Meatball is no longer a memeball! | Grendel Guide | Warframe

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Grendel has recently been reworked making his kit more fluid and more powerful to use let's dive into what he's now capable of how the stats scale beyond what the game shows you and how you can build him to make full use of that I'm Nick engineer let's solve a practical problem [Music] each of Grendel's abilities have quite a bit going on far more than just what the text states on the ability card so there's timestamps in the description if you're looking for information on its specific ability while you're down there you can also check out my patreon for even more detail behind the scenes Grendel's first ability is Feast on cast Grendel opens up his stomach and attempts to swallow any enemy he's aiming at within range there's a very narrow cone on this ability so you do need to actually aim at the enemies to scoop them up if an enemy is held by another ability or immune to hard crowd control such a due to Overgaard then it cannot be swallowed while swallowed enemies appear on griddle to Unique UI indicating a type of consumed unit and how much health or Shields they have remaining their hit points will drain at two percent of Max per second meaning each enemy will be killed in at most 50 seconds usually this will be quicker still as you can swallow enemies that are already damaged and deal additional damage to them through Grendel's other abilities in order to keep Grendel at full capacity then we'll require swallowing more than five enemies per 50 seconds and they usually won't all conveniently die at the same time since the rework swallowed enemies have no drain on Grendel himself and instead they provide a 250 armor bonus per enemy in his gut up to a Max of 1 250 armor considering Grendel only has a base 350 armor even a couple of enemies can make a substantial difference to his defenses Grendel can freely expel all enemies from his gut at any time by hold casting Feast this explosively dumps any remaining enemies in front of Grendel dealing damage in an 8 meter long cone to them and other enemies in the area the damage according to the UI is 500 Toxin and Modified by your strength however it is also Modified by the total enemy level of the units you're ejecting with the exception of the very first level on one enemy every enemy level per unit increases the damage by 1 15. basically this means that with five enemies swallowed you deal one-third extra damage per level of the enemies the 5 level 30 enemies this means roughly 10 times the damage and for 5 level 100 enemies it's over 33 times the damage this damage also forces a toxin status effect dealing even more damage over time compared to enemy hit points this is an incredible amount of scaling unarmored enemies outside of the steel path will either die outright or be killed by the toxin proc from this ability onto the steel path it's less effective due to the health bonus but it can still carve through the majority of hit points on most units so long as they have no armor there are a couple downsides to this damage however the cone is both short and narrow and cannot be boosted by range mods making it hard to apply this damage very widely also dumping out the enemies also means losing all of Grendel's arm bonus and the fuel needed for Grendel's other abilities it's a capable damage dealer but the application is poor and frankly a bit cumbersome you can't augment Feast with the gore manned augment this will remove the energy cost of casting it instead draining 200 Health with every Feast on top of this the armor bonus per enemy climbs from 250 each to 400 each giving you a maximum bonus of 2 000 armor without any other armor modifiers on Grendel this means your max damage reduction from armor climbs from 84.2 percent to 88.7 percent that may not sound like a lot to you and well you'd be right this change effectively reduces the damage taken with five swallowed enemies but a little over 28 or less if you have any other armor bonuses it's an improvement but it's not much of an improvement as for switching from an energy cost to a health cost it's a matter of preference but it's really not needed Grendel can amplify his energy gain already with his next ability I'm about to cover which means that the cast cost of feast really isn't an issue like it was pre-rework this element also removes the ability to Shield gay with Casa Feast further impacting Grendel survival so you can use the augmented fit suture build but I don't really rate it that highly now as a final note on Feast swallowed enemies are effectively removed from the game so any auras they have don't function whilst they're swallowed and they don't count to objectives such as delaying the end of a defense wave onto Grendel's second ability and the one he provides to the helmet system we have nourish nourish is a buffing ability that requires a solid enemy for Grendel to be able to use it but not for other warframes when cast Grendel removes 20 of the max hit points of the first swallowed enemy in his skirt this will heal grinder for 1000 health and applies a buff to him and his nearby allies adding 75 viral damage to weapons and increasing the energy gain from all sources by 100 this energy buff includes energy orbs xenerix Wellspring energy siphonor Trinity's energy vampire and so on all sources all of these values are affected by strength increasing the damage to the swallowed enemy The Healing the viral buff and the energy game buff nourish also applies a defensive buff if you or an affected Ally are damaged by an enemy then all enemies within 12 meters are staggered and receive viral procs with a small amount of viral damage it's 10 procs if nourishes cast by Grendel or one viral proc if it's cast by a different Warframe the this viral stagger feature has a brief cooldown on it so it doesn't spam out multiple procs if there's some enemies with high rate of fire weapons it's no overstatement to say that this ability is a huge amount of sustain for Grendel with five swallowed enemies for armor and the adaptation mod at full 90 damage reduction nourish will provide over 60 000 effective healing in a single cast which can be further increased by strength the Stagger on nearby enemies helps to reduce the incoming damage the viral procs makes it easier to kill nearly all enemies and the energy gain enhancement allows Grendel to liberally apply his abilities with 200 strength easily achieved for these days all energy income is tripled zenric's Wellspring alone will be giving you 15 energy per second on Grendel zenerik's passive also double dips on the knowledge bonus as nourish will increase the energy gain from the orb before zenerig passive triggers and then increases the energy over time gain from that passive effect at 200 strength this means a single energy orb will grant 75 energy up front and then an additional 112 energy over 5 seconds for a total of 187 energy so when I say this is a huge amount of sustain turning what would normally be 37 energy into 187 is exactly what I'm talking about further to this weapon builds made specifically to work with nourish can completely do away with modding for viral opening up spaces for direct damage types such as corrosive or radiation status moddings which is going for toxin or heat or doubling down on other stats such as more crits or attack speed as nourish is pure viral rather than a combination nation of cold and toxin to make viral it doesn't override the cold or toxin damage you'll have on a weapon already allowing you to apply their effects at the same time nourish also has an augment which is hearty nourishment and this will cleanse the status effects from Grendel and give status immunity for five seconds per swallowed enemy up to a base maximum of 25 seconds that 25 seconds is the same as the duration on nourish and both of these are affected by ability duration meaning that with five solid enemies you can constantly match your status immunity to the duration remaining on nourish this augment however has no effects if you use it on another Warframe including not removing active status effects so if you're looking for this kind of effect on a different frame probably you want to use rolling guard instead Grendel's third ability used to be his fourth and that's pulverize AKA meeble mode previously you needed to have a swallowed enemy to cast this ability but now it's more flexible with no swallowed enemies it's free to cast and then drains three energy per second whilst active however if you have any number of enemies swallowed then the ability is completely free to cast while in meeple mode Grendel is unable to use any weapons or helmet's abilities he's unable to carry objects and has an altered movement system he can roll around with decent control and speed or Sprint to go faster but with worse control you still retain the ability to do double jumps and strangely enough you can also wall jump but you can't wall latch while Grendel is quite restricted in this mode he can still cast his other three default abilities to go alongside it on activating meatball form Grendel also gains 200 hit points per second and this scales down to 100 hit points per second over the first few seconds in contrast to the healing the enemies in granola's gut take additional damage whilst pulverize is active it's only 25 hit points per second though which onto higher levels isn't really going to matter as Grendel rolls around he collides with enemies forcefully ragdolling them and dealing a modest amount of damage the damage is 500 plus 300 per swallowed enemy to a Max of 2 000 before ability stats the radius of this impact of his meatball gets larger with more swallowed enemies making it easier to hit enemies by rolling around alternatively Grendel can jump or fall to slam into the ground and deal damage in an AOE this damage once again scales with solid enemies dealing a base of 150 damage and 70 extra damage with each swallowed enemy the range on the slam also increases with swallowed enemies from a base of 5 meters whilst empty to 15 meters whilst full due to enemy level scaling the damage from both direct hits and ground slams folds off rather quickly beginning to fail to kill basic units by the end of the star chart and so once you're onto steel path it's basically meaningless damage at that point to help it remain relevant at higher tiers pulverize also provides an arm reduction effect every time Grendel deals damage with the meatball either by direct hits or by slamming the ground all affected enemies lose 50 percent of their Maximum Armor permanently and this is modified by his strength with five enemies swallowed this means you can use no energy to go into meatball form and either slam twice or just once with 200 strength to remove all armor in a 15 meter radius as the radius is affected by your ability range you can take this even higher as Grendel can cast his other abilities whilst in meatball form you can continuously consume new enemies to maintain the range and no energy drain as well as cast nourish to help heal restore energy and deliver viral procs pulverize also comes with an augment which is catapult and this one can actually go into the excellus slot this allows you additional movements in meeple mode by expending five energy for a surge of speed at any point during the speed boost you can hold Crouch to very rapidly lose the momentum to regain more normal control at will this element is purely about quality of life you can use it if you want to but there's no build that it's critical for and then the last of Grendel's abilities we have regurgitate before his rework this ability was his third and it was free to cast so long as you had an enemy consumed but it had fewer features now regurgitate costs 50 energy to cast launching a swallowed enemy as a ragdoll projectile on collision with another enemy or a surface the projectile deals AOE toxin damage with a guaranteed proc to itself and all enemies within 6 meters affected enemies are temporarily slowed and crucially they have 75 percent of their armor stripped in the process the armor strip is modified by strength and this strip happens before the damage is applied giving you a greater effect from the attack once again the damage on this ability is not a fixed value at base it deals 2 000 toxin damage Modified by your strength on top of this however it also deals extra damage equal to 10 percent of the current hit points of the launched enemy the conversion from enemy hit points to damage is not affected by strength so you are locked to that 10 percent for example an enemy with 10 000 hit points remaining would make for a 3 000 damage projectile or if you had 200 strength it would be a 5 000 damage projectile as toxin procs last for six seconds and deal 50 of the base damage per second the total damage delivered is four times the initial hit damage the skinny on this isn't as strong as escalating from hold casting Feast as it's tied to current enemy hit points rather than the enemy level so enemies which have been swallowed for some time or otherwise were already damaged will make for weaker projectiles but they'll still deliver the full armor strip effect as far as armor strip abilities go this is one of the highest base values requiring only a small increase in strength for total armor strip the downside however is it requires swallowing an enemy first it gives up some of your armor bonus from Feast when you get rid of said enemy and it has one of the smallest effective areas with only a 6 meter radius for comparison terrify has a 60 armor strip and reaches out to a range of 15 meters at base on the plus side though it's only 50 energy to cast and combined with Grendel's nourish that's even less of a concern aside from granola's abilities his base stats are noteworthy too his base health is the third highest in the game behind only inaros and anaros Prime his base armor is a bit less impressive at 350 at level 30 but his innate ability to increase that to 1600 without mods is still quite strong as a result he's capable of Health tanking pretty handily on top of this Grendel has the lowest non-zero Shield pool of any Warframe at just 75. with a decaying Dragon key this puts him at just 18.75 Shields with two organ mods or brief respite in your slot that's enough to fully restore his Shields from any ability Caster 100 efficiency with the exception of Paul rides because it has no cost this makes Grendel one of the most effective Shield gating frames in the entire game especially considering his ability to improve on energy gains from all sources so not only can he consume enemies stagger them and ragdoll them he can also choose to health tank Shield gate tank or both simultaneously which brings us on to the matter of actually building rental to use these options the first build I have for you is designed as a more forgiving to use build having neutral efficiency to keep energy costs in line we've got enhanced strength range and duration to make effective use of Grendel's entire kit as well as natural Talent making cast of nourish and pulverize significantly faster and primes your footer to handle those pesky knockdowns with this build we have an armor strip of 95 with pulverize in combination with corrosive projection before any additional Buffs come into play when archon intensify triggers or after 42 kills thanks to Malt augmented pulverize will be up to a complete armor strip with an enemy and Grendel's gut this means you can quickly jump into meeple mode do a quick jump and slam and then return to normal mode having armor stripped everything within up to 26 meters for zero additional energy cost the combination of organ mods adaptation and vitality means Grendel tanks through both Shield gating and health tanking well it's not necessary for most content you can use the decaying Dragon key to maximize The Shield gate value that Grendel gets along with this setup as Grendel is able to take a lot of hits this way the second Arcane can be Arcane Avenger for its incredible critical boost to all weapons which goes a very long way this build only requires two V polarities former dance arc on continuity and argon intensify although I have a third V polarity on natural talent for the high intensity build I'll show you in just a moment as ever with my spelled the difference between archon and Prime continuity is a master preference and availability the rcom version is giving you corrosive procs when you hold cast feast or use regurgitate but all it's really adding is a proc for conditioner overload in those cases arkhon intensify is also optional versus normal intensify but it is more impactful if Grendel heals himself with nourish archon intensify will grant you 30 Extra Strength for 10 seconds affecting the armor ship on pulverize the viral and energy bonuses are nourish and the healing on nourish and pulverize as well as the damage on all four abilities so it's nice to have but not absolutely necessary all sold if you don't have a wand Prime short footage you can instead feel the extra slot with your choice of catapult for more mobility and pulverize cloning drift for more range or power drift to hit total armor strip and pulverize immediately in the mission start for more budget build with no former you can drop Prime sure footed and downgrade to normal continuity and intensify including power drift would still be a good idea for that total armor strip as if you're going for a budget build I imagine you also won't have mods augmented switching over to our other core build we have one that's a little more intensive we've swapped out adaptation and vitality doing away with all Health tagging entirely Instead This build relies on Shield gating and rolling guard to stay alive Ronald's impressive energy generation means we can get away with low efficiency from blind Rage which also then allows us to use overextended for a substantial bonus to our range from the start this build applies 96 arm reduction via pulverize very rapidly reaching the 100 Mark with just 34 kills or any healing cast of nourish again both Archer mods can be exchanged for their variants if you so wanted with minimal overall impact on this setup with Shield gating you don't really want to be taking constant damage unless you burn through all of your energy meaning that Arcane Avenger wouldn't trigger as often by default we can instead swap that out for Arcane nullifier to protect against energy in each Xmas and other magnetic blocks alternatively you can apply a nor reformer and open up the aura to combat discipline to damage yourself and activate Arcane Avenger that way for my pick though I've gone for the enemy radar Aura as a general handy tool though you can use Energy Siphon for constant energy gain and that's again buffed by nourish or you can go for gross and projection if you do you no longer need motor augmented to get yourself to that key breakpoint of total armor strip and pulverize so you could switch out the Arcane slots for any other preference really the idea with this build is that again each of Grendel's one two and four abilities will fully restore Shields and allow Grendel to hold out even in harsher missions the added range allows for Armature and pulverize to reach just shy of 40 meters with every slam which for a zero energy ability is exceedingly good if you want to go Budget on this build remove Prime Shield footed we'll remove the need for two former and if you downgrade to normal intensify you can get away with a zero former approach for this build it all comes down to how much you value the utility of not being knocked down which at least in the case of a shield gating build is usually a good idea to have for both of these builds the helmet options for Grendel are numerous there's the default obvious choices of Gloom for crowd control or any of the clips raw and breach surge if you want damage Buffs you can use silence to shut down enemy abilities like the rotating barriers on guardian eczemas and heat waves from Arsen Xmas alternatively still you can use your radius Aqua blades to give you a subsume damage option that stays active whilst you're in meatball mode although the orbit doesn't seem to work properly whilst you're rolling around it's entirely up to you whether you choose to subsume over Grendel's three or four its three is a cheaper and wider reaching armor strip whilst this 4 allows for armor strip and damage at a distance with a smaller brake in general flow as for archon shards there are a few good options for Grendel on the Azure shards Grendel can benefit from additional energy Max he doesn't need a whole lot but it can give an extra energy Reserve to allow you to spam a little more 3D with his abilities otherwise you can give him a bit of extra armor but that's really about it on the Azure for the amishard's Grendel can benefit from additional casting speed allowing you to remove natural Talent on the first build you could give Grendel extra energy or Effectiveness but notice should be more than enough for that already honestly with the Crimson shards you can use ability strength to reach those armor strip breakpoints without needing Arc and intensify or malt augmented otherwise ability duration or weapon crits will be the best options there to just get more out of your Loadout implementing all of this you'll have yourself a Warframe that is resilient and destructive while also providing a solid amount of support to his allies through nourish he's not so strong for defensive missions and he's certainly not a stealth frame but Grendel is plenty competitive when it comes to missions like exterminate and survival as ever if you've learned something new make sure to subscribe to catch more as it goes live once again a thank you to those of you who support us on the channel one way or another and as always consume enemies become meatball and fight wild demo
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Channel: TheKengineer
Views: 69,945
Rating: undefined out of 5
Keywords: warframe, grendel, gourmand, feat, regurgitate, pulverise, pulverize, feast, meatball, build, guide, mods, modding
Id: WGV4z0Lvo9k
Channel Id: undefined
Length: 20min 32sec (1232 seconds)
Published: Sat Dec 31 2022
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