Rhino Prime
The Bulwark
A non-helminth Iron Skin tank with a strong Roar and Stomp crowd control
CONFIGURATION
Customize to edit modsMOD CAPACITY
74 / 740 remainingRank 30 · Orokin Reactor · 60 base + 14 aura capacity
ABILITIES
Rhino PrimePASSIVE Emit a shockwave dealing 100 damage after landing from a great height.
Rhino Charge
Rhino charges towards a target, clobbering any in his path and goring his victim.
Iron Skin
Rhino hardens his skin, insulating himself from all damage and gaining Overguard.
Roar
Grants all nearby Warframes increased damage for a short duration.
Rhino Stomp
Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.
CEPHALON FIELD GUIDE
How to play this build.
Tenno. This is Iron Skin without a subsume. Ironclad Charge inflates your armour when you charge a crowd, Health Conversion stacks more, and casting Iron Skin while the bonus is up locks it all into a health bar in the tens or hundreds of thousands. Reinforcing Stomp tops it back up on every cast without redoing the setup. Keep Roar going for the squad.
How it works
Iron Skin is base armour times a stack of multipliers, and Strength enters twice (via Ironclad Charge's bonus and as a final multiplier).
Health Conversion at three stacks gives 1350 armour, far more than Umbral Fiber's 378 on Rhino's tiny 290 base.
Reinforcing Stomp restores 4% of the total per enemy hit, so you never redo the full combo.
Arcane Battery converts the armour into up to 1000 energy.
Playstyle
1.
Get kills for energy and health orbs; build Health Conversion to three stacks.
2.
Group a crowd (Proboscis Cernos, Magus Anomaly, Vazarin Snare).
3.
Cast Charge through the group for the Ironclad Charge bonus.
4.
Stomp constantly for crowd control and to keep Iron Skin near max.
5.
Keep Roar up.
Duration, Efficiency, Range, Strength
Primed Continuity gives Ironclad Charge a 15s+ setup window and near-minute Roar.
Efficiency at 45% because Arcane Battery plus Equilibrium covers it.
A little Range gives a 30m+ Stomp and Roar.
Strength is the whole build.
The mods
Blind Rage, Umbral Intensify are the Strength, with Primed Continuity holding Duration.
Ironclad Charge is the mandatory armour multiplier.
Health Conversion is a large stacking armour source.
Reinforcing Stomp is the top-up.
Equilibrium converts orbs.
Flexible slots
Blind Rage to Transient Fortitude if energy is tight in quick missions.
The aura and exilus are open.
Helminth
Pick one.
Subsume over Stomp (unless you keep it, in which case run Nourish over Charge).
- Parasitic Armor for the biggest armour boost (see The Immovable).
- Elemental Ward (Cold) for ~1291 armour plus reflection.
- Ensnare, Larva or Airburst for grouping to feed Ironclad Charge.
- Empower to boost both Iron Skin and Roar.
Arcanes
Arcane Battery for the energy pool, Molt Augmented for Strength.
Arcane Guardian now builds Iron Skin on hits taken, a strong swap.
Focus
Madurai for a 40% Strength Sling perk.
Vazarin for a grouping ability.
Weapon synergy
None from the frame beyond Roar.
A grouping weapon (Proboscis Cernos) helps the Charge setup.
Staying alive
Iron Skin, topped by Reinforcing Stomp.
No regen otherwise; when the pool is gone you redo the combo.
Toxin bypasses it.
Energy
Arcane Battery plus Equilibrium.
Once Iron Skin is huge you only cast Roar and Stomp.
Where it struggles
Toxin.
Deep endurance where a hit exceeds the pool.
The setup ritual.
Does no damage itself.
Variants
The Immovable Parasitic Armor build pushes Iron Skin into the millions.
A Roar buff build.
An endurance Nourish non-tank build.
Strengths and weaknesses
Strong: near-unkillable in most content, strong team Roar, simple, no helminth needed.
Weak: zero self damage, toxin-vulnerable, setup ritual, no regen, 6 forma.
Who runs this
Players who want a no-subsume Iron Skin tank that carries a weapon and a Roar.