TrueDmg b.png True Damage is a hidden, unique damage type which has no damage modifier against any health (including shields) or armor type and ignores the damage reduction from Armor, therefore it will cause the same amount of damage against any enemy. It is primarily available through most melee finishers, but also used by Bleed and a few Warframe abilities.

  • True Damage is not innately available on any weapon and can also not be added through mods.
    • The BasmuA.png Basmu is a partial exception to this: fully depleting the weapon's magazine produces three 10-meter pulses that deals up to 10 TrueDmg b.png True Damage, staggers nearby enemies and heals the user's health by 10x the damage done to each enemy per pulse.
  • Does not produce any kind of status effect.
  • Is not increased by buffs to physical or elemental damage.
  • Due to armor-ignoring properties very useful against high-level Grineer and most Bosses.
  • As example, an unmodded DESkana.png Skana against a level 10 Bombard:
    • Normal Attack: 35 × complicated calculation here = 7.76
    • If that damage were dealt as True Damage: 35 = 35

Status Effects[edit | edit source]

TrueDmg b.png True Damage does not possess any applicable status procs on its own.

Type Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health TrueDmg b.png True Modifier IconCorpusB.svgCorpus Health TrueDmg b.png True Modifier Infestation b.svgInfested Health TrueDmg b.png True Modifier
Cloned Flesh Flesh Infested
Ferrite Armor N/A Shield Infested Flesh
Alloy Armor N/A Proto Shield Fossilized
Machinery Robotic Infested Sinew

Sources of True Damage[edit | edit source]

Abilities dealing True Damage[edit | edit source]

BladeStormModU15.jpeg BladeStorm.png
ENERGY
0
KEY
4
Blade Storm
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.


Energy per Mark: 36
Energy per Mark (while invisible): 18

Strength:750 / 1000 / 1500 / 2000 (TrueDmg w.png True damage)
Duration:N/A
Range:50 m
Misc:1 mark per enemy
2 (number of Shadow Clones)
Expand/Collapse

Devour.png DevourIcon.png
ENERGY
50
KEY
2
Devour
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:N/A
Duration:15 / 20 / 25 / 30 s
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
≥ 15 s (Sand Shadow duration)
Heals 400 health per second
Expand/Collapse

ShieldPolarizeModU15.jpeg ShieldPolarize.png
ENERGY
75
KEY
3
Polarize
Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
Strength:N/A
Duration:2 / 3 / 4 / 5 s (pulse travel time)
Range:5 / 6 / 7 / 8 m (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)
Expand/Collapse

TentacleSwarmU15.png PirateKraken.png
ENERGY
50-100
KEY
4
Tentacle Swarm
Tap to spawn watery tentacles from all nearby surfaces to wreak havoc. Charge to increase the number of tentacles and spawn area. Use while in Undertow to have the tentacles emerge from the pool.
Strength:75 / 150 / 225 / 300 (Magnetic w.png Magnetic contact damage)
50 / 100 / 150 / 200 (TrueDmg w.png True capture damage per second)
Duration:10 / 13 / 18 / 20 s
Range:3 / 3 / 5 / 5 m (base radius)
9 / 9 / 15 / 15 m (charged radius)
Misc:∞ (cast range)
4 / 6 / 8 / 10 (tentacles)
8 / 12 / 16 / 20 (charged tentacles)
200% (damage bonus from Undertow)
Expand/Collapse

EnergyVampireModU15.jpeg TrinityEnergyVampire.png
ENERGY
50
KEY
2
Energy Vampire
Allies will gain energy over time when enemies are marked with Energy Vampire.
Strength:15 / 17 / 20 / 25 (energy restored per pulse)
6.25 % (damage percentage)
≥25% (damage health threshold)
Duration:5 / 6 / 7 / 9 s
Range:100 m (cast range)
15 / 17 / 20 / 25 m (pulse radius)
Misc:4 (number of pulses)
5 (min TrueDmg w.png True damage)
1 (max target limit)
Expand/Collapse

SnowGlobeModU15.jpeg FrostSnowGlobe.png
ENERGY
50
KEY
3
Snow Globe
Frost deep freezes any vapor and moisture in the area, creating a protective sphere with brief invulnerability to boost its strength.
Strength:5x (armor multiplier)
3000 / 4000 / 4500 / 5000 (base health)
Duration:N/A
Range:5m radius
Misc:1 / 2 / 3 / 4 s (invulnerability duration)
40% / 50% / 60% / 67% (slow)
Expand/Collapse


Notes[edit | edit source]

  • The term "True Damage" is player-created and not used in the game.
    • Previously, the term "Finishing Damage" was used, often leading to confusion with Finisher attacks.
  • While not specifically stated anywhere in the game, most Eximus enemies will resist this damage type, causing it to do less damage compared to most enemies. This in turn makes reliance on slash procs to deal heavy damage less reliable.


Community content is available under CC-BY-SA unless otherwise noted.