[Jade] is one of the fastest AOE nuking frames with her Exalted secondary [Glory], and can use the Deathbringer buff from Symphony of Mercy to provide modded base damage to [Glory], Light's Judgement to multiply damage further and Ophanim Eyes to both slow enemies and strip armor allowing Glory to deal maximum damage.
Glory can be built for pure primary fire, pure alt-fire or a hybrid fire where you use both primary and alt-fire simultaneously. Primary fire does not consume extra energy and has a 10% chance to create Judgements to detonate with alt-fire, while alt-fire consumes 25 energy at base at a max rate of once every second. Note that you can trigger alt-fires simultaneously while holding down primary fire.
This build variant is a primary fire and hybrid fire focused build for a wider variety of missions where you may not need to continuously nuke enemies, or may choose to mix in weapon use.
UPDATE 2025
Now that secondary enervate can be slotted onto [Glory], we no longer need to run [Combat Discipline] + avenger and can even free up a critical chance mod on [Glory]. This is because Secondary Enervate gives approximately +80% average flat critical chance (vs +28% from [Primed Pistol Gambit], +45% from avenger or +45% from arcane hotshot). Currently it seems there is a bug that allows you to stack Enervate beyond the normal limits by exiting and entering [Glory] but do not count on this staying.
I've also added [Fast Deflection] + catalyzing shield + arcane aegis for use with Spirit of Resilience buff because it makes you basically immortal without actively shield gating. This combo seems to work the best with Spirit of Resilience for passive gating, and adding Vigilante Vigor would make this even better although we have slot issues.
Build Variants:
A pure alt-fire focused build has higher KPM in high density camping situations such as SP survival but requires you to run a higher efficiency i.e. Swap Blind Rage out for Streamline and Arcane Velocity for Molt Augmented: https://overframe.gg/build/691386/
Endurance focused primary fire Glory Variant reduces range and strength for more efficiency and survivability: https://overframe.gg/build/723526/
Endurance focused Weapon Platform NON-GLORY build: https://overframe.gg/build/723537/
PLAYSTYLE
Make sure to change the Invert/Tap hold settings for [Jade] to "INVERTED". This will allow tapping 2 to cast a Symphony while holding 2 becomes swapping between buffs.
- Cycle to Power of the Seven (Hold 2) then Tap 2 to cast to buff your ability strength. This will affect subsequent casts of Ophanim Eyes and [Glory] on High, which can snapshot the strength buff even if you cycle to a different buff.
- Activate Glory on High and hold primary fire to kill enemies and spawn Judgements, then occasionally detonate Judgements with alt-fire (note you can hold primary fire and activate alt-fire simultaneously). Stay mobile and keep shooting.
- While in [Glory], can optionally swap to Deathbringer buff (hold 2) or just stay in Spirit of Resilience for easy surviving, and get kills naturally on enemies with Judgements to extend by 2s per kill, basically self-sustaining Symphony of Mercy indefinitely.
- Cast up to 5 Light's Judgments around the map as needed, which will apply guaranteed Judgements for more alt-fire detonations, while also healing you ( to trigger [Archon Intensify]) and also deal some minor damage and crowd control.
- When you want to recast Ophanim Eyes, you can cycle back to Power of the Seven, cast Ophanim Eyes to snapshot strength, then swap back to Deathbringer to boost [Glory].
BUILD STATS
Duration
You want to maintain around neutral duration so you don’t need to recast Ophanim Eyes or Light's Judgement too often, but duration does not really matter for Symphony since you can prolong this via kills on enemies affected by Judgments (2s each). Duration affects the channelling drain of Glory but not the energy consumption from alt-fire. Also if you end up using either 1 or 3 for shield gating, you will probably be casting them more frequently than they expire.
Efficiency and Energy Economy
Adjust this to preference, mission density and focus on primary or alt-fire. Low efficiency with [Equilibrium] is sufficient to sustain energy in high density missions like SP survival while predominantly using primary fire where each shot of primary Glory can kill multiple enemies and potentially drop multiple orbs. Higher efficiency >130% is suggested for pure alt-fire spam. You can further improve energy economy by using a companion such as Panzer running [Seismic Bond] (gives bonus 30% efficiency while chanelling [Glory]) and [Synth Deconstruct] (makes enemies drop more health orbs for [Equilibrium]). If you find 45% is too low for your needs, consider dropping [Blind Rage] for [Streamline] or even [Fleeting Expertise]. Note, sources of energy that regenerate over time such as [Energy Siphon], [Energy Nexus] and Zenurik do NOT work while in [Glory].
Range
This is one of [Jade]'s most important stats since it primarily scales the AOE radius of [Glory] as well as the range of Light's Judgement and Ophanim Eyes. At around 200 range, we get over 4m radius to primary fire on Glory and over 8m on alt-fire detonations. Detonating Judgements inside the radius of Light's Judgment turns these explosions to over 12m range.
Strength
This is another important stat as it scales the speed at which Ophanim Eyes can strip and slow enemies as well as the buffs of Symphony and most importantly the damage of [Glory]. For primary fire [Glory], strength boosts the base damage, the deathbringer buff and the power of the seven strength buff which can all boost Glory's damage output (i.e. almost triple dipping Glory DPS).
Flexible options
Streamline/Fleeting: Add these if you prefer higher efficiency and find the energy economy difficult to maintain.
[Archon Vitality]: This is NOT recommended because [Glory] has a low base status chance of 20%, meaning heat status DPS only accounts for about 10% of total DPS. This means [Archon Vitality] only boosts final DPS by about 12%. In comparison, slotting [Augur Secrets] boosts total primary fire DPS by about 17% and alt fire DPS by 14% while also affecting Ophanim and other Symphony buffs.
Auras
Jade has TWO aura slots. These are quite flexible:
- Brief Respite: Allows you to shield gate by casting 1 or 3
- [Combat Discipline]: Allows you to deal self damage to consistently trigger Arcane Avenger and [Archon Intensify], as well as trigger viral retaliation if subsuming Nourish. If you don't want to use Arcane Avenger or [Archon Intensify], swap [Combat Discipline] for [Growing Power]. Note use Rank 0 combat discipline so you lose minimal health. I show full ranked in overframe because overframe doesn't register the extra mod capacity.
- Growing Power: More ability strength
- [Corrosive Projection]: Reduces armor to 82%, meaning Ophanim Eyes only needs about 4s to full strip at 200% strength rather than 5. This isn't as important anymore considering the armor cap changes.
Exilus
This is completely flexible too. Jade does not need Primed Sure Footed if using Glory since she is immune to knockdown while airborne.
- Preparation: Starts you with maximum energy so you can immediately cast Symphony, Ophanim and enter Glory
- Power Drift: more strength
- Cunning Drift: more range
- [Aviator]: Gives some extra damage reduction for passive tanking
Archon Shards
Amber Shards: One to two cast speed shards helps speed up recasting of 2 which will be your shield gate method, recasting of 3 and casting of 1
Crimson Shards: Three or four Strength shards. Every bit of strength boosts Glory in three separate ways, since strength affects Deathbringer. Also helps with non-Glory builds.
Topaz or Crimson: Secondary crit shards are optional, these are good for boosting Glory Alt-fire specifically, because strength shards boost primary fire more.
SURVIVABILITY
Passive Shield Gating
[Jade]'s Spirit of Resilience buff combined with Arcane Aegis, Catalyzing Shield and other shield regen mods (Fast Deflection +/- [Vigilante Vigor]) can make [Jade] effectively immortal as long as you stay mobile. You will combine this with movement while in [Glory], which basically reduces the chance of you getting hit, crowd control from the slow of Ophanim Eyes, mixed with simply killing everything before they can shoot you using [Glory].
Health Tanking
[Jade] has an innate 50% damage reduction while in [Glory] and her 1 gives %HP healing while her 2 can give %shield regeneration, giving two separate methods of tanking, health and shield tanking. Adding 40% DR from [Aviator] and innate 50% DR from shields gives 85% DR on shields. You could even add Aerodynamic and Boreal's mods but each one you add has less and less effect due to DR multiplying.
GLORY
Primary Fire vs Alt-fire:
Primary fire is affected by multishot, firerate and base damage mods but has 10 times less base damage and 2 times less base area. You can also detonate all the Judgements at once resulting in a huge field of effect but you are limited to 1 detonation per second. On the other hand, you can use many mods and fire rate boosts to make the DPS of primary fire much higher.
Primary fire base stats are 150 heat, 1.67 fire rate, 2m radius while alt-fire stats are 1500 heat, 1 fire rate locked, 4m radius.
Fully modded at about 200% strength (ignoring crits and elements since they are equal in both builds):
Primary fire deals 150x2x(1+2)x1.67x(1+0.6+0.9)x(1+2.3+0.6)=14,654.25 on a focused field of 4m which could cover a few enemies.
Alt-fire deals only 1500x2=3000 per detonation but could detonate from 20 enemies standing within 12m with Judgements simultaneously meaning the total damage per shot could hit 20x3000=60,000.
You can see that alt-fire thrives in high density scenarios (SP survival, circuit) while primary fire thrives in lower density scenarios (most other missions).
Primary Fire
Viral Heat (general use and specifically for Grineer and Corrupted): https://overframe.gg/build/691361/
Magnetic Heat (for corpus): https://overframe.gg/build/691363/
Radiation (for murmur): https://overframe.gg/build/691369/
All primary and hybrid fire builds use this same basic build but you can just adjust elements based on faction or subsume.
Corrosive Heat is a good alternative against Grineer if you have external viral via Panzer or Nourish, since Corrosive has a 50% damage bonus against Grineer and [Primed Convulsion] exists.
Magnetic Heat for corpus since you cannot make pure toxin, but magnetic has a damage bonus against corpus. Blast Toxin is an alternative.
Raw Radiation for murmur, with viral optional as a status.
Alt-fire
Alt-fire focused builds are slightly different since firerate, base damage and multishot all do not affect it. This means we drop many mods and fill them with other options:
Alt-fire (Viral heat and variants): https://overframe.gg/build/691373/
Statsticks
Furax (for amalgam furax body count and outburst): https://overframe.gg/build/691383/
Grimoire (for secondary outburst, energy regen and bonus stats): https://overframe.gg/build/569013/
Boosting Glory
- Deathbringer: +200% dmg at 200% strength
- Arcane Avenger: Boosts crit chance by a flat 45%, i.e. from 15% to 60%. Running Primed Pistol Gambit alone gives 43% CC and avenger can boost this to 88% CC.
- Secondary Outburst: Boosts crit chance and crit damage by 240% when x12 combo on your melee is consumed. With the maximum buff, you can boost CC to 79% before avenger and 124% with avenger and CD to 9. This is only practical if using r5 Melee Crescendo after getting 37 finishers first, which means it is not really practical in most missions. Ceramic Dagger is an alternative but requires 100 primary weapon kills instead and does not provide up to x12 without a good riven.
- Secondary Enervate: gives average flat crit chance of approximately +80%
- Arcane Velocity: Boosts fire rate by 120%
- [Tenacious Bond]: Using on a companion that can hit 50% cc (e.g. Panzer with Bite, any sentinel with Vulklok) can give a flat 1.2x crit multiplier boost, giving a final CD of 5.4x
- [Reinforced Bond]: Using on a companion that can hit a minimum shield value (e.g. Panzer with Reinforced bond, Wyrm with Reinforced bond or any Hound/Moa) gives 60% fire rate boost.
- Amalgam Furax Body Count: Boosts fire rate of secondaries by 45%.
- Afentis: Boosts fire rate by 20%
With every single one of these buffs active on a full build, we get the following:
- Critical Chance 124%
- Critical Damage 10.2x
- Fire rate 6.7x
ARSENAL
Weapons
Jade's Deathbringer buff is a "universal" weapon damage buff similar to Chroma Vex armor/Octavia Amp, which is normally additive to mods like Serration/Hornet Strike as well as arcanes like Primary Merciless/Deadhead etc. However, there are certain special cases where this buff applies MORE than expected:
Glaives and Exodia Contagion (Deathbringer DOUBLE DIPS +dmg):
Special Heavy Projectiles (Deathbringer is MULTIPLICATIVE to Condition Overload):
Companions
Panzer: primes viral passively, can produce health orbs via [Synth Deconstruct], can proc [Seismic Bond] to improve efficiency, can use Tenacious bond to boost Glory crit damage and can use Reinforced Bond to boost Glory primary fire. https://overframe.gg/build/220091/
Hound: can AOE prime viral, produce health orbs, run seismic bond and reinforced bond but cannot run Tenacious Bond https://overframe.gg/build/540825/
HELMINTH ABILITIES
Light's Judgement (her 1) is her subsume ability. This is her weakest ability for a primary or hybrid fire build since it only provides a bit of healing within a radius and weak heat damage over time. Judgments can be made via Glory primary fire already.
- Nourish: Nourish applies Viral damage to [Glory], allowing you to either save mod slots for a Viral Heat build, or build Viral Corrosive Heat for Grineer, Viral Toxin for corpus and Viral Radiation for Murmur without modding viral itself. Nourish also multiplies all energy gained via energy orbs and [Equilibrium] which helps sustain [Glory] at 45% efficiency easier. Finally, [Combat Discipline] triggers AOE viral explosions with guaranteed viral status and brief stun, which can be prolonged by the slow from Ophanim Eyes.
- Silence: If you prefer passive crowd control and survivability, silence creates a brief stun on enemies when they first enter range and also shut down annoying eximus abilities like Jade Light, Arson fireblast as well as all Acolyte abilities.
- Airburst: Grouping enemies makes it even easier to hit multiple enemies with primary fire [Glory] and also gives additional crowd control. In addition, the augment [Airburst Rounds] adds a further 500% damage, additive to [Hornet Strike] and Deathbringer buffs. The only issue is there is a significant delay in cast and somehow it is bugged to lock you out of casting 2 and 3 sometimes, so use at your own caution.
- Molt: One of the only ways to increase movement speed, and therefore the flying speed in [Glory]. May be useful to speedrunning missions.