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Trinity Prime
Trinity Prime - Solo Tridolon Capture
Show/Hide linked builds
Primary weapon : Lanka - Tridolon Hunting
Aura Trinity Helmet
Meridian Trinity Helmet
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Level >=
Orokin :
Formas :
This build is designed for one purpose which is the successful solo capture of all three eidolon variants (a.k.a. tridolon) during a night cycle in plains of eidolon. The guide below contains a detailed list of everything I use as well as my strategy / fighting tactics. And, I left a video link at the end showing one of my successful attempts with this setup.

===== Warframe Arcanes (max rank) =====

- Arcane Guardian (+600 armor for 20s)
----- 20% proc chance on damage received
- Arcane Avenger (+30% crit chance for 8s)
----- 14% proc chance on damage received

===== Weapons / Companion / Archwing =====

- See linked builds

===== Gear =====

- Archwing Launcher
- Decaying Dragon Key (-75% shields)
- Squad Energy Restore (Large)

===== Operator Arcanes (max rank) =====

- Magus Husk (+100 armor)
- Magus Replenish (20% health restore)
----- 100% proc chance on void dash

===== Amp =====

- Shwaak Prism
- Shraksun Scaffold
- Lohrin Brace

===== Amp Arcane (max rank) =====

- Virtuous Fury (+30% damage for 4s)
----- 20% proc chance on status effect

===== Primary Focus School =====

- Madurai
----- Phoenix Talons (unlock only)
---------- Phoenix Spirit (max rank)
---------- Void Radiance (unlock only)
--------------- Void Strike (max rank)
---------- Blazing Dash (unlock only)
--------------- Meteoric Dash (max rank)

===== Focus Waybound Abilities (max rank, unbound) =====

- Madurai
----- Inner Gaze
----- Eternal Gaze
- Vazarin
----- Enduring Tides
----- Rejuvenating Tides
- Unairu
----- Basilisk Scales
- Zenurik
----- Void Siphon
----- Void Flow

===== Strategy =====

Before I go into detail about how to fight the eidolons, there are several things which need to be touched on first:

1. Trinity's blessing ability is absolutely paramount for the success of this endeavor. During each fight, cast blessing and then keep re-casting it before the damage resistance buff runs out. This will be crucial for keeping trinity, the companion, and the lures alive.

2. Energy regeneration will be handled by simply taking health damage. Because of hunter adrenaline / rage, trinity should only need to lose 83 health before regaining a sufficient amount of energy to cast blessing. However, I have noticed that not all of the eidolon attacks seem to trigger the mod effect. In the event trinity doesn't have enough energy when needed, drop a squad energy restore.

3. Mark each eidolon after they spawn. Knowing where they're located and what distance they're at is invaluable.

4. Make sure to gather 8 lures before attacking the first eidolon. Have 7 of the 8 lures hold position and keep 1 following in order to charge it faster. Then, go back to the other 7 and command them to follow.

The opening attack sequence for each eidolon will be the same and it will only need to be done once:

- Equip the melee weapon so the hit counter is visible
- Strike the eidolon exactly 31 times with the melee weapon

Before I explain the logic behind this move, let me start by saying that I'm basing it on info from the warframe wiki (https://warframe.wikia.com/). So, using the data there, it is important to first identify some simple statistics which apply to each eidolon:

- Base Level = 1
- Health Type = Robotic
- Armor Type = Alloy
- Base Armor = 200

Also, the eidolons always spawn at the same level regardless of any active bounties:

- Teralyst - 50
- Gantulyst - 55
- Hydrolyst - 60

According to enemy level scaling, they will have 1107, 1276, and 1456 armor. Suffice it to say, that much armor will greatly lower weapon damage.

Now, going back to the opening attack sequence, why hit the eidolon with a melee weapon? The answer is the mod shattering impact. What it does is remove 6 base armor from the target per hit so long as the weapon deals any impact damage. Per the wiki, shattering impact shouldn't work on invulnerable enemies (grey healthbar). But, for reasons unknown, the mod does still work on the eidolon even while it's immune to damage. So, the simple formula for calculating the eidolon's new base armor after 31 hits looks like this:

200 - (31 * 6) = 14

With only 14 base armor left, the eidolons will now have 78, 89, and 102 armor. Technically, it should be possible to land 33 hits which would leave the base armor at 2. However, I've sometimes seen the armor disappear after only 32 / 33 hits but never at 31.

The reason why it's so important to leave some armor intact is to maximize weapon damage. The lanka / euphona prime are both modded for radiation. This type of damage deals +25% to robotic health and +75% to alloy armor. Furthermore, radiation ignores 75% of the current armor. Below is a formula from the wiki that shows how to properly calculate the damage modifier for radiation against robotic enemies with alloy armor (I rounded all decimal values to the 4th point):

- DM = Damage Modifier
- HM = Health Modifier
- AM = Armor Modifier
- AR = Current Armor

- ((1 + HM) * (1 + AM)) / (1 + (AR * ((1 - AM) / 300))) = DM

Here is what the formula looks like for the hydrolyst after lowering it's armor:

- ((1 + 0.25) * (1 + 0.75)) / (1 + (102 * ((1 - 0.75) / 300))) = 2.0163 (201.63%)

Assume that a weapon has a base damage of 1000 radiation per shot. Then, factor in the damage multiplier (1000 * 2.0163) and it will now inflict 2016.3 damage per shot which is a bonus of 101.63%. If the same formula were applied using the hydrolyst's starting armor value of 1456, the damage modifier would be 0.9883 (98.83%). The weapon would then only inflict 988.3 damage which would be a loss of 1.17%.

Another important point worth mentioning is that all of the eidolons have a certain percentage of damage resistance which is independent of their armor. It seems to be a fixed amount and all types of damage (operator included) are effected by it. I'm not sure what the actual percentage is but it's definitely there. As far as I can tell, it only seems to lower the base damage of all attacks.

Now back to the task at hand. Once the opening melee attacks are done, switch to the operator to begin taking down the eidolon's shield. The operator attack sequence is as follows:

- Stand by or under the eidolon's feet
- Look at the ground
- Go into void mode and spam void dash rapidly until energy is depleted
----- The +400 damage from Meteoric Dash is void damage and will help destroy
----- the shields. Also, magus replenish will fully heal your operator since it's
----- easily possible to get 22 - 25 void dashes off.
- Fire the shraksun scaffold into the eidolon 8 times to consume all of the void
- strike charges built up from the previous step
----- This scaffold is guaranteed to cause an impact proc and has a high status
----- chance as well. That should keep virtuous fury procing often. Also, the
----- explosion can hit multiple parts of the eidolon.

Repeat the process above until the shield has been destroyed. Then, try to take out one of the eidolon's weak points (synovia) ASAP. This helps lessen the chance that the eidolon will call on the vomvalysts to regenerate the shield. If that ability is used, though, take out the linked vomvalysts quickly and remove the shield again.

After each weak point is destroyed (except the last one), stay close to the eidolon until right before it begins emitting the magnetic pulses. Then, bullet jump at least 70 meters away and wait till the pulses completely disappear. The timing is crucial here because retreating too soon will disconnect the lures from the eidolon and it will teleport. That means searching the map for the new location and the eidolon regaining 75% shields instead of 50%.

When the last weak point is destroyed, go into void mode for as long as possible. This will build up a significant damage boost for the first 8 shots. Shortly after the eidolon stands back up and becomes vulnerable, try to finish it off ASAP. Even if it recovers full health (I suck at stopping the vomvalysts from healing it), the takedown should still go fairly quick.

===== Conclusion =====

All three eidolons can be solo captured with this build / approach. It requires a moderate effort but the timing is not too extreme. I've done it successfully with no deaths, only 1 lure lost, and 11 minutes left on the night cycle. Below is a link to the video of that specific run:

https://youtu.be/PfNke673_6Y
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Mods max rank
Mods min rank
PvP Mods
9
trinity
Abating Link
Link Augment - Reduces armor rating by % on enemies targeted by Link.
12
warframe
Adaptation
When Damaged: +% Resistance to that Damage type for s. Stacks up to 90%.
5
warframe
Adept Surge
+% to Bullet Jump -% health -% armor
13
warframe
Adrenaline Boost
Increases Energy by +% but reduce Health by -%
7
warframe
Aero Vantage
+% Reduced Gravity during Aim Glide
Set bonus /3: Damage enemies while Aim Gliding and put up to 5 of them to Sleep for s on landing.
7
aura
Aerodynamic
Reduces damage by % when Airborne. + Aim Glide/Latch Time
9
warframe
Agility Drift
Reduced damage while airborne by -% +% evasion
5
warframe
Air Thrusters
+% Slide Boost while airborne, -% to Mobility
7
warframe
Anti-Flak Plating
+% blast resist -% Mobility
5
warframe
Anticipation
Immune to Stagger for +s after being staggered.
9
warframe
Antitoxin
+% Poison Resistance
9
warframe
Armored Acrobatics
+% Damage Resistance during Bullet Jump, -% Mobility
11
warframe
Armored Agility
+% sprint speed +% armor
9
warframe
Armored Evade
+% Damage Resistance while dodging, -% slide
9
warframe
Armored Recovery
+% Damage Resistance while Knocked Down, -% slide
7
warframe
Augur Accord
+% Shield Capacity
Set bonus /6: % Energy spent on abilities is converted to shields.
7
warframe
Augur Message
+% Ability Duration
Set bonus /6: % Energy spent on abilities is converted to shields.
7
warframe
Augur Reach
+% Ability Range
Set bonus /6: % Energy spent on abilities is converted to shields.
7
warframe
Augur Secrets
+% Ability Strength
Set bonus /6: % Energy spent on abilities is converted to shields.
7
warframe
Aviator
Reducing damage while airborne by -%
9
warframe
Battering Maneuver
+% to Bullet Jump +% Aim Glide and Wall Latch, +% impact damage on Bullet Jump
16
warframe
Blind Rage
+% Ability Strength -% Ability Efficiency
7
aura
Brief Respite
Casting an ability grants shields equal to +% of the energy spent, while Overshields are inactive.
5
warframe
Calculated Spring
-% to Bullet Jump +% health + armor
9
warframe
Coaction Drift
+% aura strength +% aura effectiveness
7
aura
Combat Discipline
Lose Health on kill Allies gain Health on kill
13
warframe
Constitution
+% Faster Knockdown Recovery +% Ability Duration
9
warframe
Continuity
+% Ability Duration
7
aura
Corrosive Projection
Enemy armor reduced -% armor
9
warframe
Cunning Drift
+% Slide -% Friction +% Ability Range
7
aura
Dead Eye
Sniper Rifle damage increased +% damage
9
warframe
Diamond Skin
+% Radiation Damage Resistance
7
aura
EMP Aura
Corpus enemies have reduced accuracy. -% Hit Chance
7
aura
Empowered Blades
Charge attacks get +% Status Chance and Status Damage, but drain shields per hit.
9
warframe
Endurance Drift
+% Energy max +% Parkour Velocity
7
aura
Enemy Radar
+ enemy radar
9
warframe
Enemy Sense
+ enemy radar
15
warframe
Energy Conversion
Energy orbs grant % more Ability Strength to your next cast.
7
aura
Energy Siphon
Warframe energy regenerates + POWER RATE
5
warframe
Enguard
Immune to Knockdown for +s after being knocked down.
14
warframe
Equilibrium
Health pickups gain additional Energy. Energy pickups gain additional Health.
9
warframe
Fast Deflection
+% SHIELD RECHARGE
13
warframe
Final Act
At low health, +% Ability Efficiency and +% Ability Range for 4 seconds.
12
warframe
Firewalker
+% to Bullet Jump +% Aim Glide and Wall Latch, +% fire damage on Bullet Jump
9
warframe
Flame Repellent
+% Fire Resistance
11
warframe
Fleeting Expertise
+% Ability Efficiency -% Ability Duration
9
warframe
Flow
+% Energy max
15
warframe
Follow Through
Respawn with + Energy.
9
warframe
Fortitude
+% Chance to Resist Knockdown +% SHIELD RECHARGE
7
warframe
Gale Kick
+% of Melee Damage converted to Impact Damage on Jump Kick, knocking down nearby enemies on kill.
9
warframe
Gladiator Aegis
+% Armor
Set bonus /6: % Critical Chance stacks with Combo Multiplier
9
warframe
Gladiator Finesse
Drains Energy to stop lethal damage with +% efficiency.
Set bonus /6: % Critical Chance stacks with Combo Multiplier
9
warframe
Gladiator Resolve
+% Health
Set bonus /6: % Critical Chance stacks with Combo Multiplier
7
aura
Growing Power
Status procs increase Ability Strength by % for s.
9
warframe
Handspring
Quicker recovery after being knocked down
13
warframe
Hastened Steps
Increases Sprint Speed by % but reduces Shield Capacity by -%
15
warframe
Health Conversion
Health orbs grant armor, stacking up to 3 times. Taking damage will consume a stack after 3s.
9
warframe
Heavy Impact
Create seismic shockwaves from heavy landings to knock foes off their feet.
13
warframe
Heightened Reflexes
Quicken casting speed by +% but reduces Ability Efficiency by -%
11
warframe
Hunter Adrenaline
Convert +% of Damage on Health to Energy
Set bonus /6: Companions deal % Extra Damage against enemies affected by Slash status.
12
warframe
Ice Spring
+% to Bullet Jump +% Aim Glide and Wall Latch, +% cold damage on Bullet Jump
7
aura
Infested Impedance
Reduces speed of Infested enemies -% SPEED
9
warframe
Insulation
+% Ice Resistance
11
warframe
Intensify
+% Ability Strength
7
warframe
Intruder
+ Seconds to Hacking
7
warframe
Kavat's Grace
Resist Hard Landings from falling at speeds of up to m/s.
12
warframe
Lightning Dash
+% to Bullet Jump +% Aim Glide and Wall Latch, +% eletric damage on Bullet Jump
9
warframe
Lightning Rod
+% Electric Resistance
7
aura
Loot Detector
Mini-map shows loot crates + loot radar
5
warframe
Low Current Leap
+% to Mobility -% power max
11
warframe
Maglev
+% slide -% friction
13
warframe
Master Thief
+% chance to unlock locked lockers
7
aura
Mecha Empowered
+% Extra Damage against a Marked Enemy
Set bonus /4: Mark an enemy every s for s. Kill them to apply their Status Effects to all enemies within m.
9
warframe
Mecha Pulse
Killing a Marked Enemy grants +% Armor for s for each enemy within m.
Set bonus /4: Mark an enemy every s for s. Kill them to apply their Status Effects to all enemies within m.
7
aura
Melee Guidance
Reduce Combo Duration for self by s Increase Combo Duration for allies by s
5
warframe
Mobilize
+% to Bullet Jump +% Aim Glide and Wall Latch
7
warframe
Motus Signal
Increase Double Jump strength by +%
Set bonus /3: +% chance to become immune to Knockdown effect while airborne.
16
warframe
Narrow Minded
+% Ability Duration -% Ability Range
9
warframe
Natural Talent
Improves casting speed on Warframes abilities if applicable. +% casting speed
7
warframe
Overcharge Detectors
Exposes enemies within + meters, who are at their maximum energy capacity.
15
warframe
Overcharged
Up to 25 respawn energy converted at % to overshields.
11
warframe
Overextended
+% Ability Range -% Ability Strength
9
warframe
Pain Threshold
+% Faster Stagger Recovery
7
warframe
Patagium
+% Aim Glide and Wall Latch
7
aura
Physique
Maximum health increased +% health
9
warframe
Piercing Step
+% to Bullet Jump +% Aim Glide and Wall Latch, +% puncture damage on Bullet Jump
7
aura
Pistol Amp
Pistol damage increased. +% Damage
7
aura
Pistol Scavenger
Increased Pistol Ammo recovery +% ammo pickup
9
trinity
Pool of Life
Well of Life Augment - On death, marked enemies will drop health orbs with a % chance of dropping an energy orb.
9
aura
Power Donation
-% Ability Strength +% Ability Strength of Squadmates
9
warframe
Power Drift
+% Ability Strength +% Chance to Resist Knockdown
14
warframe
Primed Continuity
+% Ability Duration
14
warframe
Primed Flow
+% Energy max
16
warframe
Primed Sure Footed
+% Chance to Resist Knockdown
16
warframe
Primed Vigor
+% shield capacity +% health
7
warframe
Proton Pulse
Wall Dashing grants +% Bullet Jump Speed.
Set bonus /3: During a Wall Latch gain +% Damage Reduction
14
warframe
Provoked
+% damage during bleedout
9
warframe
Quick Charge
-% shield recharge delay
15
warframe
Quick Thinking
Drains Energy to stop lethal damage with +% efficiency.
9
warframe
Rage
Convert +% of Damage on Health to Energy
11
warframe
Rapid Resilience
-% status duration on self
14
warframe
Redirection
+% shield capacity
7
warframe
Reflection
Reflect +% damage back at attacker while blocking
14
warframe
Reflex Guard
+% auto parry chance
7
aura
Rejuvenation
Team health regenerates + heal rate
9
warframe
Rending Turn
+% to Bullet Jump +% Aim Glide and Wall Latch, +% slash damage on Bullet Jump
9
warframe
Retribution
+% Chance to do electrical damage when shield struck by melee enemies
7
aura
Rifle Amp
Rifle damage increased +% DAMAGE
7
aura
Rifle Scavenger
Increased Rifle Ammo recovery +% ammo pickup
15
warframe
Rime Vault
Ice FX on Bullet Jump
5
warframe
Rising Skill
+% to Bullet Jump -% shield capacity -% armor
12
warframe
Rolling Guard
On Dodge: Become invulnerable for s and remove all Status Effects. s cooldown.
11
warframe
Rush
+% SPRINT SPEED
15
warframe
Searing Leap
Fire FX on Bullet Jump
7
aura
Shepherd
Increases Companion Health and Armour. + Health + Armor
7
aura
Shield Disruption
Enemy shields reduced -% shield capacity
7
warframe
Shock Absorbers
+% Damage Resistance on Knockdown
7
aura
Shotgun Amp
Shotgun damage increased. + Damage
7
aura
Shotgun Scavenger
Increased Shotgun Ammo recovery +% ammo pickup
7
aura
Sniper Scavenger
Increased Sniper Ammo recovery +% AMMO PICKUP
9
warframe
Speed Drift
+% sprint speed +% casting speed
7
aura
Speed Holster
Increases weapon holstering and unholstering speed +% holster rate
7
aura
Sprint Boost
Sprint speed increased +% sprint speed
7
aura
Stand United
+% armor
9
warframe
Stealth Drift
+ enemy radar +% aim glide/latch time
9
aura
Steel Charge
Melee weapon damage increased +% MELEE DAMAGE
14
warframe
Steel Fiber
+% ARMOR
5
warframe
Strain Consume
Dead maggots within 5m are consumed, restoring % Missing Health.
Set bonus /4: Grows up to Cysts over that erupt every 25s to spawn a maggot.
9
warframe
Streamline
+% Ability Efficiency
7
warframe
Streamlined Form
+% Holster Rate +% Slide -% Friction
9
warframe
Stretch
+% Ability Range
9
warframe
Sure Footed
+% Chance to Resist Knockdown
15
warframe
Surplus Diverters
Gain + energy upon replenishing shields after they have been deactivated.
7
aura
Swift Momentum
+% Melee Charge Attack Speed +s Combo Duration
7
warframe
Synth Reflex
+% Holster Speed
Set bonus /4: Holstering Primary and Secondary weapons reload % of Magazine/s.
13
warframe
Tactical Retreat
At low health, +% Mobility for 4 seconds
5
warframe
Tek Collateral
+% Critical Damage when inside the Marked Zone.
Set bonus /4: Mark a m zone every s that inflicts Damage/s to enemies.
5
warframe
Tempered Bound
-% to Bullet Jump +% shield capacity + armor
7
warframe
Thief's Wit
Highlits mods through the environment as well as the minimap + LOOT RADAR
12
warframe
Toxic Flight
+% to Bullet Jump +% Aim Glide and Wall Latch, +% toxin damage on Bullet Jump
16
warframe
Transient Fortitude
+% Ability Strength -% Ability Duration
16
warframe
Umbral Fiber
+% Armor +% Tau Resist
Set bonus: Enhance mods in this set (Level )
16
warframe
Umbral Intensify
+% Ability Strength +% Tau Resist
Set bonus: Enhance mods in this set (Level )
16
warframe
Umbral Vitality
+% Health +% Tau Resist
Set bonus: Enhance mods in this set (Level )
7
warframe
Undying Will
+% bleedout reduction
9
trinity
Vampire Leech
Energy Vampire Augment - Excess energy replenishes shields by %.
15
warframe
Venomous Rise
Poison FX on Bullet Jump
9
warframe
Vigilante Pursuit
+ Enemy Radar
Set bonus /6: % chance to enhance Critical Hits from Primary weapons
9
warframe
Vigilante Vigor
+% Shield Recharge
Set bonus /6: % chance to enhance Critical Hits from Primary weapon
11
warframe
Vigor
+% shield capacity +% health
12
warframe
Vigorous Swap
On Equip: +% Damage for 3s +% Holster Speed
13
warframe
Vital Systems Bypass
+/s Health Regen, but increase Shield Recharge Delay by +%
12
warframe
Vitality
+% HEALTH
15
warframe
Voltaic Lance
Electrical FX on Bullet Jump
9
warframe
Warm Coat
Increase Shield Resistant to Ice Levels by +%
Not enough points for this build
This mod is not compatible with