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

Heat b.png Heat 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 Heat b.png 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.png Heat 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 Heat b.png Heat procs do not stack tick damage in the same way other DoT status effects like Toxin b.png Toxin, Electricity b.png Electricity, or Slash b.svg Slash do. Instead, a Heat b.png 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.png 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.png 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.png 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.png Heat status will reapply the panic effect. Enemies killed while under or by a Heat b.png Heat proc will be left in ashes, burning away shortly afterward.

The Heat b.png Heat 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.

Armor Removal Interactions[edit | edit source]

When Heat b.png Heat status is combined with Corrosive b.png Corrosive 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 or Mod TT 20px.pngSharpened Claws.

Empyrean[edit | edit source]

The Empyrean game mode version of Heat b.png Heat is called Incendiary b.png 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 Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health Heat b.png Heat Modifier IconCorpusB.svgCorpus Health Heat b.png Heat Modifier Infestation b.svgInfested Health Heat b.png Heat 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]

Heat b.png Heat 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 reduce the -50% damage modifier against heat to -115%, a 2.15x damage bonus. However, it does not reduce armor resistance, where it would have an exponential effect with health resistances.
  • Heat b.png Heat damage and its combination elements are not very effective against Corpus. In addition to Heat b.png Heat damage being reduced against Proto Shields, Gas b.png Gas damage is reduced against Flesh and Radiation b.png Radiation damage is reduced against Shields (though it is increased against Robotic). Therefore, when using Heat b.png Heat-based weapons like Ignis in Corpus-controlled areas, it's a good idea to upgrade them with Cold b.png Cold to deal Blast b.png Blast damage instead, which is neutral against all Corpus types.

Heat Sources[edit | edit source]


Enemies[edit | edit source]


Mods[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:N/A
Duration:1.5 s (combo window)
Range:2 - 2.4 m (radius)
Misc:100% (Heat w.png Heat status chance on impact)
50% (Heat w.png Heat status chance in area)
8.0x (combo damage multiplier cap)
+1%/s (heat generation rate bonus for Immolation)
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:N/A
Duration:N/A
Range:25 m (wave radius)
Misc:100% (Heat w.png Heat 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:N/A
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/Collapse

SpectralScream.png SpectralScreamIcon.png
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:N/A
Duration:N/A
Range:4 / 5 / 6.5 / 10 m
Misc:40% / 45% / 50% / 60% (status chance)
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.

Heat
Strength:25 / 50 / 75 / 100 (Heat w.png Heat 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 % (Heat w.png Heat status chance)
5 m (burn radius)

Electricity
Strength:2.5 / 3 / 5 / 10 x (damage reflection multiplier)
50 / 65 / 75 / 100 % (shield bonus)
10 / 15 / 20 / 25 % (Electricity w.png Electricity status chance)
50 / 60 / 100 / 200 (minimum Electricity w.png Electricity 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 % (Toxin w.png Toxin 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:1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 75 / 100 / 150 % (armor bonus)
10 / 15 / 20 / 25 % (Cold w.png Cold status chance)
Duration:10 / 15 / 20 / 25 s (ability duration)
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:N/A
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/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:N/A
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)
0.5 s (damage interval)
10 / 25 / 50 / ? % (Heat w.png Heat 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:N/A
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.png Corrosive 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
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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