DmgTrueSmall64.pngTrue 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 directly dealt by any weapon in normal usage and can not be directly added through mods.
    • The BasmuA.pngBasmu is a partial exception to this: fully depleting the weapon's magazine produces three 10-meter pulses that deals up to 10 DmgTrueSmall64.pngTrue 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.pngSkana 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]

DmgTrueSmall64.pngTrue Damage does not possess any applicable status procs on its own.

Type Effectiveness[edit | edit source]

IconGrineerB.svgGrineer Health DmgTrueSmall64.pngTrue Modifier IconCorpusB.svgCorpus Health DmgTrueSmall64.pngTrue Modifier Infestation b.svgInfested Health DmgTrueSmall64.pngTrue Modifier
Cloned Flesh Flesh Infested
Ferrite Armor N/A Shield Infested Flesh
Alloy Armor N/A Proto Shield Fossilized
Machinery Robotic Infested Sinew N/A

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: 12
Energy per Mark (while invisible): 6

Strength:750 / 1000 / 1500 / 2000 (DmgTrueSmall64.pngTrue damage)
Duration:N/A
Range:50 m
Misc:3 (number of hits per mark)
2 (number of Shadow Clones)
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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:50-100 / 100-200 / 150-300 / 250-500 (DmgTrueSmall64.pngTrue damage per second)
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
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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:250 / 300 / 350 / 400 (DmgTrueSmall64.pngTrue damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.pngMagnetic damage)
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)
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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 (DmgMagneticSmall64.pngMagnetic contact damage)
50 / 100 / 150 / 200 (DmgTrueSmall64.pngTrue 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)
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SowModx256.png Sow130xWhite.png
ENERGY:
50
KEY
2
Sow
Plant a death seed in nearby targets to drain their lifeforce. Reap what has been sown to detonate afflicted enemies, dealing a percentage of their health as radial damage. The souls of the dead fill the Death Well.
Strength:100 / 150 / 200 / 250 (DmgTrueSmall64.pngTrue damage per second)
Duration:5 / 8 / 11 / 10 s
Range:10 / 12 / 14 / 16 m
Misc:100 - 25 % (damage falloff)
5 % (Death Well gain per enemy)
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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 DmgTrueSmall64.pngTrue damage)
1 (max target limit)
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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.


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