Melee Combo

Melee Combo is a power source that grows as the Tenno strikes or blocks with melee weapons, multiplying the damage of certain attacks. Heavy attacks consume the melee combo gauge, called the combo counter, for a burst of damage (from 1x to 12x). Certain Warframe abilities also benefit from melee combo, and they do not consume combo points, but they receive 1/4 of the added damage. Normal melee attacks are not affected by the combo multiplier, though combo scaling effects and mods can apply to all melee attacks. An inactive melee combo resets to zero after 5 seconds.
Different attacks award varying amounts of combo points, depending on their strength and number of hits. The combo reset period is affected by combo duration, and combo consumption from heavy attacks is affected by Heavy Attack Efficiency.
==Combo Gain==
Attacking or blocking grants combo points dependent on different values and bonuses.
===Stance Attacks===
Stance attacks (that is, most melee attacks) add combo points, scaling with the attack's stance damage multiplier (100% stance damage multiplier = 1 point). For example, an attack with a 300% damage multiplier, adds 3 combo points per hit. Only successful strikes against an enemy will award combo points. 
Some exceptions to these values exist, such as the last attack of 's Dancing Hunter combo or the first hit of 's Cutting Arches.
=== Blocking ===
Each blocked enemy attack adds 1 combo point, including each individual projectile.
===Other Attacks===
*Stealth and finisher attacks add varying amounts of points to the combo counter.
*Melee hits against destructible objects, like Storage Containers, do not add to the combo counter.
* The generates 2 combo points for each pellet that lands on an enemy, up to a maximum of 28 combo points spread across 14 pellets.
===Additional Combo Count Chance===
Certain mods supply additional combo count chance (ACCC), awarding an extra combo point either on hit, on block, or under other specific circumstances. ACCC starts at +0% and benefits additively from the following mods and effects.
EnduringStrikeMod.png|link=Enduring Strike|
GuardianDerisionMod.png|link=Guardian Derision|
QuickeningMod.png|link=Quickening|
RelentlessCombinationMod.png|link=Relentless Combination|
TruePunishmentMod.png|link=True Punishment|
ExodiaTriumph.png|link=Exodia Triumph|
ExodiaValor.png|link=Exodia Valor|
===Pet Mods===
Beast type pets can now give you +6 combo when they attack, this can help you gain combo or help prevent your combo counter from decaying.
File:TandemBondMod.png|
*'s adds +100% additional combo count chance to all sources for up to 20 seconds.
==Combo Multiplier==
The Bonus Damage Multiplier starts at 2.0x after 20 consecutive hits. The multiplier is increased by 1.0x every consecutive 20 hits until 220 consecutive hits have been made, at which point the bonus damage multiplier will cap at 12.0x. Heavy Attacks receive the full damage multiplier, while affected #Warframe Abilities receive 1/4 of the multiplier.
Combo Counter Bonus Tier	Heavy Attack Multiplier	Base Damage Multiplier (Certain Warframe abilities)	Minimum ConsecutiveHits Required
2 	2.0x 	1.25x 	20
3 	3.0x 	1.5x 	40
4 	4.0x 	1.75x 	60
5 	5.0x 	2.0x 	80
6 	6.0x 	2.25x 	100
7 	7.0x 	2.5x 	120
8 	8.0x 	2.75x 	140
9 	9.0x 	3.0x 	160
10 	10.0x 	3.25x 	180
11 	11.0x 	3.5x 	200
12 	12.0x 	3.75x 	220
13(only with ) 	13.0x 	4.0x 	240
 has a passive ability that allows it to reach 240 consecutive hits for a 13.0x multiplier.</br>
 has a passive ability that reduces required consecutive hits down to 110 at the cost of lowering max multiplier to 11.0x
==Combo Duration==
Combo Duration extends the combo timer from its default of 5 seconds, increasing the time a combo takes to reset. Visually, the combo timer is represented by a grey horizontal bar below the combo counter. 
Riven Mods can include positive or negative combo duration. (See: Riven Mods#Attributes for values.) A zero or negative combo duration prevents increasing the combo counter. 
Melee Combo duration cannot be reduced to below 0.1 seconds. 
BodyCountMod.png|link=Body Count|
DriftingContactMod.png|link=Drifting Contact|
GladiatorRushMod.png|link=Gladiator Rush|
SwiftMomentumMod.png|link=Swift Momentum|
MeleeGuidanceMod.png|link=Melee Guidance|
RisingStormMod.png|link=Rising Storm|
AmalgamFuraxBodyCountMod.png|link=Amalgam Furax Body Count|
ComboKillerMod.png|link=Combo Killer|
FocusPowerSpike.png|link=Power Spike|
PrimaryDexterity.png|link=Primary Dexterity|
SecondaryDexterity.png|link=Secondary Dexterity|
Rauta.png|link=Rauta|</br>(only in 's hands)
===Combo Decay===
With the passive from the focus school, the combo counter decays by 20 / 15 / 10 / 5 every reset instead of depleting completely. Whenever the counter goes below a multiplier threshold, it decreases the multiplier to the new value. At max rank without combo counter duration mods, it takes 220 seconds, or 44 reset ticks, to fully deplete. Combo duration mods greatly increase this time, as they apply to every reset tick. Replenishing the counter works the same as without the passive.
===Exceptions===
* has infinite combo duration.
* and pause their combo timer while holstered.
* with installed can pause their combo timer while holstered with Evolution III, Perk 1: Standoff.
* with installed can pause their combo timer while holstered with Evolution III, Perk 2: Abiding Hold.
*// with installed can pause their combo timer while holstered with Evolution III, Perk 3: Standoff.
*/ with installed can pause their combo timer while holstered with Evolution III, Perk 2: Standoff.
*Triggering pistol kill resets timer.
== Warframe Abilities==
Certain melee-oriented Warframe abilities benefit from and contribute to the melee combo counter. These abilities include the following:
* 's 
* 's 
* 's 
* 's (benefits from, but does not contribute to combo count)
* 's 
* 's and (contributes to, but does not benefit from combo count)
* 
* 
===Exalted Weapon===
Exalted Melee Weapons like 's have their own independent melee combo, governed by its own combo count, multiplier, and expiration. Striking with an exalted melee weapon raises its own exalted combo counter and not the main combo — and vice-versa. A holstered weapon's combo timer expires at the normal rate.
==Heavy Attack Efficiency==
Heavy Attack Efficiency (previously known as "Combo Efficiency") reduces the cost of heavy attacks to below 100% combo points. For example, 40% heavy attack efficiency will change the amount spent to 60% combo points. This effect stacks additively and is capped at 90%; with both and , 10% of the combo counter will still be consumed with a heavy attack. 
Kullervo's passive provides 75% Heavy Attack Efficiency to melee weapons he wields. 
Riven Mods can include heavy attack efficiency. (See: Riven Mods#Attributes for values.)
FocusEnergyMod.png|link=Focus Energy|
FocusRadonMod.png|link=Focus Radon|
ReflexCoilMod.png|link=Reflex Coil|
Lycath'sHuntIcon.png|link=Lycath's Hunt| (hold)
GalvanizedReflexMod.png|link=Galvanized Reflex|
==Initial Combo ==
Initial Combo grants a minimum value of combo points when idle or after a combo reset. Heavy attacks spend initial combo, which regenerates at a rate of 40 combo points per second. 
Riven Mods can include positive initial combo, but not negative initial combo. (See: Riven Mods#Attributes for values.) Certain weapons also innately provide initial combo: the , , and give 20, 20, and 30 initial combo, respectively.
File:CorruptChargeMod.png|
CovertLethalityMod.png|link=Covert Lethality|
ReadySteelMod.png|link=Ready Steel|
File:MeleeCrescendo.png|
GalvanizedReflexMod.png|link=Galvanized Reflex|
==Combo Scaling Effects==
BloodRushMod.png|link=Blood Rush|
WeepingWoundsMod.png|link=Weeping Wounds|
GladiatorAegisMod.png|link=Gladiator Aegis| set bonus
GladiatorRushMod.png|link=Gladiator Rush| set bonus
GladiatorMightMod.png|link=Gladiator Might| set bonus
GladiatorResolveMod.png|link=Gladiator Resolve| set bonus
GladiatorFinesseMod.png|link=Gladiator Finesse| set bonus
GladiatorViceMod.png|link=Gladiator Vice| set bonus
JugulusBarbsMod.png|link=Jugulus Barbs| set bonus
JugulusCarapaceMod.png|link=Jugulus Carapace| set bonus
JugulusSpinesMod.png|link=Jugulus Spines| set bonus
Lifted_b.png|link=Lifted| status effect's duration
== Tips==
*Tenno can reset their combo duration with no enemies nearby, by using a heavy attack paired with heavy attack efficiency (some points will still be spent), because the combo duration timer resets on heavy attack regardless of whether enemies are struck.
==See Also==
*Melee
Category:Mechanics
Category:Update 13
fr:Combo de Mêlée