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Caliban

Hungry Hungry Hybrid || Nourish Caliban

by last updated a year ago

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The heir of twin kingdoms ascends. Biological and Sentient life meet in Caliban. An adept monarch, he offers crowd control and survivability. His creator had more than one world in mind.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
370
SHIELD
650
SPRINT SPEED
1.1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
290
Damage Reduction
49.2%
EFFECTIVE HIT POINTS
1,594
Guide
2 Comments
Caliban builds
Builds by XennethKeisere

Hungry Hungry Hybrid || Nourish Caliban

You know that feeling you get when you out that final puzzle piece into a puzzle you've worked on for a long time? That's what I felt when I placed Nourish on [Caliban].

All of the other Energy economy Helminth Abilities are fairly good, but have their downsides. Dispensary comes with the cost of mobility; Lycath's [Hunt] forces more of a melee focus (granted, he does have [Venato] as a signature weapon); Spectrorage wants more Range than [Caliban] can usually afford to give; and Fractured Blast, well...honestly I just don't have it yet, haha.

But Nourish does more than just help [Caliban]'s Energy. Aside from replacing his worst Ability (which, let's face it, using Helminth that's always a given for any build), Nourish also gives the benefit of adding Viral damage to weapons (which can open mod slots), and gives you and your allies a defensive Viral+Stagger splash whenever you're damaged by enemies. The key words here are "and your allies", because this gives a quality of life bonus to Lethal Progeny. Let's be honest, his Conculysts have dumb as brick AI, and hardly do much aside from anti-aggro. With Nourish, they make it easier to spread more Viral around the vicinity, which is a significant help.

There's two slightly different ways to utilize Nourish on [Caliban]. The build above was featured on a YouTube video from Aznvasions, where he gives [Caliban] [Sobek] and Zenistar to wreak havoc all over the map thanks to Fusion Strike and Nourish. So I'll cover that one first.

Mod Breakdown:

-Combat Discipline, Arcane Avenger
A familiar power-house combo. You kill, you self damage, you trigger Avenger, you kill more, you keep it triggered. But as an added bonus, [Combat Discipline] also triggers the Viral defenses of Nourish, and applies Viral to enemies when you kill one. That was important for [Sobek] because after stripping enemies, killing one sets off the Viral defense before [Acid Shells] goes off on [Sobek]. The Viral doubles the damage from [Acid Shells] and suddenly everything near you dies. It's recommended to try and get [Combat Discipline] as low a rank as you can afford (it's entirely possible to use a rank 0 copy), as lower rank means less damage and less chance of accidental suicide.

-Primed Sure Footed
Arguably the best Exilus mod you can use for Warframes without status immunity.

-[Blind Rage]
One of the most important mods of the meta for not only beefing your Warframe but also enhancing Shieldgate strategies due to the cut in your Efficiency. With this and a single Crimson Archon Shard, you [Reach] 209% Ability Strength, which means full defense stripping. As for Shieldgate, with 4 Augur mods (the two on this build and two on your Secondary), your first 3 Abilities can restore 124 Shields. [Caliban] needs 131 with a Decaying Dragon Key to fully Shieldgate; fortunately for you, the Conculysts can also Regenerate Shields for [Caliban] rather quickly outside of just being cast. If all three are active, and you cast Nourish or Sentient Wrath, the remaining 7 Shield difference is restored by the Conculysts in roughly 7 milliseconds. That's an extremely narrow window for the enemy to take advantage of given the various crowd controls this build has. And of course, Fusion Strike will provide a full Shieldgate.

-Stretch, Augur Reach
This gives a comfortable range to Nourish and Fusion Strike.

-[Primed Continuity], [Augur Message]
These allow Fusion Strike's fallout to last just over 26 seconds, which is fairly comfortable after placing two or three casts in key locations.

-[Primed Flow], [Equilibrium], Arcane Energize
These are how you manage the Energy economy alongside Nourish. [Flow] boosts your reserves to 531; Energize makes Energy Orbs more effective; and [Equilibrium] buffs HP Orbs to also restore Energy, and vice versa (be sure to use [Synth Fiber] and [Synth Deconstruct] on your Companion to boost the usefulness of [Equilibrium]; a [Panzer Vulpaphyla] is the highest recommendation, as the Spores it creates can spread widely and count towards Deconstruct to create significantly more HP Orbs).

-Rolling Guard
Do a barrel roll to get out of sticky situations, like getting a nasty DoT status or if your Shields break.

-Archon Shards
The bare minimum that I'd recommend for this build is 1 Crimson Shard for Ability Strength, and 2-3 for Casting Speed. The rest is up to you.

-Alternative Options
I mentioned before that I utilize the build two different ways. If Combat Avenger and/or [Sobek] are not to your taste, here's a version that's a little less offensive and a lot more defensive.

Take out:
[Combat Discipline]
[Stretch]
[Augur Reach]
Arcane Avenger

Replace with:
[Brief Respite]
[Overextended]
[Umbral Intensify]
Arcane Steadfast

This takes you to my original version that I showed Aznvasions before he tweaked it for his fantastic video.With these changes, you'll also need a second Crimson Shard for a total of +20% Ability Strength from Archon Shards to break 200% for full defense strip. In swapping these mods, you get Shieldgate off any ability cast; a bonus 15% Ability Range; a 20% chance for three free ability casts (which can mean a lot of fallout zones around the battlefield); and 11% Tau Damage Reduction (which isn't all that important, but figured it was noteworthy anyway). Arcane Steadfast is actually a flex slot, so you could keep Arcane Avenger if you'd prefer, or use some other Arcane altogether (Molt Augmented could remove the need for the Archon Shards, if you want those two slots back).