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Armor
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For the Warframe Cosmetic, see Armor (Cosmetic).

Reduces damage to Health by |AMOUNT|%.

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.

Effects[]

When damage is inflicted to an armored target, incoming damage is reduced by armor value according to a damage reduction formula.

See also: Damage Calculation


Tenno Damage Reduction Formula[]

RDI

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.

Enemy Damage Reduction Formula[]

The damage reduction from armor for enemies is as follows:

When damage is reduced from armor, each damage type has a minimum damage of 1. E.g. a Braton 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

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 Steel Fiber and Mod TT 20px 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 1.0 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 Atlas' Rumblers drop a resource called Rubble that grants AtlasIcon272 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.

This section is transcluded from Elemental Ward . To change it, please edit the transcluded page.
ElementalWardModx256 ElementalWard130xWhite
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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.


Introduced in Update 16.0 (2015-03-19)

Strength: 25 / 50 / 75 / 100 (DmgFireSmall64 Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64 Heat status chance)
5 m (burn radius)

Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier)
10 / 15 / 20 / 30 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64 Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64 Electricity damage)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength: 25 / 35 / 40 / 50 % (DmgToxinSmall64 Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
? / ? / 3 / 3 s (holster damage duration)
15 / 25 / 30 / 35 % (reload speed bonus)
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64 Toxin damage)
100 % (DmgToxinSmall64 Toxin status chance)

Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 70 / 90 / 145 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64 Cold status chance)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)

Subsumable to Helminth
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This section is transcluded from Vex Armor . To change it, please edit the transcluded page.
VexArmorModx256 VexArmor130xWhite
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Vex Armor

Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.


Introduced in Update 16.0 (2015-03-19)

AbilityStrengthBuff Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)
7 / ? / ? / 15% (Scorn armor bonus per melee weapon kill)
200 / 250 / 300 / 350 % (Scorn max armor bonus)
2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost)
7 / ? / ? / 15% (Fury damage bonus per ranged weapon kill)
200 / 225 / 250 / 275 % (Fury max damage bonus)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:8 / 10 / 15 / 18 m
Expand/Collapse
As shields are depleted while VexArmor130xWhite Vex Armor is active, ChromaIcon272 Chroma's armor is increased by 350%. This is a total of 1250 before considering the effect of mods.

Edit

Frost's Passive

Frost gains 50 additional armor per enemy afflicted by a DmgColdSmall64 Cold status effect while within 15 meters of him.

Edit

Grendel's Passive

Grendel gains 250 additional armor (400 with Mod TT 20px Gourmand) for every enemy swallowed via Feast130xWhite Feast and can hold up to a maximum of 5 enemies, for a total of 1,250 bonus armor (2,000 with Gourmand).

This section is transcluded from Parasitic Armor . To change it, please edit the transcluded page.
ParasiticArmor130xWhite ParasiticArmor130xWhite
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EnergyOrb50
Parasitic Armor

Sacrifice Shields to reinforce Armor for a period of time.


Introduced in Update 30.5 (2021-07-06)

AbilityStrengthBuff Strength:25 / 50 / 75 / 100 % (Shields to Armor conversion)
AbilityDurationBuff Duration:10 s / 15 s / 20 s / 25 s
AbilityRangeBuff Range:N/A
Subsumable to Helminth
Expand/Collapse

This section is transcluded from Plunder . To change it, please edit the transcluded page.
PlunderModx256 Plunder130xWhite
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Plunder

Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies affected by Corrosion Status offer a greater increase.


Introduced in Update 34.0 (2023-10-18)

AbilityStrengthBuff Strength:20 / 25 / 30 / 40 (armor per enemy)
20 / 25 / 30 / 40 (armor per DmgCorrosiveSmall64 Corrosive status)
750 (armor cap)
5% / 6% / 7.5% / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy)
5% / 6% / 7.5% / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy per DmgCorrosiveSmall64 Corrosive status)
200% (DmgCorrosiveSmall64 Corrosive bonus damage cap)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s (duration)
AbilityRangeBuff Range:25 m (range)
Expand/Collapse
HydroidIcon272 Hydroid gains an armor bonus based on number of enemies hit. Minimum armor bonus is 40 while the maximum is 750, affected by Ability Strength.

This section is transcluded from Scarab Shell . To change it, please edit the transcluded page.
ScarabShellModx256 ScarabShell130xWhite
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Scarab Shell

Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects.


Introduced in Update 35.5 (2024-03-27)

AbilityStrengthBuff Strength:175 / 250 / 300 / 350 (armor bonus)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: 5% (status protection cost)
2,500 HP (total health cost)
2 HP (min. health threshold)
∞ (armor bonus duration)
25 HP (health drain per percent charge)
4.67s (time to full armor bonus)

Expand/Collapse

This section is transcluded from Renewal . To change it, please edit the transcluded page.
RenewalModx256 Renewal130xWhite
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+2/s
+3/s/target
Renewal

Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.


Introduced in Update 11.5 (2013-12-19)

AbilityStrengthBuff 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 Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
AbilityRangeBuff Range:10 / 15 / 20 / 25 m
Expand/Collapse

If Oberon or any allies affected by Renewal stands on or moves onto his HallowedGround130xWhite 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 Steel Fiber and Mod TT 20px Intensify under the effect of the Iron Renewal buff has armor equaling:



This section is transcluded from Metronome . To change it, please edit the transcluded page.
MetronomeModx256 MetronomeIcon
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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.


Introduced in Update 20.0 (2017-03-24)

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

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

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

This section is transcluded from Warcry . To change it, please edit the transcluded page.
WarcryModx256 Warcry130xWhite
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Warcry

Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.


Introduced in Update 11.0 (2013-11-20)

AbilityStrengthBuff Strength:15 / 20 / 25 / 50 % (speed buff)
25 / 35 / 45 / 50 % (armor buff)
15 / 20 / 25 / 30 % (slow)
AbilityDurationBuff Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff Range:15 / 20 / 22 / 25 m

Misc: 75 % (slow cap)

Subsumable to Helminth
Expand/Collapse

Valkyr's Warcry130xWhite 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:



This section is transcluded from Defy . To change it, please edit the transcluded page.
DefyModx256 Defy130xWhite
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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.


Introduced in Update 17.12 (2015-11-25)

AbilityStrengthBuff Strength:? / ? / ? / 250 (minimum damage)
4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
AbilityDurationBuff Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
AbilityRangeBuff 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 Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500, not affected by mods.

HallowedReckoningMod
Main article: Hallowed Reckoning
Oberon's Reckoning130xWhite Reckoning (4 ) can be modified with the Mod TT 20px 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
Main article: Ironclad Charge

Rhino's RhinoCharge130xWhite Rhino Charge (1 ) can be modified with the Mod TT 20px 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[]

This section is transcluded from Focus/Unairu § Stone Skin. To change it, please edit the transcluded page.

FocusStoneSkin
FocusNodeHex b
Stone SkinPassive
IconWarframe Warframe And IconOperator Operator
Increases Armor for Warframe and Operator by 50 / 100 / 150 / 200.
FocusLensFocus b60,000 / 105,000 / 215,000 / 400,000

Archon Shards[]

AzureArchonShard Azure Archon Shard +150 Armor each.
TauforgedAzureArchonShard 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 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 Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via Mod TT 20px Link Fiber, as well as via the Kavasa Prime Collar for the latter. Link Fiber 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 Nidus, LavosIcon272 Lavos, and KullervoIcon272 Kullervo.

Armor Damage Reduction EHP Warframe(s)
105 26% 1.4x AshIcon272 Ash, BansheeIcon272 Banshee, GyreIcon272 Gyre, IvaraIcon272 Ivara, LimboIcon272 Limbo, LokiIcon272 Loki, MagIcon272 Mag, MesaIcon272 Mesa, MirageIcon272 Mirage, NekrosIcon272 Nekros, NovaIcon272 Nova, NyxIcon272 Nyx, TitaniaIcon272 Titania, TrinityIcon272 Trinity, VoltIcon272 Volt, YareliIcon272 Yareli, ZephyrIcon272 Zephyr
125 29% 1.4x DagathIcon272 Dagath
135 31% 1.5x Banshee PrimeIcon272 Banshee Prime, EmberIcon272 Ember, EquinoxIcon272 Equinox, Ivara PrimeIcon272 Ivara Prime, JadeIcon272 Jade, Limbo PrimeIcon272 Limbo Prime, Loki PrimeIcon272 Loki Prime, Mag PrimeIcon272 Mag Prime, MesaPrimeIcon272 Mesa Prime, Nekros PrimeIcon272 Nekros Prime, Nova PrimeIcon272 Nova Prime, Nyx PrimeIcon272 Nyx Prime, ProteaIcon272 Protea, RevenantIcon272 Revenant, RevenantPrimeIcon272 Revenant Prime, TitaniaPrimeIcon272 Titania Prime, Trinity PrimeIcon272 Trinity Prime, Volt PrimeIcon272 Volt Prime, Zephyr PrimeIcon272 Zephyr Prime
145 33% 1.5x DanteIcon272 Dante
146 33% 1.5x XakuIcon272 Xaku
160 35% 1.5x Ember PrimeIcon272 Ember Prime, EquinoxPrimeIcon Equinox Prime, GaraIcon272 Gara, OctaviaIcon272 Octavia, OctaviaPrimeIcon64 Octavia Prime, SevagothIcon272 Sevagoth, VaubanIcon272 Vauban
185 38% 1.6x Ash PrimeIcon272 Ash Prime, BaruukIcon272 Baruuk, GaussIcon272 Gauss, GaussPrimeIcon272 Gauss Prime, HarrowIcon272 Harrow, HarrowPrimeIcon Harrow Prime, Mirage PrimeIcon272 Mirage Prime, OberonIcon272 Oberon, ProteaPrimeIcon272 Protea Prime, WispIcon272 Wisp
200 40% 1.7x GaraPrimeIcon Gara Prime, NezhaIcon272 Nezha, VorunaIcon272 Voruna
210 41% 1.7x Vauban PrimeIcon272 Vauban Prime, WispPrimeIcon272 Wisp Prime
240 44% 1.8x BaruukPrimeIcon272 Baruuk Prime, ExcaliburIcon272 Excalibur, HydroidIcon272 Hydroid, InarosIcon272 Inaros, InarosPrimeIcon272 Inaros Prime, Oberon PrimeIcon272 Oberon Prime, RhinoIcon272 Rhino, SarynIcon272 Saryn
265 47% 1.9x CitrineIcon272 Citrine, NezhaPrimeIcon272 Nezha Prime, StyanaxIcon272 Styanax, WukongIcon272 Wukong
290 49% 2x CalibanIcon Caliban, Hydroid PrimeIcon272 Hydroid Prime, KhoraIcon272 Khora, Rhino PrimeIcon272 Rhino Prime, Wukong PrimeIcon272 Wukong Prime
315 51% 2.1x Excalibur PrimeIcon272 Excalibur Prime, Excalibur UmbraIcon272 Excalibur Umbra, FrostIcon272 Frost, Frost PrimeIcon272 Frost Prime, GarudaIcon272 Garuda, HildrynIcon272 Hildryn, HildrynPrimeIcon272 Hildryn Prime, Saryn PrimeIcon272 Saryn Prime
345 53% 2.2x KhoraPrimeIcon272 Khora Prime
350 54% 2.2x NidusIcon272 Nidus (Unranked)
370 55% 2.2x ChromaIcon272 Chroma, GrendelIcon272 Grendel
400 57% 2.3x GrendelPrimeIcon272 Grendel Prime
420 58% 2.4x GarudaPrimeIcon Garuda Prime
425 59% 2.4x NidusPrimeIcon272 Nidus Prime (Unranked)
450 60% 2.5x Chroma PrimeIcon272 Chroma Prime, NidusIcon272 Nidus (Max Rank)
475 61% 2.6x AtlasIcon272 Atlas
500 63% 2.7x Atlas PrimeIcon272 Atlas Prime
525 64% 2.7x NidusPrimeIcon272 Nidus Prime (Max Rank)
550 65% 2.8x KullervoIcon272 Kullervo (Unranked)
575 66% 2.9x LavosIcon272 Lavos (Unranked)
630 68% 3.1x ValkyrIcon272 Valkyr
650 68% 3.2x KullervoIcon272 Kullervo (Max Rank)
675 69% 3.2x LavosIcon272 Lavos (Max Rank)
735 71% 3.5x Valkyr PrimeIcon272 Valkyr Prime
875 74% 3.9x QorvexIcon272 Qorvex

Armor Calculator[]

Lotusiconsmall
This calculator feature is sunsetted on the wiki thus some of these calculations may be depreciated. Stats are stored on MediaWiki:Calculator.js. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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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:

IronSkinModx256 IronSkin130xWhite
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Iron Skin

Rhino hardens his skin, insulating himself from all damage.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff 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 Steel Fiber and Mod TT 20px 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.

SnowGlobeModx256 SnowGlobe130xWhite
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Snow Globe

Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:5x (armor multiplier)
1500 / 2500 / 3000 / 3500 (base health)
? / ? / ? / 150 (break damage)
AbilityDurationBuff Duration:? / ? / ? / 10 s (freeze duration)
AbilityRangeBuff Range:5m (radius)

Misc: 1 / 2 / 3 / 4 s (invulnerability duration)
10 (DmgColdSmall64 Cold status procs on cast)
0.33 (DmgColdSmall64 Cold status proc per second)
3 (DmgColdSmall64 Cold status procs on break)
4 (globe limit)
1,000,000 (health cap)

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 Steel Fiber and Mod TT 20px 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.

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Warding Halo

Create a protective ring of fire that also stuns and damage enemies who get too close.


Introduced in Update 18.1 (2015-12-16)

AbilityStrengthBuff Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64 Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:1.25 / 1.5 / 1.75 / 2 m

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
1 s (invulnerability duration on break)

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 Steel Fiber and Mod TT 20px 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.

TectonicsModx256 Tectonics130xWhite
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Tectonics

Summon a rock-wall, activate again to send the rocks crashing towards the enemy.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:2850 / 3150 / 3450 / 3750 (base health)
1 x (health multiplier to DmgSlashSmall64 Slash damage)
250 / 300 / 350 / 500 (explosion DmgPunctureSmall64 Puncture damage)
150 / 300 / 450 / 600 (roll DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:3 / 3 / 4 / 5 m (explosion radius)

Misc: 5 x (armor multiplier)
1 / 2 / 3 / 4 s (invulnerability duration)
? m (shrapnel damage radius)
1 (max bulwarks active)
15 m (roll distance)
200 % (petrified rolling speed)
30 m (petrified roll distance)
200 % (petrified damage bonus)

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  • 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 Steel Fiber and Mod TT 20px 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.

RumblersModx256 Rumblers130xWhite
4
EnergyOrb100
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.


Introduced in Update 17.5 (2015-10-01)

AbilityStrengthBuff Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (DmgBlastSmall64 Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee DmgImpactSmall64 Impact damage)
200 / 250 / 350 / 500 (rock DmgImpactSmall64 Impact damage)
AbilityDurationBuff Duration:15 / 20 / 30 / 45 s (Rumbler duration)
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (DmgBlastSmall64 Blast radius)
1 (speed multiplier)

Misc: 2 (number of Rumblers)
10 s (stone duration)
0.5 to 1.5 m/s (min-max speeds)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)

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  • 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 Steel Fiber and Mod TT 20px Intensify, rank-3 Rumblers will have a modified armor value of
      500 × (1 + 1.1 + 0.3) = 1,200.

MassVitrifyModx256 MassVitrify130xWhite
4
EnergyOrb75
+3-5/s
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.


Introduced in Update 22.0 (2017-10-12)

AbilityStrengthBuff Strength:20% / 30% / 40% / 50% (Damage Vulnerability)
500 / 750 / 1000 / 1600 (ring segment base health)
500 / 600 / 700 / 800 (segment explosion damage)
5x (armor multiplier)
AbilityDurationBuff Duration:2 / 2.25 / 2.75 / 3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
AbilityRangeBuff Range:2 m (ring initial radius)
3 m/s (ring expansion rate)
8 / 8.75 / 10.25 / 11 m (ring max radius)
8 / 10 / 12 / 15 m (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 Mod TT 20px 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 Steel Fiber and Mod TT 20px 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.

Enemy armor is hard capped at 2,700, granting them 90% Damage Reduction.

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

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.
ArmorScaling

Current armor scaling at Base Level = 1.


Removing Enemy Armor (Armor Stripping)[]

Most armor strip effects removes a percentage of the maximum value. For DmgFireSmall64 Heat and DmgCorrosiveSmall64 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.

Percentage From Total Armor[]

Mods[]

Abilities[]

SeekingShurikenMod
Main article: Seeking Shuriken
This ability augment makes Shuriken130xWhite Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by AbilityStrengthBuff70% for 8 seconds at max rank. At 143% AbilityStrengthBuff Ability Strength, Seeking Shuriken can remove all armor.

SonicFractureMod
Main article: Sonic Fracture
This ability augment makes SonicBoom130xWhite Sonic Boom strain the targets' armor, permanently reducing their armor values by AbilityStrengthBuff70%. At 143% AbilityStrengthBuff Ability Strength, Sonic Fracture can remove all armor.

FusionStrikeModx256 FusionStrike130xWhite
4
EnergyOrb100
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.


Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:2,500 / 3,000 / 4,000 / 5,000 (DmgBlastSmall64 Blast damage per stream)
2,500 / 3,000 / 4,000 / 5,000 (explosion DmgBlastSmall64 Blast damage)
20 / 25 / 35 / 50 % (armor and shield strip)
AbilityDurationBuff Duration:6 / 9 / 12 / 15 s (fallout duration)
AbilityRangeBuff 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)

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This ability converges three beams that implodes, leaving a field that permanently strips the target's armor by AbilityStrengthBuff50%. At 200% AbilityStrengthBuff Ability Strength, Fusion Strike can remove all armor.

RakhalisCavalry RakhalisCavalry130xWhite
4
EnergyOrb100
Rakhali's Cavalry

Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies.


Introduced in Update 34.0 (2023-10-18)

AbilityStrengthBuff Strength:15,000 / 20,000 / 25,000 / 30,000 DmgViralSmall64 Viral damage per interval per Kaithe
20 / 25 / 30 / 35 % Doom defense reduction per interval per Kaithe
AbilityDurationBuff Duration:2 / 2 / 3 / 3 s charge duration
AbilityRangeBuff Range:N/A

Misc: 5 number of Kaithes
5 m summon radius
1.5 s invulnerable time
RollingDroneAvatar Stagger on contact
0.15 s damage interval

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This ability sends forth five spectral horses that charge forward; enemies affected by Doom130xWhite Doom are permanently stripped of their armor by AbilityStrengthBuff35% per hit. At 286% AbilityStrengthBuff Ability Strength, a single hit of Rakhali's Calvary can remove all armor; however because the ability strikes multiple times, far less Strength is needed, with 145% removing all armor from just two hits.

FireBlastModx256 FireBlast130xWhite
3
EnergyOrb75
Fire Blast

Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:66 / 100 / 141 / 200 (DmgFireSmall64 Heat damage)
50-100% (armor reduction)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:25 m (wave radius)

Misc: 100% (DmgFireSmall64 Heat status chance)
-2%/s (heat generation rate reduction for Immolation)
-50% (total heat removal for Immolation)

Subsumable to Helminth
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This ability creates a wave of fire that expands outwards and permanently reduces the armor of enemies hit by AbilityStrengthBuff50% - 100%. The armor reduction depends linearly on the Immolation130xWhite Immolation gauge, with a fully filled gauge resulting in the maximum armor reduction.

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

AvalancheModx256 Avalanche130xWhite
4
EnergyOrb100
Avalanche

Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:800 / 1000 / 1200 / 1500 (DmgColdSmall64 Cold initial damage)
100 / 200 / 300 / 400 (DmgColdSmall64 Cold shatter damage)
60% (armor reduction)
AbilityDurationBuff Duration:5 / 6 / 7 / 8 s (freeze duration)
AbilityRangeBuff Range:8 / 10 / 12 / 15 m (ability radius)
3 / 3.5 / 4 / 4.5 m (shatter radius)

Misc: 6 (DmgColdSmall64 Cold status procs on cast)
10 (DmgColdSmall64 Cold status procs on pulse)

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This ability freezes enemies and permanently reduces their armor by AbilityStrengthBuff60% for the duration of the effect. At 167% AbilityStrengthBuff Ability Strength, Avalanche can remove all armor.

ThermalSunderModx256 ThermalSunder130xWhite
3
EnergyOrb50
Thermal Sunder

Siphon kinetic energy from the area, charging the battery and inflicting DmgColdSmall64Cold Status on nearby enemies. Hold reverses the process, draining the battery and inflicting DmgFireSmall64Heat Status on nearby enemies.


Introduced in Update 25.7 (2019-08-29)

Strength: 75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 (DmgColdSmall64 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)
1 (DmgColdSmall64 Cold status proc on cast)
9 (DmgColdSmall64 Cold status procs on