Warframe Koumei and the Five Fates (Update 37) patch notes: All major changes and everything new

Explore Warframe Koumei and the Five Fates patch notes
Warframe just received a huge update (Image via Digital Extremes)

Alongside the titular Warframe, Koumei and The Five Fates launched with a new sizeable mainline patch, Update 37. There's a huge list of changes here that will interest newcomers and veterans alike. Sized at 3.09 GB (may vary depending on platform), this update adds a brand-new mission type, Companion Rework 2.0, two Warframe reworks, and a number of balance changes.

Read along to find out all the changes introduced with Warframe Update 37, as documented on Koumei and the Five Fates patch notes.


Everything new in Koumei and the Five Fates, a summary

The Koumei Dice-frame is not the only new thing (Image via Digital Extremes)
The Koumei Dice-frame is not the only new thing (Image via Digital Extremes)

At a glimpse, here's everything new in Update 37 for Warframe:

  • New and 58th unique Warframe, Koumei. Here's all her Warframe abilities, and here's how to get Koumei.
  • Koumei's signature weapons: Higasa (Rifle) and Amanata (Polearm).
  • New game mode: Shrine Defense.
  • Five new Incarnon Genesis weapons for Dera, Sybaris, Cestra, Sicarus, and Okina.
  • New Augment mods for Hildryn, Voruna, Grendel, and Gyre.
  • New Arbitration mods: Galvanized Steel, Galvanized Reflex, Galvanized Elementalist.
  • New cosmetics: Ember TennoGen, Caliban Deluxe Set, Volt Deluxe Set, new Liset skin, and more.

All Warframe reworks and changes in Koumei and the Five Fates

A bunch of new TennoGen stuff is here (Image via Digital Extremes)
A bunch of new TennoGen stuff is here (Image via Digital Extremes)

First and foremost, this update includes the long-awaited Caliban rework. However, there's also a surprise Nova rework, as well as a host of balance changes to the kit of other Warfarmes.

Nova Rework (Lite)

Nova has received a few changes to how her kit functions, aiming to bring extra quality of life alongside build variance.

Passive Changes:

Nova’s original passive emitted Blast Damage upon her being knocked down, meaning any Primed Sure Footed users would have seen this nullified entirely. So, we’ve whipped up a new passive that feels more appropriate for 2024 Warframe standards:

  • Enemies killed while Slowed have 15% to drop Health Orbs. Enemies killed while Sped Up have 15% to drop Energy Orbs.

Null Star Changes:

  • This ability is now recastable!
  • As this is Nova’s main source of Damage Reduction, players were incentivized to reduce Ability Range if they wanted to keep as many Null Star particles as possible. With the ability to recast to maximize your Damage Reduction, DR-minded players have more build diversity available to them.
  • Increased base particle count from 6 to 12.
  • 18 particles are still needed to maintain 90% Damage Reduction, but it’s now much easier for players to hit that cap.
  • With the increased particle count, the VFX will become more subtle the more particles you have. These particles will also dissolve while aiming down sights to prevent them from obstructing player view.
  • Damage Resistance from Null Star now applies to both Shields and Health (previously only applied to Health).
  • Changed damage type from Slash to Blast damage, with a guaranteed Blast Proc. Base Null Star damage has also been increased from 150 to 300.
  • With the above improvements, Null Star when applied via Helminth is now altered and has its Damage Reduction capped at 75%.
  • This was previously 90% – we’ve reduced it in light of the changes above and to have it fall in line with the diminished effectiveness of Mirage’s Solar Eclipse Damage Reduction.
  • Neutron Star (Augment) Changes:
  • Recasting will cause remaining particles to seek out enemies, and then replenish the particles orbiting Nova.
  • Heat Damage and guaranteed Heat Proc now apply to all Null Star particles, not just the ones sent out via recast.

Antimatter Drop Changes:

  • Tapping the ability input while an Antimatter Drop orb is active will massively increase its speed, causing it to zoom in the direction of the player reticle.
  • As a result, only one Antimatter Drop orb can be cast at a time.
  • Antimatter Drop has historically been difficult to control, with its speed only increasing once the orb is “fully charged”. This change gives players the ability to shoot at the slow-moving orb to maximize damage output, and then catapult it towards unsuspecting enemies at their whim.
  • Changed damage type from Radiation to Blast, with 100% Status Chance.
  • Only 5 shots will be absorbed by Antimatter Drop to reach full charge (excluding multishot).
  • Teleporting an Antimatter Drop orb via a Wormhole will automatically charge the orb halfway.
  • Antimatter Drop’s explosion now uses Line of Sight checks.
  • With the above improvements, it is now much easier to use and packs a punch, so to prevent disruptive gameplay we added the checks. What this means is that the detonation damage will check for any part of the enemy that has been drawn on the screen, if any part of them is visible it will pass the LoS check and deal damage to them.
  • In light of this change, we’ve made it so that Antimatter Drop’s explosion range is now affected by Range Mods.
  • Removed the delay that would occur before Antimatter exploded when making contact with a surface – it will now immediately detonate on impact!
  • Updated the orb’s appearance to better communicate its charging mechanic:
  • The orb now looks like one sphere contained within another. The inner sphere will grow in size as damage is absorbed, until it reaches the cap.
  • Improved Antimatter Drop's movement logic so it tries to stay within the player's line of sight, to avoid cases of players "losing" the orb after casting.
  • Removed collision on the Antimatter Drop orb so it will no longer be blocked by allies. (RIP Orb Surfing 2024)

Wormhole Changes:

  • Removed Wormhole’s duration.
  • Wormhole will now stay up indefinitely unless a) all of its charges have been used or b) it has been replaced by a recast Wormhole when players have created the maximum number of portals.
  • Added icons above each Wormhole indicating how many times it can be used before disappearing.
  • Each orb represents one use!
  • Holding the ability input will display the exit point of the Wormhole, similar to Kullervo’s Wrathful Advance.

Molecular Prime Changes:

  • Added a Tap / Hold functionality: Tap to cast a Slowing effect on enemies. Hold to cast a Speed-Up effect instead.
  • The “Speedva” build has been a long-time staple of Novas everywhere, and is a fantastic example of bug-turned-feature. While we love the quirk that resulted in our beloved Speedva, negative Strength offers little benefit to Nova’s kit beyond this mechanic. After much deliberation, we decided it was best for all Nova players to make this quality of life change: swap between Speed and Slow in-mission as you wish, without worrying about accidentally bringing a Slowva to your Defense Sorties.
  • Slow and Speed effects are both capped at 75% respectively, and scale the same with Strength. (i.e. a max Slow build will also provide max Speed).
  • Increased base Slow/Speed effect from 30% to 50%.
  • Bonus damage multiplier now applies to Overguard, Health, and Shields.
  • Previously it only applied to enemy Health!
  • This multiplier has also been added to the Ability screen so players can better understand Molecular Prime’s mechanics.
  • Speed-Up effect will bypass crowd control immunity (ex: enemies with Overguard).
  • Killing Primed enemies has a 20% chance to proc Blast on nearby foes.
  • Molecular Fission (Augment) Change: Null Star will apply Molecular Prime to enemies struck by its particles.

Hildryn Changes

Our goal with Hildryn for this mini rework was to bring her Aegis Storm a bit more power, while also tying in some nice-to-haves with her Balefire Charger!

Balefire Charger Changes:

  • Reduced the max Shield cost of a Balefire charged shot and increased the maximum charged shot damage that can be inflicted.
  • It now costs 200 from 400 Shield for the Max Charged Shot, and now does 1,500 from 1,000 base Damage.
  • With this, charging the Balefire Charger will be a more worthwhile time investment compared to the dominance of fast-firing the weapon.
  • Balefire Charger will now stagger enemies instead of ragdoll them when Hildryn has Overshields.
  • Unequipping Balefire Charger will now re-equip your previously selected weapon instead of your Secondary weapon.

Aegis Storm Changes:

  • Balefire Charger is now automatically equipped upon activating Aegis Storm instead of needing to activate it.
  • Aegis Storm is now much more fluid regarding Ability usage and movement!
  • Hildryn can now use Pillage or any Helminth Ability while Aegis Storm is active!
  • Jade is allowed to use Pillage while using her 4th Ability, so we felt Hildryn deserved to utilize Pillage while she flew around, too!
  • Hildryn can now move around when activating Balefire Charger while in Aegis Storm instead of being locked in place for the duration of the animation.
  • Increased Hildryn’s maximum speed, movement acceleration and hover ascension rate while in Aegis Storm.
  • Deactivating Aegis Storm now makes Hildryn invincible for a short period to prevent dying mid-animation.
  • Deactivating Aegis Storm now performs a proper ground slam, similar to Rhino’s “Stomp” or Qorvex’s “Chyrinka Pillar.”
  • Deactivating Aegis Storm now slams all lifted enemies simultaneously, unlike when they dropped with random delays previously.

Wukong Changes

Wukong has developed what we and fellow players have noted is a disruptive playstyle regarding his ability to animation cancel Heavy Attacks with Cloud Walker. This leads to fast spam of max Combo Counter damage, especially on weapons such as the Arca Titron.

When we nerf anything, we follow a set of three points:

  • To reduce AFK strategies,
  • If the playstyle negatively hinders or disrupts the gameplay of others,
  • To minimize a dominant playstyle that players feel they need to play it.

This Wukong combination falls into the disruptive gameplay category of our above philosophy.

Following this, we aim to remove the problem surgically at its core - the animation cancels. As such, we’re only removing the ability to activate Cloud Walker while a Heavy Slam animation is currently being used.

Cloud Walker Change:

  • When you Heavy Slam while using Cloud Walker to exit the Ability, you cannot activate Cloud Walker again until the Heavy Slam animation is complete.

Celestial Stomp Augment Change:

  • Celestial Stomp no longer stuns crowd control-immune enemies, such as Eximus units, to bring Celestial Stomp in line with similar crowd-controlling abilities.

We recognize that Wukong is a popular choice of Warframe, and our intention is to reduce the disruptiveness without an unfair knock-on effect.


Warframe Companion Rework 2.0 details

Companion Rework 2.0 is finally here, bringing a bunch of big changes to beast pets in particular.

AI changes

  • Beast Companions would previously follow behind you while moving, which made it harder to notice them around and put them further away from enemies when combat started. They will now try to lead you instead, staying a few meters ahead while you are moving so they are ready to attack when combat starts.
  • Beast Companions would previously choose targets in a complete circle around the player. This means that when using their abilities or making attacks, they weren't even on screen so it was hard to appreciate them being useful. This has been tuned so that Beast Companions will prefer to choose targets that are near you and in your field of view.
  • When selecting a new target to attack, Beast Companions now gain a speed boost on their way to the target while off-screen (to reduce the time it takes them to engage).
  • Improved animations while following the player through bullet jumps and double jumps so that they animate more quickly and fluidly.
  • Decreased the required distance from Beast Companions to their owner to trigger a teleport and reduced the minimum time between teleports so they can more easily keep up with you if you’re bullet jumping at mach speed! They will also now disengage from enemies faster if you are moving quickly through the map.
  • Improved Beast Companion targeting logic to better match their combat behavior and prevent cases of them “stalling” when trying to decide on their next target. Also tweaked the range at which they’ll attack enemies to ensure they’ll actually hit them!

Note: While Hounds are not technically Beast Companions, they will also benefit from the AI changes listed above!

Changes to Companion Precepts

Many Companion Precept effects are currently too small or too brief to be really beneficial. The devs want your choice of companion to feel more meaningful and for your Companion to contribute in a more visible way, so there are a whole lot of buffs to get through.

  • Acidic Spittle (VIZIER Predasite):
  • Increased the projectile speed and accuracy, and always applies Corrosion status to its target now. The projectile will now home-in on its target slightly to ensure it hits more reliably.
  • Fixed Acidic Spittle projectile having collision with Allies and their Companions. Now, your Predasite’s vomit will sail through them safely to blind your foes!
  • Also fixed blinded VFX not appearing on affected targets.
  • Anabolic Pollination (PHARAOH Predasite):
  • Increased the lifetime of the spore clouds from 6 seconds to 10 seconds, and increased the duration of the damage buff from 10 seconds to 15 seconds.
  • This Precept’s description has also been updated to include the damage buff’s duration.
  • Anti-Grav Grenade (MOAs):
  • Effect radius doubled from 3M to 6M, effect duration doubled from 3 seconds to 6 seconds.
  • Fixed the math which was not giving the correct damage bonus based on the mod's rank, nor was it considering damage against shields
  • Coolant Leak (Robotic Companions):
  • Formerly slowed enemies down by 10% when they were within 3 meters as a constant aura.
  • Now hits enemies within 10 meters with 40 damage and 3 stacks of Cold status, with a 10 second cooldown.
  • Changed from cost of 4 Mod points and no ranks, to having a base of 2 Mod points and 3 ranks.
  • Crescent Charge (CRESCENT Vulpaphyla):
  • Lifts target into the air, and throws that target at another nearby enemy doing damage of 20% of its Max Health plus the Vulpaphyla's weapon damage in a 5 meter radius.
  • Removed the Vulnerability effect since it becomes much harder to capitalize on when the enemy is getting thrown around, and replaced with 5 stacks of Puncture status on affected enemies.
  • Detect Vulnerability (HELIOS Sentinel):
  • If the marked target dies, chooses a new target 2 seconds later
  • Dig (SAHASA Kubrow):
  • Your Kubrow can now dig up Heavy Weapon ammo packs if you need them.
  • Draining Bite (VASCA Kavat):
  • Inflicts 5 stacks of Slash stats on the victims, based on 150% of your Vasca's weapon damage.
  • Endoparasitic Vector (PHARAOH Predasite):
  • Projectile now homes in on its target and creates visible tentacles attaching to the held victims.
  • Can now attach to enemies that enter the radius after the projectile connects.
  • Tentacle grab range doubled from 5m to 10m.
  • Fixed the precept being able to apply Slow to VIP enemies that should be immune to Slow, fixed being able to Slow allies if they were in range, fixed the damage type being incorrect, fixed the precept failing to attach to targets sometimes.
  • Ferocity (SAHASA Kubrow):
  • Greatly reduced cooldown, but now can only target enemies open to finishers.
  • If the enemy gets killed by the finisher, they’ll explode. Nearby enemies have a 30% of being knocked down and opened to finishers for 5s.
  • Ghost (SHADE Sentinel):
  • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends.
  • If you move back within range of enemies, invisibility will be sustained.
  • Iatric Mycellium (VIZIER Predasite):
  • Doubled the size of the spore trail so it's easier to collect the healing buff.
  • Infectious Bite (MEDJAY Predasite):
  • Spores now explode immediately if they absorb more damage than the victim has Health, and inflict a portion of the absorbed damage in a 3 meter radius (100% at max rank).
  • Looter (CARRIER Sentinel):
  • Maximum range increased from 12 meters to 22 meters, and the description updated to clarify that it functions as a wave rather than the sentinel shooting each crate individually.
  • Hunt (HURAS Kubrow):
  • Now drags enemies within 2 meters of its charge and staggers within 3 meters, and uses the pet's weapon damage.
  • Mischief (SMEETA Kavat):
  • In addition to its previous effects, Mischief's decoy now Blinds enemies within 8 meters when the decoy is destroyed.
  • Negate (WYRM Sentinel):
  • Allowed Manifold Bond's cooldown reduction to apply to Negate's cooldown timer
  • Neutralize (CHESA Kubrow):
  • Instead of disarming a single enemy, it now disarms and staggers in a 10m radius.
  • Paralytic Spores (MEDJAY Predasite):
  • The initial damage now scales off the pet's equipped weapon.
  • In addition to staggering enemies, now applies 5 seconds of 50% slow, and enemies are open to melee finishers.
  • Reflex Denial (Hounds):
  • The absorb bubble will now ignore projectiles and attacks of the Hound's own faction.
  • Known issue: This is currently only working for Host, we are investigating for a fix.
  • Retrieve (CHESA Kubrow):
  • Tightened up the timings while looking for targets so the Kubrow will choose a new body quicker if its first choice is invalid.
  • Savagery (SUNIKA Kubrow):
  • Previously: would enable Kubrow to make a high damage Finisher on a single enemy
  • Now: Kubrow will rapidly teleport between up to 8 enemies in a 10m radius, doing damage and briefly immobilizing them. All victims are knocked down at the end of Savagery.
  • Scan Matter (OXYLUS Sentinel):
  • The duration and cooldown time for showing resources containers and mining locations has been removed, the effect is continuous now.
  • Additionally it now breaks open one container within 60 meters every 3 seconds and automatically collects the contents.
  • Sense Danger (Kavats):
  • Title changed to "Sense Weakness" because the Kavat is now the danger.
  • Kavat gains 200% bonus damage against highlighted enemies and Kavat attacks have a 30% chance to knock highlighted enemies down.
  • Shockwave Actuators (MOAs):
  • Reduced cooldown times to 25/20/15/10 seconds based on rank.
  • Spare Parts (Robotic Companions):
  • Now compatible with all Robotic companion types (Sentinels, Hounds, and MOAs).
  • Marks enemy for extra loot drops for 15 seconds, up from 5 seconds.
  • Will try to choose an enemy that you can see on-screen instead of totally at random.
  • Survival Instinct (SLY Vulpaphyla): This precept has been completely reworked.
  • Formerly reduced enemy accuracy against your Warframe until your next attack.
  • Now, when you bullet jump it creates a decoy which draws enemy fire for 1.5 seconds. 5 second cooldown time after creating a decoy.
  • Stalk (HURAS Kubrow):
  • When you move out of range of enemies, there is now a 3 seconds grace period before the invisibility effect ends.
  • If you move back within range of enemies, invisibility will be sustained.
  • Stasis Field (MOAs):
  • Increased the radius of the Stasis from 5 meters to 10 meters, and made the visual effect more obvious.
  • Now also works on reducing the damage of hitscan weapons that hit you inside the bubble instead of only projectiles.
  • Territorial Aggression (Kavats):
  • Changed the effect from "pacifying wild creatures", to causing damage.
  • Your Kavat creates a 6 meter circle that lasts 15 seconds: enemies inside the circle have a 30% chance each second to be hit by a ghostly Kavat that does the same damage as your real Kavat.
  • Trample (HELMINTH Charger):
  • Leaves a trail of Virulence behind when charging that applies damage to enemies that touch the spikes.
  • Trample knocks down and applies Toxin to any enemies struck.
  • Helminth Charger also gains bonuses to health, armor, and damage for each enemy struck while charging. Damage now properly scales with the effect of the Strain Fever Mod.
  • Unleashed (SUNIKA Kubrow):
  • Instead of targeting "VIP" enemies, a category which is somewhat poorly defined and doesn't come up very often, this will now target Eximus units, doing 300% damage against Overguard.
  • Volatile Parasite (Predasites):
  • In addition to its built in damage, Volatile Parasite now explodes for 100% of the damage absorbed while it is attached to the victim, with an additional 1.4x multiplier if the victim dies before the Volatile Parasite expires.
  • Vacuum (Robotic Companions):
  • Increased range from 11.5m to 13.5m to match Fetch.
  • Whiplash Mine (MOAs):
  • Increased the speed of the projectile in flight, and made the MOA more intelligently choose its target to maximize the number of enemies in the tether radius.

New Beast weapon mods

Equipping these powerful upgrades on their Claws will give your Beast type companion a large bonus of a specific damage type, as well as converting other physical or elemental (depending on the Mod) damage on the weapon into that type.

For example if you equip Frost Jaw and Venom Teeth then normally this would combine into Viral damage, but if you also equip Incendiary Inclination then it will all elemental damage be converted to Heat damage instead.

  • Chilling Claws: 300% Cold Damage, +300% Status Chance, elemental damage converted to Cold
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Burning Claws: 300% Heat Damage, +300% Status Chance, elemental damage converted to Heat.
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Sepsis Claws: 300% Toxin Damage, +300% Status Chance, elemental damage converted to Toxin.
  • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Shocking Claws: 300% Electric Damage, +300% Status Chance, elemental damage converted to Electric
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Precision Conditioning: +140% Melee Damage, physical damage converted to Slash.
  • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
  • Brute Conditioning: +140% Melee Damage, physical damage converted to Impact.
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Disabling Conditioning: +140% Melee Damage, physical damage converted to Puncture.
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Prosperous Retriever (Beast companions): An alternative to Loyal Retriever for players looking for a more focused looting experience, this variant provides a passive 18% chance that each credit pickup will be doubled. This version does not have a chance to double resources.
  • Can be acquired with Conservation tags from The Business’ “Trade Tags” menu in Fortuna, Venus.
  • Resourceful Retriever (Beast companions): Another specialized alternative, this variant provides a passive 18% chance that each resource pickup will be doubled. This version does not have a chance to double credits.
  • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Immunity Resistance (Beast Claws): +50% Status Damage.
  • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Magnetic Strike (Beast Claws): 100% chance to inflict an additional Magnetic status on the target when applying Impact status.
  • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Bell Ringer (Beast Claws): Attacks knock down targets and apply 4 stacks of Impact.
  • Can be acquired with Conservation tags from Son’s “Trade Tags” menu in the Necralisk, Deimos.
  • Cull the Weak (Beast Claws): +60% melee damage per Status type affecting the target, and +240% damage for non-critical hits.
  • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.
  • Bloodthirst (Beast Claws): 100 Health stolen on hit per stack of Slash status on the target.
  • Can be acquired with Conservation tags from Master Teasonai’s “Trade Tags” menu in Cetus, Earth.

These Mods have changed from being compatible with Beasts to being compatible with their weapons instead. Remember to update your builds!

  • Bite
  • Maul
  • Frost Jaw
  • Venom Teeth
  • Shock Collar
  • Flame Gland
  • Hunter Synergy
  • Mecha Overdrive (Kubrows only)
  • Swipe (Kavats only)
  • Strain Fever (Helminth Charger only)
  • Strain set effect: Maggots are now created with their AI fully aware, which removes a pause they needed to wake up.
  • Strain Consume: Increases your maximum Health by 4% and regenerates 2 Health per second, per Maggot that dies within 10 meters. Buff lasts 45 seconds.
  • Strain Eruption: Now always applies Corrosive status to enemies in range when Maggots explode.
  • Strain Fever: Fixed this effect not actually giving extra damage per cyst, it was stuck at a flat 40%. Now properly gives +40% damage per each cyst, and has a HUD buff for visibility.
  • Also fixed the Mod description listing the buff as +30%, when it actually was +40%.

Rebalance of Sentinel weapons

The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead.

  • Artax
  • Previously: Cold based beam weapon, always applies Cold status (Damage 5, Status 3%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
  • Now: Changed Artax math from old "Chance of status per second", to newer "Chance of status per firing interval" that other beam weapons use, and buffed the status chance. (Damage 5, Status 35%, Fire Rate 1, Magazine 100/Reload 1.5, Critical 2%/1.5x)
  • Burst Laser
  • Previously: Fires a short burst of laser bolts. (Damage 7, Status 2%, Fire Rate 1.61, Magazine 15/Reload 0, Critical 2.5%/1.3x)
  • Now: Improved accuracy and improved stats. (Damage 20, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 15%/2x)
  • Prisma Burst Laser
  • Previously: Fires a short burst of prisma laser bolts. (Damage 10, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 5%/2x)
  • Now: Improved accuracy and burst rate, improved stats. (Damage 22, Status 10%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 18%/2.2x)
  • Burst Laser Prime
  • Previously: Fires a short burst primed laser bolts. (Damage 12, Status 14%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 6.2%/2.3x)
  • Now: Improved accuracy and burst rate, improved stats. (Damage 25, Status 15%, Fire Rate 1.5, Magazine 15/Reload 0, Critical 20%/2.3x)
  • Cryotra
  • Previously: Cold based beam weapon (Damage 10, Status 35%, Fire Rate 1, Magazine 80/Reload 4, Critical 5%/2x)
  • Now: Fires volleys of icy grenades that persistently chill the area around them (Damage 30, Status 10%, Fire Rate 0.667, Magazine 3/Reload 5, Critical 10%/1.8x)
  • Deconstructor:
  • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 50, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Now: Increased the seeking cone for choosing a secondary victim on bounce to 90 degrees; damage increased. (Damage 130, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deconstructor Prime:
  • Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 75, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Now: Behavior unchanged but damage increased. (Damage 160, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
  • Deth Machine Rifle:
  • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-up time. (Damage 5, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
  • Now: Behavior unchanged but damage increased. (Damage 15, Status 1%, Fire Rate 8.3, Magazine 100/Reload 2, Critical 5%/2x)
  • Deth Machine Rifle Prime:
  • Previously: Rapid fire Sentinel machine gun with a large magazine capacity and spool-uptime. (Damage 7, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
  • Now: Behavior unchanged but damage increased. (Damage 20, Status 4%, Fire Rate 10, Magazine 100/Reload 2, Critical 10%/2x
  • Helstrum:
  • Previously: Launch a swarm of micro-missiles. (Damage 9.1 On target + 5 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, Critical 5%/1.5x)
  • Now: Behavior unchanged but damage increased. (Damage 10 On target + 30 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, 5%/1.5x)
  • Laser Rifle
  • Previously: Automatic gun that shoots laser bolts. (Damage 8, Status 2%, Fire Rate 1.67, Magazine 5/Reload 1.2, Critical 2.5%/1.3x)
  • Now: Behavior unchanged but damage increased. (Damage 45, Status 7.5%, Fire Rate 2.5, Magazine 5/Reload 1.2, Critical 17%/1.8x)
  • Laser Rifle Prime:
  • Previously: Automatic gun that shoots primed laser bolts. (Damage 12, Status 5%, Fire Rate 10, Magazine 5/Reload 1.2, Critical 15%/1.5x)
  • Now: Behavior unchanged but stats increased. (Damage 55, Status 10%, Fire Rate 3, Magazine 15/Reload 1.2, Critical 20%/2x)
  • Multron:
  • Previously: Projectile gun with very low damage and small amount of punch through (Damage 5, Status 5%, Fire Rate 3.33, Magazine 60/Reload 3, Critical 12.5%/1.8x)
  • Now: Fires a volley of powerful explosive darts that explodes in a large area shortly after embedding into something (Damage 100, Radial distance 3.5M, Status 22%, ROF 1.56, Magazine 3/Reload 3, Critical 15%/2x)
  • Stinger
  • Previously: Dart gun that always applies Toxin status on impact (Damage 15, Status 5%, Fire Rate 3.3, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
  • Now: Always applies Toxin status on impact, then continues to hit the target once per second for 3 seconds with Stinger's modded damage types. This can stack. (Damage 15, Status 20%, Fire Rate 3.33, Magazine 4/Reload 1.2, Critical 2.5%/1.5x)
  • Sweeper
  • Previously: Sentinel shotgun with short effective range. (Damage 7x6, Status 2.33%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 5%/1.5x)
  • Now: Behavior unchanged but stats increased. (Damage 35x6, Status 4.5%, Fire Rate 1, Magazine 10/Reload 2.3, Critical 10%/1.8x)
  • Sweeper Prime
  • Previously: Sentinel shotgun with short effective range. (Damage 10x6, Status 2.5%, Fire Rate 1, Magazine 20/Reload 2, Critical 5%/2x)
  • Now: Behavior unchanged but stats increased. (Damage 45x6, Status 5%, Fire Rate 1, Magazine 20/Reload 2, Critical 10%/2.2x)
  • Tazicor:
  • Previously: Projectile gun that shoots short bursts of Electric bullets. (Damage 8, Status 15%, Fire Rate 8.33, Magazine 4/Reload 2.5, Critical 2%/1.5x)
  • Now: Fires a chaining beam of electricity that can incapacitate several enemies. (Damage 5, Status 25%, Fire Rate 12, Magazine 40/Reload 2.0, Critical 5%/1.5x)
  • Vulcax:
  • Previously: Charge-up beam weapon that reloads after every shot (Damage 35, Status 10%, Fire Rate 1, Magazine 1/Reload 6, Critical 20%/2.5x, Punchthrough 1M)
  • Now: Damage has been significantly improved to help the Vulcax's viability as a heavy weapon, along with better Accuracy, Reload and twice the Punchthrough. (Damage 500, Status 10%, Fire Rate 1, Magazine 1/Reload 3, Critical 20%/2.5x, Punchthrough 2M)
  • Vulklok:
  • Previously: Slow, high damage, high accuracy sniper rifle (Damage 85, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2, Critical 35%/2.5x)
  • Now: Increased damage and gained Punchthrough (Damage 175, Status 25%, Fire Rate 0.15, Magazine 10/Reload 2,Critical 35%/2.5x, Punchthrough 1.5M)

The patch also contains a number of new QoL additions, as expected from a mainline update. There's also a lite overhaul to the new player experience with some UI and mission design cleanup. Read up about this, and more, on the full update notes page here.

Check out our other guides on the game:

Quick Links

Edited by Niladri Roy
Sportskeeda logo
Close menu
WWE
WWE
NBA
NBA
NFL
NFL
MMA
MMA
Tennis
Tennis
NHL
NHL
Golf
Golf
MLB
MLB
Soccer
Soccer
F1
F1
WNBA
WNBA
More
More
bell-icon Manage notifications