Death

Upon reaching zero health, Warframes will go into bleedout, which is a twenty-second period of dramatically-reduced combat capability, collapsing onto the ground and only being able to use secondary weapons. If the Warframe is not revived during this time, it dies a proper death and must either spend 10% of their Affinity acquired during the mission to continue playing the mission, wait for an ally to finish the mission, or forfeit the mission entirely. Players are only allowed to revive 4 times per mission, barring special circumstances.
==Bleedout==
:Not to be confused with Bleed, the status effect.
Warframes in this state have fallen down to the ground, barely able to shuffle around backwards on their posterior and feet. While bleeding out, Warframes cannot use abilities or perform maneuvers, and can only fire their equipped secondary weapon. Downed Warframes appear as a red diamond on the mini-map () and slowly bleed out over 20 seconds. The player's movement will decrease linearly until the timer runs out.
Bleedout will not trigger if there are no other friendly Warframes present that are not themselves bleeding out, including in Solo play. Running out of health in this circumstance will cause immediate death with no bleedout. However, there are some exceptions to this:
*If The Grustrag Three or Zanuka Hunter are present in a mission, running out of health will always trigger bleedout and the player will be imprisoned in an energy field in order to receive the Grustrag Bolt or be captured by Zanuka respectively.
*If the player's Sentinel is equipped with the precept mod, bleedout will be triggered in order for the Sentinel to revive the player.
*During Nightwave Series 2, a Devotee can randomly spawn whenever a player is downed. Bleedout will be triggered in order for the Devotee to revive the player.
===Process===
Players can revive characters in bleedout by holding the action () key while nearby and facing them. This action takes priority over most other player input, for example sprinting toward a downed ally to revive them will immediately stop running and start the revival process (this is immensely useful during Archwing missions, where precise movement is difficult). While being revived, a red diamond will appear to replace the red downed-state bar and begin to fill. Multiple teammates reviving another at the same time speed up the process. Once the revival bar is full (which takes 5 seconds by default), the downed Warframe is revived to full health and shields and may resume using all equipment and abilities as normal, retaining buffs as well. Successful revives performed onto other players are tracked by the end-of-mission leaderboard.
Tenno downed by The Grustrag Three will be captured by any living Carabus Sentinels, and cannot be revived by players while contained.
===Safety===
When reviving an ally in the heat of battle, the player attempting to revive can still be downed. The use of barriers, invisibility, and crowd control effects is valuable for safe revival; otherwise, it's very common for players to be downed at the exact moment they've successfully revived a teammate.
*The Sentinel mod creates a damage-absorption bubble around the reviver.
*Barriers like 's and 's can also be used as a damage-absorption protection around the reviver.
*Invisibility abilities like 's , 's , 's , 's , 's , and 's allows them to safely revive someone without being targeted.
*Crowd control abilities like 's and 's can be used to disable enemies.
*'s Rift Plane prevents him from being damaged by most enemies outside of the plane. For extra safety, will prevent any enemy in the Rift Plane from moving, and a large can net enemies in Stasis.
*'s allows her to revive teammates she is looking at from a distance of 20 meters, at the same rate of a standard revive, which complements her usage of .
**This function is removed if Ophanim Eyes is subsumed onto another Warframe.
*Following completion of The War Within, the Operator's Void Mode grants both invisibility and invulnerability making it by far the safest method.
A reviver should be careful not to block the fallen ally's line of sight, as their sidearms cannot punch through Tenno. A Warframe in bleedout might actually be able to do more damage if they have equipped, as it amplifies all damage done while bleeding out, including the continuing damage of abilities cast before being downed.
===Timer===
Bleedout reduction is capped at 90%. The 20-second bleedout timer can be extended by two effects:
* is a Warframe mod which, at max rank, increases bleedout time to 34.4 seconds. 
*'s extends the bleedout timer for himself and his allies by 45%, up to a maximum of 90% with 200% .
===Abilities===
Warframes can also be revived from bleedout, or completely negate bleedout, by a few special circumstances.
*If a Warframe is somehow healed at the moment of hitting 0 HP (such as falling down onto a Health Orb), they are revived to full health nearly instantly, although they will still animate falling down and getting back up.
*A Sentinel equipped with allows it to sacrifice itself to revive their owner.
*'s sacrifices a portion of its health to revive their owner.
*'s is an augment for that allows Nekros to revive allies in bleedout from a range.
*'s is an augment for that prevents bleedout by healing a percentage of health, taking effect once per ally every 90 seconds.
*'s  turns enemies into healing wells. Allies that die near a well will have their bleedout prevented and become invulnerable for 5 seconds, taking effect once per ally every 60 seconds.
**Can be Helminth subsumed, however its cooldown is increased to 120 seconds.
*'s is an augment for that prevents bleedout by having his decoy absorb fatal damage and swap locations with Loki, taking effect once per 60 seconds.
*:
**His Undying Passive has him retreat into a sarcophagus and emerge as a sand incarnation upon losing all his health. In this state, Inaros can only attack with melee punches which contributes to the revive bar that appears over the reticle, and once the revive bar is filled, Inaros revives from the sarcophagus. For every punch, the revive bar is filled by ?. Allies can also revive Inaros as normal. However, if there are no enemies present for Inaros to attack, Inaros will die of bleedout like normal.
** sacrifices an active to prevent bleedout, becoming invulnerable for 3 seconds and regenerates 90% health, but receives a strong proc after the invulnerability expires. Has a cooldown of 30 seconds.
*' Adaptive Mutation Passive will have him not enter bleedout at all if he has at least 15 stacks of Mutation Stacks. Instead, 15 stacks will be subtracted from his total stacks, and he will become invulnerable for 5 seconds and regenerate 50% health. If he does not have 15 stacks when his health reaches 0, he will lose all current stacks and bleedout like normal.
**If using the augment, the Undying effect gains a cooldown of 30 seconds.
*'s Five Levels of Immortality Passive will have him not enter bleedout at all. Instead, he will become invulnerable for 2 seconds and regenerate 50% health, and will gain a random buff ranging from increased elemental damage, invisibility, invulnerability, extra loot, or orb potency. Wukong can only prevent death three times per mission, after which he will bleedout like normal.
*:
** dying will simply revert control back to Sevagoth with no penalty.
**His Tombstone Passive has him enter an immobile tombstone upon losing all his health. In this state, Sevagoth's Shadow becomes controllable, but can only attack using which costs no energy, bypasses armor and shields, and does damage equal to the target's total health points thus instantly killing non-boss enemies. If 5 enemies are killed by Consume, Sevagoth revives himself on the spot. Allies can also revive Sevagoth as normal. However, the Shadow can still take damage as normal and if it dies, or if there are no enemies present to Consume, Sevagoth will die of bleedout like normal.
*'s is an augment for that prevents bleedout by incapacitating Venari in place of Khora, granting her 3 seconds of invulnerability and regenerate 50% health. If Venari dies this way, her revival cooldown increases to 150 seconds and cannot be manually revived, but each kill Khora makes reduces the cooldown by 4 seconds.
*'s prevents bleedout by rewinding her to the anchor, at the expense of losing all recorded damage, knocking her down and leaving her at 5% of her health.
* can switch her passive by holding down , allowing Ulfrun to take her place if she takes fatal damage. There is a 60 second cooldown before Ulfrun can sacrifice himself again.
*'s will not have her enter bleedout at all. Instead, she enters a specter form that is invulnerable, gains 100% dodge chance causing all attacks to harmlessly phase through her, and gain 100% Health Orb drop chance for 10 seconds. Once her spectral form ends, the ability enters a 25 second cooldown.
**If is equipped, Dagath will immediately enter the spectral form on use, granting her on-demand invulnerability instead of having bleedout prevention. The ability cooldown is reduced by 1 second for every kill, allowing her to quickly reactivate Grave Spirit when needed.
*'s grants up to 4 instant revives from both the Warframe and their Operator, to a maximum of 8. Once all revives are used, the player can revive allies 100% faster (in 2.5 seconds).
*'s allows the Operator to appear during their Warframe's bleedout and can self-revive by filling a gauge from killing enemies. Each kill fills 33% of the bar or 100% from an Eximus, Thrax Centurion, or Thrax Legatus, but will start to drain after 15 seconds.
** increases Operator damage by 100% plus an additional 25% per second during Last Gasp.
***Last Gasp and Vengeance are both Way-Bound, allowing them to be given to any other Focus school.
===Companions===
Instead of dying, Companions become Incapacitated, with a Respawn Timer of 60 seconds after which they will self-revive. / and () will still function during Incapacitation. The state of Incapacitation varies by companion:
*Kubrows, Kavats, MOAs, Predasites, Vulpaphylas, and Hounds will collapse on the ground and can be manually revived as if they were in bleedout.
*Sentinels enter a damaged state and float alongside their owner until they revive.
*Vulpaphylas equipped with , , or will regress into a larval state, floating next to the owner in a similar manner to Sentinels. The larval Vulpaphyla will undergo a behavior based on the precept for 30 seconds before reviving itself.
*'s will disappear and respawn after 45 seconds. She can instantly be resummoned by casting the ability.
** will instantly incapacitate Venari should Khora suffer a lethal hit at the cost of increasing the respawn time to 150 seconds and remove the ability to manually resummon her. Every enemy killed by Khora reduces the respawn timer by 4 seconds.
The following mods affect the Respawn Timer:
* (not available for Sentinels): -15s
* (Sentinel-only): -20s, 10s invulnerability on revive
** (Sentinel-only): -35s, 10s invulnerability on revive
* (Sentinel-only): +15s
* (-exclusive): -6s per Energy Orb pickup, gains 300 Overshields per orb to a maximum of 900.
* (): -15s per Mercy kill
* ('s augment): -12s from uniquely created pickups
*: -3s per kill while airborne; -9s per headshot kill while airborne
*: -3s per Health Orb pickup
*: -12s per Eximus kill
*: -3s per headshot kill
===NPC Bleedout===
Aside from players, there are some NPCs that have bleedout phases. However, none of them can shoot or scoot around in that state.
Rescue targets can be downed while being escorted to extraction, and can be revived like normal.
Syndicate Operatives will also go into bleedout and can be revived, however, their timer, while not shown, is shorter than players'. The operatives can also revive each other, but cannot revive fallen players.
Railjack Crew can enter bleedout and if not revived they will remain dead until the Railjack docks. Unlike Syndicate Operatives, they can revive fallen Tenno.
Enemies do not bleedout at all, except for Capture targets, Alad V, enemy Kuva Liches and Sisters of Parvos and their Thralls and Hounds. Capture who will writhe around on the ground instead of immediately turning into a corpse object, and will die and fail the mission after 90 seconds if they are not captured by then. Alad V will collapse and cannot die until Zanuka accompanying him in the fight is killed. Thralls and Hounds will not recover and prompt Mercy finisher. Liches and Sisters will recover if not Mercy is not prompted in time, and will leave the mission after recovering from bleedout 3 times.
===Railjack===
Railjack experiences a Catastrophic Hull Breach, opening a hazard at a random point on the Railjack which must be patched up within 60 seconds using the Omni. Failure to patch the breach in time will cause the mission to fail. During the breach, all players onboard will take damage over time. On repair, the ship recovers 30% of its health and gains 5 - 15 seconds of invulnerability depending on the time taken to repair the breach.
===Necramech===
Necramechs do not experience bleedout and will immediately explode.
===Operator===
Operators do not experience the same Bleedout or Death that Warframes do. Instead, upon receiving fatal injury they will be forcibly placed back into their Warframe which receives Transference Static, depleting all shields and reducing its maximum health, lasting for 45 seconds and can stack up to 4 times with repeated Operator deaths. The first stack decreases health by 20%, second by 50%, third by 80%, and fourth immediately causes Warframe bleedout. However, a maxed rank completely prevents Transference Static from occurring.
's allows use of an interact button (default ) during the Operator's defeat, summoning their Warframe to their location and granting them immunity for 4 seconds. The passive has a 100% chance to remove Transference Static on killing an enemy during Reinforced Return.
 prevents bleedout, causing the Operator to become invulnerable for 5 seconds and regenerate 60% health, taking effect once per 90 seconds.
===Converted Kuva Lich/Sisters of Parvos===
Upon entering bleedout once, the player's converted Kuva Lich or Sisters of Parvos may spawn in the mission to assist. These allied NPCs will provide firing support for a few minutes before leaving on their own, but they do not experience bleedout nor will they directly interact with other downed Tenno to revive them.
==Death==
Death occurs after the bleedout timer counts down to 0 seconds. Despite its name, the Tenno doesn't actually die, and there are no permanent consequences for death other than the failure of the mission and the losses associated with that, but they are still neutralized as far as the enemy is concerned.
===During Death===
Dead players are able to watch their fellow squad members continue on with the mission, and are given the options to revive or abort the mission. If the player does not revive, the mission can still be completed if another player finishes the objective and makes it to extraction.
Be warned that staying dead for more than 2 minutes idle will trigger the Inactivity Penalty, and render illegibility for end-of-mission bonuses like credits, bonus affinity, and Gift from the Lotus rewards. Anything already picked up and other affinity gained during the mission prior to the inactivity penalty will still be kept.
===Enemy Corpses===
Dead enemies, from a technical perspective, are flagged as corpses and are subject to certain mechanics in that state. Most obviously, can enemy corpses, treating separated body parts as separate corpses; this leads to players 'desecrating' corpses with damage weapons before the Nekros can use their desecrate ability. Some enemies do not leave corpses, such as the Stalker.
==Revives==
If they choose to revive, the Warframe spends 10% of their acquired Affinity from the mission in progress and will rise up to release an energy blast that deals , , and damage, knocking over nearby enemies, and be temporarily invulnerable. If they chose to forfeit the mission, there is a grace period to reverse that action by pressing and selecting the appropriate option. If a player's teammates are still alive, the player will enter a spectate mode.
By default, a player can only revive 4 times per mission. However, an equipped Rank 3 or higher Warframe Arcane grants 1 additional revive, for a maximum of 6 revives. In Duviri, acquiring Drifter Intrinsics Endurance Rank 3 and 8 grant 1 additional revive each, further increasing the maximum to 8. Furthermore, new players during the Vor's Prize quest are instead given 12 revives during said quest.
Some quests as well as Break Narmer do not have revives, but instead of failing the mission the player is sent back to the last checkpoint, usually placed after clearing major objectives.
===Quick Revive===
During Bleedout, downed players are prompted at the bottom-center of their HUD with the Quick Revive option. The prompt displays the following: "HOLD TO RESPAWN: # REVIVES LEFT". When the key is held for 1 second, the downed player's Warframe will be revived, using the above-aforementioned mechanics for reviving after death.
This will be considered a death for the purpose of abilities, meaning it will reset Incarnon charges and channel abilities.
==Mission Restrictions==
Certain missions have unique interactions with death that make revival more restrictive.
===Arbitrations===
All characters in Arbitrations will never enter bleedout and die instantly, and are not allowed to revive themselves.
However, death can still be prevented from interactions that do not consist of bleedout, such as ' and 's revival passive, 's , 's and 's . Revival abilities that revolve around bleedout, such as and ' and 's revival passive, will not work.
Dead players cannot revive themselves. Instead, a revival tower will spawn at their place of death, and Arbitration Shield Drones will begin to drop Resurgence Points. Five of these points must be brought to the tower all at once to bring back the dead player, however these points function similarly to Index Points and will debuff their carriers by reducing maximum health and shields and constantly drains energy.
===Archon Hunt/Netracells===
A Tenno that dies in Archon Hunts and Netracells cannot be revived at all. They will still enter Bleedout, but each attempt to use will begin its drain earlier by 2 seconds, and each bleedout entry will reduce its timer down to a minimum of 5 seconds. As such, survival and bringing back up fallen Tenno in bleedout should take the utmost priority.
===Deep Archimedea===
Like Archon Hunts and Netracells, a Tenno that dies in Deep Archimedea cannot self-revive, the bleedout timer is reduced with each entry, and Last Gasp drains earlier with each use. Instead of being unrevivable, a Void Angel will spawn 30 seconds after a player's death which must be killed to revive that player. However, each subsequent death strengthens the Void Angel.
A player that is dead for longer than 3 minutes earns a Mortis Strike. Acquiring 3 strikes will remove eligibility for rewards.
==Trivia==
*In Devstream 132, it is mentioned that the Parazon would be used for reviving teammates. This was implemented in , where Warframes now spin their Parazons while reviving, but was removed in due to a glitch.
*Prior to , revives used to cost for two revives, and were limited to four revives per Warframe, refilling every daily reset, instead of four revives per mission.
==Bugs==
*Movement can prove to be cumbersome during Bleedout. Shuffling backwards doesn't always respond properly, and you can easily get caught on strange terrain.
*If all living teammates make it to the extraction zone while a player elsewhere bleeds to death, the living must step out of the extraction zone and back to trigger the extraction sequence and the end of the mission.
*Oddly, Syndicate Death Squads will keep the player alive in a downed state even whilst playing solo, despite having no further interaction with them unlike The Grustrag Three or the Zanuka Hunter.
*On rare occasions, the revive button will still function, even after running out of numbered revives (though affinity will still be consumed). If one dies again after this, the revive counter will display a negative number.
*If one enters a mission without a secondary weapon equipped and is put into bleedout, the player's Warframe will fall over either empty-handed, or with their most recently used (primary/melee) weapon in their hands, held like a pistol, but unusable. In this state, all one can do is shuffle around. This can even occur with exalted melee weapons, such as or .
*When a Warframe is incapacitated with dual pistols of any kind equipped, the same animation for holding a single pistol is used; while the pistol in the Warframe's right hand will animate and shoot, the one in their left hand will not, and usually clip through the other firearm. This has no functional effect, however.
**Note that this does not happen with throwing weapons (such as the ), which do have their own animations.
*If one achieves a Bleedout Reduction of more than 100% (easily done with Undying Will alongside a sufficiently-high Ability Duration ), they no longer appear to bleedout; the timer is removed, and the affected (alongside any others such as Companions) seem to never die, so long as the bleedout reduction effects don't end.
==Gallery==
File:ArcEng_Downed_(1).png|While bleeding out, you are still able to aim and shoot your sidearm.
File:ArcEng_Downed_(2).png|The revival animation involves a green mist pouring out from the reviver's outstretched hand. There is no detail in the game yet to what that substance might be.
File:ArcEng_Downed_(3).png|
File:ArcEng_Downed_(4).png|Note the red diamond above the "REVIVING 72%". It is actually a progress bar that becomes bright red as progress is made.
==Patch History==
es:Muerte
fr:Mort
Category:Mechanics