Helminth

The Helminth is a being residing in the Helminth Infirmary of the Orbiter, behind a sealed door that requires special access methods to enter. It is responsible for the ship's "biological functions", namely the behind-the-scenes repair and maintenance of the Warframes.
While the Infestation in the room as a whole is a part of the Helminth itself, the "main body" of the Helminth can be considered the big mouth attached to the back wall, which it uses to swallow resources. The Tenno can interact with the Helminth's core functions by having their Warframe sit down on the infested chair in the center of the room.
==Lore==
It is revealed during The Sacrifice by Executor Ballas that the Helminth was created by the Orokin to convert human subjects into Infested-hybrids, giving birth to Warframes to be used in The Old War against the Sentients. According to Ballas' Vitruvian, when a subject is exposed to a Helminth strain, it transforms their skin into sword-steel, as well as interlinking their internal organs with untold resilience, while at the same time preventing the same Infestation from completely destroying their mind, or so the Orokin thought. However, the Helminth-strain Warframes, like the Sentients before them, proved impossible to control by their Orokin creators until the Operators came to pacify them and Transference technology was developed.
==Helminth Cyst==
The Helminth room becomes accessible for the first time after obtaining a Helminth Cyst from another infected player or by equipping or .
At the center of the Helminth Infirmary is a chair that Nidus can sit on. Should the player choose to sit on the chair (in spite of Ordis's protests), a needle will inject the left side of the Nidus' neck and will release it afterward. This will infect him with the Helminth virus, and also "awaken" Helminth in the Infirmary, triggering its communications to the Tenno. 24 hours after the injection, a small, pink, Infested cyst will start growing at the site of injection. The cyst will continue to grow in size until 6 more days have passed, at which point it will be fully matured, as seen by the small tendrils sprouting from its surface. The player may drain the mature cyst while incubating a Kubrow to breed a new type of Companion, the , from the Orbiter's Incubator Segment; a new cyst will appear 24 hours after draining it.
The injection will only occur once, and will not happen again to additionally built Nidus. However, Nidus can still receive the cyst from another infected player.
As long as Nidus is infected, any Warframes that come into contact with him will also contract the Helminth Virus. Players will know if they have been infected when they hear an 'injection' sound, and are briefly surrounded by a light, brown cloud. After 24 hours, the same cyst will appear on the newly infected Warframe. The now-infected Warframes can also spread the virus to other Warframes the same way as Nidus.
However, the virus can only be spread during missions, in a Clan Dojo, or in a player's Orbiter, and cannot be spread in Relays. Infected players can also spread the virus to players who have yet to complete The Glast Gambit or any of its prerequisite quests (namely The War Within). If a player's Warframe is infected during a mission, the mission must be completed in order for the virus to successfully be spread. Aborting the mission will prevent the Warframe from being infected in that mission, although they can still get infected at a later time.
In order to cure an infected Warframe of the virus, the player can enter any Warframe carrying a cyst, regardless of whether it is immature or has fully grown, into the Helminth Infirmary and interact with the chair and cure them of the infection. This not only removes the cyst from the Warframe but also inoculates them against further infection. This also prevents the inoculated Warframe (except ) from accessing the Helminth Infirmary until the Helminth Segment is acquired.
Other than affecting the Warframe's appearance, the Cyst has no positive or negative effects.
==Ability Replacement==
The Helminth has the ability to replace Warframe Abilities with those of other Warframes or even unique ones. It can be accessed through the Helminth Infirmary on the Orbiter, requiring the Helminth Segment whose blueprint is purchased from Son in the Necralisk for and requires Mastery Rank 8 and Rank 3 - Associate with the Entrati. Alternatively, a built Helminth Segment can be purchased from the Market as part of the Helminth Segments Bundle for .
Once the segment has been built and installed, the Helminth Infirmary will be permanently open, even without the Cyst or Nidus, and the ability to Fast Travel to the Helminth becomes available. Upon sitting on the chair to install the segment, the player is prompted to name the Helminth. The Helminth can be freely renamed using the console to the left of the entrance.
===Subsuming Warframes===
To subsume a Warframe, your Helminth must be at least Rank 1 Metamorphosis. Any built non-Prime/non-Umbra Warframe can be sacrificed to the Helminth, freeing an inventory slot while doing so. After 23 hours, the sacrificed Warframe will have one predetermined subsumed ability, as listed in the chart below, available for use through the Helminth. This permanently unlocks the ability to replace another Warframe's ability with said subsumed ability. For example, sacrificing a single Warframe will unlock her subsumed ability, , to be used on any other Warframe. Passives are not affected by the system.
Note that the Warframe does not have to be at max rank in order to be subsumed. Only one Warframe can be subsumed at a time, and the process can be rushed for . There is also a limited number of subsumed abilities the Helminth can hold, which can be increased with the Helminth's Metamorphosis rank. The same Warframe cannot be subsumed more than once.
To subsume a Warframe, the currently equipped Warframe must be brought to the Helminth Infirmary. Sitting on the chair will prompt an option to "Subsume Warframe", with a note that the chosen Warframe will be consumed. Selecting this option will display the Warframe being sacrificed and their ability being taken, and prompts the player to type CONFIRM to confirm the subsuming. The sacrificed Warframe will then be rendered inert and held in the back of the room by the Helminth's tendrils to be slowly absorbed into its biomass, and the player will have their oldest Warframe auto-equipped.
Once fully subsumed, a Lotus flower with its colors matching the sacrificed Warframe will appear in the infirmary. The petals will match the primary color, stamen the secondary color, and stem the tertiary color. There will also be a glow emitting from the center of the flower matching the Energy color and petal veins will use the energy accent color. If no colors have been modified, the flower will use the Warframe's default colors.
===Secretions===
In order to subsume a Warframe or replace Warframe abilities with a subsumed one, the Helminth must be fed a certain number of resources from different categories to start the process. Almost all resources in the game can be used to feed the Helminth, which are then converted into specific Secretions which are then spent for various Helminth functions. Different resources generate different types of Secretions, which are consumed when feeding Helminth.
Category	Resources Consumed
 	
 	
 	
 	
 	
 	
 	
The Helminth starts out liking all available resources. Feeding it any resource temporarily reduces its preference to that resource. Thus at any particular moment the Helminth has a preferred diet of resources that it wants which affects the efficiency that the resource is converted into Secretions. 
*A green upwards arrow on a resource means that the Helminth currently prefers that resource, thus increasing the amount of Secretions gained, up to a maximum of 30%.
*A red downwards arrow means the Helminth currently dislikes that resource, significantly reducing the amount of Secretions converted, to a minimum of 3%.
**If a resource is disliked, the Helminth can be fed a resource from Sentient Appetite to restore its interest in its most disliked resource by 50% of the gauge. Sentient Appetite can be used until the disliked resource returns to neutral.
*No arrows means the Helminth is neutral towards the resource, converting it into the median amount of 15%.
* (resulting in ), (resulting in ) and (resulting in ) always result in double secretion (i.e. up to a maximum of 60% when these resources are preferred).
The Helminth will progress from liking a resource, to neutral, and finally losing appetite if the same resource is fed to it consecutively. Feeding order can also affect the number of resources that are converted: if the Helminth is fed a resource that it likes, feeding it with a different neutral or disliked resource will boost the conversion amount for them by a small amount.
The maximum amount of any Secretion is 100%, exceeding which will cause any excess to be wasted.
Over time, Helminth's appetite for consuming certain resources will gradually increase as long as those resources have not been fed to it. It will take 24 hours for a resource to go from fully red to neutral and another 24 hours from neutral to fully green.
===Injecting and Replacing Abilities===
Once Helminth subsumes an ability, it can replace any chosen Warframe's ability, including those on Prime or Umbra variants, via an injection. However, each Warframe can only have one subsumed ability, from either a Warframe or Helminth, per loadout configuration. Players can choose which mod configurations the injected ability can be used in. For example, an could have replace their on their first mod config slot and keep Radial Javelin on the other two slots as normal. Reordering mod configurations will also move the injected ability with it.
Additionally, when placing a subsumed ability on , , , , and , the damage boosting abilities , , and can only replace , , , , , and respectively. Only the aforementioned combinations are restricted in such way; other damage buffs, for example or () can be injected into to combine their buff with .
The appropriate Warframe Augment Mods can be installed on the Warframe with the injected ability.
Ability changes are reversible, but Secretions consumed from the injection are not returned and re-injecting the ability will still have costs. Furthermore, while an ability can be injected into multiple configurations, it will always occupy the same ability slot in all configurations. Modifying which ability slot or the number of configurations an ability is injected into will require removal and re-injection of the ability, paying the Secretion cost again. If one wishes to have multiple loadouts ready in which the same ability is injected into different slots, another copy of the Warframe is required.
There is no warning when placing an ability on an already occupied mod config slot. The infusing process goes as usual.
===Metamorphosis===
Feeding resources, subsuming Warframes, and injecting abilities using the Helminth will upgrade its Metamorphosis rank. Additional ranks gained will provide new unlocks, such as increase the capacity of subsumable Warframe slots, or unlock new unique Helminth abilities for use.
Rank	Experience From Previous Rank	Experience From Rank 0	Unlocks
0 	0 	0 	Unlock Ability: Increase the strength of your next ability use.Unlock Ability: Increase your parkour velocity.Unlock Ability: Heal your companion and call it to your side.
1 	2250 	2250 	Warframe Subsuming + 3 Subsume SlotsSubsume Warframes into the Helminth to allow infusing one of their abilities into other Warframes.
Also grants 3 subsume slots, which are used when a Warframe is subsumed.
2 	3375 	5625 	Unlock Ability: Instantly restore your shields.
3 	4500 	10125 	Unlock Ability: Automatically succeed at your next hack attempt.
4 	5625 	15750 	10 Subsume SlotsSlots used to subsume Warframes into the Helminth.
5 	6750 	22500 	Unlock Ability: Increase the efficiency of your ammo consumption.
6 	7875 	30375 	Unlock Ability: Stun an enemy; a portion of the next damage you deal to it will be dealt to all enemies around it.
7 	9000 	39375 	20 Subsume SlotsSlots used to subsume Warframes into the Helminth.
8 	10125 	49500 	Sentient AppetiteFeed Sentient resources to the Helminth, to increase its appetite for one resource that it no longer craved.
9 	11250 	60750 	Unlock Ability: Affect enemies in a cone, removing any and status from them and dealing any remaining damage not yet suffered in a single burst.
10 	12375 	73125 	Unbound SubsumeUnlimited Subsume Slots.
11 	13500 	86625 	Unlock Ability: Sacrifice Shields to reinforce Armor for a period of time.
12 	14625 	101250 	Unlock Ability: Grant yourself immunity to Status effects.
13 	15750 	117000 	Unlock Ability: Consume Energy to heal yourself and grant matching Energy to each ally.
14 	16875 	133875 	Unlock Ability: Emit a pulse that adds stacks to Status Effects already afflicting enemies, except , , and effects which are duplicated with fresh timers.
15 	18000 	151875 	Unlock Ability: Send out a short-lived Void Spark that is drawn toward the nearest Medallion, Ayatan Sculpture, rare crate, unscanned Kuria or unscanned Fragment.
Activity 	Experience Gained
Subsuming a Warframe 	1600xp
Injecting an ability 	8xp per 1% used material
Feeding the Helminth 	~6.66xp per 1% gained material:
Liked (30%) - 200xp
Neutral (15%) - 100xp
Disliked (7%) - 46xp
Hated (3%) - 20xp
Injecting an Invigoration	4800xp
===Subsumable Abilities===
Warframe	Subsumable Abilities	Applicable Augments	General Gameplay Role 	Notes 	Secretions For Subsuming	Secretions For Injecting	Experience Gained per Injection
 	 	 	Armor Strip 	— 	50% 77% 80% 	51% 38% 17% 	848
 	 	 	Crowd ControlFarming 	Petrified enemies do not drop Rubble. 	75% 57% 80% 	19% 19% 60% 	784
 	 	 	Damage DebuffDisable Enemy AbilitiesStealth	— 	80% 54% 80% 	52% 22% 23% 	776
 	 	 	Crowd ControlStealth 	— 	51% 79% 80% 	33% 58% 10% 	808
 	 	— 	Crowd ControlDamage Debuff 	ALTERED: Frontal cast only and Tau Status Effect removed.Range reduced to a frontal cone spanning ? degrees and cannot inflict status. 	71% 71% 72% 	47% 14% 37% 	784
 	 	— 	Crowd ControlHealingEnergy Restore 	ALTERED: Diminished StrengthDamage reduced to 125 / 150 / 200 / 250, Health Orb drop chance reduced to 25%, and Energy Orb drop chance reduced to 10%. 	75% 57% 80% 	19% 19% 60% 	
 	 	 	Support 	Elemental Ward versions of the ability are determined by the chosen Warframe Primary Emission Color. 	80% 48% 80% 	32% 34% 31% 	776
 	 	— 	HealingInvisibility 	ALTERED: Maximum Duration capped to 25 seconds.Base maximum duration is reduced to 15 seconds and is capped at 25 seconds. 	82.5% 55% 65% 	19% 19% 60% 	
 	 	— 	Crowd ControlDamage 	ALTERED: Diminished Slow.Slow is reduced to 15% / 18% / 22% / 26%. 	82.5% 55% 65% 	77% 19% 60% 	?
 	 	— 	Damage 	— 	82.5% 55% 65% 	19% 19% 60% 	?
 	 	 	Crowd ControlArmor StripHealing 	ALTERED: No Overguard From Healing Flames AugmentArmor reduction per cast is capped at 75%.Healing Flame heals for 37 health for each enemy hit and does not grant . 	80% 49% 80% 	18% 18% 59% 	760
 	 	 	Crowd ControlDamage DebuffStealth 	Rest or Rage versions of the ability are determined by the chosen Warframe Primary Emission Color. 	80% 62% 64% 	16% 15% 72% 	824
 	 	 	Crowd Control 	— 	80% 52% 80% 	50% 27% 24% 	808
 	 	 	Crowd Control 	— 	68% 70% 70% 	11% 61% 30% 	816
 	 	 	Crowd ControlEnergy Restore 	— 	77% 55% 80% 	28% 27% 49% 	832
 	 	— 	Healing 	— 	71% 71% 72% 	47% 14% 37% 	784
 	 	 	Crowd ControlNukingDamage Buff 	ALTERED: Scaling from Status on enemies capped to 10x Ability Damage.Damage is equivalent to 50% of Gauss's battery; 225 / 300 / 375 / 450 damage and 450 / 600 / 750 / 900 damage. 	46% 80% 80% 	50% 15% 35% 	800
 	 	 	Crowd ControlDamage BuffEnergy Restore 	ALTERED: Self-Heal Removed and Effect ReducedNo self healing, armor applies only 1 stack, energy multiplier is reduced to ? / ? / ? / 1.6x, and weapon bonus damage is reduced to +?% / +?% / +?% / +45%.Does not have a swallowed enemy requirement, as other Warframes cannot cast .	53% 80% 80% 	33% 16% 50% 	792
 	 	 	DamageCrowd Control 	— 	67% 73% 71% 	17% 71% 12% 	800
 	 	 	Crowd ControlShield Restore 	Other Warframes cannot benefit from the Tribunal augment, due to their inability to cast and . 	80% 56% 80% 	20% 62% 20% 	816
 	 	 	Defense StripShield RestoreStatus Cleanse 	Costs 50 Energy instead of consuming Shields.Does not generate shields for and .Other Warframes cannot benefit from the Blazing Pillage augment, due to their inability to cast . 	54% 74% 80% 	52% 26% 24% 	816
 	 	 	Crowd ControlArmor Strip 	— 	79% 80% 51% 	36% 34% 32% 	816
 	 	 	Crowd Control 	— 	73% 80% 53% 	17% 14% 70% 	808
 	 	 	Stealth 	Tap-cast for Cloak, hold-cast for Noise. Sleep and Dashwire arrows not available.Tap/hold cast inversion in Settings menu still applies. 	67% 73% 71% 	17% 71% 12% 	800
 	 	— 	Crowd ControlDefense Strip 	ALTERED: Cannot revive allies. 	82.5% 55% 65% 	19% 19% 60% 	?
 	 	— 	Crowd Control 	— 	67% 70% 68% 	61% 18% 18% 	776
 	 	— 	Healing 	ALTERED: Gain between 10 to 20 Omamori Charms but cannot gain the invulnerability. 	82.5% 55% 65% 	19% 19% 60% 	776
 	 	— 	Damage BuffMovement 	ALTERED: Diminished Range and Melee Critical ChanceRange reduced to 10 / 11 / 11.5 / 12.5 meters and melee critical chance reduced to 25% / 50% / 75% / 100%. 	82.5% 55% 65% 	19% 19% 60% 	
 	 	— 	Damage BuffCrowd Control 	Costs 0 energy with a 5 second cooldown.
Base ability does not include hold-cast to imbue the next ability cast with damage. 	77% 55% 80% 	28% 27% 49% 	832
 	 	 	Crowd ControlSupport 	Base ability includes hold-cast to cancel the ability, releasing all affected targets from the Rift. 
Non-Limbo Warframes remain unable to step into the Rift Plane themselves without another player's Banish, or portals from Limbo's passive. 	48% 80% 80% 	30% 62% 10% 	816
 	 	 	Crowd Control 	— 	53% 80% 80% 	59% 18% 18% 	760
 	 	 	Crowd Control 	ALTERED: Diminished RangeRange reduced to 7.5 / 10 / 11 / 12.5 meters. 	72% 71% 68% 	21% 23% 61% 	840
 	 	 	Damage BuffCrowd Control 	— 	80% 80% 48% 	35% 51% 15% 	808
 	 	 	Damage BuffDamage Reduction 	ALTERED: Diminished EffectivenessDamage bonus reduced to 2% / 9% / 15% / 30% and Damage Reduction cap reduced to 75%.Limited to 1 damage buffing ability per Warframe. 	67% 72% 68% 	50% 34% 16% 	800
 	 	 	Armor StripCrowd Control 	— 	80% 80% 52% 	15% 12% 71% 	784
 	 	 	Crowd ControlMovement SpeedStatus Cleanse 	— 	68% 68% 68% 	34% 34% 33% 	808
 	 	 	Crowd Control 	ALTERED: Diminished RangeRadius reduced to 5.33 / 6 / 6.67 / 8 meters. 	80% 80% 80% 	80% 31% 10% 	968
 	 	 	Damage Reduction 	ALTERED: Damage Reduction capped at 75%. 	80% 69% 63% 	22% 18% 58% 	784
 	 	 	Crowd ControlSupport 	— 	80% 80% 49% 	32% 32% 30% 	752
 	 	 	Crowd ControlDamage Buff 	— 	80% 49% 80% 	14% 80% 13% 	856
 	 	 	DamageCrowd Control 	Uses the default Mandachord song. 	80% 60% 73% 	34% 36% 32% 	816
 	 	 	HealingEnergy Restore 	ALTERED: Diminished DurationDuration reduced to 5 / 7.5 / 10 / 12.5 seconds. 	58% 80% 74% 	21% 23% 60% 	832
 	 	— 	DamageCrowd Control 	— 	82.5% 55% 65% 	19% 19% 60% 	?
 	 	 	HealingShield RestoreInvulnerability 	— 	80% 80% 55% 	35% 32% 34% 	808
 	 	 	Damage Buff 	ALTERED: Diminished Damage IncreaseDamage bonus reduced to 2% / 9% / 15% / 30%.Limited to 1 damage buffing ability per Warframe. 	80% 80% 80% 	37% 12% 77% 	1008
 	 	 	Crowd ControlHealing
Movement Speed 	— 	80% 80% 52% 	14% 46% 35% 	760
 	 	— 	Crowd ControlHealing 	— 	77% 55% 80% 	28% 27% 49% 	832
 	 	— 	Crowd ControlDefense StripHealing 	— 	80% 52% 80% 	50% 27% 24% 	?
 	 	 	Crowd ControlStatus Cleanse 	Spellbound Harvest augment grants 50 shields if used on Confirmation needed 	63% 80% 66% 	16% 12% 70% 	784
 	 	 	HealingCrowd Control 	Base ability includes heal over time over large radius. Percentage of damage dealt to the target converts into area healing. 	50% 80% 80% 	38% 17% 52% 	856
 	 	 	Attack Speed BuffCrowd Control 	ALTERED: Diminished Speed IncreaseAttack Speed bonus reduced to 9% / 12% / 15% / 30%. 	72% 68% 68% 	30% 59% 10% 	792
 	 	 	Crowd Control 	— 	48% 80% 80% 	52% 23% 23% 	784
 	 	 	Crowd ControlDamage Buff 	— 	80% 48% 80% 	31% 10% 61% 	816
 	 	— 	HealingEnergy Restore 	ALTERED: Passive RemovedHealth and Energy Orb drop chance reduced to 50% and cannot activate the Heavy Attack Efficiency passive. 	72% 68% 68% 	30% 59% 10% 	
 	 	 	DamageCrowd Control 	Other Warframes cannot benefit from the Critical Surge augment, due to their inability to cast . 	45% 80% 80% 	23% 26% 51% 	800
 	 	— 	InvulnerabilityArmor BonusStatus Cleanse 	ALTERED: Diminished Max ArmorArmor bonus cap reduced to 750. 	80% 80% 80% 	30% 62% 29% 	968
 	 	— 	Damage Buff 	Limited to 1 damage buffing ability per Warframe. 	53% 80% 80% 	19% 22% 57% 	784
 	 	 	Crowd ControlDamage 	— 	60% 60% 60% 	36% 34% 32% 	800
 	 	 	Crowd ControlDamage Buff 	Base ability includes tap-cast for wind vacuum, hold-cast for wind explosion. 	80% 80% 47% 	33% 14% 47% 	752
===Helminth Abilities===
The Helminth possesses its own set of unique abilities unlocked by ranking up through Metamorphosis. These abilities have their own stats and functions, allowing the player to customize their loadout further. Only one Helminth ability may occupy one ability slot in a loadout configuration at a time. Helminth abilities also count as an ability replacement preventing other subsumed Warframe abilities from occupying the same ability loadout. Mods that affect Ability Duration, Ability Efficiency and Ability Strength all function normally on them.
Helminth abilities can be cast with the hotkey assigned to the ability slot it occupies (e.g. default , , , ).
==Invigoration==
In addition to injecting abilities, the Helminth can be further enhanced to Invigorate a Warframe, providing randomly selected temporary buffs. Invigorations require installing the Helminth Invigoration Segment, whose blueprint can be purchased from Son in the Necralisk for and requires Mastery Rank 8 and Rank 5 - Family with the Entrati. Alternatively, a built Helminth Invigoration Segment can be purchased from the Market as part of the Helminth Segments Bundle for .
Three random Warframes, each with their own random set of one offense and one utility buffs from the chart below, are chosen to receive Invigorations per week starting on Monday at 0:00 UTC. The buffs last for seven days.
After ten Invigorations, the Invigoration counter is replaced by an "Override Warframe" button that allows the player to change one of the randomly generated Warframe options to their currently equipped Warframe, including into one that has already received Invigorations. However, Warframes cannot receive a second Invigoration when it already has a previous one active. Once this option is consumed, the Invigoration counter resets, and the player once again needs ten Invigorations to reactivate the override. The override allows four warframes to be invigorated that week (up to seven at the same time).
===Warframe Weighting===
The chance a specific Warframe is chosen to receive an Invigoration for the week is weighted. By default, a Warframe has a weighting of 1.00, with specific overrides as listed below. A weighting above 1.00 increases their chance to be selected for the week, and a weighting below 1.00 decreases their chance to be selected for the week.
Weighting	Warframe
2.00 	• • • • • •
0.75 	
0.50 	• • • • •
===Possible Buffs===
Offense	Utility
*Ability Duration +100%*
*Ability Range +100%*
*Ability Strength +200%*
*Primary Crit Chance +200%† 
*Primary Damage +250%†*
*Secondary Crit Chance +200%†*
*Secondary Damage +250%†*
*Melee Crit Chance +200%†*
*Melee Damage +250%†*	
*Armor +1000^
*Energy Max +200%‡*
*Energy Regen +2‡^
*Health +1000^
*Health Regen +25/s^
*Jump Resets 5 (i.e. total of four midair jumps)
*Sprint Speed +75%*
*Parkour Velocity +75%*
*Ability Efficiency +75%*
*Reload Speed +75%*
*Status Immunity (includes resisting knockdown effects from enemies and explosive weapons)
† Affects Exalted Weapons of the appropriate class. For example, primary buffs will affect and secondary buffs will affect . Warframe abilities that inherit modded stats of melee weapons will also inherit invigoration buff (e.g. and )
‡ Not eligible for and 
* Additively stacks with bonuses of the same type
^ Flat value increase after all bonuses are applied
===Invigoration Costs===
Invigorating a Warframe will consume two different types of secretions, each varying between 20% to 90% cost. The costs are randomized each time a Warframe and their buffs are available for invigoration.
==Archon Shard==
The Helminth can be enhanced to imbue Archon Shards obtained from Archon Hunts to the currently equipped Warframe, providing permanent stat bonuses. Archon Shard imbuing requires installing the Helminth Archon Shard Segment, whose blueprint is obtained from completion of the Veilbreaker quest.
Each Shard provides a selection from five stats and only one can be chosen per Shard (though the same bonus can be chosen again if multiple Shards of the same colour are socketed in the same Warframe), and each Warframe has 5 available Shard slots. Tauforged Archon Shards provide 1.5x stronger boosts than their normal counterparts. 
Shards can be unsocketed and returned at the cost of 30% .
Once a shard has been socketed, it will appear in the Arsenal for that Warframe for quicker access to the imbuement system.
There are three primary Shard colors: , , and 
===Fusion===
Upon reaching Rank 2 - Researcher in the Syndicate, the blueprint for the Helminth Coalescent Segment becomes available for purchase from Bird 3 for . This segment allows the player to fuse Archon Shards to grant them more power.
====Coalescent Fusion====
Coalescent Fusion allows the player to fuse two of the three primary Shard colors to form a new type of Archon Shard, featuring unique upgrades.
When selecting the Coalescent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted Shards they own. Normal Archon Shards can only be fused with other normal Shards; likewise, only Tauforged Shards can be fused with other Tauforged Shards to create a Tauforged variant. Once a selection has been made, the Helminth requires a sacrifice of 50 to commence fusion.
*Combining and creates a .
**Combining and creates a .
*Combining and creates a .
**Combining and creates a .
*Combining and creates an .
**Combining and creates a .
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
====Ascent Fusion====
Ascent Fusion allows fusing three Shards of the same color to convert them into a Tauforged.
When selecting the Ascent Fusion option in the Archon Shard menu, the player will be prompted to choose from any of the unslotted Shards they own. Once a selection has been made, the Helminth requires a sacrifice of 100 to commence fusion.
*Combining three creates a .
*Combining three creates a .
*Combining three creates a .
*Combining three creates a .
*Combining three creates a .
*Combining three creates a .
The fusion is permanent and cannot be reversed. The player is prompted to type CONFIRM before fusing.
===Shard Buffs===
Stats in parenthesis refer to Tauforged Archon Shards.
==== ()====
*+25% (+37.5%) Melee Critical Damage
** Critical Damage bonus is additive with similar buffs such as .
** Affects Exalted Weapons of the appropriate class, and abilities that inherit modded stats of melee weapons such as .
*+25% (+37.5%) Primary Status Chance 
**Status Chance bonus is additive with similar buffs such as 
** Affects Exalted Weapons of the appropriate class.
*+25% (+37.5%) Secondary Critical Chance
** Critical Chance bonus is additive with similar buffs such as 
** Affects Exalted Weapons of the appropriate class.
*+10% (+15%) Ability Strength
**Bonus is additive with similar buffs
*+10% (+15%) Ability Duration
**Bonus is additive with similar buffs
==== ()====
*+30% (+45%) Maximum Energy is filled on Spawn
**Bonus is additive with similar buffs such as 
* +100% (+150%) Effectiveness on Health Orbs
**Bonus is additive with similar buffs such as and 
***Bonus is multiplicative with 's Passive.
**Bonus does not affect 's conversion.
***Bonus does affect 's conversion on Health Orbs from dispensers in Arena gamemodes.
*+50% (+75%) Effectiveness on Energy Orbs
** Bonus is additive with similar buffs such as 
*** Bonus is multiplicative with 's Passive.
**Bonus does not affect 's conversion.
***Bonus does affect 's conversion on Energy Orbs from dispensers in Arena gamemodes.
**'s is applied after the effects. With one Shard, Energy Pulse will grant energy over 5 seconds, as opposed to .
* +25% (+37.5%) Casting Speed
**Bonus is additive with similar buffs such as 
*+15% (+22.5%) Parkour Velocity 
**Bonus is additive with similar buffs such as 
==== ()====
*+150 (+225) Health
**Flat value increase after all bonuses are applied
* +150 (+225) Shield Capacity 
**Flat value increase after all bonuses are applied
**Not eligible for , , and , as they don't possess Shields
*+50 (+75) Energy Max
**Flat value increase after all bonuses are applied
**Not eligible for and , as they don't use Energy as a resource
*+150 (+225) Armor
**Flat value increase after all bonuses are applied
*+5 (+7.5) Health/s Regenerated 
**Flat value increase after all bonuses are applied
==== ()====
* Status Effects deal +30% (+45%) more damage.
**Bonus is additive with similar buffs such as .
*Recover +2 (+3) Health each time enemies are damaged by a Status Effect.
*Gain +10% (+15%) Ability Damage on enemies affected by Status. 
**Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
**Ability Damage bonus is multiplicative with another sources (it is applied to final Ability Damage).
**Ability Damage bonus will be applied only if enemy already had required status before it was hit by ability.
**Bonuses from different shard stack additively, independent of their color. Example: If you imbue 2 ordinary and 1 ordinary , and enemy have both and statuses, total Ability Damage bonus will be 30% (20%+10%).
* Increase max stacks of Status by +2 (+3).
** Increase is applied to Status Capped enemies.
** Only Status applied by Warframe abilities or weapons can exceed 10 stacks. It does not apply a debuff on affected enemies that allows for more than 10 stacks of Status.
==== ()====
*Gain 1 (2) Health per enemy killed with Damage. Max 300 (450) Health.
**Flat value increase after all bonuses are applied
**Bonus is reset upon consuming a revive.
*Regenerate +5 (+7.5) Shields when you kill an enemy with Damage.
**Does not generate Overshields.
**Does not apply when Shield Gating occurs; players must wait for shields to recharge for the effect to apply.
*Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by Status. Max 50% (75%).
**Critical Chance bonus is additive with similar buffs such as 
**Bonus is reset upon consuming a revive.
**Critical Chance gained on kill and Maximum Critical Chance bonus stacks with each shard embedded for this bonus. For example, a Tauforged and a normal shard embedded in the same Warframe will grant a per-kill bonus of +2.5%, resulting in a maximum of 125%.
*Gain +10% (+15%) Ability Damage on enemies affected by Status. 
**Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
**Ability Damage bonus is multiplicative with another sources (it is applied to final Ability Damage).
**Ability Damage bonus will be applied only if enemy already had required status before it was hit by ability.
**Bonuses from different shard stack additively, independent of their color. Example: If you imbue 2 ordinary and 1 ordinary , and enemy have both and statuses, total Ability Damage bonus will be 30% (20%+10%).
==== ()====
*Gain +10% (+15%) Ability Damage on enemies affected by Status. 
**Ability Damage bonus is a unique modifier, and is only given by Archon Shards.
**Ability Damage bonus is multiplicative with another sources (it is applied to final Ability Damage).
**Ability Damage bonus will be applied only if enemy already had required status before it was hit by ability.
**Bonuses from different shard stack additively, independent of their color. Example: If you imbue 2 ordinary and 1 ordinary , and enemy have both and statuses, total Ability Damage bonus will be 30% (20%+10%).
*Gain +30% (+45%) Primary Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped.
**Bonus is additive with similar buffs such as .
*Gain +25% (+37.5%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles.
**Critical Damage bonus is additive with similar buffs such as .
**Affects Exalted Weapons of the appropriate class, and abilities that inherit modded stats of melee weapons such as .
*Health pickups give +20% (+30%) Energy. Energy pickups give +20% (+30%) Health.
**Bonus is additive with similar buffs such as .
==Notes ==
* A fully subsumed Warframe will leave behind a Lotus flower that inherits the colors that were on the Warframe.
**The upper, broad part of the petals (blade) uses the primary color.
**The lower, narrow part of the petals (claw) and the pistil uses the secondary color.
**The stem uses the tertiary color.
**Energy glow uses energy color.
** Petal veins uses energy accent color.
*If subsuming completes while aboard the Orbiter, the flower will not appear until the next time the player enters their Orbiter. The Subsumed Warframe will also simply vanish.
*Of the 6 main secretions that Helminth uses, subsuming a Warframe will use three and Infusing that ability will use the other three. 
**For example, Subsuming costs Biotics, Pheromones, and Bile, and Infusing costs Oxides, Calx, and Synthetics.
* The decoys left by and have their appearances altered to match the Warframe using them.
**This includes Decoy's on normal Warframes and on Prime Warframes.
* Subsuming all 57 Warframes currently in game grants a total of 91,200 cumulative experience; enough to reach Helminth Rank 11 as of . Note that this value does not take into account feeding resources to the Helminth to restore Secretions, so players can expect to reach Helminth Rank 11 sooner than expected.
===Unique Subsuming Interactions===
Some Warframes have unique mechanics that affect injected abilities. Alternatively, they may lose access to such mechanics when replacing an ability:
* will use when autonomous, however, it will prematurely end if the player uses Transference. This is the same with all subsumed abilities, with Umbra preferring to use his first ability when summoned.
* from does not appear to be able to affect the damage absorb on .
*Subsumed abilities injected to will cost shield points instead of energy, with their costs multiplied by 10 times.
*Replacing 's will only remove the ability to command , change her posture, resummon her, and the ability to equip . Venari will still be present and boost Khora's movement speed while alive, due to also being part of her Passive.
*Subsumed abilities injected to costs no energy, instead having a 10 second cooldown that begins after the ability was cast.
**'s cooldown reduction affects subsumed abilities.
** On non-recastable abilities (e.g. ), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g. ).
**On channeled abilities (e.g. ), they instead have a 12 second base duration, affected by .
**Subsumed abilities removes Lavos's ability to elementally imbue the original ability it replaced. In addition, Lavos cannot elemental imbue subsumed abilities.
*Replacing 's will remove his Death Well gauge as well as his ability to use 's , , , , and . However, Sevagoth will still enter his Tombstone, command his Shadow, and use Consume on Bleedout, due to also being part of his Passive.
**Sevagoth's Shadow abilities cannot be replaced by Helminth.
*Subsumed abilities removes 's ability to passive imbue the original ability it replaced.
*Elemental boosting abilities such as with will add damage and procs to 's and ' .
**However, they will not add damage to Exalted Weapons, such as 's or 's .
*Enemies under will not be targeted by , making a combination of both viable on or without fear of losing damage reduction from the latter ability.
*Replacing 's will prevent players from modifying the Phantom Wrath debuff generated through .
==Tips==
*Augments or abilities that boost the damage or add damage types to friendly units (such as or augments like ) will be applied to targets, significantly increasing the damage conversion during the invulnerability period and adding damage not originally possible with alone.
*To gain large amounts of Helminth experience use all the tricks at your disposal: 
**Subsume instead of selling any standard Warframe you do not like after you have mastered it.
**Go through bursts of repeated infusion-then-removal of abilities on the same frame for abilities with a very "even" cost. Given how the Helminth gets tired of eating the same resource in rapid succession (and that resource giving much smaller boosts to the relevant secretion type), you want to spread out your secretion costs as much as possible to get as many infusions as possible between feedings instead of burning out one secretion type in a single shot; Nyx's Mind Control is an excellent example of this with a 32-32-30 spread.
**Do not waste feed resources that would give more than enough of a secretion to get that type to 100%, the excess is completely lost but the Helminth will still get tired of the resource. You can easily Infuse then remove an ability to open up more capacity for feeding for XP.
==Trivia== 
*The word helminth (from Greek: "intestinal worm") is a term used to superficially describe worm-like organisms, some of which are strictly parasitic or worms.
*Although the community compares it to a virus, the Helminth cyst can be more accurately described as an infectious disease. These include a majority of infectious agents including viruses, plagues, and helminths.
*Helminth has lines that can only be heard depending on the player's moral alignment as determined from their chosen decisions in The War Within, The Glast Gambit, and The Sacrifice quests. Currently, Helminth is the only character who acknowledges this.
*The floor of the Helminth Infirmary features an aquarium containing two Mawfish and a giant, reddish Mortus Lungfish.
**These fish were first introduced with the Helminth, and their models were recycled as fishing elements in the Plains of Eidolon in .
*The Helminth "mouth" shares its model with the Deimos Genetrix.
*After installing the Helminth Segment, the ability to "interact" with the Helminth's mouth becomes available, in which it will interact with the player's Companion.
**If the companion is a Kubrow, , or Predasite, it will dance in front of the mouth which gurgles and grunts before blowing air at the playful companion, seemingly appearing as an allergic reaction.
**If the companion is a Kavat or Vulpaphyla, the mouth shows signs of affection by giving them gentle kisses as the companion nuzzles against it. Alternatively it will inhale them, mouthwash them, and then spit them out.
**If the player has a Carrion Domestik Drone placed anywhere on the Orbiter, the drone will jump into the mouth to clean it from inside.
*When visiting the Helminth after the Orbiter is lifted from stasis during The New War, the mouth appears to smile.
*When the Helminth System was first revealed in TennoCon 2020, it was named Helminth Chrysalis System. The "chrysalis" was dropped due to the name being too lengthy.
**A chrysalis is the pupa of a butterfly in which it metamorphosizes.
*There are 51 basic Warframes available, meaning there are different Warframe Power combinations (this accounts for the restriction of only a single damage buffing ability being allowed).
*Fully subsuming every Warframe costs 1,810% Oxides, 1,809% Calx, 1,676% Biotics, 1,117% Synthetics, 1,525% Pheromones, and 1,807% Bile.
*Infusing every Warframe Ability once costs 624% Oxides, 689% Calx, 763% Biotics, 824% Synthetics, 1,036% Pheromones, and 743% Bile.
**Infusing every Ability, both Warfame and Helminth, once costs 594% Oxides, 773% Calx, 800% Biotics, 795% Synthetics, 976% Pheromones, and 880% Bile.
==Bugs==
*The player can view the cyst in its fully-matured form before the infection is seven days old when switching between ​'s Day and Night forms.
*The Cyst is completely invisible on ​ while still opening the door to the Helminth Infirmary and being able to infect other players.
*If the player has been infected before completing The Glast Gambit, Helminth's lines will not play at all.
**To fix this bug, simply have the mature cyst removed from Nidus's neck, leave the room, re-enter and have Nidus re-infected. Helminth will then "awaken".
*Sitting in the chair as Nidus may immediately trigger the removal of the Cyst, despite Nidus not having sat in the chair to receive the cyst in the first place. Afterward, Nidus will no longer be able to sit in the chair to receive the Cyst and will no longer be able to become infected with the Cyst through other means.
* The player can view the fully matured cyst by looking at someone’s profile if that person has a Warframe with the cyst at any stage. (This also includes the player’s own profile)
*Some Warframes do not result in a lotus flower, even after reloading the orbiter.
*For players with slow internet connections, hovering over multiple abilities in the Helminth menu will cause them to download the videos, and if they attempt to infuse an ability while they are downloading it can cause a softlock where the ability is applied with no animations, and leaving the chair will have the player stand up immediately. All physical interactions on the Orbiter will be disabled until the player relogs, though accessing these through the menu will still work.
===Subsume Ability Bugs===
* negatively affects targets currently (even if Warcry is used after using Mind Control).
* do not affect targets.
==Media==
==References==
==Patch History==
==See Also==
*Orbiter
*
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