Each Warframe has a different style of play and a different set of stats and abilities that make them unique from other Warframes.


Main article: Health

Health represents how much damage a Warframe can sustain before becoming incapacitated or killed. Health is indicated as a red numeric value at the top right of the screen. While a Warframe loses Health, the screen's edges will begin to pulse red. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will begin to play, and a slight ringing can be heard. This sound also plays when dead and when incapacitated.

Most attacks will only damage Health after the Warframe's Shields have been drained. Toxin Damage, dealt by Toxic Ancients, Toxic Crawlers, and Venomous Eximus, and the Bleed status effect will bypass shields to damage the health directly. The Viral status effect temporarily reduces current and maximum health.

Notable mods regarding Health include:

  • The Vitality Mod increases the base health of a Warframe.
  • The Vigor and Primed Vigor Mods increase the base health (and shields) of a Warframe.
  • The Physique Aura Mod increases the base health of all Warframes in the Squad.
  • Some Arcane Alternate Helmets affect the base health of a Warframe.


With the exception of Nidus, health does not naturally regenerate. Warframes may activate equipped Health Restores or find Health Orbs to restore Health. The Aura mod, Rejuvenation adds health regeneration to all team members and allies. The Warframes Trinity, Hydroid, Equinox, Limbo, Nezha, Harrow, Inaros and Oberon all have one or more abilities to restore health to nearby Warframes, and allied Ancient Healers pulse a fixed amount of health to Warframes within its radius.


Main article: Bleedout

Upon reaching 0 Health, Warframes will go into a downed state. Downed Warframes appear as a red diamond on the mini-map and slowly die over 20 seconds; this downtime may be increased using the Undying Will mod which can increase this to 28.4 seconds. They may crawl backward (movement speed slowing over time) and use their sidearm while downed. Warframes can be revived by holding the Action Key while nearby and facing them. While being revived, a red diamond progress bar will appear to replace the red downed-state bar and begin to fill in a clockwise fashion. Multiple teammates reviving the downed Warframe at the same time speed up the revive process. Once the progress bar is full, the downed Warframe is revived to full health and shields and may resume using all equipment and abilities as normal.

  • Warframes can also be revived under special circumstances (specifically, Nekros' Soul Punch ability, when augmented with Soul Survivor). The amount of health and shields restored is determined by the source of the revive.

Death and RevivalEdit

Main article: Death

Upon reaching 0 health without the possibility for a revive, or if teammates fail to successfully revive a fallen Warframe before the bleed-out timer expires, the Warframe dies. At this point, the player may either spend one of four Revive Tokens (consuming 10% of your acquired Affinity; each max rank Arcane Enhancement increases the amount of available revive tokens by 1), abandon the mission (forfeiting all gained resources and bonus affinity) or wait until the rest of the squad extracts (if any are still alive). If revive is chosen, the Warframe rises up, becomes temporarily invulnerable and release an energy blast that damages and knocks over nearby enemies. If the player decides to wait, rewards that would have been obtained while the Warframe is dead is forfeited, while rewards gained while the Warframe is alive are kept upon extraction.


Main article: Shields

Shields is a skintight barrier that absorbs incoming damage and protects the Warframe from taking Health damage from enemy attacks. All Warframes, except Inaros and Nidus, possess shields, whose values can be seen in the upper right of the player's UI as a blue number, with each Warframe possessing different amounts of maximum shields. Corpus units also possess shields, along with certain bosses and Capture targets.

Shields naturally recharge, but there is a 3-second recharge delay refreshed whenever struck. Any incoming attacks reset the time before recharging back to 3 seconds. Damage from proc effects like Slash b Slash or Heat b Heat do not reset the delay timer. Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:

$ \text{Shield Recharge Rate} = 15 + 0.05(\text{Maximum Shields}) $

Because the recharge rate involves maximum shields, the perceived shield recharge rate is always approximately the same. This shield recharge rate can be further boosted by Fast Deflection and Fortitude, which stack together multiplicatively on the original recharge rate.


Main article: Overshields

A Warframe's shield counter in purple, showing boosted values from its overshield.

Overshields are extra shield units beyond the normal maximum shield capacity, which are acquired through the use of active shield restoration items or abilities that would restore shields beyond the Warframe's maximum shield capacity. Unlike normal shields, overshields do not regenerate but instead stack on top of the normal shields, allowing Warframes with low maximum shield capacity to gain substantial shield defenses. Overshields have a maximum value of 1,200 beyond the normal maximum shield capacity, regardless of source, and will remain for as long as the Warframe's shields do not drop to its normal maximum capacity. While possessing overshields, the player's shield counter changes from blue to purple. Overshields can be obtained from:


Armor Damage
15 4.76% 105.00%
50 14.29% 116.67%
65 17.81% 121.67%
100 25.00% 133.33%
155 34.07% 151.67%
190 38.78% 163.33%
350 53.85% 216.66%
450 60.00% 250.00%
600 66.67% 300.00%
Main article: Armor

Armor mitigates a percent of the incoming damage. Armor only reduces damage applied to a Warframe's Health and does not affect damage absorbed by its Shields.

The damage reduction provided by the armor value can be calculated with the following formula:

$ \text{Damage reduction (percentage)} = \frac{\text{Armour}}{300+\text{Armour}} \times 100 $

Alternatively, armor can be thought of in terms of its equivalent benefit in health. Every three points of armor effectively give you +1% total Health. With armor, Healing is made more efficient because it takes more effort to remove Health than to restore it.

  • The Steel Fiber and Armored Agility mods increase a Warframe's armor by a percentage of its base amount.
  • Damage can be reduced to zero by extremely high armor values due to rounding. This is the case if D < 0.5 + A/600.
  • Rhino's Iron Skin ability does not grant armor but rather absorbs 400 / 600 / 800 / 1200 points of incoming damage, affected by Ability Strength and damage type modifiers against Ferrite armor.


Main article: Energy Capacity

Energy is used to power Warframe abilities. Warframes have four abilities that have a base cost of up to 100 energy per use, depending on how powerful the ability is. During a mission, energy can be replenished up to the Warframe's maximum pool.

  • Energy can be picked up during a mission from Blue Orbs. Blue Orbs dropped by enemies restore 25 energy, while containers drops will restore 50 Energy.
  • Some Arcane Alternate Helmets affect Ability Efficiency or a Warframe's maximum energy.
  • The Aura Energy Siphon slowly restores energy for all players. A squad running multiple Energy Siphon auras allow for faster energy recovery.
  • Harrow's Thurible grants players inside the aura a variable amount of energy from kills made by Harrow, depending on how long the ability was charged and whether the enemies were killed by body shot or headshot.
  • Trinity's Energy Vampire allows Warframes to regain energy through the four energy pulses the target releases.
  • Limbo's Rift Plane slowly restores energy for all players within it (Can stack with Energy Siphon).
  • Octavia's Inspiration passive slowly restores energy over time for all players that were near Octavia when she cast an ability.
  • Team Energy Restores are consumables that grant Energy to nearby teammates in varying amounts, up to 400 total.
  • Weapons triggering an Entropy (Syndicate: Cephalon Suda) effect restore 25% of the player's base energy, and provide a base energy boost of +25% for 30 seconds.
  • Weapons triggering a Blight (Syndicate: Red Veil) effect restore 25% of the player's base energy, and provide a base movement speed boost of +10% for 30 seconds.
  • Notable mods that affect energy:
  • The starting energy of a Warframe is affected by unused mod capacity, each unused point grants 5 additional energy at the start of a mission.

Movement SpeedEdit

Movement speed affects how fast a Warframe can run, and sprint; consequently, it also affects the speed and distance a Warframe will slide, wallrun and bullet jump. Warframes have differing base movement speed.

  • Rush, Speed Drift, and Armored Agility increases a Warframe's base sprint speed.
  • Sprint Boost aura increases the entire teams base sprint speed.
  • Some Arcane Alternate Helmets affect the base sprint speed of a Warframe.
  • Speed and Fire Walker temporarily increases movement speed.
  • Base sprint speed depends on the Warframe. Real sprint speed is ("sprint speed" × 7) m/s. Real running speed (without sprint) is unaffected by mods and can be calculated as (6 + ((("base sprint speed" - 1) × (6 / 7)) × 6)) if base sprint speed is 1 or more and as (6 + (((1 - "base sprint speed") / (6 / 7)) × 6)) if base sprint speed is less than 1. Hobbled Dragon Key can reduce the final value of running speed by 50%.

Speed ReductionEdit

Having equipped a Hobbled Dragon Key reduces speed by 50%. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

See alsoEdit

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