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For the Warframe Cosmetic, see Armor (Cosmetic).
Reduces damage to Health by [Damage Reduction Value]%. Shields are not affected by Armor.
—In-game Description

Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels due to Enemy Level Scaling.

In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red. It is possible to strip away armor value through certain abilities or damage Status Effects, turning those enemies' health bars back to red.

In the current Damage system, health bars always have a health class (Flesh, Cloned Flesh, etc.) which decrease or increase incoming damage depending on the damage type being inflicted (DmgSlashSmall64.png Slash, etc.); armored entities have an additional class on their health called their armor class (either Ferrite Armor or Alloy Armor) that further decreases or increases incoming damage. This additional armor class is removed if the armor is stripped.

Effects[]

When damage is inflicted to an armored target, there are two related calculations made.

  1. The working armor value of the target is increased or decreased based on the damage type, armor class, and health class of the weapons and entities involved.
  2. Incoming damage is reduced by the type-modified armor value according to a damage reduction formula.
See also: Damage Calculation

Armor Types[]

There are four armor types, partitioned into four standard Factions. The IconOrokinOn.png Corrupted and IconNarmer.png Narmer factions borrows from these.

Faction Armor Types
IconGrineerOn.png Grineer Ferrite Armor Alloy Armor
IconCorpusOn.png Corpus Ferrite Armor Alloy Armor
Infestation w.svg Infested Ferrite Armor Infested Sinew
SentientFactionIcon.png Sentient Ferrite Armor Alloy Armor
IconOrokinOn.png Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
IconNarmer.png Narmer Narmer units are copies from other factions; they have identical health to their originals.
LotusWhite.png Tenno Tenno Armor


Ferrite Armor
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +50%
DmgSlashSmall64.png Slash -15%
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgFireSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast -25%
DmgCorrosiveSmall64.png Corrosive +75%
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Alloy Armor
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +15%
DmgSlashSmall64.png Slash -50%
DmgColdSmall64.png Cold +25%
DmgElectricitySmall64.png Electricity -50%
DmgFireSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic -50%
DmgRadiationSmall64.png Radiation +75%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Infested Sinew
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture +25%
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold +25%
DmgElectricitySmall64.png Electricity
DmgFireSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast -50%
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation +50%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Tenno Armor
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgFireSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral
DmgTrueSmall64.png True N / A
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau

*Tenno Armor has no resistances or vulnerabilities

Damage type modifiers will affect the effectiveness of the target's armor value. They are given by the following equation:

  • Armor is your armor value before considering damage types.
  • Armor Class Modifier can be found on the nearby charts.

To illustrate, DmgSlashSmall64.png Slash damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor (). On the other hand, DmgPunctureSmall64.png Puncture damage against a target with Ferrite Armor would effectively ignore 50% of the target's total armor ().

Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.

Damage Reduction Formula[]

RDI.jpg

The damage reduction from armor is as follows:

A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is 600 ÷ 900 = 66.6667%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.

When damage is reduced from armor, each damage type has a minimum damage of 1. E.g. a Braton.png Braton will always do a minimum of 3 damage against an armored target regardless of how high their armor value is, as it has 3 different damage types. Non-Armor sources of damage reduction do not have such a behavior.

Effective Health[]

Main article: Health#Effective Health

Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.

REH.jpg

An alternative way to think of armor transforms the above equation to the following:

  • Nominal Health means "health in name", referring to the Health points in your screen's upper right corner.
  • Effective Health is your "health in effect", reflecting a "truer" measurement of survivability.


Or in terms of armor:


Example 1: If you have 1000 Nominal Health and 100 armor, your Effective Health would be:

Or


Example 2: If you have 1000 Nominal Health and 600 armor, your Effective Health would be:

Or

Increasing Armor[]

Mods[]

Mod TT 20px.png Steel Fiber and Mod TT 20px.png Armored Agility increase armor value when equipped. As a percentage modifier, Warframes with higher base armor values have a higher benefit from it. Like with most other stats, armor gains from mods stack additively together before being multiplied with the Warframe's base armor:

  • Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.

Abilities[]

Edit

Atlas's Passive

When killed, petrified enemies and AtlasIcon272.png Atlas' Rumblers drop a resource called Rubble that grants AtlasIcon272.png Atlas bonus armor if he is at full health. Bonus armor caps at 1,500 points. This bonus armor decays over time at a rate of 5 armor points per second.

ElementalWard.png ElementalWardIcon.png
EnergyOrb.pngENERGY:
50
KEY
2
Elemental Ward
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
AbilityStrengthBuff.png Strength:1.5x / 2x / 2.5x / 3x (damage multiplier)

25% / 75% / 100% / 150% (armor boost)
10% / 15% / 20% / 25% (status chance)

AbilityDurationBuff.png Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff.png Range:6 / 8 / 10 / 12 m
Expand/Collapse

VexArmor.png VexArmorIcon.png
EnergyOrb.pngENERGY:
75
KEY
3
Vex Armor
When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases. Active for a limited time, maximum increases corresponding to rank.
AbilityStrengthBuff.png Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)
200 / 250 / 300 / 350 % (Scorn max armor bonus)
2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost)
200 / 225 / 250 / 275 % (Fury max damage bonus)
AbilityDurationBuff.png Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff.png Range:8 / 10 / 15 / 18 m
Expand/Collapse


As shields are depleted while VexArmor130xDark.png Vex Armor is active, ChromaIcon272.png Chroma's armor is increased by 350%. This is a total of 1250 before considering the effect of mods.

Edit

Grendel's Passive

Grendel gains 50 additional armor for every enemy swallowed via Feast130xDark.png Feast, but each enemy in his stomach drains 1.5 points of energy per second (or 30 health per second with the Mod TT 20px.png Gourmand augment), which ramps up the longer they remain trapped. Once all his energy is drained (in Gourmand's case, Grendel's health reaches 1), or Feast130xDark.png Feast's ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.

As of Update 31.1 (2022-02-09), Grendel can only hold up to 40 enemies in his stomach, granting a total of 2,000 bonus armor as long as he can manage the energy drain.

ScarabSwarm.png ScarabSwarmIcon.png
EnergyOrb.pngENERGY:
25
KEY
4
Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.


Energy Cost to Charge: 0
Health Drain per Armor Percent: 29 HP
Scarab Armor Cost per Cast: 25%

AbilityStrengthBuff.png Strength:100 / 150 / 175 / 200 (DmgCorrosiveSmall64.png Corrosive damage/sec)
AbilityDurationBuff.png Duration:6 / 10 / 12 / 15 s (swarm duration)
AbilityRangeBuff.png Range:20 / 22 / 25 / 30 m (cast range)
6 / 10 / 12 / 15 m (heal radius)
Misc:2,900 HP (total health cost)
2 HP (min. health threshold)
100% (armor bonus cap)
∞ (armor bonus duration)
5 m (spread radius)
100% (spread remaining duration)
Expand/Collapse


Indefinitely increases InarosIcon272.png Inaros' armor by up to 100%. This bonus is additive to armor mods and not affected by Ability Strength.


Renewal2.png OberonRenewal.png
EnergyOrb.pngENERGY:
25
KEY
3
Renewal
Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.
Energy Drain: 2 s−1
Energy Drain per Target: 3 s−1
AbilityStrengthBuff.png Strength:2 / 3 / 3 / 4 s (wave duration)
125 / 150 / 175 / 200 (armor buff)
50 / 75 / 100 / 125 (initial heal)
15 / 20 / 25 / 40 (health per second)
AbilityDurationBuff.png Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
AbilityRangeBuff.png Range:10 / 15 / 20 / 25 m
Expand/Collapse


If Oberon or any allies affected by Renewal stands on or moves onto his HallowedGround130xDark.png Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active, which can be increased by Ability Strength to 598 bonus armor. Once Renewal is deactivated, the armor buff will remain on all affected units for 20 more seconds. Bonus armor is added after other armor increases. An Oberon with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify under the effect of the Iron Renewal buff has armor equaling:



Metronome.png MalletIcon.png
EnergyOrb.pngENERGY:
75
KEY
3
Metronome
Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
AbilityStrengthBuff.png Strength:10 / 15 / 20 / 35 % (armor bonus)

10 / 15 / 20 / 30 % (speed bonus)
12 / 20 / 25 / 30 % (multishot bonus)
20 / 25 / 25 / 30 % (melee damage bonus)

AbilityDurationBuff.png Duration:8 / 12 / 16 / 20 s (ability duration)

5 / 8 / 12 / 15 s (buff duration)

AbilityRangeBuff.png Range:6 / 8 / 10 / 12 m
Expand/Collapse

WarcryModU15.jpeg WarcryPanel.png
EnergyOrb.pngENERGY:
75
KEY
2
Warcry
Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
AbilityStrengthBuff.png Strength:15 / 20 / 25 / 50 % (speed buff)
25 / 35 / 45 / 50 % (armor buff)
15 / 20 / 25 / 30 % (slow)
AbilityDurationBuff.png Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff.png Range:15 / 20 / 22 / 25 m
Misc:75 % (slow cap)
Subsumable to Helminth
Expand/Collapse


Valkyr's Warcry130xDark.png Warcry (2 ) increases the armor of all friendly units within range by 50%, or up to 142% with maximized Ability Strength. This bonus is calculated additively with other base armor multipliers, such as Steel Fiber. A Valkyr with a max rank Steel Fiber and unmodified Ability Strength increases her armor according to the following equation:



Defy.png DefyIcon.png
EnergyOrb.pngENERGY:
50
KEY
3
Defy
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
AbilityStrengthBuff.png Strength:? / ? / ? / 250 (minimum damage)
4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
AbilityDurationBuff.png Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
AbilityRangeBuff.png Range:7 / 8 / 10 / 12 m (staff swing radius)
Misc:-50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)
Subsumable to Helminth
Expand/Collapse


WukongIcon272.png Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500.

HallowedReckoningMod.png
Main article: Hallowed Reckoning
Oberon's Reckoning130xDark.png Reckoning (4 ) can be modified with the Mod TT 20px.png Hallowed Reckoning ability augment, which increases armor by a fixed value of 250 at max rank. Because this is a fixed value and not a percentage, it provides a greater protection to frames with minimal armor.

IroncladChargeMod.png
Main article: Ironclad Charge

Rhino's RhinoCharge130xDark.png Rhino Charge (1 ) can be modified with the Mod TT 20px.png Ironclad Charge ability augment, which increases his armor by 50%, or 142% with maximized Ability Strength, for each enemy hit. This bonus is calculated multiplicatively with other armor modifiers, such as Steel Fiber. A Rhino with a max rank Steel Fiber and unmodified Ability Strength that has charged through 5 enemies increases the armor according to the following equation:



In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.

Arcanes[]

Armor bonus from Arcanes stack additively after mods:


Focus[]

FocusStoneSkin.png
FocusNodeHex b.png
Stone SkinPassive
IconWarframe.png Warframe And IconOperator.png Operator
Increases Armor for Warframe and Operator by 50 / 100 / 150 / 200.
FocusLensFocus b.png60,000 / 105,000 / 215,000 / 400,000

Archon Shards[]

AzureArchonShard.png Azure Archon Shard +150 Armor each.
TauforgedAzureArchonShard.png Tauforged Azure Archon Shard +225 Armor each.

Effect Of Armor On Effective Health[]

Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase. Let us call the effective health, nominal health, armor, and effective health multiplier, and use to denote the discrete increase in some variable , then:

Now we first find the change in as a result of a change in , and then the change in as a result of the change in . The total change in is the sum of these two changes:

Now ignoring any increases in the nominal health (i.e. ):

Since is a constant we end up with effective health being proportional to armor:

Where most algebraic simplification was omitted and to make the notation cleaner, we have set:

It is also worth noting that this is only including individual, independent variations in and . If we were to vary them at the same time, a different and much more involved analysis has to be carried out.

In-Depth Analysis
Let us begin by redefining our variation in the arbitrary variable as . This is purely due to convention and is just a "relabeling".

Given as a function of and (written more compactly as ) we need to find . Therefore, we carry on by considering the sum of and its variation in terms of and with their respective variations and then isolating the variations

This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term .

When varying the terms independently, this term will evaluate to zero (since one of the variations would be zero) and we recover the equation from the previous analysis, and all the results that follow from it. It is good to note that at the moment, this equation is currently unnecessary for most of the applications it has in-game since the preceding equation is pretty much always sufficient. At the moment, the game has no circumstances where the nominal health is a function of its armor and vice versa, this is more for mathematical rigor.

For example, for Warframes with the common base armor value of 125, a maxed Steel Fiber increases effective health by only about +32.4%, whereas the benefit of a maxed Mod TT 20px.png Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.

Mod TT 20px.png Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via Mod TT 20px.png Link Armor, as well as via the Kavasa Prime Collar for the latter. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.

Warframe Armor and Effective Health[]

Unlike health and shield, a Warframe's base armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of NidusIcon272.png Nidus and LavosIcon272.png Lavos.

Armor Damage Reduction EHP Warframe(s)
0 0% 1x File:VorunaIcon272.png Voruna
425 59% 2.4x Chroma PrimeIcon272.png Chroma Prime
525 64% 2.7x NidusPrimeIcon272.png Nidus Prime (Max Rank)
325 52% 2.1x KhoraPrimeIcon272.png Khora Prime
190 39% 1.6x GaraPrimeIcon.png Gara Prime, NezhaIcon272.png Nezha
225 43% 1.8x ExcaliburIcon272.png Excalibur, HydroidIcon272.png Hydroid, InarosIcon272.png Inaros, InarosPrimeIcon272.png Inaros Prime, Oberon PrimeIcon272.png Oberon Prime, RhinoIcon272.png Rhino, SarynIcon272.png Saryn
450 60% 2.5x AtlasIcon272.png Atlas, LavosIcon272.png Lavos (Unranked), NidusIcon272.png Nidus (Max Rank), SevagothShadow-Arsenal.webp Sevagoth's Shadow
175 37% 1.6x Ash PrimeIcon272.png Ash Prime, BaruukIcon272.png Baruuk, GaussIcon272.png Gauss, HarrowIcon272.png Harrow, HarrowPrimeIcon.png Harrow Prime, Mirage PrimeIcon272.png Mirage Prime, OberonIcon272.png Oberon, WispIcon272.png Wisp
350 54% 2.2x ChromaIcon272.png Chroma, GrendelIcon272.png Grendel, NidusPrimeIcon272.png Nidus Prime (Unranked)
700 70% 3.3x Valkyr PrimeIcon272.png Valkyr Prime
475 61% 2.6x Atlas PrimeIcon272.png Atlas Prime
137 31% 1.5x XakuIcon272.png Xaku
125 29% 1.4x Banshee PrimeIcon272.png Banshee Prime, EmberIcon272.png Ember, EquinoxIcon272.png Equinox, Ivara PrimeIcon272.png Ivara Prime, Limbo PrimeIcon272.png Limbo Prime, Loki PrimeIcon272.png Loki Prime, Mag PrimeIcon272.png Mag Prime, MesaPrimeIcon272.png Mesa Prime, Nekros PrimeIcon272.png Nekros Prime, Nova PrimeIcon272.png Nova Prime, Nyx PrimeIcon272.png Nyx Prime, ProteaIcon272.png Protea, RevenantIcon272.png Revenant, RevenantPrimeIcon272.png Revenant Prime, TitaniaPrimeIcon272.png Titania Prime, Trinity PrimeIcon272.png Trinity Prime, Volt PrimeIcon272.png Volt Prime, Zephyr PrimeIcon272.png Zephyr Prime
250 45% 1.8x Excalibur UmbraIcon272.png Excalibur Umbra Prime, NezhaPrimeIcon272.png Nezha Prime, StyanaxIcon272.png Styanax, WukongIcon272.png Wukong
100 25% 1.3x AshIcon272.png Ash, BansheeIcon272.png Banshee, GyreIcon272.png Gyre, IvaraIcon272.png Ivara, LimboIcon272.png Limbo, LokiIcon272.png Loki, MagIcon272.png Mag, MesaIcon272.png Mesa, MirageIcon272.png Mirage, NekrosIcon272.png Nekros, NovaIcon272.png Nova, NyxIcon272.png Nyx, TitaniaIcon272.png Titania, TrinityIcon272.png Trinity, VoltIcon272.png Volt, YareliIcon272.png Yareli, ZephyrIcon272.png Zephyr
675 69% 3.2x LavosIcon272.png Lavos (Max Rank)
400 57% 2.3x GarudaPrimeIcon.png Garuda Prime
200 40% 1.7x Vauban PrimeIcon272.png Vauban Prime
150 33% 1.5x Ember PrimeIcon272.png Ember Prime, EquinoxPrimeIcon.png Equinox Prime, GaraIcon272.png Gara, OctaviaIcon272.png Octavia, Octavia PrimeIcon272.png Octavia Prime, SevagothIcon272.png Sevagoth, VaubanIcon272.png Vauban
300 50% 2x Excalibur PrimeIcon272.png Excalibur Prime, Excalibur UmbraIcon272.png Excalibur Umbra, FrostIcon272.png Frost, Frost PrimeIcon272.png Frost Prime, GarudaIcon272.png Garuda, HildrynIcon272.png Hildryn, NidusIcon272.png Nidus (Unranked), Saryn PrimeIcon272.png Saryn Prime
600 67% 3x ValkyrIcon272.png Valkyr
275 48% 1.9x CalibanIcon.png Caliban, Hydroid PrimeIcon272.png Hydroid Prime, KhoraIcon272.png Khora, Rhino PrimeIcon272.png Rhino Prime, Wukong PrimeIcon272.png Wukong Prime

Armor Calculator[]

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Abilities Benefiting from Armor[]

Some abilities have values which are increased by the armor of the Warframe casting them. These are outlined below:

IronSkinModU15.jpeg IronSkin.png
EnergyOrb.pngENERGY:
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
AbilityStrengthBuff.png Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:N/A
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)
Expand/Collapse


  • Base health and armor multiplier are affected by Ability Strength.
  • Iron Skin's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Bonus))) × (1 + Ability Strength) + Absorbed Damage.
  • Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 190 Base Armor, Rhino Prime has 275 Base Armor.
  • As an example for Rhino:
    • With a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 190 × 2.1)) × 1.3 = 2,856.75 before absorbing damage.

SnowGlobeModU15.jpeg FrostSnowGlobe.png
EnergyOrb.pngENERGY:
50
KEY
3
Snow Globe
Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.
AbilityStrengthBuff.png Strength:5x (armor multiplier)
3000 / 4000 / 4500 / 5000 (base health)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:5m radius
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
40% / 50% / 60% / 67% (slow)
Expand/Collapse


  • Base health and armor multiplier are affected by Ability Strength.
  • Snow Globe's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + 5 × Frost's Base Armor × Base Armor Bonus) × (1 + Ability Strength) + Absorbed Damage.
    • For example, with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, rank-3 Snow Globe will have an initial health of
      (5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10,595 before converting absorbed damage.

WardingHalo.png WardingHaloIcon.png
EnergyOrb.pngENERGY:
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
AbilityStrengthBuff.png Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
Expand/Collapse


  • Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
  • Warding Halo's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + Armor Multiplier × Nezha's Base Armor × (1 + Base Armor Bonus)) × (1 + Ability Strength) + Absorbed Damage.(More testing and confirmation needed)
    • As an example, with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, a rank-3 Warding Halo will have an initial health of (900 + 2.5 × 175 × 2.1) × 1.3 = 2,364.375 before absorbing damage.

Tectonics.png TectonicsIcon.png
EnergyOrb.pngENERGY:
50
KEY
2
Tectonics
Summon a rock-wall, activate again to send the rocks crashing towards the enemy.
AbilityStrengthBuff.png Strength:2850 / 3150 / 3450 / 3750 (base health)
1x (health multiplier to DmgSlashSmall64.png Slash damage)
250 / 300 / 350 / 500 (explosion DmgPunctureSmall64.png Puncture damage)
150 / 300 / 450 / 600 (roll DmgImpactSmall64.png Impact damage)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:3 / 3 / 4 / 5 m (explosion radius)
Misc:5x (armor multiplier)
1 / 2 / 3 / 4 s (invulnerability duration)
? m (shrapnel damage radius)
1 (max bulwarks active)
15 m (roll distance)
30 m (petrified roll distance)
Expand/Collapse


  • The bulwark's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
    • For example, with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, rank-3 Tectonics will produce a bulwark with an initial health of
      (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.

Rumblers.png RumblersIcon.png
EnergyOrb.pngENERGY:
100
KEY
4
Rumblers
Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.
AbilityStrengthBuff.png Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (DmgBlastSmall64.png Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee DmgImpactSmall64.png Impact damage)
200 / 250 / 350 / 500 (rock DmgImpactSmall64.png Impact damage)
AbilityDurationBuff.png Duration:15 / 20 / 30 / 45 s (Rumbler duration)
AbilityRangeBuff.png Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (DmgBlastSmall64.png Blast radius)
1 (speed multiplier)
Misc:2 (number of Rumblers)
10 s (stone duration)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)
Expand/Collapse


  • Rumbler armor uses the following expression when accounting for Ability Strength:
    Modified Armor = Armor × (1 + Armor Mods + Ability Strength).
    • For example, with a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify, rank-3 Rumblers will have a modified armor value of
      500 × (1 + 1.1 + 0.3) = 1,200.

MassVitrify.png GaraMassVitrify.png
EnergyOrb.pngENERGY:
75
KEY
4
Mass Vitrify
Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.


Energy Drain: 3 s-1, ramp up to 5 s-1

AbilityStrengthBuff.png Strength:20% / 30% / 40% / 50% (damage multiplier)
1250 / ? / 1950 / 2350 (ring segment base health)
500 / 600 / 700 / 800 (segment explosion damage)
AbilityDurationBuff.png Duration:2 / 2.25 / 2.75 / 3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
AbilityRangeBuff.png Range:2 m (ring initial radius)
8 / 8.75 / 10.25 / 11 m (ring max radius)
8 / 10 / 12 / 15 m (explosion range)
Misc:3 m/s (ring expansion rate)
3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)
Expand/Collapse


  • Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Mod TT 20px.png Steel Fiber equipped on Gara.
    • Barrier segment health uses the following expression:
      Modified Health = (Base Health + (5 × Base Armor × (1 + Armor Mods))) × (1 + Strength Mods)
    • With a maxed Mod TT 20px.png Steel Fiber and Mod TT 20px.png Intensify a wall segment would have
      [2225 + (5 × 125 × (1 + 1.1))] × (1 + 0.3) = 4,598.75 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).

Enemy Armor Scaling[]

Main article: Enemy Level Scaling

Enemy base armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to possess armor are Bursa units, Oxium Osprey, and the Juggernaut. When the enemy health bars are yellow, armor is in effect and damage will be reduced.

For armor, the ranges of level differences at which scaling transitions from exponential growth to a plateau is between 70 & 80. The formula by which enemy armor scales is as follows:

(Original scaling pre-Update 27.2 (2020-03-05))
When Current Level - Base Level < 70
When Current Level - Base Level > 80

For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base armor is also increased between certain breakpoints. Note that because base armor changes with level, this also means that the number of Mod TT 20px.png Shattering Impact hits needed to strip armor will change with level too.

Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.

Current armor scaling at Base Level = 1.


Removing Enemy Armor[]

All armor strip effects removes a percentage of the maximum value. For DmgFireSmall64.png Heat and DmgCorrosiveSmall64.png Corrosive, it is based on the current value, and thus has diminishing returns. Warframe abilities are based on the total; for example, an ability that strips 50% armor will remove it in just two casts.

Enemies cannot regenerate armor. However, if their armor is reduced to 0, they completely lose their Ferrite Armor/Alloy Armor, which in turn removes their vulnerability to the +75% DmgCorrosiveSmall64.png Corrosive/DmgRadiationSmall64.png Radiation Damage Type Modifier bonus.

Heat Status Procs[]

Main article: Heat Damage

DmgFireSmall64.png Heat status effects remove 50% of a target's current armor amount temporarily, for the duration of the status effect.

Corrosive Status Procs[]

Main article: Corrosive Damage

DmgCorrosiveSmall64.png Corrosive status effects remove 26% of a target's armor amount for 8 seconds. This stacks up to 10 times, with each subsequent proc removing 6% armor for a total of 80%.

Mods[]

CorrosiveProjectionModU145.png
Main article: Corrosive Projection
Mod TT 20px.png Corrosive Projection is an Aura mod that decreases armor by 18%, up to 72% when paired with a full squad.

ShatteringImpactMod.png
Main article: Shattering Impact
Mod TT 20px.png Shattering Impact is a melee mod that removes 6 base armor when dealing DmgImpactSmall64.png Impact damage.

SharpenedClawsMod.png
Main article: Sharpened Claws
Mod TT 20px.png Sharpened Claws is a Kavat mod that allows the Kavat to perform a highly damaging strike while removing 120% armor.

AmalgamArgonakMetalAugerMod.png
Main article: Amalgam Argonak Metal Auger
Mod TT 20px.png Amalgam Argonak Metal Auger is an Amalgam Weapon Augment mod exclusive for the Argonak.png Argonak that removes 6 base armor when attacking with single daggers.

Abilities[]

SeekingShurikenMod.png
Main article: Seeking Shuriken
This ability augment makes Shuriken130xDark.png Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.

SonicFracture.png
Main article: Sonic Fracture
This ability augment makes SonicBoom130xDark.png Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% permanently. Ability Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the Ability Strength is increased above 143%.

FusionStrikeModx256.png FusionStrike130xWhite.png
EnergyOrb.pngENERGY:
100
KEY
4
Fusion Strike
Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it.
AbilityStrengthBuff.png Strength:2,500 / 3,000 / 4,000 / 5,000 (DmgBlastSmall64.png Blast damage per stream)
2,500 / 3,000 / 4,000 / 5,000 (explosion DmgBlastSmall64.png Blast damage)
20 / 25 / 35 / 50 % (armor and shield strip)
AbilityDurationBuff.png Duration:6 / 9 / 12 / 15 s (fallout duration)
AbilityRangeBuff.png Range:15 / 20 / 25 / 30 m (stream range)
5 / 6 / 8 / 10 m (explosion and fallout radius)
Misc:3 (number of streams)
100 % (strip cap)
Expand/Collapse


This ability converges three beams that implodes, leaving a field that strips the target's armor by 50% permanently. Ability Strength can increase this armor reduction percentage, removing all armor if Ability Strength is increased above 200%.

FireBlastModx256.png FireBlast130xWhite.png
EnergyOrb.pngENERGY:
75
KEY
3
Fire Blast
Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
AbilityStrengthBuff.png Strength:66 / 100 / 141 / 200 (DmgFireSmall64.png Heat damage)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:25 m (wave radius)
Misc:100% (DmgFireSmall64.png Heat status chance)
50-100% (armor reduction)
-2%/s (heat generation rate reduction for Immolation)
-50% (total heat removal for Immolation)
Subsumable to Helminth
Expand/Collapse


This ability creates a wave of fire that expands outwards and reduces the armor of enemies hit by 50% - 100%. The armor reduction depends linearly on the Immolation130xDark.png Immolation gauge. A filled gauge will result in the maximum armor reduction.

It will also apply a DmgFireSmall64.png Heat status effect on enemies, further reducing armor.

AvalancheModU15.jpeg FrostAvalanche.png
EnergyOrb.pngENERGY:
100
KEY
4
Avalanche
Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.
AbilityStrengthBuff.png Strength:800 / 1000 / 1200 / 1500 (DmgColdSmall64.png Cold initial damage)
100 / 200 / 300 / 400 (DmgColdSmall64.png Cold shatter damage)
? / ? / ? / 60% (armor reduction)
AbilityDurationBuff.png Duration:5 / 6 / 7 / 8 s (freeze duration)
AbilityRangeBuff.png Range:8 / 10 / 12 / 15 m (ability radius)
3 / 3.5 / 4 / 4.5 m (shatter radius)
Misc:600% (DmgColdSmall64.png Cold status chance)
Expand/Collapse


This ability freezes enemies and reduces their armor by 60% for the duration of the effect. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Avalanche can remove all armor from affected enemies.

ThermalSunderModx256.png ThermalSunder130xWhite.png
EnergyOrb.pngENERGY:
50
KEY
3
Thermal Sunder
Siphon Kinetic energy from the area, charging the battery and inflicting DmgColdSmall64.png Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting DmgFireSmall64.png Heat Status on nearby enemies.

Strength:75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 (DmgColdSmall64.png Cold damage)
Duration:6 / 9 / 12 / 15 s (area duration)
2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 s (status duration)
Range:6 / 8 / 10 / 12 m (initial radius)
3 / 4 / 5 / 6 m (final radius)
Misc:10% (battery charge)
100% (DmgColdSmall64.png Cold freeze chance from Redline)
≤100% (DmgBlastSmall64.png Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Strength:150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500 DmgFireSmall64.png Heat damage)
Duration:6 / 9 / 12 / 15 s (area duration)
2.5 - 5 / 3 - 6 / 3.5 - 7 / 4 - 8 s (status duration)
Range:6 / 8 / 10 / 12 m (initial radius)
3 / 4 / 5 / 6 m (final radius)
Misc:10% (battery drain)
100% (DmgFireSmall64.png Heat ignite damage bonus)
100% DmgFireSmall64.png Heat ignite chance from Redline)
≤100% (DmgBlastSmall64.png Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Subsumable to Helminth
Expand/Collapse


This ability creates a field of DmgColdSmall64.png Cold when ability tapped or a field of DmgFireSmall64.png Heat when ability held. When used while Redline130xDark.png Redline is active and the battery gauge is above 80%, stacking the two fields creates a DmgBlastSmall64.png Blast zone that instantly and permanently strips armor on cast, equal to the battery gauge up to 100% at full battery.

FeastModx256.png Feast130xWhite.png
EnergyOrb.pngENERGY:
25
KEY
1
Feast
Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile.


Energy drain per enemy: (1.5 + 0.05t) s-1
t = time in seconds
Vomit energy cost: 0

AbilityStrengthBuff.png Strength:2 / 3 / 4 / 5 % (armor removal per second)
250 / 300 / 450 / 500 (DmgToxinSmall64.png Toxin damage on vomit)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:10 / 15 / 20 / 25 m (swallow range)
Misc:1.5 s (maw open duration)
1 s (maw open extra duration per enemy)
100% (DmgToxinSmall64.png Toxin status chance on vomit)
8 m (vomit cone range)
40 (Max enemy body count)
Expand/Collapse


Enemies swallowed by this ability are stored in Grendel's stomach and lose 5% of their armor every second they remain swallowed, but each enemy in his stomach drains 1.5 points of Grendel's energy per second, ramping up the longer they remain ingested. Ability Strength increases armor reduction percentage.

PillageModx256.png Pillage130xWhite.png
EnergyOrb.pngSHIELD:
150
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.
AbilityStrengthBuff.png Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
AbilityDurationBuff.png Duration:2 s (expansion duration)
AbilityRangeBuff.png Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)
Subsumable to Helminth
Expand/Collapse


This ability releases a pulse that removes shields and armor by 25% to all enemies hit by the pulse. Ability Strength increases debuff percentage. If the affected enemy has both shield and armor, shield is removed first.

CorrodingBarrageMod.png
Main article: Corroding Barrage

At maximum rank this ability augment causes the explosions of TempestBarrage130xDark.png Tempest Barrage projectiles to apply a guaranteed DmgCorrosiveSmall64.png Corrosive status effect.

While it may only remove 26% of an enemy's current armor with the first hit, it can stack DmgCorrosiveSmall64.png Corrosive quickly for a maximum of 80%, especially with multiple casts on one location.

The ability can also be used to apply the effect to large groups, at any location within line-of-sight, up to a considerable range.

FracturingCrushMod.png
Main article: Fracturing Crush
This ability augment makes Crush130xDark.png Crush strain the targets' armor, permanently reducing armor by 75%. Ability Strength increases this armor reduction percentage; at ?% Ability Strength, Fracturing Crush can remove all armor from affected enemies.

ShieldPolarizeModU15.jpeg ShieldPolarize.png
EnergyOrb.pngENERGY:
75
KEY
3
Polarize
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
AbilityStrengthBuff.png Strength:250 / 300 / 350 / 400 (DmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.png Magnetic damage)
AbilityDurationBuff.png Duration:5 s (pulse travel time)
AbilityRangeBuff.png Range:8 m (initial bubble radius)
Misc:5.9 m/s (pulse travel speed)
3 m (Shard pickup radius)
1 m (Shard damage radius)
Expand/Collapse

TerrifyModU15.jpeg Nekros2.png
EnergyOrb.pngENERGY:
75
KEY
2
Terrify
Casts fear into the hearts of nearby enemies, causing them to run away in terror.
AbilityStrengthBuff.png Strength:7 / 12 / 15 / 20 (affected enemies)
? / ? / ? / 60 % (armor reduction)
AbilityDurationBuff.png Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff.png Range:5 / 10 / 12 / 15 m
Subsumable to Helminth
Expand/Collapse


This ability causes affected enemies to flee and reduces their armor by 60% for the duration of the effect. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Terrify can remove all armor from affected enemies.

PsychicBoltsModU15.jpeg Nyx Psychic Bolts2.png
EnergyOrb.pngENERGY:
50
KEY
2
Psychic Bolts
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.
AbilityStrengthBuff.png Strength:20 / 40 / 60 / 80 % (defense reduction)
? / ? / ? / 20 % (Infested speed penalty)
AbilityDurationBuff.png Duration:5 / 7 / 9 / 11 s
AbilityRangeBuff.png Range:N/A
Misc:3 / 4 / 5 / 6 (number of bolts)
60 m (targeting range)
100 % (aura nullification)
100 % (defense reduction cap)
Expand/Collapse


This ability releases 6 telekinetic bolts that removes armor by 80% from up to 6 enemies in a single cast. Ability Strength increases debuff percentage; at 125%, Psychic Bolts can remove all armor.

Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.

Reckoning.png OberonReckoning.png
EnergyOrb.pngENERGY:
100
KEY
4
Reckoning
Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.
AbilityStrengthBuff.png Strength:10% / 20% / 30% / 50% (armor reduction)

500 / 750 / 1000 / 1250 (damage)
100 / 225 / 400 / 625 (extra damage)

AbilityDurationBuff.png Duration:1 / 2 / 3 / 4 s (blind)
AbilityRangeBuff.png Range:2.5 / 3 / 3.5 / 4 m (blind radius)

8 / 10 / 12 / 15 m (cast radius)

Misc:25% / 35% / 45% / 50% (health orb chance)
Expand/Collapse


This ability knockdowns affected enemies and if used along with HallowedGround130xDark.png Hallowed Ground, will permanently reduce their armor by 50%. Ability Strength increases this armor reduction percentage; at 200% Ability Strength, Reckoning can remove all armor from affected enemies.

TharrosStrikeModx256.png TharrosStrike130xWhite.png
EnergyOrb.pngENERGY:
25
KEY
2
Tharros Strike
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
AbilityStrengthBuff.png Strength:250 / 500 / 750 / 1,000 (DmgImpactSmall64.png Impact damage on swing)
50 / 65 / 80 / 100 HP (health restore per enemy hit)
50 % (defense reduction)
AbilityDurationBuff.png Duration:N/A
AbilityRangeBuff.png Range:9 m
Misc:9 (number of shields)
190° (horizontal spread angle)
160° (vertical spread angle)
2.5 m (pushback radius)
5 m (pushback distance)
2 s (stun on hit)
Melee finisher prompt
Subsumable to Helminth
Expand/Collapse


This ability hurls shields in a cone in front of Styanax that strips the target's armor by 50% permanently. Ability Strength can increase this armor reduction percentage, removing all armor if Ability Strength is increased above 200%.

AbatingLinkMod.png
Main article: Abating Link
This ability augment makes Link130xDark.png Link drain the targets' armor, temporarily reducing their armor values by 60% for the ability's duration. Ability Strength increases this armor reduction percentage; at 168% Ability Strength, Abating Link can remove all armor from affected enemies.

BastilleModx256.png Bastille130xWhite.png
EnergyOrb.pngENERGY:
100
KEY
4
Bastille
Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.


Collapse energy cost: 0

AbilityStrengthBuff.png Strength:15 (DmgBlastSmall64.png Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (DmgMagneticSmall64.png Magnetic damage per second in vortex)
AbilityDurationBuff.png Duration:8 / 10 / 12 / 15 s (bastille duration)
10 / 12 / 13 / 15 s (vortex duration)
10 s (armor buff duration)
3 s (auto collapse vortex duration)
AbilityRangeBuff.png Range:5 / 7 / 8 / 10 m (capture radius)
Misc:?% (DmgBlastSmall64.png Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (DmgMagneticSmall64.png Magnetic status chance)
Expand/Collapse


Enemies suspended by Bastille130xDark.png Bastille will be stripped of their armor at a rate of 10% per second.

TheLostModx256.png TheLost130xWhite.png
EnergyOrb.pngENERGY:
75
KEY
3
The Lost
Cycle through a trio of lost Warframe powers. Accuse manifests a Void fissure to corrupt enemies into allies. Gaze grasps targets in Void tendrils that capture damage and inflict it when the target is released. Deny annihilates with a beam of Void energy, wiping Sentient resistances.

Strength:5 / 6 / 7 / 8 (max targets)
Duration:4 / 8 / 12 / 16 s
Range:5 / 7 / 9 / 11 m
Misc:∞ (cast range)

Strength:20 / 30 / 40 / 50 % (defense reduction)
Duration:5 / 8 / 11 / 14 s
Range:10 / 15 / 20 / 25 m (cast range)
? / ? / ? / 12 m (aura radius)
Misc:?° (cone angle)
2 (max targets)
100 % (reduction cap)

Strength:1,000 / 2,000 / 3,000 / 4,000 (DmgVoidSmall64.png Void damage)
Duration:5 / 8 / 11 / 14 s
Range:? / ? / ? / 40 m
Misc:? m (beam radius)
100 % (Sentient resistance reset on hit)

Expand/Collapse


Gaze binds one enemy to produce an aura that reduces enemy armor by 50% while they are within its aura. Ability Strength increases armor reduction percentage, removing all armor if Ability Strength is increased above 200%. Enemies will regain their armor if they leave the debuff field or the ability ends.

Focus[]

FocusCausticStrike.png
FocusNodeRing b.png
Second Ability launches an energy bomb that explodes with a 5 / 6 / 7 / 8m radius, stripping 40 / 60 / 80 / 100% of enemy armor. Tap 2  again to detonate in-flight. FocusLensFocus b.png60,000 / 105,000 / 215,000 / 400,000
  • Costs 50 energy to cast.

Patch History[]

Update 32 (2022-09-07)

ARMOR CHANGES

Armor is a fundamental part of Warframe’s balance, but the act of stripping armor has always been somewhat hard to gauge. Currently, when an armor stripping Ability is cast it uses the target’s current armor as the base for its calculation. This means that you may have to cast that Ability several times on the same enemy in order to strip their armor completely.

Players have adapted to this system by maximizing Ability Strength to the point where the armor stripping effect is as close to 100% as possible - thus reducing the number of casts required to strip armor to one.

In the effort of encouraging build diversity and streamlining the way that armor stripping abilities work, we are making the following changes:

ALL Armor Stripping Warframe abilities now apply to the TOTAL armor value.

How it worked before: You cast an ability that strips 50% Armor. The first cast will reduce the foe’s Armor to 50%, the second cast will reduce the armor to 25%, taking half of the existing 50%. This was the case for every ability except Oberon’s Reckoning, and special exceptions like Shattering Impact.

How it works now: Casting an ability that strips 50% Armor will reduce their Armor to 50% on the first cast, and 0% on the second cast.

This applies to every single Armor removal ability in the game. We have also buffed a few of these abilities in the process to bring them up to a usable level in light of these changes:

  • Increased Frost's Avalanche armor reduction from 40% to 60% and changed the armor reduction to be permanent.
    • Frost’s Avalanche can also now reduce armor from targets even if they are immune to crowd control abilities.
  • Increase Nekros' Terrify armor reduction from 20% to 60%.
  • Increase Oberon's Reckoning armor reduction from 30% to 50%.
  • Changed Banshee's Sonic Fracture (Augment) armor reduction to be permanent.
  • Increase Mag's Fracturing Crush (Augment) armor reduction from 50% to 75%, remove the 80% cap per cast and change the armor reduction to be permanent.
  • Increase Trinity's Abating Link (Augment) armor reduction from 45% to 60%.

See Also[]



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