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Styanax

The Perfect Warframe

by last updated 3 days ago

40

Styanax never wonders how many enemies he will face, only where he can find them. The hoplite deals high damage. Enemies tremble before his spear and shield.

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ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
225
HEALTH
370
SHIELD
925
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
265
Damage Reduction
46.9%
EFFECTIVE HIT POINTS
1,930
Guide
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Styanax builds
Builds by crispb

The Perfect Warframe

UPDATE: Dante Unbound (03/27/2024)

Nourish nerf didn't affect [Styanax] as much, we went from 4.03x energy multiplier to 2.82x. Damage increase went from 227% to 136%

UPDATE: Devstream #177 (02/23/2024)

Announced Nourish helminth version is getting nerfed. Typically anytime DE "balances" something it becomes near useless. It's the more popular helminth option. because the other damage options were either terrible, niche, or nerfed (roar, eclipse, thermal sunder, etc) to the point it was the only viable option. But, stay tuned...


Synopsis

Gotta be one of the best team frames in the game. Give everyone energy, shields, overguard (with augment), viral damage + more energy (using nourish), and if you use molt reconstruct you can heal them too (not as necessary with overguard)

Strength, Duration, and Range are pretty important.

  • Strength affects all of your abilities (energy gains, shield, overguard, armor stripping, javelins)
  • Duration allows for longer ability uptime and affects how many javelins you throw. more javelins = more damage
  • Range is your area of effect, bigger casting radius for nourish, tharros strike, rally point, and javelin explosion radius

Mods

Tip: you could swap Holster Amp for something else. Enemy Radar, Dreamer's Bond, etc.
I didn't heavily build into Range as it didn't offer much for Final Stand. 250% range only gained 4m for its explosion radius.
I also didn't invest into Shields for the passive, as you would need an insane amount for it to be worthwhile, forgoing more valuable mod options.

  • Holster Amp swapping weapons gives Final Stand more damage.
  • Augur Reach I left the D polarity for build diversity and took the negative capacity.
  • Intrepid Stand soo good. Give yourself and teammates (including companions) Overguard in Affinity Range (boosted with Vazarin). You can gain Overguard from pretty much anything thing that takes damage.
  • Blind Rage we took the negative energy efficiency because we are getting tons of energy using Nourish and Rally Point. If you have a maxed one use that. I forget why mine wasn't, something to do with efficiency caps and a mix of other mods long ago.
  • Umbral Intensify & Augur Secrets biggest strength increase mods without taking any negatives.
  • Stretch & Augur Reach - biggest range increase mods without taking any negatives.
  • Primed Flow - gives us that sweet energy pool to keep spamming.

Arcanes

Tip: you could swap Molt Efficiency for Arcane Arachne but it requires you to wall latch to apply extra damage to Final Stand. I'm not a fan of wall latching.

Helminth & Archon Shards

  • Nourish is just a really good helminth ability, even if it doesn't directly apply to Final Stand. It still gives you energy, applies to teammates, and companions which in turns gives all of their weapons bonus viral. Not to mention the knockback and viral that gets returned if enemies hit you.
  • Archon Shards I preferred were Strength and Casting Speed. Strength for obvious reasons. Casting Speed to quickly cast any ability without long animations.

That's all folks

If you made it this far, thanks for reading, viewing, support, and hope you enjoy the build. :D