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Warframe: Equinox Complete Guide – Drops, Abilities, And Builds

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  • How To Craft Equinox
  • How To Craft Equinox Prime
  • Equinox Abilities
  • Equinox Augments
  • Equinox Builds

Warframe's wide range of playable characters can be daunting to some. With nearly 50 unique Warframes to choose from, finding one that suits your playstyle can take quite some time. But what if you could play a Warframe that does a bit of everything?

Meet Equinox, a caster Warframe that can swap between two sets of abilities. Equinox can do everything from stunning targets to clearing entire rooms with her ultimate. This guide will go over how to craft Equinox, every ability and how they work, and we'll provide three builds that will work from the Star Chart to Steel Path.

How To Craft Equinox

Equinox is the hardest Warframe to craft in the entire game. Unlike most Warframes, you'll need to find eight pieces instead of the usual three or four. Excluding her main blueprint, all Equinox parts drop from the Tyl Regor boss fights on Titania, Uranus. Defeating Tyl Regor drops one part at random.

Equinox is incredibly hard to earn through farming. We recommend farming for Platinum instead and purchasing her Prime variant. This will typically be faster than farming Tyl Regor for multiple hours.

Equinox Blueprint

Drop SourceIn-Game Market (25,000 Credits)
Crafting Costs
  • 25,000 Credits
  • 1 Equinox Day Aspect
  • 1 Equinox Night Aspect
  • 1 Forma
Crafting Time72 Hours
Equinox Day Aspect Parts

Equinox Day Aspect

Drop SourceTitania, Uranus (11.28% drop chance)
Crafting Costs
  • 25,000 Credits
  • 1 Equinox Day Neuroptics
  • 1 Equinox Day Chassis
  • 1 Equinox Day Systems
  • 1 Orokin Cell
Crafting Time72 Hours

Equinox Day Neuroptics

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 150 Alloy Plate
  • 1 Neural Sensor
  • 150 Ferrite
  • 500 Rubedo
Crafting Time12 Hours

Equinox Day Chassis

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 1 Gallium
  • 1,000 Ferrite
  • 300 Rubedo
Crafting Time12 Hours

Equinox Day Systems

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 1 Control Module
  • 1 Gallium
  • 500 Salvage
  • 500 Rubedo
Crafting Time12 Hours
Equinox Night Aspect Parts

Equinox Night Aspect

Drop SourceTitania, Uranus (11.28% drop chance)
Crafting Costs
  • 25,000 Credits
  • 1 Equinox Night Neuroptics
  • 1 Equinox Night Chassis
  • 1 Equinox Night Systems
  • 1 Orokin Cell
Crafting Time72 Hours

Equinox Night Neuroptics

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 150 Alloy Plate
  • 1 Neural Sensor
  • 150 Polymer Bundle
  • 500 Plastids
Crafting Time12 Hours

Equinox Night Chassis

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 1 Morphics
  • 1,000 Polymer Bundle
  • 300 Plastids
Crafting Time12 Hours

Equinox Night Systems

Drop SourceTitania, Uranus (12.91% drop chance)
Crafting Costs
  • 15,000 Credits
  • 1 Control Module
  • 1 Morphics
  • 500 Nano Spores
  • 500 Plastids
Crafting Time12 Hours

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How To Craft Equinox Prime

Equinox Prime is currently vaulted. Her Relics are no longer in any drop table. Players can still trade for Equinox Prime's parts and Relics through the trade system.

Equinox Prime can be obtained by cracking open certain Relics. Unlike her default variant, Equinox Prime only has four components, not eight. She has one common part, two uncommon parts, and a single rare part.

Equinox Prime Blueprint

Drop Sources
  • Lith P4 (Rare)
  • Meso A2 (Rare)
  • Axi K5 (Rare)
  • Axi T3 (Rare)
  • Axi T4 (Rare)
Crafting Costs
  • 25,000 Credits
  • 1 Equinox Prime Neuroptics
  • 1 Equinox Prime Chassis
  • 1 Equinox Prime Systems
  • 5 Orokin Cell
Crafting Time72 Hours

Equinox Prime Neuroptics

Drop Source
  • Lith L1 (Uncommon)
  • Meso M3 (Uncommon)
  • Neo A3 (Uncommon)
  • Neo D2 (Uncommon)
Crafting Costs
  • 15,000 Credits
  • 2 Tellurium
  • 1,000 Circuits
  • 1,275 Polymer Bundle
  • 2,350 Nano Spores
Crafting Time12 Hours

Equinox Prime Chassis

Drop Source
  • Lith C6 (Common)
  • Lith D2 (Common)
  • Lith L2 (Common)
  • Lith M4 (Common)
  • Meso G2 (Common)
  • Axi A8 (Common)
  • Axi P1 (Common)
Crafting Costs
  • 15,000 Credits
  • 10 Morphics
  • 150 Oxium
  • 5 Gallium
  • 4,000 Ferrite
Crafting Time12 Hours

Equinox Prime Systems

Drop Source
  • Meso E2 (Rare)
  • Meso E3 (Rare)
  • Meso E4 (Rare)
  • Neo E2 (Rare)
Crafting Costs
  • 15,000 Credits
  • 2 Argon Crystals
  • 575 Cryotic
  • 225 Plastids
  • 5,400 Salvage
Crafting Time12 Hours

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Equinox Abilities

Stats

EquinoxEquinox Prime
  • Armor: 125
  • Energy: 150
  • Health: 100
  • Shields: 100
  • Sprint Speed: 1.15
  • Armor: 150
  • Energy: 165
  • Health: 125
  • Shields: 100
  • Sprint Speed: 1.15

Passive

Passive: 10% of Health Orbs are converted into Energy, and 10% of Energy Orbs are converted into Health.

Equinox's passive behaves similarly to the Equilibrium Mod, granting Energy from Health Orbs and vice versa. You'll gain a tenth of that Orb's total value as the opposite resource type. Just like Equilibrium, you cannot grab Health or Energy Orbs while that respective resource is full, preventing this passive from activating in certain situations. Equinox's passive stacks with the Equilibrium Mod, doing so additively.

Equinox also has a second, hidden passive that works much like Chroma's passive. Your emissive energy color determines which version of Equinox you'll spawn as. Lighter emissive shades start you in Day Form, while darker shades spawn you in Night Form. You do not need to purchase any color palettes to make use of this feature.

Metamorphosis

Metamorphosis: Switch forms, temporarily gaining bonus Shields and Armor in Night-form, or bonus damage and speed in Day-Form.

Metamorphosis Stats
Drain25 Energy
Duration25 Seconds
Day Form1.25x Damage Multiplier
15% Speed Increase
Night Form+150 Shield Capacity
+250 Armor
Applicable Mods
DurationRangeEfficiencyStrength
Affects buff durationN/AAffects cast Energy costAffects buff magnitude

Metamorphosis is Equinox's first ability, allowing her to switch between her Day and Night Forms for a small Energy cost. Switching Forms will provide two buffs for a short duration:

  • Day -> Night Form: Gain 150 max Shield capacity and 250 Armor.
  • Night -> Day Form: Deal 25% more weapon damage and move 15% faster.

All benefits are affected by Ability Strength Mods, increasing the defensive qualities of Night Form and the offensive aspects of Day Form. The Shield and Armor buffs in Night Form are additive and are not affected by Shield and Armor mods, respectively. Day Form's damage buff is additive with base damage Mods—Serration, Hornet Strike, etc. The movement speed buff is multiplicative with other movement speed sources, causing Equinox to move substantially faster.

Only one Metamorphosis buff may be active at a time. Swapping forms too early will override your previous Metamorphosis buff.

Rest & Rage

Rest & Rage: In Night-Form, targets are put to sleep. In Day-Form, targets become more vulnerable to damage.

Rest & Rage Stats
Drain25 Energy
RangeCast Distance: 50 Meters
Ability Radius: 5 Meters
Duration22 Seconds
Day Form50% Damage Vulnerability
20% Speed Increase
Night Form50% Enemy Wakeup Health Threshold
Applicable Mods
DurationRangeEfficiencyStrength
Affects debuff durationAffects cast distance and ability radiusAffects cast Energy costAffects debuff magnitude in Day Form

Night Form's Rest ability puts targets to sleep within a 5-meter radius of your reticle. Enemies will immediately enter a sleeping animation and remain inactive until the ability ends. Sleeping targets retain their current alert status, although all sleeping targets are susceptible to melee finishers. Lowering a target's HP to 50% or lower will cause them to wake up. You cannot modify an enemy's wakeup HP threshold.

Day Form's Rage ability puts your enemies into a frenzy, granting them a 20% animation speed multiplier. This makes the enemy move faster, attack faster, and use abilities faster. To compensate for this, the enemy takes 50% more damage from all sources. Rage is a multiplicative damage bonus, making it one of the strongest debuff modifiers in Warframe. The enemy's increased speed and damage taken are all affected by Strength Mods.

Pacify & Provoke

Pacify & Provoke: In Night-Form, reduces damage inflicted by nearby enemies. In Day-Form, increases Ability Strength of nearby allies.

Pacify & Provoke Stats
DrainInitial Cast: 10 Energy
Day Form: 3 Energy per Warframe ability used
Night Form: 0.5 Energy per second for each enemy in the ability's radius
Range16 Meters
Day Form20% Ability Strength
Night Form0.5x Enemy Damage Multiplier
Applicable Mods
DurationRangeEfficiencyStrength
N/AAffects ability radiusAffects cast and channeling Energy costsAffects buff and debuff magnitudes for each Form

Night Form's Pacify ability creates an aura around Equinox that reduces the damage of all enemies inside. Unlike most abilities, the damage reduction from this ability scales based on how close the enemy is to you. The ability has four range bands that determine how much damage the enemy will deal:

  • 0-4 Meters: 50% less damage dealt
  • 5-8 Meters: ~42% less damage dealt.
  • 9-12 Meters: ~33% less damage dealt.
  • 13-16 Meters: 25% less damage dealt.

In essence, if the enemy is right next to you, the listed values in-game are accurate. If they're at the very end of the ability's radius, the damage multiplier is half as powerful. Enemies affected by this debuff deal less damage to all targets, not just you. You can extend the radius of these damage reduction bands by investing in Ability Range.

Since Pacify inflicts a damage multiplier to enemies, investing in Ability Strength has diminishing returns. For example, 200% Ability Strength reduces enemy damage to 0.25x or 75%. Raising your Strength to 300% reduces damage to 0.125x or 87.5%. There doesn't seem to be a limit on how strong you can make Pacify's debuff, but beware of the diminishing returns this ability suffers from.

Regenerating Energy With Pacify & Provoke

Unlike most channeled skills, Pacify & Provoke can only drain energy under certain conditions. This allows both abilities to passively regenerate Energy while active. For example, Zenurik's Wellspring ability will grant energy while Pacify & Provoke are active, making it far easier to maintain either effect.

Only one version of Pacify and Provoke may be active at a time. Swapping forms disables the ability.

Day Form's Provoke ability is much simpler than Pacify. While active, you and your allies inside the aura will gain an additive Ability Strength buff. Provoke's Ability Strength bonus can be increased with Ability Strength Mods, up to a cap of 50% additional Ability Strength. Multiple instances of this ability stack additively. Energy is only consumed when you or your allies cast an ability.

Mend & Maim

Mend & Maim: In Night-Form, allies' Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with Bleed Status Effect. Deactivate while in Night-Form to restore Health and Shields for Equinox and allies. Deactivate while in Day-Form to cast a wave of slashing force.

Mend & Maim Stats
DrainInitial Cast: 50 Energy
Drain: 3.5 Energy per second
Range18 Meters
Day FormDeals 150 Slash Damage
0.75x Damage Multiplier
Night FormGrants 25 Shield on Kill
0.75x Health Multiplier
Applicable Mods
DurationRangeEfficiencyStrength
Affects Energy drain while < 175% EfficiencyAffects ability radiusAffects cast and channeling Energy costsAffects damage and shields restored

Night Form's Mend ability creates an aura around Equinox that slowly drains her Energy. While active, defeating an enemy will grant 25 Shields to yourself and all allies within the aura. You'll gain Overshields if your current Shield value is full. Enemies within the aura also have 75% of the damage they take recorded on your HUD. When you deactivate Mend, all of that damage is converted into a heal for yourself and nearby allies, restoring HP and Shields. Companions and defense objectives are also affected by Mend's healing wave. Shield gain per kill is affected by Ability Strength Mods, but the damage-to-healing conversion is not.

Day Form's Maim ability creates a deadly Slash aura around Equinox, inflicting a guaranteed Slash proc to all enemies within. This Slash proc is fairly weak since it's calculated off the ability's base damage of 150, but it's able to kill fodder enemies in low-level missions. Similar to Mend, 75% of damage received by enemies within Maim's aura is recorded on your HUD. Deactivating the ability will damage all enemies within the aura, dividing the recorded damage amongst each target. The deactivation wave counts as Slash damage and does not bypass defenses. Maim's base Slash damage is affected by Ability Strength mods, but the damage inflicted by Maim's deactivation is not.

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Equinox Augments

Equinox has four PvE Augments and a Conclave-exclusive Augment. Let's take a look at what each Augment does to Equinox's ability kit.

Duality

Duality: Metamorphosis Augment: Equinox's other half breaks free for 10 seconds, dealing 300% damage.

Duality gives Equinox a clone of herself whenever you use Metamorphosis, sharing the same weapon you were using when transforming. This clone has the same AI as Specters and inherits your weapon's Mod configuration. In other words, your clone effectively has a bottomless magazine and perfect accuracy with most hitscan weapons. Unlike Wukong's Celestial Twin, the Duality clone does not swap weapons.

Unfortunately, the clone only lasts for ten seconds by default. The clone's duration is affected by Duration Mods, but the damage bonus is unaffected by Mods. You can only have one Duality clone up at a time.

Push & Pull

Push & Pull: Metamorphosis Augment: Switching to Day-Form staggers enemies within 6m and knocks them down when switching to Night-Form.

Push & Pull is a Metamorphosis Augment exclusive to the Conclave; it cannot be used in PvE content. Switching to Day staggers enemies near you, preventing them from using parkour maneuvers. Switching to Night Form inflicts knockdown to enemy targets. Unless you play PvP, there's no reason to own this Mod.

Calm & Frenzy

Calm & Frenzy: Rest & Rage Augment: Killing an affected enemy causes the effect to spread to enemies within 5 meters for 100% of the remaining duration.

Calm & Frenzy allows you to spread the effects of Rest & Rage upon killing affected targets. In essence, this Augment recasts Rest & Rage whenever you kill an enemy affected by the skill, using the skill's remaining duration. For example, if you kill an enemy with 12 seconds of Rage left, all nearby targets will be affected by Rage for the next 12 seconds.

Calm & Frenzy is affected by Ability Range Mods. Duration Mods do not alter the remaining duration modifier of this Augment.

Peaceful Provocation

Peaceful Provocation: Pacify & Provoke Augment: Pacify converts damage done to allies into an aura that slows enemies by 40%. Provoke converts damage done to enemies into 15% extra Ability Strength.

Peaceful Provocation further enhances the effects of Pacify & Provoke. Pacify now slows enemies while reducing their damage output, and Provoke grants even more Ability Strength as you damage foes. Pacify's slow effect is capped at 80%, and Provoke's extra Ability Strength is capped at 30%. Inflicting another source of slow will stack with Pacify multiplicatively. Provoke's extra Ability Strength stacks additively with other sources.

Peaceful Provocation's slow and Ability Strength caps are both affected by Ability Strength.

Energy Transfer

Energy Transfer: Mend & Main Augment: 100% of charge is conserved when switching between forms.

Switching forms typically disables Mend & Main. With the Energy Transfer Augment, this is no longer the case. All energy gathered by Mend or Maim is transferred when you switch forms, keeping the ability active. Any stats you snapshotted when activating the skill (notably Strength) are preserved when swapping forms. This mod does not prevent Pacify & Provoke from getting disabled upon swapping forms; Energy Transfer only works for your fourth ability.

Energy Transfer is unaffected by Mods.

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Equinox Builds

As complicated as Equinox might seem, she's much easier to play than you might expect. Most builds focus on maximizing one of her forms, opting to ignore her alternate form (typically Night) entirely. We'll be going over four builds for Equinox: a starter build, a Day build, a Night build, and a build that uses both forms.

Equinox is best built for Ability Range and Efficiency. Strength is useful for hitting certain breakpoints with her abilities, but it's a stat you don't need to invest fully in. For survivability, you'll want to lean on your crowd control skills. HP builds should subsume Gloom, and shield gate builds tend to work best in Night Form. For Focus, we recommend Madurai or Unairu. The former helps Equinox scale her Strength stat, while Unairu is a great way to strip armor—something Equinox seriously struggles against in Steel Path content.

All builds listed below use Equinox Prime as a baseline. Images were created using overframe.gg.

Starter Build (0 Forma, No Subsume)

  • Forma: 0
  • Subsume: None

We're using Energy Converter to access Mend & Maim without having to reset our damage stacks, making it much easier to swap forms. You'll want to start in Night Form, using Mend to build up Shields with each kill. Pacify will reduce some of the damage you take, and Rest can be used as a quick CC skill.

When things get tough, swap to Day Form and pop your Maim skill, annihilating just about every enemy near you. If you're fighting armored targets, it's a good idea to use Unairu's Caustic Strike first. Provoke will grant some useful Ability Strength, and Rage can act as a useful damage multiplier for tougher foes.

This build requires no Forma and only uses two difficult-to-find Mods: Primed Continuity and Rolling Guard. The former can be replaced with normal Continuity, and the latter can be replaced with your favorite defensive Mod of choice. We focus on increasing Range and Efficiency to enhance your kit's overall consistency and uptime. If you have access to an Exilus Adapter, feel free to use Cunning Drift in the Exilus slot. And if you're using Rolling Guard and don't mind shield gating, you can also swap Vitality for Overextended and Auger Reach for Transient Fortitude. This will slightly reduce your Strength in exchange for much more Ability Range. Use any Aura Mod.

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Debilitating Sun (4 Forma, Gloom Subsume)

  • Forma: 4 (Aura, D (Exilus), 2 -)
  • Subsume: Gloom (Sevagoth)

With this Equinox build, you get the best parts of Day and Night Form without having to use Metamorphosis at all. This is thanks to Sevagoth's Gloom, a Subsumed ability that slows nearby targets while granting you life steal. It effectively gives you Peaceful Provocation's version of Pacify without the ramp-up requirement. In essence, keep all of your abilities active, use Rage when you need a damage buff, and pop Maim when you need to clear a room full of enemies.

This build focuses on Range and Efficiency first, then we use our remaining Mods and Arcanes to boost our Strength. Gloom works best with high Strength and a large HP pool, so we'll be using Umbral Intensify and Vitality to fulfill both requirements. For Range, we use Overextended and counteract the negative Strength with Transient Fortitude. With a Primed Continuity, Duration won't be an issue.

Umbral Equinox

If you love Equinox Prime and don't mind using an Umbral Forma on her, install an Umbral polarity instead of a second dash (-). You'll be able to use Umbral Vitality instead of default Vitality, granting more HP and Ability Strength.

Mods alone will make Gloom quite powerful, but we recommend using Molt Vigor and Growing Power to truly empower your Gloom's slow debuff. You'll want to use an Operator ability (any school works) to proc Vigor's 45% bonus Ability Strength. From there, activate Growing Power and cast Provoke. You'll get around 40% more Ability Strength. Repeat one more time, then use Gloom. You'll have a nearly capped slow debuff. Paired with Arcane Eruption, grabbing an Energy Orb will stunlock most targets for nearly 30 seconds. It's one of the strongest CC combos you could ask for, and you have a nuclear ultimate skill on standby.

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Paralyzing Moon (4 Forma, Silence Subsume)

  • Forma: 4 (Aura, D (Exilus), 2 -)
  • Subsume: Silence (Banshee)

If you want to make Night Equinox a powerful support Warframe, this is the build for you. You'll be able to inflict a massive 80% slow on enemies, reduce the damage enemies deal, grant you and your allies Shields with every kill, and even strip Eximus buffs.

The core of this build is Peaceful Provocation, an Augment Mod for your third ability that causes Pacify to also slow enemies. With enough Ability Strength, this slow caps at 80%, more than enough to stunlock most enemies. We then use Silence from Banshee to put all enemies in a lengthy stun animation, extended further by Pacify's slow. This gives you plenty of time to kill the enemies, use finishers, or otherwise reposition. It also strips Eximus auras which is a huge plus.

We focus on Range and Strength for this build. At first glance, we don't have much Strength, but we're using two things to give us 200% Strength: Molt Vigor and either Zenurik or Madurai. Swap to your Operator, use Wellspring (Zenurik) or any Madurai ability to trigger Molt Vigor's 45% Strength buff, then cast your Pacify buff. This should cap its maximum slow effect. Stick near your allies until the buff charges fully, then laugh as your enemies become stunlocked whenever you cast Silence or grab an Energy Orb.

For survivability, Brief Respite and Rolling Guard let you utilize shield gating and invulnerability periods to stay alive. Use a Decaying Dragon Key to make this playstyle far more consistent. Whenever you need to gain Shields, cast your abilities or kill enemies with Mend active. If you need more Shield regeneration, replace Primed Flow or Streamline with Augur Secrets.

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