Critical hits, also known as crits for short, are otherwise normal weapon strikes that randomly deal increased damage on enemies. The likelihood that an attack will be a critical hit is based on the weapon's critical hit chance, and the additional damage dealt by a critical hit is determined by the weapon's critical damage multiplier. Each attack, or each pellet in the case of most shotguns and weapons with Multishot, rolls its own chance to critically hit.

When a weapon deals a critical hit, the damage is displayed as a yellow, orange or red number on the HUD instead of the usual white coloring. However, critical hits on shields are still blue, and attacks benefitting from the stealth damage bonus are always yellow even when they don't crit.

Critical Chance[]

Chance that any given attack will do bonus Critical Hit Damage.
Values over 100% have a chance to become Big Critical Hits (orange), and over 200% have a chance to become Super Critical Hits (red).
—In-game Description

Each weapon has a base chance to critically hit, which can be increased through mods and various buffs.

Relative Increases[]

Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:

Where the Relative Bonus is the sum of all applicable bonuses.

As an example, a Braton Braton with Mod TT 20px Point Strike and Mod TT 20px Argon Scope has a crit chance of:

12% × (1 + Mod TT 20px 150% + Mod TT 20px 135%) = 46.2%

Absolute Increases[]

A few effects grant absolute amounts of crit chance which are applied after relative bonuses.

Where the Absolute Bonus is the sum of all applicable bonuses.

As an example, a Braton with Mod TT 20px Point Strike (relative) and ArcaneAvenger Arcane Avenger (absolute) has a crit chance of:

12% × (1 + Mod TT 20px 150%) + ArcaneAvenger 45% = 75%

Blood Rush[]

Mod TT 20px Blood Rush and the Gladiator Set Bonus are unique in that they scale off of Melee Combo, stacking additively with other critical chance mods:

As an example, a Gram Gram with maxed Mod TT 20px True Steel and Mod TT 20px Blood Rush, with a x7 combo multiplier :

15% × [1 + Mod TT 20px 120% + Mod TT 20px 40% × (7 - 1)] = 69%

Critical hit chance can surpass 100%, for further information read Crit Tiers.

Sources of Critical Chance Bonus[]

CovenantModx256 Covenant130xWhite

Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.

Introduced in Update 21.0 (2017-06-29)

AbilityStrengthBuff Strength:5% (base critical chance)
1.50% (critical chance per 100 damage)
AbilityDurationBuff Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
AbilityRangeBuff Range:N/A

Misc: 4.0x (headshot multiplier to bonus critical chance)
50% (bodyshot critical chance cap)
200% (headshot critical chance cap)
50/250 m (affinity range/open-world affinity range)


CathodeGraceModx256 CathodeGrace130xWhite
Cathode Grace

Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown.

Introduced in Update 31.5 (2022-04-27)

AbilityStrengthBuff Strength:x 25 / 30 / 40 / 50 % (weapon crit chance)
+ 25 / 30 / 40 / 50 % (ability crit chance)
1 / 1.15 / 1.3 / 1.5 EP/s (energy regen)
AbilityDurationBuff Duration:8 s (initial timer)
3 s (extra time per kill)
AbilityRangeBuff Range:N/A

Misc: 60 s (casting cooldown and max duration cap)


CrystallizeModx256 Crystallize130xWhite

Citrine summons crystal fractals. The fractals rush forward, seeking enemies. Enemies touched by the fractals are paralyzed crystalline growths. Hit the growths to deal Critical Damage.

Introduced in Update 32.3 (2023-02-15)

AbilityStrengthBuff Strength:250 / 300 / 400 / 500 DmgImpactSmall64 Impact damage
AbilityDurationBuff Duration:5 / 6 / 7 / 8 s
AbilityRangeBuff Range:30 m

Misc: 190° sight detection cone
1 growth per enemy
=300% absolute critical chance


Critical Multiplier[]

Critical Hit Damage is multiplied by this value.
The added Damage is doubled for Big Critical Hits (orange), and tripled for Super Critical Hits (red).
—In-game Description

When a critical hit occurs, that hit's damage is increased and the damage value's color is changed to yellow. The stat describing by how much a crit is strengthened is displayed in the arsenal as a multiplier.

The base critical multiplier of a weapon is quantized.[1][2] This applies before mods, but after certain effects that are additive to the base value. The quantized base critical multiplier can be calculated as:

As an example, a Braton Braton with Mod TT 20px Vital Sense excluding quantization for simplicity, has a crit multiplier of:

1.6 × (1 + Mod TT 20px 120%) = 3.52x

Another similar example, now including quantization, and now with the incarnon perk Critical Parallel yields a crit multiplier of:

Sources of Critical Multiplier Bonus[]

ElectricShieldModx256 ElectricShield130xWhite
Electric Shield

Volt deploys an obstacle of energy, providing cover in any situation.

Introduced in Update 5.3 (2013-01-10)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: +50% (damage bonus)
+100% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)


Crit Tiers[]

Crit Chance
Crit Tier &
x ≤ 0% No hit can crit Tier 0
0% < x < 100% Chance for a yellow crit
Tier 1
x = 100% All hits yellow crit
100% < x < 200% Chance for an orange crit
Tier 2
x = 200% All hits orange crit
200% < x < 300% Chance for a red crit (tier 3)
Tier 3
x = 300% All hits red crit (tier 3)
300% < x < 400% Chance for a red ! crit (tier 4)
Tier 4
x = 400% All hits red crit (tier 4)
400% < x < 500% Chance for a red !! crit (tier 5)
Tier 5
x = 500% All hits red crit (tier 5)
500% < x < 600% Chance for a red !!! crit (tier 6)
... ...
Crit numbers

Three different color tiers of critical hits along with normal damage color

When a weapon achieves a crit chance higher than 100%, every attack will crit but it also gains a chance to deal an even stronger crit. As the critical hit chance increases, the tier of critical damage does so as well.

Although the coloration remains red after a certain point, crit tiers continue to increase. Every tier above 3 will produce an additional exclamation mark (!) up to three times.

As an example, a Lenz Lenz with Mod TT 20px Point Strike has a crit chance of:

50% × (1 + Mod TT 20px 150%) = 125%

This means it will have a 25% chance to trigger an orange crit, while all other hits (75%) will yield a yellow crit.

The critical damage multiplier for these can be calculated as follows:

As an example, a Lenz Lenz with Mod TT 20px Point Strike and Mod TT 20px Vital Sense will have an orange crit multiplier of:

1 + 2 × (2.0 × (1 + Mod TT 20px 120%) − 1) = 7.8x

In addition, each mod of the Vigilante Mod Set has a 5% chance to increase a Primary Weapon's critical hit's tier by 1. This effect stacks with other Vigilante Mods installed, up to a 30% chance with all six Vigilante Mods equipped.

Critical Headshots[]


This picture displays a headcrit dealing 4x (old : now, it would be 6x) regular headshot damage using an unmodded Lex Lex.

Certain body parts on enemies, most notably heads, will receive additional damage when struck. This location-based damage increase is usually a 3.0x multiplier, but if the strike is a critical hit, then it receives an additional damage bonus of 2.0x on top of the location multiplier and the crit multiplier:

As an example, a Lanka Lanka with Mod TT 20px Vital Sense, and a head shot multiplier of 3.0 will have an orange crit multiplier of:

3.0 × (1 + 2 × (2 × 2.0 × (1 + Mod TT 20px 120%) − 1)) = 49.8x

The Headshot Multiplier is 3.0x in almost all cases. The bonus damage from headshot crits is specific to heads and not generalized to all special body parts. The MOA, for example, has a "fanny pack" which normally receives 3.0x damage, but does not receive any additional multipliers from a critical hit. The Jordas Golem, however, has a 1.0x multiplier on his engines, but still receives increase damage if critically hit. Corpus humanoids do not receive headcrits, instead only taking the normal 3.0x headshot damage even after their helmets are removed.

Average Damage[]

When comparing builds it can be helpful to calculate how much damage the weapon will deal on average, which is effected by how often critical hits occur and at what critical multiplier. The following equation accounts for critical hits that are not headshots:

As an example, a Paris Paris has an average damage multiplier of:

1 + 30% × (2.0 - 1) = 1.3x

Paris Paris with Mod TT 20px Point Strike and Mod TT 20px Vital Sense has an average damage multiplier of:

1 + (30% × (1 + Mod TT 20px 150%)) × (2.0 × (1 + Mod TT 20px 120%) - 1) = 3.55x

So for a Paris without any critical mods, the damage is multiplied by 1.3 on average; yellow crits of 2x for 30% of the shots.
With the 2 basic critical mods, the damage is multiplied by 3.55 on average; yellow crits of 4.4x for 75% of the shots.


  • Most Warframe abilities cannot inflict critical hits. Exceptions include Exalted Weapons and VorunaIcon272 Voruna's Ulfrun'sDescentIcon Ulfrun's Descent.
    • Prior to Update 33.6 (2023-07-27), some abilities had 100% critical chance with a multiplier of 1x. This only served to provide visual feedback.
  • As of Hotfix 35.0.9 (2024-01-17), enemies cannot inflict critical hits.

See also[]

Patch History[]

Hotfix 35.0.9 (2024-01-17)

  • Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets.
    • In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits.

Update 34.0 (2023-10-18)
Missed Note From Abyss of Dagath:

  • Updated our Damage Number system to add an exclamation point (!) for every Crit Tier above Super Crits, up to 3 total. Now you'll really be able to tell when you're doing a lot of damage!!!

Hotfix 33.6.1 (2023-07-31)
Missed Notes:

  • With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.

Hotfix 28.0.4 (2020-06-12)

  • Fixed Critical Hits not triggering for Glaive mid-air detonations.

Update 21.0 (2017-06-29)

  • With Harrow's enhancement to Criticals, we have slightly tweaked the colour gradient in which Critical hits are displayed. Introducing: Orange Crits! These now occur in between Yellow and Red Crits. Before, Crits became Red when 100% Crit Chance was achieved. Now Crits will be ORANGE in the 100.01-200% range, and Red will start at 200.01%+! This is solely a visual change.

Update 14.10 (2014-10-08)

  • Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torid’s gas cloud not allowing for criticals.

Update 13.5 (2014-05-28)

Changes to Crit calculations:

We have made changes to the way Criticals work on weapons that have been modded to have a crit chance greater than 100%. You may recall the existence of ‘red crits’ from many updates ago, which occurred with no clear formula other than “Synapse!”. Here is some clarity into the new system:

The brief:

A weapon with a critical chance greater than 100% will receive 2 calculations:

1) a guaranteed critical damage value - this normally appears as a yellow value.

2) a secondary red crit chance based on the remaining percent- this will appear as a new RED crit if successful!

This means:

If your rate is 125% you get one guaranteed crit and a 25% chance of a red crit.

If this Second Crit occurs, you will see a deadly Red crit value!

  1. BaeckerSkins (2022, January 15). Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens. Reddit. Archived from the original on 2023-12-03.
  2. Anon (2023, December 3). Critical multiplier quantization. Imgur. Archived from the original on 2023-12-03.