Heat Damage is one of the four primary elemental damage types. It performs well against Grineer Cloned Flesh and light Infested creatures, but is less effective against the Proto Shields worn by some elite Corpus units.
Heat Damage's status effect is Ignite, which sets the enemy ablaze and deals damage over time equal to × ( ÷ 2) per tick for 7 ticks over 6 seconds as Heat damage. Ignited enemies will also panic and flail around for a few seconds, exposing them from cover and preventing them from attacking; 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.
Heat status procs does not stack the way Toxin, Gas, and Slash procs do. Instead, a Heat proc applied while Ignite is already in effect will refresh the initial proc's duration and re-apply the panic effect without changing its damage per second.
Mods adding base or Heat damage and combo multipliers will increase the damage of the Ignite ticks. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers. However, innate Heat damage from weapons such as the Ignis does not contribute to the damage-over-time ticks. It should also be noted that due to the nature of Faction damage mods, their bonuses are applied twice during the calculation of Ignite damage per tick. For example, the Ignite damage per tick of a weapon with an innate 100 damage, Serration, Hellfire, and Bane of Grineer will be:
- Base Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
- Heat Mod Multiplier = (1 + 0.9) × (1 + 0.3) = 2.47x
- Ignite Damage per tick = 344.5 × (2.47 ÷ 2) = 425.458
Enemies killed while under or by a Heat proc will be left in ashes, burning away shortly afterwards.
|Grineer Health||Heat Modifier||Corpus Health||Heat Modifier||Infested Health||Heat Modifier|
|Ferrite Armor||Shield||Infested Flesh||+50%|
|Alloy Armor||Proto Shield||–50%||Fossilized|
Note that Heat damage and its combination elements deal no bonus damage to corpus units. Gas is reduced against Flesh and Radiation is reduced against Shields. Thus it's recommended to upgrade Heat-based weapons like the Ignis with Cold to deal Blast damage instead, which is neutral against all Corpus types.
Heat damage mods can be combined with other elemental mods to create a new elemental damage type.
Charge and release a fiery projectile that ignites enemies on contact and leaves behind a treacherous patch of flame.
|Strength:150 / 275 / 300 / 400 (initial damage)|
50 / 100 / 125 / 150 (area damage)
|Misc:5 m (blast radius)|
Stun nearby enemies with strong accelerant. Increases all fire damage dealt.
|Strength:1.5x / 1.75x / 2x / 2.5x (damage multiplier)|
|Range:8 / 12 / 15 / 20 m|
|Misc:50% (cast speed bonus)|
Slam the ground to create a wave of plasma that incinerates nearby enemies and forms a persistent ring of fire. Add heat damage to weapons by firing them through the ring.
|Strength:66 / 100 / 141 / 200 (wave damage)|
37 / 112 / 150 / 225 (ring damage)
|Duration:9 / 12 / 15 / 20 s|
|Misc:5 / 10 / 12 / 15 m (wave radius)|
4 m (ring radius)
100% (status chance)
50% (bonus weapon heat damage)
|World On Fire|
Blast nearby foes with a burst of fire, and follow that up with a barrage of fireballs against any enemy who dares approach. Over time, these fireballs burn hotter as they consume more energy.
|Strength:250 / 300 / 350 / 400 (initial damage)|
500 / 600 / 700 / 800 (overheated damage)
10% / 20% / 25% / 35% (status chance)
|Range:7 / 10 / 12 / 15 m (initial radius)|
3.5 / 5 / 6 / 7.5 m (overheated radius)
|Misc:5 (number of targets)|
6 s (overheat delay)
9.5 s (overheat buildup)
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)|
|Range:4 / 5 / 6.5 / 10 m|
|Misc:40% / 45% / 50% / 60% (status chance)|
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
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)
|Misc:20 m (attack range)|
30 m (stun radius)
5 m (knockback radius)
15% / 30% / 45% / 60% (credit chance)
25% / 50% / 75% / 100% (credit bonus)
20% (speed bonus)
50% (armor reduction)
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)
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
|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)
|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 status chance)
25 % (Shock Mote damage bonus)
100 % (Breach Surge spark chance on hit)
Sources of Heat ResistancesEdit
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|