ALL MY BUILDS FOCUS ON USING UNDEAD-THEMED WARFRAMES WITH WEAPONS FITTING THEIR THEMES. THEY MAY NOT BE THE ABSOLUTE BEST OPTION FOR IT, BUT I STILL MAKE SURE THEY'RE MORE THAN VIABLE ENOUGH.
[Wisp Prime] represents the Will-o'-the-wisp.
INTRODUCTION WIP NEED TO UPDATE GUIDE
The main focus of this build is to be as effective as possible while Eidolon hunting, being able to buff your teammates while also being capable of doing the whole thing solo, while also being a useful build for general gameplay. To do so we follow these steps:
Find the Eidolon and mark it, then go get two or three Eidolon Lures. Change to operator, cast Contamination Wave and do chained slights before going back to [Wisp Prime] and casting Reservoirs for a nice boost in speed, health, and stunning. Cast it near the Eidolon spawn area, preferably.
Find and kill at least 3 vomvalysts to charge up a lure so that the Eidolon doesn't escape.
Go to where the Eidolon is, go back to operator and cast Void Strike, then shoot it with your amp in the head to bring its shields down.
Summon your necramech, cast Guard Mode and break the Eidolon's synovia with it. You could also break it with your contagion zaw if you're confident in your aiming.
When it falls down go back your your warframe and get on your K-Drive to prevent the magnetic procs from sapping your energy away. Make sure you kill enough vomvalysts and get enough charged lures as well.
Repeat steps 3 to 5 until all synovias are broken. Make sure you have enough charged lures (2 for the Teralyst, 3 for the rest) before the last stage. If your Void Strike is on cooldown you can use multiple casts of Contamination Wave instead.
On the last step just kill all the vomvalysts with your contagion zaw and shoot the Eidolon on the head.
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We also are able to do do regular missions with this specific setup, by focusing fully on Exodia Contagion throws. How the build works is:
At the start of the mission change to operator, cast Contamination Wave and do chained slights before going back to [Wisp Prime] and casting Reservoirs for a nice boost in speed, health, and stunning, then go back to operator and cast Contamination Wave once more before going back and casting Eclipse.
From here on just go around hopping or bullet jumping whiel getting close enough to enemies to zap them and regenerate energy. Because of [Wisp Prime]'s passive you'll remain invisible while in the air, so you'll never be hit as long as you keep on jumping.
Whenever you wanna kill enemies make sure to double jump or bullet jump before aiming with your guns and tapping the melee button. This should be done this way to trigger [Vigorous Swap]. The reason why we're focusing on Contagion Zaw throws is because unlike regular gunfire, throwing the Zaw projectile doesn't uncloak [Wisp Prime], so she gets the stealth damage bonus and most importantly she can attack while invisible. On top of that both [Vigorous Swap] and Eclipse are multiplicative to its damage, so it's quite easy to kill with it.
BUILD SPECIFICS
FOCUS SCHOOL
We use Madurai for this build. The nodes we care most about is:
- Phoenix Talons: This increases both amp and weapon damage which is what we use against the Eidolon.
- Power Transfer: This gives us +100% amp critical damage and +50% cast speed whenever we swap in to operator and warframe respectively.
- Void Strike: This gives us +1000% damage to our amp and weapons for 8 seconds, making things trivial if you're fast enough. Sadly it has a 40 second cooldown.
- Contamination Wave: This gives us +50% amp damage per cast, so whenever Void Strike is in cooldown we can cast this multiple times to try and bring the shield down fast.
- Sling Strength: This gives us +40% ability strength after 2 or more consecutive void slings. Perfect to use before casting Reservoirs and Eclipse.
ARCHON SHARDS
- Crimson Archon Shard:
+15% Ability Strength x5. This gives us 353% ability strength by default. Casting an operator ability gives us +45% with Molt Vigor for 398% ability strength, then if we do chained slings before going back to [Wisp Prime] to trigger Sling Strength that becomes 438%. That means you'll get:
+1314 health, +131 health per second, +88% attack and movement speed, and +131% fire rate from Reservoirs.
an 8.8x multiplier and 88% status chance from Breach Surge's sparks, and that's without counting that Eclipse buffs Breach Surge on top of that..
and a 158.4% buff from Eclipse since Precision Intensify bumps ability strength for our 4th ability to 528%.
STATS:
STRENGTH: We use [Blind Rage], [Precision Intensify], [Transient Fortitude], [Augur Secrets], Molt Vigor, and all archon shards. While all her stats are important, strength is the most important stat for [Wisp Prime]. It buffs all the effects of your Reservoirs, the buff from Eclipse, and even the damage multiplier of Breach Surge even though we don't really use it much in this build.
DURATION: We use [Narrow Minded] and [Primed Continuity]. This makes Reservoirs last for 67.95 seconds, Breach Surge's blind last for 36.24 seconds, and Eclipse's buff last for 56.62 seconds, which is what we care about most.
RANGE: We use [Archon Stretch]. This is both to make up for the massive range loss on our shock motes and Breach Surge, and to get a way to regenerate energy.
EFFICIENCY/ENERGY: We use [Archon Stretch]. The good thing about [Wisp Prime] is that she doesn't need to cast abilities very often, so as long as we get an energy regeneration method to keep her energy pool up we'll do just fine.
ALTERNATIVES: This setup has [Combat Discipline] and Arcane Avenger for regular missions, since our health regeneration from motes lets us trigger the former safely for a consistent way to trigger the latter for a flat crit chance buff, but in eidolon hunts we won't get it to trigger often if at all. For Aura either [Holster Amp] more Contagion Zaw damage or [Corrosive Projection] for a bit less armour, though both aren't that necessary. For the arcane Molt Efficiency will give you even more duration.
LOADOUT:
You actually don't care about anything but your melee and necramech when it comes to Eidolon hunting. The reason is because the [Arquebex] is as good as if not better than the [Rubico Prime], which is the most used weapon for destroying Eidolon synovias. With that in mind I focused on making [Wisp Prime]'s loadout focus more on general use. For general use you'll be using a contagion zaw the most, since its projectile does not stop your invisibility. That's also why we're running Eclipse instead of Roar, because Eclipse applies twice on contagion zaw projectiles, while Roar only double dips on status DOT. Both of them buff Breach Surge as well so there's absolutely no loss in taking Eclipse. The only enemies that might not die immediately are high level eximus units, which is what I set up my primary and secondary for. For longer missions Molt Augmented would be better than Molt Vigor.
PRIMARY: We use the Phantasma Prime. As mentioned above primary and secondary won't be used much. Mine's modded to spread viral AND be able to kill with headshots rather fast. It can also be modded for corrosion if you wanted to armour strip with 2 emerald archon shards. With no emerald archon shards corrosive + heat is a 90% total armour reduction, leaving even max enemies with only 90 × √(270 ÷ 2700) = 28.46% damage reduction at the highest possible enemy armour.
I chose this weapon thematically because of the name and all the ectoplasm it shoots around.
SECONDARY: We use the Pyrana Prime. This weapon is still quite a beast for quick single target removal. I prefer a quicker reload speed, specially with my riven, but it's not strictly necessary.
I chose this weapon thematically because it creates a second ghostly pistol when it gets enough kills in a short period of time.
MELEE: We use the Plague Keewar. Now this weapon is actually used in Eidolon hunts, but it's mostly used to get rid of the vomvalysts that storm in when you break all synovias. For general use it's a beast as well, and since it never breaks invisibility while in the air you'll almost never get hit.
I chose this weapon thematically because a sickle is one of the few weapons that fit a ghostly spirit, and it can shoot a spectral copy of itself.
COMPANION: We use Djinn. We don't really need any specific companion, so the only reason we're bringing one is for self revival in case we were to accidentally get downed by the massive energy pillars on the last two Eidolons. For general use non-stop revival is more useful, in case we ever got hit by some stray bullet or AoE attack that downed us.
ARCHWING: We use Itzal. Cosmic Crush is the most important thing about this archwing, letting you get the Eidolon Shard drops without worry.
NECRAMECH: We use Voidrig. The best of the two necramechs, virtually invincible and posessing a weapon of mass destruction with its exalted archgun, which is the main reason why we bring it along. The Arquebex deals disgusting amounts of damage so we destroy the Eidolon synovias almost immediately. This is also the reason why we don't need to care about any other weapon to deal with Eidolons anymore.
AMP: This is quite important for damaging the Eidolons. The best combination is Raplak Prism, Propa Scaffold, and Certus Brace with Eternal Eradicate and Eternal Onslaught for the arcanes. As for your operator arcanes, choose whichever you prefer.
GAMEPLAY ELEMENTS:
SHIELD GATING: We don't really need to shield gate at this level because we have built-in invulnerability with Wil-O-Wisp and regeneration with Reservoirs. In regular missions casting Wil-O-Wisp twice for invulnerability and then jumping around and throwing your zaw will be more than enough, since you become invisible while in the air and the invisibility isn't broken with contagion zaws.
SURVIVABILITY: We don't use anything. [Wisp Prime] herself provides health regeneneration with her Reservoirs, while her Wil-O-Wisp provides 3 seconds of invulnerability after swapping with your other ghostly half. If that's not enough you can always switch to operator mode whenever your shields are fully down and [Recover] yourself with arcanes like Magus Repair. You also get an 85.3% damage reduction to health if you use Eclipse's lunar eclipse.
BONUS BUILD - 0 FORMA OPTION

So, if you want to test this build but are too worried that you won't like it and will waste forma on it, here's a 0 forma version of the build for you to test. 0 Forma builds always have to make some compromises, but I try to make them as close to the original to give an accurrate representation when testing.
MOD CHANGES:
- [Combat Discipline] to [Corrosive Projection]: The polarity doesn't match [Combat Discipline], so we gotta replace it with anything else. Corrosive Projection reduces armour a bit, so it might slightly help our DPS.
- Fused Reservoir removed: We gotta work with less mod capacity, and this is the least useful mod in our build, so off it goes.
- [Augur Secrets] removed: Sadly we don't have enough capacity for all the big important mods, so we gotta remove or downgrade some of the smaller ones.
- Primed Continuity to Continuity: We need to downgrade this mod to fit in the rest, but we make up for it with the arcanes.
- Arcane Avenger to Molt Efficiency: Since this is only useful for regular missions and with the aura, we exchange it for another arcane to make up for our lost ability duration.
And that's it! Besides changing the aura mod, downgrading a mod, and removing two mods while swapping an arcane all the mods are exactly the same, just in different spots since we can't change polarity positions with 0 forma. While packing less of a punch due to the reduced strength and needing to cast motes individually, the build works exactly the same otherwise.