Most effective against Infested flesh. Heat status causes the target to burn for extra damage and slightly reduce their armor over a short duration.

—In-game Description

DmgFireSmall64.pngHeat Damage is one of the four primary elemental damage types. It performs well against IconGrineerB.svgGrineer Cloned Flesh and light Infestation b.svgInfested creatures, but is less effective against the Proto Shields worn by some elite IconCorpusB.svgCorpus units.

Status Effects[edit | edit source]

General[edit | edit source]

The status effect of DmgFireSmall64.pngHeat 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. Each tick deals damage equal to 0.5 × Modded Damage × (1 + Heat Damage mods) × (1 + Faction Damage mods) as DmgFireSmall64.pngHeat damage.

For example, tick damage for a weapon with an innate 100 damage, Mod TT 20px.pngSerration, Mod TT 20px.pngHellfire, and Mod TT 20px.pngBane 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 = 425.4575

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

Repeated application of DmgFireSmall64.pngHeat procs do not stack tick damage in the same way other DoT status effects like DmgToxinSmall64.pngToxin, DmgElectricitySmall64.pngElectricity, or DmgSlashSmall64.pngSlash do. Instead, a DmgFireSmall64.pngHeat proc both adds a stack and refreshes the duration of all currently active heat stacks on the target. This allows for ramping up DmgFireSmall64.pngHeat 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 DmgFireSmall64.pngHeat 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 DmgFireSmall64.pngHeat 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 DmgFireSmall64.pngHeat status will reapply the panic effect. Enemies killed while under or by a DmgFireSmall64.pngHeat proc will be left in ashes, burning away shortly afterward.

The DmgFireSmall64.pngHeat status effect's armor strip has a ramp-up time when it first procs and a ramp downtime 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.

Heat tick damage and proc duration
Time from initial proc 0s 1s 2s 3s 4s 5s 6s 7s
Tick damage occured?
  View Armor Removal Interactions  

When DmgFireSmall64.pngHeat status is combined with DmgCorrosiveSmall64.pngCorrosive 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 DmgFireSmall64.pngHeat proc, and max stacked DmgCorrosiveSmall64.pngCorrosive 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 DmgFireSmall64.pngHeat proc, and max stacked DmgCorrosiveSmall64.pngCorrosive 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 with Mod TT 20px.pngAmalgam Argonak Metal Auger.

Railjack[edit | edit source]

The status effect of DmgFireSmall64.pngHeat damage against Railjack space enemies is Sear, dealing 6 ticks of damage over 5 seconds. Against the Tenno's Railjack, it causes a Fire Hazard which causes ship armaments to overheat faster and cool down slower.

Sear ticks deal 100% × Modded Damage × (1 + Heat Damage bonuses) as DmgFireSmall64.pngHeat damage. Unlike standard heat, each proc has an independant duration and is not refreshed by additional heat procs.

Sear tick damage and proc duration
Time from initial proc 0s 1s 2s 3s 4s 5s 6s 7s
Tick damage occured?

Type Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health DmgFireSmall64.pngHeat Modifier IconCorpusB.svgCorpus Health DmgFireSmall64.pngHeat Modifier Infestation b.svgInfested Health DmgFireSmall64.pngHeat Modifier
Cloned Flesh +25% Flesh Infested +25%
Ferrite Armor Shield Infested Flesh +50%
Alloy Armor Proto Shield -50% Fossilized
Machinery Robotic Infested Sinew

Elemental Combinations[edit | edit source]

DmgFireSmall64.pngHeat damage mods can be combined with other elemental mods to create a new elemental damage type.

Tips[edit | edit source]

  • MagusAccelerant64x.pngMagus Accelerant is a rare case of resistance reduction that will multiply the effects of heat. It is especially effective against Proto Shield, able to increase the -50% damage modifier against heat to +15% with a single application, a 2.3x damage bonus. However, it does not reduce armor resistance, where it would have an exponential effect with health resistances.
  • DmgFireSmall64.pngHeat damage and its combination elements are not very effective against Corpus. In addition to DmgFireSmall64.pngHeat damage being reduced against Proto Shields, DmgGasSmall64.pngGas damage is reduced against Flesh and DmgRadiationSmall64.pngRadiation damage is reduced against Shields (though it is increased against Robotic).

Heat Sources[edit | edit source]

Main article: Category:Heat Damage

Weapons[edit | edit source]

Main article: Category:Heat Damage Weapons


Enemies[edit | edit source]



Abilities[edit | edit source]

FireballModx256.png Fireball130xWhite.png
ENERGY:
25
KEY
1
Fireball
Charge and release a fiery projectile that ignites enemies on contact.
Strength:150 / 275 / 300 / 400 (DmgFireSmall64.pngHeat damage on impact)
50 / 100 / 125 / 150 (DmgFireSmall64.pngHeat area damage)
Duration:1.5 s (combo window)
Range:2 - 2.4 m (radius)
Misc:100% (DmgFireSmall64.pngHeat status chance on impact)
50% (DmgFireSmall64.pngHeat status chance in area)
8.0x (combo damage multiplier cap)
+1%/s (heat generation rate bonus for Immolation)
2x (Damage multiplier on enemies afflicted by a DmgFireSmall64.pngHeat proc)
100 - 500% (Damage increase on charge)
Expand/Collapse

FireBlastModx256.png FireBlast130xWhite.png
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 (DmgFireSmall64.pngHeat damage)
Duration:N/A
Range:25 m (wave radius)
Misc:100% (DmgFireSmall64.pngHeat status chance)
50-100% (armor reduction)
-2%/s (heat generation rate reduction for Immolation)
-50% (total heat removal for Immolation)
Expand/Collapse

InfernoModx256.png Inferno130xWhite.png
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 (DmgImpactSmall64.pngImpact and DmgFireSmall64.pngHeat meteorite damage)
200 - 400 / 350 - 500 / 300 - 600 / 350 - 700 (DmgFireSmall64.pngHeat ring damage per second)
Duration:7 / 10 / 12 / 15 s (ring duration)
Range:10 / 15 / 20 / 25 m (targeting radius)
5 m (ring radius)
Misc:10 (energy cost target cap)
+3%/s (heat generation rate bonus for Immolation)
+≤100% (damage bonus from Immolation)
Expand/Collapse

SpectralScream.png SpectralScreamIcon.png
ENERGY:
10
KEY
1
Spectral Scream
Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.


Energy Drain: 3 s-1

Strength:200 / 250 / 300 / 400 (damage)
Duration:N/A
Range:4 / 5 / 6.5 / 10 m (cone length)
Misc:100% (status chance)
10 m (spread range)
?% (stagger chance)
90° (horizontal aim angle)
45° (vertical aim angle)
Expand/Collapse

ElementalWard.png ElementalWardIcon.png
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.

Strength:25 / 50 / 75 / 100 (DmgFireSmall64.pngHeat damage per second)
50 / 75 / 100 / 200 % (health bonus)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64.pngHeat status chance)
5 m (burn radius)

Strength:2.5 / 3 / 5 / 10 x (damage reflection multiplier)
50 / 65 / 75 / 100 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64.pngElectricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64.pngElectricity damage)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength:25 / 35 / 40 / 50 % (DmgToxinSmall64.pngToxin damage chance per second)
Duration:10 / 15 / 20 / 25 s
15 / 25 / 30 / 35 % (holster rate bonus)
15 / 25 / 30 / 35 % (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64.pngToxin damage)
100 % (DmgToxinSmall64.pngToxin status chance)

Strength:1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 75 / 100 / 150 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64.pngCold status chance)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)

Expand/Collapse

Effigy.png EffigyIcon.png
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:140 AP (sentry armor)
20 m (attack range)
?% (status chance)
5 (ticks/second)
5 m (knockback radius)
200 (knockback damage)
Ragdoll on Knockback
30 m (stun radius)
15 / 30 / 45 / 60 % (credit chance)
10 m (credit bonus drop zone)
25 / 50 / 75 / 100 % (credit bonus)

Strength:N/A
Duration:N/A
Range:N/A
Misc:+20% (speed bonus)
-50% (armor reduction)

Expand/Collapse

FireWalker.png FireWalkerIcon.png
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 (DmgFireSmall64.pngHeat damage per tick)
500 / 750 / 1000 / 1250 (DmgFireSmall64.pngHeat 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 % (sprint speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (DmgFireSmall64.pngHeat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)
Expand/Collapse

SolGate.png SolGateIcon.png
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 DmgCorrosiveSmall64.pngCorrosive status chance)
25 % (Shock Mote damage bonus)
100 % (Breach Surge spark chance on hit)
Expand/Collapse

EnergyShell.png EnergyShellIcon.png
ENERGY:
25
KEY
1
Energy Shell
Forms a protective energy shell around the Warframe.
Strength:N/A
Duration:10 / 14 / 18 / 22 s
Range:N/A
Misc:50% (DmgFireSmall64.pngHeat damage bonus)
2x (critical damage multiplier)
Expand/Collapse


Arcanes[edit | edit source]


Sources of Heat Resistances[edit | edit source]

Arcanes[edit | edit source]

Mods[edit | edit source]

Media[edit | edit source]

Patch History[edit | edit source]

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.

References[edit | edit source]

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