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Inaros Prime

Anubis! God of Death! Immortal Jackal!

by last updated 22 days ago

50

Rise, eternal, to cast the fear of Inaros into them. Featuring altered mod polarities for greater customization.

812 VOTES
82 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
190
HEALTH
2,415
SHIELD
0
SPRINT SPEED
1.05
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
240
Damage Reduction
44.4%
EFFECTIVE HIT POINTS
4,347
Guide
82 Comments
Inaros Prime builds
Builds by THeMooN85

Anubis! God of Death! Immortal Jackal!

Hello there,

Introduction:

The [Inaros] rework has given him a new life... in fact, [Inaros] has literally risen from his sarcophagus to now be... not the worst Warframe in the game... he's not a Warframe meme anymore!

Playstyle:

  • start the mission, use the third skill to "protect yourself"
  • find enemies, use the second skill to heal yourself
  • cast Lycath's Hunt (Voruna's skill, substituted for his first skill)
  • cast Scarab Swarm on the attracted enemies and... start the fun of cutting out everything that still moves on the map
  • in case they do knock you down, you now have an improved passive skill that turns you into a sand dude, fistfighting with enemies until he fills his Sarcophagus and comes back to life

Attributes & Abilities:

When it comes to building [Inaros], not much has changed, we're still going strong on his health... but now his skills are finally doing something, and not a little, and they're finally useful. So... a little bit of Strength, Range and Duration.

His first skill has basically the same, it is still a pocket sand that opens enemies to finishers and heals... still the least useful skill of [Inaros], you can easily use something from Helminth in its place.

His former second skill was completely removed, replacing it with... his third skill, which is... Darude - Sandstorm. This skill has been improved, now it collects enemies right next to you, [Inaros] himself is immortal and heals himself! When the skill ends, enemies fall to the ground right under your feet, which means you can perform a group ground finisher (great if you want to use Arcane Crescendo). This skill is useful to heal yourself after you used his 3rd ability which was previously his 4th xD

Scarab Shell, as his skill is now called (formerly it was Scarab Swarm), has a built-in old augment, i.e. resistance to statuses, it also allows you to move while using it, and gives you armor that scales with the Strength.

Scarab Swarm is now his NEW ability. This skill now deals Corrosive damage/sec (X damage scales with Strength + 10% bonus damage from max [Inaros]'s health) and if it kills enemies, you will receive a Swarm Kavat in return, up to three, which will attack enemies and further spread the swarm of scarabs.

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.
  • Coaction Drift - Increases an Aura's strength and effectiveness.
  • 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.
  • 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.
  • Stealth Drift - Increases enemy detection on the mini-map and Aim Glide and Wall Latch time.
  • Vigilante Pursuit - Displays all enemies within its radius with red markers on the mini-map.

Suggested Warframe Arcane Enhancements (Max Rank Description):

  • Arcane Avenger - On Damaged, 21% chance for +45% Critical Chance for 12s.
  • 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 Guardian - On Damaged, 15% chance for +900 Armor for 20s.
  • Arcane Pulse - On Health Pickup, 60% chance to restore 300 Health to allies within 25m. 15s cooldown.
  • Arcane Reaper - On Melee Kill, +24 Heal Rate/s and +660 Armor for 10 seconds.
  • Arcane Tanker - On Archgun Equipped, +1200 Armor for 60s.
  • Arcane Trickery - On Finisher Kill, 15% chance to become invisible for 30s.
  • Arcane Ultimatum - On Finisher Kill, +1200 Armor for 45s.
  • 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):

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:

Who would have thought... [Inaros]... The Immortal God who guided you through the entire basic Starchart, and who slowly started to fail on the Steal Path, is now no longer the worst Warframe in the game! He's not the best either... but at least now choosing him for a mission won't bring shame or pity.

Enjoy!
THeMooN85