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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.

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 procs, 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 (Slash DamageDmgSlashSmall64.png Slash, etc.); armored entities have an additional class on their health called their armor class (either ferrite or alloy) that further decreases or increases incoming damage. This additional 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 Corrupted faction borrows from these.

Faction Armor Types
IconGrineerB.svg Grineer Ferrite ArmorFerrite Armor Alloy ArmorAlloy Armor
IconCorpusB.svg Corpus Ferrite ArmorFerrite Armor Alloy ArmorAlloy Armor
Infestation b.svg Infested Ferrite ArmorFerrite Armor Infested SinewInfested Sinew
IconOrokinB.svg Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
LotusBlack.png Tenno Tenno ArmorTenno Armor
Ferrite Armor
Impact DamageDmgImpactSmall64.png Impact
Puncture DamageDmgPunctureSmall64.png Puncture +50%
Slash DamageDmgSlashSmall64.png Slash -15%
Cold DamageDmgColdSmall64.png Cold
Electricity DamageDmgElectricitySmall64.png Electricity
Heat DamageDmgHeatSmall64.png Heat
Toxin DamageDmgToxinSmall64.png Toxin
Blast DamageDmgBlastSmall64.png Blast -25%
Corrosive DamageDmgCorrosiveSmall64.png Corrosive +75%
Gas DamageDmgGasSmall64.png Gas
Magnetic DamageDmgMagneticSmall64.png Magnetic
Radiation DamageDmgRadiationSmall64.png Radiation
Viral DamageDmgViralSmall64.png Viral
True DamageDmgTrueSmall64.png True N / A
Void DamageDmgVoidSmall64.png Void
Tau DamageDmgTauSmall64.png Tau
Alloy Armor
Impact DamageDmgImpactSmall64.png Impact
Puncture DamageDmgPunctureSmall64.png Puncture +15%
Slash DamageDmgSlashSmall64.png Slash -50%
Cold DamageDmgColdSmall64.png Cold +25%
Electricity DamageDmgElectricitySmall64.png Electricity -50%
Heat DamageDmgHeatSmall64.png Heat
Toxin DamageDmgToxinSmall64.png Toxin
Blast DamageDmgBlastSmall64.png Blast
Corrosive DamageDmgCorrosiveSmall64.png Corrosive
Gas DamageDmgGasSmall64.png Gas
Magnetic DamageDmgMagneticSmall64.png Magnetic -50%
Radiation DamageDmgRadiationSmall64.png Radiation +75%
Viral DamageDmgViralSmall64.png Viral
True DamageDmgTrueSmall64.png True N / A
Void DamageDmgVoidSmall64.png Void
Tau DamageDmgTauSmall64.png Tau
Infested Sinew
Impact DamageDmgImpactSmall64.png Impact
Puncture DamageDmgPunctureSmall64.png Puncture +25%
Slash DamageDmgSlashSmall64.png Slash
Cold DamageDmgColdSmall64.png Cold +25%
Electricity DamageDmgElectricitySmall64.png Electricity
Heat DamageDmgHeatSmall64.png Heat
Toxin DamageDmgToxinSmall64.png Toxin
Blast DamageDmgBlastSmall64.png Blast -50%
Corrosive DamageDmgCorrosiveSmall64.png Corrosive
Gas DamageDmgGasSmall64.png Gas
Magnetic DamageDmgMagneticSmall64.png Magnetic
Radiation DamageDmgRadiationSmall64.png Radiation +50%
Viral DamageDmgViralSmall64.png Viral
True DamageDmgTrueSmall64.png True N / A
Void DamageDmgVoidSmall64.png Void
Tau DamageDmgTauSmall64.png Tau
Tenno Armor
Impact DamageDmgImpactSmall64.png Impact
Puncture DamageDmgPunctureSmall64.png Puncture
Slash DamageDmgSlashSmall64.png Slash
Cold DamageDmgColdSmall64.png Cold
Electricity DamageDmgElectricitySmall64.png Electricity
Heat DamageDmgHeatSmall64.png Heat
Toxin DamageDmgToxinSmall64.png Toxin
Blast DamageDmgBlastSmall64.png Blast
Corrosive DamageDmgCorrosiveSmall64.png Corrosive
Gas DamageDmgGasSmall64.png Gas
Magnetic DamageDmgMagneticSmall64.png Magnetic
Radiation DamageDmgRadiationSmall64.png Radiation
Viral DamageDmgViralSmall64.png Viral
True DamageDmgTrueSmall64.png True N / A
Void DamageDmgVoidSmall64.png Void
Tau DamageDmgTauSmall64.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, Slash DamageDmgSlashSmall64.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, Puncture DamageDmgPunctureSmall64.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.

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[]

Steel FiberMod TT 20px.png Steel Fiber and Armored AgilityMod 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 AtlasAtlasIcon272.png Atlas' Rumblers drop a resource called Rubble that grants AtlasAtlasIcon272.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
ENERGY:
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.
Strength:1.5x / 2x / 2.5x / 3x (damage multiplier)

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

Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m
Expand/Collapse

VexArmor.png VexArmorIcon.png
ENERGY:
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.
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)
Duration:10 / 15 / 20 / 25 s
Range:8 / 10 / 15 / 18 m
Expand/Collapse


As shields are depleted while Vex ArmorVexArmor130xDark.png Vex Armor is active, ChromaChromaIcon272.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 additional armor for every enemy swallowed via FeastFeast130xDark.png Feast, but each enemy in his stomach drains 1.5 points of energy per second, which ramps up the longer they remain trapped. Once all his energy is drained, or FeastFeast130xDark.png Feast's ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.

While there is technically no limit to how many enemies Grendel can devour, and by extension how much bonus armor he can get, the amount of energy drained eventually becomes too much to manage even if Grendel is modded specifically for Ability Efficiency in mind.

ScarabSwarm.png ScarabSwarmIcon.png
ENERGY:
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%

Strength:100 / 150 / 175 / 200 (Corrosive DamageDmgCorrosiveSmall64.png Corrosive damage/sec)
Duration:6 / 10 / 12 / 15 s (swarm duration)
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 InarosInarosIcon272.png Inaros' armor by up to 100%. This bonus is additive to armor mods and not affected by Ability Strength.


Renewal2.png OberonRenewal.png
ENERGY:
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
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)
Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
Range:10 / 15 / 20 / 25 m
Expand/Collapse


If Oberon or any allies affected by Renewal stands on or moves onto his Hallowed GroundHallowedGround130xDark.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 Steel FiberMod TT 20px.png Steel Fiber and IntensifyMod TT 20px.png Intensify under the effect of the Iron Renewal buff has armor equaling:



Metronome.png MalletIcon.png
ENERGY:
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.
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)

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

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

Range:6 / 8 / 10 / 12 m
Expand/Collapse

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


Valkyr's WarcryWarcry130xDark.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
ENERGY:
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.
Strength:4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
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)
Expand/Collapse


WukongWukongIcon272.png Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500.

HallowedReckoning.png

Main article: Hallowed Reckoning
Oberon's ReckoningReckoning130xDark.png Reckoning (4 ) can be modified with the Hallowed ReckoningMod 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.

IroncladCharge.png

Main article: Ironclad Charge

Rhino's Rhino ChargeRhinoCharge130xDark.png Rhino Charge (1 ) can be modified with the Ironclad ChargeMod 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
Increase armor for Warframe and operator by 20 / 30 / 40 / 60.
FocusLensFocus b.png50,000 to unlock

FocusLensFocus b.png80,000 / 108,284 / 160,000
FocusPool.png 1 / 3 / 5 / 7

  • Activates the moment a mission is started. Lasts throughout the duration of the mission.
FocusBasiliskScalesGaze.png
FocusNodeHex b.png
Basilisk ScalesPassive, Way-Bound
Increase armor for the Operator by 50% / 100% / 150% / 200% / 200%.
FocusLensFocus b.png50,000 to unlock

FocusLensFocus b.png80,000 / 108,284 / 160,000 / 1,000,000 + 1x Brilliant Eidolon Shard
FocusPool.png 1 / 3 / 5 / 7 / 7

  • Basilisk Scales affects the Operator's base armor as well as the bonuses from Magus HuskMagusHusk64x.png Magus Husk and Stone Skin.
  • Description is incorrect. Basilisk Scales increases armor by 50% / 150% / 300% / 500% / 500%.

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 E, H, A, R respectively and use ΔX to denote the discrete increase in the variable X, then:

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

Now ignoring any increases in the nominal health (i.e. ΔH=0):

Since H 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 H and A. 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 VitalityMod 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.

Metal FiberMod TT 20px.png Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via Link ArmorMod 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 NidusNidusIcon272.png Nidus and LavosLavosIcon272.png Lavos.

Armor Damage Reduction Warframe
700 70% Valkyr Prime
675 69.23% Lavos (Max Rank)
600 66.67% Valkyr
525 63.64% Nidus Prime (Max Rank)
475 61.29% Atlas Prime
450 60% Atlas, Lavos (Unranked), Nidus (Max Rank), Sevagoth's Shadow
425 58.62% Chroma Prime
350 53.85% Chroma, Grendel, Nidus Prime (Unranked)
300 50% Excalibur Prime, Excalibur Umbra, Frost, Frost Prime, Garuda, Hildryn, Nidus (Unranked), Saryn Prime
275 47.83% Hydroid Prime, Khora, Rhino Prime, Wukong Prime
250 45.45% Excalibur Umbra Prime, Nezha Prime, Wukong
225 42.86% Excalibur, Hydroid, Inaros, Inaros Prime, Oberon Prime, Rhino, Saryn
200 40% Vauban Prime
190 38.78% Gara Prime, Nezha
175 36.84% Ash Prime, Baruuk, Gauss, Harrow, Mirage Prime, Oberon, Wisp
150 33.33% Ember Prime, Equinox Prime, Gara, Octavia, Octavia Prime, Sevagoth, Vauban
137 31.35% Xaku
125 29.41% Banshee Prime, Ember, Equinox, Ivara Prime, Limbo Prime, Loki Prime, Mag Prime, Mesa Prime, Nekros Prime, Nova Prime, Nyx Prime, Protea, Revenant, Titania Prime, Trinity Prime, Volt Prime, Zephyr Prime
100 25% Ash, Banshee, Ivara, Limbo, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Titania, Trinity, Volt, Yareli, Zephyr

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
ENERGY:
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Duration:N/A
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:

SnowGlobeModU15.jpeg FrostSnowGlobe.png
ENERGY:
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.
Strength:5x (armor multiplier)
3000 / 4000 / 4500 / 5000 (base health)
Duration:N/A
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 Steel FiberMod TT 20px.png Steel Fiber and IntensifyMod 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
ENERGY:
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (Slash DamageDmgSlashSmall64.png Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Duration:N/A
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)

Tectonics.png TectonicsIcon.png
ENERGY:
50
KEY
2
Tectonics
Summon a rock-wall, activate again to send the rocks crashing towards the enemy.
Strength:2850 / 3150 / 3450 / 3750 (base health)
1x (health multiplier to Slash DamageDmgSlashSmall64.png Slash damage)
250 / 300 / 350 / 500 (explosion Puncture DamageDmgPunctureSmall64.png Puncture damage)
150 / 300 / 450 / 600 (roll Impact DamageDmgImpactSmall64.png Impact damage)
Duration:N/A
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 Steel FiberMod TT 20px.png Steel Fiber and IntensifyMod 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
ENERGY:
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.
Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (Blast DamageDmgBlastSmall64.png Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee Impact DamageDmgImpactSmall64.png Impact damage)
200 / 250 / 350 / 500 (rock Impact DamageDmgImpactSmall64.png Impact damage)
Duration:15 / 20 / 30 / 45 s (Rumbler duration)
Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (Blast DamageDmgBlastSmall64.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).

MassVitrify.png GaraMassVitrify.png
ENERGY:
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

Strength:20% / 30% / 40% / 50% (damage multiplier)
1250 / ? / ? / 2350 (ring segment base health)
500 / ? / ? / 800 (segment explosion damage)
500 / 600 / 700 / 800 (shatter explosion damage)
Duration:3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
Range:2 m (ring initial radius)
8 / 8.75 / 10.25 / 11 m (ring max radius)
5 / 6 / 7 / 8 m (segment explosion range)
8 / 10 / 12 / 15 m (shatter explosion range)
Misc:3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)
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  • 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 Steel FiberMod 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 Steel FiberMod TT 20px.png Steel Fiber and IntensifyMod 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
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.

Current armor scaling compared to previous scaling at Base Level = 1.


Removing Enemy Armor[]

There are several effects that reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, Corrosive DamageDmgCorrosiveSmall64.png Corrosive damage inflicts significantly more damage to a weakly Ferrite-armored enemy than against one whose armor has ultimately been nullified, since apart from the armor mitigation, the +75% damage bonus is lost.

Heat Status Procs[]

Main article: Heat Damage

Heat DamageDmgHeatSmall64.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

Corrosive DamageDmgCorrosiveSmall64.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
Corrosive ProjectionMod 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
Shattering ImpactMod TT 20px.png Shattering Impact is a melee mod that removes 6 base armor when dealing Impact DamageDmgImpactSmall64.png Impact damage.

SharpenedClawsMod.png
Main article: Sharpened Claws
Sharpened ClawsMod 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
Amalgam Argonak Metal AugerMod TT 20px.png Amalgam Argonak Metal Auger is an Amalgam Weapon Augment mod exclusive for the ArgonakLaserAimRifle.png Argonak that removes 6 base armor when attacking with single daggers.

Abilities[]

SeekingShuriken2.png
Main article: Seeking Shuriken

This ability augment makes ShurikenShuriken130xDark.png Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Casting 2 Shurikens will reduce an enemy's total armor to 9% of its original value. Corrosive Projection will remove 18% of an enemy's total armor before Shuriken's effect, leaving 24.6% of the target's armor still functioning.

SonicFracture.png
Main article: Sonic Fracture

This ability augment makes Sonic BoomSonicBoom130xDark.png Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% for 8 seconds.The armor reduction is multiplicative on the target's total armor. 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%.

As a multiplicative modifier, it does not stack additively with other armor reduction effects (although with the ability to remove all the armor there is no need.) Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 18% of an enemy's total armor before Sonic Boom's effect, leaving 24.6% of the target's armor still functioning.

FireBlastModx256.png FireBlast130xWhite.png
ENERGY:
75
KEY
3
Fire Blast
Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Strength:66 / 100 / 141 / 200 (Heat DamageDmgHeatSmall64.png Heat damage)
Duration:N/A
Range:25 m (wave radius)
Misc:100% (Heat DamageDmgHeatSmall64.png Heat status chance)
50-100% (armor reduction)
-2%/s (heat generation rate reduction for Immolation)
-50% (total heat removal for Immolation)
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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 ImmolationImmolation130xDark.png Immolation gauge. A filled gauge will result in the maximum armor reduction.


It will also apply a Heat DamageDmgHeatSmall64.png Heat status effect on enemies, further reducing armor multiplicatively by 50% over 2 seconds, resulting in enemies being left with only 25% armor after being hit by an uncharged Fire Blast.

As a multiplicative modifier, it does not stack additively with other armor reduction effects (although it has the ability to remove 100% of armor) Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 18% of an enemy's total armor before Fire Blast's effect, leaving at most 24.6% of the target's armor still functioning.

AvalancheModU15.jpeg FrostAvalanche.png
ENERGY:
100
KEY
4
Avalanche
Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.
Strength:800 / 1000 / 1200 / 1500 (Cold DamageDmgColdSmall64.png Cold initial damage)
100 / 200 / 300 / 400 (Cold DamageDmgColdSmall64.png Cold shatter damage)
25 / 30 / 35 / 40% (armor reduction)
Duration:5 / 6 / 7 / 8 s (freeze duration)
Range:8 / 10 / 12 / 15 m (ability radius)
3 / 3.5 / 4 / 4.5 m (shatter radius)
Misc:600% (Cold DamageDmgColdSmall64.png Cold status chance)
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This ability freezes enemies and reduces their armor by 40% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 250% Ability Strength, Avalanche can remove all armor from affected enemies.

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts do not stack its armor reduction effect, but do refresh its duration. Corrosive Projection will remove 18% of an enemy's total armor before Avalanche's effect, leaving 24.6% of the target's armor still functioning.

ThermalSunderModx256.png ThermalSunder130xWhite.png
ENERGY:
50
KEY
3
Thermal Sunder
Siphon Kinetic energy from the area, charging the battery and inflicting Cold DamageDmgColdSmall64.png Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Heat DamageDmgHeatSmall64.png Heat Status on nearby enemies.

Strength:75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 (Cold DamageDmgColdSmall64.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% (Cold DamageDmgColdSmall64.png Cold freeze chance from Redline)
≤100% (Blast DamageDmgBlastSmall64.png Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Strength:150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500 Heat DamageDmgHeatSmall64.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% (Heat DamageDmgHeatSmall64.png Heat ignite damage bonus)
100% Heat DamageDmgHeatSmall64.png Heat ignite chance from Redline)
≤100% (Blast DamageDmgBlastSmall64.png Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Expand/Collapse


This ability creates a field of Cold DamageDmgColdSmall64.png Cold when ability tapped or a field of Heat DamageDmgHeatSmall64.png Heat when ability held. When used while RedlineRedline130xDark.png Redline is active and the battery gauge is above 80%, stacking the two fields creates a Blast DamageDmgBlastSmall64.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
ENERGY:
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

Strength:2 / 3 / 4 / 5 % (armor removal per second)
250 / 300 / 450 / 500 (Toxin DamageDmgToxinSmall64.png Toxin damage on vomit)
Duration:N/A
Range:10 / 15 / 20 / 25 m (swallow range)
Misc:1.5 s (maw open duration)
1 s (maw open extra duration per enemy)
100% (Toxin DamageDmgToxinSmall64.png Toxin status chance on vomit)
8 m (vomit cone range)
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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
SHIELD:
150
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.
Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
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)
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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 Tempest BarrageTempestBarrage130xDark.png Tempest Barrage projectiles to apply a guaranteed Corrosive DamageDmgCorrosiveSmall64.png Corrosive status effect.

While it may only remove 26% of an enemy's current armor with the first hit, it can stack Corrosive DamageDmgCorrosiveSmall64.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.

FracturingCrush.png
Main article: Fracturing Crush

This ability augment makes CrushCrush130xDark.png Crush strain the targets' armor, temporarily reducing their armor values by 50% for 7 seconds. The armor reduction is multiplicative on the target's total armor. Ability Strength does not increase this armor reduction percentage.

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 18% of an enemy's total armor before Crush's effect, leaving 41% of the target's armor still functioning.

ShieldPolarizeModU15.jpeg ShieldPolarize.png
ENERGY:
75
KEY
3
Polarize
Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
Strength:250 / 300 / 350 / 400 (True DamageDmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic DamageDmgMagneticSmall64.png Magnetic damage)
Duration:2 / 3 / 4 / 5 s (pulse travel time)
Range:5 / 6 / 7 / 8 m (initial bubble radius)
Misc:5.9 m/s (pulse travel speed)
Expand/Collapse

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


This ability causes affected enemies to flee and reduces their armor by 20% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at maximized strength, Terrify can remove 56.8% of armor from foes.

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 18% of an enemy's total armor before Terrify's effect, leaving 65.6% of the target's armor still functioning.

PsychicBoltsModU15.jpeg Nyx Psychic Bolts2.png
ENERGY:
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.
Strength:20 / 40 / 60 / 80 % (defense reduction)
? / ? / ? / 20 % (Infested speed penalty)
Duration:5 / 7 / 9 / 11 s
Range:N/A
Misc:3 / 4 / 5 / 6 (number of bolts)
60 m (targeting range)
100 % (aura nullification)
100 % (defense reduction cap)