
Steel Path Warframes
Focus on a very small pool of warframes at the beginning, preferably with good built-in survival tools without too much investment.
Force yourself to read the full descriptions of the frame's kit (Arsenal > Hover over Frame > Abilities: read passive, abilities and all tips).
Consider adding a Helminth for damage or survival.
RECOMMENDED FRAMES
The selection is already reduced, to push further the top prio / super-meta / easy are indicated in bold:
Prio: autonomous damage & status resistance
Dante, Revenant, Kullervo, Follie
Nezha, Rhino, Valkyr, Trinity, Gauss, Atlas, Uriel
Very good: damage resistance + need to add status resistance
- add status resistance externally:
- Nova, Protea, Wisp, Baruuk, Hildryn, Ash, Citrine, Nyx, Yareli, Xaku, Octavia
- special case: Lavos (passive + Synth Fiber to remove cooldown)
Bonus choices
- Rush Spy/Capture: Wukong, Titania, Voruna (bonus velocity)
- Weapon platform: Saryn, Mirage, Volt, Oraxia
- others: in principle all frames are viable, those listed can just make Steel Path access easier and are less demanding than others in terms of survival/DPS/modding.
FRAME MODS: SURVIVE
- health, armor & Adaptation mod:
- without arcane: for early Steel Path this can help pass a threshold. Damage reduction skills can also help. After that it peters out (lvl 1500+ in endless missions) but that's not a problem here.
- with Arcane Persistence: health/armor tanking viable at lvl cap.
Prerequisites:
- minimum 700 armor for activation. Count 1400 armor to handle heat or corrosive procs (1892 for proc+corro at same time but very rare). Consider blue archon shards.
- take into account magnetic status and nullifiers that can disable the arcane (!):
- status: either use cleanses (Saryn's Molt, Rolling Guard mod), or status immunity (Inaros' Scarab Armor, Trinity's Link, Titania's Helminth Spellbind / Trinity's Well of Life, etc...)
- nullifiers: have enough AoE or melee weapons with lots of range and/or impact status. Consider a fast-firing weapon or one that can cancel shields (Miter with Neutralizing Justice)
- Shieldgating:
- Catalyzing Shields + Brief Respite / Augur mods: active/dynamic gameplay and energy-demanding, so need good management (Flow + Equilibrium and/or little Efficiency and/or Helminth Nourish from Grendel, for example)
- Primed Redirection + Guardian (companion mod): expensive technique, complements with Vigilante Vigor + Fast Deflection or even Arcane Aegis if you want to push it. For the companion with Guardian, prefer a Diriga (Arc Coil + Guardian + Manifold Bond + Momentous Bond + (Primed) Regen, NO Assault Mode) and a weapon full of status (Prime Laser Rifle + Viral/Fire/Mag/Rad)
- Omamori (Helminth) + Catalyzing Shields + Vigilante Vigor + Fast Deflection +/- Arcane Aegis: quasi-invulnerability passive as long as Omamori is maintained
- Invisibility: very strong but sensitive to stray bullets (bad positioning) and damage over time (Rolling Guard compensates)
- Frame ability: Ash, Ivara, Loki, Octavia, Oraxia, Voruna, Wisp, Wukong, Cyte-09
- Helminth:
- Companions: for "caster" frames that don't need to use weapons (Protea, Xaku, Dante...)
- Shade Prime: more solid (less aggro), access to Guardian mod
- Huras Kubrow: free companion that can die more easily, gives access to retriever mods + Kubrow nuke
ENERGY
In most cases, running out of energy is synonymous with death: either you no longer kill dangerous enemies, or you no longer cast skills to feed shieldgating.
Two main strategies that can be combined:
- reduce the cost of skills:
- efficiency: direct reduction
- Arcane Sculptor
- frame (very) compatible: Cyte, Follie, Gara, Gyre, Jade, Protea, Vauban, Volt
- helminth (very) compatible: Brightbonnet (Nokko), Molt (Saryn), Astral Shell (Sirius & Orion)
- Arcane Sculptor
- duration: for buffs, fewer casts / minute => less energy spent
- increase the stock/energy pool and ways to refill it
- energy pool: Flow, Primed Flow, blue archon shards (2-3 max)
- energy supply:
- common / meta:
- drop + conversion health orbs: companion AoE + Synth Deconstruct + health > energy conversion (Equilibrium, purple shards)
- helminth skill:
- Nourish from Grendel, combo possible with Energy Nexus and/or Archon Stretch (proc with Arc Coil from Diriga or elec on companion claws)
- Brightbonnet from Nokko. The rebound of the projectile from the skill or frame on the mushrooms created allows speeding up energy regeneration. Think about "spamming" against a wall to make it rebound on mushrooms very quickly. Excellent combo with Arcane Sculptor.
- Arcane Energize most expensive/difficult to farm today but very effective (prioritize reroll Vosfor, event drops or plats... Eidolon runs as last resort)
- kill an Eximus: guaranteed energy orb drop
- Large Energy Restore ("pizza"): bind to a shortcut in the consumable wheel + keyboard/gamepad shortcut. Can be spammed in normal, cooldown in SP. x100 craft blueprint available in Dojo.
- uncommon:
- archon shard yellow: +50% efficiency on energy orbs (+75% for tau-forged)
- Parazon: make a finisher with Blood for Energy
- Non-Helminth Skills
- Duplex Bond + companion that hits hard in melee
- Focus school Zenurik Energy Pulse (incompatible with certain game modes requiring Madurai)
- Arcane Primary Exhilarate on main weapon primer (ex: Bubonico with forced impact + AoE)
- Arcane Emergence Dissipate for operator
- Energy Generator from Dethcube companion
- Xata Invocation from the Grimoire (secondary weapon)
- Rage / Hunter Adrenaline: losing health often means getting one-shot at a certain point in Steel Path, avoid except in special cases
- Entropy effect from Cephalon Suda faction: passively by gaining XP while carrying weapons/mods with the effect, generates 25% max energy for 30s and gives 25% energy. Notably Entropy Burst from Supra Vandal which can make a energy regen rifle and anti-nullifier shield weapon thanks to high firerate.
- common / meta:
HELMINTH
Unlock Helminth on Deimos to apply abilities to other frames and free up frame slots without uselessly "throwing away" them.
Priority Helminth Abilities
Very strong, common & meta:
- damage (stat buffs):
- Roar from Rhino to boost anti-faction, synergizes with damage over time (fire, blast, toxin, elec)
- Xata from Xaku to add Void damage (many interactions + Void bonus damage on overguard + magnetic bubble effect)
- Nourish from Grendel to boost energy gain, Viral bonus, light CC
- Wrathful Advance from Kullervo to buff melee crit %, reverse the cast via preferences and aim at the ground
- tanking:
- armor strip: less priority today, makes enemies more fragile:
- Pillage from Hildryn, shield and armor strip, requires lots of power (rather with Corrosive Projection aura) + blocked by walls, long cast
- Terrify from Nekros, armor only, no LoS, requires little power, fast cast, costs quite a lot of energy
- Tharros Strike from Styanax, armor and shield strip, LoS, fast cast, heals health, short range
- Ophanim Eyes from Jade, armor only, continuous debuff in vision cone, little energy consumed + enemy slow
Niche Helminth Abilities
Sometimes useful, much less visible/prevalent:
- damage (stat buffs):
- Eclipse: increases base damage (like a Serration mod). Heavily nerfed in the past, can be useful. Multiplicative damage buff applied after the rest. Double bonus for melee projectiles (Exodia Contagion, Glaives)
- Thermal Sunder from Gauss + augment mod Thermal Transfer to add Blast
- Shock from Volt + Shock Trooper: electric damage boost
- Warcry from Valkyr: melee attack speed buff (mostly) and armor (a bit)
- Breach Surge from Wisp: multiplies damage received from one target to inflict on another, light CC (radiation + blind, does not affect Eximus)
- Airburst from Zephyr + Airbust Rounds: secondary weapon damage buff, requires hitting many targets (range) often an anti-synergy
- damage (debuff):
- Webbed Embrace from Oraxia: zone CC (3 zones max) + vulnerability debuff (= increased damage received)
- Sentient Wrath from Caliban: cone CC + vulnerability debuff
- Rest & Rage from Equinox (Day version, requires a clear emission color on the frame): enemy speed boost + vulnerability debuff
- tanking:
- buff / frame effect:
- Molt from Saryn: light aggro (instant part), speed boost, status cleanse & instant cast (useful for shield-gating)
- Null Star from Nova: 75% DR + enemy CC
- Condemn from Harrow: shield regen + enemy CC + easy headshots
- Quiver from Ivara, allows creating static invisibility zones. Very particular gameplay. Possibility to link the zone to a sentinel, hard to achieve consistently in dangerous situations
- Eclipse: 75% damage reduction. Can be shared with allies via Total Eclipse
- enemy control:
- Resonator from Octavia, completely disables enemy AI. Requires lots of range
- Astral Shell from Sirius & Orion: automatically generates when hit invulnerable decoys that draw fire to them within 30m. Couple with a bit of shield regen. Compatible with Arcane Sculptor
- Silence from Banshee: disables enemy abilities (including Eximus auras) + short stun
- Shooting Gallery from Mesa + Muzzle Flash: very good CC but no longer affects Eximus, small damage buff too
- Gloom from Sevagoth, important slow + life steal, big energy drain
- Webbed Embrace from Oraxia: zone CC (3 zones max) + vulnerability debuff (= increased damage received)
- energy: (other than Nourish...)
- Dispensary from Protea: generation of health/energy orbs + ammo at a fixed point
- Fractured Blast from Citrine for health/energy orb generation
- Lycath's Hunt from Voruna for health orb generation on melee attacks / energy on headshots (use Equilibrium + melee)
STATUS RESISTANCE
Status from enemies has 3 main dangers:
- damage over time: especially toxin, fire, slash
- controls: the most annoying are Knockdown and Stagger blocking you in place
- energy drain via Magnetic status, less common but potentially deadly
You can protect yourself in different ways via immunities or cleanses/removals. Requires specific frame kits or external sources (Helminth, mods, companions, arcanes).
Control Immunity:

- Not mandatory, strongly recommended. In Steel Path there are + more Eximus and a greater density of mobs: + dangerous controls. Being immune prevents dying while a mob knocks you down without being able to react
- Have a frame immunized via skills or Overguard (see recommended frames)
- Use Primed Sure Footed or Handspring for controls
- avoid Sure Footed (non-prime)
- if PSF impossible, prefer Handspring, only takes one mod
- Sure Footed (non-prime) + Fortitude possible for 100% immunity but takes one slot and "breaks" your builds, rarely feasible (unless survival already based on passive shield regen)
- Negate from Wyrm in combo with Manifold Bond to reduce cooldown. Requires being very comfortable with DPS and being able to keep your companion alive / bring it back quickly (Momentous Bond + Primed Regen and others)
AUGMENT MODS
Also called syndicate mods.
- Easy access: leveling syndicates happens passively, you can trade the most requested augments from your syndicates for other mods or for plat and buy the mods you're missing.
- Very variable utility: between "mandatory / hyper OP" and "meh".
- notable augments (prio / super-meta indicated in bold, Helminth compatibility with a * star):
- Loot:
- Khora: Pilfering Strangledome
- Nekros: Despoil
- Tanking:
- Kullervo: Volatile Recompense
- Revenant: Mesmer Shield
- Frost: Icy Avalanche
- Ember: Healing Flame
- Nekros: Shield of Shadows, redirects damage and status effects
- Styanax: Intrepid Stand
- Nyx: Assimilate
- Loki: Safeguard's Switch
- Yareli: Merulina Guardian
- Volt: Capacitance
- Dagath: Spectral Spirit
- Hydroid: Tidal's Impunity (shieldtank) / Rousing Plunder (healthtank)
- Damage:
- Titania: Razorwing Blitz
- Saryn: Venom Dose
- Volt: Shock Trooper*
- Hildryn: Aegis Gale
- Sevagoth: Shadow Haze + Dark Propagation
- Khora: Accumulating Whipclaw
- Valkyr: Eternal War*
- Gyre: Cathode Current, Conductive Sphere
- Mirage: gun platform: Total Eclipse* / Hall of Malevolence, nuke: Explosive Legerdemain
- Frost: Biting Frost / Freeze Force
- Ember: Fireball Frenzy
- Nova: Neutron Star* + Molecular Fission (tank bonus)
- Lavos: Valence Formation
- Gauss: Thermal Transfer*
- Caliban: Razor Mortar
- Nezha: Divine Retribution
- Banshee: Resonance
- Zephyr: Funnel Clouds
- Limbo: Rift Torrent
- Excalibur: Furious Javelin / Chromatic Blade
- Baruuk: Reactive Storm / Elusive Retribution
- Citrine: Prismatic Companion / Recrystalize
- Grendel: Gastro
- Qorvex: Fused Crucible
- Armor Strip:
- Mag: Fracturing Crush
- Nyx: Pacifying Bolts
- Trinity: Ablating Link
- Side-grade / changes gameplay:
- Yareli: Loyal Merulina
- Protea: Temporal Erosion, Temporal Artillery
- Trinity: Vampire Leech + negative duration
- Koumei: Omikuji's Fortune
- Voruna: Ulfrun's Endurance / Prey of Dynar
- Garuda: Blending Talons (improves ability rotation)
- Volt: Shocking Speed
- Mesa: Mesa's Waltz (useless: do not equip it and taking some Velocity allows being even more mobile without DPS loss)
- Atlas: Rubble Heap + Path of Statues
- Equinox: Energy Transfer
- Mirage: Prism Guard (early Steel Path nuke rush)
- Wisp: Cataclysmic Gate
MOBILITY
Maneuvers are the basis of Warframe movement: bullet-jumps, rolls, slides... reference video
Fundamental part of the game for:
- the fun of the game
- movement speed
- survivability
- the roll provides 75% damage reduction, or even invulnerability via Rolling Guard
- fast movement greatly reduces the probability of being hit / enemy accuracy
- Survival Instinct from Sly Vulpaphyla even resets enemy targeting AI every 5 seconds via a bullet jump
Common sources:
- Velocity: major impact, increases bullet-jump and roll distances
- Praedos: 30% (+speed boost)
- Archon shard yellow: +15 / +22.5%
- velocity mods: relatively niche, can replace PSF in exilus on some builds if you have invulnerability or are comfortable
- exilus Proton Pulse for experienced Cascade players
- arcanes (more rare) Agility & Consequence
- Sprint Speed
- Praedos +20% (OK + velocity speed boost)
- Innodem / Okina incarnon: +30% (max for melee)
- exilus melee: Dispatch Overdrive: +60% after heavy attack (mostly slam builds)
- Amalgam Serration: for main weapon
- Helminth: Molt: multiple uses with status cleanse + speed + instant energy spending for shieldgating
- Dodge Speed: only one source, Amalgam Barrel Diffusion on secondary weapon
- Slide: minor impact