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Shield
DmgImpactSmall64.png Impact +50%
DmgPunctureSmall64.png Puncture -20%
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold +50%
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat
DmgToxinSmall64.png Toxin N / A
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic +75%
DmgRadiationSmall64.png Radiation -25%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
This is a specific type of shield. For general shield mechanics see Shield

The basic Shield type is one of the four health types commonly used by the IconCorpusB.svg Corpus and few IconGrineerB.svg Grineer and SentientFactionIcon b.png Sentient bosses. Shields take increased damage to DmgImpactSmall64.png Impact, DmgColdSmall64.png Cold, and DmgMagneticSmall64.png Magnetic damage, but less from DmgPunctureSmall64.png Puncture and DmgRadiationSmall64.png Radiation.

Additionally, DmgToxinSmall64.png Toxin bypasses shields entirely.

List of Shielded Enemies[]

These enemies have special shields that cannot be damaged by traditional physical or elemental damage types even though they have a shield health class type. Eidolon's shields can only be damaged by DmgVoidSmall64.png Void damage, Razorback's shields can only be damaged by Bursas, and Profit-Taker Orb's shields can only be damaged by the displayed damage type listed on its forehead.

Patch History[]

Update 27.2 (2020-03-05)

Player Changes:

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

See also[]

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