WARFRAME Wiki
Advertisement
WARFRAME Wiki

Blind Justice is a stance mod for Nikanas, specializing in high mobility combined with fast overhead slashes.

Can be equipped on:

✓ denotes weapon with matching Stance polarity

Combos

Default Combos of Stance or Weapon (📝 Edit Stance Data)
Combo/Attack Name Attack Multipliers and Forced Procs Avg Dmg Multi/s Length @
1.0 Attack Speed
Animation
Neutral
(While Not Moving)
Guiding Light
Default Default
 300% DmgImpactSmall64
Default Default
 200%
Default Default
 2x 200%
Default Default
 2x 200%
Default Default
 200% DmgSlashSmall64
 400% Knockdown b
730.8%/s 2.6s BlindJusticeCombo0
Forward
(While Moving)
Zatōs Creed
Default Default
 100%
Default Default
360 Default 100%
360 Default 200%
Default Default
360 Default 100%
360 Default 200%
 300% Lifted b
Default Default
 300%
426.2%/s 3.0s BlindJusticeCombo1
Forward Block
(While Blocking & Moving)
Heeding Call
Default Default
 5x 100%
Default Default
 300% DmgImpactSmall64
Default Default
 200%
 400%
Slam Default 100%
571.4%/s 2.5s BlindJusticeCombo2
Block
(While Blocking)
Destined Path
Default Default
 100%
 200%
Default Default
 100%
 200%
 200% DmgImpactSmall64DmgSlashSmall64
Default Default
 400% Ragdoll b
705.9%/s 1.7s BlindJusticeCombo3
Heavy
(Heavy Attack)
Windless Cuts*
Default Heavy
 500% DmgSlashSmall64Knockdown b
Default Heavy
 500% DmgSlashSmall64Knockdown b
N / A N / A NikanaComboHeavy
Slide
(While Sliding)
Parting Knee
Default Default
360 Default 2x 100%
360 Default 100% Lifted b
360 Default 100%
439.6%/s 0.9s BlindJusticeComboSlide
Aerial
(While In Air)
Setting Sun*
Default Default
 200%
Default Default
 200%
Default Default
 200%
N / A N / A NikanaComboAir
Wall
(While Wall Latching)
Guiding Wire
Default Default
 215%
N / A N / A BlindJusticeComboWall
Finisher
(On Knocked Down Enemy)
Resting Place*
Default Default
 1000% DmgSlashSmall64
N / A N / A NikanaComboFinisherGround
Slam
(Looking At Ground While In Air)
Slam Attack*
Default Default
Direct Default 300%
Slam Default 100%
N / A N / A NikanaComboSlam

Default Default Default "Sweep" Attack • 360 Default 360°/Spin Attack • Direct Default Direct Slam Attack • Slam Default Radial Slam Attack • Ranged Default Ranged Attack • Thrust Default "Thrust" Attack

View Full Legend
Key Inputs
Default Default Basic Melee  (PC default LMB or E; XBX, PSN, and NSW default right button)
Default Heavy Heavy Attack (PC default MMB; XBX, PSN, and NSW default left trigger)
Default Block Block  (PC default RMB; XBX, PSN, and NSW default right trigger)
Default Up Forward Movement  (PC default W; XBX, PSN, and NSW default tilt up right thumbstick)
Multipliers and Hits
Default Default
 200%
 Attack does double damage 
Default Default
 2x 100%
 Attack hits twice 
Forced Procs
DmgImpactSmall64 Knockback
DmgPunctureSmall64 Weakened
DmgSlashSmall64 Bleed
DmgBlastSmall64 Inaccuracy
Knockdown b Knockdown
Lifted b Lifted
RollingDroneAvatar Stagger
Ragdoll b Ragdoll
Finisher b Finisher (front, back, or ground) 
DmgImpairSmall64 Impair (PvP only) 
Melee Attack Explanations
  • A "sweep attack" is an arcing melee strike that intends to hit an enemy with the edge of the blade (the length of obround melee hitbox).
  • A "thrust attack" is a melee strike that intends to hit an enemy with the tip of the blade (the rounded edge of obround melee hitbox).
  • A "360/spin attack" is a sliding sweep attack that hits targets around the player (not always in a 360° arc, but is usually above 180°).
  • A "direct slam attack" is a melee strike that hits a single target at the epicenter of a slam attack.
  • A "radial slam attack" is the area-of-effect component of the melee slam attack. Affected by the Seismic Wave mod.
  • A "ranged attack" is any melee attack that launches a ranged projectile or can hit targets beyond melee range.
View Full Legend
  • Average Damage Multiplier per second only applies to single-target DPS calculations.
  • Note that hits marked as "Radial Slam Attack" will not apply at the epicenter of a single target hit so these will not be accounted for in Avg Dmg Multi/s calculations.
  • Combo animation lengths are approximate and are only accurate within a few tenths of a second.
  • Each tile marking in stance preview gifs are 2m apart.
  • Combos labeled with an asterisk (*) are shared between weapons within the same weapon type.

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
Rathuum Tier 2 Rathuum A 0.5% 1 0.005
Weekly Conclave Challenge Reward Weekly Conclave Challenge Reward A 2.27% 1 0.0227

Complete all weekly Conclave challenges to get this reward in your in-game inbox:

  • Match Won: Win 6 matches of any game type.
  • Match Complete: Complete 20 matches of any game type.
  • Conditioning: Complete 10 Daily Challenges.

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Knave Specter 100% 36.36% 36.36% 3 1 0.3636
Shadow Stalker 100% 30.56% 30.56% 3 1 0.3056
Stalker 100% 30.56% 30.56% 3 1 0.3056

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

  • Many of the attacks do bonus DmgSlashSmall64 Slash damage
    • The first and second attack of Guiding Light does 100% bonus DmgSlashSmall64 Slash damage.
    • The second attack of Heeding Call does 100% bonus DmgSlashSmall64 Slash damage.
    • The third attack of Destined Path does 100% bonus DmgSlashSmall64 Slash damage.
  • The Slide Attack is unique from other Nikana stances; the scabbard is used in addition to the blade. In addition, the attack also procs the Lifted status effect, unlike other stances.
  • Heeding Call can proc the Zaw Arcane ExodiaHunt Exodia Hunt on its slam attack.
    • Sepfahn Zaws are the only Nikana Zaws.

Trivia[]

  • This stance's combo animations were first seen at Tennolive 2014.
  • Blind Justice is the third Nikana Stance, following Mod TT 20px Tranquil Cleave and Mod TT 20px Decisive Judgement. It is the only one out of the three that is uncommon.
  • The name "Blind Justice" was confirmed by Geoff Crookes to be a nod to the fictional Japanese character 座頭市 (Zatoichi), who was a blind swordsman best known for his use of the reverse-grip style of swordsmanship. The name of the first combo Zatōs Creed is a further reference to the name.
  • Like Mod TT 20px Decisive Judgement, Blind Justice changes the weapon's grip during attacks, in this case using a single-hand reverse-grip style of holding the Nikana. Blind Justice is also the only stance that completely changes the weapon's animations, with unique movements for blocking, stealth attacks, counterattack finishers, wall attacks, and idle animations.
  • Unlike Mod TT 20px Tranquil Cleave and Mod TT 20px Decisive Judgement, which portrays FrostIcon272 Frost performing the combo, Blind Justice shows BansheeIcon272 Banshee instead.

Media[]

Patch History[]

Update 29.10 (2021-03-19)

  • Added a forced Impact proc to Guiding Light's first attack
  • Removed the forced Impact procs from Heeding Call's first attack.
  • Removed the forced Impact proc from the first hit of Heeding Call's third attack.
  • Removed the forced Impact procs from Parting Knee

Update 14.10 (2014-10-08)

  • Introduced

See Also[]

  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
Advertisement