Kullervo's overguard has been buffed since this video, with a higher (and strength scaling) overguard cap as well as overguard now blocking ALL status effects, and having a 0.5 second immunity on running out of overguard.
Rage is much harder for a new player to get than hunter adrenaline, as adrenaline is common from cetus bounties, available pretty much right from the start.
@@gaaraofthedesert71 I've been playing for around 8 years off and on, and he's my favorite Warframe RUclipsr. They tend to come and go, I hope he never goes.
Kullervo's damage output is so insane you can devote half your mod slots and both arcanes for survivability and still kill better than most frames, I love him.
I haven’t had so much with a frame in so long. I hope DE doesn’t nerf him. Hopefully because people keep crying about his survivability. Maybe they are doing us all a favor? KEEP SCREAMING NOOBS.
@@aleksiheija8170 I would say knowledge of mods and game mechanics more than skill is important because of how explosive his damage is but I do agree it's nice to see so much crying from the people who were devastated their wuklones couldn't solo missions for them anymore
How are you not the biggest warframe content creator. Your no BS no click bate style mixed with your realistic build options for players at any stage of the game makes you're content unbeatable in this space. Seriously great job on all these vids. I'm a Kengineer addict!
@@lookalike4805 Shhhhhh you know how this community is. If something gets too popular theres always the fascist grumpy group that start crying about something being too fun and cry to DE to nerf it. Hence BS Ash.
Speaking of heavy attacks and energy economy, it might be worth bringing Zaws into the picture again, especially for the newer players. Exodia Brave gives +5 energy per second on heavy attack kill... scaling up to three times, for 15 energy per second for 4 seconds, giving a minimum of 60 energy once it hits the third tier. The drawback is that the stacks do not degrade by tier, and the strongest bonus cannot be refreshed, but even so, a single heavy attack kill will yield a minimum of 20 energy, two chained within 4 seconds will yield 40+, and three will yield 60+. Hypothetically, using this, you can bypass the need for Rage in its entirety, especially if using Nourish as that'll scale to 10 energy per second after the first kill, enough to pay for it with extra left over, 20 after the second, and 30 energy per second at just 200% strength. I consider this to be a pretty easy and accessible addition to most any Kullervo build, as Exodia Brave only requires 10 copies to max out, and the benefit of Nourish only makes this more efficient at higher levels of strength. In terms of Zaws, personally I am building a Korb (One-handed handle, for swords and scythes), Vargeet II Ruhang (Crit Chance, Base Damage), Dokrahm (Scythe). Operating under the assumption that Heavy Attack Wind-Up will offset the lower attack speed, Scythes have forced slash procs on heavy attacks -- a good fit for Kullervo. By maximizing crit chance and damage, status has been left somewhat behind, but the weapon -- again -- forces slash procs on heavy attacks, so that's not that big of a deal, I think. The lack of viral likely will not be too big of a deal with the power Kullervo outputs. Sacrificial Steel, Blood Rush, Organ Shatter, Gladiator Might, Sacrificial Pressure, Killing Blow. That leaves two open mod slots, and achieves 5x critical damage and _384%_ critical chance on heavy attacks at maximum combo _before_ Kullervo's first ability adds on an extra +400%, resulting in 784% crit chance at 12x combo, or a 29x damage increase on heavy attacks minimum, usually 33x. Suffice it to say that I don't think anything's surviving a slash proc like that propagating through the damage chain, even at higher levels. I don't even think faction damage bonuses would be entirely necessary at that point. Other considerations, however... One could also put Molt Augmented in place of Arcane Fury, to replace Transient Fortitude, get a higher maximum strength by 5%, and recover some duration, albeit at the cost of having to build it up, but given Kullervo's damage potential, it's doubtful that'll be too much of an issue. Between losing Rage and losing Transient Fortitude, two warframe slots open up for further customization. Of course, by keeping Transient Fortitude, you simply gain an extra +60% strength from Molt Augmented, further increasing the final critical chance bonus and Nourish's energy multiplier. If one had the space available, one could consider putting in Umbral Fiber to add yet more strength, armour, and health to the overall setup, but one considers that perhaps Blind Rage would pay for itself through Nourish, resulting in an overall ability strength of _369%_, which maths out to exactly 3.69x energy gain from all sources. Except, oh, Hardened Wellspring would allow for it to be cast at 389%, so 3.89x energy gain. Now, I don't know about you, but Kullervo seems like someone who can use Zenurik. 19 energy regen per second, plus another 19 energy regen per second from your first heavy attack kill plus another 19 energy regen per second for you second heavy attack kill... perhaps this is going somewhere. That said I think 55 strength could stand to be lost in order to gain back 25% ability duration, maybe slap on another 24% with Augur Message so you don't need to recast Nourish quite as often -- when it comes to buffs, Duration is its own Efficiency -- but then with the increased energy cost thanks to Blind Rage perhaps Flow would be welcome back on the build once more to allow for a spam buffer. Ultimately I think the balancing act of strength, duration, capacity and efficiency would probably be down to the individual's playstyle. Putting away warframe mods and weapons, Vulpaphylas would likely not be too bad of an idea. Between Kullervo's high health and armour, beastial companions gain a good amount of survivability, plus Vulpaphylas not only have their innate Devolution mods for immortality, but Symbiote mods to die in your place, and Tek Assault to prevent either scenario on occasion. Sly Vulpaphylas in particular would likely work well with Kullervo's "heavy attack once in a while to delete whole rooms", where after killing that target, Kullervo would gain evasion (similar to the Carnis set bonus) for a while. It even works during their Devolution, albeit at a reduced percentage, but still equivalent to a tier 2 Carnis set bonus, so I don't particularly see great issue with this. Alas, I am unaware of how the two bonuses interact, if at all.
Regarding the zaw, if going for the Exodia Brave strategy, it might honestly be worth going for something that doesn't trigger slash on heavy, depending on what you're fighting and how likely it is to die from the direct damage or the slash proc. Exodia Brave doesn't get a stack if the kill comes from the slash proc damage rather than the attack itself. I don't have Kullervo at the moment, so I can't test how his abilities work, but just something to keep in mind.
@ 5:32 Harrow's 4th Ability also applies to Warframes with Exalted Weapons, Like Mesa's Regulators, Excalibur's Exalted Blade and more. Albeit the 50% additonal critical chance
@@lookalike4805and with the regulators if you’re positioned right or the stars align on a ragdolled enemy, since they aim centre mass but can still hit heads.
For replacement of Arcane Guardian, we can consider Arcane Ultimatum as the second hit of Innodem's heavy attack opens up enemies to finisher, while we can also use Incarnon Bronco with Dizzying Rounds on it. I've been trying that for a few days and it works just fine.
This warframe is amazing. A little bit like Voruna but with different playstyle. I understand where comes people frustration with his survivability but I think that's the point. He's supposed to be constantly in motion, constantly attacking and never stopping. And as a starter warframe for those who start with Divuri? Easy to learn, difficult to master and certainly teaches player aggression and importance of movement and management of hp and energy. 10/10, one of my favorites for sure ❤ Edit: and in coop? He's that one dude who can absolutely delete rooms of enemies. Any warframe who can provide some sort of defensive buff (like Titania's Thorns+Dust) is of insane benefit to him. Probably one the best combos in steel path since Titania is way squishier than him and require some sort of "bodyguard" to have easier time.
THANK YOU!!! I love using Kullervo. Considering making him my new main. Also I heard rumors that originally he was supposed to be tankier with the Overguard. We'll see if DE fixes Overguard. Maybe add a second of invul when og is gone... My god he'd be unstoppable
having to rethink what I know about frame survivability after already putting thousands of hours into the game has been a blast. absolutely love that the Carnis mods have a perfect use now
I don't know what to tell you but in steel path your not dodging bullets it doesn't matter how much damage a frame does if they have no way to survive they're useless. Your not doing big damage if your dead
Furthermore, in addition to 6:43, Overguard also triggers on damaged effects such as Arcane Guardian or Adaptation, which was patched in around a week ago. However, as you already mentioned, there is no way to reduce the damage taken while using Overguard.
@@ovencake523 no it shouldnt as now he can run damage arcanes. overguard functions similar to an extra pool of health and old ironskin functioned in the same way, he has no cap to overguard unlike kullervo so his funny meme numbers are still possible and he is just as tanky as always tldr is this change was a pretty substantial buff for rhino.
@@smolneko550 i was thinking about how theres no way to reduce damage taken with overguard from armor now, did the old iron skin reduce damage from armor?
I never realized how early you can get him. I keep forgetting Duviri can be early game. Jeez kullervo would be strong early game until I remembered that early game you have very little healing options. But kullervo has self heal (and also self harm) so it solves that issue so long as you can run some form of energy regen.
Kengineer's my favorite Warframe RUclips channel. Every time one of his videos comes out. I get really excited. I just started this game 6 months ago. It's been so helpful to watch these videos.
I love the videos with accurate technical information and you do great exposure work too speaking of kullervo I love warframes that use simple armor and health and he is no exception, I find it very good but .. I really wish the armor and adaptation worked on the overguard, without these it's like being a rhino with 4000 iron skin (practically paper when you get around level 80) his healt resists well but the overguard is as if it doesn't exist, it wouldn't be OP and it would be a good accompaniment to his healt tank theme (and then this would be his defensive ability and it saves me from using PSF)
i think it’s really cool that you did a build that can be done with no orokin reactor and super newbie mods, it’s nice to see some support for the new players who might get overwhelmed by all the crazy end game builds and mods
A few tips for Kullervo (since Overguard-gating was added): -You can use Rolling Guard to avoid the self-damage from his 2. You can easily gate with just 1 enemy present using this method. -Get rid of his 4 and use Silence from Banshee in its place. You can pretty much kill every enemy before they even have a chance to shoot at you. This also makes Acolytes a joke because they are unable to use their abilities before you delete them with your 1. -Get his strength to ~200 to give Wrathful Advance a 400% FLAT crit bonus. This will make ANY melee in the game have guaranteed tier 4 red crits and a chance for tier 5 crits. -If you use the Amar’s Hatred mod, it essentially gives you free unlimited Wrathful Advance casts with a 10m range (with just the 1 mod from the set) while the buff from his 1 is still active. This is great for closing distance and conserving energy. -You can use his 1 while not directed at an enemy and grant yourself the crit buff without losing any combo. This is good if you want to use a light attack build . You can drop any crit chance mods on your melee and add other mods to boost damage potential. -Lastly, please for the love of all that is holy, people, STOP USING MELEE WEAPONS THAT DON’T FORCE SLASH ON HEAVY ATTACKS. You are just handicapping your 1 if you do this. Use daggers, 2H nikanas, scythes, dual daggers, whips, rapiers or any other melee that has forced slash on heavy attack.1H Nikanas will cause you to miss a lot with his 1 due to the forward motion on the heavy attack animation. Scythes are a little slow with the wind-up animation (not sure if bugged or not..). I think that 2H nikanas and single daggers are the most effective for Kullervo. Single daggers have 2 hits on heavy attacks and they both hit like a truck. 2H nikanas, well, just shred.
I picked him for a Duviri run earlier today, and he is hilariously fun. I don't care if he's fragile, I'm too busy swinging my melee around like a maniac!
the best thing i can say about kullervo is that if you invert his press/hold for power in the options, you can much more easily use his 1st ability, and since the teleport still locks on enemies like default, it's just easier to use.
That sentinel trick is actually a REALLY cool gameplay concept. Imagine a rework or a sentinel frame that let's you infuse your abilities into your sentinel, making it an ability platform
Something else to note I'm not sure you mentioned, his 1 gives invincibility during melee wind up. Not the best replacement for shield gating but it's a nice touch.
I have to agree with that "Overguard is trash currently. Literally wet tissue paper" comment. My Kullervo can tank more hits with just hit health, than with Overguard. Unless Adaptation works on it, or we get some sort of mini gating, it's not worth it! edit: Forgot to say I run Blessing on him. That extra 1200 HP is really nice. Takes some time to get to that point, but when it does, it's amazing! I'll try Fury next, though. Sounds fun. :>
On my personal Kullervo build I actually didn't use any reach mod on his melee weapon, my thinking is this, when I am clearing room I use collective curse and just single targeting, when I am just killing a couple straggler I.. well melee them until dead, reach seems to have limited use for him.
You have to remember his 1 starts heavy attack. It's not an actual ability dealing damage therfore cost some of your combo count. That's why reach is on the weapon - to catch more enemies in hits and rebuild combo faster. It's just more reliable
@@sirith9157 but collective curse range is not affected by melee range, so no matter your melee range you're still hitting ~15 enemies per group cursed so range is still kinda useless unless it's for "double the hits double the damage" but that's very overkill
@@abra2133 You missed the point I made, no offense here of course. I got your point but let me explain. I'm talking specifically about mods for melee, not Kullervo himself. If you run something like dagger on him you have really small range so hitting a lot of enemies is harder with something like heavy blades. I'm not talking about his 1 right now or curse. Just meleeing enemies with weapon. Range allow to hit more enemies and rebuild combo counter almost instantly because you hit many enemies at the same time (especially on steel path) = higher crit modifier from his 1 = secure one shots with curse. But you can also put a bit of range on Kullervo since his 4 also build combo counter, but that's just for the sake on comfort
@@sirith9157 i was talking about melee range too, but i thought you meant that if you had more melee range then it would be faster to build up combo using his 3. I assumed you were refering to collective curse since the original comment referred to it, mb but still i think it's useless since when you want to build combo, cursing a group and meleeing it with normal hits until 12x is quicker, more effective and deals more dps
Tbh, anyone who looks at Kulervo's stats and thinks he's squishy hasen't played Lavos. Unless you are in VERY high level endurance you are all but unkillable if you are actively playing and press the heal button every once and a while. (Edited to add that you also need to be actively playing... because aparently that wasen't clear or something)
At least Lavos has ShieldGating and good AoE control abilitys xd with that, you can work with Lavos in high levels at least. Kullervo can still be killed with one shot.
You dont need to go that high to get randomly oneshotted. Especially now with SP circuit and bad luck with decrees. He doesn need to be Revenant, but he does need some tuning.
@@_-AJAL-_ I personally haven't had such issues until around level 500. If you are going farther than that then you are in the very high levels I'm talking about.
@@MrHeiska01 Yeah, so the game mode that throttles you into very high enemy levels, my point still stands. (Edit) let me clarify, I don't think he's perfect, but people who think he's squishy have severe shield gate induced brain rot.
Not sure how I haven't seen anyone mention it, but I feel like inverted tap cast is the way to go for Wrathful Advance. Because as long as you're aiming at an enemy within range, tap casting still has you initiating the heavy attack and teleporting to the enemy anyway.
Barely had time to play him, but while he may not replace my main, I think Kullervo is easily in my top 5 Very fun Waraframe, and very strong, and while he's melle focused, he's more than that.
Fun fact, Storm of Ukko can be paired with either Gloom or Well of Life to provide 15-30 seconds of HoT. Gloom will drain your energy like crazy because of the range, but it's 95% slow will practically freeze all enemies that SoU hits. While WoL can be difficult to keep track of with SoU, it can grant you upwards of 150+ energy when both expire when paired with Wellspring of Life and Equilibrium. Though honestly, Blood Altar and SoU is more than enough up to 1 hour in SP survival, as its more energy efficient than Kullervo's 2 and lines you up perfectly for your casts. (This is with 235% range and 200% strength, which is still a bit too "spammy" for me without duration Tau Shards.)
i just hope they add the ability to breath and or drink past level 250 SP even when u are not fully modding durability (and make him playable for at list 1k-2k level enemy's) without resorting to rage adaptation full umbra with quick thinking and arcane reaper spamming 2 every time your hp hits 2 but even if they do not i will find all the workarounds (maybe rolling guard but then i lose a lot of strength or range or forced into 45% efficiency) or using operator has i love this frame his 3rd ability and 1st ability just feels good with 2 and 4 supporting the melee of the 1st ability and 3 making the damage happen
The build he showed does just fine in 250+ sp. And if you want to make him as tanky as Lavos, you’re gonna have to invest as much as in Lavos. Minus the safety of shield-gating blitz eximus attacks but eh, keeps you on your toes don’t it
@@gidelix you missed their point. if you aren't on your toes for like 2 seconds you're dead. some people want to be able to scratch their noses or something without being under immense pressure. and everyone makes a slip up sometimes. does that deserve to be a one shot kill? clearly not considering how 99% of everything can shield gate very purposefully. there should be alternatives to that but there aren't.
@@gidelix without a buttload of armor you simply get one shot at high levels. It's literally simple mathematics. Somehow you sound more whiny than me 💀 at least I can understand the blatantly obvious concept you're avoiding
I've been loving this frame. He can cheese Jupiter spy vaults without even going invisible. Niche? Sure, but I've had a vendetta. My spymistress Ivara is going to love his helminth ability. His vanilla playstyle is great -- but Collective Curse and Reave have an absurd interaction. At 250% power strength (Reave's cap), reaving through 5 cursed enemies will deal _100% HP damage_ to the entire group.
You're in luck. Last devstream they mentioned that they'll fix Kullervo's Overguard in a future update. He gets 0.25 second invulnerability when Overguard breaks AND they'll make Overguard cap affected by strength
This is somewhat close to an Ash rework I came up with, main (mostly superficial) difference being his clones would deliver the same dmg he does. Another cool layer is I wanted it to somehow incentivize switching it up between finishers and heavy attacks, and an exalted Parazon. His passive would carry him with slash procs, then the strip and finisher opening would be built into his shuriken without an augment, augment makes it (very) multi-target. The normal one would just make the dmg besides the slash proc hit harder on relevant targets, while potentially helping others burst them down. With augment, it could become a more serious KPS enhancer, being very cheap and requiring no range.
I wish Nova's wormholes acted more like the wrathful advance you showed at the end. It'd make Nova's wormholes so much more fluid if it casted the portal directly on you.
So I never realised his 1 was AFTER everything else. That just makes him more insane. As for how crits work beyond 100%, I was always curious, but if I've understood correctly: 300% Crit Chance with a 5x Crit Damage multiplier means my crits will I do 5x + 4x + 4x for a total of 13x damage on crit? Thank you for the amazing videos, Ken. They're always a delight to watch, and a great resource for me and my friends.
People coping so hard with kullervo not being a glass cannon He is and that's okay not every Warframe has to be able to go to very high level endurance
I mean, all with atleast Shield-Gating have very high chances to go endurance without too much problems at least. Not like Kullervo. Yes its indeed a glass canon but a very particular one.
He is a glass cannon (for now at least as I heard rumors tht he was supposed to be tankier) at any rate with proper modding you absolutely can take him to endurance runs and do well
honestly my only issue for Kullervo is that he's themed around one of the slowest forms of damage dealing in the game because by the time you target someone and he winds up that heavy attack someone else could just delete the enemy with a gun with high crit and damage now the survivability issues people speak of are kind of dumb given it's not hard to fix or learn how to use since Helminth exists and that's on top of the overguard and other sources of healing such as Magus Repair and Gloom or Ensnare if you're a user of helminth
What? At least the other warframes have ShieldGating. Kullervo can be one-shoted while others not. Its a problem indeed, you can go with Vazarin for a little "fix" but the main problem is still there. Well at least in high level content. In low and mid content he can still tank at least something.
Helminth doesnt fix lack of shield gating. Shield gating is the ONLY thing keeping most frames alive at higher levels, and Kullervo is the only frame in the game that cant shield gate AND has no defensive abilities at the same time!. Even with defensive abilities, he dies in 1 shot before you hit level 1000 enemies, which in the SP circuit, happens pretty quick
@@lookalike4805 if youre talk8ng about his 1, that isnt even entirely his. You can put that on any frame, like valkyr, the much better melee frame. Or voruna
if u say Heavy attack melee are slow, clearly you don't have much experience on weapons n builds to do "heavy spam melee" and about the Survivability topic, yeah he's fine at low levels and early Steel Path but those ppl who complain is talking about Level cap where you fight lv 9999 enemies so you can't even tank thousands damage enemy without "Shield gating", Invulnerability or Invisibility. while other frame have a better chance at Surviving Level Cap
A mod combo that I do on a Frame is Amar+ Powerdrift+ (base) surefooted. Result is 30% powers stenght, 30% armor, 90% knock down immunity. Plus 10m heavy teleport. More blinking ftw. Of course I did this on Kully,
Ok guys. I built my kullervo with the 3 umbral mods, blind rage at 1 away from max, transient fortitude maxed, stretch, adaptation, exilus slot is coaction drift or power drift, my aura is growing power, arcanes are arcany fury and arcane reaper or arcane strike
We have removed adaptation in place in strength, so blind rage, transient fortitude and augur secrets with the umbral power gets us to about 359% strength with 128 duration, 4 purple taus and one for armor for Arcane battery
I find even base range to be fine with Kollurvo, so I focused on hitting that 200% strength and maximizing efficiency to guarantee my survivability and damage output. Also: carnis carapace has been good to me as the only health and armor mod I'm using.
My take on overguard is that it’s fine for star chart and low level SP however you shouldn’t focus around it. And them changing rhino’s iron skin to be overguard was dumb
What negatives has it brought to Rhino? The only thing I've heard that it's changed thus far is that "on damaged" arcanes now get triggered when hitting iron skin
With how much powercreep this game has been hit with, I would not be surprised if they eventually release a frame with a 4 that basically says ‘Tap cast to deal 100% of enemy health in damage.’
i'm very curious how he'd be built today. With the changes to overguard and new arcanes like battery, it seems like things could be switched around for a very comfy build
Hmm the only real issue I have with him is how critical using Arcane Guardian is for him due to his lack of alternatives. As someone who has experienced profound toxicity one too many times in Eidolon Hunts, I do not want to spent weeks to months farming them. Unfortunately that meant I had to save up for the better part of a year to buy Arcane Energize, and that was soul sucking. However, he's a really good frame in general and far better than I expected him to be! Sadly I will however be one of the overguard complainers due to all this. All alternatives are far too much of a compromise imo for him to feel complete.
And sadly, adaptation doesnt effect overguard either. That would help rhino, but kullervo wouldnt even get anything out of it with that pitiful 5000 overguard cap
want knockdown immunity on kullervo without prime surefooted just use unairu focus school poise gives u immunity for 40 seconds, It also gives u another 200 armor with stone skin and full shield strip with magnetic flare so you will be always hitting HP
One thing that I dont like from kullervo is that do very good damage. But only can survive decently in low and mid tier levels of enemy. Too much damage for enemies that doesn't need that to being killed.
Wrathful advance is so good it's mandatory for all Melee Frames. Kullervo 1 year later got significant buffs; Overgaurd works well with Adaptation and there's plenty... PLENTY of Melee Arcanes, personally I use fortification because when the Overguard does break I've got more than plenty of stacks of armor reducing anything to single digits. There's also Tennokai in which Synergizes so well with Wrathful advance it's not even funny especially with his Augment. DE has been good to Kullervo, well deserved given that IMHO he's the absolute worst frame to obtain rn.
I farmed one and just bought the second from market. Went ahead and spent the 600p for the full kullervo set. It’d take me longer to farm another kullervo + Rauta than it would to farm prime parts to sell for plat.
i thought people would use more rolling guard as buffer, press 2 and teleport in middle on enemy for overguard/heal, i think shooting gallery with the blind augment could be used, as long you kill 6 enemies, everyone would go blind or just go resonator. but for sure this teleport anywhere you can see helmith will be good for speed mission, some people alrwady use with ivara for speedrun spy.
So, funny thing. If you combine Curse and Breach Surge, you can get a continuous loop of multiplying damage. If an enemy takes damage, they all do and spit out Breach Surge motes. The motes then hit another enemy, increasing the damage by Breach Surge’s multiplier, then each mote that lands deals damage to all the enemies connected by Curse, which creates even more motes. On and on until breach surge ends or all enemies are dead. A little viral makes the damage multiply even faster. Seriously, when I was testing against lv180 SP Exo Gokstads, my utility Panzer Vulpy decided to spit at the enemies while the abilities were active, they died in 3 seconds from just that.
How does rauta perform (and how would you recommend building it?) Obviously it's not going to eclipse cedo, but it feels really fun to use and i'm not quite sure what to build it for.
Just for the sake of clarity, Crit Chance does scale indefinitly and does not cap at some point? It's just that recently I got a juicy Karyst Riven with roughly 220% Crit Chance and some Initial Combo, so that + Sarcrifical Mods + Kullervos 1 gives me, well, a little bit of damage
some people have build just for the 4 ability they call it AFK abillity becose they spawn specters and just pressing that 4 button on max effecincy and range and duration
Hi, could you make a video about the decrees? Especially about the damage ones cause it does say whether they affect ability damage, whether it's additive or multiplicative. Thanks a lot in advance
Kullervo's overguard has been buffed since this video, with a higher (and strength scaling) overguard cap as well as overguard now blocking ALL status effects, and having a 0.5 second immunity on running out of overguard.
How do you get his melee weapon
That's the neat part, you dont@@gamer1611
@TheKengineer Thanks for the update! How would you recommend modding him now?
@@kylekonig6870 ability strength
Strength 200%, and as much range as possible@@kylekonig6870
Rage is much harder for a new player to get than hunter adrenaline, as adrenaline is common from cetus bounties, available pretty much right from the start.
Hunter mods are actually from ghoul bounties. So while they *are* obtainable for new players, they will need to wait for a purge
.
Over 1000 login days and 2k hours, and I just got Rage a week or two ago
Imo I went with equilibrium. Gotta get 50 health orbs anyway for 1.2k more HP.
@@noahhodge5543dude. No way. I have the same hours and have dozens of copies.
You've condensed the entire crit system into one easy to understand statement.
Something I could never figure out during my 7 years of playing
and here, after my similar 8 years, I thought the damage bonuses stopped at just Red Crit...
@@gaaraofthedesert71 I've been playing for around 8 years off and on, and he's my favorite Warframe RUclipsr. They tend to come and go, I hope he never goes.
If you haven't figured it out in 7 years, you never tried, and thus never cared.
Kullervo's damage output is so insane you can devote half your mod slots and both arcanes for survivability and still kill better than most frames, I love him.
Exactly. Also he requires skill to use. These spoiled brats with their shield gates should stop crying and git gud
I haven’t had so much with a frame in so long. I hope DE doesn’t nerf him. Hopefully because people keep crying about his survivability. Maybe they are doing us all a favor? KEEP SCREAMING NOOBS.
@@aleksiheija8170 I would say knowledge of mods and game mechanics more than skill is important because of how explosive his damage is but I do agree it's nice to see so much crying from the people who were devastated their wuklones couldn't solo missions for them anymore
@@rface0This is what I'm talking about. I count proper modding as a skill too. Bad mods = skill issue too.
I mean DE said they're adding a gate for overshields so he'll end up like most others unless they execute it differently.
How are you not the biggest warframe content creator. Your no BS no click bate style mixed with your realistic build options for players at any stage of the game makes you're content unbeatable in this space. Seriously great job on all these vids. I'm a Kengineer addict!
Literally though this man is the GOAT. I've been playing about a month and no one breaks things down better than him.
Kengineer is one of the best warframe content creators
That idea of hitting your sentinel with quiver is freaking amazing. I would probably never have even gotten close to getting that idea.
It's been a Thing since Gara since she Can Cast Splinter Storm on to her Sentinel to Double The Damage.
¯\_(ツ)_/¯
@@lookalike4805Main Gara here, I CAN WHAT?! And I thought I was doing big damage...
@@lookalike4805 Shhhhhh you know how this community is. If something gets too popular theres always the fascist grumpy group that start crying about something being too fun and cry to DE to nerf it. Hence BS Ash.
Speaking of heavy attacks and energy economy, it might be worth bringing Zaws into the picture again, especially for the newer players. Exodia Brave gives +5 energy per second on heavy attack kill... scaling up to three times, for 15 energy per second for 4 seconds, giving a minimum of 60 energy once it hits the third tier. The drawback is that the stacks do not degrade by tier, and the strongest bonus cannot be refreshed, but even so, a single heavy attack kill will yield a minimum of 20 energy, two chained within 4 seconds will yield 40+, and three will yield 60+. Hypothetically, using this, you can bypass the need for Rage in its entirety, especially if using Nourish as that'll scale to 10 energy per second after the first kill, enough to pay for it with extra left over, 20 after the second, and 30 energy per second at just 200% strength. I consider this to be a pretty easy and accessible addition to most any Kullervo build, as Exodia Brave only requires 10 copies to max out, and the benefit of Nourish only makes this more efficient at higher levels of strength.
In terms of Zaws, personally I am building a Korb (One-handed handle, for swords and scythes), Vargeet II Ruhang (Crit Chance, Base Damage), Dokrahm (Scythe). Operating under the assumption that Heavy Attack Wind-Up will offset the lower attack speed, Scythes have forced slash procs on heavy attacks -- a good fit for Kullervo. By maximizing crit chance and damage, status has been left somewhat behind, but the weapon -- again -- forces slash procs on heavy attacks, so that's not that big of a deal, I think. The lack of viral likely will not be too big of a deal with the power Kullervo outputs. Sacrificial Steel, Blood Rush, Organ Shatter, Gladiator Might, Sacrificial Pressure, Killing Blow. That leaves two open mod slots, and achieves 5x critical damage and _384%_ critical chance on heavy attacks at maximum combo _before_ Kullervo's first ability adds on an extra +400%, resulting in 784% crit chance at 12x combo, or a 29x damage increase on heavy attacks minimum, usually 33x.
Suffice it to say that I don't think anything's surviving a slash proc like that propagating through the damage chain, even at higher levels. I don't even think faction damage bonuses would be entirely necessary at that point.
Other considerations, however...
One could also put Molt Augmented in place of Arcane Fury, to replace Transient Fortitude, get a higher maximum strength by 5%, and recover some duration, albeit at the cost of having to build it up, but given Kullervo's damage potential, it's doubtful that'll be too much of an issue. Between losing Rage and losing Transient Fortitude, two warframe slots open up for further customization. Of course, by keeping Transient Fortitude, you simply gain an extra +60% strength from Molt Augmented, further increasing the final critical chance bonus and Nourish's energy multiplier. If one had the space available, one could consider putting in Umbral Fiber to add yet more strength, armour, and health to the overall setup, but one considers that perhaps Blind Rage would pay for itself through Nourish, resulting in an overall ability strength of _369%_, which maths out to exactly 3.69x energy gain from all sources. Except, oh, Hardened Wellspring would allow for it to be cast at 389%, so 3.89x energy gain.
Now, I don't know about you, but Kullervo seems like someone who can use Zenurik. 19 energy regen per second, plus another 19 energy regen per second from your first heavy attack kill plus another 19 energy regen per second for you second heavy attack kill... perhaps this is going somewhere. That said I think 55 strength could stand to be lost in order to gain back 25% ability duration, maybe slap on another 24% with Augur Message so you don't need to recast Nourish quite as often -- when it comes to buffs, Duration is its own Efficiency -- but then with the increased energy cost thanks to Blind Rage perhaps Flow would be welcome back on the build once more to allow for a spam buffer.
Ultimately I think the balancing act of strength, duration, capacity and efficiency would probably be down to the individual's playstyle.
Putting away warframe mods and weapons, Vulpaphylas would likely not be too bad of an idea. Between Kullervo's high health and armour, beastial companions gain a good amount of survivability, plus Vulpaphylas not only have their innate Devolution mods for immortality, but Symbiote mods to die in your place, and Tek Assault to prevent either scenario on occasion.
Sly Vulpaphylas in particular would likely work well with Kullervo's "heavy attack once in a while to delete whole rooms", where after killing that target, Kullervo would gain evasion (similar to the Carnis set bonus) for a while. It even works during their Devolution, albeit at a reduced percentage, but still equivalent to a tier 2 Carnis set bonus, so I don't particularly see great issue with this. Alas, I am unaware of how the two bonuses interact, if at all.
Regarding the zaw, if going for the Exodia Brave strategy, it might honestly be worth going for something that doesn't trigger slash on heavy, depending on what you're fighting and how likely it is to die from the direct damage or the slash proc. Exodia Brave doesn't get a stack if the kill comes from the slash proc damage rather than the attack itself. I don't have Kullervo at the moment, so I can't test how his abilities work, but just something to keep in mind.
@ 5:32 Harrow's 4th Ability also applies to Warframes with Exalted Weapons, Like Mesa's Regulators, Excalibur's Exalted Blade and more. Albeit the 50% additonal critical chance
You'll get the full 200% If the Melee hits Enemies' Heads.
@@lookalike4805and with the regulators if you’re positioned right or the stars align on a ragdolled enemy, since they aim centre mass but can still hit heads.
P
I may be a BIT biased but this is the best frame ever added.
For replacement of Arcane Guardian, we can consider Arcane Ultimatum as the second hit of Innodem's heavy attack opens up enemies to finisher, while we can also use Incarnon Bronco with Dizzying Rounds on it. I've been trying that for a few days and it works just fine.
The second I learned Dagger heavy attacks opened enemies up to finishers, I probably visibly pogged
This warframe is amazing. A little bit like Voruna but with different playstyle. I understand where comes people frustration with his survivability but I think that's the point. He's supposed to be constantly in motion, constantly attacking and never stopping.
And as a starter warframe for those who start with Divuri? Easy to learn, difficult to master and certainly teaches player aggression and importance of movement and management of hp and energy. 10/10, one of my favorites for sure ❤
Edit: and in coop? He's that one dude who can absolutely delete rooms of enemies. Any warframe who can provide some sort of defensive buff (like Titania's Thorns+Dust) is of insane benefit to him. Probably one the best combos in steel path since Titania is way squishier than him and require some sort of "bodyguard" to have easier time.
THANK YOU!!! I love using Kullervo. Considering making him my new main. Also I heard rumors that originally he was supposed to be tankier with the Overguard. We'll see if DE fixes Overguard. Maybe add a second of invul when og is gone... My god he'd be unstoppable
having to rethink what I know about frame survivability after already putting thousands of hours into the game has been a blast. absolutely love that the Carnis mods have a perfect use now
I don't know what to tell you but in steel path your not dodging bullets it doesn't matter how much damage a frame does if they have no way to survive they're useless. Your not doing big damage if your dead
@@comedygod1119 Skill issue
@aleksiheija8170 well good thing it's cross play available we can do a steel path survival and see who's getting washed. Or is that too much for you
Furthermore, in addition to 6:43, Overguard also triggers on damaged effects such as Arcane Guardian or Adaptation, which was patched in around a week ago. However, as you already mentioned, there is no way to reduce the damage taken while using Overguard.
now that Rhinos iron skin generates overguard instead of being its own unique buff, did rhino get nerfed from that?
@@ovencake523 no it shouldnt as now he can run damage arcanes. overguard functions similar to an extra pool of health and old ironskin functioned in the same way, he has no cap to overguard unlike kullervo so his funny meme numbers are still possible and he is just as tanky as always
tldr is this change was a pretty substantial buff for rhino.
@@smolneko550 i was thinking about how theres no way to reduce damage taken with overguard from armor now, did the old iron skin reduce damage from armor?
@@ovencake523 no it functions the same as pre change all that happens is that you can have on damage skills work.
I never realized how early you can get him. I keep forgetting Duviri can be early game.
Jeez kullervo would be strong early game until I remembered that early game you have very little healing options. But kullervo has self heal (and also self harm) so it solves that issue so long as you can run some form of energy regen.
can't wait to put kullervos subsume ability on Assimilate nyx
Kengineer's my favorite Warframe RUclips channel. Every time one of his videos comes out. I get really excited. I just started this game 6 months ago. It's been so helpful to watch these videos.
I appreciate you making this video slightly beginner friendly with the build section and the ability section of the video.
I love the videos with accurate technical information and you do great exposure work too
speaking of kullervo I love warframes that use simple armor and health and he is no exception, I find it very good but ..
I really wish the armor and adaptation worked on the overguard, without these it's like being a rhino with 4000 iron skin (practically paper when you get around level 80)
his healt resists well but the overguard is as if it doesn't exist, it wouldn't be OP and it would be a good accompaniment to his healt tank theme (and then this would be his defensive ability and it saves me from using PSF)
Ive played quite a bit of railjack but was completely unaware about the tactical ability thing that caught me quite off guard
i think it’s really cool that you did a build that can be done with no orokin reactor and super newbie mods, it’s nice to see some support for the new players who might get overwhelmed by all the crazy end game builds and mods
A few tips for Kullervo (since Overguard-gating was added):
-You can use Rolling Guard to avoid the self-damage from his 2. You can easily gate with just 1 enemy present using this method.
-Get rid of his 4 and use Silence from Banshee in its place. You can pretty much kill every enemy before they even have a chance to shoot at you. This also makes Acolytes a joke because they are unable to use their abilities before you delete them with your 1.
-Get his strength to ~200 to give Wrathful Advance a 400% FLAT crit bonus. This will make ANY melee in the game have guaranteed tier 4 red crits and a chance for tier 5 crits.
-If you use the Amar’s Hatred mod, it essentially gives you free unlimited Wrathful Advance casts with a 10m range (with just the 1 mod from the set) while the buff from his 1 is still active. This is great for closing distance and conserving energy.
-You can use his 1 while not directed at an enemy and grant yourself the crit buff without losing any combo. This is good if you want to use a light attack build . You can drop any crit chance mods on your melee and add other mods to boost damage potential.
-Lastly, please for the love of all that is holy, people, STOP USING MELEE WEAPONS THAT DON’T FORCE SLASH ON HEAVY ATTACKS. You are just handicapping your 1 if you do this. Use daggers, 2H nikanas, scythes, dual daggers, whips, rapiers or any other melee that has forced slash on heavy attack.1H Nikanas will cause you to miss a lot with his 1 due to the forward motion on the heavy attack animation. Scythes are a little slow with the wind-up animation (not sure if bugged or not..). I think that 2H nikanas and single daggers are the most effective for Kullervo. Single daggers have 2 hits on heavy attacks and they both hit like a truck. 2H nikanas, well, just shred.
I love how this guy explained everything with no problem simple and fast unlike other ppl on you tube
I picked him for a Duviri run earlier today, and he is hilariously fun. I don't care if he's fragile, I'm too busy swinging my melee around like a maniac!
the best thing i can say about kullervo is that if you invert his press/hold for power in the options, you can much more easily use his 1st ability, and since the teleport still locks on enemies like default, it's just easier to use.
Thanks for this. Hes my top 2 frames along with Ash, and im going to subsume wrathful advance on Ash now.
Thx for this great vid. Especially your 4 “stages” of the setup is awesome! Subbed :)
Hes a really cool frame. With the MIGHTY SEER he has no issue with survivability
kullervo just reminds me of corvo from dishonored especially with the teleport
This is why I really like Kullervo. Feels a lot like Dishonored characters :D
what a solid video, showed great mods that i never even thought of also arcane picks were a massive plus, ill have to adjust my kullervo mods now
A very grounded analysis in this onslaught of hysteria, good job.
Nova throwing some mighty side-eye there at the last build
Bombastic Sideyee
Really glad to see you do a video on him! You got good, thorough perspectives.
Also first I guess
I know it’s going to be a while but I can’t wait to see his prime frame.
idk why but i love the way you say critical
That sentinel trick is actually a REALLY cool gameplay concept.
Imagine a rework or a sentinel frame that let's you infuse your abilities into your sentinel, making it an ability platform
Something else to note I'm not sure you mentioned, his 1 gives invincibility during melee wind up. Not the best replacement for shield gating but it's a nice touch.
that was only recently added in a hotfix, with shield gating from his over guard coming soon as well
I don’t know what they are smoking at DE now….. but I LOVE IT
I have to agree with that "Overguard is trash currently. Literally wet tissue paper" comment. My Kullervo can tank more hits with just hit health, than with Overguard. Unless Adaptation works on it, or we get some sort of mini gating, it's not worth it!
edit: Forgot to say I run Blessing on him. That extra 1200 HP is really nice. Takes some time to get to that point, but when it does, it's amazing! I'll try Fury next, though. Sounds fun. :>
On my personal Kullervo build I actually didn't use any reach mod on his melee weapon, my thinking is this, when I am clearing room I use collective curse and just single targeting, when I am just killing a couple straggler I.. well melee them until dead, reach seems to have limited use for him.
You have to remember his 1 starts heavy attack. It's not an actual ability dealing damage therfore cost some of your combo count. That's why reach is on the weapon - to catch more enemies in hits and rebuild combo faster. It's just more reliable
@@sirith9157 but collective curse range is not affected by melee range, so no matter your melee range you're still hitting ~15 enemies per group cursed so range is still kinda useless
unless it's for "double the hits double the damage" but that's very overkill
@@abra2133You double the curse damage the more enemies you hig
@@abra2133 You missed the point I made, no offense here of course. I got your point but let me explain.
I'm talking specifically about mods for melee, not Kullervo himself. If you run something like dagger on him you have really small range so hitting a lot of enemies is harder with something like heavy blades. I'm not talking about his 1 right now or curse. Just meleeing enemies with weapon. Range allow to hit more enemies and rebuild combo counter almost instantly because you hit many enemies at the same time (especially on steel path) = higher crit modifier from his 1 = secure one shots with curse.
But you can also put a bit of range on Kullervo since his 4 also build combo counter, but that's just for the sake on comfort
@@sirith9157 i was talking about melee range too, but i thought you meant that if you had more melee range then it would be faster to build up combo using his 3. I assumed you were refering to collective curse since the original comment referred to it, mb
but still i think it's useless since when you want to build combo, cursing a group and meleeing it with normal hits until 12x is quicker, more effective and deals more dps
Really clear guide, thank you so much.
Lezz gooo , a new amazing video 🎉
Dude, this is awesome.
Tbh, anyone who looks at Kulervo's stats and thinks he's squishy hasen't played Lavos. Unless you are in VERY high level endurance you are all but unkillable if you are actively playing and press the heal button every once and a while.
(Edited to add that you also need to be actively playing... because aparently that wasen't clear or something)
At least Lavos has ShieldGating and good AoE control abilitys xd with that, you can work with Lavos in high levels at least. Kullervo can still be killed with one shot.
@@_-AJAL-_ and a reliable heal with cd reduction, unlike no survivability and energy hungry kulervo
You dont need to go that high to get randomly oneshotted. Especially now with SP circuit and bad luck with decrees. He doesn need to be Revenant, but he does need some tuning.
@@_-AJAL-_ I personally haven't had such issues until around level 500. If you are going farther than that then you are in the very high levels I'm talking about.
@@MrHeiska01 Yeah, so the game mode that throttles you into very high enemy levels, my point still stands.
(Edit) let me clarify, I don't think he's perfect, but people who think he's squishy have severe shield gate induced brain rot.
If u want even more armor use elemental ward with ice it gives tons of armor on kullervo
Smart man
Not sure how I haven't seen anyone mention it, but I feel like inverted tap cast is the way to go for Wrathful Advance.
Because as long as you're aiming at an enemy within range, tap casting still has you initiating the heavy attack and teleporting to the enemy anyway.
Barely had time to play him, but while he may not replace my main, I think Kullervo is easily in my top 5 Very fun Waraframe, and very strong, and while he's melle focused, he's more than that.
Fun fact, Storm of Ukko can be paired with either Gloom or Well of Life to provide 15-30 seconds of HoT.
Gloom will drain your energy like crazy because of the range, but it's 95% slow will practically freeze all enemies that SoU hits.
While WoL can be difficult to keep track of with SoU, it can grant you upwards of 150+ energy when both expire when paired with Wellspring of Life and Equilibrium.
Though honestly, Blood Altar and SoU is more than enough up to 1 hour in SP survival, as its more energy efficient than Kullervo's 2 and lines you up perfectly for your casts.
(This is with 235% range and 200% strength, which is still a bit too "spammy" for me without duration Tau Shards.)
Well this is a warframe I have to get twice. Time to get farming.
i just hope they add the ability to breath and or drink past level 250 SP even when u are not fully modding durability (and make him playable for at list 1k-2k level enemy's) without resorting to rage adaptation full umbra with quick thinking and arcane reaper spamming 2 every time your hp hits 2
but even if they do not i will find all the workarounds (maybe rolling guard but then i lose a lot of strength or range or forced into 45% efficiency) or using operator has i love this frame his 3rd ability and 1st ability just feels good with 2 and 4 supporting the melee of the 1st ability and 3 making the damage happen
The build he showed does just fine in 250+ sp. And if you want to make him as tanky as Lavos, you’re gonna have to invest as much as in Lavos. Minus the safety of shield-gating blitz eximus attacks but eh, keeps you on your toes don’t it
Does quick thinking actually get effected by health dr? Iv always assumed no as no one seems to use it
@@gidelix you missed their point. if you aren't on your toes for like 2 seconds you're dead. some people want to be able to scratch their noses or something without being under immense pressure. and everyone makes a slip up sometimes. does that deserve to be a one shot kill? clearly not considering how 99% of everything can shield gate very purposefully. there should be alternatives to that but there aren't.
@@ShadonicX7543 I’ve sat still for a solid 10 seconds rolling decrees with kullervo, tone down the drama.
@@gidelix without a buttload of armor you simply get one shot at high levels. It's literally simple mathematics. Somehow you sound more whiny than me 💀 at least I can understand the blatantly obvious concept you're avoiding
I've been loving this frame. He can cheese Jupiter spy vaults without even going invisible. Niche? Sure, but I've had a vendetta. My spymistress Ivara is going to love his helminth ability.
His vanilla playstyle is great -- but Collective Curse and Reave have an absurd interaction. At 250% power strength (Reave's cap), reaving through 5 cursed enemies will deal _100% HP damage_ to the entire group.
I'm currently using the slaytra with Kullervo, gotta say I'm not complaining about anything.
Something that might be worth adding in is that recompense now can shield gate on cast and on overshield break
Kullervo with the Stropha is REALLY funny.
I do still wish Kullerváč was tankier and his 2 a tad more effective, but I really like your view on the matter, pretty much as always.
You're in luck. Last devstream they mentioned that they'll fix Kullervo's Overguard in a future update. He gets 0.25 second invulnerability when Overguard breaks AND they'll make Overguard cap affected by strength
I found a synergy with him, using breach surge on his 4 just casting his 3 and 4 will instantly kill the murmur
TBH that end gag hit me a lot harder than it should’ve.
Fellow innodem enjoyer glad to see us folks in the wild
We Praedos Weilders Pitty you and your Rusty Bread Knife. 😤
This is somewhat close to an Ash rework I came up with, main (mostly superficial) difference being his clones would deliver the same dmg he does.
Another cool layer is I wanted it to somehow incentivize switching it up between finishers and heavy attacks, and an exalted Parazon. His passive would carry him with slash procs, then the strip and finisher opening would be built into his shuriken without an augment, augment makes it (very) multi-target. The normal one would just make the dmg besides the slash proc hit harder on relevant targets, while potentially helping others burst them down. With augment, it could become a more serious KPS enhancer, being very cheap and requiring no range.
Kullervo is a fantastic frame and it's severely underrated by people that can't survive without shields. (Skill issue *cough*)
Biggest skill issue I’ve seen
Preach
the fact you can get him rather early in game, the…paper-armor that is overguard don't seems to have much chance to be buff, but only time will tell.
They're saying that they will add overguard gating, which means it's going to be like shields with no passive recharge
I subsumed off recompense and used guardian and grace for survivability and rage for energy and it feels good.
I wish Nova's wormholes acted more like the wrathful advance you showed at the end. It'd make Nova's wormholes so much more fluid if it casted the portal directly on you.
So I never realised his 1 was AFTER everything else. That just makes him more insane.
As for how crits work beyond 100%, I was always curious, but if I've understood correctly: 300% Crit Chance with a 5x Crit Damage multiplier means my crits will I do 5x + 4x + 4x for a total of 13x damage on crit?
Thank you for the amazing videos, Ken. They're always a delight to watch, and a great resource for me and my friends.
People coping so hard with kullervo not being a glass cannon
He is and that's okay
not every Warframe has to be able to go to very high level endurance
I mean, all with atleast Shield-Gating have very high chances to go endurance without too much problems at least. Not like Kullervo.
Yes its indeed a glass canon but a very particular one.
But people complain about inaros even being 2 shotted at level cap (or like level 3000 or so). Kullervo dies at like 500
He is a glass cannon (for now at least as I heard rumors tht he was supposed to be tankier) at any rate with proper modding you absolutely can take him to endurance runs and do well
@@aleksiheija8170 just not anywhere near level cap. He dies to a gust of wind at that point
@@undeadinside3571 Yes you can. I've done it. While not easy it's possible.
oh, huh, that mid-tier build is one mod (and aura) off from my Oberon build... iiiiinteresting.... gonna have to give that a shot
Syam works GREAT on him!
honestly my only issue for Kullervo is that he's themed around one of the slowest forms of damage dealing in the game because by the time you target someone and he winds up that heavy attack someone else could just delete the enemy with a gun with high crit and damage
now the survivability issues people speak of are kind of dumb given it's not hard to fix or learn how to use since Helminth exists and that's on top of the overguard and other sources of healing such as Magus Repair and Gloom or Ensnare if you're a user of helminth
What? At least the other warframes have ShieldGating. Kullervo can be one-shoted while others not.
Its a problem indeed, you can go with Vazarin for a little "fix" but the main problem is still there.
Well at least in high level content. In low and mid content he can still tank at least something.
Helminth doesnt fix lack of shield gating. Shield gating is the ONLY thing keeping most frames alive at higher levels, and Kullervo is the only frame in the game that cant shield gate AND has no defensive abilities at the same time!. Even with defensive abilities, he dies in 1 shot before you hit level 1000 enemies, which in the SP circuit, happens pretty quick
Guns are Relatively Weak compared to Melee so Meh... Il drink that Copium if you won't. 😎
@@lookalike4805 if youre talk8ng about his 1, that isnt even entirely his. You can put that on any frame, like valkyr, the much better melee frame. Or voruna
if u say Heavy attack melee are slow, clearly you don't have much experience on weapons n builds to do "heavy spam melee"
and about the Survivability topic, yeah he's fine at low levels and early Steel Path but those ppl who complain is talking about Level cap where you fight lv 9999 enemies so you can't even tank thousands damage enemy without "Shield gating", Invulnerability or Invisibility. while other frame have a better chance at Surviving Level Cap
Feels like ceramic dagger incarnon are just made for Kullervo
For real, it was the first melee I thought to pair with him and it's perfect
A mod combo that I do on a Frame is Amar+ Powerdrift+ (base) surefooted. Result is 30% powers stenght, 30% armor, 90% knock down immunity. Plus 10m heavy teleport. More blinking ftw.
Of course I did this on Kully,
Ok guys. I built my kullervo with the 3 umbral mods, blind rage at 1 away from max, transient fortitude maxed, stretch, adaptation, exilus slot is coaction drift or power drift, my aura is growing power, arcanes are arcany fury and arcane reaper or arcane strike
We have removed adaptation in place in strength, so blind rage, transient fortitude and augur secrets with the umbral power gets us to about 359% strength with 128 duration, 4 purple taus and one for armor for Arcane battery
21:10 you can use Zaw with Exodia Brave and occassionaly aim the tellyport at enemy and it will trigger
I find even base range to be fine with Kollurvo, so I focused on hitting that 200% strength and maximizing efficiency to guarantee my survivability and damage output.
Also: carnis carapace has been good to me as the only health and armor mod I'm using.
Got him, maxed him, sac'ed him (helminth'ed him). I usually only play Wu or Ash in every situation.
19:40 thank u, im omw to make the best stealth limbo build
My take on overguard is that it’s fine for star chart and low level SP however you shouldn’t focus around it. And them changing rhino’s iron skin to be overguard was dumb
What negatives has it brought to Rhino? The only thing I've heard that it's changed thus far is that "on damaged" arcanes now get triggered when hitting iron skin
@@fizzlock its just a feel ok. not really anything tangible
With how much powercreep this game has been hit with, I would not be surprised if they eventually release a frame with a 4 that basically says ‘Tap cast to deal 100% of enemy health in damage.’
i'm very curious how he'd be built today. With the changes to overguard and new arcanes like battery, it seems like things could be switched around for a very comfy build
This inspired me to use quiver and dual ether daggers 800% passive stealth dmg will see how it does
His helminth gives a flat crit chance bonus to melee attacks
ALL melee attacks
Red crit Atlas sound good?
yes but id say it works better on gara
while also using a flat status chance before mods incarnon melee perk to red crit and bleed enemys
Hmm the only real issue I have with him is how critical using Arcane Guardian is for him due to his lack of alternatives. As someone who has experienced profound toxicity one too many times in Eidolon Hunts, I do not want to spent weeks to months farming them. Unfortunately that meant I had to save up for the better part of a year to buy Arcane Energize, and that was soul sucking. However, he's a really good frame in general and far better than I expected him to be! Sadly I will however be one of the overguard complainers due to all this. All alternatives are far too much of a compromise imo for him to feel complete.
And sadly, adaptation doesnt effect overguard either. That would help rhino, but kullervo wouldnt even get anything out of it with that pitiful 5000 overguard cap
want knockdown immunity on kullervo without prime surefooted just use unairu focus school poise gives u immunity for 40 seconds, It also gives u another 200 armor with stone skin and full shield strip with magnetic flare so you will be always hitting HP
One thing that I dont like from kullervo is that do very good damage. But only can survive decently in low and mid tier levels of enemy.
Too much damage for enemies that doesn't need that to being killed.
Curse is ability damage? Such that shared Cold damage triggers Archon Flow? Or does it lose its elemental signature when redirected?
Kullervo successfully made melee fun for me in warframe
Wrathful advance is so good it's mandatory for all Melee Frames.
Kullervo 1 year later got significant buffs; Overgaurd works well with Adaptation and there's plenty... PLENTY of Melee Arcanes, personally I use fortification because when the Overguard does break I've got more than plenty of stacks of armor reducing anything to single digits.
There's also Tennokai in which Synergizes so well with Wrathful advance it's not even funny especially with his Augment.
DE has been good to Kullervo, well deserved given that IMHO he's the absolute worst frame to obtain rn.
I farmed one and just bought the second from market. Went ahead and spent the 600p for the full kullervo set. It’d take me longer to farm another kullervo + Rauta than it would to farm prime parts to sell for plat.
i thought people would use more rolling guard as buffer, press 2 and teleport in middle on enemy for overguard/heal, i think shooting gallery with the blind augment could be used, as long you kill 6 enemies, everyone would go blind or just go resonator.
but for sure this teleport anywhere you can see helmith will be good for speed mission, some people alrwady use with ivara for speedrun spy.
Bit late to the party on this video, but do you think you could make a video exploring how Kullervo fares with the addition of Tennokai?
So, funny thing. If you combine Curse and Breach Surge, you can get a continuous loop of multiplying damage.
If an enemy takes damage, they all do and spit out Breach Surge motes. The motes then hit another enemy, increasing the damage by Breach Surge’s multiplier, then each mote that lands deals damage to all the enemies connected by Curse, which creates even more motes. On and on until breach surge ends or all enemies are dead.
A little viral makes the damage multiply even faster. Seriously, when I was testing against lv180 SP Exo Gokstads, my utility Panzer Vulpy decided to spit at the enemies while the abilities were active, they died in 3 seconds from just that.
This sounds like it would crash my computer if I had particle effects up all the way. WHERE DO I SIGN UP
Just don't accidentally cast Breach Surge again before they die
More efficient to use seeking talons. 10 dmg 1000dmg dont blink then boom 1000000 dmg gone
@@eudico6814 true, but neither Talons nor Curse are helminth options. You can put Breach on Kullervo’s 4 and get the combo going solo.
Apparently this Combo Doesn't Actually Work Consistently and can Result in Alot of '1' Damage Numbers. 🤔
Ngl i never kew the stealth quiver could stick to the sentinel thats so smart imma need to try that lol
Does Kullervo's first ability affect exalted and pseudo exalted melees?
yes
How does rauta perform (and how would you recommend building it?) Obviously it's not going to eclipse cedo, but it feels really fun to use and i'm not quite sure what to build it for.
Just for the sake of clarity, Crit Chance does scale indefinitly and does not cap at some point? It's just that recently I got a juicy Karyst Riven with roughly 220% Crit Chance and some Initial Combo, so that + Sarcrifical Mods + Kullervos 1 gives me, well, a little bit of damage
Lucky man
Hey kentineer, does the 1 have synergy with tennokai ? Kullervo is cooking for me, so I can't test myself ;-;
Casting 1 during the Tennokai window will not consume combo, but that's about it.
what are you evolutions for the innodem? and what archon shards would you use for the helmithed build ?
Ah yes...more usage for Hunter Adrenaline, Quick Thinking and Nourish combo ❤
You can use abilities on railjack!!??? Who KNEW 13:33
Kullervo's 2 drawback damage can be fully ignored by switching into operator mode
some people have build just for the 4 ability they call it AFK abillity becose they spawn specters and just pressing that 4 button on max effecincy and range and duration
Hi, could you make a video about the decrees? Especially about the damage ones cause it does say whether they affect ability damage, whether it's additive or multiplicative. Thanks a lot in advance
I'm relatively new to the game. Is it worth it for me to do the Duviri content to try to get Kullervo?
His 3 also give sniper rifle combo
Can you do something covering how Iron Skin being Overguard instead of Ferrite Armor affects Rhino's survivability?
it barely made a diffrence