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Please do not use this article for critical in-game information!
This article is archived.
The content was relevant to an obsolete version of Warframe, and has since been removed, retrieved, and/or revamped.
Succeeded by
Damage/Corpus since Update 36.0 (2024-06-18)


Shield
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 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 IconCorpusOn Corpus and few IconGrineerOn Grineer and SentientFactionIcon Sentient bosses. Shields take increased damage from DmgImpactSmall64 Impact, DmgColdSmall64 Cold, and DmgMagneticSmall64 Magnetic damage, but less from DmgPunctureSmall64 Puncture and DmgRadiationSmall64 Radiation.

Additionally, DmgToxinSmall64 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 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[]

  • Proto Shield, another shield health class.
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