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Three (and a Half) Years of

Profit-Taker
By uumm, Nezarec(Dynamite), and Iterniam
Updated in January 2023 by Kalaay and uumm
*CAUTION: DO NOT USE MOBILE DATA WHEN READING THIS GUIDE*

Profit-Taker has been out for a bit over three and a half four years now, and during that me
many people have contributed to ge ng the community where it is today. Collec vely we have
been ac ve in the Profit-Taker community for most of this me, and this guide is our a empt to
compile most of our knowledge in one place. It is impossible to cover everything, but there
should be informa on useful to everyone from those who have never done Profit-Taker before
to those who have done Profit-Taker for years.

This guide was made by speedrunners, there’s no ge ng around it, but we’ve done our best to
provide everything you need to do the fight at any level, even if you’ve never done the fight
before. If you’re interested in the Profit-Taker leaderboards, you can find them here: Profit-Taker
- Warframe - speedrun.com

If you’ve read the guide and have any ques ons or comments, here’s the discord link:
h ps://discord.gg/NfWuBDkZdU. We’re happy to help clarify things about Profit-Taker that
weren’t covered by this guide.

Table of Contents
The Basics

Build Basics
Dealing with Knockdowns
Surviving
Covering All Elements
Increasing Damage for All Elements
Clearing Pylons
Clearing the Armor Phase
Basic Builds
Vex Armor Chroma & Weapon Builds
Effigy Placement
Eclipse Frame & Weapon Builds
Volt Build and Elemental Setup
Normal Mech Setup
Volt Mech Setup

Advanced Principles
Timing the fight
Landing
Posi oning
Exodia Contagion Zaws
Throwing Contagion
Melee Mechanics
Projec le Mechanics
Misc. Trivia

Crea ng builds
Frame builds
Shield, Pylon, Armor Build Factors
Shields
Weapon Elementals
Weapons
Weapon choice and builds:
Zaw part setups:
Armor
Archgun Setups Pros/Cons:
Pylons
What to Use for Pylon Phase:
What to Aim at (with Zenith)
Important Informa on About Pylons:

Speedrun Strats
On CallStrats
Pogris
Why Pogris?
Builds
During the Fight
Using Necramechs
Field of View
Unscoped Zenith
Squad Strats, Roles
Volt
Archgun (AG)
Mirage
Octavia
Rhino
Chroma
Extra: Nova
Buff
Elements
Wisp
Zephyr
Octavia
Subsumes
Squad Pylons
Sec on Strat:
Circle Strat:
Landing Order Strat:
Hybrid Strat:
Ass Meta (with Cycron Crew)
Weapon Swaps (no On Call)
Learning by Example

Speedrun Builds
Solo Builds
Volt
Kuva Ogris
Zenith
Tenet Diplos
Balla Dagger Zaw
On Call Crew Synapse
Mech Velocitus
Squad Builds

Macros
Riven Guide
Slo ng a Riven:
Kuva Ogris
Zenith
Tenet Diplos/Tenet Detron
Zaw with A ack Speed
Velocitus

Off-Meta Setups

Untapped Poten al

Bugs
Anima on Bug
AoE Damage Bugs
Shield Regen bug
Armor Reset bug
Tenet Detron Mul shot Bug

Resources Used, Honorable Men ons

The Basics
This sec on should educate readers on the basic, common sense things essen al to
learning Profit-Taker, such as how the fight works, RTA ming, and the 6 principles

Profit-Taker is a boss in Orb Vallis that is unlocked once you reach max standing with Solaris
United in Fortuna. The fight has three major repea ng phases and has a 5-minute me limit
near the end.
The three major phases of the fight are as follows:

Shield Phase
The first phase of the fight is the Shield Phase. During this phase, there is a glowing damage
type (element) symbol above the Profit-Taker's forehead. You can only damage the shields with
the corresponding element. Once you do enough damage to the shield, it will switch (cycle) its
vulnerable element to another. If you don’t deal enough damage, the shields will automa cally
cycle a er 25s. Alterna vely, if 5 seconds have passed since the shield last changed, you can
manually cycle it by using void damage. In most cases, the Shield Phase ends a er clearing 5
elements.

Armor Phase
A er each Shield Phase, Profit-Taker enters the Armor Phase. In this phase, you break
Profit-Taker’s limbs, wait for a 2-second anima on, then damage her body. Only Arch-guns can
damage her during this me. A er the fourth Armor Phase, Profit-Taker dies.

Pylon Phase
A er the first and third Armor Phases, Profit-Taker enters the Pylon Phase. During this phase,
Profit-Taker sends out 4 or 6 Pylons that must be destroyed before moving on to the next phase.
The Pylons will land in random places around Profit-Taker and they have shield bubbles that you
cannot shoot through surrounding them. The tradi onal way to break these is by going through
the shields, at which point you can destroy the Pylons as normal.

Phase Order
The different phases occur in the following order:
Shield→ Armor → Pylon→ Armor → Shield → Armor → Pylon → Shield → Armor → Death

Random Enemies
During all phases, enemies will spawn that deal a lot of damage and will easily kill you. These
enemies are called “adds” by the community. They might be easy to overlook, but if you’re just
ge ng into Profit-Taker, there’s a good chance that more than half of your deaths in the fight so
far are caused by adds.
The simple solu on is to kill the Alert Beacons that some of the enemies will set up. If you allow
the beacons to remain, stronger enemies will spawn and their level will increase. Spending a
second to kill a Beacon is well worth avoiding dying a minute later in the fight.
Build Basics
Even if you just want to copy a build and be on your way, it’s important to understand why the
builds are the way they are. Knowing how your build works makes you more effec ve with it
and allows you to nker with it to suit your preference or to account for a lack of gear.

A good build will always follow the six principles:

1. Dealing with knockdowns.


2. Surviving.
3. Covering all elements.
4. Increasing damage for all elements.
5. Clearing Pylons.
6. Clearing the Armor Phase.

The next sec ons expand on these principles.

Dealing with Knockdowns


For the longest me, the main complaint people had about the Profit-Taker fight was the
excessive number of knockdowns in it. Since the first Warframe: Revised update, this
complaint has died down.

Knockdown immunity fully negates knockdowns and staggers, even those caused by your own
weapons.
You might find builds that use knockdown recovery speed Mods, but those are never worth it.
Knockdown recovery only affects knockdowns, not staggers. Perhaps more importantly, you’ll
s ll be interrupted very o en, which disrupts the flow of the fight.
This is why, even if you can only get a 90% chance to resist knockdowns, knockdown
immunity should be used instead of knockdown recovery.

Nowadays, good builds deal with knockdowns in one of four ways:

1. They slot knockdown immunity Mods - Primed Sure Footed or Sure Footed + Power Dri
2. They make use of Unairu’s Poise node for 40 seconds of status and knockdown immunity
a er transferring between Warframe and Operator.
3. They infuse Titania’s Spellbind for status and knockdown immunity.
4. They are made for frames that have their own ways to provide knockdown immunity.
Surviving
Just in case you hadn’t no ced yet, you deal more damage alive than when you’re dead.
Builds have to both be tanky and be able to regain health.
Generally, tankiness is provided through a combina on of using Adapta on, (Umbral) Vitality,
(Umbral) Fiber, Arcane Guardian, Arcane Tanker, Shield Pads, the Ancient Healer Specter’s
aura, and frame abili es.
Healing is primarily done by Magus Elevate, Magus Repair, Vazarin’s Protec ve Sling node,
Elite On Call Crew with “heal 500 health on kill” or Vazarin’s Squad Regen node. Some builds
may instead rely on frame abili es or weapon interac ons to heal.

Covering All Elements


If you aren’t able to cover all elements, you have to cycle the ones you don’t have, wai ng for
the 5-second cycle cooldown each me. If you only bring 7 elements to the fight, you spend
more me wai ng for the cycle cooldown than it takes for some people to finish the en re
fight.
Any good build will cover at least 12 elements across the primary/secondary/melee weapons
and frame buffs. For builds where this is not an op on, covering the missing elements with
Voidrig’s Exalted Weapon Arquebex is a good alterna ve.

To maximize damage, it is preferred for a weapon’s single stat element (Heat, Cold, Electricity,
Toxin) to match the weapon’s Primed Elemental Mod, like Primed Cryo Rounds for primary
weapons or Primed Heated Charge for secondary weapons. This is not possible with all builds
(and Rivens), so not every build abides by these rules.

Increasing Damage for All Elements


If we cover all elements but barely deal any damage with them, we won’t get very far. For
that reason, all builds use frame buffs like Chroma’s Vex Armor or Mirage’s Eclipse, the la er
of which can be infused onto any frame.

On weapons, we never spend more Mods than necessary to make a specific element. The
remaining Mod space is used to buff all elements: it’s be er to quickly take out all elements
that a weapon covers than it is to instantly take out one element but slowly take out the
others.
Clearing Pylons
The Pylons have shield bubbles around them that normally prevent all shots fired outside of
the bubble from entering the bubble and destroying the Pylon, forcing you to travel to each
Pylon and destroy them once inside.

There are four (known) weapons that can pierce shield bubbles. Zenith, Fluctus, Op cor, and
Op cor Vandal.
Fluctus is not prac cal and will not be considered.
Op cor and Op cor Vandal require you to enter Archwing to get line of sight to the Pylons
and shoot them without spending me on ge ng close.
Zenith, using its Alt-fire, addi onally pierces terrain because it has infinite punch through. This
means you can stay on the ground and fire at the Pylon waypoints through terrain and shield
bubbles alike.

Unfortunately, Zenith is not readily obtainable. You can only get it when you log in on days
100/300/500/700. Un l then, you can use the Op cor and Op cor Vandal.

Clearing the Armor Phase


During the Armor Phase, you can only damage Profit-Taker with Arch-guns. The game does
not consider Arquebex to be an Arch-gun.
Nowadays, Players have the choice to either have their frame wield the Arch-gun with the
Arch-gun Deployer or have their Necramech wield it. Both op ons come with up-and
downsides:

When wielding the Arch-gun on your frame, your buffs are applied to the Arch-gun, making it
easy to deal a lot of damage. However, deploying the Arch-gun takes a li le under 4 seconds,
during which you can easily die to your surroundings or lose enough health to force you to
heal again. Addi onally, when you put away your Arch-gun, you can’t instantly get it back.
Based on the gun’s max ammo and the ammo you use, you have to wait up to 5 minutes to
use the Arch-gun again.
This means that the build has to op mize the damage per bullet and the Player has to
minimize the ammo spent during each Armor Phase. Make sure you don’t waste ammo firing
at already broken legs. This is why Ammo Chain may be part of some builds.
Alterna vely, the Player can try to find and kill the Arch-gun-carrying corpus enemies. They
will drop Arch-gun ammo restore that removes the cooldown from your Arch-gun.
When wielding the Arch-gun on your Necramech, your buffs aren’t applied to the Arch-gun,
making it difficult to deal a lot of damage. However, Necramechs deploy instantly (as host)
and only have to worry about magazine size, instead of max ammo.

Basic Builds

Simple builds that aren’t highly specialized for stuff like Crewmate and Total Eclipse. Builds here
are more generalized and less highly specific, at least for frames. You can go to the next sec on
for buildcra ing. This sec on allows you to hit the ground running without having to learn
EVERYTHING about building.

We've tried our best to make cheap builds that do extremely well. When copying these builds,
replace any Primed Mods you don't have with a Mod of the same effect, and to save Endo and
Forma consider running rank 8 Mods instead of rank 10. Feel free to mess around with 'flex'
Mods, but any Mod not listed as 'flex' can be considered mandatory for these builds to work
properly.

Vex Armor Chroma & Weapon Builds


These builds are for Chroma running Vex Armor. QoL is a priority in this sec on.
Suggested Warframe Arcanes include: Tanker, Guardian, Avenger, Accelera on, Velocity, Vigor
Chroma Build
h ps://overframe.gg/build/318702/ DISPENSARY VEX ARMOR
● You will need some form of knockdown resistance, Use Unairu Poise, replace Dispensary
with Spellbind, run Sure Footed+Power Dri in empty slots, or Primed Sure Footed in
Exilus. You may need to invest some Forma to do this. The remaining empty slots are
flexible.
● Primed Con nuity can be replaced by Narrow Minded.
● Equilibrium is a flex Mod. It makes Dispensary more effec ve. Run Synth Fiber on your
Companion.
● You can replace Primed Mods with non-Primed Mods.
● Consider running rank 8 Mods instead of rank 10
● Suggested Arcanes include: Tanker, Guardian, Avenger, Accelera on, Velocity, and Molt
Vigor

h ps://overframe.gg/build/451919/ NOURISH VEX ARMOR

● Alterna ve to using Dispensary- Nourish Grants Viral to all weapons.


● You s ll need to run knockdown resistance, use Unairu Poise for this purpose.
● You can replace Primed Mods with non-Primed Mods, and consider running rank 8 Mods
instead of rank 10.
● Augur Secrets isnt necessary; you can swap it for Augur Message for more dura on or
drop Secrets and Power Dri for Cons tu on(+ rank 2 Augur Message) if needing more
dura on.
● In the same vein, you can drop Augur Secrets/Power Dri and Swap Primed Con nuity
for Narrow Minded

h ps://overframe.gg/build/318737 Zero Forma Eclipse build is the same as this, just swap
Vex Armor for Eclipse and use the Eclipse weapon builds

● If you don’t have Primed Sure Footed, follow the direc ons in the previous build’s
descrip on regarding knockdown resistance.
● Augur Secrets helps this build to reach a high power strength, consider replacing it with
more power strength if you decide to invest more Forma in this build.
● Streamline is a flexible Mod. It means you can keep your Effigy down longer at the end
of the fight, making it easier to me for the double credits.
● Consider adding Rage/Hunter Adrenaline for energy. Maybe in place of PSF if you have
an alternate form of status immunity.
● Consider running zenurik for Energy.
● Heat elemental ward gives you the most EHP, along with healing you when you recast.
This means you may be able to forego alternate forms of healing in a pinch.
● A single Umbal Forma is the most efficient (in terms of build variety) for any Profit-Taker
frame as Umbral Intensify is used in the vast majority of Profit-Taker builds. However, it
is not strictly necessary for this build.
● Rifle Amp isn’t special, any aura works.
● If you replace Rifle Amp with Steel Charge, you can max Adapta on and Umbral Vitality.
The following builds don’t run Damage Mods because Vex Armor is addi ve with Damage
Mods.

Primary weapon:
Zenith Build: h ps://overframe.gg/build/292751/

● This build relies on mul shot to destroy Pylons. Bane of Corpus can be replaced by
Vigilante Armaments to guarantee 2 pellets.
● Vex Armor needs to be ramped up and you may need Dexterity stacks to oneshot pylons,
even with 2 pellets. This is extremely sensi ve to any changes in power strength.

Op cor Vandal Build: h ps://overframe.gg/build/292753/

● Op cor Vandal has enough damage to one-hit Pylons with Vex Armor.
● Point Strike over Cri cal Delay due to the no ceable charge me. -fire rate is very bad
for the Op cor Vandal.
Secondary weapon:
Tenet Detron Build: h ps://overframe.gg/build/292747/

● Eject Magazine is flexible, consider replacing it with Lethal Momentum.


● Keep an eye on your distance to Profit-Taker while using the Tenet Detron as it suffers
from no ceable damage falloff.

Melee weapon:
Exodia Contagion Zaw Build: h ps://overframe.gg/build/318741/

● The strike is Dokrahm. If you have a Zaw Riven for a different strike, see the Riven guide.
● See How to Build A Zaw for making a Zaw with a different strike.

Heavy Weapon:
Mausolon Build: h ps://overframe.gg/build/328831/

● For use as Heavy Weapon, takes 4-5 shots to destroy legs


● Magma Chamber can be swapped for Primed Rubedo Lined Barrel, but DPS won’t
change much.
● If you can survive the summon anima on, this is probably the fastest way to destroy all
legs with this setup.
● Make sure you have enough health to survive the summon anima on.

See Normal Mech Setup for what to use on Mech.

Effigy Placement
How to Place Effigy

Eclipse Frame & Weapon Builds


This section covers generic builds for frames using Eclipse
Suggested Warframe Arcanes include Tanker, Guardian, Avenger, Accelera on, Velocity, Vigor
Suggested operator Arcanes include: Elevate, Repair, Lockdown, Cloud

Generic build:
This is the generic Profit-Taker build for every frame if Eclipse is subsumed, including Chroma.
h ps://overframe.gg/build/328826/

● If you have Primed Sure Footed, remove Power Dri and Sure Footed. Put Primed Sure
Footed in the Exilus slot
● Any empty slots are flex slots.
● Streamline is flex
● Augur Secrets is there so the build goes above 280% power strength. Make sure you
maintain high power strength or Zenith may start having performance issues. Transient
for tude is a reasonable replacement.
● If you can survive, consider running Zenurik to reduce energy pad use.

Saryn builds:
There are three useful aura Mods: sprint boost, growing power, and aerodynamic. Aerodynamic
is mostly just to fit the default polarity.
TriUmbral Saryn: h ps://overframe.gg/build/328823/

Cheap Saryn: h ps://overframe.gg/build/328824


● Mods on the first build can be replaced by Mods on the second build. The second build
relies on Unairu Poise for knockdown resistance.
● Triumbral is unnecessary, you can replace Umbral Fiber with Transient For tude.
● The general Eclipse build is an op on for Saryn too.
● Consider running Zenurik for Energy.

Primary weapon:
Zenith Build: h ps://overframe.gg/build/268943/Zenith/pt-Zenith-rivenless/

● To oneshot Pylons with this build, you will need to either hit Pylons with both pellets
from mul shot or have sufficient stacks of Primary Dexterity.
● Split Chamber can be swapped for Heavy Caliber to oneshot Pylons. If you do so, swap
Twitch for Guided Ordnance. Saryn can run rank 8 Heavy Caliber and reliably oneshot
without as much of an accuracy penalty.
● Zenith’s priority is Pylon damage, if you can’t oneshot Pylons while Eclipse is giving you
the full buff you either need more power strength for Eclipse or build for higher Pylon
damage. Split Chamber/Vital Sense is the first to get replaced.
Op cor Vandal build: h ps://overframe.gg/build/292756/

● Op cor Vandal has no problems onesho ng Pylons, though you need to use Archwing
to go around mountains.
● Point Strike over Cri cal Delay due to the no ceable charge me. -fire rate is very bad
for the Op cor Vandal.

Secondary weapon:
Tenet Detron build: h ps://overframe.gg/build/288955/

● Eject Magazine is flexible, consider replacing it with Lethal Momentum.


● Keep an eye on your distance to Profit-Taker while using the Tenet Detron as it suffers
from no ceable damage falloff.

Melee weapon:
Contagion Build: h ps://overframe.gg/build/271802/

● The strike is Dokrahm. If you have a Zaw Riven for a different strike, see the Riven guide.
● See How to Build A Zaw for making a Zaw with a different strike.

Heavy weapon:
Mausolon Build: h ps://overframe.gg/build/328827/

● This is the only place in the en re guide where we can say this is the mathema cally
best Rivenless build. There just aren’t enough alterna ve Archgun Mods to challenge it.
● People commonly don’t have Dual Rounds or Cri cal Focus, replace them with the
Heat/Electric 60/60 Mods for best results.

See Normal Mech Setup for what to use on Mech.


Volt Build and Elemental Setup
Volt weapon builds aren’t much different from Saryn weapon builds, but they have slightly
different elements. See Weapon Elementals for why Volt has different elements.

Volt: h ps://overframe.gg/build/329139/

● Aura is flex, Brief Respite means placing Volt Shield refills your shields. Consider Sprint
Boost to reach Profit-Taker faster or Steel Charge to save Forma.
● Adapta on is flexible. If you use a second Umbral Forma and don’t Forma the slot under
adapta on you can slot almost any Mod where adapta on is.
● Adapta on doesn’t ramp up quickly enough to be completely reliable for Volt. You will
need some other form of survival for the first shield.
● Consider running Arcane Tanker and calling Archgun in the elevator so you die less
during first shield.
● You will die when you’re not used to Volt.
● Consider using Protective Sling from Vazarin to stay alive.
● Power strength noticeably affects Zenith's performance.

Primary weapon:
Zenith: h ps://overframe.gg/build/318690/
● Volt struggles to oneshot Pylons with a single pellet. Galvanized Chamber means you
reliably have two pellets.
● Exilus is flex, consider Tac cal Reload, or Twitch for replacements.

Op cor Vandal: h ps://overframe.gg/build/318697/

● Op cor Vandal has no problems onesho ng Pylons, though you need to use Archwing
to go around mountains.
● Point strike over Cri cal Delay due to the no ceable charge me. -fire rate is very bad for
the Op cor Vandal.

Secondary weapon:
Tenet Detron/Tenet Diplos: h ps://overframe.gg/build/318699/
● When using Tenet Diplos, swap to Secondary Deadhead for the recoil reduc on. This is
necessary to reliably hit Ass Meta.
● Consider replacing Eject Magazine with Lethal Momentum.

Melee weapon:
Contagion: h ps://overframe.gg/build/318708/

● Volt’s Shield gives you a massive damage buff, meaning Volt can run several a ack speed
Mods. This speeds up the Contagion projec le and makes throwing Contagion easier.
● If you can’t oneshot, consider replacing an a ack speed mod with cri cal damage.
Heavy weapon:
Prisma Dual Decurion: h ps://overframe.gg/build/318721/

● Prisma Dual Decurion is quite unforgiving when it comes to was ng ammo, consider
running Mausolon instead. Mausolon runs the same build.

Normal Mech Setup


Mech build doesn’t ma er as you shouldn’t spend much me in it. A basic health Mod should be enough
if you have problems.

Arquebex build (Used to clear Toxin Shield)


h ps://overframe.gg/build/318743/

● This is the best way to clear Toxin for frames that can’t do it themselves. Manually
cycling Toxin works, but this saves a fair few seconds.
● Any frame with an Exalted Weapon won’t need this. They can put Toxin on the Exalted
Weapon.
● Volt and Saryn don’t need this due to Toxic Lash and Volt shield, respec vely.
● If the last element in a shield is Toxin, you can go straight from clearing the shield with
Arquebex to breaking legs with Corvas.
● Arquebex doesn’t do any damage to Profit-Taker’s legs or body.

Velocitus: h ps://overframe.gg/build/367048/

● For use on Necramech, this build will oneshot limbs if the weapon is fully charged.
● Velocitus shots are either fully charged or not charged, so you need to fully charge it.
● Velocitus only has a single pellet, so it will hit where you’re aiming, making it easier to
avoid going underneath pt.

Corvas: h ps://overframe.gg/build/328814/

● For use on Necramech, this build can oneshot limbs if you charge it enough.
● Corvas is a good pick if you plan on ge ng rivens down the line, as it has a lot of viable
riven variety.
● Fire rate is a bit low, so using Heavy Weapon may be faster.
● The build uses Primed Rubedo-Lined Barrel even if you’re using vex armor because
Necramech doesn’t get Warframe buffs.
Volt Mech Setup
Corvas: h ps://overframe.gg/build/318723/

● When fired through Volt shield, needs about ¾ charge to destroy legs. The Volt shield is
required for this.
● You may need to charge it more to oneshot the back legs due to damage falloff.

Advanced Principles
Essen al parts of the fight that are well known, but that take a measure of familiarity and
dedica on to learn

Timing the fight

The Timer starts on the frame the minimap changes from the elevator to the Vallis, as seen in
the following images:
In elevator:

Out of elevator:

And the mer ends when Profit-Taker flashes blue upon death as seen in the image:

Profit-Taker spawns at 8s on the in-game mer. Note that the in-game mer will reset once
Warframe finishes loading the bounty, which takes ~4s on a good PC. This can take longer on
slower systems. To get the most accurate me, stay in the elevator un l this mer hits 8s a er
rese ng. Only the host’s mer resets. This system helps avoid giving an unfair advantage to
people with an extremely good PC.
As host, you can es mate your me by subtrac ng 8 seconds from the mer at the moment
Profit-Taker dies, or you can track your me with the Profit-Taker Analyzer.
Landing
For reasons given in the next sec on, your landing is one of the most important parts of the
fight. A good landing sets up the rest of the run, and a bad landing will lose several seconds as
the run progresses.

There are two general categories of landing: hard and so . So landings are faster but harder to
do and tend to become imprac cally precise as Archwing speed increases. Hard landings add
some me loss but are quite simple.

For all landings, you want to be flying straight and level in Archwing, then leave early enough
that you have me to cast your abili es and launch Zenith’s disc before you hit the ground.

See how when leaving Archwing I’m flying straight, not up or down? At the speeds of an
Archwing, slight varia ons in trajectory can mean the difference between a controlled landing,
massively overshoo ng, and quickly slamming into the ground.

So Landing:
A so landing is when you hit the ground and can immediately start a acking Profit-Taker, any
speed boosts generally make you too fast to come to a stop in me with the tradi onal so
landing.
To do a tradi onal non-Speed boosted so landing, fly straight and level, exit Archwing such
that you’ll hit the ground on an uphill, then hit slide when you hit the hill and use the slope to
slow you down. You can then start throwing Contagion.

Abili es like Eclipse slow you down if you land while cas ng it, and should therefore be finished
before you land.

Mountain:
For Mountain, blink up and towards the spawn such that you’re at the right height for landing,
and blink once more on the way over. Exit Archwing around the rocks you pass over right before
spawn, and slide up the side of the hill.

Lake:
For Lake, fly straight to where you want to land, there should be me for 3 blinks. The en re
landing zone is uphill so this is the easiest landing to do.
Shrooms:
For shrooms, take a straight line through enrichment labs un l you reach the crater rim, then
turn into the landing so you have a good angle to land on the hill.
Archlanding:
For use in squads, it is possible to summon Archgun at any me as long as you are touching the
ground. The ming can be extremely precise, the most basic form of Archlanding is in the gif
below.

Hard Landing:
A hard landing is when you land by doing a slam a ack. This is almost necessary for Volt and
squad runs due to the sheer number of speed boosts available. A full squad of Sprint Boosts is
enough to make a so landing difficult.
It is possible to cancel the slam a ack by cas ng Volt speed, saving a few frac ons of a second
Mountain:
First fly up while holding W, then do a blink a er you line up with Profit-Taker. This saves about
0.2s when compared to blinking straight from elevator.
Lake:
Blink forward to the spawn, don't blink up or too far down or you'll hit the cliff.
Land near the le of Profit-Taker as it'll move to the le . This will help get a good angle to hit
legs.

Shrooms:
Blink towards the spawn, don't go too high up, make sure you exit archwing early and leave
enough me to cast eclipse.
__Notes:__

During landing, you should not double jump or roll. Neither improves your velocity.
It is be er to leave Archwing too soon rather than too late. If you’re too late, you’ll always
overshoot your target. If you’re too soon, you can compensate by aim gliding.

If you’re using a necramech for Armor phase, try to spawn it while landing, this will save several
frac ons of a second.
Some mes, the Necramech doesn’t spawn where you aim. This happens when you try to
summon it too quickly a er a big change in aim, like when you land. If you can find it, you can
simply move to it and transference into your mech. Otherwise, you’ll have to deal with the 10s
cooldown on the Necramech Summon.
As a client, one of the reasons the Necramech doesn’t spawn where you aim is because
spawning mech is done by the host, not the client. You can avoid misplaced Necramechs by
wai ng a frac on of a second a er sudden movements to give the host me to update your
posi on and orienta on.

If you’re using your On Call Crew to cover all your elements, summon it while landing.

In Archwing, you lose some speed when double tapping sprint to blink because you stop
sprin ng for a frac on of a second. For maximum speed when flying to Profit-Taker, set a
separate roll keybind.
Posi oning
Tying in with the previous sec on, Profit-Taker’s movement and a acks are largely based on
your posi on. Some things directly, others indirectly. With proper posi oning, Profit-Taker will
sit and stare at you without a acking or moving. A proper landing is the first step of good
posi oning as the first shield phase is when Profit-Taker is most mobile and likely to turn.

__Profit-Taker’s a acks and you__


There are three a acks for which we know that they are based on the Player’s posi on:

The EMP Slam a ack: Profit-Taker slams the ground, sending out horizontal magne c waves in
all direc ons. You can prevent Profit-Taker from using this a ack by not being too close to
Profit-Taker. If she does use the a ack, the magne c waves can easily be avoided by being
below or above them.

The Laser Sweep a ack, where Profit-Taker fires a massive laser that can deal thousands of
damage in as li le as three frames. Profit-Taker will only use the a ack during or directly a er
the Shield Phase if you stand directly in front, to the sides, or behind her. If you no ce the a ack
early, it is easy enough to dodge. Keep an eye out for when the legs ‘snap’ into posi on for the
a ack and dodge by not being directly in front of her. Don’t eat the lasers, they’re bad for your
health.
pt laser a ack

Profit-Taker only does the Laser Sweep a ack during certain phases. During others, she does the
Mortar a ack. In this a ack, she shoots a fiery ball in front of her that explodes a few seconds
a er it hits a surface. Move towards this a ack to avoid the worst of the effect.
The Leg Zap, which inflicts an extremely high damage Electric proc that both destroys your
shield ga ng and can affect teammates with unavoidable damage over me. Profit-Taker will
only use this a ack when you are in front of one of her legs.

As you can see in the gif, the laser a ack doesn’t just come from the front

Red is the laser a ack, blue is the leg zap. Smile is the front

Profit-Taker also has a couple of extremely annoying a acks that seem to be influenced by your
posi on, but it's extremely precise.

The Bounce appears to happen when you get too close to Profit-Taker during Armor and Pylon
Phase. It shoots you away from Profit-Taker and is the only knockback to effect Mech. Rolling or
bullet jumping into the bounce minimizes knockback. There is a guaranteed bounce while the
first pylons are launching.

The Blue Walls knock you back when you collide with them and can block Zenith shots. These
appear to trigger more o en when you’re beyond a certain distance from Profit-Taker and don't
happen as much if the EMP slam or bounce a ack happens.
How to deal with blue walls: While Blue Walls are spawning, you will see light blue seams
between walls. You can move and shoot through these seams. If you can’t reach a seam in me,
roll into the wall as it hits you to avoid ge ng knocked back. Each wall can only hit you once, so
once you roll into one you can walk through it like it isn’t there.
Try to stay just inside the distance blue walls spawn from, while staying outside of the bounce
range. A good range to aim for is 18-22m away from the main body. This will minimize both
bounces and blue walls

__Profit-Taker movement and you:__


The most important thing you can do is stay in front of Profit-Taker. If she targets someone more
than 10-20 degrees off directly in front of her, she will turn to face them. This is generally a bad
thing, as it can quickly ruin your ability to shoot some limbs (especially if you’re using mech) and
you will be generally unable to reliably hit precise spots (i.e. ass meta) while Profit-Taker is
moving. Volt is most sensi ve to Profit-Taker moving due to his shields, which block a lot of the
damage from Profit-Taker while being essen al to many parts of the meta setup.

TL;DR: For best results, stay in the green area when not playing Volt, since Volt’s shields protect
him from the laser a ack. The yellow area is where the laser a ack happens, if you’re outside of
the green area, Profit-Taker will turn to face you.

If you posi on yourself correctly, Profit-Taker will just sit and stare at you while doing minimal
a acks.

Note, Profit-Taker has a Chin Turret that seems to target the Player/Specter closest to the orb,
dealing massive damage. Can be blocked by Volt shield.

Exodia Contagion Zaws


Or: All you never needed to know about the ‘simplest’ part of the Profit-Taker kit

An Exodia Contagion Zaw is the most important part of a normal Profit-Taker loadout as it is the
only weapon that covers a half dozen elements well. The Zaw is one of the easiest weapons to
set and forget for Profit-Taker while having some of the most complicated mechanics. These
mechanics are incredibly important if you want to understand why the recommended Zaw is the
way it is. For custom zaw parts and builds see the weapon builds sec on.

For clarity, in this sec on throw means the bu on combina on required for contagion, while
the launch is when the contagion projec le appears from your zaw a er you throw. This is
important because contagion doesn’t launch at the same me as you throw.

Throwing Contagion
There are a few ways to throw contagion, the tradi onal way to throw contagion for Profit-Taker
is by double jumping, though there are a few ways to use bullet jump too. Bullet jump may be
easier for people using a controller. A li le note is that contagion doesn't care about what your
current anima on is, it only cares about the physical inputs.

When using double jump for contagion, many people bind jump to the scroll wheel to jump
extremely quickly. The exact ming on how long to scroll for the double jump is FPS dependent,
lower fps means you’ll have to scroll slower for the game to register the second jump. For most
zaw types, using scroll wheel is a bit excessive for merely throwing contagion, as warframe
limits the rate at which you can throw contagion to as fast as the contagion projec le can
appear. Due to this, you may find yourself having to slow yourself down in order to throw
reliably. The reason you’d want to use the scroll wheel over the spacebar is a technique where
you ‘weave’ your gun in between contagion throws, reducing the cooldown from throwing
contagion, and massively speeding up shield phases even if you have to swap weapons. The
increased speed from the scroll wheel makes this weaving more prac cal.

It is possible to use bullet jump for contagion in Profit-Taker, but it easily ruins your posi oning
and is difficult to weave with. You need to move backward constantly to avoid ge ng out of
posi on, and this leaves li le me to shoot.

Melee Mechanics
Besides the obvious stat differences between the various combina ons of strikes and hilts,
there are some important differences between the different types of melee weapons you can
choose for your Zaw. These differences can be mainly boiled down to two things; Air Lock, how
long you get held midair while swinging melee; and Projec le Release, which is simply when in
the anima on contagion gets launched. To understand how they work you need to understand
the different parts of an aerial melee a ack.
An aerial melee a ack has three parts: wind-up, swing, and wind-down.

During the wind-up, the melee is ‘readied’ as it moves from the idle anima on to where it will
start the swing.

Once it is in posi on, it will enter the swing. This is when you get the visual effect behind the
blade. This anima on cannot be canceled by shoo ng.

Once the swing has finished, the melee returns to the idle anima on in the wind-down.

When you melee while aim gliding (like you need to for contagion) you get ‘locked’ at your
current height during every frame of the melee anima on, this is known as Air Lock. Wind-up,
swing, and wind-down all scale with a ack speed, however, certain melee types take no ceably
longer to complete certain parts of the anima on, and the scaling appears to be uneven.

This swing scales more with a ack speed than wind-up or wind-down do.
Melees with high wind-up, swing, or wind-down dura ons are the weapons that are most o en
referred to as having Air Lock, however, all zaws experience it. Air Lock is the deciding factor for
many people when choosing what zaw type to use. The dura on of the various parts of the
anima on cannot be directly linked to the aerial a ack archetype, as certain parts of the
anima on can be drama cally different between two types in the same archetype (like swords
and scythes). If you cancel the melee anima on (most commonly done by firing your weapon,
though emotes and some abili es do this as well, and usually faster than just firing your
weapon) it will break the lock.

With no a ack speed buffs or mods, Contagion is launched at either the start or the end of the
swing. The point at which contagion launches for weapons that throw at the end of the swing
does not scale with a ack speed, however, the point at the beginning of the swing does. If you
anima on cancel the wind-up, all weapons throw a er a certain delay. A new contagion
projec le can only be launched a er the previous one appears, so weapons that launch at the
beginning of the swing can throw contagion at a higher rate, hence Balla (dagger) is considered
to be the fastest zaw to throw with. However, these weapons also launch contagion from a
different posi on.

Several weapon types share aerial a acks and idle anima ons, with variances in base swing
speed, wind up, and wind down. The aerial a ack archetypes are as follows:

Spin
Weapon type: Dagger

This archetype is specific to Daggers. It has a fast wind-up and swing while having a slow
wind-down. When anima on canceling by shoo ng diplos or using emotes, this archetype is the
fastest in terms of cooldown, allowing you to throw contagion more o en than basically any
other archetype. This is the current meta as of wri ng this por on.

Notes:
Contagion is launched at the start of the swing, when combined with their low wind-up me
this makes dagger zaws the fastest in terms of damaging Profit-Taker near the start of shield
phases. This is especially notable for first shield, though it doesn't make a massive difference.
Due to the extremely long wind-down dura on, anima on cancel is necessary for Daggers to
compete with low Air Lock weapons.

Slap
Weapon types: Staff, Polearm.

This archetype is characterized by minimal wind-up and wind-down with a fast swing. The idle
anima on is the closest of any archetype to where the swing starts for these weapons and they
return to idle incredibly quickly, making them the weapon of choice for many.

Notes:
Polearms have a slightly longer swing than staves.
Air lock is nearly unno ceable, even with the slightly longer swing on polearms.
Contagion launches at the end or a er the swing.
This archetype is recommended for all strikes that can get it.

Underhand
Weapon types: Heavy Blade, Hammer

This archetype is characterized by having high wind-up and extremely high wind-down me.
The idle anima on is very far from where the swing begins, and the swing ends extremely far
from idle. This makes weapons of this archetype feel unwieldy to use.

Notes:
The extremely high wind-up and wind-down mes make for a punishingly long air lock dura on
(among the highest) thus, anima on cancel is extremely important when using a Heavy Blade or
a Hammer in a run.
Contagion is thrown at the beginning of the swing. To take advantage of this, make sure to
anima on cancel during the swing anima on.

Overhand
Weapon types: Machete, Sword, Scythe

This archetype is characterized by generally low wind-up, swing, and wind-down speed, along
with a notable varia on between the discreet types. The idle anima on is moderately far from
the start of the swing, with the swing ending fairly close to idle.

Notes:
Contagion is launched at the end of the anima on.
Scythes have extremely fast wind-up and down. So fast in fact that they're one of three zaw
types where Air Lock isn't a no ceable issue for most runners.
Swords have fast wind-up and swing speed, but have slow wind-down and as such have
no ceable air lock.
Machetes share the fast wind-up and slow wind-down of Swords but have a slightly faster
swing.

Slice
Weapon type: Nikana

This archetype is specific to Nikanas. It has extremely fast wind-up and wind-down while having
the longest swing me by a wide margin. This makes them feel extremely clunky to use.

Notes:
Contagion is thrown at the end of the swing.
Incredibly long swing me means Nikanas suffer from one of the worst air Lock dura ons of any
melee. As you cannot anima on cancel the swing by shoo ng, another method must be used.

Stab
Weapon Type: Rapier

This archetype is specific to rapiers and has a slow wind-up with a quick stab and a slow
wind-down. The idle posi on is far from the start, and the wind-down anima on is very
inefficient.

Notes:
Contagion is launched at the end of the swing.
Anima on cancel is extremely useful for this archetype.

Projec le Mechanics
The projec le itself:

There’s not much to say about the projec le itself beyond a few simple facts:

● The projec le velocity is not affected by your Zaw’s base a ack speed, but it is affected
by a ack speed modifiers. This is why you want to Mod for as much a ack speed as
possible.
● The projec le uses the shape of the strike by default, but if you have a skin on your Zaw,
Contagion will take the shape of the en re skin, while not changing the hitbox
no ceably.
● The projec le’s hitbox is extremely weird, and anything people say otherwise is false,
and there is probably something they’ve missed.

Damage and Elements


The Exodia Contagion projec le can cover up to 6 elements in 3 damage instances. The damage
instances are as follows:

● Direct Hit:
The direct hit applies once and does an even spread of Impact, Puncture, and Slash(IPS).
The base damage of this IPS is 2x the Zaw’s modded damage, and Elemental Mods scale
accordingly off this. If a Riven Mod has an IPS element as its nega ve, it will mostly or
completely remove whatever said element is.
● Direct Hit Damage over Time(DoT):
The direct hit also applies a DoT effect that pulses for 3 seconds for the Zaw’s modded
damage. This DoT does Blast damage and Elemental Mods apply (meaning the DoT will
do Blast, Gas, and Electric damage on a tradi onal elemental setup)
● Radial Explosion:
Though it is unreliable, the radial explosion can affect Profit-Taker (see Ass Meta for how
to pull this off). The radial explosion does 5x the Zaw’s modded damage as Viral damage,
and Elemental Mods apply.

What all these different damage instances mean for a runner is twofold;
(1) Exodia Contagion can clear up to 5 elements before Mods,
(2) Most importantly, Exodia Contagion can clear up to 3 elements in one hit, meaning in
the ideal situa on over half of Profit-Taker’s shield can be cleared in one throw. The
same damage instance can’t clear two elements, meaning if you get two IPS elements in
a row you’ll need to throw twice, but it opens up some incredible possibili es. This is
also why you always want to aim for the Viral spot if you can, even when you don’t need
it to clear Viral.

Misc. Trivia
Informa on that can be helpful when buildcra ing

There is no ability or Mod that will buff or debuff Profit-Taker. You can only buff your weapons
and frame.

Pylon Phase

The Pylons have exactly 15,000 object class health, this means no crit or fac on mul pliers
apply when a acking them. Notable mul pliers that don’t apply because of this include:
● Rhino’s Roar
● Damage Bless
Madurai’s damage bonus works against Pylons

Armor Phase
Profit-Taker’s limbs have 111,751 health;
Profit-Taker’s body health changes based on the phase;
● First body has 93,128 health
● Second body has 93,126 health
● Third body has 93,126 health
● Final body has 93,124 health
There have been mul ple bugs and phase skips related to these damage limits not applying
properly

Shield Phase

Each element will change upon one of three condi ons, referred to in the following ways:
If 25s have passed since the last element, the element is cycled;
If at least 5s have passed since the last element and someone a acks Profit-Taker with void
damage, the element is cycled;
If at least 156,720 damage is done to a single element, the element is cleared;
Each damage instance is capped at the damage cap stated previously, but mul ple instances can
do full damage un l they reach (or exceed) the damage cap. See Untapped Poten al for what
this can be used for.

A common misconcep on is that the next element in the shield is completely random, this is
not true.
At the start of the fight, all 13 elements are put on a list. This list is then randomized.
The elements appear in the order of this new list. When you’ve encountered all elements in the
list, the cycle will begin again from the start of the list
Because the list isn't randomized twice, you can't have two of the same element in a row.
The shields can be cycled during the Shield Phases and during the second Pylon Phase, if an
element you don't like comes up before the second Pylons land, you can cycle it.

Crea ng builds
This sec on should educate readers on general common sense known to Profit-Taker builders,
such as the logic behind builds and things in the fight to build around.
By uumm

Frame builds
Warframe builds for Profit-Taker are pre y open to buildcra ing, there are 4 Mods (5, if you’re
missing Primed Sure Footed, 3 if you’re using Unairu’s Poise) that you will see on all but the
most specialized Profit-Taker builds,

If you don’t have it, subs tute Sure Footed & Power Dri in place of Primed Sure Footed

● Eclipse is used as it's the best available damage buff for most frames,
● Blind Rage and Umbral Intensify bring power strength to appreciable levels,
● Umbral Vitality is used because shield ga ng isn’t reliable enough in Profit-Taker to be
viable
● Primed Sure Footed is used because of the sheer number of knockbacks and staggers in
the fight.

This build covers all the basics of a Profit-Taker build. However, this build is not only difficult to
use, but it also has quite poor performance as it has very li le survivability, no Arcanes,
extremely poor energy economy, and none of the normal u lity Mods.

To fix these problems and reach a more standard Profit-Taker build you can follow these logical
steps, note that Volt builds are highly advanced and o en will not match this:

● To fix some of the energy economy issues, Narrow Minded is slo ed, this gives enough
me for your energy to regen between cas ng abili es if you’re using zenurik.
● To Improve survivability, adapta on is used, and if that isn’t enough, Arcane guardian or
Arcane Tanker. Proc Arcane Tanker by calling Archgun while in the elevator to give
adapta on me to stack up.

There is a wide range of u lity Mods that range from immensely helpful to ques onably useful:
● Vigorous Swap is a standard as it is a reliable source of damage due to frequent weapon
swaps
● Sprint boost will improve Archwing speed, and is immensely helpful when in a squad
that does not have a Volt
● Aura doesn’t ma er too much, and ideally, it doesn’t make many differences but there
are occasions where aura does ma er.
● Saryn uses her Venom Dose augment to provide her weapons with Corrosive damage
● The Eclipse augment, Total Eclipse, can be used to buff teammates and Specters such as
On Call Crew. It does NOT apply to Necramechs.
● Frames with long cas ng anima ons may wish to use Natural Talent
● Some mes you’ll need more power strength to oneshot Pylons with Zenith, so transient
for tude may be used
● Some mes you want even more power strength!!! For this, either Umbral Fiber or
Augur Secrets, or both.

:D
● Peculiar bloom because big flowers

Pu ng it all together, a more standard build might look like this:

There are a few other things that are important to know, too:
● The Eclipse icon on the upper right corner of your screen is only the maximum damage
increase. The actual damage increase is related to the local light level and has nothing to
do with light sources ar ficially created by the Player. The damage buff from Eclipse is
consistently near or at max on the Vallis save for a few mes of Day.
● Buffs that act as a single stat element like Shock Trooper will poison your available
elements by combining your modded single stat elements.

Shield, Pylon, Armor Build Factors


How shields, Pylons, and Armor Phases influence builds. Every weapon is equipped for a reason,
and some like Zenith have interes ng build requirements.

To understand weapon builds, you need to look at the fight as a whole, each phase has separate
requirements for weapon builds. For reliably good Shield Phases, you need easy access to all
elements, for good Pylon phases, you need some way to either ignore the barrier around the
Pylon or a plan for how to quickly reach Pylons, for good Archgun phases, you need an Archgun
that can break limbs quickly & consistently.

Shields
Profit-Taker's shields are the reason behind 80% of the meta loadout. To cover as many
elements as possible, and thus make shields as fast as possible, the meta loadout is Volt or
Saryn with Zenith, Magne c Tenet Diplos, and an Exodia Contagion Zaw. Zenith is a bit of a black
horse here as it doesn't have any innate elements, it's here because it's the best op on for
taking care of Pylons.

Weapon Elementals
When building your weapons for Profit-Taker, no Toxin damage is an almost unavoidable
problem,
to see the reason why consider the tradi onal weapon elements for solo Profit-Taker

Primary: Corrosive(Toxin+Electric) and Cold, no innate


Secondary: Viral(Cold+Toxin) and Heat, innate Mag, Radia on
Melee (Contagion): Gas(Toxin+Heat) and Electric, innate IPS, Blast
With this combina on, you're only missing Toxin, and there is no way to fit it in the builds,
If you try pu ng it in place of any of the other modded single-stat elements, it will just combine
with the dual-stat elements.

To solve this you must do one of the following:


● Put Toxin on either your Heavy Weapon or on your mech's weapons, like the Arquebex
● Use Saryn
● Use Ass Meta & Volt
● Use an On Call Crew to cover missing elements. You can take this a step further on volt
and saryn, and move an en re weapon’s worth of elements to your On Call Crew.
● Use a frame with an Exalted Weapon
● Sacrifice Pylon performance and use a primary other than Zenith
● Get a friend(s) to use an alternate elemental config that covers Toxin

Most frames will have to make do with the first or last two op ons, as for the meta frames;

Saryn can do Toxin via her third ability, Toxic lash, which solves all your problems by making
every weapon do Toxin, needless to say, this is the simplest and easiest solu on, but not the
fastest. There are two faster op ons but both are unreliable in different ways.
For the First solu on, you must understand Ass Meta, which is explained in depth later in
speedrun strats.
TL;DR: because the “head” is coded to be in the middle of Profit-Taker and explosive weapons
are glitched and do no damage unless you hit this coded “head”, you have to aim at a few very
specific points between her front legs and “head” to make Exodia Contagion do Viral damage, or
hit her in the ass, that works too. This can run into other problems too.

With Ass Meta alone you s ll can't get all the elements, you'll be one short. Volt solves this
problem: his shields give every a ack that passes through them Electric damage.

with Volt giving you Electric and Ass Meta giving Viral you end at these elemental combina ons:
primary: Gas (Toxin+Heat) and Cold, no innate
secondary: Corrosive(Toxin+Electric) and Heat, innate Radia on, and/or Magne c
melee(Contagion): Magne c(Cold+Electric) or Radia on(Heat+Electric) and Toxin, innate ips,
Blast, Viral

If explosive weapons such as the Kuva Seer (which has innate Corrosive) worked properly
against Profit-Taker, Ass Meta wouldn’t be a thing.
This is unreliable because Profit-Taker’s anima ons o en make it impossible to do viral damage,
along with being fairly precise.

For the second solu on, you must have an On Call Crew set up properly, which is also explained
in depth later in speedrun strats.
With a properly set up On Call Crew, you have a way to do an en re weapon’s worth of
elements without having to swap weapons. This opens up several possibili es, most notably
giving On Call Crew the Synapse, and by doing so removing the need for Ass Meta.
With Volt giving you Electric once again and using On Call with Synapse you end at these
elemental combina ons:
Primary: unused for shields
Secondary: Viral (Toxin + Cold) and Heat, innate Magne c and/or Radia on
Melee(contagion): Radia on(Heat+Electric) or Magne c(Cold+Electric) and Toxin, innate IPS,
Blast

The only source of unreliability from this setup is the On Call Crew, which o en will simply not
shoot Profit-Taker, or will just die.

Weapons

While weapon builds are fairly simple, the logic behind them isn’t, and while we’ve men oned
the basics of shields in previous sec ons, there are some very good reasons the elemental
combina ons are the way they are. In some cases, it comes down to available Mods, but it
mostly has to do with weapon innate elements and fire mode.

The things Profit-Taker runners look for in weapons when looking at shields are:
● High damage when modded for crit.
● Mul ple innate single stat elements (like the shedu) OR innate dual stat elements (like
the Tenet Detron/Diplos)
● Func onality, if a weapon requires some specific setup to work as adver sed, or doesn’t
work properly at all, it's not going to be very prac cal. (like the shedu, which doesn’t
work)
● Decent fire rate, magazine, and reload are op onal in theory, but quite important in
prac ce

Generally, the only weapons in a Profit-Taker loadout not completely built for breaking shields
as fast as possible are primary and whatever you’re using to break limbs. You need as many of
the 13 elements as you can get. Simply put, if you only have 6 elements, the best run you’re
looking at is in the area of 3-4 minutes due to how much me you will need to spend cycling
shields. This assumes you have a good understanding of the fight and have well-set up Archguns
already.

That being said, you s ll need well-built weapons that can do decent damage, as you can see in
how slow Profit-Taker is modless.
Profit Taker with Modless Weapons | 11m 09s 800ms RTA | PS4 Warframe
This run uses weapons that have decently high base damage, the meta setup would likely do
worse than this under the same circumstances.

Weapon choice and builds:


To start with, even if a weapon has an innate element like the Cyanex, it is s ll extremely
important for weapons to have the ability to do enough damage to Profit-Taker. The Cyanex isn’t
meta because it quite simply doesn’t have the DPS as you can see.
Off meta mechless run . cyanex + dagger zaw

While on the other hand, even though it doesn’t have any innate elements, the Lato Vandal can
be quite good due to its stats.
Warframe PS4 Profit Taker Lato Vandal Only | 3m 38s 700ms RTA

So as you can see, weapons ideally have both good innate crit and innate elements. Exodia
Contagion is the absolute master of covering mul ple elements, with Kuva and Tenet weapons
being a close second. Dual stat elements that contain Toxin are the easiest to mod for.

Ideally, the single stat element you mod onto a weapon is the one covered by the Primed
Elemental Mod. This means Cold for primary, Heat for secondary, and Toxin for melee. However,
some weapons do enough damage for this to not ma er.

As a bonus, Profit-Taker runners also look for certain things about a weapon that results in
faster elements, weapons like this include:
● Tenet Detron has so much damage and so many projec les that it can clear 4 elements
with one shot given perfect rng.
● Exodia Contagion, a Zaw Arcane that adds a grenade-like a ack with 3 separate damage
instances. Each one of said instances do the modded elements, meaning it is not
uncommon to throw Contagion and clear 2-3 elements. For more informa on, check the
Zaw guide
A generic weapon build will look something like this:

The specifics change between primary/secondary/melee, and certain stats are priori zed due to
various factors such as available Mods and weapon type.

Once every element a weapon covers can be consistently cleared in one shot, it is best to start
modding for u lity such as fire rate and magazine size.

Rivens MUST be an improvement over at least one of the Mods above or open up a Mod slot,
otherwise, they are not worth slo ng onto the build

Note that with a well-coordinated squad, even the most absurd setups can do impressively good
runs provided enough damage and most of the elements, like in this sub-2-minute Bonewidow
run:
Bonewidow profit taker 1 47

Trying to figure out elemental combina ons can get quite confusing, this image from the wiki
can help keep track of everything.
Zaw part setups:
Contagion deals a lot of damage, meaning Zaws can focus on Quality of Life and reliability.
When choosing parts for your Zaw, you want to go for a Scythe, Staff, or Polearm Zaw with max
a ack speed and cri cal chance. As was said here, Scythes, Staves, and Polearms don’t suffer
from air lock, making them the weapon of choice. A ack speed will make the Zaw more
forgiving and easier to use while cri cal chance guarantees a reliable damage output. If you’re
looking for a Zaw Riven, see the graph below for strikes with good Riven disposi on. If you’re
looking for what mod config to use, see the previous sec on.

Seekala is the best grip for most strikes because it is the highest a ack speed two-handed grip.
It is primarily used for Polearms and Staves. Peye is the highest a ack speed one-handed grip
and is primarily used for Daggers and Scythes.

Vargeet II Jai gives you max a ack speed and cri cal chance. With Sacrificial Steel and Vargeet II
Jai, all strikes reach 100% cc, making it the de facto choice.
Armor
The easiest and least complicated phase, the Armor Phase relies almost en rely on your choice
in Archgun and build, so here are a few helpful ps and the pros and cons of the four best
setups.

Archgun builds are fairly cut and paste, with pre y much all Archguns using the following build:
● The biggest difference between the two Archgun builds is generally whether or not
Automa c Trigger (60% FR) is used. With some extremely rare excep ons, a
Heat/Electric 60/60 Mod is the best replacement when you want more single-shot
damage over fire rate.

● Dual Rounds might not be the best if you want maximum reliability. If you have a Riven
that gives >100% cc with Cri cal Focus and Parallax Scope but does not have mul shot,
it might be best to replace Dual Rounds with said Riven.

● Some mes it is best to replace hollowed bullets or parallax scope with a Riven and use
Automa c Trigger. A er all, if you consistently (100% of the me) one or two-shot legs
without the Mods equipped then there is no reason for them to be equipped.

● The most important part of any build is to mod for Radia on for reasons you can see
clearly in the graph below. The rela ve elemental damage mul plier from Radia on is
greater than any other single damage buff that can apply to an Archgun. Cold is never
worthwhile, as it doesn’t increase how much Radia on you have, and Radia on doesn’t
increase how much Cold you get.
Rivens ideally give Archguns 100% cc and/or ms for consistency’s sake, especially in the case of
the Velocitus, for which the meta build requires cri cal chance on the Riven.

Archgun Setups Pros/Cons:


Before ge ng into the specifics about Archgun setups, make sure that no ma er what setup
you use, keybind the gear item as it massively increases the reliability and versa lity of both
Heavy Weapon and mech summon.

Heavy Weapon:

Pros:
● Has access to frame damage buffs such as Eclipse. This means that once you have your
Archgun called down, it will shred Profit-Taker legs
● Is fairly close to the ground, and you can crouch to get lower, le ng you get a decent
view of all legs from the front
Cons:
● Has a ~3s delay to call down Archgun. The anima on starts once you put away your
current weapon and takes place over a fixed amount of me. If you have a scanner out,
the anima on will start immediately
● Due to the Archgun cooldown, explained in build basics, many Archguns miss out on DPS
to slot Ammo Chain.
● You are completely exposed when calling down Archgun, requiring you to either get
lucky or plan your posi oning around calling down Archgun.
● A er the first Shield Phase, it is extremely common for Profit-Taker to do her laser a ack
while you’re calling Archgun. Press a/d + slide right before calling Archgun to slide out of
the way of this a ack, your momentum won’t stop immediately when you’re in the call
anima on, you need the Archgun deployer on a keybind to do this.

Mausolon (Heavy Weapon):

Pros:
● Reliable, high damage, can 1-3 shot limbs rivenless. Riven, Arcane Avenger, and adarza
kavat can bump up this consistency.
● A large ammo pool means you can waste ammo without having to deal with an
extremely long Archgun cooldown.
● One of the few hitscan Archguns
● Full auto and a large ammo pool means you can make one, sweeping mo on through all
four limbs without worrying too much about cooldown due to missed or wasted shots.

Cons:
● Extremely bad Riven disposi on means Rivens don’t cause a massive improvement in
consistency. For most Rivens to be viable, you need to run Arcane Avenger to raise the cc
enough to replace Parallax Scope with Riven.
● The explosion doesn’t consistently damage the rear limbs. While this allows you to
damage a front limb while aiming at a rear limb, the explosion doesn’t do enough
damage while solo to break limbs as quickly as the direct hit

Prisma Dual Decurion (Heavy Weapon):


Pros:
● No ceably higher fire rate than Mausolon
● Has a unique summon anima on that’s 150ms faster than the default
● Good Riven disposi on means it can reliably oneshot legs with the proper Riven,
meaning its possible to fire a single shot at each leg if you move the mouse fast enough
Cons:
● Low ammo pool and high fire rate mean missed/wasted shots are highly penalized by
cooldown
● Projec le weapon like most Archguns

Mech:

Pros:
● Instant summon
● Fairly tanky, don’t need to worry about dying.
Cons:
● High camera and weapon posi on some mes make rear limbs hard to hit
● Few damage buffs, and an extremely restric ve meta setup. The forms of damage
increase available are as follows: Volt shield, Damage Bless, Tac cal Rank 9, and Riven
Mods.

Velocitus (Necramech):

Pros:
● High fire rate makes the Velocitus extremely fast for solo Profit-Taker, being theore cally
capable of reaching sub-3s sum of legs if skill permits.
● The Velocitus is extremely precise.
● The Velocitus has the Fastest projec le speed of any projec le weapon.
Cons:
● As the Velocitus is a projec le weapon, there is a barely no ceable delay between firing
a shot and said shot hi ng the target
● The Charge is all or none, making it extremely imprac cal to charge the Velocitus.
● There are only 11 stat combina ons of Riven Mods (fewer without a nega ve) that work
for uncharged oneshots. Note that some Rivens oneshot without a CC Mod on, but they
have only 74% cc. No Riven is necessary for charged shots
● To reach those extremely low leg mes, you need a Riven that can run lower damage but
a higher fire rate build. Bless helps with this, but without Bless, there are two viable stat
combina ons and grades will decide if a Riven will work or not.

Corvas (Necramech, non-Prime):

Pros:
● The Charge isn’t all or nothing, Corvas’s stats linearly scale from uncharged to charged
stats as you charge it.
● When used with Volt shield, Corvas is the fastest Archgun for rivenless solo runs, as with
Damage Bless it can oneshot Profit-Taker legs if you charge it to slightly over half. When
used without Volt shield, a slower build is required making Corvas slightly slower than
Heavy Weapon.
● Can oneshot legs on frames other than Volt with only a moderately good Riven, making
it ideal for said frames.
● Unlike most Archguns, the Corvas is a hitscan weapon, meaning shots hit immediately
a er firing
● With addi onal damage from Volt’s Shields, it is possible, though extremely rare, to
oneshot two legs at a me with a single shot due to bullet spread.
Cons:
● Low base fire rate means it can’t quite match Velocitus performance and needs a
strong/expensive Riven if you want to slot Automa c Trigger.
● S ll needs quite a specific Riven if you want to oneshot without charging.
● High mul shot makes it possible to miss with a few pellets, meaning the legs aren’t
oneshot.
● As it is a shotgun you need to be near Profit-Taker to do significant amounts of damage.
Not a massive issue, but something to keep in mind.
● The Primed version is garbage and o en deals 0 damage.

Pylons
What do Pylons change about your setup? Why are they special?
Pylons are an essen al part of the fight, but they have an impenetrable bubble around them
that you have to work around. Generally, one of your weapons will be chosen not for shield
performance, but for Pylon performance.
What to Use for Pylon Phase:
Ideally, you have a weapon that can break the Pylons from outside the shield bubbles, to do this
your weapon must have either infinite punch through or be an Op cor-style beam cannon.
The five weapons that meet these criteria, in order of speed:

Kuva Ogris
Ogris has a mod called Nightwatch Napalm, which leaves a large area of effect where
the rockets land that lasts six seconds. This AoE can damage pylons through the pylon bubble,
making it possible to destroy a pylon a er it has landed, and if a pylon lands in the AoE, it can
be quickly destroyed. This makes the Ogris several seconds faster than the next best op on, as it
isn’t solely reliant on reac on me (and aim) a er the pylons have landed, but rather predic ng
where the pylons will land and pre-firing them. The Kuva Ogris is best for this as the progenitor
damage bonus is one of the only damage increases that apply to Nightwatch Napalm. This is a
speedrun strat known in the community as “Pogris”, more informa on on it here. Pogris is
unable to effec vely damage shields, so it must also be paired with a good On Call Crew.

Zenith
Infinite punch-through allows the Zenith to go through mountains to hit Pylons from any
point, along with its good base crit stats giving it good shield damage. The only drawback is its
status as a weapon from daily rewards means you likely either have it or must wait months
before you can get it. If you've sold it, you can find it at simaris. Zenith is also borderline on
onesho ng Pylons with each pellet with a majority of builds (having to rely on mul shot is just
asking to have one of the pellets miss.) Only Saryn (due to Venom Dose), Grendel (due to
Nourish), Mirage (due to Nourish again), and Oberon (due to Smite Infusion) don’t have to
worry about this, other frames have to sacrifice survivability for power strength to oneshot with
Zenith.

Op cor/Op cor Vandal


While the Op cor Vandal is best for this task due to its higher fire rate, both Op cors can
shoot Pylons from outside the shields. However, they cannot shoot through mountains and
have horrible performance against shields, leaving them in second place.
Fluctus
This Archgun is a bit unusual in that it requires a specific setup to give meaningful
results. To use the Fluctus to take care of Pylons, you must be using a Zephyr with their
turbulence augment. This gives the fluctus enough range to hit Pylons from far away. This is less
prac cal than any of the other op ons and it's only marginally be er than using an Amp, but it
is an op on.

Your alterna ve to using one of these four weapons is hopping into Archwing and flying to the
Pylons.

What to Aim at (with Zenith)


During the first few seconds a er the Pylons land they will have a flashing icon that you can see
while scoped in, ideally, you break all the Pylons while this icon is flashing but eventually you’ll
have to first look at the normal icon, and then aim in to break it.

The flashing icon looks like so, with the red cross being the general place to aim
the normal icon, aim at the center, or a bit up/down.

A p for aiming at the normal icon: aim up, zoom in, then shoot. It will be unreliable. Consider
not zooming in at all

Important Informa on About Pylons:


The Pylons land at an angle, so they will be weird to hit some mes.

Pylons have exactly 15k object class health meaning they won't take cri cal damage or fac on
mul pliers. This means, among other things, Roar doesn't work against Pylons at all.

Because of this, weapons that focus on Pylon performance like Zenith will o en sacrifice shield
performance to get guaranteed oneshots on Pylons.

Eclipse does work against Pylons, but it must be at its peak to reliably oneshot when using
Zenith.

Speedrun Strats
Advanced techniques that require special thought to certain areas of the fight and involve more
than your basic level of skill. Include gifs and vids where possible, they help with comprehension
On Call Strats
All of today’s meta is centered around On CallCrew covering elements that aren’t covered by
secondary and melee. This removes the need for switching weapons, as all elements are
covered by just shoo ng your secondary and quick melee contagion.

To make the best use of Crewmate clearing shields they are to be thrown down at the me of
landing. This removes the need to wait for them to teleport, allowing them to start clearing
shields immediately.

The ideal stat distribu on for On Callis 00555 (5 Repair, 5 Combat, 5 Endurance). The combat
stat gives the Crewmate a base damage buff, so this is the priority. Repair and endurance are
for health regen and addi onal health, respec vely. Only elite Crewmates, unlocked at rank 10
Command Intrinsic, have enough base stats to reach this, as they start with 2 more base stats
than normal Crewmates.

On Call Crew also requires you to run Total Eclipse, so they can profit from the damage buff
(they always receive the max buff, independent of ligh ng).

The modern Weapon of choice is Synapse. It's one of two weapons (the other one being
Catabolyst, which has no ceably less range) that can reliably cover corrosive, gas, and cold.

If you have an elite Crewmate, you ideally want one with the 150% primary cri cal chance
bonus, as it opens up a mod slot on the build.

Historically, people used a Tenet Cycron on their On Call Crewmate, as it is extremely good at
clearing out surrounding enemies. However, it has fallen out of favor due to Ass Meta becoming
no ceably more inconsistent due to anima on bug.

Pogris

Pogris is the name Speedrunners have given to using a Kuva Ogris with Nightwatch Napalm to
take care of pylons.
Why Pogris?
What Pogris brings to the table was briefly described in an earlier sec on when going over
poten al pylon weapons, but the gist is as follows:

Nightwatch napalm is an Ogris augment mod that leaves a damage-over- me effect where the
rockets land which can damage pylons. By using this to our advantage, it is possible to destroy
pylons as they land, massively speeding up solo pylons and dethroning a long-standing pillar of
Profit-Taker speedrunning, the Zenith. To understand why, let's look at the advantages and
disadvantages of using Pogris, and what can be done about the disadvantages.

Advantage:
In solos, Pogris is several seconds faster than the fastest solo Zenith me and allows one person
using Pogris to do the work of an en re squad using Zenith.

Disadvantages:
Kuva Ogris cannot deal enough damage to Profit-Taker’s shields with a Pogris build, however,
this isn’t a major problem when using the On Call strats men oned previously, as they can cover
all of Zenith’s elements without any me loss from having to swap weapons. Swapping weapons
loses over half a second, and this is extremely bad in shield phases that ideally take under a
second once damage starts being dealt. All in all, this is a disadvantage that is already mi gated.

However, there is another major drawback to Pogris: there is very li le build variety for Kuva
Ogris and Volt. This is elaborated upon more in builds, but TL;DR: without a good riven, volt
needs mul ple red archon shards, maxed sling strength from the Madurai focus school, no QoL
mods, and there’s only one viable Pogris build (maybe 2 if you stretch it), with what amounts to
three mods of op ons. This means that if you’re using the meta builds and you just can’t get
fast enough to survive or you don’t want to spam energy & shield pads, you’re SoL.
Builds

Rivenless Pogris build. This build needs 393% strength on volt to oneshot pylons consistently.
This build consists of:
● Magazine so you have enough ammo to destroy all 6 pylons in the second phase
● Mul shot for 2 reliable rockets
● Terminal Velocity because rockets are slow
● Amalgam serra on because it’s a massive speed boost.
● Fire rate because Ogris has low fire rate.
Here are your mod op ons for this build:
● Speed Trigger can be replaced by vile accelera on, but you’ll need x% more strength to
oneshot, or more damage rivens or frame.
● If you run vigorous swap you can remove heavy caliber, or run a low-rank heavy caliber
to avoid the -accuracy penalty while ge ng more damage. The -accuracy is extremely
no ceable, so If you can avoid running heavy caliber it’ll be for the best.
● Heavy caliber is replaced by riven.
Here are the ranges of required power strength with various rivens, ignoring buffs like vigorous
swap (all calculated with nega ves):
● The Ideal riven is a Tri-stat DMG MS PFS/MAG/FR. This riven will require 305%-328%
power strength.
● A dual stat DMG MS riven will require 250%-296% power strength
● A dual stat DMG PFS/MAG/FR riven will require 439%-477% power strength.
● A dual stat MS PFS/MAG/FR riven will require 453% power strength.
Here’s what you can do on volt and elsewhere to boost your Pogris damage beyond power
strength mods:
● Red archon shards can give you up to 50% power strength. 75% with Tauforged.
● Sling Strength from the Madurai focus school can give you up to 40% power strength.
● Vigorous swap gives you a 165% damage mod, massively lowering power strength
requirements/allowing you to run some be er mods.
● Rifle Amp gives you a 27% bonus, offse ng mods like vile accelera on and decreasing
power strength requirements.
● Molt vigor gives you a 45% power strength bonus, however, you have to be careful to
cast eclipse a erward.

During the Fight


When it comes me for pylon phases, recast your abili es as normal, then fly up. As always,
a empt to minimize how much me you spend moving, the me you spend moving is me you
spend not shoo ng pylon landing spots. Try to posi on yourself high enough for a good view of
pylons while not being too high so your projec les land in a reasonable me. Some mes you
cannot iden fy if a pylon is landing nearby or far away while staying s ll. When this happens, try
moving such that you’re seeing it from a different angle. This should make it much easier to
iden fy where said pylon is landing.

Pylon landing loca ons are fairly predictable, and it’s just a ma er of knowing where they can
land. They only have a few set spots they can land, so there isn’t much guesswork to it.

Here are most of the pylon spawn loca ons marked on shrooms and lake spawns:
Once you’ve shot all the pylon landing loca ons, return to where you took off from to avoid
turning Profit-Taker. If you’ve done it right, you’ll have a small amount of me to prepare for the
next phase. Make sure you swap to secondary before trying to do shield phases.

Using Necramechs
Placing and swapping to mech

There are two ways to enter mech, proximity, and aim. You want to always use proximity as it is
the fastest and most reliable. To do this, summon your mech in the proper place while or before
placing shields. Placing mech can be done during landing too.
See the speed difference?

You want to place mech to one side of the shields such that your camera will be behind the
shields so you don’t have to worry about having to reorient yourself when it comes me for
Armor Phase.
Field of View
In theory, the higher your field of view the more Pylons you can see at once, and the more
Pylons you can see the easier it is to get good Pylon me.

You can only get to 90 FOV in the game se ngs, but if you use Windowed mode you can use a
wider resolu on.

For the most extreme version of this, if you set your resolu on to 32:9 (like in the picture
below), you can get a maximized horizontal field of view. This makes it easier to get good Pylon
me if you can s ll aim at them with the reduced ver cal height.

The only way to do so is by dragging your window un l it fits 32:9 resolu on.

However, many people dislike this extreme for several reasons: It wastes a lot of your screen, It
can be hard to see the Pylons on a small screen, and it doesn’t do much 21:9 doesn’t do.
21:9 is a more reasonable resolu on.
Ul mately this is just a personal thing, mess around with various resolu ons and see what
works best for you.

Unscoped Zenith
Quickly Shoo ng Pylons with Zenith is a challenging thing to do. If you aim for too long, the
icons of other Pylons disappear, which means you need to unscope and look for the Pylons.
But, by using the unscoped Zenith strat, which is simply not aiming while shoo ng Pylons, you’ll
have an advantage on how fast you can react to each Pylon, and you’ll be able to see more
Pylons due to a wider field of view.

This is a high skill strat because without zooming in the margin of error is extremely small. Some
people find this strat uncomfortable, and the weapon spread is wider, so your mileage may vary.
Using both Reflex Draw and Twitch is essen al, as they almost eliminate all spread and recoil,
greatly increasing the viability of this strat. You can mod for more fire rate to make this strat
more forgiving of missed shots.

Note: -recoil is needed if you want to shoot accurately with this strat.

Squad Strats, Roles


Squad strats aren’t fully op mized yet, there are s ll many debatable choices right now. If you’re
interested in finding new strats or wanna run with other people, we welcome you to join our discord
server: h ps://discord.gg/NfWuBDkZdU

A coordinated PT squad needs a few different things. As a rule of thumb, a few things need to
be concentrated on for a squad run making good use of the addi onal manpower.
Volt
The most essen al part of a PT squad. Whether you're farming credits or trying to break
a record, Volt is there to allow you to have the highest speeds. What makes Volt essen al, aside
from the (movement and a ack) speed increase he provides, is, on one side, him always
running [total] eclipse (just like in solo runs) and therefore buffing the whole squad with him,
and on the other side, his shield. With his shield, Volt not only increases the rest of the squad’s
damage on the Profit-Taker’s shield but also helps the Archgunner to reach important
breakpoints in damage, allowing the Archgunner to 1-shot legs, where they wouldn't have been
able to otherwise. With Volt being the one to always run Eclipse, he is the one who does The
Pylons with Pogris.

Archgun (AG)
Generally, squads make use of at least one Archgunner, meaning one player who arrives
at the Orb and calls down a heavy weapon. This has many reasons. The main two are more fire
rate and more damage. Since calling down a heavy weapon doesn’t impact the rest of the
phases as a dedicated Archgunner can stay in archgun mode throughout the en re fight, it's
possible to make full use of the advantages that heavy weapon archguns have over necramech
archguns, mainly that they can benefit from warframe buffs like Eclipse, Roar, Vex Armor,
Octavia’s Amp and Wisp’s Haste Motes. In an ideal situa on, the archgun used is the one with
the highest fire rate, i.e. Imperator Vandal, although it needs a lot of buffing and, at the very
least, a crit chance riven to be viable. Other, less ideal op ons include Prisma Dual Decurions
and Mausolon.
As of wri ng this, the consensus is that the dedicated Archgunner can be any frame, as
long as it gets enough buffs for the chosen weapon to oneshot PT’s legs, therefore damage
buffing Warframes are usually chosen as Archgunners:

Mirage
Mirage’s main u lity, and what makes her be er than other AG choices are her clones.
While the clones, according to the ability screen, are supposed to only deal a frac on of
Mirage’s damage, they are coded in a way that, when shoo ng a weapon, only the front two are
shoo ng while dealing double the damage they’re supposed to, meaning they deal the same
damage Mirage does at just 250% str and with Total Eclipse. This is effec vely tripling your AG’s
damage while also adding more spread due to the clones’ aiming point being slightly offset,
making legs even easier to break, if modded correctly. Mirage’s main problem is that her buff
isn't separate from Volts and is not a lot bigger, o en requiring bless and an extremely good
riven on imperator for it to oneshot. This can be counteracted by running Roar on Mirage. While
this sounds counterintui ve, with roar being a separate mul plier from Eclipse, even at max str,
running Roar on Mirage on top of Eclipse on Volt gives considerably more damage than just
running the be er Eclipse on Mirage.

Octavia
Gives the highest and most reliable addi onal buff (with her Amp ability) a er
considering Volt’s Eclipse. With high strength builds on both volt and Octavia, imperator can
easily oneshot rivenless (it does need a crit chance riven to be consistent though). In addi on to
that, Octavia also helps the squad by providing addi onal QoL, namely invisibility and mul shot
buff from her Metronome, and pulling enemy aggro with her Mallet and/or Resonator.

Rhino
Was never used, even though the addi onal damage from roar overshadows the
addi onal damage from mirage’s eclipse, considering volt already runs eclipse. The main reason
for that is that Rhino, just like Octavia, doesn’t bring the u lity that Mirage’s clones do. Rhino in
general is a worse choice than Octavia since Octavia’s Amp is re-castable without an augment,
gives more Damage and Rhino doesn't have the addi onal QoL that Octavia brings.

Chroma
The last considera on for a damage buffing frame running as an Archgunner is Chroma.
One thing that sets Chroma and Octavia apart from Mirage and Rhino is that their damage
buffing abili es are not subsumable, meaning it's not possible to run a more useful frame with
their abili es subsumed, making them unique choices as damage buffers. While Chroma gives a
higher buff than Octavia at max while being the same type of buff (addi ve to base damage
mods), his main, and this point unsolvable, problem is that his buff is incredibly unreliable. Even
with the Hema, which triggers his Vex Armor, the buff doesn't get high enough quickly enough
to be worth the considera on.

Extra: Nova
What makes nova special and what makes her a considera on as an Archgunner is that
she is the only frame that can get from elevator to lake PT spawn in me to be able to do the
first leg phase with the archgun already in hand, u lizing her portals. Normally, since pulling out
the heavy weapon archgun takes up to 4 seconds, the host volt would have to do the first leg
phase instead, poten ally was ng more than a second. The Problem with nova is that only lake
spawn is viable with her, as ge ng to both other spawns with her portals is prac cally
impossible, and also that she requires an addi onal squad slot next to the damage buffers,
meaning she has to be taken over other poten al buffs like Wisp’s Motes and Zephyr’s
Turbulence. From our tes ng, needs to host to be viable.

Buff
Having legs and Pylons mostly taken care of, there are not a lot of things that s ll need
concentra ng on. Mainly, as the solo PT strat usually relies on On Call Crew to clear missing
elements, these elements are given to the rest of the Squad:

Elements
Volt: viral+heat/radia on+toxin | on call: synapse - gas+cold+corrosive
Buff1: gas+cold/corrosive +heat | on call: Cycron - viral+heat+corrosive
Buff2: corrosive+heat/rad+cold | on call: synapse - radia on+toxin+corrosive
AG: on call: Cycron - corrosive+heat+(magne c)

The other purpose of the addi onal manpower and squad slots is addi onal buffs that can be
go en from frames that aren’t Volt or AG. The Buffers in ques on are:

Wisp
Wisp is very relevant for leg performance, as she no ceably improves fire rate. In
addi on to that, she also poten ally improves shield performance at the same me as she
allows to clear elements faster. Moreover, while not essen al and rela vely small, the
movement bonus her Haste Mote provides can also improve flight mes. This requires running
max cast speed and cas ng Motes immediately a er jumping out of elevator.

Zephyr
Zephyr is used for one thing: her Turbulence augment. It significantly speeds up the flight
to PT and also gives a lot of projec le speed, poten ally giving a much-needed me save during
pylon phases, as Ogris projec les are not very fast.

Octavia
As men oned above, Octavia brings a lot of u lity, that being a huge, reliable damage
buff with Amp, a mul shot buff and invisibility with Metronome, and pulling enemy aggro
(crowd control for ads) with Mallet and/or Resonator. Octavia cannot run a subsumed damage
buffing ability.
Subsumes
The last thing to touch on is subsumed abili es, as everyone other than Volt can run
them. The main thing to consider is that AG gets enough damage to oneshot legs. That can
either be achieved by running Eclipse on Volt and Roar on AG or by running an addi onal
damage buffer (preferably Octavia since she gives the highest buff). Since Eclipse is needed to
do pylons with Ogris, o en only the Volt does pylons, although another player can run Eclipse
and do Pylons as well so it’s less rng and skill-dependent. Other subsume op ons include
Empower or toxin Elemental Ward for more shield damage.

Squad Pylons
Not shoo ng each other’s Pylons

In squads, one of the biggest me losses is when two people aim for the same Pylon. If you can
coordinate with your squad there are a few strats for avoiding this issue. The most important
thing no ma er the strat is for everyone in the squad to be on the same page. If running Pogris,
disregard this sec on as only one person will be doing pylons.

Sec on Strat:
The most common strat, in the sec on strat everyone has a sec on of Pylons that they target,
like front & back, and if one person gets a lot of Pylons, everyone else will shi their targets
over. People shi either le or right, meaning they target the Pylons to that side of where they
normally target
Circle Strat:
In the circle strat, one person targets the Pylons to the le of the first Pylon they target, and the
other person targets the Pylons to the right of the first Pylon they target. It is the easiest strat to
pull off with minimal understanding, the circle strat works best with only two people and tends
to break down with more than two.

Landing Order Strat:


In the landing order strat, someone targets the Pylons that land first, while someone else
targets the Pylons that land last. This is the most informal strat but it can work.

Hybrid Strat:
In the hybrid strat, everyone gets a sec on of Pylons, but they also have a set order in which
they target Pylons if they can’t shoot them as they land. This strat is built around a specific point
rela ve to Profit-Taker. Everyone should be able to pick out what Pylons to shoot before they all
land.
Ass Meta (with Cycron Crew)

Ass Meta (named both for how it feels to do and the original target) is when you throw Exodia
Contagion at one of a few specific spots to do Viral damage. Ass Meta requires both skill at
aiming Contagion and a degree of luck to pull off properly. See the gif below for what it looks
like to properly pull off Ass Meta, and the annotated image below that for where Ass Meta can
work. At the me of wri ng this, ass meta isn't used anymore and is instead replaced by an On
Call Crew with synapse to cover missing elements
This is the general rundown of what spots can do Viral. These spots are all inconsistent and
based on Profit-Taker’s posi on and movement. Certain spots work best on certain spawns due
to how Profit-Taker holds herself. None of these boxes are exact, more general loca ons.
● To hit the mouth, you may need to hit it from an angle instead of straight on.
● When throwing Contagion into the gap between legs and mandibles you’ll o en get Viral
damage capped at the leg hp of 111,751, meaning you have to throw twice. It is be er
to do Viral this way than not do Viral at all, but try to aim for a spot between the
mandibles if at all possible.
● The lower mandibles o en block contagion, while the upper mandibles are incredibly
inconsistent. Try to avoid hi ng them if possible.
● Make sure to always aim Contagion like you’re trying to do Viral damage. If you do this
then not only will Viral get cleared without you having to think about it, but as the
explosion does your modded elements it opens the door for Contagion to do more
damage per throw.
● Where you land will decide which Viral spots you can see easily, try to keep this in mind
for speedruns.

Weapon Swaps (no On Call)


When to swap weapons, what weapons on what shield

Check as men oned in advanced strats, all 13 elements need to happen once before any
element can repeat. This means you can judge what weapon to use coming into a Shield Phase
by keeping track of what elements have occurred and what elements you have. This is done to
minimize the mes you have to swap weapons.

In theory, each Shield Phase takes 5 elements to cycle, but it is possible to cycle extra elements
in phase 2 during the first two seconds due to a bug called shield regen. If you cycle 3 elements,
the last Shield Phase will be the same as the first phase.

Due to this, you’ll generally want to start the first and third phases with the same weapon
pulled out, and there are a few ways to do this:

➢ If you’re using Zenith for Pylons, you want to use it for the last Shield Phase
because it starts immediately a er the last Pylon Phase, so you also want to use
it for the first Shield Phase.
➢ Or, if you have an especially weak weapon you want to use it as li le as possible
so use it for the second Shield Phase.
➢ Or if you want to maximize the chance of the first and last shield being the same,
you want to use your weapon with the most elements on the second shield

However you do it, the ideal Shield Phase has a combina on of elements from one of your
primary or secondary weapons and your melee weapon.
There are a few excep ons to this, most notably the On Call strat men oned later in this sec on
of the guide.

Learning by Example
By far the best way to get good at Profit-Taker outside of doing it yourself with the right builds is
to go to the speedrun leaderboards and watch other people’s runs. There are things this guide
cannot teach that you’d never imagine, but if you watch them do it, you just have to learn how
to do it yourself.

Nearly all Profit-Taker runners mainly learned how to do PT quickly by watching runs and talking
with people in the community,

Speedrun Builds
These builds differ from basic builds in some notable ways due to stuff like the expected skill of
the user and u lized tools. Builds that seek to buff certain things explicitly at the cost of other
things normally seen as essen al belong here.

Please do not mindlessly copy these builds. As a rule, they are extremely
specialized. Read the descrip ons, and ask any further ques ons in the
discord.
Solo Builds

Volt

Low dura on Volt build, Narrow Minded is replaced by Primed Con nuity for greater range. The
higher range is so Total Eclipse more reliably buffs On Call Crew. Augur Secrets is a flex slot for
this build. Relies on Ancient Healer Specter and/or shield pads to stay alive. Natural Talent can
be replaced with Amar’s Hatred and yellow archon shards or cast speed can be dropped
altogether. Primed Sure footed can be replaced with power dri past a certain pace as
knockdowns become increasingly rare.

Kuva Ogris

Ideally, you have damage and mul shot on the riven, which will always make Ogris oneshot
pylons with decent power str (except on low roll tri-stat no nega ve rivens, you need at least
50%ms on the riven for it to be consistent). Has projec le flight speed as a third stat, since that
saves a lot of me if a pylon is being shot at a er it landed and can be crucial in hi ng the
pylons in me for them to hit the floor.
Zenith

This Zenith build is en rely for pylons, as such it only has enough damage and element mods to
guarantee onesho ng pylons. Fire rate and magazine size mods are for maximum reliability.
Riven is only to help reach the pylon damage breakpoint, damage is the most important stat.
Tenet Diplos

Tenet Diplos doesn’t have much build variety. This build expects riven to have both toxin and
cold, however, a riven with only one of the two will work, in which case replace lethal torrent
with the missing element.

Balla Dagger Zaw

Extreme a ack speed build, it saves a few milliseconds. Volt shield, Vigorous Swap, and eclipse
make damage-increasing mods unnecessary, so the riven is only for increasing a ack speed.
On Call Crew Synapse

Make sure your synapse is maximum rank or it won’t do any damage. A +150% primary cc On
Call Crew allows you to replace Point Strike with Vile Accelera on, effec vely doubling the DPS.
Rivenless because On Call Crew doesn’t use rivens.

Mech Velocitus
This is a bless fr riven build without ms. If you have a riven that has ms, then depending on if
your riven also has heat/electric you’ll replace either a heat/electric mod or Hollowed Bullets. If
no damage blessing, replace Automa c Trigger with Hollowed Bullets (if you don’t have it on
already) or a 60/60 heat/electric mod.

Squad Builds
The squad Profit-Taker meta is too broad to declare any setup as ideal. This sec on will get filled
out eventually, however.
Macros
There are a couple of commonly used macros that serve to reduce strain placed on your hands
during Profit-Taker runs. Note that macros are unnecessary for running Profit-Taker, and many
of the ‘op’ macros you hear about in rumors are harmful to your runs.

Due to how common macros are in the Profit-Taker community, it would be remiss if they were
not men oned in this guide. There are several different macro so ware, but you should be able
to get at least a basic one.

DE has no official stance for or against this kind of macro,


however, certain macro so ware can result in an auto-ban.
Use at your own risk.
Contagion macros are the most common type of Profit-Taker macro and do the most to reduce
strain placed on your hands. Here is a very basic AutoHotkey macro you can either use or copy
into the macro so ware of your choosing (you should probably download the file, google docs
doesn’t preserve the whitespaces):

; --- Contagion Macro by touc#9999 ---


; Change the values listed below to suit you.
Alphabe cal keys must be lowercase, all other keys must be uppercase.
; A list of usable keys can be found here:
h ps://www.autohotkey.com/docs/KeyList.htm
; FPS should be the lowest you reach during
the fight. If you get stuck aiming, then the FPS value is probably set too high.
; If you require support, please contact
<h ps://discord.gg/NfWuBDkZdU>
; CHANGE THESE VALUES
fps = 40 ; Change this to your average FPS during the fight.
meleeKey =e ; Change this to your quick melee key. Default: e
jumpKey = Space ; Change this to your jump key. Default: Space
aimKey = RBu on ; Change this to your aim key. Default: RBu on
macroKey = CapsLock ; Change this to the key you would like to ac vate the
macro. Default: CapsLock
; DON'T CHANGE BELOW HERE
#NoEnv
SendMode Input
SetBatchLines -1
ListLines Off

sleepTime := 2000/fps

#IfWinAc ve ahk_exe Warframe.x64.exe


Hotkey, IfWinAc ve, ahk_exe Warframe.x64.exe

Hotkey, *%macrokey%, ThrowContagion


return

ThrowContagion:
Send, {Blind}{%jumpKey%}
Sleep, %sleepTime%
Send, {Blind}{%jumpKey%}
Sleep, %sleepTime%
Send, {Blind}{%aimKey% Down}
Sleep, %sleepTime%
Send, {Blind}{%meleeKey%}
Sleep, %sleepTime%
Send, {Blind}{%aimKey% Up}
return

#IfWinAc ve
F11::Suspend, Toggle
File Link

Be careful, improperly set up macros can slow down your runs.


Riven Guide

Slo ng a Riven:
For a Riven to be worth equipping on a weapon, it needs to replace at least one Mod of the
rivenless build.

All Rivens should be en rely composed of given stats

Kuva Ogris
Damage + Mul shot (always oneshots pylons if ms is over 50%):
1. Projec le Flight Speed: most useful stat, dras cally improves the me the projec le
needs to get to the pylon.
2. Fire rate: self explanatory
3. Magazine capacity: Increases max mag size to 8

Rivens with only one or only both work too, but need workarounds.

Nega ves:
Avoid Damage, Mul shot, pfs, fire rate, and magazine; -Ammo max is usually harmless, it takes
away a bit of reserve ammo though, so there is less tolerance for missed shots

Zenith
Damage + Mul shot:

1. Element: Toxin is the most flexible element for all builds, but heat is good to use as well.
This is the most popular as it greatly adds to build variety, and helps with Pylon
consistency.
2. Magazine: allows spam fire to offset bad aim.
3. Fire Rate: makes spam fire faster.

Dual Stat of only Damage + Mul shot is just as fine, more reliable Pylons while s ll onesho ng
Shields.

Nega ves:
Avoid Damage, Corpus, Mul shot, Crit Damage, Crit Chance;
*Fire Rate and Magazine Capacity are bad, but won't en rely kill the Riven. Zoom is based on
personal preference, but is generally disliked and considered worse for precision.*

Tenet Diplos/Tenet Detron


Ideally, you have Toxin and Cold on your Riven, but if you have only one of them it's fine too.
Riven needs an element due to disposi on.

1. Heat: Special: slot Magnum Force if you also have Heat+Cold on Riven
2. Damage
3. Mul shot
4. Crit Chance
5. Fire Rate
6. Corpus

Nega ves:
Avoid Damage, Crit Damage, Corpus, Fire Rate, Crit Chance, Mul shot

Zaw with A ack Speed


1. Crit Damage: Yes.
2. Damage: Yes.
3. Element: Toxin/Heat/Electricity will be the most flexible.
4. Crit Chance: Has to be at least 212.5% to reach 100% CC for consistency.
5. Fac on

Contagion is OP and grades don't ma er, except for CC. On a Volt with Eclipse and Shield, only
an a ack speed riven makes a difference, although very small and usually not no ceable, can
run rivenless otherwise. But this doesn't mean you should be inten onally trying to decrease
your damage by ge ng bad grades, mainly because of future dispo changes.

Nega ves:
Avoid Physical Damage (IPS), Crit Chance, and A ack Speed;

Velocitus
Calculated with S grades & FR build, all Rivens can use non-FR build. Grades ma er.
CC Corpus rolls:
1. Heat/Elec: Sabot or FR, will oneshot without Damage Blessing.
3. Crit Damage: Magma/Charged or FR, would then need Damage Blessing or 3 Volt shields
stacked.
6. Damage: Magma/Charged or FR, would then need Damage Blessing or 2 Volt shields stacked.
8. Mul shot: to use FR you have to replace Hollowed Bullets and use bless or 4 Volt shields
stacked.

CC MS rolls:
2. Heat/Elec: replaces one of the elements to use FR, will oneshot without bless.
5. Crit Damage: to use FR you have to replace Hollowed Bullets and use bless or 3 Volt shields
stacked.
11. Damage: needs damage bless, won’t oneshot without even with 6 Volt shields stacked.

CC with 2 Damage stats:


4. CD Heat/Elec: Sabot or FR, would then need Damage Blessing or 2 Volt shields stacked.
7. DMG Heat/Elec: Magma/Charged or FR, would then need Damage Blessing or 4 Volt shields
stacked.
9. Heat Elec: Sabot or FR, would then need Damage Blessing or 5 Volt shields stacked.
10. CD DMG: Magma/Charged or FR, would then need less, but won’t oneshot even with 6
shields.

Note: Mul shot rivens are not preferred due to their tendency to only hit one of the
pellets, doing half the damage.

Nega ves:
Avoid Mul shot, Damage, Physical Damage (IPS), Crit Chance, Crit Damage, Corpus;

Corvas
All of the above from Velocitus applies to Corvas. Corvas doesn’t need a really good grade or
god-roll stats, but try to go for the best one you could get. Crit Chance is not nessecary on
corvas.

This sec on was made using Neemiii’s guide as a base.


Off-Meta Setups
The Profit-Taker meta is extremely restrictive, and any setup that doesn’t run the meta is
considered “off-meta.” Meme setups are off-meta Profit-Taker setups and equipment that work
surprisingly well, such as a trio of Bonewidows doing Profit-Taker in under 2 minutes.
Bonewidow profit taker 1 47
The goal of a meme setup is as follows:
Be worse than the meta
Be surprisingly effec ve

To reduce clu er on the guide properly, we keep a list of meme setups and off-meta equipment
here, take a look!

Untapped Poten al
What things haven’t been used to their full poten al? These are NOT bugged things, it's things
that are currently possible to do, but haven’t been used in a proper run for a me save. Ideally,
this sec on becomes empty as these strats get used in world record runs or discredited.

Inten onal 4/3 element shields: it is possible to do shields in 4 or 3 elements instead of 5,


poten ally saving several hundred milliseconds if it could be reliably done in a run.

Bugs
Major bugs that can nega vely affect a speedrun.

Anima on Bug
The bug that most greatly affects speedrunning is the anima on bug. In every run, Profit-Taker
sits much lower to the ground than she did before the bug was introduced. It appears to be due
to a (probably uninten onal) change in how high Profit-Taker holds herself above the ground.
This bug is especially no ceable on mountain spawn, and you need to land slightly differently to
account for this. Try to land closer to the railing so Profit-Taker turns and doesn’t put a leg down
on the hill to her le .
Before the bug, Profit-Taker would hold herself a set distance above the ground in most
anima ons, even if one leg was much lower than the others, as you can see in the following
image and in most gifs in this guide.

As you can see, there is a clear view of the rear limbs, and the turret is well above the ground.

A er the bug, Profit-Taker will snap into an anima on that blocks your view of rear limbs during
Armor Phases.
As you can see, Profit-Taker’s turret is completely underground and it is impossible to hit the
rear legs.
Profit-Taker appears to posi on their right foreleg (as it is named) farther away, forcing the body
lower.

Both of these images were taken during the same phase on mountain spawn.

There are many subtle (and not so subtle) differences between how Profit-Taker holds herself
now vs how she used to hold herself. The exact cause is not known, but this bug is an extreme
inconvenience and does not appear to be inten onal.

AoE Damage Bugs


There are several major bugs related to weapons that deal AoE damage. Some of them
are well-understood, and some aren’t.

The most no ceable AoE damage bug led to the crea on of Ass Meta. Basically, if an
explosion doesn’t damage the Profit-Taker’s “head” hitbox it will do no damage. The “head” is
inside the main body close to the center of Profit-Taker’s belly. Its exact loca on shi s
depending on Profit-Taker’s anima on. See [Profit-Taker] AoE weapons haven't dealt damage in
the past 1.5 years. - Mission - Warframe Forums for the extensive report.
Some mes this bug combines with another bug- if you a ack Profit-Taker’s legs during
Shield Phase, your damage gets capped at exactly 111751 instead of the normal shield damage
cap. Exactly how this interacts with AoE weapons isn’t well understood, but it is no ceable
when a emp ng to do Viral damage with Zaw.

Another AoE damage bug is related to Archguns during Armor Phase. During this phase,
an Archgun’s projec le will only damage one part of Profit-Taker. If you shoot from the wrong
angle you’ll end up doing 0 damage if it has a wide projec le-like in the case of the Corvas Prime
and Fluctus.
I spent $50 on the Prime Access (rip Okayeg’s wallet)
This bug is even more no ceable on explosive weapons like the (Kuva) Gra ler,
Mausolon, and Ayanga. If the explosion hits both the front and back legs it will only damage the
front leg, not the back leg. Fortunately for the Mausolon, the radial a ack is only half the
damage, and the remaining damage is sufficient; the Gra lers are not so lucky, they deal 0
damage to the rear legs if they hit the front.

Shield Regen bug


When the 2nd phase body is killed, the shield will keep regenera ng for 3 seconds, you may feel
free to recast your abili es to pass the me or con nue shoo ng. In cases where you have a lot
of elements such as in squads, the shield will be barely visible on the health bar but it won’t go
down.
Armor Reset bug
Another, extremely prevalent and annoying bug is what’s known as the Armor Reset Bug in
which an Armor Phase seemingly randomly resets when it comes me to do damage to the
body, forcing you to destroy all 4 legs and the body a second (or even third) me. This can result
in phase skips, more details here.

Tenet Detron Mul shot Bug


The bullets from mul shot Mods on Tenet Detron use the vanilla version’s crit chance, crit
damage, and base damage.
The base damage applies the formula: 40 x (1+Progenitor bonus) so you s ll get the Progenitor
element.
For example, 60% Tenet Detron with only Lethal Torrent (approximately 16 bullets), the base
10MS takes Tenet Detron’s stats: 26 x 1.6 base damage, 2x crit damage, 18% crit chance; the
other 6MS from Lethal Torrent takes vanilla Detron’s stats: 40 x 1.6 base damage, 1.5x crit
damage, 4% crit chance.
This bug only applies to the primary fire mode and does not affect the burst mode.
Resources Used, Honorable Men ons
As it is an a empt to compile 3 (and a half) years of Profit-Taker knowledge, this guide has been
a collabora ve effort from the Profit-Taker community. Here we acknowledge people outside
the main team who helped contribute images, videos, me, and more to this project, along with
paying homage to our predecessors.

Notable contributors:

Okayeg
Provided previously compiled builds in the form of overframe links.
Assisted with the crea on of the basic builds sec on.
Did final spell-checking and grammar passes.

Touc
Bug tes ng and research.
Provided Contagion macro.
Provided zaw spreadsheet.

Neko.
Provided footage of hard landings.
Provided images of their speedrun build. These were replaced in the Jan 2023 update.

Bane
Provided a video of op cor pylons

Tater.
Provided knowledge on Ass Meta.
Provided several gifs, the one used for Ass Meta is his.

NRJ
Provided Kuva Ogris build

Great guides of the past:


Profit-Taker guides have had a bit of a rocky history. Many innova ons have remained in
rela vely small communi es for extended periods of me before becoming known to the
greater public, and much Profit-Taker knowledge is communicated en rely via word-of-mouth.
Here are some stand-out guides that have helped to spread Profit-Taker knowledge over the
years. It is not a comprehensive list, merely the most notable.

This guide, version 1!:


3 (and a half) Years of Profit-Taker Archive
This is the guide as it was the day the Jan 2023 update dropped.

Neemiii’s Profit-Taker loadout and Riven guides (posted on the Warframe Community
Discord):

Chroma:
h ps:// nyurl.com/NeemiiiPTChroma

Saryn:
h ps:// nyurl.com/NeemiiiPTSaryn

Volt:
h ps:// nyurl.com/NeemiiiPTVolt

Riven Guide:
h ps:// nyurl.com/NeemiiiPTRiven

His Riven guide was used as a base for this guide’s Riven guide.

Dynamite’s guide (Chinese):


【Warframe】电男大蜘蛛竞速攻略全方位详解(2022最新版)
This guide popularized and brought up-to-date Profit-Taker speedruns to the Chinese
community.

Axel’s Profit-Taker guide:


DEFEAT PROFIT TAKER IN UNDER 3 MINUTES SOLO | IN DEPTH GUIDE TO THE PROFIT TAKE…

RoboSt3alth’s Profit-Taker guide:


Fast & Easy Profit Taker - A Full In Depth Warframe PT Boss Guide [THE BEST CREDIT FARM]
These two guides were at the me, and for a long me a erward, the most accurate and
up-to-date Profit-Taker guides on youtube. As of the publishing of this guide, they are s ll the
best.

Blunt’s Profit-Taker guide:


Profit-Taker Guide - Warframe
Wri en during the Saryn meta, this guide covers many important nuances of said meta. Blunt
took the Saryn meta to its extreme through thousands of runs, reaching an impressive me of
1m 18s. Blunt referred to:

Iterniam’s Comment on the first sub 100s Profit-Taker run


Which was a follow-up to Iterniam’s Six Principles of Profit-Taker:
The six principles of Profit-Taker - A speedrunner's guide. : r/Warframe
Which have been integrated into this guide as the build basics sec on. This was the first good
Profit-Taker guide, but it really shows its age.

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