Disruption

For the Status Effect, see Disrupt.
Disruption is an Endless Mission type introduced in , tasking the Tenno with recovering items from conduits, asset security systems which Alad V has marketed and sold across the system. Similar to Mobile Defense, the squad must fight high-ranking enemies to loot a conduit key and activate a terminal, then defend it from a Demo unit that tries to destroy that terminal.
The Disruption Node on Ganymede, Jupiter is only accessible after completing the Natah quest. The node on Apollo, Lua is only accessible after completing The War Within quest. The node on Armatus, Deimos requires The Deadlock Protocol and Whispers in the Walls quests.
==Mechanics==
At the start of the mission, there is a single terminal. Hacking this terminal will begin the objective as endless waves of enemies begin to spawn.
In each round, four Conduits colored yellow, white, blue, and cyan appear around the map, requiring keys to activate which are dropped by heavy (often Eximus) units, as well as special enemy units unique to some mission nodes: Amalgams at Ganymede on Jupiter and Gruzzlings at Armatus in Deimos.
Activating a Conduit with a corresponding key will:
* provide a random Conduit Effect, usually a debuff but rarely (one Conduit per round) a buff.
* spawn a Demo unit that runs from its spawn (several tiles away) towards the Conduit,
* start a 2:00 minute timer during which the Demo must not reach the Conduit
The Demo unit (called Demolyst at Ganymede, and Demolisher everywhere else) is a significantly more durable heavy unit that periodically beeps. It must be stopped from reaching the Conduit until the timer runs out, usually done by killing it.
If the unit reaches the Conduit within the time limit, it will begin to channel and self-destruct, destroying itself and the Conduit.
When the Demo unit is spawned, a red enemy marker will periodically briefly appear signifying the direction the Demo is coming from. The closer you are to it, the less the marker will fade out. When the Demo is within line of sight, the marker will remain permanently and will gain a precise distance value.
In each round, one random Conduit will apply a buff while the other three Conduits will all apply debuffs. If the Conduit applies a debuff and is destroyed, the debuff will persist until the current round ends. Likewise, if the Conduit applies a buff and it's successfully defended, the buff will persist until the current round ends.
There is a mission objective timer that forces players to complete the objectives. If 15 minutes pass without a Conduit being activated, the players are given 3 minutes to do the next objective, or fail the mission. The 3-minute fail timer is then constantly active for the rest of the mission. This can pose a problem for certain types of farming, like collecting Syndicate medals on Disruption nodes.
Once all four Conduits have been interacted with, and at least one has been successfully defended, players will receive rewards, and the mission will continue for another round after a 20-second delay. An extraction point will appear giving players the option to extract individually; any player entering the extraction zone will trigger a 1 minute countdown timer, at the end of which all players in the extraction zone will be extracted while remaining players continue playing and can extract later any time they choose.
===Conduit Failsafe===
Sometimes Conduit Failsafes may be found throughout the map, which can be used on an active Conduit to negate the effects of all Conduits for the remainder of the round.
===Conduit Effects===
*Note that Conduit effects in a Disruption node will change if another faction occupies it.
*Note that effects which benefit Tenno are marked with "BOOST" at the start of their description.
*Note that Conduit effects that drain shields, health, and energy scale with round.
Name 	Target 	Location 	Description
Enemy Speed Enhancement 	Enemy 	All 	Enemies gain increased movement speed.
Enemy Damage Boost 	Enemy 	All 	Increases enemy damage by 50%.
Enemy Armor Boost 	Enemy (Grineer) 	All 	Increases armor of enemy units
Enemy Shield Boost 	Enemy (Corpus) 	All 	Increases shields of enemy units.
Enemy /// Weapons 	Enemy 	All 	Converts enemy attacks to the specified element.
Enemy Ability Resistance 	Enemy 	All 	Enemies gain resistance to Warframe abilities, similar to Bosses.
Enemy Damage Resistance 	Enemy 	All 	Enemies gain -50% to all Damage Type Modifiers.
Stronger Amalgams/Key carriers	Enemy 	All 	Demolysts/Demolishers gain increased health.
Eximus Wave 	Enemy 	All 	More Eximus units will spawn.
Pack Hunters 	Enemy (Grineer) 	Sedna/Kuva Fortress	Hyekka Masters, Drahk Masters, and Manics will spawn.
Brood Surge 	Enemy (Infested) 	Uranus 	Causes Infested spawn pods to spawn throughout the area.
Electrified Conduits 	Conduit 	All 	Conduit(s) will behave like Arc Traps.
Minefield 	Environment (Grineer/Corpus)	All 	Causes Arc Traps and Proximity Mines to spawn throughout the area. If encountered during Corpus Disruption, spawns only Arc Traps.
System Overload 	Environment 	All 	Enables environment traps.
Affinity Boost +50% 	Players 	All 	BOOST: Players gain bonus affinity from kills and affinity drops. Stacks with Affinity Boosters.
Resource Boost +50% 	Players 	All 	BOOST: Players gain more resources from resource drops. Stacks with Resource Boosters.
Credits Boost +50% 	Players 	All 	BOOST: Players gain more credits from credit pickups. Stacks with Credit Boosters.
Tenno Weapons Lifesteal 	Players 	All 	BOOST: Damaging enemies will grant players health.
Energy Drain Mode 	Players 	All 	Players will have 3 + 2 x Round energy drained every second.
Shield Drain Mode 	Players 	All 	Players will have 3 + 2 x Round shields drained every second.
Health Drain Mode 	Players 	All 	Players will have 1 + 1 x Round health drained every second.
Conduit Resupply 	Conduit 	All 	BOOST: All Conduits activated in the same rotation will drop multiple ammo, energy, and health Pickups.
Fire Rate Boost 	Players 	All 	BOOST: Players will gain increased fire rate to their weapons.
Speed Boost 	Players 	All 	BOOST: Players will gain increased movement speed.
Moonquakes 	Environment 	Lua 	Activates Void Lasers and lowers gravity.
Ghoul Eruption 	Enemy (Grineer) 	Mars 	Several ghouls will crawl out of the ground, similar to the ones during a Ghoul Purge.
Sentient Influx 	Enemy 	Lua 	Summons Oculysts, which will potentially summon Sentient combatants into the field.
Magnetic Anomalies 	Environment 	Lua 	Causes clouds to spawn throughout the area.
Robotic Onslaught 	Enemy (Corpus) 	Neptune/Lua 	Corpus proxies will additionally spawn.
Nullifying Conduits 	Conduit (Corpus) 	Neptune/Lua 	Conduit(s) will project a nullification field around it.
Security Alert 	Environment 	Kuva Fortress 	Activates defensive turrets in the area.
Conduit Sentries 	Environment 	Corpus/Murmur 	BOOST: Spawns Senta Turrets that defend Conduits against enemies.
===Non-Endless Variants===
Several non-standard Disruption missions adapt the normally endless mission type to a non-endless format, requiring players to defend a certain number of Conduits, then proceed to extraction. 
*8 Conduits Defended: Sortie, Alert, Deep Archimedea
*4 Conduits Defended: Kuva Lich Controlled Territory, Steel Path Incursions, Syndicate
In non-endless Disruption variants, sets of Conduits spawn and rounds are advanced until a specific number of Conduits has been defended. Once the Conduit defense quota has been filled, Conduits and enemies stop spawning and all remaining Conduits and keys immediately disappear, leaving no means by which the mission objective timer can be extended. Non-endless extraction mechanics (timer starts with at least half the squad at extraction and all players extract simultaneously) overwrite Disruption's normal extraction mechanics for non-endless Disruption variants.
==Locations==
==Rewards==
Disruption missions reward up to 1500 objective affinity, based on mission level, for each conduit which is successfully defended (usually by killing the associated Demo).
Disruption does not follow the traditional 'AABC' rotation for endless missions. The reward tier is determined by both round progression and round performance, i.e. the number of conduits successfully defended.
Round	1 conduit defended	2 conduits defended	3 conduits defended	4 conduits defended
1 	A 	A 	A 	B
2 	A 	A 	B 	B
3 	A 	B 	B 	C
4+ 	B 	B 	C 	C
===Demolisher Drops===
Depending on the location, Demo Units will have a unique drop:
Location 	Drop 	Drop Chance
Uranus 	Blueprint 	1.25%
Uranus 	Blueprint 	1.25%
Lua 	x 1 	15%
Kuva Fortress	x 50 	100%
Deimos 	x 2-4 x 5-7 (The Steel Path)	100%
==Notes==
*With the exception of Demolisher Bonewidow and Demolisher Voidrig on Armatus, Deimos, Demolysts and Demolishers will pulse out a red aura every 5 seconds with a radius of 6.5 meters, immediately dispelling and disabling all Warframe abilities within range and on itself, similar to a Nullifier Crewman's bubble. Operator Transference is also jammed inside the aura.
*Demolysts and Demolishers gain increased health based on squad size.
**Squad Size 1: +0% health
**Squad Size 2: +50% health
**Squad Size 3: +100% health
**Squad Size 4: +200% health
*The Electrifying Conduit debuff appears to also behave as a Nullifying Conduit when attempting to use Cloak Arrows with Ivara or Cataclysm with Limbo, as it dispels the abilities entirely when in its radius. May be a bug. Confirmation needed
*All Infested Demolisher units are immune to Status, while Demolisher Juggernauts are completely immune to damage altogether.
*If the player lets all conduits get destroyed during a single round the mission will end as a failure.
*Upon reaching round 46, by completing 180 conduits, enemies will have reached the level cap of 9,999.https://docs.google.com/spreadsheets/d/1TIptHTeZh-rIGg07v-Er2Zq6q8vtGttuxDf_csGiRN0/edit#gid=0
==Tips==
*The Demo units are vulnerable to various crowd-control effects (see Demolisher for more details):
** status effect will greatly slow down the Demo and cannot be cleansed by their nullifier pulse.
**'s suspension effect can be used to prevent the Demo units from reaching the console.
**'s tether will lock Demo units in place for its duration.
**'s , 's , and 's Deny can lock Demo units until cleansed.
**'s can significantly slow a Demo unit down. However, it doesn't slow the charging process when the Demo already reached the console.
*A conduit on the HUD changes from grey text to white if a player in the team picks up a key.
*Reducing the volume of all controls except Sound Effects may assist in detecting the Demolyst sooner. The effect also emits a red pulse for the hearing impaired. Minimizing voice communication can also help in locating the Demolyst.
*Stacking , , , , and/or can assist in detecting Demolysts without relying on sound.
*Memorize all exits of the tilesets which the conduits are on to narrow down the Demolyst's spawn point. Usually the Demolyst will only have two or three locations to spawn from per Conduit.
*When Conduits are first activated, always try to go about 150 meters down hallways to look/listen for Demolysts. Demolyst usually don't get to Conduit even with a minute remaining, so check time to go back when countdown is close.
*Enemies will only drop keys while at least one conduit on the map requires a key. Allowing elite and Eximus/Amalgam enemies to accumulate between rounds, rather than killing them immediately, will improve key generation at the start of rounds after the first.
*Since primary weapons cannot be used while carrying items such as keys, use of primary weapons is restricted in this game mode. As such, builds centered around around secondary weapons, melee weapons, and/or Warframe abilities may be more reliable and comfortable to use.
**Consider bringing a debuff/armor strip frame, such as (), (), (), () or (), as this will make killing Grineer and certain Infested Demolysts much easier.
**Considering the amount of damage that a Demolyst can take, it is a must to bring a Warframe with high damage potential to take them down quickly, especially if attempting this mission type alone. 
***'s , combined with a heavy attack-centric melee weapon build and a high enough combo counter could very easily assassinate a Demolyst within one or two castings.
***'s , if built properly, could take down a Demolyst through sheer DPS, providing you have enough energy and you stick to them for as long as possible.
*Keys on the ground will normally disappear when the matching conduit is activated. However, keys held by players will not disappear and can be carried into future rounds. This can allow players to activate one or more conduits as soon as a new round begins.
** Once the matching conduit for a held key has been activated, the key can safely be dropped and will not despawn for the rest of the round. However, at the end of the round, all keys currently on the ground will despawn.
*Keys can be picked up and conduits activated while in Operator mode, allowing for one player to carry two keys across rounds or for conduits to be activated in the current round while carrying a key for the next round. 
**Holding a key while switching out of Operator mode will destroy it.
*In Albrecht's Laboratories on Armatus, if you see the opportunity to hack a Pom-2 to summon a Necramech, do so: Necramechs have the burst damage potential to destroy a Demolisher Voidrig or Demolisher Bonewidow efficiently.
**While is sufficient for this mission, its requires you to actively locate the Demolisher to get within range. Therefore, bringing is a much better choice as its has the raw damage to burst down the Demolisher even if it gets close.
==Trivia==
*"Destroy them, my Amalgams!" and "Stay awhile, stay forever!" announced by Alad V during the mission on Jupiter are both references to Impossible Mission, a 1984 game for Commodore 64.
*Fortuna's Little Duck serves as mission control for all Disruption missions outside of Jupiter and Deimos.
*Prior to , 'spare' keys could be picked up by the players and used in the next round for a faster progression. After the Hotfix, keys that have been left on the ground will despawn when the corresponding conduit is activated, however, keys already held can still be carried over into the next round. Keys can also despawn if another key of the same type drops provided that sufficient time has passed since the previous drop.
*In Disruption missions under the influence of a Lich, the Demo can spawn as a Requiem Thrall, requiring a Parazon finisher to defeat.
==Media==
Warframe How To Play Disruption Mode in 4 Easy Steps
The Prime Relic Loot Cave in Warframe 2020
==Patch History==
==External Links==
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Category:Missions
Category:Update 25