Follie
Follie builds
Ink Storm
Endgame4 FormaEndgameMedium confidenceSteel PathHelminthShards optional

FollieInk Storm

Endgame build. Tempest Barrage over Forced Perspective. You keep Portrait, the wheel, and Plein Air. Barrage groups and chips while you plant traps.

Codex Checked · Compared against current game data for this update. · Update 43.5 · 5 Sept 2026 · PC · Current

People who hated diving, crowded tiles, a caster-flavored Follie

Wrong drop or mechanic?

Don’t build this yet

First Ink first

This loadout sits at Endgame. It wants Forma, Helminth, or shards you may not have. Play the Starter until those systems are open — then this page is the upgrade, not the homework.

Open First Ink

Why this build?

Endgame for People who hated diving, crowded tiles, a caster-flavored Follie

Health: Not yetHelminth, Steel Path, or Archon Hunts still closed. Play the Starter.

Play this in Steel Path
  • Contract identity: Tempest over 1. You keep the wheel. That is the correct Helminth slot if you refuse to dump 2 or 3.
  • Plein Air lifts people out of Arc Traps. Barrage does not. This is why some Follies prefer 1 as the dump.
  • Do not dump Shadowgraph. Then you brought a Portrait frame with extra steps.

Don’t use this for: players without Helminth

Specialised investment for hard content

You don’t need the shards to run the loop. They are a later ceiling, not a gate.

Bring: Traps plus barrageArc Traps want enemies on the floor. Barrage chips them there. A primer still helps.

Alternative if…

My test

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Readiness

Inventory unknown

Not checked — add your collection. You have not failed a test.

  • Required mods 0/9 · required0/9 named
  • Forma 0/4 · required4 on the card. Codex does not track installed Forma.
  • Helminth 0/1 · requiredSubsume Tempest Barrage (Hydroid)
  • Arcanes · recommended0/2 recommended
  • Shards · optionalOptional unless the card says a breakpoint

Investment: 4 Forma · Reactor · Helminth (Tempest Barrage (Hydroid)) · 2 shards · 4 specialised mods. Typical farm ~4–6 hours. Trade if a route is vaulted.

Codex Checked · Compared against current game data for this update. · Update 43.5 · 5 Sept 2026 · PC · Current

Medium confidence. A solid recommendation with more situational dependencies. Confidence is not verification. Verification is separate: Codex Checked against Update 43.5.

Plan

Today → next → later

Inventory unknown — mark “I own this” on a few mods. Until then this is a plan, not a score of zero.

  1. TodayPlay First InkThe Starter is the loadout you can actually take into a mission tonight.
  2. NextGet Growing PowerThe Silver Grove quest
  3. After that4 FormaOne slot at a time. Rank 30 after each polarize.
  4. LaterCrimson · StrengthHelminth and shards are the last rungs. They are not the Starter.
  5. FinalInk StormEndgame · Endgame · 4 Forma

Helminth & shards

What to put on the body

Tempest Barrage (Hydroid) over Forced Perspective (1)

You give up the 3.5 s invuln teleport and the barrel-dive detonator. You keep the unique kit (2/3/4). Barrage is cheap grouping and chip that does not lift enemies out of Arc Traps the way Plein Air can. Rolling Guard becomes the panic.

Helminth is locked. Tick it on Progress before you subsume.

  • 3 Crimson · StrengthBarrage chip, trap damage, Portrait DR.Archon locked
  • 1 Amber · Casting SpeedBarrage tempo.Archon locked

Tonight

What is actually up

30 minutes, one hour, or two — matched to this loadout, not a dump of the Origin System.

  1. 30 minutes

    Farm Growing Power

    One named gap. The Silver Grove quest

  2. 60 minutes

    Growing Power, then Forma

    Finish the missing named card, then spend a Forma if a polarity is still fighting you.

  3. 120 minutes

    Subsume Tempest Barrage (Hydroid)

    If you are logging off after this, stop at the named component. Do not start a second Forma session tired.

Who this is for

Play this build from zero

You hate diving and you have Hydroid subsumed.

Time to a playable copy
After Tempest Barrage over Perspective.
First mission to practice in
A crowded Exterminate. Barrage should not lift people out of traps.

2 button drills · 14 parts · tick the lists as you go

Before you start

0 of 3 done

Put it on the Warframe

0 of 4 done

Keep this up

Rain loop

Pocket card. Stick this on a second screen; the long version is the mission below.

  1. 1Portrait (3) down.
  2. 2Tempest Barrage (1) on the clump. They stagger in place — unlike balloons, they stay in trap range.
  3. 3Arc Traps (2) under the rain. Plein Air (4) only if you want strip/lift after the traps have already eaten.
  4. 4Rolling Guard when you would have pressed Perspective. You sold the dive on purpose.

First mission — press these buttons

  1. 1

    Puddle, rain, traps

    3 1 2

    3, 1, 2. They stay on the floor. Traps eat.

  2. 2

    Rolling Guard is the dive now

    You sold invuln. Panic on the roll.

Common mistakes

  • Plein Air during barrage

    Now they are in the air again. Pick a lane: rain or balloons.

When this feels easy

  1. 1Do not also dump 2Then she is a Portrait stick. One Helminth slot.

Parts checklist

0 of 14 owned. Tap How on anything you still need.

Depends on

What this loadout needs

Required is a gate. Recommended is a ceiling. Optional is a later farm — don’t stall the card for it.

Required

  • Growing Power

    missing · The Silver Grove quest

  • Cunning Drift

    missing · Lua Halls of Ascension

  • Blind Rage

    missing · Run Orokin Vaults

  • Overextended

    missing · Orokin Vaults

    Barrage and Portrait coverage.

  • Umbral Intensify

    missing · Finish The Sacrifice

  • Primed Continuity

    missing · Wait for Baro Ki'Teer

  • Equilibrium

    missing · The New Strange / drops

  • Primed Flow

    missing · Baro Ki'Teer

  • Rolling Guard

    missing · Arbitrations

    You sold the invuln dive. This is the panic now.

  • Tempest Barrage

    missing · Helminth

    You give up the 3.5 s invuln teleport and the barrel-dive detonator. You keep the unique kit (2/3/4). Barrage is cheap grouping and chip that does not lift enemies out of Arc Traps the way Plein Air can. Rolling Guard becomes the panic.

Recommended

Optional

Helminth

Subsume Tempest Barrage (Hydroid) over Forced Perspective (1)

You give up the 3.5 s invuln teleport and the barrel-dive detonator. You keep the unique kit (2/3/4). Barrage is cheap grouping and chip that does not lift enemies out of Arc Traps the way Plein Air can. Rolling Guard becomes the panic.

Strength

~220%

Duration

155% barrage and Portrait

Range

175% barrage radius and ink

You lost the cleanse/invuln. Adaptation + Portrait + Rolling Guard is the survive layer now.

From the mods

Live power

Additive from max-rank Codex mods. Efficiency clamped 15–175%. Umbral set is +11% Strength per extra piece.

Strength
183%
Duration
155%
Range
205%
Efficiency
45%
Energy
+275%
Capacity
54 / 67

1 Umbral piece

Open slots

Weapon HUD

Arsenal numbers

Base × damage mods × crit expectation × fire rate × multishot. No faction, no quantization. Galvanized kill stacks are a slider, not assumed.

Damage
35
Crit
12% × 2.00
Status
26%
Fire rate
9.58
Multishot
1.00
Avg hit
39
Arsenal DPS
376

Toggle common mods

Follie mods

  • AuraGrowing PowerSilver Grove
  • ExilusCunning DriftLua
  • 1Blind RageVaults
  • 2OverextendedBarrage and Portrait coverage.Vaults
  • 3Umbral IntensifyThe Sacrifice
  • 4Primed ContinuityBaro
  • 5EquilibriumThe New Strange
  • 6Primed FlowBaro
  • 7Rolling GuardYou sold the invuln dive. This is the panic now.Arbitrations

Traps plus barrage

Arc Traps want enemies on the floor. Barrage chips them there. A primer still helps.

Arcanes

Molt Augmented

Strength.

Zariman

Arcane Energize

Barrage plus traps plus Portrait.

Eidolon

Archon shards

  • 1Crimson · StrengthBarrage chip, trap damage, Portrait DR.3 · Netracells
  • 2Amber · Casting SpeedBarrage tempo.1 · EDA
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