Critical hits 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 shotguns (and similar weapons such as the Redeemer), rolls its own chance to critically hit.
When a weapon deals a critical hit (or "crits"), the damage is displayed as a yellow, orange or red number on the HUD instead of the usual white coloring. Bear in mind that critical hits on shields are still blue and attacks benefitting from the stealth damage bonus are always yellow, even when they don't crit.
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.
|Strength:1.50% (critical per 100 damage)|
|Duration:3 / 4 / 5 / 6 s (invulnerability time)|
6 / 8 / 10 / 12 s (critical chance time)
|Misc:4.0x (headshot multiplier)|
50 m (affinity range)
- Harrow breaks free of his shackles in a whirlwind of impenetrable energy, imbuing himself and allies inside his Affinity Range with complete invulnerability to damage and Status Effect immunity for 3 / 4 / 5 / 6 seconds. While invulnerable, any enemy damage prevented by all affected players during this time accumulates into a total pool.
- After the invulnerability phase, all affected players receive the Retaliation buff which provides an additive weapon critical chance bonus lasting for 6 / 8 / 10 / 12 seconds. Retaliation provides a 5% base critical chance, plus extra critical chance converted from total damage prevented at a rate of 1.50% per 100 damage points prevented. Additionally, the combined critical chance percentage is multiplied by 4 on headshot hits.
- Retaliation duration is affected by Ability Duration.
- Base critical chance and extra critical chance percentages are affected by Ability Strength, while damage points prevented and headshot multiplier are not.
- Retaliation's critical chance is capped at 50% on bodyshot hits and 200% on headshot hits.
- The critical chance applied to the weapons appears to be a flat value.
- Critical chance seems to also be applied to melee weapons, weapon deployables ( Zenistar disc, Orvius channel throw, etc.), and Exalted weapons ( Excalibur's Exalted Blade, Ivara's Artemis Bow, etc.)
- Protection and Retaliation buffs affect both players and their Companions.
- Covenant cannot be recast while its buffs are active.
- Multiple Harrows can cast Covenant independently of other players' active invulnerability and critical chance buffs.
- Casting animation of 3 seconds is affected by casting speed, from mods such as Natural Talent and Speed Drift. Casting Covenant stops Harrow's movement and actions.
- During the invulnerability phase, the current total of damage prevented is displayed to the right of the aiming reticle, represented by a shield-like emblem.
- After the invulnerability phase, the critical chance bonus and its headshot multiplied percentage are briefly displayed at the same position, represented by a bullet-like emblem.
- An audible whispering sound plays when each buff's duration ends.
- Covenant's buff icons for invulnerability and critical chance are displayed beside the shield and health indicators, with the critical chance bonus percentage located at the top-right of the icon and buff timers at the bottom.
- Harrow and affected allies are visibly surrounded by a gust of energy while under Covenant's effects. This visual effect expands or contracts depending on the phases of the ability, and is affected by Harrow's chosen Warframe energy color.
- Main article: Lasting Covenant
- It synergizes well with abilities that buff critical damage, such as Electric Shield and Sonar.
- Also pairs well with the Dual Toxocyst since they are at their optimal power when you are getting headshots.
- Since the critical chance applied appears to be additive, this ability can turn a Nukor modded with Primed Target Cracker (and possibly other critical damage mods such as a Riven) into a viable critical secondary.
- Casting this while attempting to revive a teammate makes for a reliable survival strategy, as the invulnerability phase will protect you from enemy fire.
- If the mission has Environmental Hazards, like the toxic waste in the Grineer Shipyard tileset, you can use them to stack extra damage negation during the invulnerability phase.
- Covenant synergizes well with a Kitgun equipped with Pax Seeker, with its projectiles gain benefits for critical chance to headshot from this ability.
- However, headshot kills by Pax Seeker's projectiles won't trigger Lasting Covenant augmentation.
Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:
- Crit Chance = Base Crit Chance × [1 + Blood Rush Multiplier × (Combo Multiplier - 1) + Relative Bonus] + Absolute Bonus
- = ( 0.6 × ( - 1) + 0.6] + 0.3) × [1 +
- = 0.41 = 41%
Critical hit chance can surpass 100%, for further information read Crit Tiers.
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.
Volt deploys an obstacle of energy, providing cover in any situation.
Meters per Energy Drained: 4 m
|Duration:10 / 15 / 20 / 25 s|
|Misc:50% (damage bonus)|
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)
- Shots fired through Electric Shield by Volt and his allies will gain 50% Electricity damage, and critical damage will be multiplied by 200%.
- Duration for both shield types is affected by Ability Duration.
- Height and width of both shield types are not affected by Ability Range.
- Bonuses are not affected by Ability Strength.
- Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
- The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity damage.
- The Electricity damage bonus combines with other elemental types to create secondary elements on non-hitscan weapons. Hitscan weapons will separately proc both elements present on the weapon and Electricity from Electric Shield.
- Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity damage bonus). The critical damage bonus on the other hand does not stack with additional shields.
- "Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
- Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.
- As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
- The Static Shield can only be cast a maximum of 6 times. Casting after the maximum will remove the earliest Static Shield and create a new one where cast.
- A Static Shield cannot be cast while a Current Shield is equipped.
- "Current" refers to an electrical current, which is the flow or movement of electrons.
- Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
- The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
- When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons and will have his speed and mobility reduced.
- Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.
- Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
- Note that despite the drain rate the Current Shield will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
- Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
- Only one Current Shield can be equipped at a time.
- The 50% Electricity damage buff can apply to Mesa's Regulator pistols as well.
- Casting Ember's Fireball through an Electric Shield will change its damage type to Radiation.
- Electric Shield affects certain weapons differently
- All primary and secondary weapons will gain Electricity damage and amplified critical damage.
- Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
- Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage, but it will affect the orb's explosion damage.
- Held-trigger weapons will gain hitscan properties.
- While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate Punch Through, such as a Scorch's Ignis, can bypass Electric Shield.
- Ability Synergy: Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
- The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
- Main article: Transistor Shield
Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields, with no energy cost for moving them. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.
- Multiple instances of the Static Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
- Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.
E.g. putting a Vital Sense on a Braton will result in a multiplier of:
- Base Crit Multiplier × (1 + Relative Bonus)
- = 1.2) × (1 +
- = 3.52
|Crit Tier &|
|x = 0%||No hit can crit||Tier 0|
|0% < x < 100%||Chance for a yellow crit|
|x = 100%||All hits yellow crit|
|100% < x < 200%||Chance for an orange crit|
|x = 200%||All hits orange crit|
|200% < x < 300%||Chance for a red crit (tier 3)|
|x = 300%||All hits red crit (tier 3)|
|300% < x < 400%||Chance for a red crit (tier 4)|
|x = 400%||All hits red crit (tier 4)|
|400% < x < 500%||Chance for a red crit (tier 5)|
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.
- Base Crit Chance × (1 + Relative Bonus)
- = 1.5) × (1 +
- = 1.25 = 125.00%
This means it will have a chance of 25% to trigger an orange crit, while all other hits (75%) will yield a yellow one.
In addition, each mod of the Vigilante Mod Set has a 5% chance to increase a 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.
The critical damage multiplier for these can be calculated as follows:
- 1 + Crit Tier × (Modded Crit Multiplier − 1)
- = 1 + 1.2) − 1) × ( × (1 +
- = 6.04
Certain body parts on enemies, most notably heads, will receive additional damage when struck. This location-based damage increase is usually a 2.0x multiplier, but if the strike is a critical hit, then it receives an additional damage bonus. For yellow crits, this is another 2.0x multiplier on top of the location multiplier and the crit multiplier but in general, it uses the formula:
- = Damage × Headshot Multiplier
- × (1 + Crit Tier × (2 × Modded Crit Multiplier - 1))
The Headshot Multiplier is 2.0x 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 quadruple damage if critically hit. Corpus humanoids do not receive headcrits, instead only taking the normal 2.0x headshot damage even after their helmets are removed.
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|
|Critical Hit Mods|
|Rifle||Chance||Point Strike • Critical Delay • Argon Scope|
|Damage||Vital Sense • Hammer Shot • Bladed Rounds|
|Shotgun||Chance||Blunderbuss • Critical Deceleration • Laser Sight|
|Damage||Ravage ( Primed) • Shrapnel Shot|
|Pistol||Chance||Pistol Gambit ( Primed) • Creeping Bullseye • Hydraulic Crosshairs|
|Damage||Target Cracker ( Primed) • Hollow Point • Sharpened Bullets|
|Melee||Chance||Blood Rush • Maiming Strike • Sacrificial Steel • True Steel • True Punishment|
|Damage||Gladiator Might • Organ Shatter ( Amalgam)|
|Weapon Augment||Deadly Sequence|