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.