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Armor
Calculator

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[]

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 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.

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

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


Or in terms of armor:


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

Or


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

Or

Increasing Armor[]

Mods[]

 Steel Fiber and  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  Atlas' Rumblers drop a resource called Rubble that grants  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.

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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 ( 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 % ( 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 % ( Electricity status chance)
50 / 60 / 100 / 200 (minimum  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 % ( Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
3 / 3 / 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  Toxin damage)
100 % ( Toxin status chance)

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

Subsumable to Helminth
Expand/Collapse

This section is transcluded from Vex Armor . To change it, please edit the transcluded page.

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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)

 Strength:0.5 / 0.625 / 0.75 / 0.875 %/SP (Scorn armor bonus per shield point lost)
7 / 10 / 12 / 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 / 10 / 12 / 15% (Fury damage bonus per ranged weapon kill)
200 / 225 / 250 / 275 % (Fury max damage bonus)
 Duration:10 / 15 / 20 / 25 s
 Range:8 / 10 / 15 / 18 m
Expand/Collapse
As shields are depleted while  Vex Armor is active,  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  Cold status effect while within 15 meters of him.

Edit

Grendel's Passive

Grendel gains 250 additional armor (400 with  Gourmand) for every enemy swallowed via  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.

N/A
50
Parasitic Armor

Sacrifice Shields to reinforce Armor for a period of time.


Introduced in Update 30.5 (2021-07-06)

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

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

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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)

 Strength:20 / 25 / 30 / 40 (armor per enemy)
20 / 25 / 30 / 40 (armor per  Corrosive status)
750 (armor cap)
5% / 6% / 7.5% / 10% ( Corrosive bonus damage per enemy)
5% / 6% / 7.5% / 10% ( Corrosive bonus damage per enemy per  Corrosive status)
200% ( Corrosive bonus damage cap)
 Duration:10 / 15 / 20 / 25 s (duration)
 Range:25 m (range)
Expand/Collapse
 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.

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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)

 Strength:175 / 250 / 300 / 350 (armor bonus)
 Duration:N/A
 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.

3
25
+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)

 Strength:2 / 3 / 3 / 4 s (wave duration)
125 / 150 / 175 / 200 (armor buff)
50 / 75 / 100 / 125 (initial heal)
15 / 20 / 25 / 40 (health per second)
 Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
 Range:10 / 15 / 20 / 25 m
Expand/Collapse

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

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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)

 Strength:10 / 15 / 20 / 35 % (armor bonus)

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

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

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

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

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

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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)

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

Misc: 75 % (slow cap)

Subsumable to Helminth
Expand/Collapse

Valkyr's  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.

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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)

 Strength:? / ? / ? / 250 (minimum damage)
4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
 Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
 Range:7 / 8 / 10 / 12 m (staff swing radius)

Misc: -50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)

Subsumable to Helminth
Expand/Collapse
 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  Reckoning (4 ) can be modified with the  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  Rhino Charge (1 ) can be modified with the  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.

Stone SkinPassive
Warframe And Operator
Increases Armor for Warframe and Operator by 50 / 100 / 150 / 200.
60,000 / 105,000 / 215,000 / 400,000

Archon Shards[]

 Azure Archon Shard +150 Armor each.
 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  Vitality at level 30 is +246.7%. Valkyr, at 600 base armor, still only gets +73.3% out of a maxed Steel Fiber. However, the effective health increases from Steel Fiber apply as gains from sources of healing—that is to say, increasing armor increases the effective healing received, whereas simply increasing max nominal health does not.

 Metal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via  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  Nidus,  Lavos, and  Kullervo.

Armor Damage Reduction EHP Warframe(s)
105 26% 1.4x  Ash,  Banshee,  Gyre,  Ivara,  Limbo,  Loki,  Mirage,  Nekros,  Nyx,  Titania,  Trinity,  Volt,  Yareli,  Zephyr
125 29% 1.4x  Dagath
135 31% 1.5x  Banshee Prime,  Ember,  Equinox,  Ivara Prime,  Jade,  Limbo Prime,  Mag,  Nekros Prime,  Nyx Prime,  Protea,  Revenant,  Revenant Prime,  Titania Prime,  Trinity Prime,  Volt Prime
140 32% 1.5x  Cyte-09
145 33% 1.5x  Dante
150 33% 1.5x  Mesa
155 34% 1.5x  Loki Prime,  Mag Prime
160 35% 1.5x  Ember Prime,  Equinox Prime,  Gara,  Octavia,  Octavia Prime
180 38% 1.6x  Mesa Prime
185 38% 1.6x  Ash Prime,  Baruuk,  Gauss,  Gauss Prime,  Harrow,  Harrow Prime,  Mirage Prime,  Nova,  Oberon,  Protea Prime,  Sevagoth Prime,  Wisp
195 39% 1.7x  Zephyr Prime
200 40% 1.7x  Gara Prime,  Nezha,  Voruna
205 41% 1.7x  Nova Prime
210 41% 1.7x  Vauban Prime,  Wisp Prime
230 43% 1.8x  Excalibur
240 44% 1.8x  Baruuk Prime,  Hydroid,  Inaros,  Inaros Prime,  Oberon Prime,  Rhino,  Saryn
265 47% 1.9x  Styanax,  Wukong
275 48% 1.9x  Citrine
280 48% 1.9x  Sevagoth
290 49% 2x  Caliban,  Hydroid Prime,  Khora,  Rhino Prime,  Wukong Prime
300 50% 2x  Nezha Prime
315 51% 2.1x  Excalibur Umbra,  Frost,  Frost Prime,  Garuda,  Hildryn,  Hildryn Prime,  Saryn Prime
340 53% 2.1x  Vauban
345 53% 2.2x  Excalibur Prime,  Khora Prime
350 54% 2.2x  Nidus (Unranked)
370 55% 2.2x  Chroma,  Grendel
400 57% 2.3x  Grendel Prime
425 59% 2.4x  Garuda Prime,  Nidus Prime (Unranked)
444 60% 2.5x  Koumei
450 60% 2.5x  Chroma Prime,  Nidus (Max Rank)
475 61% 2.6x  Atlas
500 63% 2.7x  Atlas Prime
525 64% 2.7x  Nidus Prime (Max Rank)
550 65% 2.8x  Kullervo (Unranked)
575 66% 2.9x  Lavos (Unranked)
600 67% 3x  Xaku,  Xaku Prime
630 68% 3.1x  Valkyr
650 68% 3.2x  Kullervo (Max Rank)
675 69% 3.2x  Lavos (Max Rank)
735 71% 3.5x  Valkyr Prime
875 74% 3.9x  Qorvex

Armor Calculator[]

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:


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50
Iron Skin

Rhino hardens his skin, insulating himself from all damage.


Introduced in Vanilla (2012-10-25)

 Strength:400 / 600 / 800 / 1200 (base Overguard)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
 Duration:N/A
 Range:N/A

Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration)

Expand/Collapse
  • Base health and armor multiplier are affected by Ability Strength.
  • Iron Skin's health uses the following expression when accounting for Ability Strength:
    Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Bonus))) × (1 + Ability Strength) + Absorbed Damage.
  • Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 190 Base Armor, Rhino Prime has 275 Base Armor.
  • As an example for Rhino:
    • With a maxed  Steel Fiber and  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.


3
50
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)

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

Misc: 1 / 2 / 3 / 4 s (invulnerability duration)
10 ( Cold status procs on cast)
0.33 ( Cold status proc per second)
3 ( 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  Steel Fiber and  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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75
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)

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

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
2 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  Steel Fiber and  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.


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50
Tectonics

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


Introduced in Update 17.5 (2015-10-01)

 Strength:2850 / 3150 / 3450 / 3750 (base health)
1 x (health multiplier to  Slash damage)
250 / 300 / 350 / 500 (explosion  Puncture damage)
150 / 300 / 450 / 600 (roll  Impact damage)
 Duration:N/A
 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  Steel Fiber and  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.


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100
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)

 Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 ( Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee  Impact damage)
200 / 250 / 350 / 500 (rock  Impact damage)
 Duration:15 / 20 / 30 / 45 s (Rumbler duration)
 Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m ( 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  Steel Fiber and  Intensify, rank-3 Rumblers will have a modified armor value of
      500 × (1 + 1.1 + 0.3) = 1,200.


4
75
+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)

 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)
 Duration:2 / 2.25 / 2.75 / 3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
 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  Steel Fiber equipped on Gara.
    • Barrier segment health uses the following expression:
      Modified Health = (Base Health + (5 × Base Armor × (1 + Armor Mods))) × (1 + Strength Mods)
    • With a maxed  Steel Fiber and  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  Heat and  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[]

Main article: Seeking Shuriken
This ability augment makes  Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. At 143%  Ability Strength, Seeking Shuriken can remove all armor.

Main article: Sonic Fracture
This ability augment makes  Sonic Boom strain the targets' armor, permanently reducing their armor values by 70%. At 143%  Ability Strength, Sonic Fracture can remove all armor.


4
100
Fusion Strike

Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes.


Introduced in Update 31.0 (2021-12-15)

 Strength:12,000 / 13,000 / 14,000 / 15,000 /s (laser  Tau damage per second)
2,500 / 3,000 / 4,000 / 5,000 (enemy detonation  Tau damage)
600 / 650 / 700 / 750 (convergence explosion  Tau damage)
20 / 25 / 35 / 50 % (armor and shield strip)
 Duration:6 / 9 / 12 / 15 s (fallout duration)
 Range:15 / 20 / 25 / 30 m (stream range)
5 / 6 / 8 / 10 m (explosion and fallout radius)
2 m (enemy explosion radius)

Misc: 3 (number of streams)
∞ beam Punch Through against enemy bodies
 Stagger on enemy explosions and final explosion
1 m (enemy explosions damage falloff)
100 % (strip cap)
3% (Lethal Progeny Conculyst laser prism chance on Fusion Strike)

Expand/Collapse
This ability converges three beams that implodes, leaving a field that permanently strips the target's armor by 50%. At 200%  Ability Strength, Fusion Strike can remove all armor.


4
100
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)

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

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

Expand/Collapse
This ability sends forth five spectral horses that charge forward; enemies affected by  Doom are permanently stripped of their armor by 35% per hit. At 286%  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.


3
75
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)

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

Misc: 100% ( 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  Immolation gauge, with a fully filled gauge resulting in the maximum armor reduction.

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


4
100
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)

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

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

Expand/Collapse


This ability freezes enemies and permanently reduces their armor by 60% for the duration of the effect. At 167%  Ability Strength, Avalanche can remove all armor.


3
50
Thermal Sunder

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


Introduced in Update 25.7 (2019-08-29)

Strength: 75 - 375 / 100 - 500 / 125 - 625 / 150 - 750 ( 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 ( Cold status proc on cast)
9 ( Cold status procs on  Cold afflicted enemy)
10 ( Cold status procs from Redline)
≤100% ( Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Strength: 150 - 750 / 200 - 1000 / 250 - 1250 / 300 - 1500  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)
1 ( Heat status proc on cast)
100% ( Heat ignite damage bonus)
100%  Heat ignite chance from Redline)
≤100% ( Blast enemy armor reduction from Redline)
4 (limit of areas per element)

Subsumable to Helminth
Expand/Collapse


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


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)

 Strength:25 ( 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 ( Impact damage on collision)
50 - 200 / 100 - 300 / 100 - 400 / 150 - 500 ( Impact damage on ground slam)
 Duration:N/A
 Range:2 - 6 / 3 - 8 / 4 - 10 / 5 - 15 m (ground slam radius)

Misc: 2.5 - 5 m (collision radius)
100% ( 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. At 200%  Ability Strength, Pulverize can remove all armor.


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)

 Strength:1,000 / 1,250 / 1,600 / 2,000 ( Toxin damage on impact)
75% (armor strip)
 Duration:N/A
 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  Feast as a projectile, dealing damage over a wide radius. Enemies impacted permanently lose 75% of their armor. At 134%  Ability Strength, Regurgitate can remove all armor.


2
150
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)

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

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

Subsumable to Helminth
Expand/Collapse


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

Main article: Hydroid/Abilities

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

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

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


3
50
Ophanim Eyes

Jade summons an accusatory gaze that slows nearby enemies and dissolves their Shields and Armor. When the gaze falls upon allies, they can be revived from a distance.


Introduced in Update 36.0 (2024-06-18)

 Strength:20 / 30 / 40 / 50  Heat damage per second
4 / 6 / 8 / 10 % armor and shield strip per second
 Duration:15 / 20 / 25 / 30 s
 Range:20 m

Misc: 70° cone angle
6 / 9 / 12 / 15 % slow per second
90% slow cap
 Heat status after defense strip
Ally bleedout revival at range

Subsumable to Helminth
Expand/Collapse
This ability releases a frontal conical gaze that permanently removes 10% armor per second.

Main article: Fracturing Crush
This ability augment makes  Crush strain the targets' armor, permanently reducing armor by 75%. At 134%  Ability Strength, Fracturing Crush can remove all armor.


3
75
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)

 Strength:250 / 300 / 350 / 400 ( True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as  Magnetic damage)
50 (Shard  Puncture and  Slash damage)
 Duration:5 s (pulse travel time)
 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. If the affected enemy has both shield and armor, shield is removed first.


2
75
Terrify

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


Introduced in Update 10.0 (2013-09-13)

 Strength:7 / 12 / 15 / 20 (affected enemies)
30 / 40 / 50 / 60 % (armor reduction)
 Duration:10 / 15 / 20 / 25 s
 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. At 168%  Ability Strength, Terrify can remove all armor from affected enemies.


2
50
Psychic Bolts

Nyx unleashes a volley of psychic bolts that track and strike nearby enemies with telekinetic precision. When enemies are slain, additional bolts scatter to new targets. Striking foes weakens their defenses and transfers a portion to Nyx.


Introduced in Update 6.0 (2013-01-29)

 Strength:20 / 40 / 60 / 80 % (defense reduction)
5 / 10 / 15 / 20 % (Infested speed penalty)
25 (armor steal)
75 (shield steal)
500 (Overguard steal)
1,000 (armor steal cap)
7,500 (Overguard steal cap)
 Duration:5 / 7 / 9 / 11 s (defense reduction duration)
20 s (armor steal duration)
 Range:N/A

Misc: 3 / 4 / 5 / 6 (number of bolts)
2 (additional bolts on kill)
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. At 125%  Ability Strength, 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.


4
100
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)

 Strength:10% / 20% / 30% / 50% (armor reduction)
500 / 750 / 1000 / 1250 ( Impact and  Radiation damage)
100 / 225 / 400 / 625 (extra damage)
 Duration:1 / 2 / 3 / 4 s (blind)
 Range:2.5 / 3 / 3.5 / 4 m (blind radius)
8 / 10 / 12 / 15 m (cast radius)

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

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

Main article: Temporal Erosion
This ability augment makes  Grenade Fan and  Blaze Artillery permanently remove 10% armor per hit while  Temporal Anchor is active.


2
25
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)

 Strength:250 / 500 / 750 / 1,000 ( Impact damage on swing)
50 / 65 / 80 / 100 HP (health restore per enemy hit)
50 % (defense reduction)
 Duration:N/A
 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 permanently strips the target's armor by 50%. At 200%  Ability Strength, Tharros Strike can remove all armor.

Main article: Abating Link
This ability augment makes  Link drain the targets' armor, temporarily reducing their armor values by 60% for the ability's duration. At 168%  Ability Strength, Abating Link can remove all armor.


4
100
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)

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

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

Expand/Collapse

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


3
75
The Lost

Cycle through a trio of lost Warframe powers. Accuse manifests a Void fissure to corrupt enemies into allies. Gaze grasps targets in Void tendrils that capture damage and inflict it when the target is released. Deny annihilates with a beam of Void energy, wiping Sentient resistances.


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)
6 / 8 / 10 / 12 m (aura radius)
Misc:?° (cone angle)
2 (max targets)
100 % (reduction cap)

Strength: 1,000 / 2,000 / 3,000 / 4,000 ( Void damage)
Duration: 5 / 8 / 11 / 14 s
Range: 25 / 30 / 35 / 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 armor by 50% while they are within its aura. At 200%  Ability Strength, Gaze can remove all armor. Enemies will regain their armor if they leave the debuff field or the ability ends.

Focus[]

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

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. 60,000 / 105,000 / 215,000 / 400,000
  • Costs 50 energy to cast.

Percentage From Current Armor[]

Heat Status Procs[]

Main article: Heat Damage

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

Corrosive Status Procs[]

Main article: Corrosive Damage

 Corrosive 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 36.0 (2024-06-18)

Armor Adjustments

Important Note: We have not changed player Armor. This only applies to enemy Armor!

Enemy Armor scaling in its previous current iteration meant that Armor Stripping was almost an all-or-nothing game, especially at higher levels. This resulted in players focusing on Armor Stripping as a way to tackle Grineer at higher difficulty content. Our goal is to reduce some of the extreme damage reduction offered by Armor at high levels, and make partial Armor Stripping more feasible.

To do so, we are making the following changes:

  • Armor has a maximum cap of 2700 Armor (90% Damage Reduction).
  • Armor has a minimum cap of 200 Armor.
  • Steel Path no longer increases Armor values.
  • Grineer enemies have increased Health scaling.
  • Altered the formula for Armor Reduction to increase the effectiveness of Partial Armor Stripping.
    • For reference, currently around 50% of Damage Resistance came from just 300 Armor, which is why complete Armor Strip felt so needed at higher levels.

Additionally, our goal was to make partial Armor Stripping a more valuable tool. By capping enemy Armor and adjusting how Armor is calculated, a partial Armor Strip will allow players to engage with high-level Grineer more easily - meaning max Corrosion stacks against an Armored enemy (reducing the Armor by 80%) will feel more impactful due to the new distribution of Damage Resistance from Armor values).

Full Armor Strip is still valuable, but we wanted to even the playing field so players didn’t feel forced to build around it.

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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