FRAMELEGEND
(02) (Arsenal) © 2026

Every focus way mod.

101 of them, with what each costs and what it does.

  1. Affinity Spike Kills from Melee Attacks grant 45% more Melee Affinity. Naramon 7
  2. Amp Spike Transfer to Operator with 8x Combo Multiplier to increase AMP damage by 100% for 40s. Naramon 7
  3. Astral Cut Tauron Strike slash size is increased by 80%. Naramon 7
  4. Basilisk Gaze Increases Void Blast radius by 60%. Unairu 7
  5. Basilisk Scales Increases Operator Armor by 200%. Unairu 7
  6. Blazing Dash Void Sling leaves a trail of fire that deals 1000 Damage/s over 14s. Void Sling will now stun enemies instead of displacing them. Madurai 9
  7. Boundless Energy Ability strength, duration, and cast speed granted by spectral pages increased by 40%. Zenurik 7
  8. Brilliant Insight Spectral pages also fire off beams that blind enemies within 16m. Zenurik 7
  9. Caustic Strike Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap again to detonate in-flight. Unairu 7
  10. Chained Sling 50% Energy Efficiency on Consecutive Void Slings. Madurai 7
  11. Cogron Tauron Strike Summon forth Cogron from the Void and brandish the mighty hammer, slamming it into the ground to create a cataclysmic shockwave that ripples 4 times. Unairu 7
  12. Contamination Wave Second Ability emits a Void wave lasting 2s that drenches enemies with Void Contamination making them 50% more vulnerable to Operator Damage for 20s. Madurai 7
  13. Crippling Dash Using Void Sling through an enemy will reduce their Damage by 50%. Unairu 7
  14. Deathless Currents Vortex heals allies for 250 health/s. Downed players inside the vortex will be instantly revived, and dead players will be resummoned. Vazarin 7
  15. Disarming Blast Enemies hit by Void Blast have a 50% chance to be disarmed. Naramon 9
  16. Disarming Sling Slinging through enemies has a 50% chance to disarm them. Zenurik 7
  17. Disorienting Blast Void Blast has a 50% chance of confusing enemies for 16s, causing them to be unable to distinguish friend from foe. Naramon 7
  18. Distilled Contamination Killing an enemy affected by Contamination Wave makes all affected enemies 50% more vulnerable, while also making the effect last 10s longer. Maximum 2 stacks. Madurai 7
  19. Downpour Rain of Arrows will also target 4 additional enemies within 10m. Madurai 7
  20. Enduring Tides Increases Operator Health and Armor by 200%. Vazarin 7
  21. Energy Pulse Energy pickups grant 50% additional Energy over 5s. Zenurik 7
  22. Eroding Rapids Vortex applies 100% status vulnerability to all enemies within it. Vazarin 7
  23. Eternal Gaze Increase Energy Regeneration Rate for Amps and Void Beam by 60%. Madurai 7
  24. Executing Dash Void Sling no longer displaces enemies, instead it will open them up to Finishers and increase Finisher Damage taken by 35%. Naramon 7
  25. Far Sling Increases maximum Void Sling distance by 30%. Naramon 7
  26. Flame Blast Void Blast releases a ball of fire that deals 250% of the Void Blast damage and explodes after 0.6000000238418579s. Madurai 7
  27. Flowing Strikes Increase the range of spectral melee attacks to 26m. Naramon 7
  28. Great Quake Increase shockwave radius by +40%. Unairu 7
  29. Guardian Blast Void Blast consumes 25 Energy for each ally hit within 8m and grants them 160 Shields. Vazarin 7
  30. Guardian Break When the Guardian Shell breaks, Warframe Shield Regeneration rate is increased by 150% and Regeneration Delay is reduced by 80%, for 12s. Vazarin 7
  31. Guardian Shell Use your first Ability to manifest a barrier on the Operator and allies in Affinity Range. It is invulnerable for 4s when first created and damage inflicted while it's invulnerable will be added to its base health of 500. Vazarin 7
  32. Hardened Wellspring Use your first Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside. Zenurik 7
  33. Hungering Blades Spectral weapons have a 100% chance to attack the same enemy a second time. Naramon 7
  34. Inner Gaze Increase Energy for Amps and Void Beam by 40%. Madurai 7
  35. Inner Might Allows Abilities to be cast without using Energy or Shields but requires 60s to recharge. Zenurik 7
  36. Killer's Rush Initiating a finisher as Operator switches to Warframe, increasing melee Critical Chance by 50% for 40s. Naramon 7
  37. Last Gasp Revive your Warframe by transferring to Operator and killing 3 enemies before 15s elapse and the Revive Meter begins to drain. Unairu 9
  38. Lethal Levitation Additional 50% Weapon Damage per Lifted enemy attacked by Operator. Lasts for 60s, stacks up to 4x. Naramon 7
  39. Lorak Tauron Strike Summon forth Lorak from the Void and conjure its ruinous spells, calling forth a beam of energy from within. Enemies pierced by the beam have a 100% chance to drop Energy Orbs if killed within 10s. Zenurik 7
  40. Magnetic Blast Enemies hit by Void Blast are affected by Magnetize for 10s. Unairu 7
  41. Magnetic Boost Void Sling out of a Magnetic Flare to refresh its duration and increase its radius by 100%. Unairu 7
  42. Magnetic Flare Use your first Ability to create a 8m radius field that lasts for 30s and disables the shields of any enemy that enters it. Unairu 7
  43. Mending Soul The first 4 revives are instantaneous. Additional revives are 100% faster. Vazarin 7
  44. Mending Unity Increases Affinity Radius by 25m. Vazarin 7
  45. Meteoric Dash Void Sling deals 400 Extra Damage to enemies. Madurai 7
  46. Mind Sprint Increases Void Sling Speed by 120%. Naramon 9
  47. Mind Step Increases Operator Movement Speed by 30%. Naramon 7
  48. Nidri Tauron Strike Summon forth Nidri from the Void and plant the noble staff into the ground, creating a titanic splash of water that becomes a lingering vortex for 20s. 50% of damage dealt to enemies caught in the vortex is also inflicted upon all other enemies within it. Vazarin 7
  49. No Quarter Killing a disarmed enemy increases Operator energy regen rate by 10% for 10s. 4 Max Stacks. Zenurik 7
  50. Opening Slam Performing a Slam as Operator switches to Warframe and grants double Combo gain for 20s. Naramon 7
  51. Overwhelming Power Gain +5% Ability Strength for each enemy hit by the initial Tauron Strike for 30s. Max +50%. Madurai 7
  52. Phoenix Spirit Elemental Damage increased by _%. Madurai 7
  53. Phoenix Talons Physical Damage and Operator Damage increased by 30%. Madurai 7
  54. Poise Gain immunity to slow, stagger, and knockdown effects for 40s after transferring between Operator or Warframe. Unairu 7
  55. Power Spike Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely. Naramon 7
  56. Power Transfer 100% Amp Critical Damage for 20s on switching to Operator. 50% Casting Speed on switching to Warframe. Madurai 7
  57. Prismatic Beam Enemies struck by the Tauron Strike fire off smaller beams at other enemies within 20m. Zenurik 7
  58. Protective Sling Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost. Vazarin 7
  59. Rain Of Arrows On dealing damage, fire an arrow at an enemy with 0.35s cooldown between arrows. 30s duration. Madurai 7
  60. Reinforced Return Warframe is invulnerable for 4s after Operator is downed. Tap as Operator falls to bring the Warframe to the Operator’s location. Unairu 7
  61. Rejuvenating Tides Operator Health Regeneration is increased by 6/s, and is doubled while controlling the Warframe. Vazarin 7
  62. Rift Waters Vortex strips enemy Overguard 25% per second. Vazarin 7
  63. Rising Blast Increases Void Blast Damage by 200% and it can now be charged to deal additional damage. Madurai 7
  64. Seismic Impact Cogron Tauron Strikes enable their shockwave effect for the next 4 aerial Melee slam attacks. Unairu 7
  65. Sling Strength Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s. Madurai 7
  66. Sling Stun Second Ability increases the width of the next Void Sling by 200% and enemies hit are vulnerable to Finishers, taking 30% more finisher damage. Naramon 7
  67. Sonic Dash Void Sling no longer displaces enemies, instead it emits a shockwave 14m wide and travels 8m stunning any enemy it hits. Vazarin 7
  68. Spectral Blades Summon 4 spectral swords that are copies of equipped melee weapon. Melee attacks will simultaneously trigger spectral attacks on any enemies within 10m for 30s. Spectral sword hits increase Combo Count and grant extra Tauron Strike Charge. Spectral swords are granted to all players in Affinity Range. Naramon 7
  69. Spectral Pages Create 4 spectral pages granting an additional 10% Cast Speed, Ability Strength, Duration, and 100 bonus Energy per page. Zenurik 7
  70. Squad Regen When Void Regen reaches its maximum, it is applied to squad members within Affinity Range for 60s. Vazarin 7
  71. Static Purge 100% chance to clear Transference Static on kill while Reinforced Return is active. Unairu 7
  72. Stone Skin Increases Armor for Warframe and Operator by 200. Unairu 7
  73. Sundered Bounty Shockwaves generate 5 pickups, in the form of Universal Orbs or Ammo. Unairu 7
  74. Sundering Dash Using Void Sling through an enemy will reduce their Armor by 75%. Unairu 9
  75. Surging Storm Increase Rain of Arrows radius to 5m. Madurai 7
  76. Swelling Deluge Increase vortex duration to 40s. Vazarin 7
  77. Tempered Benison Shockwaves create 5 Armor Motes that grant +450 temporary Armor. Max 5. Unairu 7
  78. Temporal Drag Second Ability emits a radial burst slowing any enemy it touches by 80% for 10s. Zenurik 7
  79. Temporal Shot Precision head shot damage increased by 100% on enemies afflicted with Temporal Drag. Zenurik 7
  80. Thara Tauron Strike Summon forth Thara from the Void and fire the great bow into the air, blanketing the area with a rain of explosive arrows for 7s. Madurai 7
  81. Unairu Wisp Void Blast has a 100% chance to summon a Wisp when it damages an enemy. The Wisp can be picked up by allies to increase Operator Damage by 100% for 12s. Unairu 7
  82. Vengeance During Last Gasp, Operator Damage is increased by 100% plus an additional 25% per second. Unairu 7
  83. Vexoric Tauron Strike Summon forth Vexoric from the Void and swing the colossal sword, unleashing a wave of devastating energy. Gain +8 Melee Combo from each enemy hit. Naramon 7
  84. Void Aegis Void Mode creates a shield that grows up to 12m over 5s. This ability costs an additional 2 Energy/s. Vazarin 7
  85. Void Chrysalis Void Mode reduces damage taken by invisible allies within 25m by 80%. This ability costs an additional 4 Energy/s. Unairu 7
  86. Void Flow Increases Operator Energy by 90%. Zenurik 7
  87. Void Fuel 40% Weapon Efficiency for Operator and Warframe while Void Strike is active. Madurai 7
  88. Void Hunter Void Mode reveals enemies within 25m through walls. This range gradually decreases over 5s when the Operator leaves Void Mode. This ability costs an additional 1 Energy/s. Naramon 7
  89. Void Levitation First Ability creates a 6m wide shockwave lasting 4s, that inflicts Lift Status on all enemies it touches. Naramon 7
  90. Void Radiance Consumes 50 Energy on leaving Void Mode to blind enemies within 10m for 5s. Madurai 7
  91. Void Regen Void Mode starts healing at +10 Health per second, increasing by 10 per second up to a maximum of 50. Vazarin 7
  92. Void Shadow Void Mode now renders allies within 40m invisible. This ability costs an additional 4 Energy/s per ally cloaked. Unairu 7
  93. Void Singularity Void Mode pulls enemies within 20m towards the Operator, and costs an additional 2 Energy/s. Zenurik 7
  94. Void Siphon Increases Operator Energy Regeneration by 90%. Zenurik 7
  95. Void Snare Second Ability Launches a projectile that spins up a vortex trap on impact, or tap again to detonate in-flight. Trap lasts 8s. Void Sling through trapped enemies to grant allies within Affinity Range 100 Health. Vazarin 7
  96. Void Spines 100% Damage taken is returned to the attacker. Unairu 9
  97. Void Stalker Void Mode increases Critical Chance of melee attacks by up to 50% over 5s. This chance gradually decreases over 20s when the Operator leaves Void Mode. This ability costs an additional 4 Energy/s. Naramon 7
  98. Void Static Void Mode emits a pulse that deals 500 Damage/s over 15m, and costs an additional 1 Energy/s. Zenurik 7
  99. Void Strike First Ability consumes all energy to increase damage for 8s. Deal 10% additional damage for every percentage of energy consumed. 40s cooldown. Madurai 7
  100. Voltaic Blast Void Blast creates a surge of electricity, zapping enemies within 10m for 200% Damage. Zenurik 7
  101. Wellspring First Ability creates a well of energy for 8s. Allies passing through the well gain 5 Energy/s for 30s. Zenurik 7

Game export snapshot 30 Sept 2026