MESA: The Ultimate Gunslinger

by KipSansal

Overall Grade: A

General Overview:

The legendary gunslinger Mesa uses a combination of power and style to destroy almost anything that comes at her using pistols and secondaries as her main weapon of choice. Released in Update 15.5 on November 27th, 2014, she has remained a very strong frame, even through a nerf to her 4th ability.

Drop Locations:

Mesa Parts are ONLY available through (unfortunately) Mutalist Alad V Assassination on Eris. This requires Mutalist Alad V coordinates, which many players have groaned and moaned over trying to obtain. However, she is available to buy off the market, as many others have done. No shame in doing either.

Mesa currently has no prime version, however these are her current part rates off of Mutalist Alad V:

  • Neuroptics: 38.72%
  • Chassis: 38.72%
  • Systems: 22.56%

Resource Requirements:

  • Neuroptics require 1,500 Alloy Plates, 2 Neural Sensors, 350 Polymer Bundles, 500 Plastids and 15,000 credits.
  • Chassis requires 1 Morphics, 50 Oxium, 300 Plastids, 1000 Nano Spores, and 15000 credits.
  • Systems requires 1 Argon Crystal, 1600 Nano Spores, 300 Polymer Bundles and 500 Circuits, alongside 15000 credits.


  • Master Rank Required: 0
  • Health/Shield: 125/75 (at rank 30; 375 H/ 225 S)
  • Armor: 65
  • Energy: 100 (at rank 30; 150 energy)
  • Sprint: 1.1
  • Polarities: 2 Naramon (-) and 1 Madurai (V)

Abilities (Vanilla and Efficient build stats will be displayed below):

Passive: Increased reload speed on single sidearms (20%), increased fire rate on dual-wielded sidearms(10%), and +50 health when a melee weapon is NOT equipped.

Ballistic Battery: On activation, all damage / hits caused by guns are stored, however will cap at 1600 damage. When triggered again, this damage is channeled into the next shot. Not entirely useless when it comes to Mesa utilizing as much damage as possible–if wanting to do high damage to say, a Bombard or a Boss, one should store damage to do a bit extra and make the fight a little faster. Not useless, but not amazing.

Shooting Gallery: Mesa’s main damage buff. Will give allies extra damage % while also disabling nearby enemies’ guns. However, this buff will -stay- on Mesa, meanwhile the team buff will shift between team members during the duration of the entire buff. For example, if I build for duration and my Shooting Gallery lasts 30 seconds, each team member will receive a 10 second buff, one by one.

Shatter Shield: Mesa’s main tanking ability. Shatter Shield reduces all incoming BULLET damage by a fixed percent, allowing her to go into most late/endgame missions with no problem as long as you’ve built her correctly for tanking. These bullets will ALSO be reflected, doing full damage against opponents as if they had shot themselves.

Peacemaker: The big guns. Mesa will draw her Regulator pistols, shooting down anyone in her path (As long as they’re within her Field of View). This ability suffered a nerf that no longer is a “Press 4 and sit back”, it is a “Press 4, hold M1 and aim in their general direction to win”. This ability SCALES with your secondary/pistol as well.

Pros and Cons of Mesa:

Pros: Mesa, if built correctly, can do RIDICULOUS damage for a frame, killing a 140 Corrupted Bombard/Heavy gunner in 2 seconds. Against armor-stripped enemies it becomes even MORE ridiculous, killing a 140 Corrupted Bombard/Heavy Gunner in a second. Her third ability lets her tank almost anything in late/endgame, making her incredibly useful for long survival / solo missions. Paired with an EV you have an almost unstoppable combo. Her tanking ability can literally reflect bombard rockets back at enemies–just think about that. With a cap of 95% damage reduction, you’ve got a strong tank.

NOTE: If you add arcanes, this frame gets ridiculous. On rank 3 Arcane Awakening on proc, you get a 40% chance for +100% damage with pistols for 16 seconds.

Cons: Mesa’s third ability does NOT protect against melee damage, her first ability does not infinitely store damage (Caps out at 1600) and suffers from energy issues in solo. She can NOT regenerate energy through Energy Restores, Siphon, Trinity’s EV, or anything of the sort while Peacemaker is active. As well as a 50 health addition with NO melee weapon, if you’re in a pinch and need to melee, you’re either taking a melee weapon or have 50 less health. Her augments to her 1-3 abilities do not change her much, and as such are really not needed. However her 4th ability augment is said to be coming out soon, so we will see.

Tips and Advice:

Mesa players should always have Shatter Shield up when enemies are nearby, especially higher level enemies as she has a low armor rating on her base stats. Using secondaries is her forte, so bringing only a primary and secondary is ideal, for that extra 50 health. Peacemaker’s fire rate scales the longer you have M1 pressed, and how many shots you have fired. At maximum, you’re doing almost 7-13 shots per second. Building your pistols well is a must as well! Since her Peacemaker scales with your pistol as well, you should focus on high damage pistols, and have status or crit play a secondary role.


Mesa main build (NOTE: These are NOT maximum values and without arcanes, as some mods are not fully ranked in these situations. A full 5 forma is needed for all maxed out mods WITH Power Drift added in exilus adapter slot, with a total of : 1 Dash in Aura, 3 Dashes, 1 D, and 2 V’s. ) If you would like to build her yourself, building for positive efficiency, and mostly strength/duration are key.


Stats of abilities (before and after current build):

base stat

after build

Pistol Builds: (using corrosive damage in this case, change as needed. Take note, these are examples of pistol builds, nothing is better than the other in this case.)

akstletto prime

euphona prime

lex prime

vaykor marelok.png



Trinity, The All-Day Frame You Need For Raids and More

By : Prince_Husky

Overall Grade :

As a Support ? : I say A+, here’s why :

First of all, who doesn’t know either EV or Bless? This warframe is your best of choise for support-type frame in every situation. Mostly like long run survival, Raids, support for farming frame, etc.

As a Raid Frame ? : A+ !, here’s why :

In a raid, what you really need for a carry is your EV (or I say 2nd skill), and your Blessing too! For a team-cover support frame, Trinity is a must for a raid.

As a Farming Frame ? : D- , here’s why :

None of her skill are used to farming anyway. Most of them are a supportive skill, not to be purposed for farming purposes

As a Tank ? : B+, here’s why :

Her 3rd and 4th skill is the best choise for a tanking trinity. But since her 4th skill are capped at 75% damage reduction and the energy cost is pretty expensive. A tank trinity wont last long


Overview :

          Trinity is a support frame that has been introduced since the beginning of the game, and Prime was introduced in Update 17.6. She has a passive of Reviving downed player faster and from farther away, not really a good passive but it’s still good for a support frame. Trinity is mostly used in Raids, EXP farm and much more.


Her 1st skill, Well Of Life , what this skill do is raising the enemy up in the air, and make them vulnerable to you and your ally with each attack on targeted enemy, it will heal you or ally that attack that enemy. Not really for an end game skill but still worth a shot. This skill is affected by every aspect of power.

Her 2nd skill, Energy Vampire , Now this is your main skill usage. What this skill do is damaging a targeted enemy with in exchange of energy in return. The more Strength you have, the more damage and energy in return. This skill is affected by every aspect of power

Her 3rd skill, Link , Basically you will “Link” your body to an enemy, and if that enemy is aiming at you, the damage will return to the corresponding enemy. Good for a tank trinity. This skill is affected by every aspect of power except power strength.

Her 4th skill, Blessing , One of the main skill beside Energy Vampire. What this skill do is restoring health and shield for you and your ally. After healing, you and your ally in radius will get a damage reduction depending on your strength. More str means more damage reduction you get (Capped at 75% damage reduction. Probably at 145%-155% str). This skill is affected by strength,duration and efficiency.


For most supportive trinity, most players uses EV build or Bless build since 2 of them are used for most cases like raids, defection, survival etc.


Allies :

Everyone! Who doesn’t love trinity in their squad?!

Enemies :

Harrow – In most cases even Harrow can still be your allies, but harrow support skill is almost comparable to trinity, even his 4th skill Covenant, your bless is next to useless


Pros :

  • Top tier support in the game currently
  • Easy to farm
  • Easy to build
  • Takes less forma to build

Cons :

  • Not a solo frame
  • Requires some good mods to maximize her
  • Shes not that tanky


Trinity Build

For the build, I’m currently using 2 builds,

Trinity EV Build (2 Forma by Prince_Husky)

Trinity EV Build

     Explanations :

1st, why 12% Duration ? : Because you need to refill your squad energy as fast as you can. So lower the duration is a must for Trinity

2nd, why 250% Range ? : Because you need to get your ally energy as far as you can, simply because sometimes your ally is everywhere. At least cover their energy in large distance is the best choise

3rd, why 224% Strength ? : Because the larger the strength, the more energy you can get.

Usage : Most player use this for an energy refill in most situations, I usually use this in Raids and EXP farm.

Trinity Bless Build

Trinity Bless Build (2 Forma by Prince_Husky)

Explanations :

1st, why 282% Duration ? : The longer the duration, you can give you and your allies a damage reduction

2nd, why 34% Range ? : Since her bless is not really affected by range, you can ignore it.

3rd, why 145% Strength ? : A bit of RNG here, since the damage reduction is capped at 75%, the best choise for maxing it out is putting strength between 145%-155%, but I don’t want to risk duration loss so 145% is fine, you can get 70%+ damage reduction and that is already good.

Usage : Mostly this build is used in Raids



So, is this worth to get?

Yes of course! You must be insane if you think this frame is bad!




This frame is a must have frame, especially her 2nd and 4th is insane skill that you will not regret having this frame in your frame inventory.

Zephyr: The Aerial Threat

By: MasterTadpole/Snow

Overall Grade: B-

Yes, Zephyr. The “worst frame” by many, but who I think is incredibly underestimated. And those who do play her commonly spam her Tornadoes and Turbulence, but her true power is unlocked when you go through her whole kit and combine your abilities to become the true master of Zephyr, and the mobility she has under her belt.


Tips & Tricks with Zephyr

The most common mistake I see players making with Zephyr is not utilizing her mobility passives. The way her passives work makes it tricky to move when you just want to make a small jump, or a large one that is small enough that her 1 can’t work. The main thing in these situations is I’ll jump and right before I’m at the level where I want to be, I start aim gliding and immediately release. This stops you right where you are and your momentum will push you the rest of the way. Also; if your range is large enough, you can have teammates and allied NPCs inside of your Turbulence, but this comes at the price of letting those players get shot if enemies get inside. Her Tornadoes also will use the status effect that last hit them. What I mean by this is: if you have a toxic pistol and you shoot the tornado, the bullet will cause the tornado to deal toxic damage. I’m not sure if this works for slash, blast or puncture.



Some people will say other frames do Zephyr’s job better than Zephyr; which is dealing damage. I do think that there are better DPS frames, but I don’t use Zephyr as a DPS frame. In my eyes she is a hard CC. That is our first con; she, alone, can’t deal much damage when fighting higher level enemies. But Tadpole, there are better CC fram- shhh. Zephyr can not only CC, but she can shield herself and possibly other people from projectiles, fly through the air, (further than a bullet jump) and dive bomb, along the main CC of Tornadoes. Adding the Divebomb Vortex augment makes her 2 a very considerable CC as well, as it allows you to do finishers. She is also a bit squishy during the in-between of casting Turbulence, unless you have health mods.

Worthwhile or Fodder?

Zephyr was my first frame (after Mag). She has been with me for 2.5 years now. I love playing her; not only is she fun, but she can significantly do CC in any area.


Zephyr Build



With this build, Zephyr gets the best possible sprint speed I could manage without sacrificing too much capacity/slots. Primed Continuity/Narrow Minded is for keeping the Tornadoes/Turbulence up. Stretch/Overextended is to allow my dive bomb and 1 some flexibility so I can adapt to situations. Aviator is probably only good on Zephyr, since Zephyr is in the air 50%+ of the time. Armored Agility is just for sprint, but it’s tiny boost in armor is noticeable when you escape with 2hp and 3 shields left. Fleeting Expertise is just for being able to spam my 1 & 2 in case shit hits the fan. Energy Siphon and Primed Flow can be swapped out for other things; Flow isn’t too good on her but it feels nice having a bigger energy pool. A Streamline could work on her instead of Flow if you wanted to spam 1 and 2, or keep Flow and swap Fleeting into a streamline for more on the Turbulence and Tornado side of things. In this build, I have 3 formas on Zephyr.


Fashion Framing Zephyr

This tiny segment isn’t necessary, but it’s nice. For my Zephyr, I’ve got the default helmet/skin, since I like the dangly parts on the back of her head, but any helmet looks good. Personally, I use the Sari Syandana, Titania Noble animation set, and a blue/white color scheme.


Primary: White

Secondary: Baby Blue

Tertiary: White

Accents: Champagne Gold from Halloween Pack

Energy: Blue (this doesn’t really add to her look much)

Appearance in All:


Harrow the beast

By: Xalren

Feature Photo credit: RIBs.HAVOC


Overall Grade:

As an EV replacement: D-
Don’t try using him for this role, he’s not good at it.

 As a damage boosting support that can heal and restore energy: A-

While good at it, he has some core flaws that hold him back from being an A or A+.

As a solo frame: B+

He can do it, but there are better options.




Harrow’s Passive grants him double the overshields one normally may have, allowing him to reach 2850 shields without Redirection or Vigor. This effect lets him function as a tankier frame than the likes of Mag or Nova, but due to the nature of shields he is no Inaros or Nidus. This passive synergizes with his second ability strongly.


  1. Condemn is very potent for a first ability, but compared to the rest of his kit it falls short; it is used as a means to empower the other abilities most of the time. Condemn causes a line of chains to erupt from the ground in a path towards the cursor and incapacitate enemies, while also granting Harrow shields, which can become overshields if at maximum capacity. An important thing to note, this does not grant allies shields. Range affects the length and width of this ability, strength affects the overshields one receives, and duration affects how long a target is incapacitated.


  1. Penance is where things get interesting. Penance consumes all of Harrows shields and overshields–the more shields consumed the longer the duration of the effect. While active, it grants Harrow a massive attack speed / fire-rate and reload speed steroid, the likes of which are comparable to Volt’s Speed buff. In addition to attack speed/fire-rate and reload, 5% of all damage Harrow deals while this is active is converted into health for all allies within affinity range (50 meters). This part is important for creating builds for Harrow. Strength affects the firerate/attack speed, reload speed buff, and the lifesteal amount. Duration affects how long it lasts. However, range has no positive effects on this ability.

  2. Thurible is Harrow’s means of gaining energy to fuel the machine that is his kit. Upon activation, Harrow channels this ability, making him unable to use other skills or attack, but his movement options are still in place–you can still freely Bullet Jump, etc. Harrow can recast Thurible to stop the channeling, after which every kill that Harrow gets grants himself and allies within range energy. The longer Harrow channels this ability, the more energy that is granted upon a kill. On a headshot kill, the energy gain is quadrupled (4x). This ability is contradictory to his role as a support for reasons explained 2 paragraphs down. Strength affects the amount that the channel goes up by each second, duration affects how long it lasts after channeling finishes, and range affects the range at which killing a target grants energy to allies.


  1. Covenant, Harrow’s ultimate, is almost two abilities. After casting Covenant , Harrow and allies within affinity range gain invulnerability to damage, and damage that would be taken is stored up in a battery visible to Harrow via a graphic on the HUD. At the end of the invulnerability, a duration double the length of the invulnerability is enabled, where the damage that Harrow and his allies would have taken is converted into raw crit chance. On a headshot this crit chance is amplified four times. This ability has a cap of +50%, meaning that a headshot can reach +200% crit chance. This crit chance bonus is added at the end of all equations regarding crit chance. So if a weapon has 5% crit chance after mods, then it now has 55% crit chance. For example; the Dread has 125% crit chance after including Point Strike, then with the 50% crit chance buff the Dread now has 175%.


With these tools at his disposal, Harrow is capable of many things. For instance, should an ally fall Harrow can activate his 4, Covenant, to become invulnerable and revive them easily so long as nullifiers are not present. On a defense map, Harrow can stand by the objective and grant his allies tremendous energy restoration. Harrow’s true strength shines not in the individual power of his skills however, but the strength in which they are used in unison. At a glance, a frame that has only a measly 300 health sacrificing all of their shields for an ability is ludicrous, they would be shot down in seconds. But Harrows kit already deals with this issue. A common combo for a Harrow to perform is activating Covenant and then sacrificing his shields with his 2, Penance. During this time of sacrificing his shields, Harrow is invulnerable due to the lengthy duration of Covenant. During this time, without shields, Harrow would be vulnerable if he wasn’t immune to damage. So during this time, Harrow can regain all his lost shields with the use of his 1, Condemn, so by the time Covenant wears off he will have a large amount of overshields ideally. Harrow’s 3, Thurible, is an interesting ability because it contradicts the very nature of supports.


Harrow’s Penance does as well to a smaller extent due to the requirement being that Harrow deals damage to heal, but the reason Thurible contradicts the nature of supports is that for the ability to function Harrow himself has to achieve the killing blow on enemies. No one else. And unlike Trinity who needs a single enemy to be able to draw energy from and can keep them alive for an extended duration with Well of Life, Harrow is required to kill the target to get any energy at all from them. The time this ability shows its flaw primarily is when Harrow is matched up with heavy damage frames, such as Ember, Equinox, and Saryn. If a Trinity energy vampires a target, and an ally kills them, the remaining energy the target would give is given off in a burst all at once. But with Harrow, if an ally kills a target that Harrow was intending to kill, then no energy is rewarded. Worse yet, Harrow is rewarded for achieving headshot kills, but the ability to line up a shot takes longer than simply aiming in the general direction of an enemy to kill it. This extra time further goes against the idea of him needing to kill his targets, because during that extra time an ally is more likely to kill the target Harrow would shoot. This causes Harrow to have an anti-synergistic relationship with damage frames. Rather, Harrow prefers being with frames that can crowd control and support aswell, such as Banshee, Octavia, and Rhino.




Harrow’s best friends:
-Banshee: Her Sonar does well when used in unison with Harrow’s Covenant, allowing tremendous damage to be dealt.
-Octavia: She increases the damage dealt via her Amp, while Harrow increases crit chance. These abilities work in unison to great effect.
-Rhino: His ability to CC large numbers of enemies while also buffing the damage of the team synergizes with Harrow’s accuracy and buff-based play. While enemies being knocked up might make it harder to land headshots in some cases, it might make it easier in others depending on how the victims of Rhino’s Stomp fall. Rhino’s Roar, like Amp from Octavia and Sonar from Banshee, benefits from Covenant’s crit chance buff as well.

-Frost: In a game where sitting still is often a death sentence in higher level missions, Frost enables Harrow to do just that–sit still and line up accurate shots very easily. On top of this, Frost can freeze targets, meaning Harrow does not have to make use of his Condemn anywhere near as often if he wishes to immobilize enemies to allow easy headshots.

-Mesa: An odd relationship, but after her rework Mesa does not annihilate all enemies on the map instantaneously anymore which lets Harrow to get kills to fuel himself and allies. While Harrow does not give Mesa energy while she is in Peacemaker, he does grant her an additional 50% crit chance to her Regulator Pistols, which by default have a 25% crit chance and 3x crit damage multiplier.

-Any beefy tank: Inaros or Nidus in particular, due to Harrow healing them very efficiently if they are nearby. In a game where dealing 30,000 is considered normal, Harrow can fully heal the both of them in seconds so long as they are within affinity range.


Harrow’s enemies:

-Ember: Harrow gives nothing to Ember. While World on Fire is active, Harrow cannot give her energy, and her abilities can’t crit, which means they will not benefit from the bonus crit chance from Covenant. In addition, Ember is prone to killing all enemies near her rather quickly in content below level 40, making Harrow’s life much harder.

-Equinox: Similar to Ember, Equinox simply kills every enemy around her, and her abilities do not benefit from Harrow’s crit chance increase.

Saryn: Harrow only has energy to offer Saryn because she can heal herself with her augment, and neither her Spores nor her Miasma benefit from additional crit chance. These abilities have the added bonus of eliminating the vast majority of enemies from the map, neutering Harrow’s ability to make the most use of his kit.


Harrow’s tools:
-Scourge: this weapon allows Harrow to achieve headshots much easier with its alt fire. This synergizes heavily with his abilities. That grant 4x the effect.

Sniper Rifles: Due to the emphasis on accuracy in Harrow’s kit, sniper rifles seem an obvious choice due to a similar emphasis in their use.  

-Slow-firing, high-damage, high-accuracy weapons: Among this list would include the likes of the Sybaris Prime, Vaykor Marelok, and the Lex Prime. Due to the importance of accuracy while using Harrow, weapons that fall under this category work wonders in conjunction.

-Melee stances with overhead vertical swings: This is due to the fact that headshots can be achieved with melee weapons. A warning, this is inconsistent due to Warframe’s, uh, interesting hitboxes.

Weapons with a low base crit chance: Thanks to Covenant’s crit chance buff, these weapons can become high crit chance weapons while retaining their previous strengths.


Harrow Build:


Recommended mods:

Harrow supplies himself with energy, meaning efficiency is of little value so long as one has a Flow or Primed Flow equipped. Duration is of utmost importance, however,  second only to power strength. Power strength increases his shields gained from Covenant, increases his attack speed / fire-rate and reload speed buff of Penance, and increases the speed at which Thurible charges energy. Duration is important because the less time you spend casting abilities (Thurible has a particularly brutal channel time), the better. His 3 has a long cast time to get respectable energy per kill, and needing to do it repeatedly is the least of a Harrow’s desires. High duration also causes his Covenant to last long enough to perform the 4-2-1 combo and revive allies with ease. Range is necessary seldom, because of how most of his abilities are hard-locked to a range of affinity, meaning range does not affect his 2 or 4, only his 1 and 3. Running negative range on Harrow during defense is perfectly acceptable, while on survival missions more range is required.


If one is intending to bring Harrow into a raid, this build changes drastically. In a raid, Harrow is largely outclassed by Trinity–since her Energy Vampire does not require the killing of a target to provide energy (and Law of Retribution does not focus at all on killing enemies), and during Jordas Verdict his low health of 300 is doing him no favors. If you do decide to bring Harrow to a raid, he can be built as a healer (similar a Blessing Trinity) or as an energy restorer (similar to an EV Trinity). To perform the former, the build remains unchanged. To perform the latter, the build becomes centered around maximum power range, and a good mix of strength and duration. The reason Harrow performs sub-optimally in raids is due to the necessity of killing multiple targets, while Trinity only requires a single target.


Something to note: Redirection does not increase your overshields cap, meaning all Redirection does is increase your base shields. This is less important when you realize your Condemn builds shields incredibly quickly.


Strength duration build:

Corrosive Projection — Power Drift

Stretch / Narrow Minded / Intensify / Primed Flow

Blind Rage / Primed Continuity / Transient Fortitude / Natural Talent


With the above build, one has more than acceptable duration and maximum strength possible, meaning your shield restoration, fire-rate, attack speed, reload speed, and energy gain per kill are all tremendously high. During a survival mission, replacing Energy Conversion/Constitution with Stretch is assumed for the additional range, making it easier for allies to stay near you and gain energy when they desire it.


Range raid discount EV build:
Corrosive Projection — Cunning Drift

Natural Talent / Overextended / Stretch / Primed Flow

Energy Conversion / Primed Continuity / Intensify / Blind Rage


The mentality behind the above build is to grant energy upon kill to as many allies as possible, due to LoR being so spaced out and JV not exactly being claustrophobic enough for less range to be warranted.


Oberon/Oberon Prime: Jack of All Trades, Master of None

Overall Grade: A-

General Overview:

Background: Oberon’s played the long game. He took all the abuse the world could deal out, and now he has a crown. Once hailed as the worst of all Warframes, second only to Hydriod, DE decided to make Oberon the King he was suppose to be. The Warframe community is rather split on how the rework changed Oberon, but what is for sure is that he is not what he once was.

Drop Locations: Oberon parts are only obtainable from “Eximus” units in the game and have a random chance to drop. The longer you play the game the more pieces you will end up collecting and hence the community has called Oberon the “Money” frame as all excess pieces can be sold. Hydron On Sedna is a good place to start.

Oberon Prime has the following Drop Locations and their Rarities.
Oberon Prime Blueprint Meso N4 Uncommon [Silver]
Oberon Prime Neuroptics Meso O1 Rare [Gold]
Oberon Prime Chassis Axi H2 Common [Bronze]
Oberon Prime Systems Axi O1 Rare [Gold]

Resource Requirements: Oberon has the following Resource Requirements

  • Neuroptics require 150 alloy plates, 1 control module, 150 polymer bundles, 500 circuts and 15,000 credits.
  • Chassis requires 1 gallium, 1000 polymer bundles, 300 rubedo, and 15000 credits
  • Systems require 1 orokin cell, 1 gallium, and 220 alloy plates along with 15000 credits.

Oberon Prime has the following Resource Requirements

  • Neuroptics 15000 credits, 10 control modules, 4000 alloy plate, 1500 circuits, and 2 nitain
  • Chassis 15000 credits, 3 gallium, 100 oxium, 1250 rubedo, 7,500 salvage
  • Systems 15000 credits, 2 argon crystals, 250 plastids, 6000 nanospores, and 1250 polymer bundles.

Overall Stats:

Oberon has the following Stats
Oberon requires Mastery Rank 0 to acquire. At base level Oberon will have 125 health, 100 shields, 150 armor, 150 energy and a sprint speed of 1. 2 polarities, 1 being a V in the aura and a V. At Max Level Oberon will have 375 Health and 300 Shields as well as 225 energy.

Obeorn Prime has the following Stats.
Oberon Prime requires Mastery Rank 8 to aquire. At base level Oberon Prime will have 125 health, 100 shields, 225 armor, 175 energy and a sprint speed of 1. 4 polarities, 1 V in the aura, 1 V and 2 -[Dashes].Oberon Prime will have 375 health, 300 shields and 262.5 energy at max level.


Smite. A linear Ability that guarantees a Impact and Radiation proc on contact. From there Orbs will spawn ans target hostile AI dealing damage. In the past this ability was treated as trash but now tih decent Power Strength it can deal massive damage and be a good CC ability.

Hallowed Ground. An ability that creates an area of greenery that deals a Radiation Proc and damage to enemies. Can be used a s a nuke ability wih extremly high Power Strength. Has interactions with Renewal and Reckoning.

Renewal. A Regenetive heal ability that allows rapid heal regeneration to allies, or a Heal. If used with Hallowed Ground Armor is given to allies standing on hallowed ground.

Reckoning. A Knockdown ability that can has a 50/50 chance to give health if an enemy is killed. Radiation is guaranteed and if used with Hallowed Ground enemy armor is stripped. Scales with Power Strength and takes Corrosive projection into count.

Pros: Oberon’s main Pro going for him is that he becomes a more passive healer than Trinity for the following reason, Trinity has to actively cast either Well of Life or Blessing to restore health to her teammates while Oberon simply needs to cast his Renewal once and simply maintain it. Oberon also becomes a wonderful crowd control warframe as his smite allows him to turn enemies against themselves as well as his hallowed ground causing a radiation proc on enemies and his Reckoning forcing Public enemy number 1 enemies to the ground. The true beauty in Oberon comes from the ability to intertwine abilities in order to use them. HG and Reckoning allow most Oberon’s to remove all armor from enemies in 2 casts and combined with viral the damage is just insane. Not to mention HG with Renewal can give armor to warframes, and it being additive allowed frames who have 15 armor (Volt, Limbo, Mag, Trinity) to be able to take a hit before going down.

Cons: Oberons heal doesnt heal immdiately, as its a regenerative heal. In instances where you need the team healed instantly and given a damage reduction, trinity is still the best call. The Armor stripping is useless if a team filled with corrosive Projection is made and with most frames running Quick thinking Oberon becomes 2 things a Jack of all Trades, and a situational substitute that may not always get to be involved. Relies on Team Comp to decide his duty.

Tips and Advice:
Oberon players should always have their hallowed ground up as well as their renewal in order to maintain heals, armor, and Rad always active. The Heal can be maintained in 3 ways, Energy orbs, Trinity Energy Vampire, or With Rage. As his Renewal is a channel he will not receive energy from restores. Proceed with caution if you use rage, as you may go down while trying to gain energy.

Oberon Build:

Screenshot_1In this build we have 101 duration for a nice ~20 second Hallowed Ground, Along with 175% Efficiency we have low cost and low drain on the Heal, with Range at 160% we have a nice area to work with on Hallowed Ground but It can be replaced for Power Drift but I do not recommend it. With Power Strength at 145% the heal and armor buff is nice and most abilities will deal nice damage. However Reckoning will need 2 casts to remove armor, and unless Blind rage, Power Drift, Transient fortitude and Intensify are sued it will always need 2 casts. If you want to lessen the duration penalty Intensify is a suitable replacement. Streamline can be replaced for Rage to make energy maintenance somewhat manageable.





The Easier to Maintain, not as efficient Build.