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For the Warframe Cosmetic, see Armor (Cosmetic).

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

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

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

EffectsEdit

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

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

Armor TypesEdit

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

Faction Armor Types
IconGrineerBGrineer Ferrite Armor Alloy Armor
IconCorpusBCorpus Alloy Armor
Infestation bInfested Infested Sinew
IconOrokinBCorrupted Corrupted units are copies from other factions; they have identical health to their originals.
LotusBlackTenno Tenno Armor


*Tenno Armor has no resistances or vulnerabilities

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

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

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

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

Apart from this armor value modification, type damage modifiers against the armor and health classes of the target also plainly multiply the damage. There is a more accurate total damage calculation further down the page, but this section covers the armor value modification.

Damage Reduction FormulaEdit

RDI

The damage reduction from armor is as follows:

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

A net armor value of 300 will reduce incoming damage by 300 ÷ 600 = 50%, so only half of the weapon's damage is inflicted in total. At 600, you receive only 33% (reduction is 600 ÷ 900 round 3 = 66.7%) of a weapon's outgoing damage. At 900 armor, inflicted damage is only 25% (reduction 900 ÷ 1200 = 75%), and so on.

Effective HealthEdit

Main article: Health#Effective Health

Effective health is the concept that each single point of health you have actually absorbs more than one point of damage, so you effectively have more hit points than indicated. Therefore, there are two ways that armor functionality can be imagined: either as a reduction to damage, or as an increase of effective health and incoming heals.

REH

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

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

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


Or in terms of armor:

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


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

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

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

Or

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


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

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

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

Or

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

Increasing ArmorEdit

ModsEdit

Mod TT 20pxSteel Fiber and Mod TT 20pxArmored 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:

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

  • Mod Multiplier refers to the value on the mods equipped. It is 1.1 at max rank Steel Fiber, 0.45 at max rank Armored Agility, and 1.55 with both equipped.

Neglecting damage type modifiers, the relative increase in effective health from this mod is exactly proportional to the armor increase. Let us call the effective health, nominal health, and armor E, H, and A respectively and use ΔX to denote the discrete increase in the variable X, then:

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

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

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

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

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

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

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

Since H is a constant we end up with:

$ \Delta E \propto \Delta A $

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

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

It is also worth noting that this is only including individual, independent variations in H and A. If we were to vary them at the same time, a different and much more involved analysis has to be carried out.

In-Depth Analysis
Let us begin by redefining our variation in the arbitrary variable $ X $ as $ \delta X $. This is purely due to convention and is just a "relabeling".

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

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

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

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

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

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

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

This equation is the variation equation we wanted; it is the same as the one obtained in the first analysis but with the extra correction term $ (\delta H\delta A)/300 $.

When varying the terms independently, this term will evaluate to zero (since one of the variations would be zero) and we recover the equation from the previous analysis, and all the results that follow from it. It is good to note that at the moment, this equation is currently unnecessary for most of the applications it has in-game since the preceding equation is pretty much always sufficient. At the moment, the game has no circumstances where the nominal health is a function of its armor and vice versa, this is more for mathematical rigor.

For example, for Warframes with the common base armor value of 65, a maxed Steel Fiber increases effective health by only about +19.6%, whereas the benefit of a maxed Mod TT 20pxVitality 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 20pxMetal Fiber is the equivalent mod for Sentinels and MOAs, while Kavats and Kubrows can increase armor via Mod TT 20pxLink Armor, as well as via the Kavasa Prime Collar for the latter. Link Armor increases their armor by a percentage of the Warframe's total armor, which means that equipping Steel Fiber or Armored Agility on a Warframe directly increases the armor of its Kavat or Kubrow companion; the Kavasa Prime Collar gives a flat +100 armor bonus.

AbilitiesEdit

Petrify PetrifyIcon
ENERGY
75
KEY
3
Petrify
Atlas' hardened gaze will fossilize foes, heal Rumblers, and create Petrified Bulwarks. When shattered, petrified enemies drop healing Rubble for Atlas.
Strength:100% (Rumbler heal)
Duration:5 / 10 / 15 / 20 s
Range:10 / 11 / 12 / 14 m (cone length)
Misc:60° (FOV)
+50% (damage vulnerability)
1 (Rubble dropped per enemy)
Expand


Rumblers RumblersIcon
ENERGY
100
KEY
4
Rumblers
Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.
Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (Blast w Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee damage)
200 / 250 / 350 / 500 (rock damage)
Duration:15 / 20 / 30 / 45 s (Rumbler duration)
Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (Blast w Blast radius)
1 (speed multiplier)
Misc:2 (number of Rumblers)
10 s (stone duration)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)
Expand

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.

ElementalWard ElementalWardIcon
ENERGY
50
KEY
2
Elemental Ward
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Strength:1.5x / 2x / 2.5x / 3x (damage multiplier)

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

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

VexArmor VexArmorIcon
ENERGY
75
KEY
3
Vex Armor
When Shields are hit, Chroma and nearby allies' Armor grows stronger, when Health takes a hit, Weapon Damage increases. Active for a limited time, maximum increases corresponding to rank.
Strength:200% / 250% / 300% / 350% (maximum armor bonus)
200% / 225% / 250% / 275% (maximum damage bonus)
Duration:10 / 15 / 20 / 25 s
Range:8 / 10 / 15 / 18 m
Expand


As shields are depleted while VexArmor130xDark 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 additional armor for every enemy swallowed via Feast130xDark Feast, but each enemy in his stomach drains 1.5 points of energy per second, which ramps up the longer they remain trapped. Once all his energy is drained, or Feast130xDark Feast's ability key is held, Grendel vomits out all stored enemies and loses his armor bonus.

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


ScarabSwarm ScarabSwarmIcon
ENERGY
25
KEY
4
Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Strength:100 / 150 / 175 / 200
Duration:6 / 10 / 12 / 15 s
Range:20 / 22 / 25 / 30 m (cast range)
6 / 10 / 12 / 15 m (heal radius)
Misc:5 m (spread radius)
Expand

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


Renewal2 OberonRenewal
ENERGY
25
KEY
3
Renewal
Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.
Energy Drain: 2 s−1
Energy Drain per Target: 3 s−1
Strength:2 / 3 / 3 / 4 s (wave duration)
125 / 150 / 175 / 200 (armor buff)
50 / 75 / 100 / 125 (initial heal)
15 / 20 / 25 / 40 (health per second)
Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
Range:10 / 15 / 20 / 25 m
Expand

If Oberon or any allies affected by Renewal stands on or moves onto his HallowedGround130xDark 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 20pxSteel Fiber and Mod TT 20pxIntensify under the effect of the Iron Renewal buff has armor equaling:

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

Metronome MalletIcon
ENERGY
75
KEY
3
Metronome
Grants buffs to those who consistently perform actions in time to Octavia’s music. Timed jumps offer the Vivace speed buff. Crouching on the beat grants cloaking with the Nocturne buff. Firing rhythmically bestows Opera multishot buff. Timed melee swings give the Forte damage buff.
Strength:10 / 15 / 20 / 35 % (armor bonus)

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

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

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

Range:6 / 8 / 10 / 12 m
Expand

WarcryModU15 WarcryPanel
ENERGY
75
KEY
2
Warcry
Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
Strength:15% / 20% / 25% / 50% (speed buff)
25% / 35% / 45% / 50% (armor buff)
15% / 20% / 25% / 30% (slow)
Duration:7 / 10 / 12 / 15 s
Range:15 / 20 / 22 / 25 m
Expand
Valkyr's Warcry130xDark 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:

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

Defy DefyIcon
ENERGY
50
KEY
3
Defy
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Strength:4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
Range:7 / 8 / 10 / 12 m (staff swing radius)
Misc:-50% (move speed penalty)
100% (status cleanse on spin)
1,500 (armor bonus cap)
Expand

WukongIcon272 Wukong gains an armor bonus based on how much damage he absorbs. Minimum armor bonus is 50 while the maximum is 1,500.

HallowedReckoning
Main article: Hallowed Reckoning
Oberon's Reckoning130xDark Reckoning (4 ) can be modified with the Mod TT 20pxHallowed Reckoning ability augment, which increases armor by a fixed value of 250 at max rank. Because this is a fixed value and not a percentage, it provides a greater protection to frames with minimal armor.

IroncladCharge
Main article: Ironclad Charge

Rhino's RhinoCharge130xDark Rhino Charge (1 ) can be modified with the Mod TT 20pxIronclad 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:

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

In the above example, using Ironclad Charge against 5 enemies increases Rhino's damage reduction from 57.08% at 399 armor to 82.32% at 1396.5 armor.


ArcanesEdit

Armor bonus from Arcanes stack additively after mods:

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

Warframe Armor and Effective HealthEdit

Unlike health and shield, a Warframe's armor doesn't change as it advances from Rank 0 to Rank 30, with the exception of NidusIcon272 Nidus.


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


Armor CalculatorEdit

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Abilities Benefiting from ArmorEdit

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

IronSkinModU15 IronSkin
ENERGY
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Duration:N/A
Range:N/A
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)
Expand
  • 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 20pxSteel Fiber and Mod TT 20pxIntensify, 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.

SnowGlobeModU15 FrostSnowGlobe
ENERGY
50
KEY
3
Snow Globe
Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.
Strength:5x (armor multiplier)
3000 / 4000 / 4500 / 5000 (base health)
? / ? / ? / 150 (explosion damage)
Duration:N/A
Range:5m radius
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
40% / 50% / 60% / 67% (slow)
Expand


  • 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 20pxSteel Fiber and Mod TT 20pxIntensify, rank-3 Snow Globe will have an initial health of
      (5000 + 5 × 300 × 2.1) × (1 + 0.3) = 10,595 before converting absorbed damage.

WardingHalo WardingHaloIcon
ENERGY
75
KEY
3
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Duration:N/A
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)
Expand
  • 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 20pxSteel Fiber and Mod TT 20pxIntensify, 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.

Tectonics TectonicsIcon
ENERGY
50
KEY
2
Tectonics
Summon a rock-wall, activate again to send the rocks crashing towards the enemy.
Strength:5x (armor multiplier)
2850 / 3150 / 3450 / 3750 (base health)
250 / 300 / 350 / 500 (explosion damage)
150 / 300 / 450 / 600 (roll damage)
Duration:N/A
Range:3 / 3 / 4 / 5 m (explosion radius)
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
15 m (roll distance)
30 m (petrified roll distance)
Expand
  • 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 20pxSteel Fiber and Mod TT 20pxIntensify, rank-3 Tectonics will produce a bulwark with an initial health of
      (3750 + 5 × 450 × 2.1) × (1 + 0.3) = 11,017.5 before converting absorbed damage.

Rumblers RumblersIcon
ENERGY
100
KEY
4
Rumblers
Summon two elemental stone brawlers to the melee. Summoning petrifies enemies in close proximity to Atlas. When finished, Rumblers collapse into a pile of healing Rubble.
Strength:50 / 150 / 250 / 500 (armor)
500 / 750 / 1000 / 1250 (Blast w Blast damage)
500 / 750 / 1000 / 1200 (health)
800 / 1000 / 1400 / 2000 (melee damage)
200 / 250 / 350 / 500 (rock damage)
Duration:15 / 20 / 30 / 45 s (Rumbler duration)
Range:3 / 4 / 5 / 6 m (stone radius)
3 / 4 / 5 / 6 m (Blast w Blast radius)
1 (speed multiplier)
Misc:2 (number of Rumblers)
10 s (stone duration)
1 (Rubble dropped on death per Rumbler)
≤ 50 (Rubble health/armor given)
Expand
  • 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 20pxSteel Fiber and Mod TT 20pxIntensify, rank-3 Rumblers will have a modified armor value of
      500 × (1 + 1.1 + 0.3) = 1,200.

MassVitrify GaraMassVitrify
ENERGY
75
KEY
4
Mass Vitrify
Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.


Energy Drain: 3 s-1, ramp up to 5 s-1

Strength:20% / 30% / 40% / 50% (damage multiplier)
? / ? / ? / 1600 (ring segment base health)
? / ? / ? / 350 (segment explosion damage)
500 / 600 / 700 / 800 (shatter explosion damage)
Duration:3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
Range:2 m (ring initial radius)
8 / 8.75 / 10.25 / 11 m (ring max radius)
5 / 6 / 7 / 8 m (segment explosion range)
8 / 10 / 12 / 15 m (shatter explosion range)
Misc:3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)
Expand
  • 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 20pxSteel 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 20pxSteel Fiber and Mod TT 20pxIntensify a wall segment would have
      [2225 + (5 × 125 × (1 + 1.1))] × (1 + 0.3) = 4,598.75 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).

Enemy Armor ScalingEdit

Main article: Enemy Level Scaling

Enemy base armor values are displayed under the codex and infobox, but scale to the enemy's level. Generally, only Grineer and boss enemies have armor, while the only Corpus and Infested units to possess armor are Bursa units, Oxium Osprey, and the Juggernaut. When the enemy health bars are yellow, armor is in effect and damage will be reduced. The formula enemy armor scales at is as follows:

$ f_1(x) = 1 + 0.005(x - \text{Base Level})^{1.75} $ (Original scaling pre-Update 27.2)
 
$ f_2(x) = 1 + 0.4(x - \text{Base Level})^{0.75} $
 
$ f_3(x) = min\left(1, \frac{max(x, 60 + \text{Base Level}) - (60 + \text{Base Level})}{20} \right) $
 
$ \begin{align}\text{Armor Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align} $
Where the Armor Multiplier is the value that multiplies an enemy's base armor to its current armor.
ArmorScaling

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

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

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

Current damage reduction scaling compared to previous scaling at Base Level = 1.

Removing Enemy ArmorEdit

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

Heat Status ProcsEdit

Main article: Heat Damage

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

Corrosive Status ProcsEdit

Main article: Corrosive Damage

Corrosive b 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%.

ModsEdit

CorrosiveProjectionModU145
Main article: Corrosive Projection

Mod TT 20pxCorrosive Projection can be stacked with other teammates to reduce armor by up to 72%. Each mod decreases enemy armor by 18%.

ShatteringImpactMod
Main article: Shattering Impact

Shattering Impact can be installed onto melee weapons to make melee strikes remove enemy base armor. At maximum rank, it removes 6 base armor per strike. Shattering Impact only activates, however, if the melee weapon is actually capable of dealing Impact b Impact damage.

AmalgamArgonakMetalAugerMod
Main article: Amalgam Argonak Metal Auger

Amalgam Argonak Metal Auger works similarly to the aforementioned Shattering Impact, this mod is a Weapon Augment for the LaserAimRifle Argonak that at maximum rank removes 6 base armor per strike when it is used in conjunction with single daggers.


AbilitiesEdit

SeekingShuriken2
Main article: Seeking Shuriken

This ability augment makes Shuriken130xDark Shuriken find weaknesses in the target's armor, temporarily reducing its armor values by 70% for 8 seconds at max rank. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 143%, a Seeking Shuriken removes all armor from a foe.

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Casting 2 Shurikens will reduce an enemy's total armor to 9% of its original value, and Corrosive Projection will remove 30% of an enemy's total armor before Shuriken's effect, leaving 21% of the target's armor still functioning.

SonicFracture
Main article: Sonic Fracture

This ability augment makes SonicBoom130xDark Sonic Boom strain the targets' armor, temporarily reducing their armor values by 70% for 8 seconds.The armor reduction is multiplicative on the target's total armor. Ability Strength can increase this armor reduction percentage and this augment can strip all the armor off of an affected enemy if the Ability Strength is increased above 143%.

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects (although with the ability to remove all the armor there is no need.) Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Sonic Boom's effect, leaving 21% of the target's armor still functioning.

AvalancheModU15 FrostAvalanche
ENERGY
100
KEY
4
Avalanche
Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.
Strength:25 / 30 / 35 / 40% (armor reduction)
800 / 1000 / 1200 / 1500 (initial damage)
100 / 200 / 300 / 400 (explosion damage)
Duration:5 / 6 / 7 / 8 s
Range:8 / 10 / 12 / 15 m (freeze radius)
3 / 3.5 / 4 / 4.5 m (explosion radius)
Expand


This ability freezes enemies and reduces their armor by 40% for the duration of the effect. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 250% Ability Strength, Avalanche can remove all armor from affected enemies.

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts do not stack its armor reduction effect, but do refresh its duration. Corrosive Projection will remove 30% of an enemy's total armor before Avalanche's effect, leaving 42% of the target's armor still functioning.

NourishModx256 Feast130xWhite
ENERGY
25
KEY
1
Feast
Swallow an enemy whole and store it in Grendel’s gut. Not satisfied? Keep eating, but beware, each foe in Grendel’s belly slowly consumes energy. Hold to vomit out stored enemies covering them in toxic bile.


Energy drain per enemy: 1.5 s-1
Vomit energy cost: 0

Strength:2 / 3 / 4 / 5 % (armor removal per second)
250 / 300 / 450 / 500 (Toxin w Toxin damage on vomit)
Duration:N/A
Range:10 / 15 / 20 / 25 m (swallow range)
Misc:1.5 s (maw open duration)
1 s (maw open extra duration per enemy)
100% (Toxin w Toxin status chance on vomit)
8 m (vomit cone range)
Expand

Enemies swallowed by this ability are stored in Grendel's stomach and lose 5% of their armor every second they remain swallowed, but each enemy in his stomach drains 1.5 points of Grendel's energy per second, ramping up the longer they remain ingested. Ability Strength increases armor reduction percentage.

ShieldPillageModx256 ShieldPillage130xWhite
ENERGY
0
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.


Overshield/Shield Cost to Cast: 150

Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:100% (status cleanse on cast)
Expand


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

CorrodingBarrageMod
Main article: Corroding Barrage

At maximum rank this ability augment causes the explosions of TempestBarrage130xDark Tempest Barrage projectiles to apply a guaranteed Corrosive status effect.

While it may only remove 25% of an enemy's current armor with each hit, it can stack quickly, especially with multiple casts on one location, and this form of armor removal is permanent, unlike most of the other abilities/augments listed here.

The ability can also be used to apply the effect to large groups, at any location within line-of-sight, up to a considerable range.

FracturingCrush
Main article: Fracturing Crush

This ability augment makes Crush130xDark Crush strain the targets' armor, temporarily reducing their armor values by 50% for 7 seconds. The armor reduction is multiplicative on the target's total armor. Ability Strength does not increase this armor reduction percentage.

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Crush's effect, leaving 35% of the target's armor still functioning.

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

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


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

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Terrify's effect, leaving 56% of the target's armor still functioning.

PsychicBoltsModU15 Nyx Psychic Bolts2
ENERGY
50
KEY
2
Psychic Bolts
Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.
Strength:20 / 40 / 60 / 80% (debuff amount)
Duration:5 / 7 / 9 / 11s
Range:N/A
Misc:3 / 4 / 5 / 6 (bolts)
60 m (targeting range)
Expand

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

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

Reckoning OberonReckoning
ENERGY
100
KEY
4
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.
Strength:10% / 15% / 20% / 30% (armor reduction)

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

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

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

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

This ability knockdowns affected enemies and if used along with HallowedGround130xDark Hallowed Ground, will permanently reduce their armor by 30%. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at Maximized Ability Strength, Reckoning can remove 111.9% armor from affected enemies.

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Overlapping successive casts will stack its armor reduction effect multiplicatively. Corrosive Projection will remove 30% of an enemy's total armor before Reckoning's effect, leaving 49% of the target's armor still functioning.

AbatingLink2
Main article: Abating Link

This ability augment makes Link130xDark Link drain the targets' armor, temporarily reducing their armor values by 45% for the ability's duration. The armor reduction is multiplicative on the target's total armor. Ability Strength increases this armor reduction percentage; at 223%, Abating Link can remove all armor from a foe.

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

As a multiplicative modifier, it does not stack additively with other armor reduction effects. Corrosive Projection will remove 30% of an enemy's total armor before Link's effect, leaving 38.5% of the target's armor still functioning.

BastilleModx256 Bastille130xWhite
ENERGY
100
KEY
4
Bastille
Erect a containment field to capture enemies and suspend them in stasis, stripping their armor. Hold to collapse all Bastilles into a single damaging vortex.


Collapse energy cost: 0

Strength:15 (Blast w Blast damage on device hit)
6 / 8 / 10 / 12 (max targets lifted)
2.5 / 5 / 7.5 / 10 % (armor removal per second)
50 (Magnetic w 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 w Blast status chance)
∞ (armor buff duration in field)
1,000 (armor bonus cap)
?% (Magnetic w Magnetic status chance)
Expand

Enemies suspended by Bastille130xDark Bastille will be stripped of their armor at a rate of 10% per second.

FocusEdit

FocusSunderingDash
FocusNodeRing b
Using Void Dash through an enemy will reduce their armor by 10% / 20% / 30% / 40% / 50% / 75%. FocusLensFocus b80,000 to unlock

FocusLensFocus b120,000 / 162,426 / 240,000 / 340,454 / 459,411
FocusPool 1 / 4 / 7 / 10 / 13 / 16

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

See AlsoEdit


Last updated: Update 26.0



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