Understand Loki
Useful when…
- Use Invisibility to camouflage Loki from enemies.
- Deploy Decoy to draw fire, with its Health and Shields scaling to nearby enemies.
- Use Radial Disarm to force projectile-using enemies into melee.
Abilities and conditions
Decoy creates a holographic copy that draws enemy fire; its Health and Shields depend on the number of nearby enemies. Invisibility camouflages Loki, making him invisible to enemies. Switch Teleport exchanges his position with a target. Radial Disarm sends an energy wave that disrupts enemies’ projectile weapons and makes them revert to melee combat. His passive lets him hang from walls longer than normal, but the multiplier is unresolved.
Practical use
Invisibility directly supports avoiding enemy detection. Decoy offers a way to draw fire away from Loki, but its durability is tied to nearby enemy count rather than a fixed value here. Switch Teleport is a positional tool that swaps Loki with a target. Radial Disarm changes enemy weapon behavior, so it is relevant when disrupting projectile attacks matters. These abilities support stealth and control; the supplied descriptions do not assign Loki a dedicated damage attack.
Build planning
Loki lists 180 Health, 180 Shields, 105 Armor, and 175 Power, with 1.25 sprint speed. He begins with Vazarin and Madurai polarities and a Naramon Aura polarity. Build choices can support the stealth duration or enemy control you rely on, but no duration or range values are given for the abilities. His listed defenses are relatively modest compared with some compared frames, making the avoidance and redirection tools central to the kit rather than incidental.
Alternatives
Nyx is described around psychic crowd control and turning enemy attacks back on foes, while Voruna is described around strength and stealth. Those are different summaries and do not establish Loki’s invisibility or weapon disarming behavior. Loki Prime shares Loki’s ability descriptions and has a changed listed stat and polarity profile.
Limitations and tradeoffs
- The Decoy’s Health and Shields depend on nearby enemy count.
- Radial Disarm forces affected projectile users into melee, which changes rather than removes their threat.
- Several passive and ability numeric values are unspecified.
Common mistakes to avoid
- Assuming Decoy has fixed durability independent of nearby enemies.
- Treating Radial Disarm as eliminating enemies rather than forcing projectile users into melee.
- Confusing Switch Teleport with movement to a marked location; that is not its stated effect.






