Warframe

Warframe

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Abilities Versus Demolysts
By Briggs
Want to know what abilities affect Demolysts and how? Ctrl + F the frame's name here to check.
This is a list of every single Warframe ability, how it affects Demolysts, and all the various related/unrelated bugs I found along the way.
This guide only applies to the Corpus Demolysts, as they were used for all the tests. However, I think it's safe to assume the other factions are affected similarly.

[UPDATE]: I'm sorry to everyone who is hoping for a guide update. It's been a long time since I updated this and honestly, I keep forgetting to get to it whenever I'm on. It's a bit tedious since I test things out in the Simulacrum as well as in-game. As of right now, the guide is up to date right before Xaku's release. I don't know when I'll get back to the guide. Thanks to everyone who took a look at it, and I hope this will continue to help people out in its perpetually-unfinished state.
   
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The Goal
  • This guide will simply state whether or not an ability has any effect on a Demolyst. This is not a "what frame is best for Disruption" guide. I will offer some opinions, but ultimately that's all it is. You decide how you want to play.
  • I do not cover any sort of weapons here, nor any synergies between weapons and frame abilities, nor compare them.
  • I will mention the bugs I find during the making of this guide or any glaring issues or inconsistencies between events that take place. If I mention any game-changing bugs or exploits it is not because I agree with their usage or encourage it. I want people to simply be aware, not abuse them.
The lists:
  • The format is as follows: Ability Name (Cycled Choice, if applicable): Does the ability affect Demolysts in any way? Followed by how it affects them if it does.
  • I will italicize effects that I find worth noting, such as long-lasting stuns.
  • Things that do not directly affect Demolysts, such as personal damage boosts or non-damaging abilities will be labeled simply as "Personal buff." There will be some exceptions, such as exceptionally strong damage buffs that work on Demolysts, but that's all.
  • All augments will be listed, but unless they directly modify something about the original ability that may change how it affects Demolysts, it will simply be listed as a "Personal buff."
Much of this information I obtained by going in-game, one frame at a time, and doing an entire round of Disruption while checking out the frame's various abilities on all five Demolysts, and some Demolishers. I do this because the Simulacrum cannot account for any changes in their pathing, as they have different priorities in Disruption. For that reason, it takes a while to update things and information may be incorrect, but if that's the case just comment or DM me.
Demolyst Overview
For those who may not know, Demolysts are a new sort of enemy added in the new Disruption gamemode.

Demolysts spawn once a key has been placed into one of the four available conduits, and its sole goal is to destroy it. Only one spawns on the map (as far as I know) per conduit activated, and you can tell where it's coming from by its signature beeping sound, which you can use to track its location down before it gets close to your conduit. Destroy it, and that conduit's round is over.

These guys are a little different than the other enemies in a few regards (besides the beeping):
  • They're much tougher, you won't be killing these guys just as easily as every other enemy, and will get stronger with each completed Disruption round. They're still one-shottable for a while though, don't worry.
  • They are not immune to status. Some guides are saying they either are or use an ability that makes them immune to status, but that is not the case. The only Demolyst that becomes immune to anything is the Demolyst Moa. After most of its health is depleted, it will fire its cannon at the ground and become immune to any and all abilities while also healing itself.
  • These are not like the amalgams you fight normally all around the map, these are special enemies.
  • They emit a nullifying pulse every 1-2 seconds. This is not a nullifier bubble like we are used to the corpus having. Meaning you can get in close, but stay too close and their bubble will turn off abilities that are currently working on you, as well as any abilities you might be using or have placed on the Demolyst. Procs stay, abilities don't.
  • They prioritize the node above all else, and will not stop just because you're in the way. I only know of a single ability that makes them stop everything they are doing without actively stunning or hurting them, and that being Gara's Spectrorage.
  • They cannot be stunned out of their final charge attack that destroys conduits. This is more of a guess on my end, as I have had no luck with weapons nor frames in this.
Ash
Abilities:
  • Shuriken: YES It deals damage to Demolysts.
  • Smoke Screen: NO Personal buff. Removed by nullifying pulse.
  • Teleport: YES No, you cannot one-shot Demolysts with Fatal Teleport. Even if you have a dagger with Covert Lethality equipped, this will not kill them. In fact, this deals no damage to them. All it does is stun the Demolyst for 1-2 seconds (tested with Fatal Teleport). You do not play any backstabbing animation.
  • Blade Storm: YES You can tag Demolysts, but be quick as all the tags get removed with their pulses.
Augments:
  • Seeking Shurikin: YES It has no new effect on Demolysts, but it does strip Demolisher armor.
  • Smoke Shadow: NO Personal buff.
  • Fatal Teleport: YES It has no effect on Demolysts, but you can use Fatal Teleport on Demolishers like any other enemy.
  • Rising Storm: NO Personal buff.
Atlas
Abilities:
  • Landslide: YES You can punch the boyos!
  • Tectonics: NO Walls do not stop them, and they do not prioritize the walls. Also, the wall will get destroyed the moment it pulses its nullifier bubble.
  • Petrify: NO No effect.
  • Rumblers: NO Rumbles attack, but deal no damage to Demolysts. The nullifying pulse does not destroy Rumbles, but it damages them greatly.
Augments:
  • Rubble Heap: NO Personal buff.
  • Path of Statues: NO Has no effect.
  • Tectonic Fracture: NO Personal buff.
  • Ore Gaze: NO Personal buff.
  • Titanic Rumbler: NO No effect.
  • Rumbled: NO Personal buff.
Banshee
Abilities:
  • Sonic Boom: YES Deals damage. In the Simulacrum, it moves them away.
  • Sonar: YES Demolysts can have Sonar applied on them, however, all stacks will disappear once they do their nullifying pulse.
  • Silence: NO No effect.
  • Sound Quake: YES Deals damage, but does not stun them. In the Simulacrum, they are immune to the damage and stun.
Augments:
  • Sonic Fracture: YES Does nothing to Demolists, but it stips Demolisher armor.
  • Resonance: NO Personal buff. I could not properly test whether or not they get a weak spot from an enemy kill.
  • Savage Silence: NO Personal buff.
  • Resonating Quake: NO Personal buff.
Baruuk
Abilities:
  • Elude: NO Personal buff.
  • Lull: YES This does not put them to sleep, however it does stun them for a few seconds when it would normally put an enemy to sleep.
  • Desolate Hands: YES Deals damage.
  • Serene Storm: YES Deals damage, but the slide attack does nothing.
Augments:
  • Endless Lullaby: NO Personal buff. Killing an affected Demolyst while the ability timer is still going does reset the counter.
  • Reactive Storm: NO Personal buff.
Chroma
Abilities:
  • Spectral Scream: YES Deals damage.
  • Elemental Ward: YES Deals damage.
  • Vex Armor: NO Personal buff.
  • Effigy: YES Deals damage, but does not seem to stun them.
Augments:
  • Afterburn:
  • Everlasting Ward: NO Personal buff.
  • Vexing Retaliation:
  • Guided Effigy:
Ember
Abilities:
Post Rework:
  • Fireball: YES Deals damage.
  • Immolation: NO Personal buff.
  • Fire Blast: YES Deals damage.
  • Inferno: YES Deals damage.
Augments:
  • Fireball Frenzy: NO Personal buff.
  • Immolated Radiance: NO Personal buff.
  • Healing Flame:
  • Exothermic:
Equinox
Abilities:
  • Metamorphosis: NO Personal buff.
  • (Night) Rest: NO Demolysts don't fall asleep.
  • (Night) Pacify: NO Personal buff.
  • (Night) Mend: NO Personal buff.
  • (Day) Rage: YES (?) Unsure about this one, but it seems like they do take more damage while it is active.
  • (Day) Provoke: NO Personal buff.
  • (Day) Maim: YES The initial cast procs slash on Demolysts, leaving them stunned for a few seconds while also dealing damage.
Augments:
  • Duality:
  • Calm & Frenzy:
  • Peaceful Provocation:
  • Energy Transfer: NO Personal buff.
Excalibur
Abilities:
  • Slash Dash: YES Deals damage.
  • Radial Blind: YES Stuns for a few moments until the nullifying bubble pulses, but seems to only work the first time. Umbra's Radial Howl has no extra effect since these enemies do not gain resistance like their other Sentient brethren.
  • Radial Javelin: YES Deals damage, but does not pin or stun.
  • Exalted Blade: YES Deals damage. Quite a bit of it too, unsurprisingly.
Augments:
  • Surging Dash: NO Personal buff.
  • Radiant Finish:
  • Furious Javelin:
  • Chromatic Blade:
Frost
Abilities:
  • Freeze: YESDeals damage.
  • Ice Wave: YES Deals damage.
  • Snow Globe: YES Slows them down the moment they enter it, but once their nullifying bubble pulses the Snow Globe is gone. Constant spamming of a Snow Globe can keep them in a permanent slowed state, as long as you have the energy to keep it up. Repeat casts do not fling Demolysts away from the center.
  • Avalanche: YES Deals damage, but does not stun.
Augments:
  • Freeze Force: NO Personal buff.
  • Ice Wave Impedance: YES The demolyst is slowed by the trail and while the nullify pulse does clear the effect, it does not remove the trail, causing it to immediately be re-slowed as long as it is on a trail (Credit: Marcach).
  • Chilling Globe:
  • Icy Avalanche:
Gara
Abilities:
  • Shattered Lash: YES Deals damage.
  • Splinter Storm: YES Deals damage.
  • Spectrorage: YES Demolysts stop everything they are doing. With max range, their bubble is too small to take down the mirrors, and they can potentially be stunned until the timer on the ability runs out. Recasting gives varying results depending on how far the AI will decide to walk.
  • Mass Vitrify: YES Stops them until their nullifying bubble breaks the walls. Recasting doesn't affect them.
Augments:
  • Mending Splinters:
  • Spectrosiphon:
Garuda
Abilities:
  • Dread Mirror: NO Deals no damage, although it activates Garuda's shield and forces her to jump to the Demolyst. The charge attack also deals no damage.
  • Blood Altar: NO Has no effect.
  • Bloodletting: NO Has no effect.
  • Seeking Talons: YES A weird one. The first cast will stun the Demolyst, but deal no damage. Consecutive strikes will proc slash, but will not stun.
Augments:
  • Dread Ward:
  • Blood Forge: NO Personal buff.
  • Bending Talons:
Gauss
Abilities:
  • Mach Rush: YES Deals damage, does not ragdoll.
  • Kinetic Plating: NO Personal buff.
  • Thermal Sunder: YES Deals damage.
  • Redline: NO Personal buff.
Augments:
  • Mach Rush:
Grendel
Abilities:
  • Feast: NO Sorry lads, Demolysts aren't into this fetish.
  • Nourish: NO Personal buff.
  • Nourish (Energy): NO Personal buff.
  • Nourish (Armor):
  • Nourish (Strike): NO Personal buff.
  • Regurgitate: YES Deals damage.
  • Pulverize: YES Deals damage, but you get kicked out as soon as the nullifying pulse hits you.
Augments:
  • Catapult: NO Personal buff.
Harrow
Abilities:
  • Condemn: YES Stops them in place like any other enemy, although you have until their nullifying pulse hits it to get rid of it.
  • Penance: NO Personal buff.
  • Thurible: NO Personal buff.
  • Covenant: NO Personal buff.
Augments:
  • Tribunal:
  • Warding Thurible: NO Personal buff.
  • Lasting Covenant:
Hildryn
Abilities:
  • Balefire: YES Deals damage.
  • Pillage: YES Drains shields.
  • Haven: YES Drains shields.
  • Aegis Storm: YES Deals damage, but does not stun.
Augments:
  • Balefire Surge: NO Personal buff.
  • Blazing Pillage:
Hydroid
Abilities:
  • Tempest Barrage: YES Deals damage.
  • Tidal Surge: YES Deals damage.
  • Undertow: NO Has no effect.
  • Tentacle Swarm: YES Deals damage, but does not pick them up.
Augments:
  • Corroding Barrage:
  • Tidal Impurity: NO Personal buff.
  • Curative Undertow: NO Personal buff.
  • Pilfering Swarm: NO Personal buff, Demolysts can't be picked up anyways.
Inaros
Abilities:
  • Desiccation: YES Demolysts are slowed and walk away from your sand until their nullifying bubble puts them back on track.
  • Devour: NO No effect.
  • Sandstorm: YES Deals damage.
  • Scarab Swarm: YES Deals damage.
Augments:
  • Dessication's Curse:
  • Elemental Sandstorm:
  • Negation Swarm: NO Personal buff.
Ivara
Abilities:
  • Quiver: I looked specifically into the Noise and Sleep arrows, since the others fit into my "personal buff" category. Noise had no effect on them. Sleep arrows stun Demolysts until their nullifying bubble frees them.
  • Navigator: NO Doesn't change the weapon, you can still hit the Demolysts just fine with or without it.
  • Prowl: NO Cannot be pickpocketed.
  • Artemis Bow: YES Deals damage.
Augments:
  • Empowered Quiver: NO Personal buff.
  • Piercing Navigator:
  • Infiltrate: NO Personal buff.
  • Concentrated Arrow:
Khora
Abilities:
  • Whipclaw: YES Deals damage.
  • Ensnare: YES Successfuly ensnares the Demolyst until their nullifying bubble frees them.
  • Venari: Ignoring her Heal and Protect modes, I focused on the Attack mode.
  • Strangledome: NO Has no effect and does not draw their attention.
Augments:
  • Accumulating Whipclaw:
  • Venari Bodyguard: NO Personal buff.
  • Pilfering Strangledome: NO Personal buff. Can't loot what can't be held.
Lavos
Abilities:
  • Ophidian Bite:
  • Vial Rush:
  • Transmutation Probe:
  • Catalyze:
Augments:
  • :
Limbo
Abilities:
  • Banish: YES Demolysts can be banished and damaged by the cast, but their nullifying bubble removes the banish.
  • Stasis: NO Doesn't stop them.
  • Rift Surge: NO Has no effect and also cannot spread to Demolysts from other enemies.
  • Cataclysm: YES Entering the cataclysm hurts Demolysts, but does not stop them and Stasis doesn't stop them either. The nullifying pulse destroys the bubble.
Augments:
  • Rift Haven: NO Personal buff.
  • Rift Torrent: NO Personal buff. Not recommended to work around this augment for Demolysts, as the window to take advantage of the damage buff is too small and not worth your time.
  • Cataclysmic Continuum: NO Personal buff.
Loki
Abilities:
  • Decoy: YES(?) Decoy targets the Demolyst, but it doesn't seem to be a priority target.
  • Invisibility: NO Personal buff.
  • Switch Teleport: YES You can safely Switch Teleport Demolysts just like normal enemies. Teleporting Demolysts during their charge will not prevent the destruction of conduits. More info at the end.
  • Radial Disarm: YES Deals damage.
Augments:
  • Savior Decoy: NO Personal buff.
  • Hushed Invisibility: NO Personal buff.
  • Safeguard Switch: NO Personal buff.
  • Irradiating Disarm:
Switch Teleport and its wonderfulness:
Oh boy. This one can potentially break the Demolyst AI if you're not careful. As long as you're on even ground and an area you can safely walk on, feel free to abuse the heck out of this. However, if you do choose to abuse it and teleport the Demolyst into an area inaccessible by normal means or try to despawn it by sending it off the map, one of a few things will happen that I have observed:
  1. The Demolyst will get stuck in the terrain, allowing you an easy kill on it, or simply allow the timer to run out for an easy node completion.
  2. The Demolyst will clip into the environment and start walking in a straight line toward either the objective or the nearest walkable surface for it, I can't tell. You will not be able to kill it in this time unless you have an ability that can target it through the floor. It usually pops out near the objective.
  3. The Demolyst will do the same as above, but once it comes out it will completely lose track of its objective and run around aimlessly, but will still not attack you.

An example of when a Demolyst started walking through the terrain.

An example of it getting stuck. It remained there the whole time and could never find a way out.
Mag
Abilities:
  • Pull: YES Deals damage, but does not pull Demolysts toward you.
  • Magnetize: YES You can Magnetize Demolysts and shoot them for the extra damage, but the bubble gets removed once they do the nullifying pulse.
  • Polarize: YES Deals damage.
  • Crush: YES Deals damage, and stuns them for a second or so afterwards.
Augments:
  • Greedy Pull: NO Personal greedy buff.
  • Magnetized Discharge:
  • Counter Pulse:
  • Fracturing Crush:
Mesa
Abilities:
  • Ballistic Battery: YES They take the extra damage when you unleash this ability on them.
  • Shooting Gallery: NO Personal buff.
  • Shatter Shield: NO Personal buff, but with enough range it appears as though they get hurt by the ricochet.
  • Peacemaker: YES Deals damage, and a lot of it too.
Augments:
  • Ballistic Battery: YES They do take extra damage from the augment.
  • Muzzle Flash:
  • Staggering Shield:
  • Mesa's Waltz: NO Personal buff.
Mirage
Abilities:
  • Hall of Mirrors: NO Personal buff.
  • Sleight of Hand: YES The first cast seems to affect them, and they head toward the jewel. Any casts following that seem to have no effect. This does stun Demolysts, but only on the first use.
  • Eclipse: NO Personal buff.
  • Prism: YES Deals damage.
Augments:
  • Hall of Malevolence: YES Personal buff, but they do take more damage from the dopplegangers.
  • Explosive Legermain:
  • Total Eclipse: NO Personal buff.
Nekros
Abilities:
  • Soul Punch: YES Deals damage.
  • Terrify: NO No effect whatsoever.
  • Desecrate: NO Demolysts can't be Desecrated.
  • Shadows of the Dead: NO Nekros's Shadows don't seem to care. While they aren't affected by the Demolyst nullifying bubble, they can do next to nothing besides get toppled over.
Augments:
  • Soul Survivor: NO Personal buff.
  • Creeping Terrify:
  • Despoil: NO Personal buff.
  • Shield of Shadows: NO Personal buff.
Nezha
Abilities:
  • Fire Walker: YES Deals damage.
  • Blazing Chakram: YES Deals damage.
  • Warding Halo: YES Deals damage.
  • Divine Spears: YES Deals damage, but does not impale.
Augments:
  • Pyroclastic Flow:
  • Reaping Chakram: YES Demolysts take extra damage.
  • Safeguard: NO Personal buff.
  • Controlled Slide: NO Personal buff.
Nidus
Abilities:
  • Virulence: YES Deals damage and stacks.
  • Larva: NO No effect.
  • Parasitic Link: NO They can be linked to you, but only until the bubble appears. Linking does not stun or stop them.
  • Ravenous: NO Maggots do not attach themselves to the Demolyst, although they do chase after it.
Augments:
  • Abundant Mutation: NO Personal buff.
  • Teeming Virulence: NO Personal buff.
  • Larva Burst:
  • Insatiable: NO Personal buff.
Nova
Abilities:
  • Null Star: YES Deals damage.
  • Antimatter Drop: YES That's a lot of damage!
  • Wormhole: NO Personal buff.
  • Molecular Prime: YES Slows Demolysts down (or speeds them up if you really hate your team). Their bubble does nothing to the expanding Molecular Prime, and once they enter the area of effect they will constantly get slowed until the duration of its expansion runs out.
Augments:
  • Neutron Star:
  • Antimatter Absorb: YES Demolysts won't target it or anything, they'll just take the extra damage.
  • Escape Velocity: NO Personal buff.
  • Molecular Fission: NO personal buff.
Nyx
Abilities:
  • Mind Control: NO No effect, although other Mind Control targets do seem to attack Demolysts.
  • Psychic Bolts: YES Deals damage, stips the armor of Grineer Demolishers.
  • Chaos: NO No effect, but others who under the effects seem to attack Demolysts.
  • Absorb: YES The explosion deals damage. You can't protect the conduit from their explosion, don't bother.
Augments:
  • Mind Freak: NO Personal buff.
  • Pacifying Bolts:
  • Chaos Sphere: NO Personal buff.
  • Assimilate: NO Personal buff.
Oberon
Abilities:
  • Smite: YES Deals damage.
  • Hallowed Ground: YES Deals damage, but gets removed once the nullifying bubble pops up.
  • Renewal: NO Personal buff.
  • Reckoning: YES Deals damage, but does not stun.
Augments:
  • Smite Infusion: NO Personal buff.
  • Hallowed Eruption:
  • Pheonix Renewal: NO Personal buff.
  • Hallowed Reckoning:
Octavia
Abilities:
  • Mallet: YES As long as there are other enemies around to damage the Mallet, it will hurt Demolysts that run through its area of effect. Demolysts will not damage the Mallet.
  • Resonator: YES Deals damage to Demolysts that pass through its area of effect. Demolysts will not damage nor pay any attention to it.
  • Metronome: NO Personal buff.
  • Amp: NO Personal buff.
Augments:
  • Partitioned Mallet: NO Personal buff. Works just like up top.
  • Conductor: NO Personal buff.
Protea
Abilities:
  • Grenade Fan: YES Deals damage, but does not stagger. Grenade disappears as the Demolyst uses its nullifier bubble.
  • Blaze Artillery: YES Damages Demolyst.
  • Dispensary: NO Personal buff.
  • Temporal Anchor: YES Resulting explosion deals damage but does not knock them down.
Augments:
  • :
Revenant
Abilities:
  • Enthrall: YES/NO See notes below.
  • Mesmer Skin: YES/NO See notes below.
  • Reave: YES Deals damage.
  • Danse Macabre: YES Deals damage.
Augments:
  • Thrall Pact: NO Personal buff.
  • Blindign Reave:
Revenant seems to be bugged, in that one of his abilities has effects on a few types of Demolysts and no effects on others. Normally, Enthrall and Mesmer skin have no direct or indirect effects on Demolysts, as they cannot be Enthralled, will not attack Enthralled enemies, and will not attack you.
BUT- when you Enthrall an enemy within a certain range of the Demolyst and in its line of sight, there is a chance it will abandon everything it was doing and either attack the Enthralled enemy or bug out and stand in place.
Once they react to Enthralled enemies, no matter if they die or the timer runs out, the Demolyst will now no longer pursue its original objective of destroying a conduit and will attack you and your allies. At this point, Mesmer Skin becomes useful against them, as they do get stunned when they attack you. The stun lasts until their nullifying bubble frees them of the status, and they will continue to attack you like any other enemy and they do not seem to despawn.
I cannot confirm nor deny if this works on all Demolysts, but I have been able to successfully replicate this bug of the Demolyst Heqets, MOAs, and Machinists. I had no luck with Satyrs due to their speed and difficulty timing enemy Enthralls to get a result.

A Demolyst Machinist now doing absolutely nothing in a hallway after attacking my darling Enthralled MOA. :(
Rhino
Abilities:
  • Rhino Charge: Deals damage.
  • Iron Skin: NO Personal buff.
  • Roar: NO Perosnal buff.
  • Rhino Stomp: YES Deals damage and stuns until their nullifying pulse happens.
Augments:
  • Ironclad Charge: NO Personal buff.
  • Iron Shrapnel:
  • Piercing Roar:
  • Reinforcing Stomp: NO Personal buff.
Saryn
Abilities:
  • Spores: YES Can be attached and spread from other enemies, but are removed by its nullifying pulse.
  • Molt: NO No effect.
  • Toxic Lash: NO Personal buff.
  • Miasma: YES Deals damage and (possibly) stuns them on first use, but this has only happened to me a few times. Most likely a bug.
Augments:
  • Revealing Spores:
  • Venom Dose: NO Personal buff.
  • Regenerative Molt: NO Personal buff.
  • Contagion Cloud:
Titania
Abilities:
  • Spellbind: NO Can be cast on them, but seems to have no effect.
  • Tribute (Thorns): NO Personal buff.
  • Tribute (Dust): NO Personal buff.
  • Tribute (Full Moon): NO Personal buff.
  • Tribute (Entangle):
  • Lantern: NO They ignore floating enemies.
  • Razorwing: YES Razorflies seem to deal no damage, but do not get destroyed by the Demolyst nullifying bubble. Dex Pixia and Dewata deal damage, but your ability will turn off once the nullifying pulse hits you.
Augments:
  • Spellbound Harvest: NO Personal buff.
  • Beguiling Lantern:
  • Razorwing Blitz: NO Personal buff.
  • Ironclad Flight: NO Personal buff.
Trinity
Abilities:
  • Well of Life: NO No effect.
  • Energy Vampire: NO No effect.
  • Link: YES Link transfers damage to Demolysts, but their nullifying pulse removes the Link from them.
  • Blessing: NO Personal buff.
Augments:
  • Pool of Life: NO Can't mark what can't be affected.
  • Vampire Leech: NO Doesn't mark Demolysts.
  • Abating Link:
Valkyr
Abilities:
  • Rip Line: YES Deals damage, but does not pull them toward you.
  • Warcry: NO No effect.
  • Paralysis: NO No effect.
  • Hysteria: YES Deals damage, but you get kicked out of Hysteria when the Demolyst's nullifying pulse... pulses.
Augments:
  • Swing Line: NO Personal buff.
  • Eternal War: NO Personal buff.
  • Prolonged Paralysis: NO Can't paralyse what can't be affected.
  • Enraged:
  • Hysterical Assault:
Vauban
Abilities:
  • Tesla Nervos:
  • Minelayer (Tether Coil):
  • Minelayer (Flechette Orb):
  • Minelayer Vector Pad):
  • Minelayer Overdriver): NO Personal buff.
  • Photon Strike:
  • Bastille:
  • Bastille (Vortex):
Augments:
  • Tesla Bank:
  • Photon Repeater: NO Personal buff.
  • Repelling Bastille:
Volt
Abilities:
  • Shock: YES Deals damage.
  • Speed: NO Personal buff.
  • Electric Shield: NO No effect.
  • Discharge: YES Deals damage and stuns the Demolyst until its nullifying pulse saves it.
Augments:
  • Shock Trooper: NO Personal buff.
  • Shocking Speed:
  • Transistor Shield: NO Personal buff.
  • Capacitance: NO Personal buff.
Wisp
Abilities:
  • Reservoirs: YES Haste and Vitality Reservoirs are personal buffs, but the Shock Reservoir deals damage to the Demolysts.
  • Wil-O-Wisp: NO No effect.
  • Breach Surge: YES First cast will stun Demolysts, but consecutive casts will only apply the damage multiplier until their nullifying pulse removes it.
  • Sol Gate: YES Deals damage.
Augments:
  • Critical Surge: NO Personal buff.
Wukong
Abilities:
  • Celestial Twin: YES Attacks Demolysts, but they don't seem to be priority targets.
  • Cloud Walker:
  • Defy:
  • Primal Fury: YES Deals damage.
Augments:
  • Clestial Stomp:
  • Enveloping Cloud: NO Personal buff.
  • Primal Rage: NO Personal buff.
Xaku
Abilities:
  • Xata's Whisper:
  • Grasp of Lohk:
  • The Lost (Accuse):
  • The Lost (Gaze):
  • The Lost (Deny):
  • The Vast Untime:
Augments:
  • :
Zephyr
Abilities:
  • Tail Wind: YES Deals damage.
  • Airburst: YES Deals damage.
  • Turbulence: NO Personal buff.
  • Tornado: YES Demolysts that enter the range of the Tornadoes will not be picked up, but they will be slowed down and take damage from the ability. Demolyst nullifying pulses removes Tornadoes around them, so it is short-lived.
Augments:
  • Target Fixation: NO Personal buff.
  • Jet Stream: NO Personal buff.
  • Funnel Clouds: NO Personal buff.
  • Anchored Glide: NO Personal buff.
Possible Bugs?
This section is for things I noticed across the board with more than one frame or type of ability. And overall any bugs I might find along the way.
  • Certain abilities that proc some sort of effect on the Demolyst, such as sleep or stun, do not work the same way across the board. As examples, Inaros's Desiccation versus Excalibur's Radial Blind. Both leave a sort of stunning effect on the Demolyst, and both are removed by the Demolyst's natural nullifying bubble. However, Desiccation can be used multiple times for the same results, while Radial blind can only stun them on the first hit. I'm not entirely sure why this is or if this is even a bug, but feels really inconsistent to the point that I felt it was necessary to even make this guide in the first place. As far as status-proccing abilities go, the status remains through the nullifying bubble pulse. An example of that being Equinox's Day form's Maim.
  • Some abilities that may be similar in nature might have completely different results. Two abilities that work to either incapacitate or stun enemies might work completely differently on Demolysts. One might just slow down, while the other doesn't work at all, or only works the first time? Like... What? Why? Why do some abilities like Vauban's Bastille and Vortex end up slowing the enemy... But only on the first use? Zephyr and Hydroid, who both have very similar 4th abilities, have completely different results when using them.
  • Unrelated- You can clip through the grates in the floor on this tileset:

  • Also completely unrelated, and not sure if this counts as a spoiler but better safe than sorry. If you don't know what an Operator is, this isn't something you'll care to read about: When you come back from a mission and you are standing up as your Warframe in your Orbiter, if you press 5 to go into Operator, it summons your Operator makes you perform one of your attacks while your frame turns into an uncolored Excalibur and slumps on the floor. The only way to get out of this bug is to open the menu and either go into a mission/ Relay, or restart the game. Not sure how long this one has been around for. Can be replicated every single time.

  • Conduit failsafes spawn inside Cephalon Fragments:
Thanks
Thanks for taking a look, I hope this helped someone out there, as niche of a guide as this is.

If you have any questions or comments, feel free to drop one below or message me personally, I'll be sure to respond.
12 Comments
Briggs  [author] 27 May, 2021 @ 3:55pm 
@EdDiesel I still plan on updating this, sorry I've been a bit lazy about it. As for your question, I have no idea, as this is a guide for Warframe abilities and not operator ones.
EdDiesel 27 May, 2021 @ 8:09am 
Not sure if this is still being updated. Does execution dash work on Demolist?
Briggs  [author] 8 Oct, 2019 @ 3:03pm 
I haven't personally encountered that bug across any demolysts, but I can imagine it might happen against the Jupiter demolysts due to them gaining damage resistance to specific weapons, but it would still take a long time for 800%+ to wear down. I'm honestly not sure, I never ran chroma in longer missions against them. When I did the test however, it did seem like it boosted my damage, so I never thought anything was off. I'd send a ticket and describe your exact issue to them.
Meta 8 Oct, 2019 @ 11:10am 
Been awhile since this has been made. I don't know if it's a bug or not, but even as Chroma with a 822% damage buff my weapons do practically no damage at all. I really want to know if anyone else has been having this issue where they can't do any damage to the Demolysts no matter what type of Demolyst they are.
Briggs  [author] 22 Jun, 2019 @ 12:06am 
@Marcach Sorry I forgot to write it here a while back, but I added your comment under Frost's section, thanks for the input.
Marcach 15 Jun, 2019 @ 12:19am 
A note about Frost's Ice Wave Impedance augment: The demolyst is slowed by the trail and while the nullify pulse does clear the effect, it does not remove the trail, causing it to immediately be re-slowed as long as it is on a trail.
汉 宫 8 Jun, 2019 @ 10:23pm 
陆陆陆
Briggs  [author] 8 Jun, 2019 @ 8:57pm 
@Mr DeadEye (continued)
As for my personal opinion on them, what I think is reliable will not be what you think is reliable. I don't have any plans on including my own personal opinion in the guide itself, but for your curiosity, my personal best suggestions for this are:
Inaros- Great if you feel like never dying or using any of your abilities besides Dessication.
Nova- As duration builds are extremely common and useful on her and her Molecular Prime can't be nullified, her 4 affects Demolysts constantly as long as it keeps expanding.
Loki- That teleport is fantastic, enough said.
Aside from that, you should judge for yourself what frames would be good to use, based off the guide as well as experience. Don't take my word for it. I don't play any frames in an effort to stun the Demolysts. I'd say that anyone with notes beyond one sentence regarding stuns are worth considering.
Briggs  [author] 8 Jun, 2019 @ 8:56pm 
@Mr DeadEye
Thanks for the headsup, I fixed what I saw in the section you mentioned, but wasn't entirely sure where the other errors were.
I specify as much as I can about how the stuns work. Ability stuns work until their nullifying pulse removes the effects. Procs left behind by abilities remain for the duration of the ability/ stats of the frame, which I cannot specify as that's already up to your own personal build at that point. Nearly every point in the guide mentions something about the duration of the stun and any amazing outliers.
Mr Deadeye 8 Jun, 2019 @ 7:53pm 
Typos on the world on fire section and another I think in the last quarter of the guide somewhere, idk I lost it. Also great guide. I do think you should say how long or how reliably you think the abilities that do stun, stun for.