Helminth/Unique Abilities

**Infusion Costs:**
18% Calx, 6% Pheromones, 6% Bile

* Info

**Info**

* Expend **25** Energy to increase the Ability Strength of your next ability cast, granting it a **20% / 30% / 40% / 50%** additive Ability Strength bonus. Empower lasts until the bonus applies to a different ability.
	+ Energy cost is affected by Ability Efficiency.
	+ Casting speed is affected by Natural Talent and Speed Drift.
	+ Ability strength bonus is **not** affected by mods.
	+ Empower's icon with the bonus percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
* Empower's ability strength bonus is similar in function as the Energy Conversion mod.
	+ Single cast abilities instantly benefit from the bonus on cast.
	+ Channeled and toggled abilities benefit from the bonus as long as the ability remains activated.
	+ Cycled abilities such as Minelayer and Quiver only benefit from the bonus upon cast and will **not** apply the bonus during sub-ability selection.
* Cannot be recast while active. Empower does **not** affect itself.
* Casting Empower is a full-body animation that restricts movement and other actions.
* The Warframe visually initiates a fighting stance as energy radiates from its left hand. While Empower is active, a continuous energy pulse emits from the right shoulder.
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**Infusion Costs:**
10% Calx, 14% Pheromones, 7% Bile

* Info

**Info**

* Expend **50** Energy to instantly increase sprint speed by **35% / 45% / 50% / 60%** and parkour velocity by **15% / 20% / 25% / 30%**, lasting for **5 / 6 / 7 / 8** seconds.
	+ Energy cost is affected by Ability Efficiency.
	+ Sprint speed and parkour velocity are affected by Ability Strength.
	+ Duration is affected by Ability Duration.
	+ Infested Mobility's icon with the sprint speed percentage is displayed next to the shield and health indicators while active.
* Cannot be recast while active.
* Casting Infested Mobility does **not** play an animation.
* The Warframe visually leaves a trail similar to Volt's Speed.
	+ This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but **not** walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as Assimilate or Mesa's Waltz.
	+ However, because this ability also affects parkour speed, it **can** increase the speed of dodge maneuvers and their momentum. This means that while it does not affect walking speed, walking abilities such as Ivara's Prowl can still take advantage of the faster rolling speed to move faster without breaking the invisibility conditions.
* The effects from this ability can stack with similar speed boosting abilities while it is active, such as Speed, as long as you are sprinting or performing parkour maneuvers.
	+ The sprint speed buff stacks additively with other movement speed modifiers. For example, Rush combined with Infested Mobility at max rank and 130% Ability Strength will increase the frame's sprint speed by 1 + 30% + (60% × 130%) = 2.08x
	+ The multiplicative speed buff from Volt's Speed also multiplies the buff from Infested Mobility. For example, Rush combined with Speed and Infested Mobility at max rank and 130% Ability Strength will increase the frames sprint speed by (1 + 30% + (60% × 130%)) × (1 + (50% × 130%)) = 3.432x
* This ability also affects dodge speed and momentum as dodging is considered a parkour maneuver
* Can be cast during Hildryn's Aegis Storm, increasing the dash distance, and is powered by shields instead of energy.
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**Infusion Costs:**
6% Oxides, 12% Calx, 5% Bile

* Info

**Info**

* Expend **50** Energy to instantly restore your Companion's Shield and Health points by **25% / 50% / 75% / 100%** of their maximum capacity, while teleporting it to your side from any distance.
	+ Energy cost is affected by Ability Efficiency.
	+ Casting speed is affected by Natural Talent and Speed Drift.
	+ Health and shield restore and teleport range are **not** affected by mods.
	+ Instantly revives Kubrow, Kavat, Helminth Charger, MOA (Companion), Predasite, and Vulpaphyla dying in the bleedout state.
* Does **not** respawn dead companions.
* Does **not** affect Venari.
* If the player is airborne or away from solid surfaces, the companion will teleport to the nearest solid surface from the player's position.
* Casting Master's Summons is an upper-body animation that allows movement while restricting other actions.
* The Warframe visually lifts and clenches its right hand into a fist, creating a flash of light as the companion teleports nearby from within a combustion-like particle effect.
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**Metamorphosis:** Tier 2

**Infusion Costs:**
14% Calx, 13% Pheromones, 24% Bile

* Info

**Info**

* Expend **50** Energy to restore your Shield points to **25% / 50 / 75 / 100%** of maximum capacity, while triggering a **12** second cooldown before this ability can be cast again.
	+ Energy cost is affected by Ability Efficiency.
	+ Casting speed is affected by Natural Talent and Speed Drift.
	+ Shield restore and cooldown are **not** affected by mods.
	+ Remaining cooldown time is displayed on the ability icon during its countdown.
	+ Shields are restored after the casting animation finishes.
* Does **not** restore shields to the Companion.
* Cannot be cast while shields are at maximum capacity or during cooldown.
* Casting Rebuild Shields is a full-body animation that restricts movement and other actions.
* The Warframe visually builds up energy in both hands and arms, as it crouches to spread the energy outward in a spiraling aura particle effect.
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**Metamorphosis:** Tier 3

**Infusion Costs:**
5% Oxides, 5% Pheromones, 15% Bile

* Info

**Info**

* Expend **25** Energy to grant yourself a **25% / 50% / 75% / 100%** chance to trigger an auto-breach on the next hack. Perspicacity lasts until the player initiates a hacking minigame from consoles and other interactive Objects.
	+ Energy cost is affected by Ability Efficiency.
	+ Casting speed is affected by Natural Talent and Speed Drift.
	+ Hack chance and chance duration are **not** affected by mods.
	+ Perspicacity's icon with the hack chance percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
* Cannot be recast while active.
* Casting Perspicacity is an upper-body animation that allows movement while restricting other actions.
* The Warframe visually brings its hands together while motioning a spherical shape, gathering energy that envelops the entire body once the motion is completed.
* Does work during Nightmare Mode missions and Sorties.
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**Metamorphosis:** Tier 5

**Infusion Costs:**
5% Oxides, 15% Calx, 10% Synthetics

* Info

**Info**

* Expend **50** Energy to improve all equipped weapons' Ammo Efficiency by **75%** lasting for **3 / 3.5 / 4 / 5** seconds.
	+ Energy cost is affected by Ability Efficiency.
	+ Duration is affected by Ability Duration.
	+ Ammo efficiency is **not** affected by mods.
* This ability reduces ammo usage to 1 after every 4 shots.
	+ The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
	+ For weapons with a single-round magazine like the Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
	+ Arch-guns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a Grattler can also greatly benefit from the ability.
	+ For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
	+ For weapons with a magazine-emptying alt fire burst like the Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
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**Metamorphosis:** Tier 6

**Infusion Costs:**
15% Calx, 15% Synthetics, 50% Bile

* Info
* Tips & Tricks

**Info**

* Expend **50** Energy to stun a single target on the aiming reticle within **15 / 20 / 25 / 30** meters, marking it for death **indefinitely** until the next hit from the caster or upon its death. **35% / 45% / 60% / 75%** of the next damage instance including Critical Hit and Status Effects the user inflicts to target is then inflicted to all other enemies in direct line of sight and within **7 / 8 / 9 / 10** meters from the marked target; only **1** target may be marked for death at a time.
	+ Damage portion is affected by Ability Strength. Damage portion cannot exceed **150%**.
	+ Energy cost is affected by Ability Efficiency.
	+ Explosion strength is affected by Ability Strength.
	+ Cast and explosion range are affected by Ability Range.
	+ Max marked targets and duration are **not** affected by mods.
	+ Marked For Death's ability icon becomes grayed-out with an in-use animation while active.
	+ The marked target is also dealt damage from the explosion.
* Allies and companions can **not** set off the explosion of a marked target, only the original caster can.
	+ Sevagoth's Tombstone passive's ability Consume does not set off the explosion of a marked target.
* The explosion damage is calculated after all other bonuses and reductions, except multishot, and is quantized. **35% / 45% / 60% / 75%** of that damage is then dealt to enemies in range upon explosion. It is essentially a portion of the damage number that appears on-screen when damaging the marked target.
	+ Bonuses include mods, buffs from outside sources, critical damage and finisher multipliers, body part multipliers, the Viral Damage/Magnetic Damage status effect, and the marked target's damage vulnerabilities from damage type modifiers.
	+ Reductions include mods, debuffs from outside sources, damage reduction from the marked target's armor, and the marked target's damage resistances from damage type modifiers.
	+ The final damage distribution is the same as the distribution of the modded weapon.
* Damage **cannot** exceed the target's remaining health/shield. For example, a target with 5 health receives 100 damage, but will only spread 5 damage to all other enemies.
* Casting Marked For Death is an upper-body animation that allows movement while restricting other actions.
	+ The Warframe visually clasps its right hand while facing the target to tag it with an energy mark, stunning the target in place for a few seconds; the marked target visually emits a downward stream of energy while marked.

**Tips & Tricks**

- Due to the health/shield gate, Marked For Death works more effectively when used against heavy-duty enemies such as Bombard, Corpus Tech, or Ancients.

- A rapier finisher guarantees a Slash Damage proc on all affected enemies.
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**Metamorphosis:** Tier 9

**Infusion Costs:**
10% Oxides, 37% Biotics, 30% Bile

* Info

**Info**

* Expend **50** Energy to affect all enemies within **6 / 8 / 10 / 12** meters and a **45°** angle cone in front of the caster. Enemies hit by Expedite Suffering while debuffed with active Slash Damage and Toxin Damage Status Effects will instantly receive the full damage from all damage ticks of the procs, multiplied by **1** times; status effects are removed after inflicting damage. If enemies without the two types of eligible status effects are hit by Expedite Suffering, they are only briefly staggered.
	+ Energy cost is affected by Ability Efficiency.
	+ Damage multiplier is affected by Ability Strength.
	+ Range is affected by Ability Range.
	+ Cone angle and stagger on hit is **not** affected by mods.
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**Metamorphosis:** Tier 11

**Infusion Costs:**
50% Oxides, 20% Pheromones, 20% Bile

* Info

**Info**

* Expend **50** Energy to sacrifice **25% / 50% / 75% / 100%** Shields, increasing Armor value by the total Shield capacity for **? / ? / ? / 25** seconds.
	+ Armor increase is based on total Shield capacity and not current Shields or Overshields (however, Overshields from Shield Charger can increase)
	+ Amount of armor gained is affected by Ability Strength.
		- **100 Shields at 300% ability strength provides 300 armor.**
* Disables regular shield regeneration.
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**Metamorphosis:** Tier 12

**Infusion Costs:**
23% Calx, 45% Synthetics, 14.5% Bile

* Info

**Info**

* Expend **?** Energy to cleanse active Status Effects and become immune to subsequent statuses for **?** seconds.
* Number of charges scales with Ability Strength
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**Metamorphosis:** Tier 13

**Infusion Costs:**
12.5% Calx, 35% Biotics, 25% Synthetics

* Info
* Tips & Tricks

**Info**

* Expend **50** Energy to self-heal by **500** Health points over the course of **10** seconds. Allies within Affinity Range receive a total of **50** energy over the course of the same duration.
	+ Energy cost is affected by Ability Efficiency - energy restored is \*negatively\* affected by Ability Efficiency.
	+ Amount healed is affected by Ability Strength.
	+ Total duration is affected by Ability Duration.
	+ Unaffected by Ability Range - range is equal to Affinity Range.
		- The extended affinity range in Railjack missions does not apply.
* Health and energy restored are **not** affected by Ability Duration - Voracious Metastasis will restore the same amount regardless of duration.
	+ If it restores 500 health and 50 energy with a duration of 10 seconds, it will restore 50 health and 5 energy per second. If that duration is reduced to 5 seconds, it will restore 100 health and 10 energy per second.
	+ This means Voracious Metastasis will restore more health and energy per second with lower Ability Duration.
* There is a bug where, if you enter a Nullifier's bubble, this ability may stop working all together.
* Like all Helminth abilities, subsuming this ability onto Hildryn will cause Hildryn to spend ×10 shields instead of energy.
	+ While the description says the energy granted is matching the energy consumed, the ability will still grant energy to allies on shield consumption (1 energy per 1 shield spent)
* Subsuming this ability onto Lavos will not allow him to grant energy to allies, as he cannot spend energy.

**Tips & Tricks**

- This ability is incredibly effective on Hildryn as she can quickly restore any spent shields via Pillage, and assuming her Ability Efficiency is unmodified she generates up to **500** energy for her allies; for reference the highest base Energy Capacity on any Warframe is **300**, and with Primed Flow and Endurance Drift installed this is increased to **880**.
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**Metamorphosis:** Tier 14

**Infusion Costs:**

* Info
* Tips & Tricks
* Bugs

**Info**

* Expend **50** Energy to emit a radial pulse with an initial radius of **5 / 6 / 7 / 8** meters, which follows as an aura and rapidly expands outward by **? / ? / 6 / 20** meters per second over a duration of **2** seconds. All enemies touched by this pulse have **10** new stacks of each active Status Effect currently affecting them. Heat Damage, Slash Damage, and Toxin Damage status procs instead add **1** new status proc with a full timer for the damage of all respective procs combined.
* For Heat Damage procs only one stack is added but for the combined damage of all active Heat Damage procs, and the timer of all Heat Damage stacks is refreshed (normal behaviour when new Heat Damage stacks are applied)
* For Slash Damage and Toxin Damage only one stack is added that does the combined damage of all the respective active procs not caused by this ability.
* For Electricity Damage and Gas Damage, ten stacks are added, with each proc in the stack doing combined damage of all the respective active procs not caused by this ability.
* Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of Heat Damage.
* Energy Cost is affected by Ability Efficiency.
* Range is affected by Ability Duration and Ability Range.
* Status duration is not affected by Ability Duration.
* Number of new stacks and the doubling of heat stack damage are not affected by Ability Strength.
* Can not be recast while the Pulse's Aura is active.
* New stacks do not take status-duration modifiers from mods (e.g. Continuous Misery) into account.
* New stacks do take status-duration modifiers from Warframe abilities and passives (e.g. Lavos' passive) into account
* New stacks only have factions mods (e.g. Bane of Grineer) applied once instead of twice, with the exception of Heat Damage.

**Tips & Tricks**

- Good in conjunction with abilities and weapons that can apply low amounts of status stacks to a big group of enemies. e.g. Cedo alt-fire.

- Repeated usage with heat procs escalates the damage exponentially.

- Lower duration limits range but allows for more frequent casting, allowing for faster stacking of heat procs.

**Bugs**

- When all originally applied slash/toxin procs ended and only copies from this ability are active the new copies only deal 1 damage per tick.
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**Metamorphosis:** Tier 15

**Infusion Costs:**

* Info

**Info**

* Expend 50 Energy to summon a Void Spark for 4 seconds, after idling 2 seconds it seeks out the location of nearby Syndicate Medallions, Ayatan Treasures, Rare Storage Containers, and unscanned Kuria, and Fragments for the Codex. (20 second Cooldown)
* Energy cost is affected by Ability Efficiency, and range is affected by Ability Range.
	+ The 20 second cooldown cannot be affected.
* When there is nothing in range to detect, the ability will not be used and show the message "AREA IS BARREN"
	+ This is a boon for hunting rare objects, since you can occasionally cast it again and again as you proceed through a level, until it does begin seeking them out.
	+ Golden Instinct will not trigger on the objective sculpture for Maroo's Weekly Mission
* Lavos' **Transmutation Probe** lowers the cooldown on this ability.
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