Operator/Gameplay

== Focus ==
Focus (Version 3.0) refers to the Tenno's powers as guided by the principles of the five Focus Schools, as well as their associated special abilities. Players unlock their first Focus abilities after completing The Second Dream quest (starting with two passive abilities per school), and gain access to all remaining abilities after The War Within and Saya's Vigil with assistance from The Quills. Some abilities benefit the Operator or Warframe exclusively, while others can benefit both entities.
==Combat==
===Transcendence (The Second Dream)===
Upon completing The Second Dream, players can summon their Operator in a burst attack known as Transcendence (default: ). The summon lasts for 10 seconds, during which the Operator fires a powerful Void Beam while also activating any Warframe passive abilities related to Focus. Both the Operator and Warframe are invulnerable during Transcendence. Once Transcendence ends, the Operator disappears and control is returned to the Warframe.
Activating Transcendence consumes the Focus Gauge which charges over time and fully fills after 3 minutes.
The Void Beam used during Transcendence oddly cannot damage Vomvalysts in their spectral forms, nor open Secret Labs triggerable through Transference.
===Transference (The War Within)===
Completing The War Within will replace Transcendence with Transference. Unlike Transcendence, Transference requires no resources and has no cooldown. Any Focus passives will immediately take effect at the start of the mission, even if Transference isn't used at all.
Transference allows for direct control of the Operator and to change control between Operator and Warframe. Operators are less physically agile than Warframes but they gain access to the teleportative Void Sling, the defensive Void Mode, and Focus school abilities.
While controlling the Operator, the Warframe becomes invulnerable to damage. However, if the Warframe has an ability active, it will instead have a 90% Damage Reduction instead of being invulnerable. Once the ability ends, invulnerability is restored. See the table below for a complete list. Conversely, the Operator is invulnerable while controlling the Warframe. Ending Transference teleports the Warframe to the Operator's last location, preserving the player's position. Entering and exiting Transference has no cost, is instant, and has no cooldown. Transference cannot switch forms while stunned.
Most Warframes are vulnerable during their ability casting animations (or decasting animations if applicable) if forcibly transferred by effects such as by Kuva Trokars while performing them. This vulnerability only last as long as the casting animation; exceptions where vulnerability persists will be noted in the table.
Warframe	Ability	Notes
 	 	
 	 	
*Vulnerable until clones finish attacking
 	 	
*Vulnerable while combo window is active
 	 	
*Vulnerable until Bulwark is destroyed
 	 	
*Vulnerable for duration of ability or until Rumblers die.
 	 	
*Vulnerable for duration of ability, even if there are no targets in range.
 	 	
 	 	
 	 	
*Vulnerable for the duration of the initial AoE.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Vulnerable until scythes despawn.
 	 	
*Vulnerable while in non-spectral form.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Vulnerable until Ice Wave reaches its max range.
 	 	
*Vulnerable until ability ends or mirrors are destroyed.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Only while arrow is in flight
 	 	
 	 	
 	 	
 	 	
 	 	
*Only vulnerable if transference is forced during the casting animation. Will remain vulnerable until transferring back.
 	 	
 	 	
 	 	
*Only vulnerable if transference is forced during the casting animation. Will remain vulnerable until ability ends.
 	 	
 	 	
*Vulnerable until probes reach their max range.
 	 	
 	 	
 	 	
*Vulnerable until decoy dies.
 	 	
 	 	
*Only vulnerable if transference is forced during the casting animation. Will remain vulnerable until transferring back.
 	 	
*Only vulnerable during the release animation of the protective version.
 	 	
*Vulnerable until wave dissipates.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Only vulnerable until Chakram returns.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Vulnerable until ability ends or all debuffed enemies are killed.
 	 	
*Only vulnerable if is used.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Vulnerable until movement speed buff ends.
 	 	
 	 	
*Vulnerable until Shadow dissipates. Shadows created by do not count.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
*Only vulnerable if are not the active weapon before transference.
 	 	
*Only vulnerable during the initial expansion.
 	 	
 	 	
 	 	
 	 	
 	 	
*Only vulnerable during the initial expansion.
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
 	 	
Helminth	 	
Helminth	 	
Helminth	 	
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Helminth	 	
== Stats ==
Operators have 100 base health, 75 base armor, and 350 base shields. These statistics can be augmented through Focus school abilities and Arcane Enhancements. Losing all health does not subject an Operator to Bleedout but instead removes the Operator from the field, resumes Warframe control from the Warframe's last location, depletes all Warframe shields (which also does not kick in shieldgating) and inflicts Transference Static. A Warframe suffering from Transference Static has reduced maximum health, stacking up to 4x.
Warframe Transference Static
1 Stack 	80% health
2 Stacks	50% health
3 Stacks	20% health
4 Stacks	0% health (instant Bleedout)
*Dropping to 30 Warframe health while controlling an Operator (through special damage vulnerabilities) also inflicts Transference Static.
*Transference Static can be prevented with or 's .
*A Warframe can enter Transference regardless of Transference Static as long as they are conscious.
Operators have 100 base energy, which regenerates at an accelerating rate of 5 energy per second squared, which is used to fire Void Beam and activate certain Focus abilities. Operator energy is independent of the Warframe. Energy Orbs, energy restoration items, and Warframe abilities can also restore Operator energy.
The powers available to the Operator are as follows:
*Void BeamCommand: Primary Fire (default )The Operator's default power, the Void Beam is a continuous energy beam fired from their right hand that extends up to 20 meters, which deals roughly 2,000 damage per second to the target with a 1-meter radius of its impact point, with a 1.5x multiplier on critical hits. Despite its sound, the Void Beam is considered silent and will not alert enemies, however Void Mode will be deactivated while firing. The beam is able to remove Sentient adaptive damage resistance.
*Warframe Melee TransferCommand: Quick Melee (default )Meleeing or performing a Finisher as the Operator will instantly perform Transference into the Warframe, who will immediately attack with a melee weapon if one is equipped.
*Void SlingCost: 25 energyCommand: Double Jump (default in midair); Bullet Jump (default while in Void Mode (default ))Void Sling is a mobility power that launches the Operator towards the direction of the reticule, which will damage and knockback any targets in range. Can be charged by holding the button to increase the distance traveled, from a minimum of 12 meters to a maximum of 32 meters, and will automatically travel after fully charging. Each enemy hit with Void Sling will restore 10 Void energy to the Operator. It can be used to bypass Corpus Laser Barriers and Grineer Sensor Bars without suffering and status effects (Spy vault alarms will still go off, however). Void Sling can also disarm Kuva Guardians of their .
*Void ModeCost: 5 energy/secondCommand: Crouch (default )Void Mode turns the Operator incorporeal and thus invisible to enemies and various sensors (but not Corpus laser barriers or Grineer sensor bars), while also protecting them from any incoming damage, including fall damage and Status Effects.
===The Quills, Amps, and Arcanes===
After completing Saya's Vigil and The War Within, the Operator can initiate into a Syndicate called The Quills, who can grant the Operator various permanent upgrades. The Quills are located at the northeast most part of Cetus, through a stone door that can only be entered by the Operator using Transference to leave their Warframe behind. The Quills also have a presence in Fortuna, in association with Vox Solaris, which likewise players can initiate into after completing The War Within and the Vox Solaris quest.
The Quills' Representative in Cetus will provide the Operator their first Amp, , a specialized weapon to enhance their Void Beam while also creating a separate "ammo" gauge for them, allowing them to execute this ability without exhausting their other powers. It can be improved even further by gilding it and enhancing it with Virtuos Arcanes, both of which are provided by The Quills and Vox Solaris. Further Amps can also be constructed later by assembling different parts from the same syndicates.
The Operator's base health of 100 is also increased to 350 and other attributes such as armor or sprint can be enhanced with Magus Arcanes which can be acquired from The Quills and Vox Solaris as well. Additionally, the Operator is now able to perform a slide maneuver to help them dodge incoming attacks (default: while running), although they cannot slide while in Void Mode.
All Focus abilities become available to unlock upon initiating into The Quills.
===Umbra===
During the penultimate mission of The Sacrifice quest, is rewarded. Unlike other Warframes, Umbra possesses sentience, allowing him to fight on his own (in a similar manner to a Specter) when not piloted by the Operator. However, Umbra can be harmed and takes full damage from any source, and will stop moving altogether if he loses all his health.
===Necramech===
Necramechs are Orokin combat platforms used in The Old War, now scattered across Cambion Drift, Deimos. Some of these drones can be found in wreckages but still barely functional, indicated by a blue swirling aura, which the Operator can take control of via Transference during the Fass cycle.
After completing Heart of Deimos and The War Within, the Operator can initiate into the Necraloid Syndicate and build their own Necramech, being able to deploy it in Landscape, Empyrean and Conjunction Survival missions.
==Effective Health==
===Health Calculation===
Operators have a base Health of 100, permanently increased to 350 after initiation to The Quills, which can be further increased with and with Focus school's . The formula to calculate operator health is:
For example, with a maxed , if combined with the school's rank 3 or rank 4 ability +200% bonus results in:
 
The following table shows combinations of and at max rank.
Operator Health with Arcane(s) and Focus Abilities
 	 	Total Health
❌ 	❌ 	350
✔️	❌ 	950
❌ 	✔️	1050
✔️	✔️	1650
====Health Regeneration====
 Focus school's also provides passive Operator Health Regeneration. At max rank the values are +6 HP/s as the Operator and +12 HP/s to the Operator while controlling the Warframe.
===Armor Calculation===
Operators have a base Armor of 75 which can be increased with and with Focus school's and . The formula to calculate Operator armor is:
For example, with a maxed combined with max rank bonus of +200 armor and +200% armor the total results to:
 
Resulting in a Damage Reduction of ~70.73%.
The following table shows different combinations of Arcanes and Focus Abilities which affect armor and also the resulting Damage Reduction. All Arcanes and Focus Abilities are considered max rank for table simplicity.
Operator Armor with Arcane(s) and Focus Abilities
 	 	 	Armor	Damage Reduction
❌ 	❌ 	❌ 	75 	20%
❌ 	✔️	❌ 	225 	42.86%
❌ 	❌ 	✔️	275 	47.82%
✔️	❌ 	❌ 	375 	55.56%
❌ 	✔️	✔️	425 	58.62%
✔️	✔️	❌ 	525 	63.64%
✔️	❌ 	✔️	575 	65.71%
✔️	✔️	✔️	725 	70.73%
===Shields===
Operators have a base shield of 350, and like Warframes are in possession of Shield Gating. There is currently no Arcane or Focus ability that increases this value.
===Effective Health Calculation===
The following table shows different combinations of Arcanes and Focus Abilities which affect Health and Armor and the resulting Effective Health. All Arcanes and Focus Abilities are considered max rank for table simplicity.
 	 	(can be unbounded)	(must have active)	Health	Armor	eHP
❌ 	❌ 	❌ 	❌ 	350 	75 	
✔️	❌ 	❌ 	❌ 	950 	75 	
❌ 	✔️	❌ 	❌ 	350 	375 	
❌ 	❌ 	✔️ 	❌ 	1050 	225 	
❌ 	❌ 	❌ 	✔️ 	350 	275 	
✔️	✔️	❌ 	❌ 	950 	375 	
❌ 	✔️	✔️ 	❌ 	1050 	525 	
❌ 	❌ 	✔️ 	✔️ 	1050 	425 	
✔️	❌ 	✔️ 	❌ 	1650 	225 	
✔️	❌ 	❌ 	✔️ 	950 	275 	
❌ 	✔️	❌ 	✔️ 	350 	575 	
✔️	✔️	✔️ 	❌ 	1650 	525 	
✔️	✔️	❌ 	✔️ 	950 	575 	
✔️	❌ 	✔️ 	✔️ 	1650 	425 	
❌ 	✔️	✔️ 	✔️ 	1050 	725 	
✔️	✔️	✔️ 	✔️ 	1650 	725