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Fluffywolf36 — 'Vulkodlak' Tenno Warframe

Published: 2020-04-12 20:59:58 +0000 UTC; Views: 1104; Favourites: 16; Downloads: 0
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Description

Vulkodlak

“The Orokin tried to kill this wild, uncontrollable, ferocious Warframe. They succeeded. That only made it angrier.” 

Codex

Vulkodlak was something of an early prototype for Valkyr. As it was often difficult to truly “create” or even “predict” the focus of a Frame at that time, the Orokin couldn’t have imagined what they would’ve created while morphing the technocyte nanomachines into this shape.

The result was a violent, brutal berserker that kept trying to kill itself… and failing. When the Myrmidon came to hunt it, they could never kill it. Not permanently. But its combat prowess was unrivaled - the Orokin sent the first Vulkodlak unit to destroy a Buyan Alliance stronghold on Neptune’s moons, confident that the population of an entire moon could destroy it, and likely lure the alliance into a false sense of security.

The first Vulkodlak unit did not act according to plan. It slaughtered the population of the entire moon, crippling the Buyan Alliance almost overnight and forcing their remnants to flee to the furthest-flung habitats at the far fringe of the Origin System.

With yet another push by the Sentients, Vulkodlak was accepted for mass production. And that’s where the problems began - Vulkodlak Frames would assault each other without provocation and were prone to violent outbursts against anything, whether or not they had a [REDACTED] present.

Eventually, they started attacking anything Orokin (save for their fellow Tenno) at the slightest provocation. As these attacks grew too frequent, the Orokin issued a Mass Recall, calling on the Tenno to launch a coordinated assault to destroy Vulkodlak Frames.

Legend has it, however, that at least one Vulkodlak survived and hid on Ganymede…

Their signature weapon was the ‘Poyang’ grenade launcher, favored for its use as both a grenade launcher and shotgun, its incendiary rounds, and its ability to inflict self-harm.

Acquisition:

Awhile ago, I came up with an open-world concept for Ganymede.  It would've been an open-world with a heavy lore element, and most of the weapons I've made (except the Infested and Sentient ones) would've been rewards from there. However, I lost the thread of that one (sorry) due to weariness with grind islands.

Why is this relevant?

Because a Vulkodlak Frame is a rare miniboss that spawns at night on Ganymede. And, to acquire its blueprints, you have to beat it in a fight.


Abilities

 Passive 1: Desperation - The lower Vulkodlak's health is, the greater the damage he deals. This comes in stacks. 

Passive 2: Deathless - Vulkodlak has no shield.  However, his health is always regenerating. 

Passive 3: Hurt Me More - Vulkodlak receives self-damage instead of stagger. This is determined more by percentages of total health than base damage, though.

Passive 4: Pain Threshold - Reaching zero health releases a radial explosion.

Passive 5: Feed - Killing an enemy while downed has a chance to revive you.

Passive 6: Echoes of Umbra: Melee attacks enemies while SPOILER MODE.


1. Howl - Vulkodlak howls at a devastating volume, stunning enemies and opening them up to finishers. This can also do bleed damage. The lower his health, the louder this ability is. And the more range and duration it has. While comparable to Banshee’s 1, it’s actually more like a blast from an Arca Plasmor that does blast damage exclusively.


 2. Savage - Pounces at nearby enemies, and consume their health. This has a cool down period in addition to energy cost.


3. Guard Dog: Simply aim in the general direction of a teammate and cast. This will give teammates an overshield, and slow Vulkodlak’s health regeneration to a crawl… while transferring the majority of damage received to Vulkodlak. 


If the over shields receive enough damage, it’s transferred back to Vulkodlak, releasing the explosion from Passive 4. This can actually kill him, though.


4. Rampage:  Expend stacks from passive to painfully transform (Vulkodlak audibly screams in pain) into a werewolf (were-kubrow?) form. Brief three-second period of invulnerability on casting. That said, Vulkodlak loses health the longer he's in this form. His claws, however, come with lifesteal, and have higher status and range (but less crit) than Valkyr’s talons.


How To Use:

First off: Self-damage is back, at least for them. But, with Vulkodlak it’s more dependent on percentages of total health than base damage of weaponry. It’s more about giving you an easy way to build up Desperation than encouraging caution. As such, the ideal loadout for Vulkodlak would have at least one weapon with self-stagger equipped. While I’d personally prefer primaries like the Astilla or Zarr, a good backup secondary would be a Tombfinger kitgun, or the ‘Hiro’ sidearm I made up awhile back.


Probably the best weapon to maintain low health with Vulkodlak is his signature weapon, the Poyang, which leaves a pool of fire on whatever it hits. Just stand in that for more energy and more damage.


Secondly, if you don’t build him for Rage or Hunter Adrenaline, you are doing it wrong. 


While on paper, Vulkodlak may seem to be a better version of Valkyr, this is compensated due to the extreme risk of using Vulkodlak. For maximum effectiveness, Vulkodlak should always be close to death.


Plus, his 3 gives him a lot of synergy for teams. You could, hypothetically, use it to help teammates in an Orb fight or Eidolon hunt, but with his heavy melee focus, I don’t know how useful that is. It’d definitely help out in an Arbitration, Sortie, or high-level Nemesis mission.

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