Radiation Damage is one of the six secondary elemental damage types, composed of Electricity and Heat elements. It is highly effective against the Alloy Armor worn by many high-level Grineer units, Corpus Robotics and larger Eidolon , but is penalized against Corpus Shields and most Infested foes.
Radiation damage's status effect is Confusion, causing the target to exhibit friendly fire and indiscriminately attack their allies and be attacked by them for 12 seconds. Passive auras, like those from Eximus units or Ancient Healers, will stop affecting other units while their sources are Confused. Enemies that are linked to an Ancient Healer can be inflicted with Confusion, which will cause the Ancient Healer to also be affected by this proc, which, in turn, cuts the link. The target will have a greenish blue electricity running through their body.
Against Tenno, the effect additionally reduces weapon accuracy but lasts for 4 seconds. An irradiated Tenno cannot revive fallen allies, including Operatives in Rescue and Sortie Defense missions, even if the process started before the proc, in which case it will be interrupted. Self-damage cannot cause Confusion; however, an irradiated Tenno can inflict Confusion on another ally by attacking them with an ability or weapon that procs Radiation.
|Grineer Health||Radiation Modifier||Corpus Health||Radiation Modifier||Infested Health||Radiation Modifier|
|Ferrite Armor||Shield||–25%||Infested Flesh|
|Alloy Armor||+75%||Proto Shield||Fossilized||–75%|
As with all damage types effective against armor, Radiation 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 Radiation damage is only reduced by 25% of a target's whole Alloy Armor and the base damage is increased by +75%.
Create a shield aura around allies. Enemies that approach shielded allies will take damage.
|Strength:150 / 250 / 300 / 500 (ally shield capacity bonus) |
100 / 125 / 150 / 200 ( Radiation damage per second)
|Duration:50% / 60% / 70% / 80% (shield recharge rate)|
|Range:8 / 10 / 12 / 15 m (link radius)|
Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground.
|Strength:100 / 125 / 150 / 200 ( Radiation damage per second)|
100 / 300 / 400 / 500 ( Impact damage on deactivation)
|Range:8 m / 10 m / 12 m / 15 m (energy field max radius)|
|Misc:?%/?s (energy orb drop rate)|
Fires an energy prism that shoots lasers in all directions. Activating again detonates the prism, blinding nearby foes.
Energy Drain: 10 s-1
|Strength:80 / 120 / 170 / 250 (minimum damage)|
160 / 240 / 340 / 500 (maximum damage)
|Duration:12 s (prism duration)|
7 / 10 / 12 / 15 s (blind duration)
|Range:15 / 20 / 25 / 30 m (laser range)|
8 / 12 / 15 / 25 m (blind radius)
|Misc:10 / 13 / 16 / 20 (lasers)|
5 m·s-1 (speed)
Launches a contained particle of antimatter that will detonate upon collision.
|Strength:100 / 125 / 150 / 200 (base damage)|
10 (contact damage)
|Misc:2x / 4x / 6x / 8x (absorb multiplier) |
5 / 8 / 10 / 15 m (explosion range)
Focuses deadly energy within a target and then projects it outwards, damaging both the target and surrounding enemies.
|Strength:150 / 200 / 300 / 500 (initial damage)|
75 / 85 / 100 / 150 (orb base damage)
|Duration:12 s (orb duration)|
|Range:20 / 30 / 40 / 50 m (cast range)|
5 / 7.5 / 10 / 12.5 m (orb range)
|Misc:15 / 20 / 25 / 35 (% health + shields to damage)|
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
|Strength:25 / 50 / 75 / 100 (damage)|
5 / 10 / 12 / 15% (status chance)
|Duration:10 / 15 / 17 / 20 s|
|Range:90 / 100 / 120 / 180° (angle)|
8 / 10 / 12 / 15 m (radius)
Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.
|Strength:10% / 15% / 20% / 30% (armor reduction)|
500 / 750 / 1000 / 1250 (damage)
|Duration:1 / 2 / 3 / 4 s (blind)|
|Range:2.5 / 3 / 3.5 / 4 m (blind radius)|
8 / 10 / 12 / 15 m (cast radius)
|Misc:25% / 35% / 45% / 50% (health orb chance)|
Cycle through four deployable trap mines: Bounce, Trip Laser, Shred and Concuss.
Sources of Radiation ResistancesEdit
- If a player that has a Sentinel equipped with Coolant Leak is affected with Radiation, the player is slowed. The player will continue to be affected until either the Sentinel or the player dies.
- Some bosses with an invulnerability stage, such as Lieutenant Lech Kril, can be affected by this element. Since they don't attack the Tenno, their invulnerability never ends, thus making the boss fight unbeatable.
|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|