For the aura mod, see Corrosive Projection.

Combined from Toxin b.png Toxin and Electricity b.png Electricity damage. Most effective against Ferrite armor. Corrosive status temporarily removes up to 80% of the target's armor value.

—In-game Description

Corrosive b.png Corrosive Damage is one of the six secondary elemental damage types, composed of Toxin b.png Toxin and Electricity b.png Electricity damage. It is immensely useful against IconGrineerB.svgGrineer Ferrite Armor and Fossilized Infestation b.svgInfested creatures, but fares poorly against the Proto Shields of some elite IconCorpusB.svgCorpus enemies.

Status Effects[edit | edit source]

General[edit | edit source]

The status effect of Corrosive b.png Corrosive damage is Corrosion. It degrades the armor of the afflicted target by 20% plus another 6% per stack. Proccing Corrosive again while another Corrosive proc is active will add a stack, capping at 10 stacks for up to 80% armor reduction in total, with each stack having their own duration of 8 seconds.

Enemies affected by a Corrosive b.png Corrosive proc will be covered in a faint green, electricity-like substance. Enemies killed by a Corrosive b.png Corrosive proc will have their corpses partially corroded and dissolved.

Armor Removal Interactions[edit | edit source]

When Corrosive b.png Corrosive status is combined with Heat b.png Heat status and Mod TT 20px.pngCorrosive Projection, the armor reduction is multiplicative. This can be expressed as the following:

Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)

For example, a full 4-player squad with max-rank Mod TT 20px.pngCorrosive Projections, an active Heat b.png Heat proc, and max stacked Corrosive b.png Corrosive proc will result in an enemy's armor being reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] × (1 - 18% × 4) = 2.8%.

If only one player has a max-rank Mod TT 20px.pngCorrosive Projection with the above statuses, an enemy's armor would instead be reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] × (1 - 18%) = 8.2%.

An active Heat b.png Heat proc, and max stacked Corrosive b.png Corrosive proc without Mod TT 20px.pngCorrosive Projection would result in an enemy's armor being reduced to:

(1 - 50%) × [1 - (20% + 6% × 10)] = 10%.

Currently, the only non-ability method to completely remove armor is to use Mod TT 20px.pngShattering Impact, Mod TT 20px.pngSharpened Claws or a dagger in tandem with Mod TT 20px.pngAmalgam Argonak Metal Auger.

Empyrean[edit | edit source]

Corrosive b.png Corrosive does not have an Empyrean counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Type Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health Corrosive b.png Corrosive Modifier IconCorpusB.svgCorpus Health Corrosive b.png Corrosive Modifier Infestation b.svgInfested Health Corrosive b.png Corrosive Modifier
Cloned Flesh Flesh Infested
Ferrite Armor +75% Shield Infested Flesh
Alloy Armor Proto Shield -50% Fossilized +75%
Machinery Robotic Infested Sinew

As with all damage types effective against armorCorrosive b.png Corrosive damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Corrosive b.png Corrosive damage is only reduced by 25% of a target's whole Ferrite Armor and the base damage is increased by +75%.

Corrosive Sources[edit | edit source]

Weapons[edit | edit source]

Main article: Category:Corrosive Damage Weapons


Mods[edit | edit source]

†Denotes a source of corrosive damage that does not inflict the status effect on enemies.


Enemies[edit | edit source]


Abilities[edit | edit source]

ScarabSwarm.png ScarabSwarmIcon.png
ENERGY
25
KEY
4
Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.


Energy Cost to Charge: 0
Health Drain per Armor Percent: 29 HP
Scarab Armor Cost per Cast: 25%

Strength:N/A
Duration:6 / 10 / 12 / 15 s (swarm duration)
Range:20 / 22 / 25 / 30 m (cast range)
6 / 10 / 12 / 15 m (heal radius)
Misc:2,900 HP (total health cost)
2 HP (min. health threshold)
100% (armor bonus cap)
∞ (armor bonus duration)
5 m (spread radius)
100% (spread remaining duration)
Expand/Collapse

DanseMacabreModx256.png DanseMacabre130xWhite.png
ENERGY
25
KEY
4
Danse Macabre
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:N/A
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
Misc:9 (number of beams)
100 m (sweep area)
1 rev/sec (rotation speed)
20% (status chance)
40% (boosted status chance)
50 (overshield points per pickup)
Expand/Collapse
Only on armored enemies.

VenomModU15.jpeg SarynVenom.png
ENERGY
25
KEY
1
Spores
Inflict a target with a pox of Corrosive w.png Corrosive spores. Spread spores to nearby enemies by destroying them or killing their host. The longer the Spore spreads, its damage will increase.


Recast Energy Discount: 50%

Strength:6 / 8 / 8 / 10 (initial damage)
1 / 1.25 / 1.5 / 2 (damage growth per enemy)
50% (Corrosive w.png Corrosive status chance)
20% (reset decay)
Duration:10% (damage decay rate)
Range:30 / 40 / 50 / 60 m (cast range)
10 / 12 / 14 / 16 m (spread radius)
Misc:∞ (duration)
7 (damage growth enemy cap)
0.5 s (damage decay interval)
2 / 2 / 3 / 3 (initial spores)
1 (transmitted spore)
3 (max spores per enemy via spread)
12 (max spores per enemy via recast)
4.0x (miasma damage multiplier)
Expand/Collapse

Tips[edit | edit source]

  • Corrosive b.png Corrosive damage can be combined with Viral b.png Viral damage (when applicable) to create a deadly damage combo against enemies with armor, especially the Grineer. The reduction of armor will lessen the reduction of damage, while viral procs will increase damage dealt even further.
  • Corrosive b.png Corrosive pairs well with weapons that do primarily Impact b.svg Impact damage. This results in an excellent faction-neutral build, as Corrosive is either buffed or normal against every damage type except for Corpus Proto Shields, which the Impact makes up for, especially on a high-crit weapon.

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.2

  • The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds.
    • Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.

See Also[edit | edit source]


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