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Excalibur

THIS IS NOT A BUILD!!! | Whispers in the Walls | Hotfix 35.0.6

by last updated 4 months ago

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Excalibur epitomizes the warrior spirit. His master swordsmanship deals high damage. He is the embodiment of martial excellence.

1 VOTE
3 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
150
HEALTH
370
SHIELD
370
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
240
Damage Reduction
44.4%
EFFECTIVE HIT POINTS
1,159
Guide
3 Comments
Excalibur builds
Builds by THeMooN85

THIS IS NOT A BUILD!!! | Whispers in the Walls | Hotfix 35.0.6

Hello there,

Introduction:

THIS IS NOT A BUILD!!!
This is my blank guide formula.

Playstyle:

In here I describe how I use my build.

Attributes & Abilities:

Here I describe the stats present in a given build (already modified) and any additional information about "non-standard" mods, as well as abilities (including passives) and attributes.

Suggested Aura Mod:

For best results use Aura Forma, so that it can be changed, when needed.

Suggested Exilus Mod:

Must be unlocked with an Exilus Adapter.

  • NONE - if there is no such need, then there is no point in unlocking the slot.
  • Aero Vantage - A set mod that grants reduced gravity during Aim Glide.
  • Agility Drift - Reduces damage taken while airborne and reduces enemy accuracy when targeting the player.
  • Aviator - Reduces damage taken while airborne for the player.
  • Armored Recovery - Grants damage resistance while knocked down at the cost of reducing slide distance for the player.
  • Battering Maneuver - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Impact damage to Bullet Jump.
  • Coaction Drift - Increases an Aura's strength and effectiveness.
  • Conductor - Warframe Augment for Octavia that allows her to command Resonator by reactivating it, ordering it to move to her reticle with increased speed.
  • Cunning Drift - Increases slide, reduces friction and increases Ability Range.
  • Endurance Drift - Increases Maximum Energy and parkour velocity.
  • Enemy Sense - Displays all enemies within its radius with red markers on the mini-map.
  • Escape Velocity - Grants Nova and her allies increased movement speed after teleporting.
  • Firewalker - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Heat damage to Bullet Jump.
  • Gale Kick - Jump Kicks deal a percentage of the equipped melee weapon's damage as Impact damage, and knocks nearby enemies down when killing with it.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Heavy Impact - Allows a Warframe to create shockwave from heavy landings.
  • Hysterical Assault - Warframe Augment for Valkyr that allows her to pounce onto enemies while in Hysteria, dealing damage on contact.
  • Ice Spring - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Cold damage to Bullet Jump.
  • Kavat's Grace - Negates hard landings from high velocity falls.
  • Lightning Dash - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Electric damage to Bullet Jump.
  • Maglev - Increases slide speed, and decreases Friction.
  • Master Thief - Grants a chance of unlocking locked lockers.
  • Mesa's Waltz - Warframe Augment Mod usable in both PvE and PvP that allows Mesa to move at half speed while channeling Peacemaker.
  • Mobilize - Increases Bullet Jump speed and the duration of Aim Glide and Wall Latch.
  • Motus Signal - Increases maximum Double Jump Height.
  • Pain Threshold - Increases the stagger recovery of your Warframe.
  • Patagium - Increases the duration of Aim Glide and Wall Latch.
  • Piercing Step - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Puncture damage to Bullet Jump.
  • Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
  • Proton Pulse - Increases Bullet Jump speed after performing a Wall Dash.
  • Rending Turn - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Slash damage to Bullet Jump.
  • Retribution - Grants a chance to deal Electricity damage to enemies when they deal shield damage to a Warframe via a melee attack.
  • Revealing Spores - Warframe Augment Mod that causes enemies affected by Saryn's Spores to show up on the minimap.
  • Rime Vault - Gives a purely cosmetic Cold effect to Bullet Jumps.
  • Rush - Increases the speed at which a Warframe moves while sprinting.
  • Speed Drift - Increases sprint speed and casting speed.
  • Stealth Drift - Increases enemy detection on the mini-map and Aim Glide and Wall Latch time.
  • Streamlined Form - Increases Holster Speed and slide speed, and decreases Friction.
  • Sure Footed - Increases a Warframe's chance to resist knockdown.
    Primed Sure Footed is exclusive to the Daily Tribute system. It will become available at first at day 400. TAKE IT!!!
  • Synth Reflex - Increases weapon holster speed.
  • Thief's Wit - Adds a loot radar to the minimap.
  • Toxic Flight - Increases the speed of Bullet Jump, lengthens the duration of Aim Glide and Wall Latching, and adds Toxin damage to Bullet Jump.
  • Venomous Rise - Gives a purely cosmetic Toxin effect to Bullet Jumps.
  • Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.
  • Voltaic Lance - Gives a purely cosmetic Electricity effect to Bullet Jumps.
  • Warm Coat - Increases a Warframe's shield resistance against the cryogenic temperatures environmental hazard.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Acceleration - On Critical Hit, 30% chance for +90% Fire Rate to Primary Weapons for 9s.
  • Arcane Aegis - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s.
  • Arcane Agility - On Damaged, 60% chance for +60% Parkour Velocity for 18s.
  • Arcane Arachne - On Wall Latch, +150% Damage for 30s.
  • Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
  • Arcane Awakening - On Reload, 60% chance for +150% Damage to Pistols for 24s.
  • Arcane Barrier - On Shield Damaged, 6% chance to instantly restore all Shields, 6s cooldown.
  • Arcane Blade Charger - On Primary Weapon Kill, 30% chance for +300% Melee Damage for 12s.
  • Arcane Blessing - On Health Pickup, +24 Max Health. Stacks up to 50x.
  • Arcane Bodyguard - On 6 Melee Kills within 30s, Heal Companion for 900.
  • Arcane Consequence - On Headshot, +60% Parkour Velocity for 18s.
  • Arcane Deflection - Passive, +102% chance to resist a Slash Damage effect.
  • Arcane Double Back - Gain +25% damage resistance for 4s per Dodge, Double Jump and Bullet Jump. Stacks up to 3x.
  • Arcane Energize - On Energy Pickup, 60% chance to replenish 150 Energy to self and allies within 15m. 15s cooldown.
  • Arcane Eruption - On Energy Pickup, 100% chance to Knockdown nearby enemies.
  • Arcane Fury - On Critical Hit, 60% chance for +180% Melee Damage to Melee Weapons for 18s.
  • Arcane Grace - On Health Damaged, 9% chance for +6% Health Regeneration/s for 9s.
  • Arcane Guardian - On Damaged, 15% chance for +900 Armor for 20s.
  • Arcane Healing - Passive, +102% chance to resist a Radiation Damage effect.
  • Arcane Ice - Passive, +102% chance to resist a Heat Damage effect.
  • Arcane Intention - Gain +250 Max Health per active channeled ability.
  • Arcane Momentum - On Critical Hit, 60% chance for +150% Reload Speed to Sniper Rifles for 12s.
  • Arcane Nullifier - Passive, +102% chance to resist a Magnetic Damage effect.
  • Arcane Phantasm - On Parry, 45% chance for +60% Speed for 18s.
  • Arcane Pistoleer - On Pistol Headshot Kill, 60% chance for +102% Ammo Efficiency for 12s.
  • Arcane Power Ramp - On Ability Cast, Next Ability cast gains +9% Strength, stacking up to 4x. Resets when the same ability is recast consecutively.
  • Arcane Precision - On Headshot, +300% Damage for 18s on Secondary Weapon.
  • Arcane Primary Charger - On Melee Kill, 30% chance for +300% Primary Weapon Damage for 12s.
  • Arcane Pulse - On Health Pickup, 60% chance to restore 300 Health to allies within 25m. 15s cooldown.
  • Arcane Rage - On Headshot, 15% chance for +180% Damage to Primary Weapons for 24s.
  • Arcane Reaper - On Melee Kill, +24 Heal Rate/s and +660 Armor for 10 seconds.
  • Arcane Resistance - Passive, +102% chance to resist a Toxin Damage effect.
  • Arcane Rise - On Reload, 60% chance for +150% Damage to Primary Weapons for 24s.
  • Arcane Steadfast - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy.
  • Arcane Strike - On Hit, 15% chance for +60% Attack Speed to Melee Weapons for 18s.
  • Arcane Tanker - On Archgun Equipped, +1200 Armor for 60s.
  • Arcane Tempo - On Critical Hit, 15% chance for +90% Fire Rate to Shotguns for 12s.
  • Arcane Trickery - On Finisher Kill, 15% chance to become invisible for 30s.
  • Arcane Ultimatum - On Finisher Kill, +1200 Armor for 45s.
  • Arcane Velocity - On Critical Hit, 90% chance for +120% Fire Rate to Pistols for 9s.
  • Arcane Victory - On Headshot Kill, 75% chance for +3% Health Regeneration/s for 9s.
  • Arcane Warmth - Passive, +102% chance to resist a Cold Damage effect.
  • Theorem Contagion - Standing in a zone created by a Residual Arcane creates a globe that orbits the player every 2s. The globes will strike the nearest enemy within 15m dealing 150 damage increasing their vulnerability to the globe’s damage type by 200% for 6s. Globes will persist for 30s upon leaving the zone.
  • Theorem Demulcent - Standing in a zone created by a Residual Arcane increases weapon damage by 12%/s stacking up to 15x. The effect persists for 20s upon leaving the zone.
  • Theorem Infection - Standing in a zone created by a Residual Arcane increases damage of Companions and summoned Allies within 90m by 24%/s stacking up to 15x. The effect persists for 20s upon leaving the zone.
  • Molt Augmented - On Kill, +0.24% Ability Strength. Stacks up to 250x.
  • Molt Efficiency - While Shields are Active, Gain 6% Ability Duration per second, up to a maximum of 36%.
  • Molt Reconstruct - Heal yourself and your allies within Affinity Range 6 Health for each Energy point spent on the initial casting cost of abilities.
  • Molt Vigor - On Operator Ability, 45% Ability Strength on next Warframe Ability Cast.

Suggested Archon Shards (Tauforged):

  • Crimson Archon Shards (RED):
    +25% (+37.5%) Melee Critical Damage
    +25% (+37.5%) Primary Status Chance
    +25% (+37.5%) Secondary Critical Chance
    +10% (+15%) Ability Strength
    +10% (+15%) Ability Duration
  • Amber Archon Shards (YELLOW):
    +30% (+45%) Maximum Energy is filled on Spawn
    +100% (+150%) Effectiveness on Health Orbs
    +50% (+75%) Effectiveness on Energy Orbs
    +25% (+37.5%) Casting Speed
    +15% (+22.5%) Parkour Velocity
  • Azure Archon Shards (BLUE):
    +150 (+225) Health
    +150 (+225) Shield Capacity
    +50 (+75) Energy Max
    +150 (+225) Armor
    +5 (+7.5) Health/s Regenerated
  • Violet Archon Shard (Crimson + Azure) (VIOLET):
    Gain +10% (+15%) Ability Damage on enemies affected by Electricity Status
    Gain +30% (+45%) Primary Electricity Damage. Gain an additional +10% (+15%) per Crimson, Azure, or Violet Archon Shard equipped
    Gain +25% (+37%) Melee Critical Damage. When max Energy is over 500, the damage boost doubles
    Health pickups give +20% (+30%) Energy. Energy pickups give +20% (+30%) Health
  • Topaz Archon Shard (Crimson + Amber) (ORANGE):
    Gain 1 (2) Health per enemy killed with Blast Damage. Max 300 (450) Health
    Regenerate +5 (+7.5) Shields when you inflict an enemy with Blast Status
    Increase Secondary Critical Chance by 1% (1.5%) every time you kill an enemy affected by Heat Damage. Max 50% (75%)
    Gain +10% (+15%) Ability Damage on enemies affected by Radiation Status
  • Emerald Archon Shard (Amber + Azure) (GREEN):
    Toxin Status Effects deal +30% (+45%) more damage
    [Recover] +2 (+3) Health each time enemies are damaged by a Toxin Status Effect
    Gain +10% (+15%) Ability Damage on enemies affected by Corrosion Status
    Increase max stacks of Corrosion Status by +2 (+3)

Suggested Focus School:

  • Madurai:
    Power Transfer - 50% Casting Speed on switching to Warframe.
    Sling Strength - Switching to Warframe after a Chained Sling adds 40% Ability Strength for 20s.
  • Vazarin:
    Void Snare - Ability launches a projectile that spins up a vortex trap on impact, or tap 2 again to detonate in-flight. Trap lasts 8s.
    Protective Sling - Allies touched by Void Sling are granted immunity from damage for 5s and healed 60% over 5s for 10 energy cost.
  • Naramon:
    Power Spike - Melee Combo Counter now decays while out of combat by 5 every few seconds, instead of depleting completely.
  • Unairu:
    Poise - Gain immunity to slow, stagger, and knockdown effects for 40s after transferring between Operator or Warframe.
    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.
    Caustic Strike - Second Ability launches an energy bomb that explodes with a 8m radius, stripping 100% of enemy armor. Tap 2 again to detonate in-flight.
  • Zenurik:
    Energy Pulse - Energy pickups grant 50 % additional energy over 5s.
    Wellspring - First Ability creates a well of energy for 8s. Allies passing through the well gain 5 Energy/s for 30s. Use your first Ability inside a Wellspring to increase its size, boost its duration by 20s, and grant 20% Ability Strength to those inside.
    Temporal Drag - Second Ability emits a radial burst, slowing any enemy it touches by 80% for 10s.

Suggested Helminth Subsumable Abilities:

Suggested Loadout:

Summary:

Summary of the whole thing, a few words for the readers, a flick on the nose for the haters.

Enjoy!
THeMooN85