
Growing Power
On Status Effect with Weapon: Squad increases personal Ability Strength by 25% for 6s.

Inaros Prime
Elemental Sandstorm
Elemental Sandstorm Inaros - tornado packs with melee-element status storms, heal while you spin, then finish the clump. Inaros Prime's extra polarities cut Forma versus base Inaros for the same polarity story.
Alternative builds
Build dossier · Sand Elemental
Aura + Exilus on top, then eight general slots in two rows of four.

Growing Power
On Status Effect with Weapon: Squad increases personal Ability Strength by 25% for 6s.

Cunning Drift
+12% Slide · -30% Friction · +15% Ability Range

Blind Rage
+99% Ability Strength · -55% Ability Efficiency

Transient Fortitude
+55% Ability Strength · -27.5% Ability Duration

Primed Continuity
+55% Ability Duration

Stretch
+82.5% Ability Range

Augur Reach
+30% Ability Range

Elemental Sandstorm
Sandstorm Augment: Sandstorm gains 50% Ability Range and has a 100% chance of inflicting Status Effects based on the Damage Types on the equipped Melee Weapon.
Adaptation
When Damaged: · +10% Resistance to that Damage Type for 20s. Stacks up to 90%.

Umbral Intensify
+44% Ability Strength · +11% Tau Resistance
Recommended pair first, then flexible swaps.
Elemental weighting feeds Elemental Sandstorm.
Elemental Sandstorm — mod melee elements (Electric for Influence, or Viral/Heat), tornado packs, heal, prime, then finish or shoot the clump.
Inaros has no shields — massive health and armor do the tanking. Finishers and Sandstorm heal; Scarab Shell adds armor and status absorb. Arcane Persistence pairs extremely well once armor is high enough.
Strength for storm damage/status and Shell; Range for suction.
Longer tornado windows.
Keep Sandstorm. Roar over Scarab Swarm for gun finish after grouping.
Elemental Sandstorm groups, primes, heals, and chips SP packs from melee elements.
Tornado the point wave under Scarab Shell.
Storm clears rooms once Strength/Range are online.
Not stealth.
Open travel as a sand tornado.
Melee elemental storm, not Amps.