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Heat b Heat Damage is one of the four primary elemental damage types. It performs well against IconGrineerBGrineer Cloned Flesh and light Infestation bInfested creatures, but is less effective against the Proto Shields worn by some elite IconCorpusBCorpus units.

Status EffectsEdit

GeneralEdit

The status effect of Heat b Heat damage is Ignite. It sets the enemy ablaze, which makes them panic, reduces their armor by up to 50% and, after a 1 second delay, deals a tick of damage every second for 6 seconds after the last fire proc. Each tick deals damage equal to 0.5 × Modded Damage × (1 + Heat Damage mods) × (1 + Faction Damage mods) as Heat b Heat damage.

For example, tick damage for a weapon with an innate 100 damage, Mod TT 20pxSerration, Mod TT 20pxHellfire, and Mod TT 20pxBane of Grineer will be:

Modded Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
Heat Mod Multiplier = (1 + 0.9) × (1 + 0.3) = 2.47x
Tick Damage = 0.5 × 344.5 × 2.47 = 425.458

As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1+Faction Bonus)^2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods.

Repeated application of Heat b Heat procs do not stack tick damage in the same way other DoT status effects like Toxin b Toxin, Electricity b Electricity, or Slash b Slash do. Instead, a Heat b Heat proc both adds a stack and refreshes the duration of all currently active heat stacks on the target. This allows for ramping up Heat b Heat tick damage indefinitely (scaling up linearly) as long as heat status is kept refreshed within the 6 second effect duration (modified by Status Duration). Additionally, all Heat b Heat status stacks are automatically consolidated into one tick of damage per second, with new heat procs refreshing and further adding to this tick damage.

Enemies affected by a Heat b Heat proc are ignited in flames and will panic and flail around for a few seconds, preventing them from taking any other actions. The length of the panic animation depends on enemy type: approximately 4 seconds for humanoids, 3 for most Infested, and 2 for MOAs and Chargers, however Ospreys, Bosses and Tenno are immune, and their ability to act is not impeded. Repeated application of Heat b Heat status will reapply the panic effect. Enemies killed while under or by a Heat b Heat proc will be left in ashes, burning away shortly afterwards.

The Heat b Heat status effect's armor strip has a ramp up time when it first procs and a ramp down time when the proc ends. Every 0.5 seconds after the initial proc, the enemy will have 15%, 30%, 40%, 50% of its armor stripped. It will therefore take 2 seconds to reach the maximum armor strip.[1] Proccing more heat status effects within this time frame will not speed up the armor stripping process.

After the proc ends, the target will regain armor every 1.5 seconds for 6 seconds. The enemy's armor strip will decrease as follows: 50%, 40%, 30%, 15%, 0%. [2]

Status Duration mods will increase the time intervals for the armor strip as expected. For example, with +100% status duration the armor strip will occur every second instead of every half second. As a result, the full 50% armor strip will only be achieved after 4 seconds.

Armor Removal InteractionsEdit

When Heat b Heat status is combined with Corrosive b Corrosive status and Mod TT 20pxCorrosive 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 20pxCorrosive Projections, an active Heat b Heat proc, and max stacked Corrosive b 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 20pxCorrosive 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 Heat proc, and max stacked Corrosive b Corrosive proc without Mod TT 20pxCorrosive 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 20pxShattering Impact or Mod TT 20pxSharpened Claws.

EmpyreanEdit

The Empyrean game mode version of Heat b Heat is called Incendiary b Incendiary. Its status effect is Sear, dealing a tick of damage every second for 6 seconds after the last fire proc. Against the Tenno's Railjack, it causes a Fire Hazard which deals damage over time to the ship.

Type EffectivenessEdit

IconGrineerBGrineer Health Heat b Heat Modifier IconCorpusBCorpus Health Heat b Heat Modifier Infestation bInfested Health Heat b Heat Modifier
Cloned Flesh +25% Flesh Infested +25%
Ferrite Armor Shield Infested Flesh +50%
Alloy Armor Proto Shield –50% Fossilized
Machinery Robotic Sinew

Elemental CombinationsEdit

Heat b Heat damage mods can be combined with other elemental mods to create a new elemental damage type.

TipsEdit

  • MagusAccelerant64x Magus Accelerant is a rare case of resistance reduction that will multiply the effects of heat. It is especially effective against Proto Shield, able to reduce the 50% resistance to -100%, a 4x damage bonus. However it does not reduce armor resistance, where it would have an exponential effect with health resistances.
  • Heat b Heat damage and its combination elements are not very effective against Corpus. In addition to Heat b Heat damage being reduced against Proto Shields, Gas b Gas damage is reduced against Flesh and Radiation b Radiation damage is reduced against Shields (though it is increased against Robotic). Therefore, when using Heat b Heat-based weapons like Ignis in Corpus-controlled areas, it's a good idea to upgrade them with Cold b Cold to deal Blast b Blast damage instead, which is neutral against all Corpus types.

Heat SourcesEdit

WeaponsEdit

Main article: Category:Heat Damage Weapons




EnemiesEdit


ModsEdit


AbilitiesEdit

FireballModx256 Fireball130xWhite
ENERGY
25
KEY
1
Fireball
Charge and release a fiery projectile that ignites enemies on contact.
Strength:150 / 275 / 300 / 400 (Heat w Heat damage on impact)
50 / 100 / 125 / 150 (Heat w Heat area damage)
Duration:1.5 s (combo window)
Range:2 - 2.4 m (radius)
Misc:100% (Heat w Heat status chance on impact)
50% (Heat w Heat status chance in area)
8.0x (combo damage multiplier cap)
+1%/s (heat generation rate bonus for Immolation)
Expand

FireBlastModx256 FireBlast130xWhite
ENERGY
75
KEY
3
Fire Blast
Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor.
Strength:66 / 100 / 141 / 200 (Heat w Heat damage)
Duration:N/A
Range:25 m (wave radius)
Misc:100% (Heat w Heat status chance)
50-100% (armor reduction)
-2%/s (heat generation rate reduction for Immolation)
-50% (total heat removal for Immolation)
Expand


InfernoModx256 Inferno130xWhite
ENERGY
0
KEY
4
Inferno
Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread through their ranks.


Energy per target: 10

Strength:1000 / 1500 / 2000 / 2500 (Heat w Heat and Impact w Impact meteorite damage)
200 - 400 / 350 - 500 / 300 - 600 / 350 - 700 (Heat w Heat ring damage per second)
Duration:7 / 10 / 12 / 15 s (ring duration)
Range:10 / 15 / 20 / 25 m (targeting radius)
Misc:10 (energy cost target cap)
+3%/s (heat generation rate bonus for Immolation)
+≤100% (damage bonus from Immolation)
Expand

SpectralScream SpectralScreamIcon
ENERGY
10
KEY
1
Spectral Scream
Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.
Energy Drain: 3 s-1
Strength:100 / 125 / 150 / 200 (damage)
Duration:N/A
Range:4 / 5 / 6.5 / 10 m
Misc:40% / 45% / 50% / 60% (status chance)
Expand

ElementalWard ElementalWardIcon
ENERGY
50
KEY
2
Elemental Ward
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.

Heat
Strength:25 / 50 / 75 / 100 (damage per second)
50% / 75% / 100% / 200% (health bonus)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2% / 5% / 7% / 10% (status chance)
5 / 5 / 5 / 5 m (burn radius)

Electric
Strength:2.5x / 3x / 5x / 10x (damage reflection multiplier)
50% / 65% / 75% / 100% (shield bonus)
10% / 15% / 20% / 25% (status chance)
50 / 60 / 100 / 200 (minimum arc damage)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Toxin
Strength:25% / 35% / 40% / 50% (damage chance per second)
Duration:10 / 15 / 20 / 25 s (ability duration)
15% / 25% / 30% / 35% (holster rate bonus)
15% / 25% / 30% / 35% (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)

Cold
Strength:1.5x / 2x / 2.5x / 3x (damage reflection multiplier)
25% / 75% / 100% / 150% (armor bonus)
10% / 15% / 20% / 25% (status chance)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)

Expand

Effigy EffigyIcon
ENERGY
50
KEY
4
Effigy
Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.
Energy Drain: 10 s-1
Strength:100 / 200 / 300 / 400 (damage/tick)
500 / 1000 / 1500 / 2000 (damage/second)
1000 / 2000 / 4000 / 8000 (health)
Duration:N/A
Range:N/A
Misc:20 m (attack range)
30 m (stun radius)
5 m (knockback radius)

Sentry
5 (ticks/second)
15% / 30% / 45% / 60% (credit chance)
25% / 50% / 75% / 100% (credit bonus)

Chroma
20% (speed bonus)
50% (armor reduction)

Expand

FireWalker FireWalkerIcon
ENERGY
25
KEY
1
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (damage per second)
500 / 750 / 1000 / 1250 (explosion damage)
Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
Range:3 / 4 / 5 / 6 m (explosion radius)
Misc:15% / 15% / 20% / 25% (speed bonus)
100% (flame trail status cleanse)
Expand

SolGate SolGateIcon
ENERGY
25
KEY
4
Sol Gate
Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma. Hold fire to double Damage at the cost of increased energy consumption. For the duration of an attack enemies damaged by Sol Gate are increasingly more vulnerable to it.

Energy Drain: 12 s-1
Boosted Energy Drain 24 s-1

Strength:1,000 / 1,100 / 1,250 / 1,500 (base beam damage per half second)
2,000 / 2,200 / 2,500 / 3,000 (boosted beam damage per half second)
Duration:N/A
Range:40 m (beam length)
Misc:500 % (base beam max damage ramp-up)
1,000 % (boosted beam max damage ramp-up)
-50 % (boosted beam move speed penalty)
25 % (Vitality Mote damage bonus)
100 % (Haste Mote Corrosive w Corrosive status chance)
25 % (Shock Mote damage bonus)
100 % (Breach Surge spark chance on hit)
Expand

EnergyShell EnergyShellIcon
ENERGY
25
KEY
1
Energy Shell
Forms a protective energy shell around the Warframe.
Strength:50% (Heat b Heat damage bonus)
2x (critical damage multiplier)
Duration:10 / 14 / 18 / 22 s
Range:N/A
Expand


ArcanesEdit

Sources of Heat ResistancesEdit

ArcanesEdit

ModsEdit

MediaEdit

Patch HistoryEdit

Update 26.0
Heat Status Proc Changes
Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.

ReferencesEdit

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