
Character Skills
"content": "## Character Skills Guide for Warframe
Warframe’s ability system is the core of combat. Each Warframe has four unique abilities (1–4) and a passive trait. Abilities consume Energy, which regenerates slowly or is replenished via Energy Orbs, abilities (e.g., Trinity’s Energy Vampire), or gear. Mods (Intensify, Continuity, Stretch, Streamline, etc.) modify Strength, Duration, Range, and Efficiency. The Helminth Infirmary allows subsuming one ability from another frame onto your current frame (after sacrificing that frame). Augment mods (from Syndicates) add new effects or alter abilities. This guide covers every Warframe (as of Update 38) with detailed descriptions, synergies, recommended builds, and usage tips.
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Ability System Overview
Warframe’s ability system is the core of combat. Each Warframe has four unique abilities (1–4) and a passive trait. Abilities consume Energy, which regenerates slowly or is replenished via Energy Orbs, abilities (e.g., Trinity’s Energy Vampire), or gear. Mods (Intensify, Continuity, Stretch, Streamline, etc.) modify Strength, Duration, Range, and Efficiency. The Helminth Infirmary allows subsuming one ability from another frame onto your current frame (after sacrificing that frame). Augment mods (from Syndicates) add new effects or alter abilities. This guide covers every Warframe (as of Update 38) with detailed descriptions, synergies, recommended builds, and usage tips.
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Ash – Stealth Assassin
- Passive: Slash procs from any source deal +25% damage.
- 1 – Shuriken: Throws two homing shuriken that deal Slash damage. Augment (Seeking Shuriken): Removes enemy armor on hit. Cooldown: none (Energy cost). Use: Stripping armor or quick damage.
- 2 – Smoke Screen: Drops a smoke bomb, becoming invisible for a duration and stunning nearby enemies. Augment (Smoke Shadow): Grants invisibility to nearby allies. Use: Emergency invisibility, reviving teammates, or opening enemies to finishers.
- 3 – Teleport: Instantly teleports to a target enemy, leaving a decoy. Augment (Fatal Teleport): Auto-performs a finisher on teleport. Use: Mobility, long-range execution.
- 4 – Blade Storm: Marks enemies in sight; clones appear and perform lethal finishers. Augment (Rising Storm): Increases combo counter duration. Synergy: Use 2 to cloak, then 4 to mark without being hit. Build: Duration + Strength for 2 and 4; or Range for mark spread. Strength for armor strip (1). When to use: High-level Grineer (armor strip), stealth missions, Eximus units.
- Passive: Immune to knockdown while on the ground.
- 1 – Landslide: Charges forward with a devastating punch that scales with melee mods. Combo: follow-up hits get faster. Augment (Kneel to the Landslide): Increases damage after each kill. Use: Primary damage ability, scaling infinitely.
- 2 – Tectonics: Creates a stone wall; reactivate to shatter it into projectiles. Augment (Path of Statues): Wall leaves a petrified trail. Use: Defense, crowd control, or providing cover.
- 3 – Petrify: Turns enemies to stone, increasing their damage vulnerability. Augment (Ore Gaze): Petrified enemies drop extra loot. Use: CC + damage boost, farming.
- 4 – Rumblers: Summons two stone allies that taunt and attack. Augment (Titanic Rumbler): One big rumbler with explosive death. Use: Distraction, extra damage.
- Synergy: Petrify enemies before using Landslide for bonus damage. Build: Strength + Duration for Landslide and Petrify. Melee mods affect Landslide. When to use: High-level endurance, solo missions (defense/ excavation).
- Passive: All weapon attacks are silent.
- 1 – Sonic Boom: Shockwave that knocks back enemies. Augment (Resonating Quake): Augment for 4. Use: Crowd control.
- 2 – Sonar: Highlights weak spots; hitting them deals bonus damage (scales with Strength). Stackable on same enemy. Augment (Resonance): Sonar has a chance to spawn additional weak spots on death. Use: Massive damage multiplier against tough enemies.
- 3 – Silence: Stuns enemies in a radius, prevents them from using special attacks. Augment (Savage Silence): Enemies are open to finishers. Use: Stealth, CC, opening finishers.
- 4 – Sound Quake: Continuous area damage and stun. Augment (Resonating Quake) (actually Augmet for 1? Check). – Actually Augment for 4 is Resonance? Wait: Banshee Augments: Sonic Fracture (1 strips armor), Sonar Resonance (2 causes chain weak spots), Silence Savage (3 opens finishers), Quake Resonance (4 increases range on kill). Use: Area lockdown.
- Synergy: Sonar + high damage weapon. Build: Range + Duration for Sonar and Silence; Strength for multiplier. When to use: Interception, high-level survival with Sonar.
- Passive: Restraint meter; using non-offensive abilities lowers it, taking damage raises it. At zero Restraint, Serene Storm (4) is unleashed.
- 1 – Elude: Evasive dance; dodge chance increases as Restraint lowers. Augment (Desolate Silence?) – none relevant. Use: Survivability.
- 2 – Lull: Sleep aura that pacifies enemies. Augment (Lull) no augment. Use: CC, lowering Restraint.
- 3 – Desolate Hands: Sends out daggers that disarm enemies and reduce their accuracy. Augment (Reactive Storm): Daggers can also heal allies. Use: CC, disarm, Restraint reduction.
- 4 – Serene Storm: Builds up as Restraint depletes; gives Baruuk powerful fist projectiles that scale with melee mods and combo counter. Augment (Endless Lullaby): Lull can spread on kill. Use: Primary damage. Synergy: Spam 2 and 3 to deplete Restraint, then unleash 4. Build: Duration + Efficiency for Restraint management; Strength for 4 damage. When to use: High-level missions where CC and massive single-target/ AoE damage needed.
- Passive: 50% resistance to all damage types after status proc.
- 1 – Razor Gyre: Spin attack that pulls enemies in, deals damage and heals. Augment: None yet. Use: AoE damage, sustain.
- 2 – Sentient Wrath: Summons a vortex that lifts enemies and deals damage. Augment: None. Use: CC, grouping.
- 3 – Lethal Progeny: Spawns up to 3 Conculysts that fight for you; each increases Caliban’s damage. Augment: None. Use: Summon, damage buff.
- 4 – Fusion Strike: AoE blast that strips armor and shields, leaves a healing zone. Augment: None. Use: Armor/shield strip, healing.
- Synergy: Summon minions, then use 4 to debuff; use 1 to heal. Build: Strength + Duration for minions and debuff. When to use: General missions, good for Sentient factions.
- Passive: Customizable energy color determines element (Heat, Electric, Cold, Toxin).
- 1 – Spectral Scream: Breath attack dealing element; mobile while channeling. Augment (Afterburn): Leaves a damaging trail. Use: Status spread.
- 2 – Elemental Ward: Gives nearby allies a buff based on element (Heat: health, Electric: shield, Cold: armor, Toxin: reload speed). Augment (Everlasting Ward): Increases duration. Use: Team buff.
- 3 – Vex Armor: Buffs armor and weapon damage based on damage taken (scales with Strength). Augment (Vexing Retaliation): Reflects damage. Use: Main survivability + damage buff.
- 4 – Effigy: Deploys a pelt that attacks and provides credit multiplier. Augment (Guardian Effigy): Pelt gives allies overshields. Use: Area denial, credit farm.
- Synergy: Activate 3, let enemies hit to max buffs; use 2 for additional stat. Build: Strength + Duration for 3 and 2. When to use: Eidolon hunts (use Electric), high-level missions (Toxin for reload? Actually Cold for armor).
- Passive: Nearby teammates take 10% reduced damage; Citrine heals from crystallized enemies.
- 1 – Fractured Blast: Fires crystal shards that inflict Slash and Puncture; hitting enemies in ‘Crystallize’ (from 2) causes explosions. Augment: None. Use: Damage, synergy.
- 2 – Crystallize: AoE that encases enemies in crystal, increasing crit chance on them and providing energy regen on kill. Augment: None. Use: CC, crit support.
- 3 – Preserving Shell: Reduces damage to team by 75% and reflects 25% damage back. Augment: None. Use: Damage reduction.
- 4 – Gem of Beauty: Stationary crystal that pulses healing and status immunity; can be shattered for massive AoE heal. Augment: None. Use: Team healing, control.
- Synergy: Use 2 then 1 for explosions; maintain 3 for tankiness. Build: Range + Duration for 2 and 4; Strength for damage. When to use: Defense, Survival with team.
- Passive: Attacks fear enemies on kill; health orbs drop more frequently.
- 1 – Dread Mirror: Absorbs enemy attacks and returns a projectile; can charge. Augment: None. Use: Damage, taunt.
- 2 – Soul Well: Spawns a pool that deals damage over time and procs Viral; enemies killed in it drop energy. Augment: None. Use: Area damage, energy sustain.
- 3 – Embrace of the Grave: Summons a spectral horse (Kaithe) for increased mobility; when dismounted, releases Viral. Augment: None. Use: Movement, Viral spreading.
- 4 – Wraith of the Deads: Deploys a wave of spectral warriors that seek enemies and cause Slash procs. Augment: None. Use: AoE damage, slash status.
- Synergy: 2 and 4 create viral+slash combo. Build: Strength + Duration for 2 and 4; Range for wave. When to use: High-level Grineer (slash/viral immunity).
- Passive: Ability kills increase fire damage by 5% up to 50%.
- 1 – Fireball: Launches a heat projectile that leaves a DoT zone. Augment (Fireball Frenzy): Adds heat damage to your weapons for a duration. Use: Damage, augment for team.
- 2 – Accelerant: Stuns enemies and increases heat damage they take. Augment (Flash Accelerant): Also increases fire rate for allies. Use: CC, heat damage boost.
- 3 – Fire Blast: AoE heat damage that strips armor and removes fire from allies. Augment (Healing Flame): Heals allies in blast. Use: Armor strip, cleanse.
- 4 – Inferno: AoE heat damage over time; enemies killed spread fire. Augment (Exothermic): Fire kills drop energy orbs. Use: Massive AoE damage, energy sustain.
- Synergy: Use 2 to boost heat damage, then 4. Build: Range + Strength for Inferno; Duration for 2. When to use: Infested missions, low-to-mid level clearing.
- Passive: Switching forms grants different buffs (Day: +damage, Night: +armor).
- 1 – Metamorphosis: Switch between Day and Night forms; Day boosts damage, Night boosts shields/armor. Augment (Duality): Creates a specter that mimics your actions. Use: Form switching.
- 2 – Rest & Rage: Night form puts enemies to sleep; Day form increases damage taken and speed. Augment (Calm & Frenzy): Patience and others. Use: CC (Night) or debuff (Day).
- 3 – Pacify & Provoke: Night form reduces enemy damage; Day form increases ability strength of allies. Augment (Peaceful Provocation): Night pacify stuns, Day provoke slows. Use: Team support or enemy debuff.
- 4 – Mend & Maim: Night form accumulates healing power from kills, then releases as massive heal; Day form accumulates damage from kills, then releases as massive slash AoE. Augment (Energy Transfer): Switching forms retains some charge. Use: Nuke (Day) or burst heal (Night).
- Synergy: Build for range + strength for 4 nuke; day 4 is a room clearer. When to use: High-level defense (Day nuke), or healing heavy missions (Night mend).
- Passive: +10% damage with swords and +10% attack speed.
- 1 – Slash Dash: Dash forward slashing enemies. Augment (Surging Dash): Increases combo counter. Use: Mobility, damage.
- 2 – Radial Blind: AoE blind that opens enemies to finishers. Augment (Radial Javelin replacement? Actually no augment for 2; Radiant Finish augment for 4). Use: CC, finishers.
- 3 – Radial Javelin: Throws javelins in all directions, dealing damage and pinning enemies. Augment (Furious Javelin): Each hit increases ability strength. Use: AoE damage, strength buff.
- 4 – Exalted Blade: Summons a sword of light that shoots energy waves; scales with melee mods. Augment (Chromatic Blade): Adds elemental damage based on energy color. Use: Primary damage.
- Synergy: Blind then exalted blade finisher; use 3 to buff 4. Build: Strength + Duration for 4; use melee mods on exalted. When to use: General missions, boss fights, melee focus.
- Passive: Melee attacks freeze enemies.
- 1 – Freeze: Launches an ice projectile that chills and can freeze. Augment (Freeze Force): Adds cold damage to weapons. Use: Single-target CC, augment.
- 2 – Ice Wave: Ice wave extending from Frost slows and damages. Augment (Ice Wave Impedance): Leaves ice patches that slow. Use: AoE slow.
- 3 – Snow Globe: Deploys a snow globe that blocks enemy fire; enemies inside are slowed. Augment (Chilling Globe): Globe explodes when cast again. Use: Defense, area denial.
- 4 – Avalanche: AoE freeze and damage; strips armor at high strength. Augment (Excavator not augment; actually no augment). Use: Crowd control, armor strip.
- Synergy: Snow globe for defense, then Avalanche to freeze enemies inside. Build: Range + Strength for Avalanche; Duration for globe. When to use: Defense, Mobile Defense, excavation.
- Passive: Standing still increases damage reduction but reduces movement.
- 1 – Shattered Lash: Whip attack that can scale with melee mods. Augment (Shattered Storm): Lash can break glass from 2 to spread damage. Use: Damage.
- 2 – Splinter Storm: Gives damage reduction to self and allies; also deals damage over time to nearby enemies. Augment (N/A). Use: Survivability, degen.
- 3 – Vitrify: Creates a glass wall that grows outwards; can be shattered to deal damage. Augment (Explosive Legerdemain): Vitrify shards cause status. Use: Area denial, mass damage.
- 4 – Mass Vitrify: Encases area in glass; if Shattered Lash hits glass, it spreads in a line. Augment (??). Use: Lockdown, damage combo.
- Synergy: Cast 2 for DR, then cast 3 and break with 1 for massive damage. Build: Duration + Strength for 2 and 3; Range for 4. When to use: High-level missions, especially for team DR.
- Passive: Melee attacks deal more damage as health gets lower; +25% health orb drops.
- 1 – Dread Mirror: Stores a shield that absorbs damage and can be thrown as a projectile. Augment (Dreadful Mirror): Shield thrown homes and returns health. Use: Defense, offense.
- 2 – Blood Altar: Places an altar that drains enemy health and heals allies; can also be used to inflict self-damage. Augment (Blood Forge): Altar reloads weapon on kill? Actually no augment. Use: Healing, energy generation.
- 3 – Bloodletting: Converts health into energy; synergizes with passive. Augment (Bloodletting surge): increases duration. Use: Energy management.
- 4 – Seeking Talons: Marks enemies; Garuda slams down talons that cause slash procs based on damage stored. Augment (Seeking Talons augment)?? Not sure. Use: Massive slash damage, status.
- Synergy: Use 3 to gain energy, then 1 for shield, then 4. Build: Strength + Range for 4; Duration for 2. When to use: High single-target damage, survival (self-heal).
- Passive: Max battery gauge that increases with movement and abilities; battery improves abilities and reduces shield recharge delay.
- 1 – Mach Rush: Runs at super speed, knocking over and damaging enemies; can charge into a ball of energy. Augment (Rush of the Volt? Actually no augment). Use: Mobility, damage.
- 2 – Kinematic Plating: Reduces damage taken and converts part of damage to energy; Redline gauge increases resistance. Augment (Thermal Transfer? Actually no). Use: Survivability.
- 3 – Thermal Sunder: Heat or cold based; hot deals damage, cold slows; when both active create blast procs. Augment (Thermal Transfer? Wait, augment is called Thermal Transfer? Actually no, there is thermal sunder augment that increases status). Use: AoE damage, CC.
- 4 – Redline: Increases max battery, gives infinite ammo/energy for abilities, and boosts attack speed; abilities get enhanced effects. Augment (Redline augment? No). Use: Ultimate buff.
- Synergy: Stay moving to keep battery high; use 1 to build battery. Build: Duration for 4; Range for 3. When to use: Speed missions, nuke with 3 combo.
- Passive: Immune to knockdown; eating enemies restores health.
- 1 – Feast: Gulps an enemy into his stomach; eating more gives buffs. Augment (Gourmand): Increases duration of buffs. Use: Crowd control, self-buff.
- 2 – Nourish: Vomits bile that strips armor and buffs allies with Viral damage on weapons. Augment (Nourish augment? Maybe not). Use: Support, armor strip.
- 3 – Pulverize: Rolls around in a ball, crushing enemies and restoring energy. Augment (Pulverize Augment: Catapult) – increases jump. Use: Mobility, damage.
- 4 – Regurgitate: Spits out the eaten enemy as a meatball that explodes in a toxin AoE. Augment (Regurgitate augment? Not sure). Use: AoE damage.
- Synergy: Eat enemies (1), then use 4 to clear. Build: Strength + Range for damage; Duration for buffs. When to use: High-level missions, especially when armor strip is needed.
- Passive: Electric procs from abilities cause chain lightning to nearby enemies.
- 1 – Rotorswell: Creates a ring of sparks that stuns and damages enemies while granting energy. Augment (??). Use: CC, energy regen.
- 2 – Coil Horizon: Throws a grenade that pulls enemies in and deals electric damage. Augment (??). Use: Grouping.
- 3 – Cathode Current: On kill, creates an electric pulse that spreads status. Augment (??). Use: Status spread.
- 4 – Supercharge: Becomes a mobile lightning storm; melee attacks send arcs. Augment (??). Use: Massive AoE electric damage.
- Synergy: Use 2 to group, then 4. Build: Range + Strength for 4. When to use: Large groups, especially Corpus robotic enemies.
- Passive: Overshields cap at 2400; shields recharge 50% faster.
- 1 – Condemn: Casts chains that stun enemies and grant overshields to allies. Augment (Warding Penance): Condemn also provides healing? Actually no augment. Use: CC, overshields.
- 2 – Penance: Inflicts self-damage, granting fire rate, reload speed, and healing to allies. Augment (Penance Augment: Soothing Penance? Not sure). Use: Team buff.
- 3 – Thurible: Charges a bell; kills fill it with energy for the team. Augment (Thurible Augment: Lasting Covenant? No). Use: Energy regeneration.
- 4 – Covenant: Grants invulnerability to team; damage taken is converted to crit chance when invuln ends. Augment (Covenant Augment: Warding Covenant? no). Use: Team survivability, crit boost.
- Synergy: Use 4 then 2 after enemy fire for big crit. Build: Duration for 4; Strength for 2. When to use: High-level missions for team support, Red Crit builds.
- Passive: Uses shields for abilities; shields recharge quickly; can consume overshields for more energy.
- 1 – Balefire: Chargeable projectile weapon that deals radiation damage. Augment (Balefire Aegis): While charging, block damage. Use: Damage, defense.
- 2 – Pillage: Strips enemy shields/armor and heals own shields. Augment (Pillage Augment: ?). Use: Shield restoration, debuff.
- 3 – Haven: Deploys a shield that surrounds herself and allies; regenerates shields and deals damage to enemies inside. Augment (Haven Augment: ?). Use: Area denial, shield regen.
- 4 – Aegis Storm: Lifts enemies and strips their shields/armor; enemies killed drop energy orbs. Augment (Aegis Storm Augment: ?). Use: Crowd control, overshield farm.
- Synergy: Use 2 to strip, then 4 to lift. Build: Strength + Range for 2/4. When to use: Corpus missions (shield stripper), high-level endurance.
- Passive: Melee attacks can summon tentacles from puddles.
- 1 – Tempest Barrage: Area-of-effect rain that knocks down enemies. Augment (Corrosive Barrage): Removes armor on hit. Use: CC, armor strip.
- 2 – Tidal Surge: Turns into a wave that moves forward ragdolling enemies. Augment (Tidal Impunity): Removes status effects and grants immunity. Use: Mobility, cleansing.
- 3 – Undertow: Turns into a puddle that drowns enemies; not commonly used. Augment (Puddle Augment: Curative Undertow): Heals allies in puddle. Use: CC (limited).
- 4 – Tentacle Swarm: Summons tentacles that grab and slam enemies; drops extra loot. Augment (Pilfering Swarm): Tentacles increase loot drops. Use: Farming, AoE damage.
- Synergy: Barrage for CC, then swarm for damage. Build: Range for 4; Strength for 1 augmentation. When to use: Farming missions, especially resources.
- Passive: Finishers restore health; can be revived by sarcophagus (plays dead).
- 1 – Desiccation: Throws sand that blinds enemies and steals health. Augment (Desiccation’s Curse): Increases range and damage. Use: CC, health steal.
- 2 – Devour: Burrows into ground, heals, and can spawn sand shadows. Augment (Devouring Howl): Increased speed. Use: Self-heal, spawning minions.
- 3 – Sandstorm: Dust tornado that ragdolls enemies and drains health. Augment (Sandstorm Augment: ?). Use: CC, health drain.
- 4 – Scarab Swarm: Charges armor by sacrificing health; active release slows enemies and controls. Augment (Scarab Swarm Augment: ?). Use: Armor boost, CC.
- Synergy: Build for max health and armor; use 4 for armor. Build: Health + Armor mods; Duration for 1. When to use: Solo tanking, survival.
- Passive: Arrow shots are silent.
- 1 – Quiver: Selects arrow type (Cloak, Dashwire, Sleep, Noise). Augment (Quiver Augment: ?). Use: Versatile utility.
- 2 – Navigator: Controls an arrow in flight; headshots increase damage. Augment (Navigator Augment: ?). Use: Precision damage, bypassing obstacles.
- 3 – Prowl: Invisibility; moving slowly keeps stealth; can pickpocket enemies. Augment (Prowl Augment: Infiltrate): Allows moving through lasers. Use: Stealth, pickpocket for loot.
- 4 – Artemis Bow: Summons a powerful bow that fires multiple arrows; scales with mods. Augment (Artemis Bow Augment: ?). Use: Primary damage.
- Synergy: Use 3 to steal mods, 1 sleep arrow for finishers then 4. Build: Duration + Efficiency for 3; Strength for 4. When to use: Spy missions, stealth farming, single-target DPS.
- Passive: Moving while airborne leaves a damage trail.
- 1 – Illuminated Lash: Whip attack that blinds enemies and leaves a light zone. Augment: None yet. Use: CC, area damage.
- 2 – Solar Flare: AoE damage over time that blinds; can be detonated for burst. Augment: None. Use: AoE damage.
- 3 – Prismatic Guard: Creates a dome that damages and blinds enemies, shields allies. Augment: None. Use: Defense, CC.
- 4 – Laser Lotus: Fires a continuous beam that scans enemies, marking them for extra damage. Augment: None. Use: Single-target DPS, damage amplification.
- Synergy: Use 3 for defense, 1 and 2 for AoE. Build: Strength + Duration. When to use: General missions, especially Sentient enemies.
- Passive: Venari (cat) has three forms; can increase loot drop chance if equipped.
- 1 – Whipclaw: A powerful whip strike that scales with melee mods. Augment (Accumulating Whipclaw): Increases damage as you chain kills. Use: Primary damage.
- 2 – Ensnare: Summons vines that immobilize enemies and spread to others. Augment (Ensnare Augment: ?). Use: CC, grouping.
- 3 – Venari: Summons/sends Venari to attack, heal, or protect. Augment (Venari Augment: Tie the Rank? no). Use: Companion utility.
- 4 – Strangledome: Creates a dome of chain that traps enemies and deals damage. Augment (Strangledome Augment: Pilfering Strangledome): Increases loot drops. Use: Area denial, farming, CC.
- Synergy: Use 2 to group, then 1 for damage; dome for defense. Build: Range + Strength for 1/2; Duration for dome. When to use: Farming (dome + whipclaw), defense.
- Passive: Heavy attacks restore 5% health and grant overguard.
- 1 – Wrathful Advance: Teleports to enemy and strikes with massive damage. Augment: None. Use: Gap closer, heavy damage.
- 2 – Recompense: Stabs himself, dealing damage to nearby enemies and restoring health. Augment: None. Use: Self-heal, AoE damage.
- 3 – Collective Curse: Links enemies; damage dealt to one spreads to linked. Augment: None. Use: Damage multiplication.
- 4 – Storm of Ukko: Rains down knives that cause slash procs. Augment: None. Use: Massive slash AoE.
- Synergy: Use 3 to link, then 4 or 1. Build: Strength + Duration for 4; Range for 3. When to use: High-level Grineer, slash proc abuse.
- Passive: Status effects from abilities spread to nearby enemies; cooldowns instead of energy.
- 1 – Vial Rush: Slams cask that leaves different elemental puddles based on infused element. Augment
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Atlas – Earth Brawler
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Banshee – Sound Banshee
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Baruuk – Pacifist Monk
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Caliban – Sentient Hybrid
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Chroma – Elemental Dragon
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Citrine – Crystal Guardian
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Dagath – Death Knight (Horsewoman)
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Ember – Fire Caster
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Equinox – Day/Night Dualist
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Excalibur – The Swordman (Starter)
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Frost – Ice Tank
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Gara – Glass Warrior
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Garuda – Blood Priestess
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Gauss – Speedster
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Grendel – Hungry Tank
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Gyre – Electric Whirlwind
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Harrow – Twilight Priest
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Hildryn – Shield Queen
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Hydroid – Pirate Kraken
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Inaros – Sand Tank
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Ivara – Master Archer
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Jade – Light Bender (Newer Frame)
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Khora – Beast Tamer
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Kullervo – Warden of Pain
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