Is Sevagoth a Good Warframe?

Welcome to my guide/review for Sevagoth! I’m still in the middle of experimentation and research, so the article isn’t complete yet, but there’s still plenty of information available, and I’ll be adding to it frequently. Enjoy!



When killed, rather than falling to the ground like most Warframes, Sevagoth lays a tombstone at the location of his death and changes to his Shadow form for the duration of his bleedout timer. Shadow form can be activated with Sevagoth’s 4th ability as well, but the passive variant is a tad different. For one, the passive version is “free” to activate; unlike the normal transformation which uses Sevagoth’s “Death Well” resource (which will be explained later), the passive doesn’t drain even a tiny bit from the gauge.

Another difference is that, whereas the fourth ability variant of the Shadow has three abilities and can do melee attacks, the passive version’s quick melee is replaced by Shadow’s second ability, Consume, and no other abilities can be used. Consume can be triggered with primary fire, melee, or your second ability button, with no change in function between the lot of them. It doesn’t cast any energy to cast while in passive form, letting you spam it recklessly if you so desire. Furthermore, the passive’s Consume kills the affected enemy instantly, unlike the normal version.

When using the passive’s Consume, you lunge forward up to 30m and instantly kill the targeted enemy you run into. That wording is important; you have to have your crosshair over an enemy for it to actually kill them, otherwise the ability is just a forward dash. Furthermore, although you can dash 30m, the actual range at which you can kill enemies with the dash is lower, based on your Shadow’s Ability Range.

Using the passive Shadow form, you’re able to revive yourself instead of counting on allies to come and pick you up. Once you’ve gone down and entered Shadow form, a circle and the number 5 will appear above your ability icons at the bottom right of the screen. The circle slowly depletes as your bleedout timer ticks down, and the number shows how many kills you need to get via Consume to come back to life. Note that this passive isn’t the only way to be revived; allies can still interact with the tombstone you leave behind on death in order to bring you back, filling the revive meter just as they would with other non-Sevagoth downed allies.

While in the passive’s Shadow form, you don’t have access to normal melee attacks, but you actually still have your heavy melee available, including heavy slam attacks. Kills with these attacks won’t count towards revival, but if you’re confident that you’ll be able to revive in time, you could use heavy attacks to wreak a little havoc with your free Shadow form for a short while.

On the defensive side of things, it’s important to note that the passive’s Shadow form isn’t invincible. Like the fourth ability variant of Shadow, you still have a health bar and shields, affected by its mod loadout. If you’re under heavy fire, it’s entirely possible for the Shadow form to go down as well, in which case you’ll be put into normal bleedout state for the remainder of the bleedout timer. Thankfully, hitting an enemy with Consume will heal you up a bit.

The amount of healing you get from the passive variant of Consume can be checked by looking at the normal Consume in the Abilities tab of Exalted Shadow in your Arsenal screen. It lists a damage value (which has a base of 2500), and a life steal value (which has a base of 25%). The healing you get will be the listed percentage of the listed damage (25% of 2500 being 750 healing at base). The heal is calculated from the damage Consume deals, rather than the damage the enemy takes, so resistances and armor won’t reduce the amount healed.

I’m sad to report that this passive does not work in Arbitration missions.

1st Ability – Reap

Reap sends out Sevagoth’s Shadow for 6 seconds to damage and debuff enemies within 8m around it. The debuff is quite potent, increasing damage received by 50%. The listed damage is fairly low at 250 Radiation, but this isn’t actually accurate. From what I can tell, Reap does 250 Radiation and 250 True damage to the body hitbox of any affected enemy. This makes it particularly effective against Moas, as the True damage bypasses their shields and the body targeting results in a critical hit.

Reap’s damage-taken debuff is applied after the damage is dealt, but subsequent casts will take advantage of the debuff. In other words, the first cast will hit for 500, but then casts afterwards will hit for 750, so long as the debuff is still active. The debuff lasts for 10 seconds, which is plenty enough time to take out most enemies if you’ve got some good weapons.

As a warning in case you can’t kill a target in time for whatever reason: maintaining the debuff is a bit wonky. It can’t be applied again while there’s already an active instance, so you can’t refresh the timer. You’ll have to wait for the debuff to go away, and then hit them with a new Reap to make them vulnerable again.

All of the numbers I’ve listed so far are affected by your mods, so that hefty damage-taken debuff can be ramped up even further if you’ve got some Ability Strength. All four ability stats are quite handy for Reap, really, making it difficult to choose what mods you’re going to use on your Sevagoth.

When using Reap, your Shadow will fly towards the crosshair. However, by aiming down sights with whatever weapon you’ve got equipped, you can redirect the Shadow to wherever you’re looking. It’ll turn towards the crosshair as long as you’re zoomed in, and fly straight the moment you release the zoom button. It turns extremely quickly, but if you want it to turn around completely, you’ll need to hold the button for a brief moment rather than just tapping it, else the Shadow will only turn part way and fly off in a somewhat different direction than where you pointed. For anything less than a complete 180-degree turn, a quick tap of the zoom button is plenty.

If the enemies you want to hit are far away, you can hold the button as you cast to make the Shadow move much faster. This is also helpful if you’re got a good view of a wide-open area, as you can send out your quickened Shadow and sweep your crosshair around to hit a much larger quantity of enemies just due to how much faster the Shadow reaches your targeted position. Do note that Shadow’s turning speed does not increase when holding the cast button, which gives it a slighter larger turning radius. This won’t typically be a problem since it’s still a very fast turn, but it can make it make it more difficult to maneuver the Shadow in tight spaces like between crates.

Each enemy killed while affected by Reap’s debuff or killed by Reap itself will fill your Death Well resource by 5%, which is used to fuel Sevagoth’s 4th ability, Exalted Shadow. If the enemy is debuffed first and then killed by a second Reap, you’ll actually get 10% total, making Death Well accumulation faster if you’re able to use Reap to get both the alpha strike and the killing blow. These values are static, unaffected by mods.

Reap has extra interaction with Sevagoth’s 2nd ability, Sow, in which enemies affected by Sow’s damage-over-time will deal radial damage within 8m (moddable) of themselves equal to 25% remaining health when Reap hits them. Ability Strength does not affect this damage value, but because Reap’s damage vulnerability is affected, you’ll still dole out more damage provided you hit the target with Reap at the same time or before the radial damage occurs. If you use Reap while smack-dab in the middle of a group, the vulnerability will be applied before the Sow-Reap combo is triggered, making it easy to get the extra damage.

The health-based radial damage only affects other enemies, not the one whose health is being used to calculate the explosion’s damage. However, the exploding enemy does get a second instance of Reap’s damage dealt to it. As such, using this combo on a group of enemies is definitely the best way to go, but you will still double Reap’s damage output against single enemies affected by Sow.

2nd Ability – Sow

Beyond the Reap/Sow combo explained above, Sow will also place a damage-over-time effect on affected enemies within its 16m radius for 10 seconds. Enemies will take 250 True damage every second (except for the first second after being afflicted). True damage bypasses shields and armor, giving it more value against Grineer and Corpus. That said, by the time Grineer armor is high enough to be a major issue, their health is also high enough to make damage ticks of 250 quite trivial.

The DoT gets weaker the further away you are from the affected enemy at the time of casting the ability. Falloff starts halfway to Sow’s maximum range, reducing the damage to 25% at its lowest. It also seems to deal double or even triple damage to Moa enemies; my guess is that the damage is applied to the target’s body hitbox, which counts as a weak point for Moas.

Killing an enemy affected by Sow’s damage-over-time effect, whether through Sow’s damage itself or other sources, will give you 5% of your Death Well resource. Unfortunately, this does not stack with Reap’s debuff granting Death Well points; if an enemy is affected by both Reap and Sow, it will still only grant 5% Death Well when killed (unless you kill it with Reap’s damage directly, in which case you’ll gain 10%).

3rd Ability – Gloom

Gloom creates a perpetual aura around Sevagoth that slows all enemy actions, and provides allies (and yourself) with lifesteal. The aura starts at a paltry 4m radius, but grows by 2m per second until it reaches a final range of 16m. Initial radius and final radius are both affected by Ability Range, and the growth rate is boosted by Ability Duration.

Ability Duration also affects Gloom’s energy cost, alongside Ability Efficiency. At base, the energy cost is 0.75 per second, per enemy in the aura, up to a maximum of 7.5 energy per second. Despite the energy cost being capped at ten enemies, the aura will affect all enemies present, even when affecting far more than ten enemies at once.

If there are no enemies in the aura, it won’t cost anything to have active. As such, Gloom will only cost energy if it’s actively benefiting you, and actually still benefits you even if it isn’t costing energy, since the lifesteal component remains active. While I don’t really recommend this due to the benefit of Ability Range on Sevagoth, you can technically use a minimized Ability Range build to give yourself basically-free lifesteal for an entire mission. This could be a more feasible option if you use Helminth to grant Gloom to another Warframe that has no need for Ability Range.

The enemy-slowing effect is a potent 35% at base, and is affected by Ability Strength. It will go as high as 95% (reached with 271% Ability Strength), which makes them so slow that they may as well be frozen. This is a fantastic defensive tool not just for you, but for any allies in the area, as well.

The other aspect of the aura, lifesteal, is also super useful for ally survival. Lifesteal is only 5% at base, but when weapons are doing tens of thousands of damage, the sub-1000 health pools of most Warframes will easily stay topped off the entire time Gloom is active. Note that allies need to be inside the aura to get lifesteal; you’re giving them a buff, you’re not making enemies inside the aura grant health to allies who hurt them.

Like the two abilities before this one, Gloom grows your Death Well for every enemy affected by it. However, rather than granting 5% when an affected enemy is killed, Gloom only provides 0.1% every second for every enemy in the aura. It helps a little bit with maintaining the Death Well, but it isn’t even remotely as fast as getting kills with the other two debuffs active. If your goal is to fill up the Death Well, don’t focus on Gloom. Gloom’s Death Well growth isn’t the proverbial cake, nor is it the icing; it’s more the name scribbled on the cake that tastes like coagulated sugar water.

When you activate Sevagoth’s 4th ability to enter Shadow form, Gloom will stay active at the location you leave Sevagoth at, and he will be granted invincibility until you leave Shadow form. You can use this to keep Gloom on an area you want to defend while you wander off with Shadow, or to grant its lifesteal bonus to your Shadow.

Plenty of other ways to use Gloom with your Shadow, too… But keep in mind the fairly high energy cost. Gloom won’t last all that long if you’re not actively grabbing energy orbs. That said, there is the option of putting Arcane Energize on your Shadow form and fighting inside the Gloom aura, using the energy bursts to keep Gloom going indefinitely. You’ll still run out of energy if Sevagoth has his base ability stats, but if you’ve got Ability Duration or Efficiency, you may be able to overtake the energy drain. Given the prohibitive price of Arcane Energize, this tactic is really only an option for late-game players.

4th Ability – Exalted Shadow

This is what all the Death Well accumulation is for. When your meter is high enough, you’re able to use Exalted Shadow, entering your Shadow form and gaining 3 new abilities, as well as access to your Shadow Claws. The Shadow and claws are both moddable separate from Sevagoth himself.

The Death Well trigger point for being able to use Exalted Shadow is 75%, which is when the pink liquid reaches just above the base of the spike on top. A more obvious sign that it’s ready to use is that the liquid becomes brighter, and the emblem emanates purple wisps.

While you’re in Shadow form, the Death Well loses 1% of its capacity per second, meaning that you’ll be able to stay in Shadow form for 1 minute and 40 seconds at maximum each time it’s triggered. Unfortunately, while transformed, nothing can fill the Death Well; leaving Sevagoth behind with Gloom active or killing enemies you debuffed with Reap or Sow before transforming will not extend the amount of time you can stay in Shadow form.

Sevagoth’s Shadow

Sevagoth’s Shadow has mostly average stats, coming in at 300 health, 150 shields, and 150 energy. Its sprint speed is a bit above average at 1.1, however, and its 450 armor is on the high end. The speed and armor are essential for Shadow’s playstyle… You lose all ranged weaponry while in Shadow form, only having your abilities and your Shadow Claws to attack with.

You get an entirely separate mod loadout with Shadow, including Aura and Arcane slots. Because of this, it’s viable and even beneficial to specialize each form, putting on mods and Arcanes that you otherwise wouldn’t use due to limited space. Personally, I ignored defensive mods in favor of Ability Range and Strength on Sevagoth, while giving Shadow a few defensive mods and two melee-focused Arcanes, Fury and Strike.

It’s important to note that, when Sevagoth’s passive triggers and you enter Shadow form for the Bleedout period, it uses the Shadow’s mod loadout. In my opinion, being in a dicey enough situation to bring down your Warframe means you’ll want to be sturdier while you bring yourself back, hence my choice to add survivability mods. It’s also important to be able to find enough enemies to Consume, so I put some Enemy Radar in the loadout to make that easier. Lastly, adding some casting speed via Natural Talent makes Consume finish its animation much faster, letting you move between enemies in rapid succession.

If Shadow’s health is depleted while using Exalted Shadow, you simply turn back into Sevagoth at Shadow’s location. Your Death Well suffers no loss, Sevagoth’s health and energy will stay at what they were when you transformed (unless you had Gloom active, draining energy), and Shadow will have their starting energy and full health when you next summon them.

Losing all your health as the Bleedout variant of Shadow will bring you back to where you were downed as Sevagoth, rather than warping Sevagoth to Shadow. If you’re in a squad, your Bleedout timer will continue to tick down as it usually would for any other Warframe, and you’ll be able to scoot around in your tombstone firing off your secondary weapon (though it’ll be invisible). A silly little oversight that looks quite amusing.

Shadow Claws

The Shadow Claws have respectable stats, coming in at 250 damage with a 38% critical chance and 2.6x critical modifier. The base damage can be brought higher by putting Ability Strength on Sevagoth (not Sevagoth’s Shadow). Because of Sevagoth’s passive and Exalted Shadow, you can easily get away with ignoring survivability mods in favor of piling on Ability Strength, making Shadow Claws incredibly potent. The claws also have a Status Chance of 24%, which pairs well with the fact that half of its damage is Slash type.

The listed range for Shadow Claws is just 1.5m, but because of the Shadow’s long arms, hits tend to reach about 4m out instead. A Reach mod will still be quite helpful, but not as absolutely essential as the stat screen may make it seem.

Shadow Claws come with their own set of melee combos; attack, forward attack, block attack, and forward block attack. I find the straightforward attack combo to be the most potent for area of effect damage. Forward attack should really only be used if you’re not quite in range of an enemy. Block attack does a lot of damage to single targets, but will also fling them away; try to save this for when you know the damage will kill the target, else you’ll have to chase them. Lastly, forward block attack lunges you forward rather quickly, making it good for dashing through the map provided your attack speed is high enough.

Slam attack has an impressive radius of 8m, or 9m when using a heavy slam. Using heavy slams can be a great help if you’re taking a lot of damage from surrounding enemies, as it will pop them a short distance into the air, making them tumble in slow motion and thus stop shooting at you. Keep it in mind for whenever you find yourself in a dangerous situation, and remember that the Bleedout variant of Shadow can use heavy slams, too.

Something odd that a friend of mine discovered while we were grinding affinity was that Shadow Claws weren’t leveling up very quickly while Exalted Shadow was activated. It may just be affinity from ally’s kills that don’t count; I’m not yet certain, and will have to run some tests to figure out the specifics. But for now, just be mindful of your affinity gain, and try pulling out of Shadow form if you find that your claws aren’t leveling as fast as you’d expect.

Shadow’s 1st Ability – Embrace

Embrace is how you escape the arduous task of chasing down your prey. When used, it will pull all enemies within 20m and 80 degrees of rotation from your crosshair. The distance can be boosted with Ability Range, but sadly, the angle is unaffected. Still, you can snag a good number of enemies with this ability, greatly reducing the time it takes to clear a room.

Quick screenshot showing the pull angle for Embrace.

When enemies are pulled by Embrace, they’ll hover over to you and come to a stop right in front of you, floating in a ball for 8 seconds where you can easily carve through every enemy at once with your melee attacks. The float duration is affected by Ability Duration mods, but they’ll usually all be dead well before that timer expires.

Embrace will pull enemies that are blocked by walls and other obstacles, but won’t pull them through those obstacles. Small boxes, rocks, and short ledges often won’t be a problem due to enemies tumbling in the air while they’re being pulled, making them dislodge themselves and finish the trip. Bigger obstacles, however, can make it so that you have to hunt down whoever wasn’t pulled all the way in.

Shadow’s 2nd Ability – Consume

Consume launches you forward, providing some extra mobility, but honestly, I find the guard+forward combo chain of Shadow Claws to be plenty for the purpose of movement. A much more useful feature of Consume is its ability to restore health based on a percentage of the ability’s listed damage. Even if you hit a heavily armored enemy, you’ll heal for just as much as if you hit anything else. Use this when your health is getting low to ensure that your rampage doesn’t end early.

With no target, the lunge will always send you forward by 30m, plus another 3m while you decelerate. Ability Range doesn’t affect this distance. What Ability Range DOES affect, however, is the range at which you can target an enemy. If your crosshair turns red over the enemy you want to lunge for, and you’re within the ability’s listed range, you’ll make contact with them even if you’re more than 30m away. This lunge range is used while in Bleedout Shadow, as well, making Ability Range a good addition to Shadow’s loadout.

When hitting an enemy with Consume, their “soul” will fly out of their body for 3 seconds. During this time, enemies can target the enemy you attacked. However, they aren’t forced to do this; if you’re the closer target, they’ll still shoot at you. As such, using this ability to engage a group of enemies won’t really give you any defensive benefit, since you’ll likely hit an enemy at the front of the group and drift into the middle of them all while decelerating, making you the closest target for most of them.

What you can do with this obscure extra effect is use it to get out of a bad situation. If you launch yourself at an enemy that’s far away from the action, you’ll drift past them while their allies fire away at the closest target, which this time, won’t be you. Combined with the life steal, you’ll be in a much better defensive position that you originally were.

Shadow’s 3rd Ability – Death’s Harvest

Death’s Harvest is somewhat similar to Sevagoth’s Reap, applying a 50% damage taken increase to affected enemies. It deals no damage itself, and it affects all enemies within 12m of you, rather than within 8m of your projectile as with Reap. The range and positioning generally make it easier to affect the enemies that you plan to engage in melee, on top of simply being a quicker option than switching back to Sevagoth, casting Reap, and then re-entering Exalted Shadow.

The problem with Death’s Harvest, however, is the energy cost and the fact that it’s tied to Shadow’s mod loadout. Because of Sevagoth’s passive, you can sacrifice durability mods for more Ability Strength, making Reap’s damage vulnerability extremely high. But with Shadow, you should probably have some health mods to keep from dying during bleedout, and Overextended is a good mod to use in order to increase the targeting range of Consume and grab more targets with Embrace. As a result, Death’s Harvest tends to give a much smaller debuff than Reap will, while also costing three times as much energy at base.

That said, if you build for it, Death’s Harvest can be very powerful and straightforward. I personally like to focus on durability for Shadow, but you can get some good mileage out of Ability Strength if that’s your preferred playstyle. With Hunter’s Adrenaline fueling your energy and Consume restoring your health, you can keep yourself kicking and kicking hard so long as you keep a close eye on your health.

Unfortunately, the damage vulnerabilities from Reap and Death’s Harvest do not stack. Furthermore, once one effect is applied, another one can’t override it until the original has finished its entire duration, even if the new effect is stronger. As such, unless you know you won’t be switching forms for a while, you’ll want to focus on whichever form has the highest Ability Strength when preparing to debuff the enemy.

Shadow’s 4th Ability – Reunite

Reunite is very straightforward. Activating it turns you back into Sevagoth at Shadow’s current position, giving back all of Sevagoth’s normal abilities. Your Death Well doesn’t lose anything for transferring back, and if you’ve still got 70% or more of the Death Well remaining, you can jump right back into Shadow form if you want to.

Whenever you re-enter Shadow, your health will be set to full and your energy will be set to 50 plus an extra 5 for each point of mod capacity on Shadow that you haven’t used. If you’ve completely run out of energy, you may want to Reunite and then recast Exalted Shadow to get that bit of energy back. You can technically use the same tactic to restore your health, but given how much health you usually get back from Consume, this is less consistently helpful.

Versus Grineer

Despite Sevagoth’s lack of armor stripping abilities, the sheer brute force that Shadow is capable of makes him fantastic for taking down Grineer. Shadow’s crowd control invulnerability means that the ground slams of heavy units can be ignored, as well.

The main problem Sevagoth will face against Grineer is simply building up the Death Well, as Grineer units tend to be fairly hard to kill at higher levels. The True damage of Reap and Sow can bypass their armor, but Grineer health and armor tend to scale up at a similar rate, making the armor-bypass less valuable since heavily armored units will have enough raw health to withstand the damage anyway, while enemies with low enough health to die from those abilities already possess low armor that makes them easy to take out with your weaponry.

The fact that Grineer lack the swarms of Infested and the power nullification of Corpus means that they’re quite susceptible to Gloom, which will use very little energy as it almost completely shuts down the relatively-low number of Grineer units that you’ll have to face, allowing you to debuff and kill them at a leisurely pace as you prepare Shadow to tear through them much more rapidly.

Versus Corpus

I’d say Corpus are the most difficult faction for Sevagoth to face, though that doesn’t mean he’s bad against them. Nullifiers are the main problem, as is usually the case; their bubbles will protect enemies from your Gloom aura, keeping them at full offensive potential against you and making it more difficult to build up your Death Well, as well as preventing the damage vulnerability from Reap or Death’s Harvest.

Shadow also feels the heat from Nullifiers; while inside their bubble, Shadow’s health will be drained rapidly, reaching 0 within about 4 seconds. Given the fact that Shadow has to attack in melee, you’ll frequently be in the danger zone with Nullifiers. When facing them, you’ll either want to play carefully, where you stay back and whittle down the bubble from the outside, or you’ll want to fly straight in and take the Nullifier down before the bubble has time to erase you from existence.

I had thought that slam attacks would be a good approach for taking down Nullifiers, given the speed of descent allowing you to get in the Nullifier’s face with almost no time spent traveling through the bubble. However, the time it takes to recover from that impact means that you’ll take a lot of damage, anyway. What I instead found to be the best approach was the guard+forward melee combo, as it rushes you forward when the combo begins. Slide attacks can also do well, but they need to be activated right on the edge of the bubble if you want the momentum to carry you all the way to the Nullifier, which can be hard to pull off in a heated combat situation.

If a Nullifier passes over Sevagoth himself while you’re in Shadow form, you’ll return to Sevagoth. Try to find a corner or ledge before using Exalted Shadow if you’re in a mission packed with Nullifiers so that their bubble doesn’t randomly pass over you.

Outside of Nullifiers, Corpus aren’t much of a problem for Sevagoth. The True damage from Sow and Reap bypasses their shields, making it fairly easy to build up your Death Well until extremely high levels where their raw health overtakes the damage you can deal. Even then, basic weapons should have an easy enough time with them, especially with the damage vulnerability from Reap.

Versus Infested

The swarming nature of Infested makes the Reap and Sow combo incredibly powerful against them, which means you’ll be killing them off quickly as well as filling your Death Well with almost zero difficulty. With enough enemies to fuel the Reap/Sow explosion, even the damage reduction aura of Ancient Healers is rarely enough to keep them alive. If the horde thins, however, and you’re faced with an Ancient Healer that doesn’t have much fodder around them for your explosions, Shadow’s melee attacks can make quick work of them. With how quickly your Death Well is filled against Infested, Shadow is almost always available for this purpose.

The prominence of Toxin damage among Infested can make them a bit annoying if you haven’t added any health mods to Sevagoth, frequently putting you into Bleedout. Thankfully, there will be plenty of enemies to target with Consume, making it easy to come back from Bleedout, but this still slows down the slaughter considerably. Keep on the move and maintain your distance while fighting Infested so that you can keep throwing out Reap and Sow instead of being forced into Bleedout Shadow’s single-target combat style.

Because of how many Infested are on the field at any given time, Gloom will usually be at maximum energy cost whenever you have it active. The cost isn’t too terribly high, but paired with frequent use of Reap and Sow, you may find yourself running out of energy more quickly than you would against other factions. If you’ve got some Ability Efficiency modded in, you should be okay, but if not, it may be wise to forego Gloom, especially since you’ll have such an easy time fueling Shadow and recovering from Bleedout, anyway.

Should I use Sevagoth?

You should use Sevagoth if you like:

  • Nigh-unstoppable melee carnage.
  • High combat effectiveness against any faction.
  • Near-immortality, albeit in a roundabout way that forces frequent changes in gameplay.

You should avoid Sevagoth if you don’t like:

  • Using Formas and grinding Affinity; with three different moddable entities that all depend on high-cost mods, you’ll likely see yourself spending 10-15 Formas to really optimize your loadout.
  • Spamming melee; while the Reap and Sow combo is pretty effective at low-to-mid levels and against dense groups of enemies, most of Sevagoth’s damage output comes from Shadow’s claws.
  • High focus on combat; Sevagoth’s abilities are almost entirely based around dealing or negating damage. He has very little utility in his moveset relative to other Warframes.

Special Mission Types

Is Sevagoth a Good Warframe for Elite Sanctuary Onslaught?

Not very good; at least as a standalone Warframe, Sevagoth’s melee reach makes for a very difficult time keeping up with the Efficiency drain. In a squad, Reap’s damage vulnerability debuff can help allies get kills more easily, but the ability still suffers from a relatively small area of effect that severely hinders its effectiveness.

Shadow’s Embrace with high Ability Range can help a tad with getting kills more quickly, but the small angle of effect and slow speed at which enemies drift towards you makes it inadequate for overtaking Efficiency drain, and I personally found it just about as effective as simply spamming the aim+forward melee combo through the most dense clusters of enemies.

However, Embrace can still be quite handy as a way to stay in Shadow form for as long as possible: use Embrace on a horde of enemies when your Death Well is about to run out, then transfer back to Sevagoth and hit the floating group with Sow, then Reap. Clear out the remaining enemies with a powerful weapon, and typically, the Death Well will be filled back up, ready to continue fueling the rampage.

The density of enemies makes Bleedout a cinch to return from; you’ll often hit enemies with Consume just by spamming it into a crowd, without having to aim to make sure that your crosshair is directly over any enemies. However, that time spent in Bleedout is time that’s not spent filling the Efficiency gauge, so it’s still best to avoid going down if you can help it. If you still find yourself going down sometimes, it may be wise to add Natural Talent to your mod loadout for Shadow, as it will allow you to blast through enemies far more rapidly so you can get back into the fight that much sooner.

Is Sevagoth a Good Warframe for The Index?

Not very good; because Bleedout is completely skipped in this game mode, Sevagoth’s passive never gets to trigger. Furthermore, the low enemy count makes it extremely difficult to build up your Death Well, and the constant energy drain makes maintaining your Gloom aura nearly impossible.

If you build for high Ability Range and Strength, you could try maintaining Gloom while in the center of the map to make it easier for your allies to fight. So long as you don’t pick up any Index Points yourself, you can keep the aura active fairly easily. However, the radius of Gloom is only really high enough to cover one of the two maps, and since you don’t know which map you’ll get ahead of time, the effectiveness of this tactic is dubious when trying to make an impact on the match in its entirety. You could, however, focus only on covering your goal with the aura, making Sevagoth a potentially-effective goalie Warframe.

You can use Operator form while Gloom is active, which prevents the Financial Stress debuff from draining Sevagoth’s energy, allowing you to keep the effect going while still gathering points provided you have a powerful Amp available. Ultimately, though, there are just better options for Index.

Is Sevagoth a Good Warframe for Eidolons?

Not very good; Gloom can slow down Vomvalysts and grant lifesteal to allies, but this benefit is extremely minor in the grand scheme of things. The irregular flow of Vomvalysts makes it difficult to build your Death Well, and there’s little reason to enter Shadow form in the first place.

On top of the low spawn rate, Vomvalysts are bad for building Death Well due to the fact that Reap and Sow are unable to affect them in ghost form, and the debuffs are removed as soon as their corporeal health is depleted, without granting any Death Well growth. As such, the only way to gain Death Well from Vomvalysts is to affect their corporeal form with Gloom, which is incredibly slow.

Bleedout Shadow’s Consume is able to kill Vomvalysts immediately, skipping their ghost form, but I can see little real benefit from this. It’s more of just an interesting little quirk to Sevagoth’s passive that has no genuine impact on the fight.

Is Sevagoth a Good Warframe for Kuva Liches?

Decently good; Gloom helps a lot to keep the powerful Grineer enemies from getting to be overwhelming, and Exalted Shadow’s powerful melee attacks can make quick work of the Lich itself. However, the Lich’s grab attack will kill Shadow immediately, so back off when they stretch out their arms.

Gloom will also slow down the Lich itself, but you may not actually want to make use of this functionality. While they won’t attack or move as often, they also create Thralls at a reduced rate, which lengthens the Murmur-farming process. If you’re just going for the kill, Gloom will make it much easier, but keep your distance or deactivate the power if you’re waiting for the 10-Thrall limit to be reached.

Another thing Gloom slows down is the Lich’s regeneration after being downed. I’m not sure how much benefit this really provides, but it could help if it’s an ally’s Lich and they’re far away, perhaps.

Reap’s damage vulnerability debuff works on the Lich, so if the damage from Exalted Shadow isn’t enough to instantly slice through their health bar, you can speed up the process by hitting them with Reap first. The same goes for Shadow’s Death’s Harvest ability.

If you’re put into Bleedout Shadow during a Lich mission, beware; the Lich and its Thralls cannot be killed via Consume, making it potentially difficult to get all the souls you need to return to life. If you decide to leave the Lich alive until it hits its Thrall creation limit, it’s best to kill the Thralls right as they’re spawned so that they don’t get in the way if you get downed.

Is Sevagoth a Good Warframe for Profit-Taker?

Not very good; though Sevagoth’s passive gives a lot of survivability, you can’t do much to Profit-Taker while in your Bleedout Shadow form. With how frequently the orb’s powerful attacks come out, you’ll spend most of your time in Bleedout, making it difficult to achieve any forward progress in the fight.

Even with the Bleedout Shadow, the sheer damage output of Profit-Taker is enough to bring you down, since Shadow isn’t invisible. With enough armor, health, and Ability Strength (to fuel Consume’s healing), you should be able to withstand the assault, but lacking any one of these things makes the fight much more dangerous. At the very least, the steady stream of enemies makes it fairly easy to bring yourself back… But only if the alert level is kept in check.

With a higher alert level comes Jackals and Raknoids, large enemies that can’t be targeted by Consume during Bleedout, and which push out smaller enemies in the spawn list, making it far more difficult to gather the souls you need to return to life. Remember that you can still use heavy attacks while in Bleedout, so if you have time to do so, use those attacks to take out alert towers so that you don’t get overwhelmed by enemies that can’t be used for your recovery.

Core Mission Types

Is Sevagoth a Good Warframe for Defense?

Not very good; though Gloom can protect the objective quite reliably, slowing enemies will make each wave take considerably more time to complete. Sevagoth’s area-of-effect damage output is too low to effectively clear the map except at rather low levels.

Gloom faces a bit of a conundrum regarding mod loadout for Defense missions. With high Ability Range, you’ll be slowing enemies pretty far from the objective, spreading them out making it more difficult take them out quickly. However, with low Ability Range, enemies can fire on the objective from outside of its effect. This is less of a problem with Infested, but still worth considering in the case of Tar or Swarm Mutalist Moas.

For best results, you’ll have to determine which map the Defense mission will be taking place on, and figure out the right amount of Ability Range to strike a balance between preventing attacks against the objective and avoiding slowing enemies prematurely. Note that even if you find this perfect Ability Range, you’ll have to keep Sevagoth at the objective to avoid disrupting the flow of enemies by moving the affected area around with you.

If you don’t mind longer missions, Sevagoth is a nice, safe choice that, with adequate Ability Range and Strength, will pretty easily keep the objective from being in any real danger. But clearing each wave quickly is a big aspect of the mission type, and Sevagoth simply lacks the tools for making this happen.

Is Sevagoth a Good Warframe for Disruption?

Extremely good; Gloom slows Demolysts, Shadow’s damage output quickly cleaves through them, and the constant flow of enemies makes it easy to return to life using Sevagoth’s passive. The only things to watch out for are the nullifying pulses, which will shave off 20% of Shadow’s health with each pulse.

Even with the nullifying pulses, you likely won’t face any issues; so long as you get the Demolyst caught in Gloom’s area of effect (and keep Sevagoth himself out of the pulse’s range, so that Gloom doesn’t get deactivated), the life steal component of the power will allow you to quickly recover the health that each pulse strips off of Shadow.

If the Demolyst somehow manages to get close to a conduit despite Gloom and Shadow’s immense damage output, you can use Shadow’s Embrace ability to pull the Demolyst away. They’ll break out quickly due to the nullifying pulse, but the pull is plenty quick enough to get you all the distance you’ll need. Consider using this if the pulse deactivates Gloom by hitting Sevagoth himself.

Reap will help soften normal enemies so that you can deal with them more quickly; quite useful if you decide to stay in a Disruption mission for an extended period of time. Don’t bother using the power on Demolysts, though, as their pulse will remove the effect too quickly to be of much use.

Keep in mind that Arbitration missions skip the Bleedout phase, making Sevagoth far more difficult to survive with. Sevagoth is still one of the best options for Disruption even in the Arbitration variant, but you’ll have to be a lot more careful not to get downed. Make sure to keep Gloom going so that enemies can’t overwhelm you, and switch to Shadow if you find yourself in danger. Unlike Operator form, having a maintained ability active (in this case, Gloom) will not make your Warframe vulnerable while in Shadow, so you don’t need to worry about finding cover before you switch. Just take care not to let Sevagoth be hit by nullification effects, or else you’ll be pulled back out of Shadow.

Is Sevagoth a Good Warframe for Excavation?

Pretty good; while Gloom isn’t a “hard defense” like Frost’s Snow Globe or Limbo’s Cataclysm, it’s usually able to keep enemy damage low enough for an Excavator to run its full duration, so long as your Ability Range and Strength are high enough. Embrace can briefly lock down enemies, as well.

You’ll want to park Sevagoth on top of the Excavator with Gloom active to keep it defended. Keep in mind that Gloom’s area-of-effect starts off somewhat small and then gradually grows to its full size, so you’ll need to have it turned on before you start the dig in order to make sure it will protect the whole area.

Switching to Shadow can be nice for killing off the enemies that get near while still keeping the Excavator protected against enemies that slip past you, but unfortunately, Shadow cannot pick up the power cells, forcing you to leave Shadow if the Excavator isn’t fully charged. You don’t necessarily have to move Sevagoth away from the Excavator to get power cells, as you could instead pick them up in Operator form. Be aware, however, that activating Operator straight from Shadow will still teleport Sevagoth to your position, so you need to run back to the Excavator yourself before switching if you want to keep Gloom’s aura centered on it.

Is Sevagoth a Good Warframe for Exterminate?

Quite good at high levels, decently good at low-to-mid levels when equipped with high Ability Range. Most nuke Warframes tend to stop being effective in Steel Path, while Sevagoth’s Shadow’s melee damage continues to tear through them. Reap and Sow can kill lower-level enemies pretty easily.

Note that I’m not talking about the Reap and Sow combo, but about each ability individually; in mid-level and below missions, and with enough Ability Strength (200%+), you’ll usually only need one cast of either ability to take out affected enemies. I recommend using Reap most of the time, throwing out Sow if you run into a heavy unit that doesn’t go down from one cast of Reap. So long as you haven’t tanked your Ability Duration, Sow should be able to bring down the heavy unit while you run ahead to the next group of enemies.

At higher levels, you’ll need to lean heavily on Shadow. The huge melee damage output will make quick work of basically any enemy you come across, making up for the small area-of-effect relative to good nuker Warframes. Shadow’s Embrace can sometimes help to speed up the process, but that depends heavily on the room you’re fighting in. If there are a lot of obstacles, using Embrace can often make the fight take longer since enemies are forced to spend their time bonking into walls instead of running closer to get a clear shot on you. I recommend ignoring Embrace unless you’re fighting in a wide-open area or there are a LOT of enemies in clear view that can be gathered together for rapid dispatch.

Is Sevagoth a Good Warframe for Interception?

Decently good; because Sevagoth can be left behind with Gloom active while you fight with Shadow, you can handle two control points easily on your own. While Gloom won’t stop enemies outright, it will give you far, far more time to respond to a hacking attempt, and keep them from happening as often.

Is Sevagoth a Good Warframe for Mobile Defense?

Is Sevagoth a Good Warframe for Rescue?

Is Sevagoth a Good Warframe for Spy?

Is Sevagoth a Good Warframe for Survival?

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