Blast Damage is one of the six secondary elemental damage types, composed of Cold and Heat elements. The violent force of this damage is highly destructive to Grineer Machinery and brittle Fossilized Infested creatures, but performs poorly against the Ferrite Armor worn by many Grineer units.
Blast damage's status effect is an explosive Knockdown (as opposed to Impact's knockback), forcing all enemies with a 5-meter radius to stumble and fall, however Ospreys, Bosses and Tenno are immune to this. This effect can be applied against victims attempting to stand back up, causing them to flip in their recovery.
|Grineer Health||Blast Modifier||Corpus Health||Blast Modifier||Infested Health||Blast Modifier|
|Ferrite Armor||–25%||Shield||Infested Flesh|
|Alloy Armor||Proto Shield||Fossilized||+50%|
Channeling all of her acoustic energy into the environment, Banshee uses ultrasonic reverberations to violently shake the ground.
Energy Drain: 25 / 18 / 15 / 12 s-1
|Strength:125 / 150 / 175 / 200|
|Range:12 / 15 / 18 / 20 m|
Creates a magnetic field around a target, ensnaring nearby enemies and dealing damage over time. The field reacts to bullets and shards created from Polarize to increase the damage.
|Strength:1.25x / 1.5x / 1.75x / 2x (multiplier)|
50 / 150 / 200 / 300 (explosion damage)
|Duration:10 / 12 / 13 /15 s|
|Range:2 / 3 / 3.5 / 4 m (field radius)|
5 / 10 / 12 / 15 m (explosion radius)
|Misc:10% / 15% / 20% / 25% (absorption)|
Primes all enemies in a radius with anti-matter.
150 / 300 / 500 / 800 (explosion damage)
10% / 20% / 25% / 30% (slow)
2 / 3 / 4 / 6 s (wave duration)
5 m/s (wave speed)
10 / 15 / 20 / 30 s (prime duration)
6 / 7 / 8 / 10 m (explosion radius)
|Misc:2x (damage multiplier)|
15 / 20 / 25 / 35 m (wave radius)
Rhino stomps with force sufficient to disrupt time, tumbling enemies around him in stasis.
|Strength:150 / 300 / 500 / 800 (damage)|
|Duration:3 / 4 / 5 / 8 s|
|Range:15 / 18 / 22 / 25 m|
|Misc:80% / 90% / 95% / 97.5% (slow)|
The Blast damage comes from projectile used to launch these abilities, not the abilities' main effects:
Launches a grenade that holds an electrical charge, zapping enemies that come within range.
|Strength:80 / 100 / 120 / 150 (arc damage)|
15 (contact damage)
|Duration:5 / 6 / 7 / 10 (charges)|
|Range:7 / 8 / 10 / 12 m|
|Misc:40 s (duration) 10% (uncharged status) 100% (charged status)|
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
Creates an energy-based containment field in which captives are held suspended in stasis.
|Strength:6 / 8 / 10 / 12 (affected enemies)|
15 (contact damage)
|Duration:8 / 10 / 12 / 15 s|
|Range:5 / 7 / 8 / 10 m|
- Having Blast damage on a melee weapon with high status chance will allow the player to consistently perform Ground Finishers on knocked down enemies.
- The Blast property of the mixture of Cold and Heat is likely a reference to the thermite ice bomb; where thermite can burn so hot that it will melt the ice, boil the water, and ultimately decompose the vapor into hydrogen and oxygen. This in turn fuels the fire and cues the explosive property.
- It could also be thermal shock, a fracturing that happens when cold items are rapidly heated or hot things are rapidly cooled. On the molecular level, solid objects expand when heated and contract when cooled, and if subject to a huge temperature change in a short period of time, many materials break down from the energetic motion. This phenomenon commonly occurs (violently) when rinsing a hot glass in a cold sink.
|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|