From the plains of Eidolon on Earth to the Cambion Drift in Deimos and a whole array of planets in between, Warframe presents an immense arsenal of characters, weapons, and companions that will help the Tenno on their adventures through the Origin System against the many villainous factions fighting for dominance.
One of the many characters that you can unlock and use in combat is Inaros, the ancient pharaoh that can come back from death whenever he wants. In combat, Inaros is also one of the toughest warframes, displaying an inherent potential to become an indestructible weapon in any kind of situation.
How To Craft Inaros
To craft Inaros you must obtain his Main and Component Blueprints, all of them obtainable as rewards from completing the Sands of Inaros quest. The quest iself can be purchased from the Void Trader, Baro Ki'teer, and you can buy additional Main and Component blueprints from Cephalon Simaris. The materials are fairly common, but you will need a few tricky ones to obtain, such as the Argon Crystal and Nitain Extract. The first is a resource that can be found in the void and will slowly decay, disappearing from your inventory (use it quickly!), and the latter can be purchased from Nora Night in the Nightwave shop.
Inaros Blueprint
How To Obtain |
Completing the Quest "Sands of Inaros" |
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Needed Materials |
|
Crafting Time |
72 Hours |
Inaros Chassis
How To Obtain |
Completing the Quest "Sands of Inaros" |
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Needed Materials |
|
Crafting Time |
12 Hours |
Inaros Neuroptics
How To Obtain |
Completing the Quest "Sands of Inaros" |
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Needed Materials |
|
Crafting Time |
12 Hours |
Inaros Systems
How To Obtain |
Completing the Quest "Sands of Inaros" |
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Needed Materials |
|
Crafting Time |
12 Hours |
Inaros Abilities
Passive
While bleeding-out, Inaros becomes entombed in a protective sarcophagus. He can revive himself by draining the life force from nearby enemies and allies.
While Inaros can be a very tanky warframe, this ability can act as a safeguard, should the worst happen. When you're inside the sarcophagus, you can aim and shoot a beam that will siphon the life from nearby enemies and restore Inaros' Health until he's good enough to go back to the battlefield. Likewise, allies can revive Inaros by interacting with the Sarcophagus, like any other revive method.
There's also two extra passive effects that Inaros possesses and they're helpful enough to talk about. First, Inaros will heal 20% of his own Health when realizing Melee Finishers, something that works great if you use Desiccation. The second efect is a native bonus on Health and Energy that reaches +300% Health and +50% Energy by Rank 30.
Desiccation
Desiccation: Blast enemies with a wave of cursed sand that blinds them and steals their health.
Note: This ability can be subsumed with the Helminth System. |
Desiccation Stats |
Stats per Rank |
---|---|
Cost |
25 Energy |
Radius |
10 / 12 / 13 / 15 Meters |
Duration |
3 / 5 / 6 / 8 Seconds |
Damage |
75 / 100 / 125 / 150 Initial True Damage |
2 / 4 / 6 / 8 True Damage per second |
|
Other Effects |
100 % Stagger on hit |
25 % Life Steal |
Strength |
Duration |
Efficiency |
Range |
---|---|---|---|
Affects The initial Damage and Damage over time |
Affects Damage over time and the duration of the Stagger effect |
Affects Energy Cost |
Affects Area of Effect |
Desiccation works both as a Life Steal resource and a Crowd Control tool, since you make any enemy affected stagger while you drain their Health. You can also improve upon this ability by equipping the Augment Mod Desiccation's Curse, which has a chance to summon a Sand Shadow when defeating a staggered enemy with a Melee finisher.
Devour
Devour: Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Devour Stats |
Stats per Rank |
---|---|
Cost |
50 Energy |
Radius |
20 / 30 / 40 / 50 Meters of Cast and Tether Range |
Duration |
15 / 20 / 25 / 30 Seconds |
Damage |
50-100 / 100-200 / 150-300 / 250-500 True Damage per second |
Other Effects |
Sand Shadow duration: 15 Seconds |
Sand Shadow heals 400 Health per second |
Strength |
Duration |
Efficiency |
Range |
---|---|---|---|
Affects Initial and Max Damage per second |
Affects Quicksand duration |
Affects Energy Cost |
Affects Cast range |
Devour works similarly to Desiccation, with the prime difference being it's focus on Life Steal instead of crowd control, since you can only target one enemy with this ability, and the Life Recovery is significantly more efficient. If you manage to kill an enemy by the effects of this ability, a friendly clone of that enemy called Sand Shadow will aid you for a short time.
Sandstorm
Sandstorm: Become a whirling spiral of sand that sends enemies flying and devours those trapped in quicksand.
Sandstorm Stats |
Stats per Rank |
---|---|
Cost |
75 Energy |
Radius |
4 / 5 / 6 / 7.5 Meters |
Duration |
N/A |
Damage |
200 / 300 / 400 / 500 Slash Damage per second |
Other Effects |
0.2 / 0.3 / 0.4 / 0.5 x Movement Speed Multiplier 0.8 / 0.7 / 0.6 / 0.5 x Damage Reduction Multiplier 100% Chance to Devour enemies |
Strength |
Duration |
Efficiency |
Range |
---|---|---|---|
Affects Damage per second |
Affects Energy per second |
Affects Energy per second and Initial Energy Cost |
Affects Radius |
Another Crowd Control tool, this ability is more on the offensive side, since it will damage enemies while making them ragdoll up in the air. That being said, Inaros is left pretty vulnerable and the damage this skill applies isn't too strong, so chances are that you won't use it very often. That's unless you decide to use its Augment Mod, Elemental Sandstorm, which will also inflict Status Damage based on the Damage types that your melee weapon currently has.
Scarab Swarm
Scarab Swarm: Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Scarab Swarm Stats |
Stats per Rank |
---|---|
Cost |
25 Energy |
Health Drain per Armor %: 29 Health |
|
Scarab Armor Cost per Cast: 25% |
|
Radius |
20 / 22 / 25 / 30 Meters of Cast Range |
6 / 10 / 12 / 15 Meters of Heal Radius |
|
Duration |
6 / 10 / 12 / 15 Seconds |
Damage |
100 / 150 / 175 / 200 Corrosive Damage per second |
Strength |
Duration |
Efficiency |
Range |
---|---|---|---|
Affects Damage |
Affects Combo window |
Affects Energy Cost |
Affects Charge range and Impact Radius |
Scarab Swarm is by far the most useful ability of Inaros. Casting this ability will require you to sacrifice Health in order to gain Scarab Armor, a buff that will give you up to 100% of extra Armor. This is further improved by using the Augment Mod Negation Swarm, which allows you to block incoming Status Effects, draining 3% of Scarab Armor each time you do it.
Inaros Prime
The Prime version of Inaros possesses higher Health, Energy, and Sprint Speed, and an additional Madurai Polarity. This Prime warframe was released on July 14th of 2020, with the Panthera Prime and Karyst Prime as his flagship weapons.
Inaros Best Builds
Note: This build will display several different Mods, some of which have stronger versions, such as Umbral or Primed mods. For better results, adapt this build to whichever version you have available. |
Aura Mod - Steel Charge |
+60% Melee Damage |
---|---|
Exilus Mod - Handspring |
+160% Faster Knockdown Recovery |
Mod#1 - Negation Swarm |
Scarab Swarm Augment: Scarab Armor protects Inaros from Status Effects, consuming 3% Bonus Armor for each effect resisted. |
Mod#2 - Adaptation |
When Damaged: +10% Resistance to that Damage Type for 20 seconds. Stacks up to +90%. |
Mod#3 - Rage |
Convert +60% of Damage on Health to Energy |
Mod#4 - Vitality |
+440% Health |
Mod#5 - Stretch |
+45% Ability Range |
Mod#6 - Vigor |
+120% Shield Capacity |
+120% Health |
|
Mod#7 - Steel Fiber |
+110% Armor |
Mod#8 - Gladiator Resolve |
+180% Health |
10% Critical Chance per Combo Multiplier |
The idea behind this very straightforward build is to provide enough buffs on Armor and Status Resistances for Inaros to become an incredibly tanky character. For that very reason, Mods such as Vigor, Steel Fiber, Adaptation, and the Augment Mod Negation Swarm will be strictly necessary. The rest of the loadout will be bonuses on overall sustainability in the form of Vitality and Gladiator Resolve, Steel Charge providing a bonus on Melee combat for better Life Steal, Rage and Stretch for Energy Recovery and more Range, and the very useful Handspring, which will avoid that annoying vulnerability when you get knocked down. It's just a matter of having your Scarab Armor at max percentage at all times, and you should be indestructible in almost any context.