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Rhythm Guard
Warframe · Mod

Rhythm Guard

Temple passive augment

Released Jun 17, 2026

Rhythm Guard grants Overguard when Temple uses an ability on the Backbeat, with the amount doubling on successive Beats up to a rank-dependent cap. Consider it when you can reliably time abilities to the beat and want the augment’s defensive buffer.

TypeTemplePolarityzenurikMax rank3Base drain6VariantStandardRarityRare
Rhythm Guard GUIDE

Understand Rhythm Guard

Useful when…

  • Build Overguard through abilities timed to the Backbeat.
  • Use its timed rhythm condition when a defensive benefit is more useful than leaving the augment slot for another choice.

Effect and timing

At rank 0, using an ability on the Backbeat grants 25 Overguard, doubling on each Beat up to 400 per Beat. Rank 2 grants 75, up to 1,200; maximum rank 3 grants 100, up to 1,600. Missing the Beat resets the amount. The gain therefore depends on both ability use on the Backbeat and maintaining the beat; the cap is not the initial grant.

wiki.warframe.com ↗

Fit and investment

Rhythm Guard is a Temple mod with Zenurik polarity, base drain 6, and a standard slot. It reaches rank 3. Rank investment increases both the initial Overguard grant and the per-Beat cap, with the listed rank 2 to 3 fusion step costing 120 Endo and 5,796 Credits. Consider ranking it according to how consistently you can trigger its Backbeat condition; missed beats reset the buildup.

wiki.warframe.com ↗

Practical limitation

The augment’s benefit is conditional rather than a passive, unconditional Overguard grant: an ability must be used on the Backbeat, and the doubled amount resets if the Beat is missed. Its listed effect does not specify an ability-specific exception or an additional benefit beyond Overguard.

wiki.warframe.com ↗

Limitations and tradeoffs

  • Its defensive gain depends on successful Backbeat timing and resets after a missed Beat.
  • Higher ranks increase the grant and cap but cost additional fusion resources.

Common mistakes to avoid

  • Assuming the maximum Overguard cap is granted immediately.
  • Continuing to count the doubling sequence after missing the Beat.
  • Using abilities off the Backbeat and expecting the augment’s Overguard.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0Passive Augment: Gain 25 Overguard when using an Ability on the Backbeat. Amount doubles up to 400 per Beat, but resets if the Beat is missed.600
1Passive Augment: Gain 50 Overguard when using an Ability on the Backbeat. Amount doubles up to 800 per Beat, but resets if the Beat is missed.7301,449
2Passive Augment: Gain 75 Overguard when using an Ability on the Backbeat. Amount doubles up to 1200 per Beat, but resets if the Beat is missed.8904,347
3Passive Augment: Gain 100 Overguard when using an Ability on the Backbeat. Amount doubles up to 1600 per Beat, but resets if the Beat is missed.921010,143

These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.

References and version

Game data version: Pinned public export

Rhythm Guard — WARFRAME Wiki ↗wiki.warframe.com ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Raw game data (JSON) ↗wiki.warframe.com ↗

Original data record ↗

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Fusion cost and capacity

0Endo
0Credits
6Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0Passive Augment: Gain 25 Overguard when using an Ability on the Backbeat. Amount doubles up to 400 per Beat, but resets if the Beat is missed.600
1Passive Augment: Gain 50 Overguard when using an Ability on the Backbeat. Amount doubles up to 800 per Beat, but resets if the Beat is missed.7301,449
2Passive Augment: Gain 75 Overguard when using an Ability on the Backbeat. Amount doubles up to 1200 per Beat, but resets if the Beat is missed.8904,347
3Passive Augment: Gain 100 Overguard when using an Ability on the Backbeat. Amount doubles up to 1600 per Beat, but resets if the Beat is missed.921010,143

Slot polarity changes drain; fusion prices depend on mod rarity and family.

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