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.
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 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:
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.
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.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance. The radius of this damage effect is not increased with ability range.
The health bonus stacks additively with base health modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Its damage increase is considered as a Universal base damage increase, same as Vex Armor and Arcane Arachne
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
The damage reflection is calculated using the damage before any damage reduction.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
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.
Chroma expends 75Energy and enters a state of primal rage, sustaining an Armor and damage buffing aura with a radius of 8 / 10 / 15 / 18 meters for 10 / 15 / 20 / 25 seconds. While active, Chroma and his allies within aura range gain the Scorn armor buff once Chroma's Shields are hit or performs a melee kill, and the Fury damage buff once his Health is damaged or performs a ranged weapon kill.
Scorn increases Warframe Armor by 0.5% / 0.625% / 0.75% / 0.875% for every point of shields lost or 7 / ? / ? / 15% per melee kill, up to a maximum of 200% / 250% / 300% / 350%.
Fury increases weapon and Chroma's abilities' base damage by 2% / 2.25% / 2.5% / 2.75% for every point of health lost or 7 / ? / ? / 15% per ranged weapon kill (doubled for weakspot kills), up to a maximum of 200% / 225% / 250% / 275%.
Scorn, Fury, and conversion percentages are linearly affected by Ability Strength.
E.g., with Intensify, Steel Fiber and maximum Scorn at rank 3, Chroma's armor will be at:
Both Scorn and Fury are additive multipliers that function the same as (and add together with) mods like Steel Fiber and base-damage-increasing mods like Serration. If these mods are present, all the multipliers are added together before any further calculations such as elemental damage mods, critical hit mods, or multishot mods.
Scorn and Fury are tracked from 0% to their maximum increase in the HUD next to Chroma's shield and health indicators.
Scorn and Fury will gradually increase each time shields or health are hit, and each time Chroma gets a melee or ranged weapon kill, until they reach their maximum percentages. 400 shield points must be lost to maximize Scorn, and 100 health points must be lost to maximize Fury.
Alternatively, 24 Enemies must be killed with Melee to maximize Scorn, and 19 Enemies must be killed with Ranged Weapons to maximize Fury.
Hits on overshields count towards Scorn accumulation.
Shield drain from a Hijack payload counts towards Scorn accumulation.
Multiple Chromas' Scorn and Fury buffs will stack together.
Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range of Vex Armor.
Vex Armor is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
Vex Armor can be recast while active, retaining the existing buffs.
When recast with a higher power strength than the current active buff, the max Scorn and Fury limits will only be increased if Chroma has not already reached their respective limits.
E.g., If Vex Armor is casted with 100% power strength, then recast while it's still active with the Energy Conversion buff, the Scorn and Fury buffs max limit will be increased to 525% (350 * 1.5) and 412% (275 * 1.5) only if the buffs weren't at the existing limit of 350% and 275% respectively. If Scorn has reached the limit but Fury has not when recast with a higher power strength, then only Fury will benefit from the increased power strength, and vice versa.
Guardian Armor is a Warframe Augment Mod for Chroma's Vex Armor that causes squad kills within affinity range to increase the duration of Vex Armor by 1 second and trigger health regeneration. In exchange Chroma will take 50% of the damage that squadmates take to health.
Guardian Armor
Vexing Retaliation is a PvEWarframe Augment for Chroma that makes Vex Armor detonate an area-of-effect attack upon receiving 150 incoming damage, dealing procs on enemies.
Equipping a rank 4 or higher Vigor mod will allow you to maximize Scorn armor bonus without requiring shields to recharge, as well as provide additional health.
Using an electric element Elemental Ward will allow you to maximize the Scorn armor bonus without having to equip any mods increasing your shields.
Equipping a Decaying Dragon Key to lower your shields can increase the likelihood of health damage at the loss of some of the Scorn Armor bonus due to the reduction of your shields.
Using Energy to Shield conversion mods, like Brief Respite and Augur mod set effect, to generate shields/overshields when casting Vex Armor will help you maximize the Scorn armor bonus without having to equip any mods increasing your shields.
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.
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).
Current Shields or Overshields do not contribute to armor gain.
For example, 100 Shields at 300% ability strength provides 300 armor.
Disables regular shield regeneration.
Can be recast to cancel early.
Because of the recast mechanic, can be used to selectively allow conversion through Hunter Adrenaline and Rage. However does not work with Overguard like it would with shield-less warframes like Nidus, Inaros, and Kullervo.
Plunder Armor from nearby enemies and increase Corrosive Damage on your Abilities and weapons. Enemies affected by Corrosion Status offer a greater increase.
Hydroid expends 75energy to siphon the armor from all on-screen enemies within 25 meters, Staggering them and consuming any active Corrosive status to permanently remove their armor. For 10 / 15 / 20 / 25 seconds, Hydroid gains a 20 / 25 / 30 / 40 bonus armor per enemy and per consumed Corrosive status effect to a cap of 750 bonus armor, and a Corrosive damage bonus to all abilities and weapons by 5% / 6% / 7.5% / 10% per enemy and per consumed Corrosive status effect to a cap of 200%Corrosive damage bonus.
Does not require Line of Sight from Hydroid; enemies only need to be within view of the camera to be affected.
An enemy that has line of sight but is off-screen will not be hit.
While the bonus is active, a stylized armor and damage bonus counter appears above the ability icons.
If Plunder affects enemies on recast, the bonus values are replaced by the new values. If no enemies are affected, the bonus values will not change but the duration will not be refreshed.
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.
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)
Inaros summons the desert sands and sacred scarabs, offering his Health as a sacrifice to gain Scarab Shell, increasing his base armor by up to 350 and gaining immunity to Status Effects. While charging Scarab Shell, Inaros loses 25 health points for every 1% of converted additional bonus armor, for a total of 2,500 health lost to fully charge the armor. The armor buildup will end once the bonus armor is fully filled, Inaros only has 2 points of health left, or the ability is manually deactivated. The shell loses 5% armor upon negating a status effect, otherwise it lasts indefinitely until Inaros suffers a lethal hit.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Scarab Shell is not dispelled from falling out-of-bounds or entering an ability nullification zone such as Nullifier Crewman bubbles.
Oberon channels a field around him with radius of 10 / 15 / 20 / 25 meters. Ally players entering the field will receive a buff which will regenerate 15 / 20 / 25 / 40 health every second, while allied summoned units affected will regenerate 5 / 6.7 / 8.3 / 13.3 health every second (1/3rd the normal rate), for as long as Renewal remains active, regardless of range. Fully healed allies are additionally cleared of all negative Status Effects. Affected allies that enter Bleedout will have their timer slowed by 20% / 25% / 35% / 45%.
The duration of the expanding pulse is inversely affected by Ability Strength, meaning it reaches its total range faster the more Ability Strength is used.
Renewal will continue to heal all affected targets for the duration of the ability, even if all their health has been restored and regardless of distance. Buff will remain until skill is deactivated, Oberon runs out of energy, or Oberon/ally falls off the map.
Ability Synergy: If Oberon or any allies affected by Renewal stands on Hallowed Ground, they will receive the Iron Renewal buff, which grants 125 / 150 / 175 / 200 bonus armor for as long as Renewal is active. 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 (e.g. an Oberon with a maxed Steel Fiber and Intensify will have (185 × 2) + (200 × 1.3) = 630 armor).
As Link Fiber scales with the player's armor, companions with this mod benefit twice from Iron Renewal, as the companion links into the player's increased armor and then gets buffed by Iron Renewal.
Renewal costs 25energy to activate, then drains 2energy per second while active. When allied targets are below their maximum health, Renewal will drain an additional 3 energy per second for every allied player and 1 energy per second for every allied summoned unit affected by its healing; Renewal will end if Oberon runs out of energy, it is dispelled, or if deactivated manually by pressing the ability key again (default 3 ).
The number of allied targets currently being healed by Renewal is shown on the ability icon. If no allies targets are being healed at the time, the ability icon will only animate to indicate that Renewal is activated.
Multiple instances of Renewal's healing per second, and of Iron Renewal armor buff, do stack with each other.
Renewal's initial casting area will not expire unless Renewal is deactivated, allowing allies to receive the buff when they choose.
If Renewal is removed from Oberon or an Ally, (such as by falling/jumping out of bounds, or from the effects of a Nullifier or Nul Scrambus) they will not be able to regain the buff until Oberon re-casts Renewal. They can still gain the buff from another allied Oberon, though, as long as that Oberon's buff has not also been removed.
Phoenix Renewal is a Warframe Augment Mod for Oberon's Renewal. If a player takes fatal damage while under the effects of Renewal, instead of becoming incapacitated, the player is healed for a percentage of their health and granted 5 seconds of Invulnerability. Each player that triggers Phoenix Renewal's effects must individually undergo a 90-second cooldown before they can benefit again.
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:
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.
Octavia expends 75energy to produce a melodic musical aura with a radius of 6 / 8 / 10 / 12 meters for 8 / 12 / 16 / 20 seconds. Octavia and her allies gain an 10% / 15% / 20% / 35%Armor bonus while inside the melodic aura.
Metronome's music is in tune with the Melody section of the Mandachord, drawing from the preset musical notes to determine the melodic aura's note intervals.
While the player and allies can hear the melody, Metronome's aura is considered silent to enemies.
While inside the melodic aura, Octavia and her allies can perform specific actions in sync to the melodic music to gain various Sync Buffs that can be active simultaneously:
Each line of Melody notes is visually represented as a concentric ring of light, which begins at the edge of the melodic aura and shrinks toward Octavia’s feet, where the ring disappears as the sound of the notes are played.
In order to gain buffs, players must time their actions to sync with the moment a concentric ring is centered on Octavia, as the sound of the notes are played. A flash of light will appear below the player upon a successful sync.
Synchronize percentages are listed between 0% and 100%, and will raise or lower depending on the player's timing. Once the percentage reaches 100%, the player gains the corresponding buff.
Synchronize percentage is displayed as an icon with the current stored percentage beside the health and shield indicators on the HUD. Once synchronized, the corresponding buff icon will also be displayed with the remaining buff duration beneath and bonus percentage at the top-right of the icon.
Each player must perform actions individually to gain buffs. Sync buffs are gained per-player and are not shared between allies in range.
If a player does not perform an action when the ring disappears, their existing synchronize percentage does not decrease. however, if they do perform an action at the wrong time, their synchronize percentage resets; Meaning that players can skip certain beats and focus on precision if they cannot keep up with the Mandachord's rapid pace. This is particularly important for weapons with low fire rate / attack speed and with the vivace (movement speed) buff.
The amount of notes on one line of the Melody section on the Mandachord determines the brightness of the concentric rings.
By synchronizing with jumps (default Space ), Octavia and her allies can gain the Vivace buff which increases Movement Speed by 10% / 15% / 20% / 30% for 5 / 8 / 12 / 15 seconds.
Double jump (default press Space twice), wall climb (face wall and press Space ), and wall jump (face wall + W + Space ) can also be used to synchronize.
By synchronizing with crouching (default Ctrl ) or sliding (default W + Ctrl ), Octavia and her allies can gain the Nocturne buff which grants Invisibility for 5 / 8 / 12 / 15 seconds.
By synchronizing with ranged weapon fire (default LMB ), Octavia and her allies can gain the Opera buff, granting 12% / 20% / 25% / 30% ranged weapon Multishot for 5 / 8 / 12 / 15 seconds.
Multishot bonus stacks additively with multishot mods such as Split Chamber.
Alternate-fire or secondary attacks on select weapons are not known to be able to gain multishot from Opera (requires testing).
By synchronizing with melee weapons (default E ), Octavia and her allies can gain the Forte buff, granting 20% / 25% / 25% / 30% bonus melee weapon damage for 5 / 8 / 12 / 15 seconds.
Damage bonus stacks additively with base damage mods like Pressure Point.
Metronome can be recast while active to refresh its duration. On recast, existing synchronize percentages will not carry over and will be reset to 0%.
Casting Metronome is not a One-Handed Action and interrupts other actions, but allows movement.
When Octavia is standing on higher elevations or objects, the concentric rings of light from the melodic aura will partially fade depending on the surrounding terrain to allow better visibility.
Concentric ring color and Nocturne cloak effect are affected by Octavia’s chosen Warframe energy color.
Metronome affects the visuals and audio of any nearby Mallet and Resonator belonging to Octavia herself.
Tips & Tricks
Having the mandachord's melody set to a consistent rhythm makes it much easier to sync up your buffs.
Similar to Octavia's other abilities, without a melody this skill will do nothing.
The longer the pause is between notes, the higher is the percentage gained per successful action.
The intensity of light rings is determined by the number of notes in a particular column.
Valkyr expends 75energy to let out a rallying cry, affecting her allies and enemies within 15 / 20 / 22 / 25 meters. Affected allies will gain 15% / 20% / 25% / 50%Attack Speed and 25% / 35% / 45% / 50%Armor, while affected enemies are Slowed15% / 20% / 25% / 30%. The effects last for 7 / 10 / 12 / 15 seconds.
Attack Speed bonus is additive to mods (e.g., Fury).
A maxed Fury and Intensify with a rank-3 Warcry will increase Valkyr's attack speed by: Attack Speed Mods + Warcry Modifier × (1 + Strength Mods) = 0.3 + 0.5 × (1 + 0.3) = 95%
The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
For example, a Valkyr with a max rank Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to: Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) = 600 × (1 + 1 + 0.5 × (1 + 0.3)) = 1,590
Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls out-of-bounds, Warcry will be dispelled from the entire squad.
Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
However, Subsumed Warcry's attack speed bonus is reduced to 9% / 12% / 15% / 30%.
By combining a fully ranked Warcry with a Sentinel with Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
Valkyr'sWarcry (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:
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.
Wukong expends 50energy to engage a defiant stance while priming his Iron Staff, becoming Invulnerable to damage and new Status Effects, increasing his Threat Level to taunt enemies into attacking him, and reducing his Movement Speed by 50% for 2 seconds. Any damage Wukong takes while in this stance is absorbed and multiplied by 4 / 5 / 6 / 7.5, then stored. After the invulnerability period expires, Wukong cleanses himself of any negative Status Effects, spins in place while elongating his staff and deals ? / ? / ? / 250Impact damage plus the stored damage and Ragdoll to all enemies within a radius of 7 / 8 / 10 / 12 meters. The spin can be executed earlier by pressing the ability key again (default 3 ) or using melee attack.
After executing his spin, Wukong gains a variable Armor bonus lasting for 15 / 18 / 20 / 25 seconds or until Defy is recast; Defy armor bonus value depends on the damage absorbed during the taunt, with the stored amount multiplied by 0.8 / 1 / 1.2 / 1.5 times to grant a minimum of 50 armor points, up to a maximum of 1,500 armor points.
Armor bonus is removed if Defy is recast before it expires.
While the armor bonus is active, a stylized armor bonus counter appears above the ability icons.
Ability Synergy: When activating Defy with an active Celestial Twin, the twin engages in Defy, gaining the same increased Threat Level, invulnerability, damage absorption attack, and armor bonus.
Wukong cannot cast other abilities, perform parkour Maneuvers or general interactions while channeling this ability.
Subsuming Wukong to the Helminth will offer Defy and its augments to be used by other Warframes.
However, Subsumed Defy's armor bonus is capped at 750.
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.
Oberon's Reckoning (4 ) can be modified with the Hallowed Reckoningability augment, which increases armor by a fixed value of 250 at max rank. Because this is a fixed value and not a percentage, it provides a greater protection to frames with minimal armor.
Rhino'sRhino Charge (1 ) can be modified with the Ironclad Chargeability 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.
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.
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:
Rhino expends 50energy to harden his skin, receiving Overguard with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by ? / 125% / 175% / 250% is also added to Overguard. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
During the 3 seconds period Rhino is still vulnerable to crowd control effects.
Iron Skin's health uses the following expression: Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 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 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
Modifying that equation for Rhino Prime:
With a maxed Steel Fiber and Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
Ability Synergy: While Iron Skin is active, damage from Rhino Charge will have a 100% status chance for Blast effects.
For Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as Puncture damage.
With a Streamline or Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
Using Rhino Charge with Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
Bugs
Migrating hosts will completely remove Iron skin, regardless of the level it was at.
If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
Using Iron Skin while in a conveyor would make Rhino immovable.
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.
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)
Frost expends 50Energy to create a protective globe of ice with a radius of 5 meters, a base health of 1500 / 2500 / 3000 / 3500, and additional health equal to 500% of Frost's base armor bonuses. Upon activation, the globe is invulnerable for 1 / 2 / 3 / 4 seconds. Incoming damage that is absorbed during the invulnerability period is converted into health and added to the globe's health.
Snow Globe's health uses the following expression when accounting for Ability Strength: Modified Health = { Base Health + Armor Multiplier × [ Frost's Base Armor × (1 + Base Armor Bonus) + Additional Armor) ] } × (1 + Ability Strength) + Absorbed Damage
For example, with a maxed Steel Fiber and Intensify, rank-3 Snow Globe will have an initial health of { 3500 + 5 × [ 300 × (1 + 1.1) ] } × (1 + 0.3) = 8,645 before converting absorbed damage.
While active, a health counter becomes visible on the ability icon that tracks the health percentage of the most recently placed Snow Globe from 100% to 0%.
Frost and his allies do not contribute to Snow Globe's health gain by shooting the globe during the invulnerability period.
Most enemy gunfire is blocked from entering the globe. Ally gunfire is able to enter and exit the globe normally.
Upon activation, enemies within range are inflicted with 10ColdStatus Effects to freeze enemies for ? / ? / ? / 10 seconds and are violently pushed outwards. If the enemies hit obstacles, they can be dealt as much as 50% of their maximum health as True damage.
Enemies that enter a formed Snow Globe receive a Cold status effect at a rate of 0.33 seconds.
Snow Globe visually cracks as it receives damage. Upon breaking, it inflicts ? / ? / ? / 150Cold damage and 3Cold status effects to enemies inside the globe.
Snow Globe can be recast multiple times, but there are restrictions on the number of globes that can be created in the environment.
A maximum of 4 separate Snow Globes can be cast at any given time. Casting Snow Globe after reaching the maximum will remove the oldest globe.
Casting Snow Globe while inside an existing globe will remove the older globe and combine the total remaining health values of both globes for the newer one. The invulnerability period is reactivated for each cast.
Snow Globes created inside existing globes do not count toward the maximum number of instances, and Snow Globe's health can stack with repeated casts until reaching a maximum combined health of 1,000,000.
Ability Synergy:
Frost passively gains 50 armor from enemies affected by Cold status effect within 15 meters of him, fortifying Snow Globe.
Casting Freeze onto the exterior of a globe will destroy it, triggering an icy explosion that deals Freeze's base Cold area damage in an area of effect.
The damage does not diminish with distance and bypasses obstacles in the environment.
Chilling Globe is a Warframe Augment Mod for Frost that gives Snow Globe a chance to inflict 10 Cold status effects and freeze enemies solid that enter its range.
Place over a cryopod in defense missions to shield it from all incoming fire.
Since allied fire can now both enter and exit Snow Globe, using mods to affect the size of the globe (Ability Range) can now be done for strategy or preference, without worrying about interfering with your allies loadouts.
When a teammate is downed, place a Snow Globe over them to protect you while reviving.
When facing a boss with ranged attacks, do not place a Snow Globe on it. Instead, place it where your team is to protect them from incoming damage.
The particle effect inside the globe can distract players' vision. Having a black energy color will remove this particle effect entirely, allowing better vision inside the globe.
Recasting the ability after 4 seconds while remaining inside the Snow Globe will allow to sustain an impenetrable Snow Globe, that will grow stronger and stronger. This is due to the fact that it absorbs the enemy fire into its health and adds this health to the next Globe, as long as it is cast inside the first one.
Particularly useful in T4 Defense, since the enemies will quickly reach a level where it does not matter how much base health your Snow Globe has.
Snow Globe's ability to temporarily freeze and push away enemies can be an effective way to rapidly clear a large safe area to revive teammates or remove enemies attacking a defense objective.
Using Freeze to detonate a Snow Globe can also be done while inside another globe. This will not affect the globe you are in. If multiple globes overlap, it is possible to shatter a globe which protrudes into another globe by aiming at the part inside your globe.
It is possible to detonate the Snow Globe that you are in in some Corpus or Void missions by bouncing Freeze off the Bubble of a Nullifier Crewman.(Results May be unpleasant)
Bugs
While using Helios, the Deconstructor projectile can be caught outside the globe and will not return to Helios unless Helios exits the globe.
The globe can sometimes push enemies through walls and could soft-lock the game if the target is required. This has a higher chance of happening if the enemy is touching a wall.
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.
Nezha expends 75energy to summon a fiery ring that encircles him, granting immunity to Status Effects and 90%Damage Redirection towards the ring's health pool. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously Staggered and dealt 50 / 75 / 100 / 125Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
Warding Halo's health uses the following expression: Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
As an example, with a maxed Steel Fiber and Intensify, and one stack on Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
Cast animation of ~1 second, affected by Casting Speed.
Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
Upon expiring, Warding Halo releases a wave of heat, inflicting all surrounding enemies with a guaranteed Heatstatus effect, and making Nezha invulnerable for 1 second.
Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
Using Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
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.
Reshaping the surrounding terrain, Atlas expends 50energy to erect a Bulwark made of stone with a base health of 2850 / 3150 / 3450 / 3750 and additional health equal to 500% of Atlas' modded armor. Upon activation, the bulwark is Invulnerable for 1 / 2 / 3 / 4 seconds; incoming damage that is absorbed during the invulnerability period is converted and added to the bulwark's health. After the invulnerability phase, whenever the Bulwark receives damage, the amount of health lost multiplied by 1 times is converted into Slash damage and inflicted on all enemies within ? meters from the Bulwark. Atlas can maintain only 1 bulwark at a time.
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.
While active, a health counter becomes visible on the ability icon that tracks the bulwark's health percentage from 100% to 0%. Placing the HUD's targeting reticle over the bulwark will also display its health bar.
Atlas and his allies do not contribute to a bulwark's health gain by shooting it during the invulnerability period.
Reactivating the ability will cause the bulwark to compact into a Boulder that rolls towards the current direction of aim, dealing 150 / 300 / 450 / 600Impact damage per second to enemies that are dragged along its path. After rolling 15 meters or hitting an environmental object, the boulder will explode and inflict 250 / 300 / 350 / 500Puncture damage to enemies within a radius of 3 / 3 / 4 / 5 meters.
Enemies affected by the rolling damage are ragdolled.
The explosion damage does not bypass obstacles in the environment and diminishes with distance.
Ability Synergy: Casting Petrify on the Bulwark hardens it into a Petrified Bulwark. Boulders created from Petrified Bulwarks gain 200% rolling velocity and have their rolling distance increased to 30 meters. They also inflict 200% bonus damage on rolling and explosion damage.
Bulwarks and Boulders become silver-colored and metallic when petrified.
As the 3 bulwarks created by Tectonic Fracture cannot become boulders, Petrify has no effect on them.
Casting Petrify on a moving boulder will not grant it bonuses.
While the bulwark is capable of blocking most hostile gunfire, it does not provide cover from area of effect damage, including the explosive attacks of Grineer Bombards and Napalms.
Bulwarks and Boulders have collision detection for enemies only. Atlas and allies can move through Tectonics' objects unobstructed.
Enemies will attack the Bulwark if it obstructs their path. Though some enemies may simply run up against it.
Upon transforming the Bulwark into a Boulder, Tectonics can be recast immediately to create a new Bulwark.
The Bulwark will spawn on the same elevation as Atlas, but the bulwark does have gravity and will fall down if created in the air or without a surface directly underneath it.
Tectonic Fracture is a Warframe Augment Mod for Atlas that modifies Tectonics to allow additional simultaneous walls, but sacrifices the ability to turn them into offensive boulders.
Can completely block off narrow enough areas or chokepoints from enemies without limiting the movement of allies.
The Boulder can be used to push down long corridors, but care should be taken when aiming as the Boulder will detonate when it hits a side wall or standing obstacle.
The Bulwark's cover can assist in reviving allies who have fallen to a frontal threat.
Note that Bulwark's protection is less effective against enemy AoE attacks.
Enemies will not change their motion to sidestep a rolling Boulder. This makes the boulder very effective against lines of charging foes.
Although it does not boast above average threat level, The Bulwark can be used to draw fire away from the player as long as it is closer to the enemy than the player is.
This is most effective against fast and threatening melee attackers like Thrax Centurions or many infested, which can often force the player into the air to avoid them. Placing a Bulwark can completely halt this attack provided these enemies get close enough to start attacking it instead.
Thrax Centurions specifically can be completely neutralized by placing a wall as, for unknown reasons, they will focus on the wall but not attack it. This potentially means they can be indefinitely taken out of the fight as long as the wall is not destroyed or recast.
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.
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.
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)
Atlas expends 100energy to summon his 2 earthly elemental golems as he instantly petrifies all enemies into stone within a 3 / 4 / 5 / 6 meter radius for 10 seconds. Once summoned, the Rumblers will roam the battlefield seeking nearby enemies to attack. They last for 15 / 20 / 30 / 45 seconds unless they are killed or manually detonated.
Petrifying occurs instantly when Atlas begins his casting animation.
Each Rumbler possesses 500 / 750 / 1000 / 1200Health, 50 / 150 / 250 / 500Armor, and a speed multiplier of 1. Rumblers inflict 800 / 1000 / 1400 / 2000Impact damage and stagger the target backwards with each melee attack; they can occasionally throw stones that home in on enemies to inflict 200 / 250 / 350 / 500Impact damage and ragdoll enemies hit.
Physical size of each Rumbler along with their health, armor, and all sources of damage are affected by Ability Strength. Health and armor are also affected by Warframe health, shield, and armor mods.
Rumbler health uses the following expression when accounting for Ability Strength: Modified Health = Health × (1 + Health Gain From Leveling + Health Mods + Shield Gain From Leveling + Shield Mods + Strength Mods).
For example, with Vitality, Redirection, Intensify, and Atlas all at max rank, rank-3 Rumblers will have a modified health of 1200 × (1 + 2 + 4.4 + 2 + 4.4 + 0.3) = 16,920.
Atlas' rank influences Rumbler health as the "Health Gain" and "Shield Gain" in the expression are referring to bonuses applied to Atlas' respective base stats. As Atlas at max rank will have 300 health and 300 shields (from 100 health and shields at rank 0), the +200% health and shield increase will also apply to the Rumblers' health.
Rumbler armor uses the following expression when accounting for Ability Strength: Modified Armor = Armor × (1 + Armor Multiplier + Ability Strength) + Additional Armor.
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.
Speed multiplier can not fall below 0.5 or exceed 1.5 under any circumstances.
If the ability is reactivated or if Atlas becomes incapacitated, active Rumblers will self-destruct and inflict 500 / 750 / 1000 / 1250Blast damage to enemies within 3 / 4 / 5 / 6 meters.
Damage does not bypass obstacles in the environment and diminishes with distance.
Ability Synergy:
Killing petrified enemies or self-destructing Rumblers will drop 1 piece of Rubble for Atlas to pick up, restoring 50 health or provides 50 bonus armor.
Rumbler Rubble provides reduced amounts of health or armor if Rumblers sustained damage to their health before expiring.
Casting Petrify on injured Rumblers will instantly restore their health to 100%.
While melee kills by the Rumblers are considered melee kills by Atlas, they do not contribute to the Melee Combo Counter.
Rumblers have collision detection for enemies only. Atlas and allies can move through Rumblers unobstructed.
The number of active Rumblers is displayed in the HUD beside Atlas' shield and health indicators, and waypoints are displayed onscreen for each active Rumbler.
If a Rumbler enters a Nullifier bubble, it will have its health drained.
Titanic Rumbler is a Warframe Augment Mod for Atlas that modifies Rumblers to make one larger Rumbler with more health, damage, and melee range, and will occasionally increase its Threat Level, instead of the normal two Rumblers. The recast ability to remove Rumblers is replaced by the taunt and a slam attack that knocks down all enemies within 15 meters.
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.
Gara expends 75Energy and coats herself in a shell of hardened glass, becoming immobile and Invulnerable to damage as she unleashes a radial ring of molten glass that expands outward and downward. The molten glass ring's initial horizontal radius from Gara is 2 meters, which expands horizontally at a rate of 3 meters per second over 2 / 2.25 / 2.75 / 3 seconds, up to a maximum horizontal radius of 8 / 8.75 / 10.25 / 11 meters. Ring expansion initially drains 3 energy per second, which ramps up to 5 energy per second over the course of expansion. The molten glass ring's initial height is 3 meters high, which expands downward up to a maximum height of 12 meters.
Molten glass bypasses all entities, obstacles, and terrain as it expands.
When the molten glass ring is created, its base is aligned with Gara's feet to ensure that the initial ring height is about Warframe height.
Ring height expands downward much faster than ring horizontal radius, reaching full height before expansion time completes.
Initial casting animation and release animation are affected by casting speed, from mods such as Natural Talent and Speed Drift.
Can be recast while active to expand molten glass and create a new barrier. Only 1 barrier may remain active per player.
Molten glass, hardened glass, and crystal tint color and particle effects energy color are affected by Gara's chosen Warframe energy color.
If a Nullifier Crewman bubble touches the glass, it will end the ability prematurely if casting, and instantly shatter it without dealing any damage to surrounding enemies if already hardened. However, enemies hardened with glass will only harden prematurely if the nullifier touches them.
Mass Vitrify's glass undergoes two distinct phases with diverse effects on Gara, allies, and enemies:
Enemies that contact the molten glass are crystallized over 3 seconds, slowing in movement and attack speed until completely solidified in place for 10 / 12 / 14 / 16 seconds. Crystallized enemies receive 20% / 30% / 40% / 50%Damage Vulnerability. Each enemy crystallized contributes extra health to the barrier formation phase, based on a portion of their maximum Shields and Health.
Crystallize converted health is affected by both Ability Strength and Armor mods such as Steel Fiber equipped on Gara.
If Gara or allies are affected by a Radiation proc, allies may also be vitrified. This includes Sortie Defense Operatives, Syndicates Operatives, and Kavor Defectors in addition to fellow Tenno.
On death, crystallized enemies shatter into glass with visual and sound effects.
Barrier Formation
Upon pressing the ability key again (default 4 ), when maximum horizontal radius is reached, or when Gara runs out of Energy, Gara sheds her glass shell as the molten glass ring solidifies into a hardened glass barrier. The glass barrier lasts until all segments are destroyed or when Mass Vitrify is recast.
The glass barrier consists of a circle made out of 12 individual segments, each possessing 500 / 750 / 1000 / 1600 base health, plus Gara's armor value multiplied by 500%. For each enemy affected by the crystallization phase, Mass Vitrify also converts a portion of their maximum shields and health into extra health for the glass barrier segments.
Barrier segment health uses the following expression: Modified Health = (Base Health + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods) + Absorbed Health
With a maxed Steel Fiber and Intensify a wall segment would have (1600 + 5 × (150 × (1 + 110%))) × (1 + 30%) = 4,127.5 Health before accounting for converted health from crystallized enemies (values resulting from intermediate calculations are rounded down to the nearest whole number).
Minimum Health added from each enemy affected by the crystallization phase is Health Added = (320 + 5 × (Base Armor × (1 + Armor Mods) + Additional Armor)) × (1 + Strength Mods)
Maximum Health added is Health Added = (Max Enemy Health + Max Enemy Shields) ÷ 10
Whichever formula results in a greater value is used for health added.
During the crystallization phase, the number of total crystallize converted health is displayed beside the shield and health indicators on the HUD, as a buff icon with the number of converted health below the icon.
The number of intact glass barrier segments is shown on the ability icon while at least 1 segment exists.
When a segment's health is depleted, it explodes outward and damages all enemies for 250 / 300 / 350 / 400 damage in a range of 5 / 6 / 7 / 8 meters.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Player and AI interaction with the glass barrier have notable differences:
Ally players, allied AI, ally weapon fire, and Warframe abilities can pass through unhindered. However, some friendly projectile-based weapons are deflected when striking either side of the wall, such as Miter and Arca Plasmor.
Some allies such as hacked Eidolon Lures and Sortie Defense Operatives cannot pass through.
Most enemies are blocked by the glass barrier from moving and attacking through it, including Kuva Clouds. However, most bosses and the Eidolon Teralyst can pass through unhindered.
Area of effect attacks (e.g., Shockwave MOAs and Bombards) and weapons with innate punch through (e.g. Tusk Grineer units) can hit through the glass barrier.
Ability Synergy:
If Gara strikes her own Mass Vitrify glass barrier with Shattered Lash's glass longsword, the barrier is shattered and destroyed in an explosion of glass fragments that inflicts Shattered Lash's damage and500 / 600 / 700 / 800 damage to all enemies within 8 / 10 / 12 / 15 meters from the barrier's exterior surface, as well as all enemies inside the barrier.
Explosion has a damage composition of 18.75%Impact, 37.5%Puncture, and 37.5%Slash.
Explosion is radial and not dependent on the direction Gara strikes Mass Vitrify with Shattered Lash. Gara must strike a currently intact part of the barrier, but the explosion will occur even around broken segments.
Casting Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by Shattered Lash and Splinter Storm is within the explosion radius of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
Absorbed damage can stack from repeated Mass Vitrify explosions inside Splinter Storm's radius.
Splinter Storms on Gara herself and allies can absorb damage from Mass Vitrify's explosion, while storms on affected enemies do not.
Gara's Passive allows casting abilities to have a 15% chance to Blind enemies within 12 meters for 10 seconds, exposing them to Melee Finisher attacks. Blind chance increases by 20% until the blind triggers.
Tips & Tricks
While Mass Vitrify is a potent defensive tool, Gara players can convert it into an offensive tool by investing in Ability Range and Efficiency, to increase the effective range of the resulting shrapnel explosion and reduce casting cost for repeated use. Equipping a melee damage boosting Arcane such as Arcane Blade Charger, Arcane Fury, Arcane Arachne and Mods like Steel Charge and Vigorous Swap can further power up the resulting shrapnel explosion from Shattered Lash's damage, boosted by melee weapon mods like Proton Snap, Boreal's Contempt, and Nira's Contempt, Syndicate mods Blade of Truth, Justice Blades, and Toxic Blight, Corrupted Mods Spoiled Strike and Corrupt Charge, also Melee damage buffs from Melee weapons like the Lesion synergizing with Mass Vitrify.
A defensive play style with Gara can be effective taking into consideration that Mass Vitrify scales with enemy armor values. The more enemies caught inside the ring, the stronger the glass walls and effectively CC'ing a large area. This can be strong enough to stop very high level Demolisher and Acolytes if enough enemies are vitrified inside the ring. The Armor value of Mass Vitrify is displayed with an icon onscreen, and can be boosted with Armor boosting Arcanes Arcane Ultimatum, Arcane Tanker,Arcane Guardian, Operator Focus skill Stone Skin Helminth ability Parasitic Armor, Chroma's Cold Elemental Ward and Vex Armor, Oberon's Renewal synergy with Hallowed Ground, Wukong's Defy, Mods like Mecha Pulse.
Synergizes well with Magus Anomaly to bring in a group of enemies to vitrify and build stronger walls. Scaling infinitely. Perfect for choke points.
Enemies Vitrified, take 50% more damage from all sources.
Mass Vitrify will refresh Allies Splinter Storm timers if they are passing through while Mass Vitrify is cast.
Bugs
Casting Mass Vitrify in the air often delays the effect of refreshing Splinter Storm's duration until Gara lands on the ground, or if done from extreme heights, not refresh it at all.
Interrupting the expansion quickly after casting might sometimes result in a "fake" barrier which does not block damage and can not be detonated with Shattered Lash. This can also occasionally happen without voluntarily stopping the expansion.
Operators that come into contact with the ring while it's expanding are slowed down.
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 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.
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[]
Corrosive Projection is an Aura mod that decreases armor by 18%, up to 72% when paired with a full squad.
Sharpened Claws is a Kavat mod that allows the Kavat to perform a highly damaging strike while removing 120% armor.
Vicious Bond is a Companion mod that allows the Companion to remove 15% armor with melee attacks
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.
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.
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.
Caliban expends 100Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of 15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts ? / ? / ? / 15,000Tau damage per second with 20% status chance. Caliban is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. Upon full convergence, enemies that have been directly hit by beams detonate for 2,500 / 3,000 / 4,000 / 5,000Tau damage, as the streams collapse into an explosion over a 5 / 6 / 8 / 10 meter radius that inflicts ? / ? / ? / 750Tau damage and violently pulls enemies inward, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for 6 / 9 / 12 / 15 seconds. All enemies directly hit by the beam and wander in the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Enemy armor and shields are fully removed at 200%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
Defense strip only occurs once per ability cast.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
Lethal Progeny's Conculysts fire their own Fusion Strikes as they coordinate with Caliban's Fusion Strike aimed at the reticle, with 0.5x damage effectiveness.
Can be recast while active to create new fallout fields.
Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
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.
Dagath expends 100Energy to summon 5 spectral remnants of Rakhali's soul in a cavalry charge formation 5 meters away. During the casting time of 1.5 seconds, Dagath becomes Invulnerable then commands the cavalry of phantom Kaithes to continuously charge forward for 2 / 2 / 3 / 3 seconds. Each spectral Kaithe inflicts 15,000 / 20,000 / 25,000 / 30,000Viral damage and Stagger per 0.15 seconds to all enemies in its path; damage is dealt in full on each interval and continues for as long as enemies remain in physical contact with the phantom Kaithes.
All effects apply to enemies in contact with Kaithes during the summoning animation.
Enemies touched by Kaithes emit a burst of ghostly light on every hit.
Phantom Kaithes charge in a V formation, with the leading Kaithe in the center. Each Kaithe has a sizable hitbox to strike multiple enemies, aided by the stagger effect.
When cast while Dagath is on the ground, phantom Kaithes' formation is aligned with the leading Kaithe summoned on the nearest available horizontal surface, regardless of Dagath's own elevation.
When cast from the air, the Kaithes align toward the exact direction of Dagath's aiming reticle and can fly through the air. If they touch the ground, they charge forward wherever their head is facing and run along the surface, adhering to any changes in the terrain.
Phantom Kaithes will phase through vertical terrain and obstacles as they travel, by visually passing through a ghostly portal aligned with the wall.
Phantom Kaithes damage and break destructible Objects such as crates and resource caches.
Ability Synergy:
Stampede Doomed foes with Rakhali's Cavalry to trigger Phantom Wrath, and induce 20% / 25% / 30% / 35% permanent Shields and Armor reduction. Defense reduction on Doomed foes occurs on everyViral damage instance from individual Kaithes.
Defenses are fully removed at 286% Ability Strength from a single hit. However, because the Cavalry deals multiple instances of damage, far less Strength is necessary, with 143% Ability Strength fully removing defenses after two hits.
Can be recast while active to summon all Kaithes toward a new direction. Previous cavalry charge is removed on recast.
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.
Ember expends 75Energy to slam the ground, creating a wave of fire that expands outwards to a radius of 25 meters. Enemies that are on-screen or are in Line of Sight from Ember and within range are dealt 66 / 100 / 141 / 200Heat damage with a 100%status chance, have their Armor permanently reduced by 50% - 100%, and suffer Knockdown and are violently pushed back.
Armor reduction per cast is capped at 50% - 100%, achievable with 100%Ability Strength. As such only values below 100% will have effect.
Hit detection consists of the following:
An enemy that is visible on-screen will be hit.
An enemy that has direct line of sight from Ember will be hit, even if off-screen.
Ability Synergy:
Each cast of Fire Blast decreasesImmolation's rate of heat generation by 2% per second, while also removing50% heat.
Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
Fire Blast's energy cost decreases with Immolation's heat down to 25 energy cost at maximum heat.
Has a cast delay of about 0.7 seconds.
Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Armor reduction per cast is capped at 75%, achievable with 100%Ability Strength.
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.
Frost expends 100Energy to crash an avalanche down around him, striking all surrounding enemies within 8 / 10 / 12 / 15 meters and applying 6ColdStatus Effects. Shortly after, an icy pulse rapidly expands over the area, applying 10Cold Status Effects to freeze enemies in place for 5 / 6 / 7 / 8 seconds and permanently reducing their total armor by 60%, then inflicts 800 / 1000 / 1200 / 1500Cold damage. If an enemy dies while frozen, they violently shatter upon death, dealing 100 / 200 / 300 / 400Cold damage to enemies in a 3 / 3.5 / 4 / 4.5 meter radius.
With one player using Corrosive Projection, 100% armor strip can be achieved at 137% Ability Strength.
Avalanche can be used to immobilize large groups of enemies, as even if it does not kill enemies outright it lowers their armor, allowing players to finish off any survivors.
Avalanche staggers enemies back a small distance when cast, this may result in them being out of range for the freeze and subsequent damage when at the edge of the area of effect, so it is important to make sure you group enemies effectively before casting.
This ability can damage enemies through walls. Using Avalanche while pressed against a wall can clear a room without even entering.
Avalanche can hit enemies who are above or below Frost's position.
Avalanche can still serve as crowd control even with low Ability Duration, as the Cold status effects are not affected by mods and will stay on the target even when unfreezing (if the freeze duration is shorter than 6 seconds, that is).