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

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

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

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

Effects[]

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

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

Armor Types[]

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

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


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

*Tenno Armor has no resistances or vulnerabilities

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

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

To illustrate, DmgSlashSmall64 Slash damage against a target with Ferrite Armor would effectively be mitigated by an additional 15% of the target's total armor (). On the other hand, DmgPunctureSmall64 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. Modifiers against the health also work through armor. For example, the 75% modifier of DmgViralSmall64 Viral damage against Cloned Flesh will still affect the enemy even if it has armor. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.

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.

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 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.

Abilities[]

Edit

Atlas's Passive

When killed, petrified enemies and AtlasIcon272 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.

Main article: Elemental Ward (edit)
ElementalWardModx256 ElementalWard130xWhite
2
EnergyOrb50
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
Expand/Collapse

Main article: Vex Armor (edit)
VexArmorModx256 VexArmor130xWhite
3
EnergyOrb75
Vex Armor

When shields are hit, Chroma's armor grows stronger, when health takes a hit, weapon damage increases. Active for a limited time, maximum increases correspond to rank.


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)
200 / 250 / 300 / 350 % (Scorn max armor bonus)
2 / 2.25 / 2.5 / 2.75 %/HP (Fury damage bonus per health point lost)
200 / 225 / 250 / 275 % (Fury max damage bonus)
AbilityDurationBuff 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

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).

Main article: Parasitic Armor (edit)
ParasiticArmor130xWhite ParasiticArmor130xWhite
N/A
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

Main article: Plunder (edit)
PlunderModx256 Plunder130xWhite
3
EnergyOrb75
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 / ? / ? / 40 (armor per enemy)
20 / ? / ? / 40 (armor per DmgCorrosiveSmall64 Corrosive status)
750 (armor cap)
5% / ? / ? / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy)
5% / ? / ? / 10% (DmgCorrosiveSmall64 Corrosive bonus damage per enemy per DmgCorrosiveSmall64 Corrosive status)
200% (DmgCorrosiveSmall64 Corrosive bonus damage cap)
AbilityDurationBuff Duration:10 / ? / ? / 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.

Main article: Scarab Swarm (edit)
ScarabSwarmModx256 ScarabSwarm130xWhite
4
EnergyOrb25
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.


Introduced in Update 18.5 (2016-03-04)

AbilityStrengthBuff Strength:100 / 150 / 175 / 200 (DmgCorrosiveSmall64 Corrosive damage/sec)
AbilityDurationBuff Duration:6 / 10 / 12 / 15 s (swarm duration)
AbilityRangeBuff 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)
29 HP (health drain per percent charge)
4.67s (time to full armor bonus)
25% (discharge per cast)

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

Main article: Renewal (edit)
RenewalModx256 Renewal130xWhite
3
EnergyOrb25
+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:



Main article: Metronome (edit)
MetronomeModx256 MetronomeIcon
3
EnergyOrb75
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

Main article: Warcry (edit)
WarcryModx256 Warcry130xWhite
2
EnergyOrb75
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:



Main article: Defy (edit)
DefyModx256 Defy130xWhite
3
EnergyOrb50
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[]

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)
90 23% 1.3x Stalker Stalker
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, 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 File:DanteIcon272.png 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, 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
250 45% 1.8x Excalibur UmbraIcon272 Excalibur Umbra Prime
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, SevagothShadow-Arsenal Sevagoth's Shadow
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
2
EnergyOrb50
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
3
EnergyOrb50
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)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:5m (radius)

Misc: 1 / 2 / 3 / 4 s (invulnerability duration)
3s (frozen duration)
40% / 50% / 60% / 67% (slow)
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.

WardingHaloModx256 WardingHalo130xWhite
3
EnergyOrb75
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)
90% (damage reduction)

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
2
EnergyOrb50
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)

Expand/Collapse
  • The bulwark's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + 5 × (Atlas' Base Armor × (1 + Armor Mods)) × (1 + Strength Mods) + Additive Armor) + Absorbed Damage.
    • For example, with a maxed Mod TT 20px 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)

Expand/Collapse
  • Rumbler armor uses the following expression when accounting for Ability Strength:
    Modified Armor = Armor × (1 + Armor Mods + Ability Strength).
    • For example, with a maxed Mod TT 20px 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)

Expand/Collapse
  • Barrier segment base health and segment explosion damage are affected by Ability Strength, while crystallize converted health is affected by both Ability Strength and Armor mods such as Mod TT 20px 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.

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

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

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

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

Enemies cannot regenerate armor if all or a portion of their armor was permanently stripped. However, if their armor is reduced to 0, they completely lose their Ferrite Armor/Alloy Armor/Infested Sinew, which in turn removes their vulnerability to the +75% DmgCorrosiveSmall64 Corrosive / +75% DmgRadiationSmall64 Radiation / +50% DmgRadiationSmall64 Radiation Damage Type Modifier bonus respectively.

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 70% for 8 seconds at max rank. Ability Strength increases debuff percentage, removing all armor if Ability Strength is increased above 143%.

SonicFractureMod
Main article: Sonic Fracture
This ability augment makes SonicBoom130xWhite Sonic Boom strain the targets' armor, permanently reducing their armor values by 70%. Ability Strength increases debuff percentage, removing all armor if Ability Strength is increased above 143%.

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)

Expand/Collapse
This ability converges three beams that implodes, leaving a field that permanently strips the target's armor by 50%. Ability Strength increases debuff percentage, removing all armor if Ability Strength is increased above 200%.

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

Expand/Collapse
This ability sends forth five spectral horses that charge forward; enemies affected by Doom130xWhite Doom are permanently stripped of their armor by 35% per hit. Ability Strength increases debuff percentage, removing all armor if Ability Strength is increased above 286%; 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
Expand/Collapse

This ability creates a wave of fire that expands outwards and permanently reduces the armor of enemies hit by 50% - 100%. The armor reduction depends linearly on the Immolation130xWhite Immolation gauge. A filled gauge will result 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: 600% (DmgColdSmall64 Cold status chance)

Expand/Collapse


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

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)
100% (DmgColdSmall64 Cold freeze chance from Redline)
≤100% (DmgBlastSmall64 Blast enemy armor reduction from Redline)
4 (limit of areas per element)

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

Subsumable to Helminth
Expand/Collapse


This ability creates a field of DmgColdSmall64 Cold when ability tapped or a field of DmgFireSmall64 Heat when ability held. When used while Redline130xWhite Redline is active and the battery gauge is above 80%, stacking the two fields creates a DmgBlastSmall64 Blast zone that instantly and permanently strips armor on cast, equal to the battery gauge up to 100% at full battery.

PulverizeModx256 Pulverize130xWhite
3
Pulverize

Grendel curls into a ball. He heals over time as he rolls, knocking over anyone in his path. Jumping slams Grendel into the ground and generates a damaging shockwave.


Introduced in Update 26.0 (2019-10-31)

AbilityStrengthBuff Strength:25 (DmgToxinSmall64 Toxin damage per second)
50 / 100 / 150 / 200 (self heal per second)
20 / 30 / 40 / 50% (armor strip)
250 - 1,000 / 250 - 1,200 / 500 - 1,500 / 500 - 2,000 (DmgImpactSmall64 Impact damage on collision)
50 - 200 / 100 - 300 / 100 - 400 / 150 - 500 (DmgImpactSmall64 Impact damage on ground slam)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 m (ground slam radius)

Misc: 2.5 - 5 m (collision radius)
100% (DmgImpactSmall64 Impact status chance on slam)

Expand/Collapse


This ability transforms Grendel into a mobile sphere that damage enemies on contact. Enemies impacted permanently lose 50% of their armor. Ability Strength increases debuff percentage; at 200% Ability Strength, Pulverize can remove all armor from affected enemies.

RegurgitateModx256 Regurgitate130xWhite
4
Regurgitate

Violently puke out a bile soaked enemy from Grendel’s gut, turning the consumed into a toxic projectile.


Introduced in Update 26.0 (2019-10-31)

AbilityStrengthBuff Strength:1,000 / 1,250 / 1,600 / 2,000 (DmgToxinSmall64 Toxin damage on impact)
75% (armor strip)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:3 / 4 / 5 / 6 m (splash radius)

Misc: ? m/s (projectile speed)
10% (bonus damage from launched enemy's health)
80% (slow)
6 s (slow duration)
0.61s (cast time)

Expand/Collapse
This ability augment spits out one enemy swallowed by Feast130xWhite Feast as a projectile, dealing damage over a wide radius. Enemies impacted permanently lose 75% of their armor. Ability Strength increases debuff percentage; at 134% Ability Strength, Regurgitate can remove all armor from affected enemies.

PillageModx256 Pillage130xWhite
2
IconShield150
Pillage

Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.


Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
AbilityDurationBuff Duration:2 s (expansion duration)
AbilityRangeBuff Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)

Misc: ? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)

Subsumable to Helminth
Expand/Collapse


This ability releases a pulse that temporarily removes shields and permanently removes 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: Hydroid/Abilities

Hydroid's Passive increases DmgCorrosiveSmall64 Corrosive's armor reduction to 50% from the first stack, allowing full stacks to fully remove armor.

Hydroid's abilities TempestBarrage130xWhite Tempest Barrage, TidalSurge130xWhite Tidal Surge, and TentacleSwarm130xWhite Tentacle Swarm inflict DmgCorrosiveSmall64 Corrosive damage and status.

Plunder130xWhite Plunder consumes all DmgCorrosiveSmall64 Corrosive status affecting the target to permanently remove armor while also granting a DmgCorrosiveSmall64 Corrosive damage bonus to Hydroid's abilities and weapons.

FracturingCrushMod
Main article: Fracturing Crush
This ability augment makes Crush130xWhite Crush strain the targets' armor, permanently reducing armor by 75%. Ability Strength increases increases debuff percentage; at 134% Ability Strength, Fracturing Crush can remove all armor from affected enemies.

PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc: 5.9 m/s (pulse travel speed)
3 m (Shard pickup radius)
1 m (Shard damage radius)

Expand/Collapse
This ability releases a pulse that permanently removes armor by 400 points. Ability Strength increases removed armor. If the affected enemy has both shield and armor, shield is removed first.

TerrifyModx256 Terrify130xWhite
2
EnergyOrb75
Terrify

Casts fear into the hearts of nearby enemies, causing them to run away in terror.


Introduced in Update 10.0 (2013-09-13)

AbilityStrengthBuff Strength:7 / 12 / 15 / 20 (affected enemies)
? / ? / ? / 60 % (armor reduction)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:5 / 10 / 12 / 15 m
Subsumable to Helminth
Expand/Collapse
This ability causes affected enemies to flee and temporarily reduces their armor by 60% for the duration of the effect. Ability Strength increases debuff percentage; at 168% Ability Strength, Terrify can remove all armor from affected enemies.

PsychicBoltsModx256 PsychicBolts130xWhite
2
EnergyOrb50
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.


Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:20 / 40 / 60 / 80 % (defense reduction)
5 / 10 / 15 / 20 % (Infested speed penalty)
AbilityDurationBuff Duration:5 / 7 / 9 / 11 s
AbilityRangeBuff Range:N/A

Misc: 3 / 4 / 5 / 6 (number of bolts)
60 m (targeting range)
100 % (aura nullification)
100 % (defense reduction cap)

Expand/Collapse

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

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

ReckoningModx256 Reckoning130xWhite
4
EnergyOrb100
Reckoning

Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.


Introduced in Update 11.5 (2013-12-19)

AbilityStrengthBuff Strength:10% / 20% / 30% / 50% (armor reduction)

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

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

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

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

Expand/Collapse
This ability knockdowns affected enemies and if used along with HallowedGround130xWhite Hallowed Ground, will permanently reduce their armor by 50%. Ability Strength increases debuff percentage; at 200% Ability Strength, Reckoning can remove all armor from affected enemies.

TemporalErosionMod
Main article: Temporal Erosion
This ability augment makes GrenadeFan130xWhite Grenade Fan and BlazeArtillery130xWhite Blaze Artillery permanently remove 10% armor per hit while TemporalAnchor130xWhite Temporal Anchor is active. Ability Strength increases debuff percentage.

TharrosStrikeModx256 TharrosStrike130xWhite
2
EnergyOrb25
Tharros Strike

Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.


Introduced in Update 32.0 (2022-09-07)

AbilityStrengthBuff Strength:250 / 500 / 750 / 1,000 (DmgImpactSmall64 Impact damage on swing)
50 / 65 / 80 / 100 HP (health restore per enemy hit)
50 % (defense reduction)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:9 m

Misc: 9 (number of shields)
135° (horizontal spread angle)
160° (vertical spread angle)
2.5 m (pushback radius)
5 m (pushback distance)
2 s (stun on hit)
Melee finisher prompt

Subsumable to Helminth
Expand/Collapse
This ability hurls shields in a cone in front of Styanax that temporarily strips the target's shields and permanently strips the target's armor by 50% permanently. Ability Strength increases debuff percentage, removing all shields and armor if Ability Strength is increased above 200%.

AbatingLinkMod
Main article: Abating Link
This ability augment makes Link130xWhite Link drain the targets' armor, temporarily reducing their armor values by 60% for the ability's duration. Ability Strength increases debuff percentage; at 168% Ability Strength, Abating Link can remove all armor from affected enemies.

BastilleModx256 Bastille130xWhite
4
EnergyOrb100
Bastille

Erect a containment field to capture enemies and suspended them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.


Introduced in Update 7.11 (2013-05-17)

AbilityStrengthBuff Strength:15 (DmgBlastSmall64 Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (DmgMagneticSmall64 Magnetic damage per second in vortex)
AbilityDurationBuff Duration:8 / 10 / 12 / 15 s (bastille duration)
10 / 12 / 13 / 15 s (vortex duration)
10 s (armor buff duration)
3 s (auto collapse vortex duration)
AbilityRangeBuff Range:5 / 7 / 8 / 10 m (capture radius)

Misc: ?% (DmgBlastSmall64 Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (DmgMagneticSmall64 Magnetic status chance)

Expand/Collapse

Enemies suspended by Bastille130xWhite Bastille will be permanently stripped of their armor at a rate of 10% per second. Ability Strength increases debuff percentage.

TheLostModx256 TheLost130xWhite
3
EnergyOrb75
The Lost

Cycle through and cast one of the three abilities originating from the Warframes that make up Xaku: Accuse, Gaze, and Deny.


Introduced in Update 29.0 (2020-08-25)

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

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

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

Expand/Collapse

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

Focus[]

FocusCausticStrike
FocusNodeRing b
Second Ability launches an energy bomb that explodes with a 5 / 6 / 7 / 8m radius, stripping 40 / 60 / 80 / 100% of enemy armor. Tap 2  again to detonate in-flight. FocusLensFocus b60,000 / 105,000 / 215,000 / 400,000
  • Costs 50 energy to cast.

Percentage From Current Armor[]

Heat Status Procs[]

Main article: Heat Damage

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

Corrosive Status Procs[]

Main article: Corrosive Damage

DmgCorrosiveSmall64 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%.

Flat Value From Base Armor[]

Sources that armor strip based on the base armor value of an enemy will remove a flat value from the base armor. This will affect the total armor an enemy will have.

Media[]

Armor stripping's affect on UI demonstration


Patch History[]

Update 34.0 (2023-10-18)

HYDROID REWORK

Changing Impact and Magnetic Damage to Corrosive Damage and Status

Previously, Tempest Barrage and Tidal Surge both dealt Impact damage, while Tentacle Swarm dealt Magnetic Damage. These have been changed to Corrosive Damage, which can apply Corrosive Status. Corroding Barrage has been a widely used Augment Mod by Hydroid players, which caused Corrosive Status for Tempest Barrage, and due to its popularity, we looked to incorporate its effect into Hydroid at a base level.

We felt changing Damage to Corrosive Damage in Hydroid’s abilities makes them more thematic to the sea while also incorporating Corroding Barrage’s current effect in a meaningful way. With this change in mind, Corroding Barrage will now apply Viral Status instead of Corrosive - more details on that below.

Passive Changes

Hydroid’s previous Passive had a chance to spawn a tentacle when performing a melee slam attack. We have removed that passive entirely and replaced it with an entirely new effect.

The nature of Hydroid’s previous Passive pushed players to a very specific playstyle (regular usage of melee slam attacks), while not guaranteeing anything useful from each individual slam. We wanted to make the passive feel more reliable and impactful.

New Passive: Enemies damaged by Hydroid are more vulnerable to Corrosion Status, with initial status reducing armor by 50%.

Hydroid’s new Passive affects an enemy once Hydroid damages them, lasting until their death. It makes the first instance of Corrosive Status on an enemy remove 50% of their Armor rather than 26%. Not only does this make the first Corrosive Status stronger, but it also means Corrosion Status can reach 100% Armor Reduction with full stacks!

To clarify, this means Hydroid does not need to apply all, or even any, of the Corrosive Status Effects on an enemy. As long as Hydroid has damaged the enemy, the Corrosive Status Effects can be applied from any source and will receive the benefit.

Ability Changes

Tempest Barrage:

  • The Corroding Barrage Augment Mod has been renamed Viral Tempest and now has a chance to apply a Viral Status Effect, rather than Corrosive Status Effect. It also no longer grants Ability Strength.
    • Changing the Impact Damage of Tempest Barrage to Corrosive Damage meant the Corrosive Status Effect from the Augment was already included. We changed this to Viral to maintain its relevance with the other changes. In light of the punch Corrosive and Viral packs in comparison to Corrosive and Impact, the Ability Strength buff was removed for balance purposes.

Tidal Surge:

  • Tidal Surge now applies Corrosive Status Effects to enemies based on how long they are carried by its waves.

Plunder:

  • A new ability added to Hydroid’s third ability slot.
  • All enemies in range will have Corrosive Status Effects remove their armor permanently, increasing Hydroid’s armor and granting bonus Corrosive damage to weapons.
    • This ability is stronger based on the number of Corrosive Status Effects applied to the enemies affected by Plunder.
    • This means with a full stack of Corrosive Status Effects, their Armor will be removed permanently.

Update 32.2 (2022-11-30)

GRENDEL REWORK

Feast

  • Replaced the Armor Reduction with 2% of their total Shields and Health overtime (does not scale).

Pulverize

  • Added a 50% Armor Reduction (at max rank) to enemies struck by Pulverize (scales with Ability Strength Mods).

Regurgitate

  • Added 75% Armor Reduction on Regurgitated enemies (scalable with Ability Strength Mods).

HUD Improvements:
The following changes have been made to better communicate an enemy’s state to players via HUD improvements.

  • Added a new Armor icon indicator next to enemy Health bars in the HUD.
    • This new icon not only better indicates that an enemy has Armor protection (in addition to their Health bar being yellow), but more specifically how much Armor they have. The icon changes based on three different thresholds to better communicate Armor values to players:
      • 1-499 Armor: No more than ~60% Damage Reduction from Armor
      • 500-2700 Armor: No more than ~90% Damage Reduction from Armor
      • 2700+: More than 90% Damage Reduction from Armor
    • Additionally, as enemy’s Armor is stripped, the icon’s meter changes at 3 stages:
      • Full = 100% Armor
      • Halfway = 50% Armor
      • Empty = 0% Armor

Update 32.0 (2022-09-07)

ARMOR CHANGES

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

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

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

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

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

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

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

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

See Also[]



  1. Does not apply when damaging Overguard or units that cannot be frozen solid by Thermal Sunder, such as Index Brokers
  2. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0
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