- Equipment to Bring
- Extra Tips
Orphix Venom missions pit you and your squad against Sentient forces equipped with technology that completely shuts down Warframes. You must use your Operator form and Necramechs, whether your own or ones scattered about the mission area, to put down the Sentient threat.
At the 20-second mark and every 1m30s thereafter, an Orphix will spawn in one of three different rooms throughout the map, encompassing the room in a yellow circle. Your Warframe cannot enter this circle, and you will be immediately switched to your Operator upon entering it.
Along with the Orphix, one to six Orphix Resonators will spawn scattered about the objective zone depending on player count and mission progress. These Resonators have a relatively small amount of health, and must all be destroyed before the Orphix becomes vulnerable.
When all Resonators have been dealt with, a spot will open up on the Orphix’s upper half revealing a bright bluish-white orb. It’s best to mod your Necramech’s Arch-gun, Arquebux, or Ironbride for Corrosive damage due to the Orphix’s ferrite armor. I go into more detail on weaponry further along in this article.
This is the weak point. Those flaps to the sides of the orb extend outwards a little bit, making it difficult to impossible to hit the orb unless you’re looking head-on towards it, especially with larger projectiles.
Once you’ve reduced the Orphix’s health to half, it will seal back up and spawn another wave of Resonators. Destroy the Resonators to open the Orphix back up and take out the other half of its health.
Depending on how long you took to defeat the Orphix, you may have a break during which you can bring your Warframe into the area to clean up the extra enemies. As stated above, an Orphix will spawn every one minute and thirty seconds, and this timer does not stop while you’re fighting the previous one to spawn. If you take too long, a second one will appear in another room, increasing the speed at which the Sentient Control meter increases.
(If Sentient Control hits 100% and you’ve cleared at least 3 Orphix fights, you won’t fail the mission. You will just be prompted to head for extraction, and no more Orphix spawns will occur. You can kill any remaining Orphix enemies, but they will not increase the mission reward.)
Mission Levels and Point Values
These missions come in three different tiers:
-Tier 1 takes place on the Corpus Ship tileset at Europa, and features enemies that start at level 15 and scale to level 55 by the end of the mission. There are 24 Orphix spawns total.
-Tier 2 takes place on the Grineer Ship tileset at Saturn, and features enemies that start at level 25 and scale to level 70 by the end of the mission. There are 24 Orphix spawns total.
-Tier 3 can take place on either of the previous tilesets at Jupiter, and features enemies that start at level 35 and scale to level 110 by the end of the mission. There are 36 Orphix spawns total.
Depending on the mission tier and Orphix kill count, each Orphix defeated will grant a certain number of points, as detailed below.
|Kill Count||Tier 1||Tier 2||Tier 3|
|Points Per Minute||188~||216~||316~|
The Orphix will spawn in one of three rooms as the mission progresses. The first spawn will occur in a room close to where you enter the mission. The second spawn will be a couple halls away from that room, and the third will be a couple halls beyond that.
Consider these as rooms A, B, and C, with A being the first spawn location and C being the third spawn location. After the first two spawns, and provided you take out each Orphix before the next one appears, the spawns will usually follow the pattern CCABBACCABBACC and so on. Knowing this will allow you to get to the room before the spawn occurs, saving time and ultimately resulting in more points, as you gain one to two points (depending on mission tier) for every second that no Orphix is active.
One way to remember when to change rooms is to watch for the reward popup at the side of the screen. If it appears right after beating the Orphix, stay in the room you’re already fighting in. If you don’t see a reward popup, move to the next room in the sequence.
Sometimes, the pattern will be thrown off due to failing to kill an Orphix before the next one spawns, a host migration, or simply due to bad lag from the host. If this occurs, memorize the new sequence of rooms; it will repeat after six spawns. It will usually still follow a pattern of doing one room twice, another room once, the last room twice, and then the second room (in the sequence) before repeating.
Why bother playing Operation: Orphix Venom in the first place? One reason is that it’s currently the fastest way to level your Necramech (this may change once Necramechs go live for normal missions, though). But the bigger reason is the rewards; there are some really, really good ones this time around.
The alchemist Warframe, Lavos, is currently only available from this event. I can’t imagine he’ll stay that way, but I don’t have a crystal ball; he very well could be hidden by this event’s emergence once or twice a year like other events, if the developers are nutty enough to do it. To be safe, it may be best to go for him now rather than waiting to see; at a total cost of 4,500 Phasic Cells, it’ll take three full runs at the highest mission tier to guarantee that you can get all of his parts.
However, his parts can also drop in the mission itself, so you might want to save up to the full amount before you make each purchase, just in case one of his parts finds its way into your inventory without specifically going for it.
As for whether or not Lavos is worth it… He’s got a very involved playstyle that certainly takes some getting used to, but that makes him feel quite a bit more intense than other Warframes. If you like to keep busy, mixing different abilities and finding optimal casting positions, Lavos may be someone you’d enjoy. For more detailed information, check out my Lavos review/guide here.
The Ballroom Simulacrum
This one may be more in my interest than the average player’s, admittedly; I absolutely love testing things, be they Warframe abilities, weapon mechanics, Specter behavior, or anything else. While these tests can be performed well enough in the default Simulacrum, the Ballroom just makes things so much easier.
The default Simulacrum will spawn twenty enemies in three groups of six, eight, and six, separated by pillars and pits. The Ballroom Simulacrum, on the other hand, puts all twenty enemies in a delightful 5×4 grid in one easy location, making it far easier to test implements of localized mass destruction. Perhaps the default Simulacrum is better-suited to testing the range of a nuke Warframe’s abilities, but weapon testing is almost certainly something you want the Ballroom for.
On top of the more condensed enemy layout, the Arsenal platform is quite a bit closer to the enemies and isn’t on a frustratingly high platform that catches you underneath it if you jump too late trying to get up. It’s just a much easier testing space to navigate.
Since it costs 1,000 Phasic Cells, this will take one run at the highest tier to afford, and you’ll have at least 700 left over if you made it to 36 Orphix kills.
What I said for Lavos applies here, as well; we don’t know if it will be exclusive to this event, and you should save up your cells before buying because its parts can drop in the mission itself.
This is Lavos’ signature shotgun, and it absolutely fits the role. Its alt-fire shoots a bouncing glaive-like projectile that explodes on each bounce, giving a 50% base chance to apply status effects on those caught in the explosion. And it doesn’t just apply status from elements that the weapon actually deals damage in; it has a chance to deal any of the four base element types, as well. This is phenomenal for Condition Overload melees, or for Lavos’ own Catalyze ability.
The primary fire isn’t too shabby, either. At base, it’s nothing to write home about, but its damage is increased for each unique status effect on the enemy, synergizing extremely well with its alt-fire. It’s got some pretty good ammo efficiency, too, with a base magazine size of 40 that gives you plenty of destructive power before each reload. Combined with the fact that alt-fire can be fired with no ammo cost, this shotgun really doesn’t suffer from any ammo issues.
Like Lavos, the blueprint and all of its parts cost 4,500 Phasic Cells in total, meaning three runs at the highest mission tier. But again, wait on buying it until you’ve done all the runs you’re going to do, since it’s in the mission’s reward tables.
This weapon was available during Operation: Scarlet Spear, as well, and I unfortunately didn’t get it during that time. I regret to say that I’ve not used this weapon yet, so I don’t know how effective it really is. That said, I was quite excited with its unique healing pulse on reload as a method of recovering health on my Hildryn, and the Electric projectiles with Heat explosions offers some unique shenanigans to be had regarding elemental modding. I’ll likely rewrite this section once I can do more testing, but if a healing reload and multi-elemental rapid-fire explosions with regenerating ammo sounds like a good time to you, consider grabbing this.
At 1,500 Phasic Cells, you’ll need a full run at the highest tier to afford it with at least 200 cells left over.
Ceti Lacera Blade & Whip
I’m sorry, but once again, I haven’t actually gotten to use this weapon yet. And I can’t say I’m terribly excited to do so; unlike the Basmu, it doesn’t really have anything particularly unique to it aside from the silly antics you can get up to with the Blade & Whip weapon’s enemy-yanking function. I’ll be totally honest, I’m a sucker for gimmicks, and this weapon doesn’t really have any.
On the relatively boring side of things, the Ceti Lacera does have a decent critical chance and a good status chance, on top of a nice attack speed. If I have time before the event ends, I’ll try to get a better batch of info here, but it’s pretty much at the bottom of the priority list for me.
Costing 2,000 Phasic Cells, you might be able to get this in one good run at the highest tier, but it’ll depend on killing Orphixes quickly so that you can pile on extra points from having downtime.
While these are in the mission’s reward tables, you may want to buy a few early on anyway to make things easier; Necramech Repair and Necramech Rage in particular can make things much easier to handle so that you can get more points, faster.
Necramech Repair will heal your Necramech by 10% of its health if you get hit while under 20%; as an example, if you have 5,000 maximum health and get brought down to 1,900, you’ll quickly regenerate back up to 2,900 health. This can occur every 15 seconds, so though it can extend your lifespan and give you more health for Rage to work with, it definitely doesn’t make you invincible.
Necramech Rage takes 15% of the damage dealt to your health, and turns it into energy. This is extremely useful for fueling Necramech abilities considering that the only other way to get energy is through orb pickups, which can be hard to come by.
Necramech Augur can also help with survivability, turning 240% of the energy your spend into shields. It should come after most other survivability mods, though; the biggest abilities you’re likely to cast cost 50 energy, which only gives 120 shields. Since shields have no damage reduction, this amount won’t mitigate all that much compared to mods that boost your base stats.
Necramech Aviator reduces the damage you take while you’re in the air by 40%. This won’t necessarily come into play very much when you’re using the Voidrig, as you have to planted on the ground when using Guard Mode, but it can be nice for Bonewidow, which often has to jump up to the Orphix to deal damage with its Ironbride sword.
Necramech Deflection boosts shield recharge rate by 90%. If you can find a moment where you’re not getting sprayed with bullets, this can help to fully recover your shields to re-enable your shield gate if it got taken down prior. However, getting out of sight of every enemy is a rather tall order, and it’s honestly not likely that you’ll be able to find adequate cover for recovering all of your shields until the threat is neutralized in the first place.
Necramech Enemy Sense makes enemies show up on the minimap if they’re within 30m of you. I personally like to have that information, as it shows me the optimal place to fire my AoE weapons, but many people don’t like to check the minimap as they fight. It ultimately comes down to your personal preference, though even as someone that loves having enemy radar, I readily admit that this is a low priority mod compared to stuff for durability.
Necramech Rebuke is a somewhat odd mod that makes you emit an Electric pulse for 3 seconds over a 20m area if you’re hit while you have no shields. This can give you a brief respite from the attacks of Corpus or Grineer enemies in your immediate area, but won’t affect the Sentients protecting each Orphix, which are by far the greater threat. With a cooldown of 10 seconds, it doesn’t completely lock down nearby enemies for good. It can help with survivability, but should only be put on after more impactful mods like health and armor, Rage and Repair, and perhaps some ability mods.
Each of these mods cost 500 Phasic Cells, so you should be able to get three or four of them after a full run at the highest tier. You may want to put your first bunch of points from clearing the first two mission tiers into Rage and Repair, however, given how effective they are at keeping you going in the highest tier.
Cosmetic items are always a subjective call that varies from player to player, so there’s not really any “advice” I can offer here; you can see screenshots of each item by clicking the box below this paragraph, though. There’s an alternate helmet for Lavos, a Lavos glyph, skins for a couple Necramech weapons, and Clan Sigils with various visual effects. There’s also the Cryptanaut Necramech Helmet skin, which is the only cosmetic that is objectively worth the purchase because the weird skull faces of default Necramechs are just plain silly, and you can’t change my mind.
The glyph costs 100 Phasic Cells, and the sigils cost 200 each. The weapon skins and Necramech helmet are all 750, while the Lavos alternate helmet costs a whopping 1,500 cells by itself. If you were to grab all of it, you’d be looking at 4,450 cells, which is most likely three full runs, or two really good runs. Thankfully, the Lavos helmet can be gotten from the mission’s reward rotation, so you may not have to drop 1,500 cells on it if you get lucky.
Most Warframe Arcanes are available from Father during this event. Now, this isn’t something that’s exclusive to the event; you can get them all via Eidolon fights, as well. However, the efficiency of your time spent is much better here. Consider this: the absolute fastest legitimate Eidolon hunts result in 6 Teralysts being defeated. This is a ridiculous number; most players would be ecstatic to get 3 runs in. But I’ll go with the higher number to prove a point.
6 Teralysts means 6 rolls at a desired Arcane. If you’re going for Arcane Energize, that’s a 5% chance each roll; when you calculate every run together, you’re spending 50 minutes for a 26.5% chance at getting that Energize. The chance for getting two Energizes from those runs is a mere 3%, and it only gets worse from there. If we extrapolate a bit more, that means you’re spending a bit over 3 hours for each Arcane Energize. Granted, you could sell whatever less valuable Arcanes you DO get, but that means more time and complication.
Compare this to Operation: Orphix Venom. The highest tier takes about 54 minutes to complete, and during this time, you will get at least 17,100 points, resulting in 1,710 Phasic Cells to trade to Father. One Arcane Energize costs 800 cells. For that 54-minute run, you can get two Arcane Energizes, and have a little bit left over to put towards the next one. And 800 is only the cost for Energize, Grace, and Barrier, which are the platinum Arcanes. Gold Arcanes only cost 400, silvers cost 300, and if you have some reason to want bronzes, those only run you 200.
tl;dr: this is the time to get Arcanes. Your time is WAY more efficiently spent running Orphix Venom missions than Eidolons if Arcanes are the goal.
Equipment to Bring
Given the heavy focus on Necramech combat, your choice of Necramech is obviously going to be quite important. Thankfully, with only two available, there’s not a lot you have to learn before making a decision. That said, it’s still not necessarily an easy choice.
Because the Necraloid syndicate gives a couple Voidrig parts as you rank up, it’s likely that you’ll get this one crafted first between the two. Thankfully, that doesn’t mean it’s weaker; not even close.
The main things brought to the table are its Storm Shroud and Guard Mode abilities. Its Necraweb and Gravemines abilities don’t really come into play for Orphix Venom missions, as their damage output is too low to do much in later waves, and the crowd control potential is minimal.
Guard Mode roots the Voidrig in place and deploys the Arquebux, a phenomenally powerful gun that turns almost anything it shoots into a fine mist. This is probably the fastest possible way to take out an Orphix; if a more destructive weapon exists, I’m not yet aware of it. You still have to target the weak point, of course, which is made a tad difficult to do since you can’t zoom in while Guard Mode is active, but if your aim is true, each phase will be cleared before you’ve burnt up even 20 energy (plus the 50 to enter Guard Mode to begin with).
Storm Shroud functions a lot like Rhino’s Iron Skin; you get a 3-second period of invincibility, after which you gain a health buffer that keeps you from taking damage until it’s depleted, and any damage taken during the invincibility period is converted into more temporary health. This ability becomes just as essential as Guard Mode as you near the end of the mission, when enemies have scaled past level 100 and have made you the center of their mosh pit.
These two abilities give you the massive damage and incredible survivability you need to get through to the very end of an Orphix Venom mission, and are decently straightforward and easy to use. However, the Voidrig will run into a LOT of energy problems if you aren’t careful or prepared, and it has no inherent way of healing itself. The Necramech Repair mod can help to keep you from losing the battle of attrition, but it absolutely can’t do the job on its own, necessitating the use of Storm Shroud for survival… Which can’t be used if you’re out of energy, resulting in the Voidrig’s destruction.
Because of its reliance on abilities and lack of built-in refueling methods, the Voidrig is highly dependent on outside help. You’ll need to bring along specialized Warframes and Companions if you want to have a shot at clearing the highest mission tier. I go into detail on which ones are helpful in the next few sections; hopefully you have some of the suggested items already, as they could take a while to acquire otherwise.
The Bonewidow is a bit less destructive than the Voidrig, but is far more self-reliant. It has more health and armor, for one, but more importantly, it has a built-in healing ability. Combined with the Necramech Rage mod, Bonewidow will never hurt for energy like Voidrig does.
The healing ability is called Meathook. Upon activation, Bonewidow lunges forward and grabs the first enemy it comes in contact with. This enemy is now your best bud.
While grabbed, your new friend will kindly donate their own blood to heal your Bonewidow for a percentage of their health lost. What a pal, right? You can press the ability button again to throw them at enemies if their health isn’t high enough for you to get much healing out of them. Truly, friendship can be a fickle thing. The damage dealt (and thus health recovered) per tick of damage is based on the enemy’s maximum health, so higher level enemies will give greater healing per tick. If it feels like the ability won’t heal enough as you get into later waves, don’t get discouraged; unless your entire bar is getting wiped out in a matter of seconds, the healing will keep up.
Bonewidow’s next ability is Shield Maiden. This is pretty mechanically similar to Voidrig’s Storm Shroud, with the difference being that damage is only blocked from the front. When you’re in the Orphix’s face flailing your sword wildly, this frontal protection isn’t going to help much. On top of that, while Shield Maiden is active, you can’t use Meathook. This forces you to choose between which approach you want to use to keep yourself alive. You can theoretically just heal to full and then have Shield Maiden active until you need the healing, but I find it better to have Meathook ready to use at a moment’s notice, instead. The short time it takes to put the shield away and snag an enemy could be enough to get you killed in later waves.
The third ability is Firing Line. When activated, two beams shoot out of your back and swing around to your front, dragging enemies along with them so that they all end up scattered in front of you. This can help if you do decide to use Shield Maiden after all, as you can put everything into position to build up your shield during its invincibility period, but you’ll likely get more mileage out of just using it to put everything into position to cut down with the Ironbride so that they can’t shoot in the first place. Enemies end up rather spread out after the ability finishes, so you may need various range mods to ensure that they’re hit by your attacks.
Last is Exalted Ironbride. When you’ve built it up, this thing can cause some serious destruction, though unlike the fine mist of Arquebux, Ironbride only really turns enemies into something reminiscent of diced tomatoes; it’s just not quite as impressive, even if it gets the job done.
Surprisingly, the Ironbride actually works quite well against the Orphix, too. Unlike other weapons, you don’t need to hit the weak point directly to deal damage, though it does need to have been exposed after killing all the Resonators. So as long as you’re not completely behind the Orphix, you should deal damage. If you have allies, I’d heavily recommend sticking to the side, as you may block their shots if you’re in front, slowing things down.
For an airborne Orphix, you’ll almost certainly need the Necramech Hydraulics mod to boost your jump height. After jumping to its level, you can either land on top and swing at them, or hold the zoom button to air glide and get more hits in before you’ve fallen out of range.
Towards the end of the mission, Bonewidow’s increased survivability starts to fall behind. You’ll want to make sure you always have an enemy in hand to heal the massive amounts of damage that will be constantly coming your way. Use Firing Line before beginning your assault on the Orphix to hopefully bring some of your attackers into sword range so that they won’t massacre you while you work. Compared to Voidrig’s simple “activate invincibility, go nuts” approach to the final few Orphix kills, Bonewidow gets somewhat complicated to play.
Now, while the Voidrig needs outside help to perform well, the Bonewidow has a different weakness; because of the low damage of Ironbride compared to Arquebux, you’ll likely need to put more Formas into it before it’s able to handle end-of-mission Orphix-killing on its own. Essentially, each Necramech takes a different kind of time commitment: Voidrig needs time put into multiple external sources, and Bonewidow needs time put into Bonewidow alone. I personally preferred the overall Voidrig experience, myself, but can absolutely see the appeal to Bonewidow for players who don’t want to have to juggle Necramech, Operator, and Warframe to keep themselves fueled.
Even though the objective areas prevent the use of Warframes, you can still get some benefit out of your Warframe choice. The two main things a Warframe can bring to an Orphix Venom mission are energy orbs for their Necramechs, and to a lesser extent, speed.
Energy Orb Generation Warframes
Protea is the most straightforward and reliable Warframe for producing energy orbs. Her Dispensary ability will create one energy orb every six seconds, with a 25% chance to create a second one at the same time. This chance is increased with Ability Strength.
Something to consider is that Protea’s Dispensary can be put on any other Warframe using the Helminth, though it will only have half of the normal duration. However, one particular Warframe can make better use of Dispensary than Protea can; Excalibur Umbra. The autonomous version of Excalibur Umbra can place its own instance of Dispensary separate from yours, and in my experience, will place it immediately after you’ve entered Operator form, provided there are no enemies in the immediate vicinity.
Hildryn is another good choice, as her Aegis Storm will cause enemies to drop energy orbs randomly while they’re suspended. This has the potential to provide much more energy than Protea Dispensary, but is dependent on having enemies around, as well as being subject to the whims of the game’s random number generator. You can leave Hildryn in Aegis Storm mode while you control the Operator or Necramech, allowing you to generate energy orbs to come back to later in the match as you move to the next Orphix spawn location.
Other options are Nezha with Blazing Chakram, Nekros with Desecrate, and Mag with Pull. If you’re willing to use an Augment mod, there’s also Gara with Spectrosiphon, Ember with Exothermic, and Trinity with Pool of Life. A few Warframes have augments to grant drop chance boosts like Nekros (Khora, Atlas, and Hydroid), but this is so far removed from spawning energy orbs specifically that it’s likely a far greater time investment than it’s worth.
Movement Speed Warframes
The other potentially useful aspect of your Warframe choice is speed. This is less useful than energy orb generation since understanding the map rotation should give plenty of time to reach the next room, plus Operators and Necramechs can be decently fast on their own with the proper Focus abilities and mods, respectively.
If you or your allies don’t have those things available, however, a Warframe can pick up the slack. There are three frames that I feel are best-suited to the task.
Volt and Wisp are the first two. They share the common trait of being able to provide their speed boosts to allies as well. The difference is that Volt requires a more attentive approach since his Speed ability is applied temporarily to those near him, but gives a boost more than twice as high as Wisp’s.
Wisp, on the other hand, can place her Haste Motes in the hallways between each spawn room for allies to grab whenever it’s time to move, taking most of the work off of your plate. Wisp can also teleport to her Motes using Breach Surge, which can potentially speed up her own travel time. However, to use this teleport, the Mote must be within line of sight, which makes its usefulness quite dependent on the random map. Furthermore, in Corpus missions, Nullifiers may bumble along and erase the Mote, eliminating the advantage of being a low-commitment ability.
The third option is Nezha. Fire Walker can grant a decent movement speed boost to him, though it’s weaker than Volt’s Speed and does not affect the entire team. However, because his Blazing Chakram can force energy orb drops on enemies as well, he makes a decent middle-of-the-road option between the two focuses, performing less effectively at either task individually but being unique in being able to do both overall.
Nezha’s Fire Walker can be subsumed with Helminth to be used on any other Warframe, but it’s worth noting that the Helminth has its own speed boost available, Infested Mobility. It costs twice as much energy and lasts for less of a third of the duration, but the boost is more than double that of Fire Walker, and a smidge faster than even Volt’s Speed.
Should you choose to use Helminth for a speed ability, the choice ultimately comes down to whether or not you can maintain your Warframe’s energy levels. Since Necramechs need energy orbs too, you may have a hard time fueling Infested Mobility, making Fire Walker the better choice depending on circumstance.
As a runner-up, Nova can also help to reach the next spawn area fairly quickly with her Worm Hole. However, this is highly dependent on the map layout containing long straightaways, and the energy consumption is massive compared to the other options, making her a high-commitment gamble that I wouldn’t necessarily recommend.
A few other options are Gauss with Mach Rush, Lavos with Vial Rush, Titania with Razorwing, or Zephyr with Tail Wind. The problem with all of these is that they only affect the Warframe using it and bring no other strong benefits to the table, so their impact on the mission is ultimately quite low.
Which weapon you equip to your Necramech can make a substantial difference in the speed of each fight. Now, when modded well, each Necramech’s fourth ability will be able to deal more damage to the Orphix than any Arch-gun; as such, the main weapon you choose is better suited to the task of eliminating Orphix Resonators than damaging the Orphix itself.
Resonators use Object health type, which takes equal damage from any element and cannot suffer critical hits. When building an Arch-gun for Resonator eradication, focus on damage boosts and leave the critical chance/multiplier stuff off.
If you do end up using a weapon against the Orphix, however, it’s best to mod for Corrosive damage since it has Ferrite armor type. Viral is next best given the Orphix’s Flesh health type, but the armor will become more and more of a problem as the missions scales to higher levels.
Overall, the Fluctus is likely to be the most effective weapon you can choose for this purpose. It has complete punch-through on its projectiles, allowing you to fire at the indicator icons to destroy each Resonator even if you don’t have line of sight. The Fluctus has a limited range of 50m, however, so you may still need to move around a tad in order to hit. In addition, the damage per shot means you’ll need to fire at each Resonator multiple times to destroy it.
One frustration you may encounter is when Resonators spawn in separate rooms from the Orphix. The indicator icon appears on the room’s exit door in this scenario, rather than on the Resonator itself, making it difficult to determine where you’re supposed to fire. If you have a decently organized team, it may be prudent to set someone on the task of clearing out-of-room Resonators specifically so that Fluctus users can focus only on the ones that can be easily targeted.
Though it’s typically best to use your Necramech’s fourth ability weapon to handle Orphix damage, there may be times that you don’t have the energy to fuel it and have to use your equipped Arch-gun instead. If this happens with Fluctus, well… It’d probably be best to go find energy, instead. The Fluctus has a relatively low single-target damage output compared to other Arch-guns, and worse, it has an extremely difficult time hitting the weak point in the first place.
It’s very common for the wide projectile to hit one of the invincible sections of the Orphix before making contact with the weak point, eliminating the projectile and dealing no damage. If you often have issues maintaining your Necramech’s energy levels to fuel Guard Mode or Exalted Ironbride, Fluctus may not be a good choice.
I’ve noticed a good number of people looking specifically for a build to use with the Fluctus, so I’ve included my personal mod setup below.
This will usually take Resonators out in one or two shots, depending on how kind the Multishot wants to be. The elements aren’t terribly important, since you shouldn’t really be firing at the Orphix with this thing anyway. As stated above, Resonators use the Object health type, which has no damage type modifiers and can’t be affected by critical hits, so the main guiding principle for modding your Fluctus is to just pile on the straight damage mods.
Because of the Slash-heavy damage distribution, Zodiac Shred gives a tiny bit more than one of the 60% damage/60% status mods, but it’s barely enough to make a difference; a better approach may be to use the slot for a 60/60 mod anyway, just to get useful status effects against the swarms of enemies in the mission.
The Grattler lacks the punch-through of the Fluctus, but its huge area-of-effect of 9m can still help to clear Resonators that are out of sight. You’ll need a bit more knowledge of the map to make this weapon work, as you may need to aim to the side of a Resonator icon to get a hit rather than looking at the icon straight-on if there are obstacles in the way.
Thankfully, the Grattler doesn’t have the same problem as the Fluctus where it often can’t hit the Orphix’s weak point. The projectiles themselves are small, making it easy to get them through the opening to deal damage.
The weapon does have a considerable weakness, though. Its low magazine size combined with its fairly quick fire rate means you’ll spend a lot of time reloading, and that reload takes a pretty long while. As such, experimenting to find where you need to shoot to damage a Resonator is quite punishing. It also severely impacts the weapon’s DPS if you have to use it against an Orphix.
The Corvas is the weapon of choice for Profit-Taker fights because of its huge damage output. It won’t help much with Resonators, but if you can’t seem to keep your Necramech’s energy up, this is an effective enough weapon for killing the Orphix.
While a Necramech’s fourth ability weapon is still a lot more powerful, Corvas can certainly carry some weight. As the mission progresses, you may want to consider charging each shot; while doing this gives slightly lower DPS than just spamming tap-shots, the reload speed of the Corvas is positively dreadful, and will hit your damage output far, far more than taking the time to charge up. It ultimately depends on how high the Orphix’s health has scaled; if you find yourself running out of ammo before clearing each phase, start charging the Corvas.
The Kuva Ayanga takes a very large time commitment to get relative to the other Arch-guns available, especially considering that you’ll likely need multiple to max out its damage bonus. However, its damage potential is even greater than Corvas if you’ve maxed it, and its area-of-effect makes it decent for taking out Resonators, as well.
Mind you, the explosion radius isn’t quite as large as the Grattler’s – only 6 meters as opposed to Grattler’s 9 – so you’ll have to aim a bit closer to Resonators to destroy them. However, the reload speed is MUCH better than the Grattler, refilling to full within a second and a half of running out.
If you already have one of these with a maxed damage bonus and an equal-or-better level of modding than a Corvas, use it. (That is, if you’re using the weapon for Orphix damage; Fluctus is still king for Resonators.) Toxin or Electric Ayanga are best for mixing into Corrosive, and Impact Ayanga is worst due to the Orphix’s Flesh health type, with all other elements tied in the middle.
A couple companions are capable of generating energy orbs or other boosts that your Necramech can benefit from. Bringing these along can make it a little easier to keep yourself alive and (violently) kicking.
With the Energy Generator mod, Dethcube will spawn one energy orb for every tenth enemy killed that it took any shots on. By using Electric or Gas elements on the Dethcube’s weapon, you can make this happen rather frequently so long as you’re taking enemies out periodically, as it’s unlikely that the Dethcube can kill anything on its own.
The Dethcube will stay active while you’re in Operator or Necramech form, allowing it to continue generating energy orbs while your Warframe is stationary. This is an essential aspect of its usefulness, as being in your Warframe makes you pick up the energy orbs the moment they’re spawned, keeping your Necramech from getting it. Being at full energy will also leave the energy orbs alone, but it’s much easier to just be transferred out of the Warframe when the drop occurs.
The problem with Dethcube is its fragility. Unlike independent companions, Sentinels can’t equip Link Health/Armor/Shields mods, nor enter bleedout once destroyed. This problem is exacerbated by the fact that the Sentinel remains vulnerable while you’re in Operator or Necramech form. Primed Regen can bring it back to life three times per run, but this likely won’t be enough to keep it alive to the end, which is when you most need its energy orbs.
Dethcube has more going for it in Orphix Venom missions than most other companions, but still may fall short when it counts.
With the Dig mod, a Sahasa Kubrow will scrounge up an assortment of pickups for you to use, including energy orbs. Getting the Kubrow to use this ability can be a bit of a headache; you must be in your Warframe, there can’t be any enemies around, you must be standing still, and you must have under 80% of your Warframe energy.
When the energy orbs are unearthed, make sure you’ve moved away from the location or are already in your Necramech; otherwise, the orbs will immediately go to your Warframe or Operator instead of the Necramech, wasting the effort. The Kubrow will use this ability every 20 seconds, provided you can meet the somewhat-demanding criteria in the first paragraph, and will usually dig up two or three energy orbs each time.
Because Kubrows can use Link Health/Armor/Shields mods and have a bleedout phase, the Sahasa is much, much easier to keep alive than the Dethcube. Unfortunately, it becomes harder and harder to get a moment’s peace from enemies as you go deeper into the mission, distracting the Kubrow from digging. In this way, Dethcube is more reliable and consistent if you can keep it alive.
When using the Sahasa Kubrow with Hildryn, you don’t need to worry about your energy level, as Hildryn doesn’t have energy. The Kubrow will dig up energy orbs so long as all other criteria have been met.
This companion doesn’t create energy orbs. It’s useful for its own, unique reason… Its Iatric Mycelium mod ability is one of only three healing sources that work on Necramechs, the others being Necramech Repair and Combat Discipline. By walking into the area-of-effect the Predasite lays on the ground, you can heal 300 health over the course of 5 seconds. Because the field itself lasts 5 seconds as well, you can get around 600 health out of it by touching it the moment it’s created, and once again just before it goes away.
Despite the 8-second cooldown listed on the mod itself, my testing indicates that the ability is cast once every 20 seconds. The field’s appearance is quite subtle, comprised of ripples of energy and short dust clouds in the Predasite’s energy color, stretching out in a tiny circle a little bit less wide than the Predasite itself.
Multiple of these fields will be placed for five seconds after the ability is initiated, appearing at the Predasite’s feet. You’ll have to watch carefully to see when it’s used; the Predasite should shake itself off like a wet dog when it creates the field, scattering tiny specks in its energy color as it does so. If the Predasite isn’t actively moving, you’ll have a difficult time finding the field to get the buff.
Do note that other sources of Necramech healing were recently removed from the game, indicating a desire to prevent Necramechs from lasting for extended periods of time. It’s possible that the Vizier Predasite’s heal will see a similar fate, but for now, it can keep your Necramech alive through the Sentient onslaught.
Miscellaneous Other Equipment
Combat Discipline Aura
This aura mod makes it so that you lose 10 health every time you kill an enemy, but your allies gain 20 health when they get kills. Sounds very altruistic, yes? Well, for whatever reason, your Necramech counts as an ally. As such, every kill you get will heal you for 20 health. It’s not a lot, but it can add up over time. Plus, if more people in the squad bring this aura, everyone’s Necramech will heal for more with each kill.
You’ll have to be mindful of the health loss from getting kills while you’re in your actual Warframe; if it brings you below 0, it will kill you. With the Hildryn recommendation above, it’s technically possible to kill enemies with Aegis Storm and reduce your health to 0 while not actively controlling her. However, because of the 90% damage reduction on channeling Warframes while in Operator form, plus the relatively low Aegis Storm damage against mid- to high-level enemies, this is very unlikely.
If it does somehow happen, the outcome then depends on what mode you’re in. If you’re in Operator form, you will go through the Operator death animation before being pushed back to your Warframe, but the Warframe will still be alive, albeit with 2 health, putting you in a precarious situation. If you’re in your Necramech when the Warframe’s health hits 0, however, the Warframe will simply stop channeling, with no harm or disruption coming to your Necramech.
No need to worry about Excalibur Umbra getting kills, either, if you’ve decided to use that suggestion; the specter version of Umbra is completely unaffected by the Combat Discipline aura, neither losing nor gaining health for kills.
Necramech Rage Mod
Now, granted, this is one of the mods that comes from the event, so unless you buy it from another player, you’re not going to have it available at the beginning of Orphix Venom. However, if you use either of the healing tactics above (Vizier Predasite or Combat Discipline aura), this mod can heavily reduce the importance of energy orb generation.
This mod can also fuel an emergency casting of Storm Shroud if you notice your health starting to drop from the enemy swarms, even without the listed healing methods. Though, without some form of healing, it will very rarely be useful; getting the Necramech Repair mod as well for a 10% heal every 15 seconds while at low health can massively increase the effectiveness of this mod. Rage and Repair are likely the first rewards you should grab if you plan to play a lot of Orphix Venom.
- Before entering Guard Mode to attack the Orphix on your Voidrig, use Storm Shroud to gain invincibility for at least three seconds, plus however long it takes for enemies to chew through the armor you gain, so that you don’t get mauled while you’re sitting still.
- When using Fluctus to shoot Resonators, pay attention to the distance of each indicator icon. If it’s 25m or closer, shoot a little bit underneath the icon. If it’s more than 25m, shoot about a quarter of the way above the bottom of the icon.
- Ancient Healer and Shield Osprey specters can be deployed while in the objective area. They can provide substantial survivability to your Necramech, though they aren’t terribly durable themselves.
- If you have difficulty making it between rooms A and C in time for the Orphix spawn, you can leave your Warframe at one of the rooms to act as an “anchor” point, and then intentionally die with your Operator to be teleported back quickly. Note that this does not work if you use Excalibur Umbra, as he will follow you through the map when you’re not in Warframe mode.
- Sometimes, you may encounter a bug in which your Necramech is unable to use abilities, and you can’t go into Operator form to get out of it. If this happens, let your Necramech die to enemies, and then let your Warframe die as well, and respawn immediately rather than letting allies revive you. This should fix the problem and let you use Necramech abilities again, though it’s not entirely guaranteed.