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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 (, 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.

## EffectsEdit

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.

### Armor TypesEdit

There are four armor types, three shield types, and nine health types—these 12 act differently from armor and are covered on Shields and Health pages. The four armor types are partitioned into four standard Factions, the Corrupted faction borrows from these.

Faction Armor Types
Grineer Ferrite Armor Alloy Armor
Corpus Alloy Armor
Infested Infested Sinew
Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
Tenno Tenno Armor

Ferrite Armor
+50%
-15%
-25%
+75%

Alloy Armor
+15%
-50%
+25%
-50%
-50%
+75%

Infested Sinew
+25%
+25%
-50%
+50%

*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:

$\text{Net Armor}=\text{Armor}(1-\text{Armor Class Modifiers})$

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

To illustrate, damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor ($\text{Net Armor}=\text{Armor}(1+.15)$). On the other hand, damage against a target with Ferrite Armor would effectively ignore 50% of the target's total armor ($\text{Net Armor}=\text{Armor}(1-.5)$).

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 FormulaEdit

The damage reduction from armor is as follows:

$\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}$

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 round 3 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.

## Effective HealthEdit

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.

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

$\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}$

• 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:

$\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}$

Example 1: If you have 1000 Nominal Health, 100 armor, and are being attacked with only impact damage, your Effective Health would be:

$\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{100}{100+300}=0.25=25%$

$\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.25} \approx 1,333$

Or

$\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{100+300}{300} \approx 1,333$

Example 2: If you have 1000 Nominal Health, 600 armor, and are being attacked with only impact damage, your Effective Health would be:

$\text{Damage Reduction}=\frac{\text{Net Armor}}{\text{Net Armor}+300}=\frac{600}{600+300} \approx 0.67=67%$

$\text{Effective Health}=\frac{\text{Nominal Health}}{1-\text{Damage Reduction}}=\frac{1000}{1-0.67} \approx 3,000$

Or

$\text{Effective Health}=\text{Nominal Health}\times\frac{\text{Net Armor}+300}{300}=1000\times\frac{600+300}{300} \approx 3,000$

## Increasing ArmorEdit

### ModsEdit

and 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:

$\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})$

• 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.

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

$E=\frac{H}{1-\text{Damage Reduction}}=HR$

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:

$\Delta E = R \Delta H + H \Delta R$

$\Delta E = (\frac{300+A}{300}) \Delta H + H \frac{\Delta A}{300}$

$\Delta E = (\frac{300+A}{300}) \Delta H + \frac{H}{300}\Delta A$

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

$\Delta E = \frac{H}{300}\Delta A$

Since H is a constant we end up with:

$\Delta E \propto \Delta A$

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

$R = \frac{1}{1-\text{Damage Reduction}}=\frac{300+A}{300}$

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 $X$ as $\delta X$. This is purely due to convention and is just a "relabeling".

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

$E = H\frac{300+A}{300}$
(Initial equation)

$E + \delta E = (H + \delta H)\frac{300+(A+ \delta A)}{300}$
(Substituting in the variations)

$E + \delta E = (H + \delta H)(\frac{300+A}{300}+\frac{\delta A}{300})$
(Expanding out the fraction)

$E + \delta E = H \frac{300+A}{300}+ \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}$
(Simplifying)

$E + \delta E = E + \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}$
(By definition of $E$)

$\delta E = \delta H \frac{300+A}{300} + H\frac{\delta A}{300} + \frac{\delta H\delta A}{300}$
(Subtracting $E$ from both sides)

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 $(\delta H\delta A)/300$.

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 65, a maxed Steel Fiber increases effective health by only about +19.6%, whereas the benefit of a maxed 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.

is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via , 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.

### AbilitiesEdit

 ENERGY75KEY3 PetrifyAtlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas. Strength:100% (Rumbler heal) Duration:5 / 10 / 15 / 20 s Range:10 / 11 / 12 / 14 m (cone length) Misc:60° (FOV)+50% (damage vulnerability)1 (Rubble dropped per enemy)

 ENERGY100KEY4 RumblersSummon 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 ( damage)500 / 750 / 1000 / 1200 (health)800 / 1000 / 1400 / 2000 (melee damage)200 / 250 / 350 / 500 (rock damage) Duration:15 / 20 / 30 / 45 s (Rumbler duration) Range:3 / 4 / 5 / 6 m (stone radius)3 / 4 / 5 / 6 m ( 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)

When killed, petrified enemies and ' Rumblers drop a resource called Rubble that grants 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.

 ENERGY50KEY2 Elemental WardDepending 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

 ENERGY75KEY3 Vex ArmorWhen 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:200% / 250% / 300% / 350% (maximum armor bonus)200% / 225% / 250% / 275% (maximum damage bonus) Duration:10 / 15 / 20 / 25 s Range:8 / 10 / 15 / 18 m

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

### Grendel's Passive

Grendel gains additional armor for every enemy swallowed via , 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 '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.

 ENERGY25KEY4 Scarab SwarmCharge 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 ( 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)

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

 ENERGY25KEY3 RenewalHealing waves of energy flow outward from Oberon to his allies, regenerating health over time.Energy Drain: 2 s−1Energy 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

If Oberon or any allies affected by Renewal stands on or moves onto his , 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 and under the effect of the Iron Renewal buff has armor equaling:

$\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})+(\text{Iron Renewal}\times \text{Power Strength})$
$\text{Total Armor}=150(2.1)+(300\times1.3)=575$

 ENERGY75KEY3 MetronomeGrants 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

 ENERGY75KEY2 WarcryValkyr 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)

Valkyr's (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:

$\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier}+\text{Warcry Multiplier})$
$\text{Total Armor}=600(1+1.1+0.5)=1,560$

 ENERGY50KEY3 DefyWukong 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)

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

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

Rhino's (1 ) can be modified with the 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:

$\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})(1 + \text{Ironclad Modifier} \times \text{Enemies Struck})$
$\text{Total Armor}=190(1 + 1.1)(1 + 0.5 \times 5 )=1,397$

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.

### ArcanesEdit

Armor bonus from Arcanes stack additively after mods:

$\text{Total Armor}=\text{Base Armor}(1+\text{Mod Multiplier})+\text{Arcane Bonus}$

## Warframe Armor and Effective HealthEdit

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

Armor Damage Reduction Warframe
70070%Valkyr Prime
60066.67%Valkyr
47561.29%Atlas Prime
45060%Atlas, Nidus (Max Rank)
42558.62%Chroma Prime
35053.85%Chroma, Grendel
30050%Excalibur Prime, Excalibur Umbra, Frost, Frost Prime, Garuda, Hildryn, Nidus (Unranked), Saryn Prime
27547.83%Hydroid Prime, Khora, Rhino Prime, Wukong Prime
25045.45%Excalibur Umbra Prime, Wukong
22542.86%Excalibur, Hydroid, Inaros, Inaros Prime, Oberon Prime, Rhino, Saryn
20040%Vauban Prime
19038.78%Nezha
17536.84%Ash Prime, Baruuk, Gauss, Harrow, Mirage Prime, Oberon, Wisp
15033.33%Ember Prime, Equinox Prime, Gara, Octavia, Vauban
13731.35%Xaku
12529.41%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
10025%Ash, Banshee, Ivara, Limbo, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Titania, Trinity, Volt, Zephyr

### Armor CalculatorEdit

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## Abilities Benefiting from ArmorEdit

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

 ENERGY50KEY2 Iron SkinRhino 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)

• 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 and , 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.

 ENERGY50KEY3 Snow GlobeFrost 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)? / ? / ? / 150 (explosion damage) Duration:N/A Range:5m radius Misc:1 / 2 / 3 / 4 s (invulnerability duration)40% / 50% / 60% / 67% (slow)

• 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 and , rank-3 Snow Globe will have an initial health of
(5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10,595 before converting absorbed damage.

 ENERGY75KEY3 Warding HaloCreate 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 (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)

• 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 and , 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.

 ENERGY50KEY2 TectonicsSummon a rock-wall, activate again to send the rocks crashing towards the enemy. Strength:5x (armor multiplier)2850 / 3150 / 3450 / 3750 (base health)250 / 300 / 350 / 500 (explosion damage)150 / 300 / 450 / 600 (roll damage) Duration:N/A Range:3 / 3 / 4 / 5 m (explosion radius) Misc:1 / 2 / 3 / 4 s (invulnerability duration)15 m (roll distance)30 m (petrified roll distance)

• 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 and , 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.

 ENERGY100KEY4 RumblersSummon 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 ( damage)500 / 750 / 1000 / 1200 (health)800 / 1000 / 1400 / 2000 (melee damage)200 / 250 / 350 / 500 (rock damage) Duration:15 / 20 / 30 / 45 s (Rumbler duration) Range:3 / 4 / 5 / 6 m (stone radius)3 / 4 / 5 / 6 m ( 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)

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

 ENERGY75KEY4 Mass VitrifyCreate 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)

• 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 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 and 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 ScalingEdit

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. The formula enemy armor scales at is as follows:

$f_1(x) = 1 + 0.005(x - \text{Base Level})^{1.75}$ (Original scaling pre-Update 27.2)

$f_2(x) = 1 + 0.4(x - \text{Base Level})^{0.75}$

$f_3(x) = min\left(1, \frac{max(x, 60 + \text{Base Level}) - (60 + \text{Base Level})}{20} \right)$

\begin{align}\text{Armor Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align}
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.

So the amount of damage an enemy will receive will be:

$\text{Damage Received} = \frac{300}{\text{Base Armor}\times\text{Armor Multiplier} + 300}$

### Removing Enemy ArmorEdit

There are several effects that reduce enemy armor. If a target's armor is reduced to 0, it loses its armor type. As such, 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 ProcsEdit

Main article: Heat Damage

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

#### Corrosive Status ProcsEdit

Main article: Corrosive Damage

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%.

#### ModsEdit

Main article: Corrosive Projection

is an Aura mod that decreases armor by 18%, up to 72% when paired with a full squad.

Main article: Shattering Impact

is a melee mod that removes 6 base armor when dealing damage.

Main article: Sharpened Claws

is a Kavat mod that allows the Kavat to perform a highly damaging strike while removing 120% armor.

Main article: Amalgam Argonak Metal Auger

is an Amalgam Weapon Augment mod exclusive for the that removes 6 base armor when attacking with single daggers.

#### AbilitiesEdit

Main article: Seeking Shuriken

This ability augment makes 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.

$\text{Net Armor}=\text{Total Armor}(1-0.70)$

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.

Main article: Sonic Fracture

This ability augment makes 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%.

$\text{Net Armor}=\text{Total Armor}(1-0.70)$

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.

 ENERGY75KEY3 Fire BlastSlam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor. Strength:66 / 100 / 141 / 200 ( damage) Duration:N/A Range:25 m (wave radius) Misc:100% ( status chance)50-100% (armor reduction)-2%/s (heat generation rate reduction for Immolation)-50% (total heat removal for Immolation)

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 gauge. A filled gauge will result in the maximum armor reduction.

$\text{Net Armor}=\text{Total Armor}(1-0.50)$
$\text{Net Armor}=\text{Total Armor}(1-1)$

It will also apply a 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.

 ENERGY100KEY4 AvalancheSummons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius. Strength:800 / 1000 / 1200 / 1500 ( initial damage)100 / 200 / 300 / 400 ( 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% ( status chance)

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.

$\text{Net Armor}=\text{Total Armor}(1-0.40)$

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.

 ENERGY50KEY3 Thermal SunderSiphon Kinetic energy from the area, charging the battery and inflicting Status on nearby enemies. Hold reverses the process, draining the battery and inflicting Status on nearby enemies. Strength:75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 ( damage)150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500 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 on tap)10% (battery drain on hold)100% ( ignite damage bonus)100% ( freeze chance and ignite chance from Redline)≤100% ( enemy armor reduction from Redline)4 (limit of areas per element)

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

 ENERGY25KEY1 FeastSwallow 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 s-1 Vomit energy cost: 0 Strength:2 / 3 / 4 / 5 % (armor removal per second)250 / 300 / 450 / 500 ( 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% ( status chance on vomit)8 m (vomit cone range)

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.

 ENERGY0KEY2 PillagePillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields. Overshield/Shield Cost to Cast: 150 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:20 m/s (expansion distance per sec)100% (status cleanse on cast)

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.

Main article: Corroding Barrage

At maximum rank this ability augment causes the explosions of projectiles to apply a guaranteed status effect.

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

Main article: Fracturing Crush

This ability augment makes 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.

$\text{Net Armor}=\text{Total Armor}(1-0.50)$

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.

 ENERGY75KEY3 PolarizeEmit 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 (damage)1x / 1.5x / 2x / 2.5x (damage multiplier) Duration:2 / 3 / 4 / 5 s (pulse travel time) Range:5 / 6 / 7 / 8 m (initial and explosion radius) Misc:5.9 m/s (pulse travel speed)

 ENERGY75KEY2 TerrifyCasts 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

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.

$\text{Net Armor}=\text{Total Armor}(1-0.20)$

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.

 ENERGY50KEY2 Psychic BoltsNyx 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)

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

 ENERGY100KEY4 ReckoningQuickly 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. Strength:10% / 15% / 20% / 30% (armor reduction) 500 / 750 / 1000 / 1250 (damage) 100 / 225 / 400 / 625 (extra damage) Duration:1 / 2 / 3 / 4 s (blind) 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)

This ability knockdowns affected enemies and if used along with , will permanently reduce their armor by 30%. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at Maximized Ability Strength, Reckoning can remove 111.9% armor from affected enemies.

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 Reckoning's effect, leaving 57.4% of the target's armor still functioning.

This ability augment makes drain the targets' armor, temporarily reducing their armor values by 45% for the ability's duration. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.

$\text{Net Armor}=\text{Total Armor}(1-0.45)$

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Corrosive Projection will remove 18% of an enemy's total armor before Link's effect, leaving 45.1% of the target's armor still functioning.

 ENERGY100KEY4 BastilleErect 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 Strength:15 ( damage on device hit)6 / 8 / 10 / 12 (max targets lifted)2.5 / 5 / 7.5 / 10 % (armor removal per second)50 ( damage per second in vortex) 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) Range:5 / 7 / 8 / 10 m (capture radius) Misc:?% ( status chance)∞ (armor buff duration in field)1,000 (armor bonus cap)?% ( status chance)

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

#### FocusEdit

 Using Void Dash through an enemy will reduce their armor by 10% / 20% / 30% / 40% / 50% / 75%. 80,000 to unlock 120,000 / 162,426 / 240,000 / 340,454 / 459,411 1 / 4 / 7 / 10 / 13 / 16

For the Tenno who chose the School of Unairu, they will have access to Sundering Dash which allows reducing their enemies' armor.