Health, Speed and Control - a Rounded Wisp Support build [Updated 14/05/2021]]

by — last updated 3 years ago


Wisp floats between the material and the ethereal. She accesses multiple dimensions to support her allies. Her countenance is mysterious and enigmatic.

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Damage Reduction
Wisp builds
Builds by Ignight

Health, Speed and Control - a Rounded Wisp Support build [Updated 14/05/2021]]

Buff centric build, with enough personal survivability to survive all standard end game content, QoL and clear speed.

Decaying Dragon Key

There is a very strong argument for using a Decaying Dragon Key in this build as it allows for constant shield gate procs by utilizing the low shield max, low power efficiency and [Brief Respite]. I highly suggest giving it a go as it WILL improve your overall survivability.
This also creates a stronger argument for [Rage] over [Stretch], but I am still keeping [Stretch] in for the base build due to it being the superior choice if you have an ally that can refill your energy like [Trinity], [Protea] or [Harrow]


For those who cannot be bothered to read.

  1. Replace [Stretch] with [Rage] if playing without friends.

  2. Use Decaying dragon key to abuse shield gating

  3. Helminth replace Sol Gate (4) with [Chroma]'s Elemental Ward or [Rhino]'s Roar

  4. If you have energy problems replace Arcane [Guardian] with Arcane Energize

  5. Use kitgun with Pax Bolt for extra power strength

  6. Use a [Wisp] specter to setup a third nest of buffs on endless missions

What is [Wisp]?

[Wisp] is a well rounded, support focused warframe that provides the entire squad and herself with very potent buffs. She is a very mobile and survivable frame which makes her viable for end game content. On top of all that she has great damage potential if the need arises.


Passive. Phased

Whilst [Wisp] is airborne she and her companion become invisible, until she lands or fires a weapon. The invisibility lingers for a split second after landing.
Hard Landings will dissipate the cloak immediately.
Melee attacks do not cancel invisibility, allowing [Wisp] to use air attacks with a stealth multiplier.

This is a very powerful passive that is easy to forget due to minimal visual feedback, so just remember this - Jumping = Surviving. Stay in the air as much as you can, but don't focus on it.
Use a bright Energy color!

1. Reservoirs

Bread and butter of [Wisp]. [Wisp] selects one of three Reservoir pods and puts it down. The reservoir pods have a range of 5 meters and last indefinitely, entering the area gives you a corresponding mote (or as I like to call it - a flower) that last for 38 seconds while outside of the range (Indefinitely while inside the range).
[Wisp] can summon a maximum of 6 reservoir pods.
Casting additional reservoir pods will replace the oldest pod.
The three reservoirs are as follows:
[Vitality]: increases maximum Health by over 1044 and restores 104 health per second.
Haste: increases movement speed and melee attack speed by 69% and fire rate by 104%.
Shock: Stuns up to 5 enemies within 15 meters for 3 seconds every 3 seconds (Electricity proc)

The Reservoirs are removed by a nullifier bubble!
Buffs from multiple instances of the same type of reservoir do NOT stack!

In stationary missions, such as Survival or Defense set up all 3 of your reservoirs in an area that provides cover and still allows shooting, such as on a raised platform or around a corner, you can have two of such nests set up as per the limits of the ability.
[Wisp] specter's flowers refresh the duration of your own buffs! use this to setup a third nest of buffs on endless missions!
In mobile missions such as Exterminate or Sabotage, use this ability while moving (Bullet jump at a 45 degree angle and use the ability mid air), alternating between the different buffs, in easy missions prioritize Haste, in more difficult ones, prioritize Health and Shock.

2. Wil-O-[Wisp]

[Wisp] summons a clone that travels in target direction for 5 seconds, while the clone is travelling, [Wisp] gains her passive even if on land. The clone taunts nearby enemies (Think [Loki]'s Decoy).
[Wisp] may at any point use the ability again to teleport to the clones current position, doing so will grant [Wisp] 3 seconds of Invulnerability.
Holding the ability button down when casting makes the clone move faster, when you release the held down key, [Wisp] will then teleport to the clone as though recasting it.

This is your panic button, if you feel like you will die, [Double Tap] the ability for invulnerability and keep on fighting!
This ability is also incredibly useful in Spy missions because it allows you to bypass lasers

3. Breach Surge

[Wisp] creates an area that expands into a 20+ meter radius area around her. Enemies in line of sight of [Wisp] and within range are blinded for 20 seconds. When damaged, the blinded enemies have a 10% chance to create a homing projectile that seeks the heads of nearby enemies, dealing Radiation damage with a 69% status chance and inherits a damage multiplier of ~6x received by the source enemy to inflict on the new target.
Killing blinded enemies has a 100% chance to release a projectile

Blinded enemies are susceptible to stealth damage bonus, but are not vulnerable to melee finishers.
Using this ability while targeting your Reservoirs will teleport [Wisp] to them and DOUBLE the radius of Breach Surge

This is your CC and DAMAGE! Use it whenever there are big groups of enemies around you or around your reservoirs!

4. Sol Gate

Don't use this. (A.K.A. Helminth fodder)

Mod Explanation

  • [Brief Respite]: This aura is currently by far the most powerful, due to the low efficiency of this build, it allows you to get close to 200 shields every time you cast your 3 and/or 2, When combined with the effects of a Decaying Dragon Key this also resets the shield gating mechanic, giving you 1.3 seconds of invulnerability rather frequently.

  • [Blind Rage], [Transient Fortitude], Intensify, Power Drift and Augur Secrets: Maximum power strength makes high level Wisp what she really is - a team support, while also giving you area damage through breach surge.

  • [Primed Continuity]: The added duration counters the negative duration we have from [Transient Fortitude] and increases the time our Breach Surge stays on enemies, while at the same time increasing the duration of buffs on allies whenever they leave the Reservoirs. Our invisibility duration on ground is also boosted, due to the higher duration of Wil-O-Wisp.

  • [Stretch]: This makes your breach surge MUCH more useful, as normally the radius feels quite small due to the slow expansion, also improves QoL (:.
    If you use an Umbral Forma, you can insert a fully ranked [Stretch], otherwise leave it one off for best optimisation, or replace with [Augur Reach]
    Due take note however that with recent changes there MIGHT be better alternatives (Rage) if you're playing solo or with randoms.

  • [Steel Fiber] and [Adaptation]: Thanks to your Health Reservoir [Wisp] already has very good health, and good health regeneration, thanks to armor [Wisp] can make use of that regeneration much better. [Adaptation] is essentially another layer of armor and due to its mechanics it makes your health regeneration and buffer have incredible synergy. These will make you virtually immortal if you use your other options effectivelly.


  • [Stretch]: Since its mostly a QoL mod, it would be the first mod to replace. Currently due to the Shield Gating mechanic and the usefulness of the Decaying Dragon Key, Rage is a VERY powerful alternative - so much so I'm actually running that myself, [Stretch] is still the ideal choice in an organised team, but I highly advise to give [Rage] a go. Also consider extra survivability mods if you feel the need, such as Armored Agility, Rapid Resilience or Handspring. Alternatively you might prefer other QoL mods such as Flow, Streamline or Rage.

  • Umbral mods: These are a luxury and require a lot of additional forma investment, you may replace these mods for their standard counterparts without too big of a downside.

  • Primed Continuity: Feel free to replace with standard Continuity without much worry.

  • [Brief Respite]: If you're playing with allies that can further boost your survivability, replace this with [Growing Power] for an extra boost. Also if you do not want to forma the aura slot, feel free to use Corrosive Projection or Even Sprint Boost.

  • [Energy Conversion]: This is a big one, as if you can fit this mod into the build and more importantly into your playstyle, this will make you the best [Wisp] around; HOWEVER, it's an absolute pain in the ass and limits you on many, many ways. [Energy Conversion] doesn't function with [Rage] well at all AND it doesn't work well with Trinity or Harrow at all. To top that off it also doesn't really mesh with arcane energize. That being said - if you run this, you'll be awesome. Consider replacing Stretch or Continuity with this.


As it so happens, Wisp has one useless ability - her Sol Gate (4), And as luck would have it DE decided it was a good idea to let people fix the only issue with this otherwise perfect frame. Below is a list of abilities you want to replace Sol Gate with. Have fun:

  1. Elemental Ward - Chroma's 2. Here, we're looking at two options - Toxin and Cold. Toxin is INCREDIBLY useful for [Wisp], because after the Haste flower fire rate buff, the main bottleneck of most weapons is the magazine capacity and reload speed. This essentially removes it entirely. Meanwhile Cold gives another massive chunk of armor, aswell as a scattering of random status procs due to reflect. To top that all off this ability also affects allies. Elemental Ward is nuts.

  2. Roar - [Rhino]'s Roar fits in with [Wisp] nigh perfectly, even after the nerf that helminth imposes (50>30) with this build Roar would provide a 104% damage boost to your entire squad. Pretty friggen good!

  3. Xata's Whisper - [Xaku]'s first ability in effect functions like a better roar, but only for yourself. This ability has great synergy with weapons like Exergis, Lanka or Phantasma as well as all melee weapons (Condition Overload).

  4. Eclipse - [Mirage]'s version of a damage buff. Because we have no space for an augment in this build Eclipse does lose some of its potential. That being said, this is still a decent option. Standing in light it provides you with a crazy damage boost and standing in darkness gives you a 75% damage resistance, basically making you unkillable even more. The biggest downside is the added micromanagement of standing in light vs darkness.

  5. Fire Walker - [Nezha]'s 1 gives you friggen zoom zoom's if that's what you're looking for, as well as it provides you and allies with some degree of status immunity. Overall a solid option and that's about it.

  6. Any finisher opener - This includes [Excalibur]'s Radial Blind, [Inaros]' Desiccation and probably something else I'm missing. All of those abilities are great because they open finishers allowing you to oneshot anything. On top of that, it also allows you to use Arcane Ultimatum, which gives you effectively permanent and a crazy high armor boost. Certainly worthwhile if you've got the arcane!

  7. Dispensary - Arguably [Protea]'s best ability is now up for grabs. While normally not really needed on [Wisp], you can double down on the supportiveness of [Wisp]. Sadly, the health orb pickups are practically useless and the duration is very short (15 seconds), meaning it will cost you more energy than this will have time to refill. Sadge.


The following is the list of recommended arcanes to use, starting with the best, going down:

  1. Arcane Aegis - I don't care what frame you're playing, unless you're nidus or inaros - you should be running this arcane right now. On the surface this thing looks useless, but as pointed out in the comments a long time ago, this arcane has a super important mechanic. While Arcane Aegis is active, your natural shield [Regen] will also be active despite you having taken damage. That combined with theShield Gating mechanic means, that if you get an Arcane Aegis proc - you will become literally invulnerable to everything for the entire duration of the proc. It's broken. Use it.

  2. Arcane Guardian - Gives you silly armor, synergizes perfectly with the entirety of wisp's kit as far as survivability goes. Take this as a second arcane if you need even more CHONK

  3. Arcane Barrier - Same as aegis, except only lasts an effective 1.3 seconds. Still decent.

  4. Arcane Energize - Convenient replacement for a friend.

  5. Arcane Tanker - Better Arcane Guardian, but only if you go out of your way to equip an archwing gun.

  6. Arcane Consequence - Zoom zoom!

Weapons and Combos

In general, the best weapons on [Wisp] are the ones that benefit greatly from increased fire rate, such as bows like the [Stahlta] or Burst rifles, however there are a few hidden gems that combo really well with [Wisp]!

One weapon such as that is a Kitgun! Personally I prefer [Tombfinger] for this, but I think [Catchmoon] works too. The Trick here is to use Pax Bolt on it, then in a mission, get a headshot kill before placing each of your flowers (1) for a free power strength boost (:

[Wisp] specter's flowers refresh the duration of your own buffs! use this to setup a third nest of buffs on endless missions!

The End

Thank you for reading my guide and I hope you learned something from it! Check out other guides I've made on this website on the right hand side of the page or by clicking on my name at the top of the webpage. (When I've made more that is) (:

Excuse any typos and if you notice any - lemme know!

P.S. A few numbers in the ability descriptions might be slightly off, due to minor changes in the build after the initial version.


08/03/2020 / First big change. Replacing [Corrosive Projection] with [Brief Respite] due to Armor changes, This also creates a better argument for running Rage instead of Stretch, however only if you don't have an energy filling assistance from allies.

14/05/2021 / Updated formatting on the guide, patched up some holes, added clarity; Updated Arcanes, Added Helminth section; Added a TLDR Section