WARFRAME Wiki
Advertisement
WARFRAME Wiki

For the aura mod, see Corrosive Projection.

Combined from DmgToxinSmall64.png Toxin and DmgElectricitySmall64.png Electricity damage. Most effective against Ferrite armor. Corrosive status temporarily removes up to 80% of the target's armor value.

—In-game Description

DmgCorrosiveSmall64.png Corrosive Damage is one of the six secondary elemental damage types, composed of DmgToxinSmall64.png Toxin and DmgElectricitySmall64.png Electricity damage. It is immensely useful against IconGrineerB.svg Grineer Ferrite Armor and Fossilized Infestation b.svg Infested creatures, but fares poorly against the Proto Shields of some elite IconCorpusB.svg Corpus enemies.

Status Effects[]

General[]

The status effect of DmgCorrosiveSmall64.png Corrosive damage is Corrosion. It temporarily degrades the armor of the afflicted target by 26% for 8 seconds. Subsequent procs further reduce armor by 6% of the original armor up to 80% armor reduction in total after 10 stacks, each stack having its own duration.

Enemies affected by a DmgCorrosiveSmall64.png Corrosive proc will be covered in a faint green, electricity-like substance. Enemies killed by a DmgCorrosiveSmall64.png Corrosive proc will have their corpses partially corroded and dissolved.

DmgCorrosiveSmall64.png Corrosive status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following:
Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)

  View detailed examples  

For example, a full 4-player squad with max-rank Mod TT 20px.png Corrosive Projections, an active DmgHeatSmall64.png Heat proc, and max stacked DmgCorrosiveSmall64.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.png Corrosive 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 DmgHeatSmall64.png Heat proc, and max stacked DmgCorrosiveSmall64.png Corrosive proc without Mod TT 20px.png Corrosive 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.png Shattering Impact, Mod TT 20px.png Sharpened Claws or a dagger in tandem with Mod TT 20px.png Amalgam Argonak Metal Auger.

Railjack[]

DmgCorrosiveSmall64.png Corrosive does not have a Railjack space counterpart and is thus not able to proc any status effect nor is it included in calculations for status proc weighting.

Type Effectiveness[]

IconGrineerB.svgGrineer Health DmgCorrosiveSmall64.png Corrosive Modifier IconCorpusB.svgCorpus Health DmgCorrosiveSmall64.png Corrosive Modifier Infestation b.svgInfested Health DmgCorrosiveSmall64.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 armor, DmgCorrosiveSmall64.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 DmgCorrosiveSmall64.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[]

Main article: Category:Corrosive Damage

Weapons[]

Main article: Category:Corrosive Damage Weapons
Weapons with Corrosive damage
Name Slot Class DmgCorrosiveSmall64.png Corrosive Corrosive%
Catabolyst.png Catabolyst Secondary Pistol 53 100% DmgCorrosiveSmall64.png 
EmbolistScythe.png Caustacyst Melee Scythe 103 39.62% DmgCorrosiveSmall64.png 
PriestSpearGun.png Scourge Primary Speargun 70 100% DmgCorrosiveSmall64.png 
GrineerCrossbowGooGun.png Stug Secondary Pistol 75 100% DmgCorrosiveSmall64.png 
U10InfPrimary.png Synapse Primary Rifle 20 100% DmgCorrosiveSmall64.png 
DETysis.png Tysis Secondary Pistol 81 62.31% DmgCorrosiveSmall64.png 

Mods[]

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


Enemies[]


Abilities[]

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:100 / 150 / 175 / 200 (DmgCorrosiveSmall64.png Corrosive damage/sec)
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:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
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)
23.33% stored damage decay/sec
Expand/Collapse
Only on armored enemies.

VenomModU15.jpeg SarynVenom.png
ENERGY:
25
KEY
1
Spores
Inflict a target with a pox of DmgCorrosiveSmall64.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% (DmgCorrosiveSmall64.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[]

  • DmgCorrosiveSmall64.png Corrosive damage can be combined with DmgViralSmall64.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.
  • DmgCorrosiveSmall64.png Corrosive pairs well with weapons that do primarily DmgImpactSmall64.png 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[]

Patch History[]

Update 27.2 (2020-03-05)

  • 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[]


Advertisement