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Grendel Prime

GRENDEL "The Destroyer and Devourer" PRIME

by last updated 6 months ago

50

Primal. Insatiable. Grendel Prime devours all who oppose him.

179 VOTES
14 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
250
HEALTH
1,295
SHIELD
95
SPRINT SPEED
0.95
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
400
Damage Reduction
57.1%
EFFECTIVE HIT POINTS
3,148
Guide
14 Comments
Grendel Prime builds
Builds by THeMooN85

GRENDEL "The Destroyer and Devourer" PRIME

Hello there,

Introduction:

[Grendel Prime]... gilded, eternally hungry, but what a monster. He is not apicky, he will swallow any enemy, turn it into pulp and then spit it out. What an abomination you say? No way. Someone has to clean up and it would be a pity if the meat went to waste, right? :D

Playstyle:

  • Find your enemies, swallow them (Feast), turn them into a pulp (keep them in your stomach until they are digested), or ball them up and spit them out at their teammates, dealing monstrous damage to everyone involved (Regurgitate).
  • Turn into a meat ball (Pulverize) and destroy the crowd by running over your enemies, crushing them or bouncing off them. While in this form, you can still use his other skills.
  • Always remember to re-cast Nourish as soon as its duration runs out.

Attributes & Abilities:

200% Strength... this is all you need. No need for more. With this you can fully remove any armor from any enemy, just by passing by. Other abilities needs even less to work propertly.

Range is super important. Every single ability is based on Range. Swallow Range, Buff Radius, Splash Radius, Ground Slam Radius. Everything.

No, we don't need more Duration, because we are going to re-cast Nourish if only to cleanse yourself of negative status effects and gain status immunity.

Negative Efficiency? LOL We got Nourish.

What about Shield Gating? Easy, one Nourish cast also regenerate your whole Shields.

We dont need [Rolling Guard], because we have [Hearty Nourishment].

What we need is Health! Thanks to [Gourmand], we consume our own Health instead of Energy. And we can easily replenish Health by casting Nourish and Arcane Reaper will also regenerate Health/s, on melee kill. Pulverize will also heal over time.

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.
  • 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.
  • Handspring - Speeds up a Warframe's knock-down recovery rate.
  • Pain Threshold - Increases the stagger recovery of your Warframe.
  • Power Drift - Increases Ability Strength and grants a chance to resist knockdown.
  • Rush - Increases the speed at which a Warframe moves while sprinting.
  • Speed Drift - Increases sprint speed and casting speed.
  • 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!!!
  • Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Aegis - On Shield Damaged, 3% chance for +30% Shield Recharge for 12s.
  • Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
  • Arcane Barrier - On Shield Damaged, 6% chance to instantly restore all Shields, 6s cooldown.
  • Arcane Blessing - On Health Pickup, +24 Max Health. Stacks up to 50x.
  • 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 Reaper - On Melee Kill, +24 Heal Rate/s and +660 Armor for 10 seconds.
  • Arcane Steadfast - On Ability Cast, 20% chance that the next 3 Abilities will not cost Energy.
  • Molt Augmented - On Kill, +0.24% Ability Strength. Stacks up to 250x.
  • 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%) Secondary Critical Chance
    +10% (+15%) Ability Strength
  • Amber Archon Shards (YELLOW):
    +25% (+37.5%) Casting Speed
    +15% (+22.5%) Parkour Velocity
  • Azure Archon Shards (BLUE):
    +50 (+75) Energy Max
    +150 (+225) Armor
    +5 (+7.5) Health/s Regenerated

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:

Since [Grendel] cannot use any of Helminth's skills while in the form of a meat ball, it is obvious that if we want to replace a skill, we replace it with Pulverize.

Suggested Loadout:

Summary:

[Grendel] is a perfect example of "from zero to hero". Once disliked and unplayed, now it is eagerly chosen, even if only for fun. I'm waiting for the deluxe Santa suit... DE, are you listening?!

Enjoy!
THeMooN85