Stance

Stance Mods are special mods exclusive to Melee weapons that provide bonuses and additional attack capabilities.
Similar to Aura mods, Stances can be slotted into a special Stance slot on melee weapons, and they increase a weapon's mod capacity. Stance mods with a matching polarity to the stance slot will double their mod capacity bonus, while non-matching polarities will have reduced capacity bonus. Leveling up Stance mods increases the amount of additional mod capacity they provide, as well as unlocks additional Melee Combos for use.
==Melee Combos==
When equipped, Stances change a melee weapon's animation set and unlocks the ability to perform Melee Combos that initiate different attack patterns with the weapon. Many Melee Combos allow weapons to perform attacks they are incapable of doing without Stances, like giving single-target melee weapons like the the ability to hit multiple enemies. They may also enhance a melee weapon's attacks with special effects, from increasing the weapon's damage per hit, to forcing Status Effect procs (i.e. 100% chance for a specific proc, like ), and enhancing mobility via lunges and jumps. Melee Combos are available when a melee weapon is drawn (holding ) and can also be performed via Quick Melee attacks when using a Primary or Secondary weapon.
Melee combos are initiated by inputting different inputs of the Melee key (PC default , see also Key Bindings) and various other keys, for example + + + , where the key is tapped three times in succession, whiling holding down the key. As of , players can flawlessly switch between combos by changing the modifier key (i.e. forward or block key ) during a particular combo.
An equipped Stance's Melee Combo list can be seen on the "Melee Combo" button underneath the weapon's Stance Slot in the Arsenal, or in "Melee Combos" under Options while in a mission. Many Stances have a single basic combo consisting of simply pressing the Melee Key in sequence, and 1-3 more advanced combos requiring multiple inputs from different keys.
===Combo Types===
 	Combo Type 	Input 	General Description 	Sample Combo
Stance Specific 	Neutral 	Melee button only 	For single target elimination through hard hitting attacks. Last attack may have a Knockdown or stagger effect in the case an enemy doesn't die during the flurry of hits. 	
Stance Specific 	Forward 	Forward + Melee 	Has attacks that do not interrupt forward movement. Attacks loop seamlessly. 	
Stance Specific 	Tactical(Neutral Tactical; Block)	Block/Aim + Melee 	Hard hitting attacks that finish with a or ragdoll effect. First attack has longer reach than others. 	
Stance Specific 	Forward Tactical(Forward Block) 	Forward + Block/Aim + Melee 	Used to close gaps on enemies through high mobility. Beginning or end of combo may have slam effect for crowd control. Middle of combo will have sweeping attacks. 	
Shared Among Weapons of Same Class	Heavy 	Heavy Attack button 	Slow, yet strong attacks that leave the player vulnerable during wind-up time. Has two different attacks that are dependent on the direction the Warframe model is facing (left or right). Attack damage scale off of Combo counter.
Clicking the heavy attack button while sliding will typically start with the second heavy attack animation (exceptions include Dual Swords).	
Shared Among Weapons of Same Class	Slide 	Melee while sliding 	Low hitting attack that hits in a 360° arc, hitting enemies that surround the player. 	
Shared Among Weapons of Same Class	Aerial 	Melee while jumping, Back + Melee while jumping, or Melee while Wall Dashing	Combo performed while mid-air without sacrificing movement. Players may hold in place by pressing the back button while performing this combo; this overrides the Slam Attack angle so players don't accidentally perform one.	
Shared Among Weapons of Same Class	Wall 	Melee while Wall Latching 	Single attack that exits the player out of wall latches. 	
Shared Among Weapons of Same Class	Ground Finisher 	Melee on knock-downed enemy 	Lethal attack for finishing vulnerable enemies. High damage multiplier. 	
===Notes===
*Many Melee Combos deal varying amounts of damage from a single combo, for example 's Crimson Orbit combo has a damage multiplier of 300% whilst some combos deal less damage in exchange for faster attacks.
*Many Melee Combos perform multiple strikes from a single keypress, for example 's Winding Claws combo hits up to six times on the first attack.
*Combos ignore crowd control effects during their animations, which helps in fighting units with powerful knockdown moves like Heavy Gunners or Shockwave MOAs or from grapples like Scorpions or Ancient Disruptors. Similar to blocking, hits by knockdown/grapple attacks while facing an enemy within the block angle during a combo animation will ignore the knockdown/grapple effect.
**In the event that a Warframe is knocked down in the middle of a melee combo chain, the combo can still be resumed once the Warframe initiates melee as its first move upon standing up.
*Some combos feature forced Status Effect procs on certain attacks, which have a 100% chance to initiate regardless of the weapon's actual status chance or availability of damage type. Many combos, like 's Wings & Beak and 's Rapid Current feature forced proc, while others like 's Breathless Lunge and 's Pincer Strike have forced proc. Sometimes, an attack may force proc both and at the same time like in 's Jagged Gash combo.
**Attacks may force proc , , and , or have a crowd control effect like or .
**Rarely, attacks may open enemies up to front/back or ground Finishers like in the case of Dagger heavy attacks.
*Some combos provide bonus , , and/or physical damage. These bonuses multiply base physical values similar to physical mods, however they stack multiplicatively rather than additively with those mods. They often come in +10%, +25%, +50%, or +100% values.
==Stances==
There are currently 57 available stances (+26 if stanceless combos are included), which are divided among 26 different melee weapon types. Stances can only be used on the weapon type they are labeled for, i.e. a Sword Stance cannot be used on a Polearm, and vice versa.
Melee Type 	Stances
Assault Saws 	• Stanceless combos
Blade and Whips 	• Stanceless combos
Claws 	• • • Stanceless combos
Daggers 	• • • Stanceless combos
Dual Daggers 	• • • Stanceless combos
Dual Swords 	• • • Stanceless combos
Fists 	• • • Stanceless combos
Glaives 	• • Stanceless combos
Gunblades 	• • Stanceless combos
Hammers 	• • Stanceless combos
Heavy Blades 	• • • Stanceless combos
Heavy Scythe 	• Stanceless combos
Machetes 	• • Stanceless combos
Nikanas 	• • • Stanceless combos
Nunchaku 	• Stanceless combos
Polearms 	• • • Stanceless combos
Rapiers 	• Stanceless combos
Tonfas 	• • Stanceless combos
Two-Handed Nikanas	• Stanceless combos
Scythes 	• • Stanceless combos
Sparring 	• • Stanceless combos
Staves 	• • Stanceless combos
Swords 	• • • • Stanceless combos
Sword and Shield 	• • Stanceless combos
Warfans 	• • Stanceless combos
Whips 	• • Stanceless combos
===Weapons With Unique Combos===
As of , there are weapons that have unique combos that override the combo provided by the stance mod:
* - unique neutral combo
* - unique block combo
* - unique block combo
==Comparison==
The following is a comparison of all PvE stance combos in the game, including shared combos amongst those of the same melee class (e.g. heavy, slide, aerial, wall, and ground finishers).
*Length is the base duration of a particular combo when melee attack speed is at 1.0
*Total damage multiplier is calculated by adding up a combo's damage multipliers
**It can be used to calculate a melee's average damage per second (DPS) with the following formula:
\text{Average DPS} = \frac{\text{Modded Melee Damage} \times \text{Modded Attack Speed} \times (\text{Total Damage Multiplier} + \text{Total Slash Proc Multiplier})}{ \text{Base Combo Length} }
*Total proc multiplier is the damage multiplier done by forced procs in a single combo
**It can be used to calculate total damage over time by slash procs in a single combo by multiplying it with melee's modded damage (excluding physical and elemental damage bonuses)
\text{Total Slash Proc Multiplier} = \text{Damage Multiplier} \times \text{Number of Hits} \times 0.35 \times \text{6 Ticks}
<tabber>All Combos=
|-|Stance Specific Combos=
</tabber>
==Notes==
*As with Aura slots, Stance slots can be repolarized using Forma to give the slot the desired polarity for a particular stance mod. This is most essential for the and stances, which have no matching polarities on the weapons they can be equipped on.
*All Stances provide a bonus mod capacity of 5 when maxed, doubling it to 10 when placed on the matching polarity.
*All stances can be acquired from weekly conclave missions.
==Trivia==
*Introduced in with the release of Melee 2.0.
*Most stance cards have portraits set within a Dojo garden, with the Garden Arch decoration in the background.
*Among stance mods equipable on weapons, the longest stance combos belong to 's Flurry Rose and ' Rapid Incisions with having 6 inputs. The longest stance combo overall however belongs to the ability-exclusive Hysteria's Fervor combo, at 7 inputs.
*Prior to , stance mods have to be ranked up in order to unlock all the combos.
==Media==
Warframe - All Melee 3.0 Combos (Part 1 of 3)
Warframe - All Melee 3.0 Combos (Part 2 of 3)
Warframe - All Melee 3.0 Combos (Part 3 of 3)
==Patch History==
==See Also==
*Aura, the Warframe counterpart
*Posture, the Beast Companion counterpart
es:Guardia
Category:Mods
Category:Stance Mods
Category:Update 13
fr:Posture