Warframe

Warframe

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Speed Runs: Tips, Parkour, And Ability Mechanics
By ThePHiLsTeR [¬º-°]¬
Have you ever wondered how some players blow by missions and no matter how hard you try you can't keep up? This guide contains the answers and how to improve your run times.
   
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ARE MAPS RANDOMLY GENERATED?
The answer is yes and no. Have you noticed in one game a door will lead into another room, while in another game that same door is now locked? Rooms themselves are mostly about the same. How each map differs is how rooms connect to each other.
FAST PLAYERS EXPLAINED
It is a combination of memorizing maps, good parkour, effectiveness at the mission objective, and sometimes warframe and operator abilities. Warframe base movement speeds and parkour mods can also factor in to a lesser extent. Since rooms are mostly the same, many players know exactly where to go. However, players are required to react on the fly to move to the next randomly generated connection to the next room.
START WITH THE FUNDAMENTALS
If you're new to speed runs combining all the moves in the videos, may seem daunting. That is why I recommend starting with the fundamentals and that is parkour. Parkour is really part of the core gameplay and players have access to ALL parkour moves from the very start while warframe and operator abilities need to be unlocked. Then after gaining an understanding of good parkour, you can start throwing in warframe and/or operator abilities, if you choose.

Not only will you be able to get more done during each gaming session, you will increase your survivability because enemies will have a hard time targeting you.
BASIC CONTROLS
  • Jump
  • Bullet Jump - crouch and jump
  • Double Jump - jump again in mid-air
  • Roll - double tap shift (sprint key), can be done in mid-air and on land
  • Kick - crouch in mid-air holding directional key
  • Slide - crouch during forward momentum on land
  • Glide - hold right mouse button in mid-air
FULL PARKOUR SEQUENCES
FULL PARKOUR SEQUENCE, IMMEDIATE TRANSITIONS
This is the fastest way to travel, but only if the environment is open enough to allow it. Each movement is done in quick succession. If you hear wind blowing, that means you're doing something right.

Bullet Jump


Double Jump


Mid-Air Roll


Kick/Land/Slide


Roll



FULL PARKOUR SEQUENCE, PROLONGED TRANSITIONS
Depending on how far you need to travel, you may not want to immediately transition into the next movement. Here, I need to travel a great distance so every movement is prolonged as much as possible. How prolonged each movement is depends on that distance.

Bullet Jump


Bullet Jump Starts Losing Velocity


Double Jump


Roll


Roll Glide


Kick Glide


Land



FULL PARKOUR SEQUENCE, AROUND CORNORS


Bullet Jump


Double Jump


Roll


Roll Glide


Slide
At this point we need to turn to the right to continue flow into the next area and to avoid bumping into the small obstacle.


Turning Slide
Letting go of the crouch button unlocks us out of a strict linear slide. We can now guide the slide by turning the mouse to the right.


Roll
PARKOUR IN LOW CEILINGS
ROLL IN VERY LOW CEILING/TIGHT SPOTS
Don't do continuous bullet jumps. It's faster to spam rolls.

Rolls also avoid enemy fire


FULL PARKOUR SEQUENCE, LOW CEILING


Notice I'm pointing the crosshair slightly down. By pointing down, it ensures that the bullet jump will be as low as possible.


Bullet Jump


Double Jump


Roll
Notice after gaining some height, the crosshair is pointing at the top of the door.


At the very end of the sequence, the crosshair points right at the door. Note that I did not move the crosshair the entire time.
PARTIAL PARKOUR SEQUENCES
PARTIAL SEQUENCE, DELAYED ROLL


Notice the initial area is wide open, but I'm about to jump into a cramped area.


Bullet Jump


Double Jump


Delay Roll - if I roll now, I will bump into that top wall


Roll Before Landing - I am now clear of that top wall, and roll before landing. Landing will slightly stop the momentum so I roll before landing.



PARTIAL SEQUENCE, SMALL OBSTACLE
It takes some space to be able to bullet jump over a small obstacle. Instead, you can do a regular jump and mid-air roll, or a regular jump, double jump (for added momentum), then mid-air roll.

Alternatively, you can do a regular jump and transition immediately into a kick for forward momentum.


PARTIAL SEQUENCE, LONG FALL - ROLL BEFORE LANDING
The momentum gained from the fall gets transfered into the roll.
GLIDES
GLIDE, STOP OVERSHOOTING BULLET JUMPS


Bullet Jump


Glide (Momentum Stopped)


Kick Forward



GLIDE, EXTENDED AERIAL ATTACKS
Hold glide while performing aerial attacks to extend air time and perform more strikes.


GLIDE, MAINTAIN MOMENTUM DURING ABILITY CASTS
Hold glide during ability cast to extend air time and maintain momentum. This is particularly good for abilities with long animations like Nova's M Prime. *This works with any abilities that can be casted in the air.


GLIDES, PREVENTING FREE FALL SLAMS
Awkward Slam To The Ground - This will slow you down for a good couple of seconds on top of leaving you vulnerable to enemy attack

Glide Before Landing - a tap is good enough
WARFRAME BASE SPRINTS SPEEDS
Loki
1.25
Loki Prime
1.25
Ash Prime
1.2
Mirage Prime
1.2
Mirage
1.2
Nova Prime
1.2
Nova
1.2
Limbo
1.15
Nezha
1.15
Equinox
1.15
Ash
1.15
Banshee Prime
1.15
Ivara
1.15
Gara
1.15
Zephyr
1.15
Nyx Prime
1.12
Trinity Prime
1.1
Valkyr Prime
1.1
Nekros Prime
1.1
Nekros
1.1
Valkyr
1.1
Mesa
1.1
Banshee
1.1
Nyx
1.1
Ember
1.1
Ember Prime
1.1
Hydroid Prime
1.05
Hydroid
1.05
Octavia
1.05
Volt Prime
1.0
Volt
1.0
Saryn Prime
1.0
Vauban Prime
1.0
Vauban
1.0
Oberon Prime
1.0
Rhino Prime
1.0
Trinity
1.0
Titania
1.0
Nidus
1.0
Oberon
1.0
Harrow
1.0
Inaros
1.0
Chroma
1.0
Excalibur Prime
1.0
Excalibur
1.0
Mag Prime
1.0
Mag
1.0
Wukong
0.95
Saryn
0.95
Rhino
0.95
Frost Prime
0.95
Frost
0.95
Atlas
0.9
+MOVEMENT SPEED ITEMS
Arcane Agility Set
Gives 4% chance on being damaged to give +20% sprint speed for 8 seconds.


Mobilize
  • Probably the most practical mod costing only 5 capacity


Elemental Parkour Mods
  • That extra capacity cost for just an extra 4.2% over mobilize isn't worth it, unless you're committed to fashion frame. :)
  • Beware the toxic flight looks like fart unless that floats your boat.
  • Beware that since they are attacks, they will alert Sensor Regulators in grineer spies, if you jump near them.
  • The physical mods that do impact, puncture, and slash don't look nice and I see no reason to use them.



WARFRAME ABILITIES
OPERATOR ABILITIES
The next two sections contain spoilers.

Idealy it is the summation and max rank of all three:
  • Naramon - Mind Spirit (Increase the speed and distance of void dash by 120%)
  • Zenurik - Void Flow (Increase operator energy by 90%)
  • Zenurik - Void Siphon (Increase operator energy regeneration by 90%)
  • Optional
    • Naramon - Mind Step (Increase movement speed of operator by 30%)
    • Arcane Set - Magus Cadence (100% chance after void dashing to gain +60% movement speed)
*The passives need to be unbound accordingly.

Example Setup:




With Max Mind Spirit, Dash travels 28 meters.


WITHOUT Void Flow, you can void dash 3-4 times before running out of energy and having to regen. Be mindful that in order to dash four times, you need to dash in quick succession. Energy is used up in between dashes, so spending too much time in transition causes only 3 possible dashes before having to regen.

Four dashes amounts to 114 meters.


WITH Void Flow, you can dash a total of 7 times which amounts to 201 meters. It only took 2.75 seconds to complete all 7 dashes.


Total Possible Number Of Dashes And Distance Traveled With Full Energy
100% Energy Pool
190% Energy Pool With Void Flow
Number of Dashes
1 Dash
4 Dashes
7 Dashes
Total Distance
28 Meters
114 Meters
201 Meters

Total Regen Time for Dashes
Number of Dashes
100% Regen Rate
190% Regen Rate With Void Siphon
1 Dash
1.75 seconds
1.05 seconds
100% Energy Pool
4 Dashes
7 seconds
3.4 seconds
190% Energy Pool With Void Flow
7 Dashes
N/A
5.1 seconds

Drawbacks To Operator
  • If you lose all your health while in operator mode, you will be teleported back to your warframe which in some cases can be far away. I recommend returning to warframe every so often and avoiding operator mode in extremely small spaces like vents. Dashing into enemies also helps since this ragdolls them. Operator mode is defintely less viable in high level missions. These are ways to slightly increase survivability.
    • Vazarin - Rejuvenating Tides (Increase health regeneration of operator by 4 health per second)
    • Vazarin - Enduring Tides (Increase operator health by 150%)
    • Unairu - Basilisk Scales (Increase operator armor by 200%)
    • Arcane Set - Magus Vigor (Increase Health by 200)
    • Arcane Set - Magus Husk (Increase Armor by 100)
    • Arcane Set - Magus Cloud (Immunity to fall damage though simply dashing to the ground or returning to warframe easily prevents fall damage)
  • Operator mode in its current state is glitchy. If you fall through the map, it's possible to be teleported far away in a random location. This is especially detrimental on large maps. It seems to happen when both warframe and operator fall through the map, but more testing is needed. Additionally dashing into a wall will occasionally count as falling through the map.
  • Dash is easy to use on open maps like hierchon, but will take practice on cramped maps.
VIDEOS
Parkour Only, Sedna Sabotage Speed Run


Volt And Operator Combo, Acolyte Speed Run
13 Comments
^0[.SAS.]^4HunterCat 19 Mar, 2023 @ 3:15pm 
semi-compitent wukong will outspeedrun anyway, just sayin
also ctrl+space+shift+m2 spam: the essay
Myumyuh 19 Sep, 2021 @ 4:28am 
If only it was as easy as Zorencopter and Wallkicking back in the day, I got lazier at the point 'why do I need to press more button?!'
There's Wukong for some kind of lazy play, at least
ThePHiLsTeR [¬º-°]¬  [author] 19 Sep, 2021 @ 3:19am 
Yea that's fine if thats your play style. This guide is geared toward people who want to finish missions as fast as possible. Have you been in speed running communities? I have. Trust me you will not keep up with those people with your method.
Myumyuh 19 Sep, 2021 @ 3:09am 
Hmm, I guess, saying I only spammed slide+roll is wrong cause if there's a gap like that, that's a no brainer bullet jump and/or abit of wallrun, roll in the air and glide kick, and there's a zipline too, too lazy to use Operator
If it's something like a long lazy corridor with no obstacle, that's where I spam slide+roll, which some, if not most, Corpus tileset is, except that gas planet
Man, I love the Corpus gas tileset
ThePHiLsTeR [¬º-°]¬  [author] 19 Sep, 2021 @ 2:42am 
For the loki, all I had was a + bullet jump mod, but that is not required. To drive home my point, I've done it with frost with no movement speed mods and who has low base movement speed.

Corridor is at least 70 meters with no floor, displayed in pic:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2605991123

Here is animated gif of getting thru that corridor:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2605988786

And i just tested a bullet jump and double jump with frost no movement mods in simulacrum. I could only cover 25 meters.
ThePHiLsTeR [¬º-°]¬  [author] 19 Sep, 2021 @ 2:01am 
One bullet jump doesn't get you thru that entire corridor where theres no floor for like 50+ meters or so. That's why with your method, you'd have to go to the lower level on the left which will be much slower.
Myumyuh 18 Sep, 2021 @ 11:33pm 
Wait, I just realized, it's all Loki/Volt, I meant the Sedna Sabotage
Without that soupped up mod installed in that Loki, though
Oh, and the Amalgam mod in secondary weapon, I forgot the name, makes the roll kinda weird
Myumyuh 18 Sep, 2021 @ 11:20pm 
Yeah, that is why the occasional bullet jump comes in handy, my parkour style is almost identical to that video with Loki in it instead of the random pub I've seen mostly just bullet jump all the way
ThePHiLsTeR [¬º-°]¬  [author] 18 Sep, 2021 @ 8:42pm 
Ok, taking a look at this guide's profile pic. I jump thru the entire corridor. If you and I were in the same mission in the same corridor, me taking my route, and you sliding and rolling on the left side on the lower level, I'd be way ahead of you. You wouldn't be keeping up.
Myumyuh 18 Sep, 2021 @ 6:47am 
ngl, I just spam slide + roll and occasional bullet jump when there's an obstacle and I can keep up with most unless they're using Titania