact.
[Chilling Globe] is not effected by power strength.

ROLE: CC
MOD FOR: Range/Efficiency/Duration/Augment
-Use for large AOE slowing and freezing by spamming 2 with
[Ice Wave Impendence] and spamming 4 for constant map lockdown.

GOOD AUGMENTS: [Ice Wave Impendence] [Chilling Globe]


FRAME Gara

ROLE: Damage (strength focused)
MOD FOR: Strength/Range/Duration and Efficiency
-When Splinter Storm is on you, an ally, pets, objectives,
etc. and is hit with the explosion from Mass Vitrify it
inherits the damage of Mass Vitrify in its damage ticks. By
casting ulti, rolling outside of ulti, and then breaking with
Shattered Lash you can bank up huge amounts of damage in
Splinter Storms AoE.
-Did I mention that Splinter Storm is also a 90% damage
reduction?
-This strength focused build will get you crazy amounts of
DPS, but is very energy dependent. Use this if you are doing
difficult content or need a sht ton of damage.
-If you fall in a pit or Splinter Storm gets nullified, you
are sh
t out of luck and have to start over.

ROLE: Damage (Duration Focused)
MOD FOR: Duration/Range/Efficiency/[Intensify]
-A damage build that is usable in easy and/or quick missions.
The process for using this is the same as above, but this
build is easier to bootstrap your damage in quick missions.
-The minimum amount of strength needed to get 90% damage
reduction is one fully ranked [Intensify]

GOOD AUGMENTS: none


FRAME: Garuda

ROLE:
MOD FOR:

GOOD AUGMENTS:


FRAME: Gauss

ROLE: Speed and CC
MOD FOR: Range/Efficiency/Augment
-Spam your 1, hit walls. Go fast. Really fast.
-[Mach Crash] is a great way to group enemies up for quick
melee kills, and scales with range.

ROLE: Tank
MOD FOR: Duration/[Adaptation]/[Quick Thinking]/[Hunter Adrenaline]/Neutral Strength
-When at max battery capacity (his passive) and with Kinetic
Plating active, Gauss can get 100% damage reduction against
physical damage, cold damage, heat damage, blast damage,
staggers, and knockdowns. When taking this damage, he also
gains energy that can feed in to [Quick Thinking].
-To keep his battery at 100% or higher keep Redline active.
Redline will prevent battery capacity from decaying below
100% after it is reached for the first time.
-Unfortunately, You still can be hurt by other elements, so
[Adaptation] and [Quick Thinking] will be your only defense
against them. The energy gain from Kinetic Plating and
[Hunter Adrenaline] will feed you a fuck ton of energy.
-While Kinetic Plating is active you also get bonus melee
damage and melee stagger.

GOOD AUGMENTS: [Mach Crash]


FRAME: Grendel

ROLE:
MOD FOR:

GOOD AUGMENTS:


FRAME: Harrow

ROLE: Tank
MOD FOR: Duration/[Rage]/[Quick Thinking]/[Steel Fiber]/[Vitality]/Augment
-If you like micromanaging all four abilities at once this is
the build for you. Your lifesteal and energy regen from your
abilities will add to [Quick Thinking], letting you out-heal
a decent amount of damage.

ROLE: Support
MOD FOR: Range/Duration/Strength/Augment
-A poor mans EV Trin, limited by keeping your teammates
close. That being said, if you have a way to to kill large
amounts of enemies (especially with headshots) then you can
fill up energy very fast.
-Can also be used for cheesing boss fights by casting
Covenant at the right time. Most common use is to prevent
damage from Teralyst energy spikes.
-[Lasting Covenant] is a great way to keep Covenant going for
a long time.
-If you are able to get enemies chained with Condemn before
teammates kill them, then [Tribunal] can be a good way to
support your team. However, this means you have to beat them
to enemies and have your abilities set up beforehand.

GOOD AUGMENTS: [Tribunal] [Lasting Covenant]


FRAME: Hydroid

ROLE: Loot Hound
MOD FOR: Strength/Duration/Augment
-His most useful role. Stand in a corner and spam his
ultimate to get more loot.
-Make sure that when you are casting that you charge the
ability up for the max number of tentacles.
-Most effective when you are hiding in a corner and letting
the enemies bottleneck into tentacles, so range is not as
important.

ROLE: AFK Damage
MOD FOR: Efficiency/Duration/Strength/Augment
-Powerful, but boring as fuck. Puddle can hit crazy damage
and Hydroids rework makes it easy to use.
[Corroding Barrage] lets you strip armor while in the puddle,
so no need for teammates.

GOOD AUGMENTS: [Corroding Barrage] [Pilfering Swarm]


FRAME: Inaros

ROLE: Tank/Self Heal
MOD FOR: Health/Armor/[Adpatation]/Range/Efficiency/Augment
-One of the strongest solo frames. Stack your ulti first and
then spam pocket sand.
-[Negation Swarm] is useful for avoiding radiation and
magnetic status effects.
-How much health and armor you build is up to how lazy you
want to be, an unmodded Inaros is still
tanky as fuck.
-Stacking Arcane Grace and Arcane Guardian means you can afk
in the middle of a room and not die.

GOOD AUGMENTS: [Negation Swarm]


FRAME: Ivara

ROLE: Stealth
MOD FOR: Efficiency/Duration/Range/Augment
-Slower than other frames, but has looting and can use
finishers more easily.
-Use [Infiltrate] if you suck at spy.
-Add some strength here if you need to loot enemies without
being seen, since strength effects drops while invisible.

ROLE: Damage
MOD FOR: Efficiency/Strength/Augment
-Mod Artemis Bow like you would a regular bow, [Vile
Acceleration] is a must-have.
-[Empowered Quiver] gives a significant boost to damage, so
use it as much as you can.
-If you prefer aiming instead of shooting down hallways then
use [Concentrated Arrow]. Multishot still works with this.

GOOD AUGMENTS: [Empowered Quiver] [Infiltrate] [Concentrated Arrow]


FRAME: Khora

ROLE: Damage
MOD FOR: Range/Efficiency/Strength/Duration/Augment
-Might want to rebind 1 to your scroll wheel. The combination
of [Accumulating Whipclaw] and the high range that this build
gives ensnare lets you stack up high damage on Whipclaw. Do
not completely ignore duration.
-Whipclaw is based off of melee mods, so mod your melee for a
crit build that does NOT use [Bloodrush]. For more info check
the wiki for what mods do and do not apply.

ROLE: Loot Hound
MOD FOR: Range/Efficiency/Duration/Augment
-Using [Pilfering Strangledome] you can dismember enemies for
Nekros to Desecrate and also boost loot chance.

GOOD AUGMENTS: [Venari Bodygard] [Accumulating Whipclaw] [Pilfering Strangledome]


FRAME: Limbo

ROLE: CC
MOD FOR: Range/Efficiency/Duration/Casting Speed
-Use Stasis+Cataclysm to lock down an 80m wide AOE.
-Use Rift Surge frequently, it will keep you from getting
oneshot when your ult ends.
-If you like keeping your ult up for longer add [Cataclysmic
Continuum]

ROLE: Defense
MOD FOR: Duration/-Range
-Useful build for isolating the defense point from
everything. Since nullifiers pop Limbo's ultimate on contact,
this build can keep that from happening. Obviously, this
won't protect you or your team so plan accordingly.
-This build is also ideal for rescue targets and defense
operatives by using Banish instead of Cataclysm.

GOOD AUGMENTS: [Cataclysmic Continuum]

FRAME: Lavos

ROLE: Damage
MOD FOR: Range/Strength/[Vitality]/[Augment]/Survivability
-Has some great room clearing potential with how his
abilities work with eachother, but will take some adjusting
to get use to his cooldown rotation.
-Duration only effects status duration, so dont mod for it
but also don't let it go too negative.
-Efficiency is only used for his Drone's cooldown reduction,
so not very impactful.
-[Swift Bite] can speed up his rotations significantly while
you heal up.

GOOD AUGMENTS: [Swift Bite]


FRAME: Loki

ROLE: CC
MOD FOR: Range/Efficiency/Duration/Augment
-Powerful disarm in an AOE, and the augment turns it into a
better form of Nyx's Chaos. Owning will make you part of the
Loki Master Race.
-This also works well for making escort targets in open world
missions go faster, add [Safeguard Switch] for a bit more
safety.

ROLE: Stealth
MOD FOR: Duration/Efficiency/Augment
-Use [Hushed Invisiblity] for godmode invisiblity, but you
could also just put [Hush] on your gun.

ROLE: Fast
MOD FOR: Sprint speed
-He can run fast...

GOOD AUGMENTS: [Hushed Invisibility] [Safeguard Switch] [Irradiating Disarm]


FRAME: Mag

ROLE: Damage
MOD FOR: Range/Strength/-Duration
-Combine Magnetize with an AoE or a weapon projectile weapon
with punch throughto make a death vortex for enemies. After
the duration ends the bubble will implode based on how much
damage is done while it was active.
-Powerful way to lock down choke points if you are okay with
your teammates being pissed at you.

ROLE: CC
MOD FOR: Duration/Augment
-If you are desperate, you can use [Counter Pulse] for a
short CC on enemies. Duration of weapon jam is effected by
power duration, and recasting causes current wave to
disappear.
-There are much better CC frames than Mag...

GOOD AUGMENTS: [Greedy Pull]


FRAME: Mesa

ROLE: Damage
MOD FOR: Strength/Duration/Efficiency
-The lazy man's damage dealer, and also one of the best.
-Peacemaker does need at least a little bit of range so that
you can still actually hit enemies.
-Make sure to keep Shatter Shield gives you up to 95% damage
reduction and shooting gallery for its damage bonus to pistols.
-Mod Peacemakers like any normal crit pistol, including
arcanes.

GOOD AUGMENTS: none


FRAME: Mirage

ROLE: Damage
MOD FOR: Duration/Strength/Efficiency/Augment
-Hall of Mirrors makes you a gunzerker, and [Hall of
Malevolence] is some free damage.

ROLE: CC
MOD FOR: Range/Efficiency
-Your disco ball will blind anything with line of sight to
it, so throw it up in the air and then pop it after a few
seconds. Not very dependable because of the LoS limitation,
but in the right tileset it can be powerful.

ROLE: Buff
MOD FOR: Strength/Duration/Augment
-Strong buff, but only works on certain abilities and in
"sunlight" so its usefulness is limited.

GOOD AUGMENTS: [Total Eclipse] [Hall of Malevolence]


FRAME: Nekros

ROLE: Loot Hound
MOD FOR: Range/Efficiency/[Health Conversion]/Augment
-The go-to loot hound. Will "desecrate" nearby bodies and
give more loot and health orbs. This is why [Health
Conversion]+[Despoil] is so good on Nekros.

ROLE: Nekromancer Tank
MOD FOR: [Health Conversion]/Augment(x2)/[Equilibrium]/Strength/Duration/Efficiency
-This is a bit complicated, but long story short: Cast
zombies, cast Desecrate, and pick up health orbs. The
combination of [Shield of Shadows] and [Health Conversion]
lets you get damage reduction in the 90%s. [Despoil] lets you
always have full [Health Conversion] stacks

ROLE: CC
MOD FOR: Range/Strength/Efficiency/Duration
-[Creeping Terrify] Can be either a panic button or a AOE CC.
Niche but sometimes useful.

GOOD AUGMENTS: [Despoil] [Creeping Terrify] [Shield of Shadows]


FRAME: Nezha

ROLE: Debuffer
MOD FOR: Strength/Efficiency/Duration
-This takes advantage of Blazing Chakram's debuff, which is a
damage buff against enemies hit that is equal to your power
strength.
-Has synergy with the interaction between Blazing Chakram and
Divine Spears, if you choose to add a bit of range to make the
spears actually hit.

ROLE: Support
MOD FOR: Strength/Efficiency/Armor/Augment
-[Safeguard] blocks status effects and a decent amount of
damage, so it has its uses in mildly difficult content on
escort targets.
-[Health Conversion] can be used to add a significant amount of
health to Warding Halo if you are able to proc it reliably,
but this is harder now that self damage can't be dealt.

ROLE: Damage
MOD FOR: Range/Strength/Efficiency
-Use this for Divine Spears spamming, or personalize it for a general use build.
-Build -Slide Friction to go super fast.

GOOD AUGMENTS: [Safeguard]


FRAME: Nidus

ROLE: Tank/Damage
MOD FOR: Range/Strength/Health/Hunter Munitions/Efficiency
-Another strong solo frame. Cast 3, then 1 until you have 100 passive stacks.
-[Insatiable] is useful if youre in a hurry to build stacks and
dont mind staying inside your ult.

ROLE: CC
MOD FOR: Range/Efficiency
-Larva can be used to group enemies together for easy killing. Is not a replacement for Vauban, but is useful for leveling weapons.

GOOD AUGMENTS: [Teeming Virulence] [Insatiable]


FRAME: Nova

ROLE: "Slowva" CC
MOD FOR: Duration/145% Strength/Efficiency/Augment
-Molecular Prime will slow enemies when building for
strength. Make sure to wait till the duration is over before
recasting.
-[Molecular Fission] is good for keeping your 90% damage
reduction up since Null Star is constantly wasting itself.

ROLE: "Speedva" Utility
MOD FOR: Duration/40% Strength (Overextended)/Efficiency
-Molecular Prime will speed up enemies when building for
negative strength. This can only be done by using
[Overextended] and no strength mods. This is used to speed up
farming.
-Its not required, but [Power Donation] does stack with
[Overextended] to make enemies even faster. Use at your own
risk.

GOOD AUGMENTS: [Molecular Fission] [Escape Velocity]


FRAME: Nyx

ROLE: CC
MOD FOR: Range/Efficiency/Augment
-Chaos works in a large AOE, and is cheap and spammable.
-[Chaos Sphere] means more enemies effected by Chaos, easy
choice.

ROLE: Tank
MOD FOR: Efficiency/Duration/Augment
-The "Terminator Build" using [Assimilate]. Basically
invincible while you have energy, but limits you to a slow
walk. Use melee combos with movement for closing gaps.

GOOD AUGMENTS: [Mind Freak] [Chaos Sphere] [Assimilate]


FRAME: Oberon

ROLE: Support
MOD FOR: Range/Efficiency/Duration/Augment
-Renewal is a decent AoE heal and buff that can be
strengthened by standing in Hallowed Ground.
-Use [Phoenix Renewal] to save teammates from death once every
90 seconds.
-This build also works well for spamming Reckoning for the
blind debuf, although without strength the armor strip and
damage will be low.

GOOD AUGMENTS: [Phoenix Renewal]


FRAME: Octavia

ROLE: Stealth
MOD FOR: Duration/Efficiency/Strength
-Indefinite stealth with no movement penalty. Use a song with
48 notes per bar, and all three groups at minimum volume for
best results. This will let you spam your hold-crouch key to
get the buff.

ROLE: Damage
MOD FOR: Range/Duration/Strength
-Mallet scales with enemy damage, so a large radius means a
huge AOE of infinitely scaling damage. For best results do
not use Resonator, it keeps enemies from pumping damage into
Mallet.
-[Partitioned Mallet] will let you cover choke points better
at the cost of some damage, since enemy aggro will be divided
between the two.
-Be sure to always have Amp active and in range of your Mallets
to double their range.

ROLE: Buffer
MOD FOR: Strength/Duration/Range
-If you need to boost weapon damage then you can use Amp (at
max "sound" level) and stand inside it.

GOOD AUGMENTS: [Partitioned Mallet]


FRAME: Protea

ROLE: Damage
MOD FOR: Range/Duration/Strength
-Both Grenade Fan and Blaze Artillery are good ways to stand
around doing nothing while things die.
-By subsuming Larva on to Protea Blaze Artillery can build
stacks (damage) much faster.
-Make sure to always use Protea's passive on your Dispensary

ROLE: Support
MOD FOR: Strength/Duration
-If you don't care about killing anything then you can throw
this on and give the entire team shield boosters and lots of
energy from Dispenser. This energy is especially useful in
Railjack.
-Dispensary drops ammo for Archgun's that you have deployed,
which means you can use them forever.

GOOD AUGMENTS: [Repair Dispensary]


FRAME: Revenant

ROLE: Damage
MOD FOR: Efficiency/Strength/Duration
-Revenant's best use is keeping his Mesmer Skin active and
using Dance Macabre for some decent damage and surviviability.
-Micromanaging your thrall isn't worth it in most cases because
they die to your or your teammates damage.

GOOD AUGMENTS: [Blinding Reave]


FRAME: Rhino

ROLE: Tank
MOD FOR: Efficiency/Strength/Armor/Augment (x2)
-The best way to use Iron Skin, but the build only matters
once you're fighting lvl 60+. Both augments are needed
because you have to be able to cast a new Iron Skin when your
old one is close to dead. Hit enemies with [Ironclad Charge]
to get a bunch more armor, which adds to Iron Skin health.

ROLE: CC
MOD FOR: Range/Duration/Efficiency
-Simple, just stomp on the ground. Jump, jump, jump, move it
all around.
-[Piercing Roar] fits in to this build since your range will
actually let you hit enemies with Roar.

ROLE: Buff
MOD FOR: Strength/Duration/Range
-Roar will give 3.2 damage multiplier if you have 349% power
strength. Fun.
-[Piercing Roar] allows for recasting at the cost of a mod
slot, but might be worth it if your teammates don't group up.

GOOD AUGMENTS: [Ironclad Charge] [Iron Shrapnel] [Piercing Roar]


FRAME: Saryn

ROLE: Damage
MOD FOR: Strength/Range/Duration
-Saryn 3.0 doesn't have very many changes from 2.0. The
important difference is that Spores is now single cast that
spreads by killing enemies. This makes them easier to use
and/or lets their damage build up over time.
-Since Spores and Toxic Lash are single casts, you can get
away with ~60% efficiency. How much efficiency you build will
be up to your own preference.

GOOD AUGMENTS: none


FRAME: Sevagoth

ROLE: Damage
MOD FOR:

GOOD AUGMENTS: None


FRAME: Titania

ROLE: Damage
MOD FOR: Strength/Duration/Efficiency/Augment
-[Razorwing Blitz] can pull off some crazy DPS if maintained,
but good luck moving through tilesets with that speed.
-Razorwing weapons use pistol/melee mods, so make sure to
have them equipped and properly modded

ROLE: Utility
MOD FOR: Range/Duration/Strength/Efficiency
-Decent for spamming buffs and CC, but not that impactful.
Use this as a general, all-rounder build.

GOOD AUGMENTS: [Razorwing Blitz]


FRAME: Trinity

ROLE: Support (EV)
MOD FOR: Range/12% Duration/Strength/Augment
-Required in many team comps. 12% duration is important,
because it makes the 4 waves of energy tick faster. Augment
will give overshields after energy is full.
-EV's damage scales off of enemy health, so it can be used to
slowly chunk away lvl 9999 enemies. Synergizes with Maim
Equinox.

ROLE: Support (Bless)
MOD FOR: Duration/150% Strength/Efficiency
-Only needs 150% strength to give 75% damage reduction. Range
is not important, because it is fixed at affinity sharing
range. You can see who is in range by pressing "z" (default)
and looking for the 3 dotted icon.
-[Champion's Blessing] is a long lasting buff that can be
stacked over several casts. If you want to shoot harder then
go for it.

GOOD AUGMENTS: [Vampire Leech] [Champion's Blessing]


FRAME: Valkyr

ROLE: Tank
MOD FOR: Duration/Efficiency/Strength/Range
-Stay in Hysteria and keep [Eternal War] going for as long as
possible. Use Paralysis for cheap and fast CC.
-Energy regen is impossible while Hysteria is active, but
Zenurik and Arcane Enegerize still have effect. If you insist
on staying in Hysteria forever then get both of these maxed.
-[Hysterical Assault] is optional, but fun.

GOOD AUGMENTS: [Eternal War] [Hysterical Assault]


FRAME: Vauban

ROLE: CC
MOD FOR: Range/Duration/Efficiency/Augment
-This works for Bastille, Vortex, and Flechette Orbs. [Repelling
Bastille] is a core mod so that you dont have to build strength
and keep vortexes up forever. Note that an enemy can only be
"repelled" every four seconds, but most of that four seconds is
spent recovering from being ragdolled.

GOOD AUGMENTS: [Repelling Bastille]


FRAME: Volt

ROLE: Utility
MOD FOR: Strength/Duration/Efficiency/Sprint Speed
-FAST
-Speed is based on your sprint speed, so stacking it makes you go
even faster. Cast it near allies to give them the speed buff as
well.
-The bonus damage from shields is NOT effected by strength, but high
duration is still good for them.

ROLE: CC
MOD FOR: Range/Duration/Efficiency
-Discharge built for high range will chain to everything in sight,
so it is pretty good for locking down large areas.
-[Capacitance] is a very strong support mod because of
shieldgating and fits in to the CC build easily.

ROLE: Damage
MOD FOR: Range/Strength/Duration/Efficiency
-Unfortunately, Discharge builds need all three stats to be a good
nuke. The more enemies that are in Discharges range the more
damage it does, the larger the range the more enemies, and the
longer duration the more damage is dealt.
-[Capacitance] can also be used on this build, but it is much
harder to fit because of all the other things needed.

GOOD AUGMENTS: [Capacitance]


FRAME: Wisp

ROLE: Buffer
MOD FOR: Strength/Duration/[Adaptation]/Augment
-Wisps buffs are as nice as her ass. There really isn't more to say than that
-[Fused Reservoir]

ROLE: CC
MOD FOR: Duration/Range/Strength/[Adaptation]/Augment
-Still buffs, but instead focusing making the arc mote zap things
from farther away. Good for completely shutting down infested.

GOOD AUGMENTS: [Fused Reservoir]


FRAME: Wukong

ROLE: Flying
MOD FOR: Strength/Duration/Efficiency
-He can straight up fly and is really fast while he does it.
-If you are feeling generous you can use [Enveloping Cloud]
for your teammates.
-This is also great for Celestial Twin, since giving a Nukor to
a perfect aim AI is great.

ROLE: Damage
MOD FOR: Strength/Efficiency/Neutral Duration
-Not the best exaulted weapon, but it will kill stuff.

GOOD AUGMENTS: [Enveloping Cloud]


FRAME: Xaku

ROLE: Damage
MOD FOR: Range/Strength
-In order for Lohk's Grasp

GOOD AUGMENTS:


FRAME: Yareli

ROLE:
MOD FOR:

GOOD AUGMENTS:


FRAME: Zephyr

ROLE: Tank
MOD FOR: Strength/Duration/Efficiency/Augment
-Niche, but powerful. Makes it so you cannot be hit by ranged attacks, and makes you run as fast (if not faster) than Volt.

GOOD AUGMENTS: [Jet Stream]


================
= 6. CHANGELOG =
================
-3/30/17: created
-4/1/17: added more information to builds, added Channeled Abilities note
-4/2/17: added useful links, updated Limbo
-4/19/17: updated Limbo entry
-4/30/17: updated Oberon entry
-6/9/17: added Chroma and Excalibur augments, updated wording of some builds
-7/7/17: added Harrow, updated a few descriptions
-7/31/17: added Abilities section, small formatting changes
-8/21/17: updated Hydroid after his buff
-10/16/17: added Gara
-2/9/18: updated Ash, Atlas, Chroma, Ember, Mag and Zephyr
-4/12/18: added Ivara's new augment mod
-5/1/18: updated Trinity with Linkbomb now that it has become more meta and not worth hiding anymore. Added Khora.
-5/19/18: updated Saryn
-6/2/18: updated Khora
-6/28/18: added Nidus, Ivara, and Octavia augments. Removed Linkbomb Trin, rest in peace.
-8/26/18: added Revenant
-9/7/18: added Khora and Wukong augments
-5/7/19: added umbral mods note and todo list, improved volt's builds, updated Ivara's augments, updated Limbo's builds
-5/8/19: updated Ember, updated Gara, updated misc. augments that didn't change much.
-1/5/22: removed useful links because apparently pastebin calls that "questionable", small formatting changes, mentioned prime mods, removed covert lethality section, removed tierfag section, added new frame since 2019, updated most frames

Edit Report
Pub: 30 Jul 2024 04:23 UTC
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