When a player or enemy deals damage to their targets' health or shields, that damage may be mitigated by sources of damage reduction (also called damage resistance relative to recieving damage). In other words, players may deal less damage than the listed Arsenal value due to armor; damage type modifiers from different health, armor, and shield classes; and/or other sources of damage reduction.
Note that in-game and on the wiki, sometimes Abilities and Mod descriptions mention damage reduction when they really mean negative damage type modifier and vice versa. This distinction is needed to differentiate between multiplicative and additive stacking of different forms of damage reduction.
How Damage Reduction Affects Damage[]
- Main article: Damage#Damage_Calculation
When a player is dealt damage, it is reduced by a scalar calculated from the amount of damage reduction (DR) active (from Mods, Warframe abilities, etc.). The general calculation takes a form of:

For example, if a Grineer Lancer normally deals 100 IPS damage (50
Impact, 25
Puncture, and 25
Slash) against a player, and that damage is dealt to the player's shields (classified as Tenno Shield), which have an innate 25% DR, the amount of damage the player receives will be:
- (
50 +
25 +
25) × (1 - 25%) = 75
If that damage is dealt to the player's health (classified as Tenno Flesh with no modifiers), with 100 armor (classified as Tenno Armor with no modifiers) and
Gara's
Splinter Storm active (70% pure damage reduction), the amount of damage the player receives will then be:
- (
50 +
25 +
25) × (1 -
70%) × 300/(100 + 300) = 22.5
Damage type modifiers (DM, not to be confused with damage reduction, DR) also play a role in damage calculations. Although the Tenno are neutral to all damage types as of Update 27.2 (2020-03-05), mods such as
Toxin Resistance or ability effects like
Kinetic Plating add damage modifiers to a player's health and shields against either one type of damage specifically (
Toxin for Toxin Resistance) or multiple (
Slash,
Puncture,
Slash,
Heat,
Cold, and
Blast for Kinetic Plating). The generalized formula from above can be modified to account for these as such:

For example, if the previous damage from above is dealt to a player's health, with 100 armor, Splinter Storm,
Aerodynamic, and Aviator, the amount of damage the player receives will then be:
- (
50 +
25 +
25) × (1 -
24%) × (1 -
40%) × (1 -
70%) × 300/(100 + 300) = 10.26
In the case of armored enemies (whose health and armor have innate damage modifiers), the modified damage dealt is calculated as:

- Where HM is the damage type modifier of the Health, AM is is the damage type modifier of the Armor, PR is a pure damage reduction (e.g. Ancient Healer aura), and AR is the amount of armor.
For example, if 100 pure
Slash damage is dealt to a Heavy Gunner with 500 Ferrite Armor (-15% DM to Slash) and 300 Cloned Flesh (+25% DM to Slash), the amount of damage it receives will be:
- 100 × (1 + 25%) × (1 + -15%) × 300/(300 + 500[1 - -15%]) = 36.4286
*Notice that in this case, the two damage modifiers, HM and AM, do not add together as in the formula before. This is because the damage modifier for armor is applied separately from the one for health.
Types of Damage Reduction[]
Type
|
Applies to
|
Stacking behavior & source
|
Armor |
Health only |
|
Pure Damage Reduction |
Shields and Health |
- DR is multiplicative with all forms of damage reduction
- Typically obtained from using Warframe abilities
|
Damage Type Modifier |
Where Applicable* |
- DR from damage type modifier is multiplicative within the same type
- DR is multiplicative with other types
|
Energy as Health |
Energy at 2 Health |
|
*Modifiers granted by mods or effects (e.g.
Toxin Resistance) are applied to both health and shields, while modifiers that are innate to a shield or health type only apply to the damage dealt to shields or health. E.g.
Slash damage dealt to the neutral shields of an enemy that has a +25% modifier to slash on its health will not take increased damage to its shields. The exception to this are damage modifiers on armor, which do apply to health as well, but not to shields.
Armor[]
- Main article: Armor
Armor is an attribute that reduces damage taken to health but not to shields. Not all enemies possess armor; Warframes, most bosses, and all Grineer do, but normal Corpus and Infested enemies do not have any. For a given Warframe, its armor value can be found in the Arsenal. Armored enemies have their base armor values listed in the Codex but this value increases when they spawn with higher levels due to Enemy Level Scaling.
In combat, enemies with more than one point of armor have their health bars displayed yellow instead of red. It is possible to strip away armor value through certain abilities or damage Status Effects, turning those enemies' health bars back to red.
In the current Damage system, health bars always have a health class (Flesh, Cloned Flesh, etc.) which decrease or increase incoming damage depending on the damage type being inflicted (
Slash, etc.); armored entities have an additional class on their health called their armor class (either Ferrite Armor or Alloy Armor) that further decreases or increases incoming damage. This additional armor class is removed if the armor is stripped.
Pure Damage Reduction[]
Any source of damage reduction, aside from armor, will decrease damage done to health and shields. Sources of damage reduction (including armor) stack multiplicatively with each other.
This form of damage reduction is usually temporary or conditional, unlike armor, so it must be reapplied to receive less damage to health and shields.
Sources of damage redirection (i.e.
Nidus'
Parasitic Link) can essentially be treated as damage reduction.
Sources of Pure Damage Reduction[]
- Players
Baruuk's tolerance for violence wanes as his hand is forced by his foes. Restraint is a resource unique to Baruuk that provides up to 50% damage resistance when the meter is completely depleted.
Info
- Baruuk summons a protective ring of 3 / 4 / 6 / 8 levitating energy daggers around him that passively provide him with 10% damage reduction per dagger orbiting in the ring. The daggers will seek enemies in sight and within 6 meters, launching one by one to Disarm their targets on impact, then explode dealing 100 / 150 / 200 / 250
Blast damage to all enemies within a 3 meter radius.
- Damage and number of daggers are affected by Ability Strength.
- Damage reduction percentage per dagger is not affected by Mods. The Arsenal lists the damage reduction with maximum daggers.
- Damage reduction can not exceed 90% under any circumstance, capping out at 9 daggers.
- Dagger damage is also affected by
Theorem Demulcent.
- Seek and explosion range are affected by Ability Range.
- Casting speed is affected by
Natural Talent and
Speed Drift.
- Enemies that have already been disarmed will not be targeted by the daggers.
- While at least 1 dagger is orbiting Baruuk, Desolate Hands shares its effects with allies by launching 1 dagger at a time to the nearest ally within Baruuk's dagger seek range and in direct line of sight. Shared daggers also provide damage reduction, disarm charges, and erodes Baruuk's Restraint on enemy disarm for the affected allies; each ally can carry up to 50% of the modded number of daggers.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, the damage reduction is capped at 50%, but the object may still carry more than 5 daggers.
- Baruuk does not lose his own dagger charges when shared with allies, instead his allies receive new daggers.
- Once the maximum number of shared daggers is reached on an ally, Baruuk's Desolate Hands will not share new daggers with that ally.
- Only Baruuk's own Desolate Hands will share new daggers to allies.
- Ability Synergy:
- Baruuk's Restraint erodes by ~1.6% per enemy disarmed by his own daggers and shared daggers on allies.
- While
Elude is active, the daggers' seeking range is doubled.
- Damage dealt by Desolate Hand's dagger explosion will not awaken sleeping enemies under
Lull's influence.
- Can be recast while active to restore the number of daggers to full.
- New instance of Desolate Hands will cause daggers to retarget previously disarmed enemies and allies with shared daggers if within range.
- Casting Desolate Hands is a full-body animation that stops Baruuk's grounded movement and other actions.
Tips & Tricks
Low range values can help prevent the daggers from seeking out enemies, making it easier to keep them for damage reduction.
Info
- Baruuk foregoes his restraints to empower his fists with volatile energies, commanding the
Desert Wind and wielding it as his melee Exalted Weapon. While Serene Storm is active, Baruuk also receives 10% / 15% / 20% / 25% damage reduction against enemy attacks.
- Damage reduction is affected by Ability Strength up to a cap of 40%.
- Damage reduction only applies when Desert Wind is the active weapon.
- Rather than using energy, Baruuk regenerates his Restraint, recovering 4% Restraint on activation and then restores 0.80% Restraint per second.
- Restraint restore is not affected by mods.
- Baruuk can still erode his Restraint while Serene Storm is active by using his other abilities.
- Baruuk does not need to have completely eroded his Restraint meter to use Serene Storm. He is free to activate it as long as he has 96% Restraint, and can deactivate it at any time to stop restoring his Restraint if he wishes.
- Normal attacks deal 100 / 125 / 200 / 250 damage within 2 meters.
- Attacks and wind waves have a 200% critical multiplier with a 50% critical chance and a 15% status chance.
- Damage is affected by Ability Strength, the Melee Combo Counter, most mods, and buffs.
- As an example, with a maxed
Pressure Point,
Shocking Touch and
Intensify, the normal attacks of a rank-3 Serene Storm will deal
Base Damage × (1 + Damage Mods) × (1 + Elemental Mods) × (1 + Strength Mods) =
250 × (1 + 1.2) × (1 + 0.9) × (1 + 0.3) = 1,358.5 damage.
- The mods that can be equipped on and affect Desert Wind include:
- damage (e.g.,
Steel Charge)
- physical damage (e.g.,
Heavy Trauma)
- elemental damage (e.g.,
Shocking Touch)
- faction (e.g.,
Smite Corpus)
- critical chance and damage (e.g.,
True Steel and
Organ Shatter)
- Status chance (e.g.,
Melee Prowess and
Vicious Frost)
- attack speed (e.g.,
Fury and
Berserker Fury)
- range (e.g.,
Primed Reach does not work on Radial wind wave itself, but on the close quarters melee hit range)
Drifting Contact
Healing Return
Condition Overload (Does not work on Radial wind wave itself, only close quarters melee hit)
Shattering Impact
- Range mods do not affect the radius of slam attacks.
- Desert Wind can not be equipped with weapon augments (e.g.,
Justice Blades), class-specific mods (e.g.,
Covert Lethality), Melee Combo Counter Mods (except
Drifting Contact), Acolyte Mods (e.g.,
Blood Rush), or Amalgam Mods (e.g.,
Amalgam Organ Shatter).
- Riven Mods are not generated for Desert Wind.
- The combo counter will reset when equipped with
Xoris.
- Serene Storm's combo counter decay is affected by Power Spike.
- Radial damage from slam attacks diminishes with distance, does not have a critical chance, is not affected by the Melee Combo Counter, and will cause enemies within range to suffer a knockdown.
- Ground finishers inflict 1600% of the total modified damage from normal attacks. Prompted finishers inflict 6400% of the total modified damage from normal attacks as
True Damage.
- The damage composition of a ground finisher is the same as a modified normal attack; however,
Impact damage from ground finishers is multiplied by 125%.
- The finisher multipliers for both attacks are affected by
Finishing Touch.
- Each attack adds to the Melee Combo Counter; however, radial damage from slam attacks does not.
- Serene Storm is affected by and can trigger Warframe and Exodia Arcanes.
Normal attacks will emit a wind wave in the direction of aim that travel 20 meters. Wind waves have the same base damage as the melee attacks that release them.
- The wind waves and Serene Storm itself are considered separate entities and will both deal damage separately.
- Wind waves will punch through and hit enemies and terrain regardless of thickness up to their maximum range.
- Wave damage does not fall off with distance.
- Wave range and flight speed are not affected by mods.
- Enemies hit by the waves will suffer a stagger.
- Enemy projectiles hit by the waves have a 100% chance to be redirected toward their originating direction.
Serene Storm comes installed with its own unique stance. Additional combos will be unlocked as Serene Storm increases in rank.
- Forward melee combo thrusts Baruuk's fists toward his enemies to generate a powerful push that inflicts damage, stagger, and ragdoll effects.
- Hold melee combo creates an upward draft that drifts forward and gradually lifts enemies high into the air.
- Block melee combo creates a suctioning pull to drag enemies toward Baruuk.
- Slide melee combo bends gravity around Baruuk to radially lift all nearby enemies into the air.
- Slam melee combo creates a radial blast that knocks back all enemies in range.
- Slam melee combo while blocking creates a radial vortex that pulls in all enemies in range.
Any hits made directly by the impact of Baruuk's fist or the waves of energy caused by Desert Wind, have a chance to permanently Disarm the enemy.
Weapon
- Main article: Desert Wind
Desert Wind is
Baruuk's signature Exalted Weapon, which can only be used upon activating the
Serene Storm. The weapon exclusively uses the Serene Storm stance.
Stance
- Main article: Serene Storm (Stance)
Serene Storm is a unique Stance exclusive to
Desert Wind that can only be acquired and used by activating
Baruuk's fourth ability,
Serene Storm. This Stance overrides the Stance on any currently equipped melee weapon for as long as Serene Storm remains active.
Augment
- Main article: Reactive Storm
Reactive Storm is a Warframe Augment Mod for
Baruuk's
Serene Storm to increase
Desert Wind's base status chance and alters its damage type to match enemy weaknesses.
Rank
|
Status Chance
|
Cost
|
0 |
100% |
6
|
1 |
150% |
7
|
2 |
200% |
8
|
3 |
250% |
9
|
|
 ENERGY: 50 KEY 2
|
Immolation Protect Ember with flame armor that burns stronger over time, consuming energy once its meter is at full strength. Cast again to extinguish the flame.
Energy Drain at Max Heat: (10 + 0.5t) s-1 t = time at max heat in seconds
|
Strength:10-50 / 20-65 / 30-75 / 40-85 % (damage reduction)
|
Duration:N/A
|
Range:N/A
|
Misc:90% (damage reduction cap) 0.5%/s (heat generation per second) +1%/s (heat generation rate bonus from Fireball) -2%/s (heat generation rate reduction from Fire Blast) -50% (total heat removal from Fire Blast) +3%/s (heat generation rate bonus from Inferno)
|
Info
- Ember surrounds herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains 10% / 20% / 30% / 40% damage reduction on cast displayed as a percent (%) next to the thermometer, which scales up to 50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly.
- Damage reduction is affected by Ability Strength, and is capped at 50-90%, achievable with a 25% increase in Ability Strength.
- Damage reduction (DR) is related to the current percent heat (H) by the following formula:
DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength))
- E.g., with a max rank
Intensify and 75% heat Ember's damage reduction would be:
- 0.75 × Min(0.90,0.85 × (1 + 0.3)) + (1 - 0.75) × Min(0.50,0.40 × (1 + 0.3)) =
0.75 × Min(0.90,1.105) + (0.25) × Min(0.50,0.52) =
0.75 × 0.9 + (0.25) × 0.5 =
0.8 (80% damage reduction)
- At maximum heat, Ember drains 10 energy per second, which increases by an additional 0.5 energy per second to sustain Immolation.
- Ability Synergy:
Augment
- Main article: Immolated Radiance
Immolated Radiance is a Warframe Augment Mod for
Ember that allows
Immolation to affect friendly players within affinity range, reducing incoming damage.
Rank
|
Shared Damage Reduction
|
Cost
|
0 |
+20% |
6
|
1 |
+30% |
7
|
2 |
+40% |
8
|
3 |
+50% |
9
|
Tips & Tricks
- When at max heat quickly cast Fire Blast in order to negate the energy drain for being at full heat.
- In order to quickly build up Ember's heat (and the damage reduction that comes along with it) cast Inferno while there are no enemies in rage, increasing heat generation for zero energy cost.
- Only 105.8% Strength is needed to reach 90% damage reduction. This is nearly met by having a single enemy affected by a
Heat proc within Conflagration's range, providing +5% Strength.
|
 ENERGY: 10 KEY 3
|
Pacify & Provoke In Night Form reduces damage inflicted by nearby enemies. In Day Form increases Ability Strength of nearby allies. Energy Drain Per Enemy: 1.5 / 1.25 / 1 / 0.5 s-1 Energy Drain Per Ability: 5 / 4.33 / 3.66 / 3
|
|
Info
- Equinox emits a crippling or empowering aura with a radius of 10 / 12 / 14 / 16 meters. Pacify & Provoke will remain active indefinitely until deactivated by casting
Metamorphosis, by running out of energy, or by pressing the ability key again (default 3 ).
- Equinox utilizes different versions of the ability depending on her current form:
Day form
- Day Equinox emits an empowering aura that grants Equinox and all ally Warframes within range an additional 5% / 10% / 15% / 20% Ability Strength. While Provoke is active, 5 / 4.33 / 3.66 / 3 energy is drained for each Warframe ability cast within the aura.
- Unlike Pacify, the Ability Strength bonus does not fall-off with distance
- Ability Strength bonus is affected by Ability Strength and cannot exceed 50% unless
Peaceful Provocation is equipped. Different instances of Provoke auras do not stack, only the strongest bonus will be applied.
- Provoke, after being affected by equipped Ability Strength mods, stacks additively with Ability Strength bonuses when applied to other abilities (e.g., with a maxed
Intensify, Equinox's abilities will gain 0.3 + 0.2 × 1.3 = 56% Ability Strength when cast while a rank-3 Provoke is active).
- In order to acquire the Ability Strength bonus from Provoke, allies only have to cast their abilities while inside the aura.
- Energy cost per ability is affected by Ability Efficiency.
- Despite being a channeled ability, this does not interrupt energy regeneration from
Energy Siphon or
Wellspring and it is unaffected by Ability Duration.
- The additional energy cost is only applied when abilities are activated within the aura, including Equinox's abilities. The energy cost is not applied for energy drains.
- While switching to Night Form will deactivate Provoke, the armor and shield bonuses from
Metamorphosis will gain additional Ability Strength. As such, the additional energy cost will be applied.
- Aura radius is visibly determined by wave-like strings of energy orbiting Equinox.
- Cast delay of 1.25 seconds is affected by
Natural Talent.
Augment
- Main article: Peaceful Provocation
Peaceful Provocation is a Warframe Augment Mod for
Equinox that increases the effectiveness of
Pacify & Provoke. Pacify converts damage done to Equinox and her allies into an aura that slows enemies by up to 40%. Provoke converts damage done to enemies within the aura into up to 15% bonus Ability Strength.
Rank
|
Pacify Slow Effect
|
Provoke Ability Strength
|
Cost
|
0 |
20% |
+6% |
6
|
1 |
30% |
+9% |
7
|
2 |
35% |
+12% |
8
|
3 |
40% |
+15% |
9
|
Tips & Tricks
- An ability strength of 250% is required to reach Provoke's maximum ability strength buff of 50%.
|
 ENERGY: 50 KEY 2
|
Splinter Storm Gara's armor splinters into a maelstrom of shattered glass that slices enemies and impairs their weapons. Allies who contact the cloud are fortified against damage.
|
Strength:100 / 150 / 200 / 250 (damage per second) 25% / 30% / 50% / 70% (damage reduction) 15% / 20% / 25% / 35% (damage multiplier)
|
Duration:10 / 14 / 18 / 22 s
|
Range:15 / 20 / 25 / 30 m (cast) 1 / 1.5 / 2 / 2.5 m (radius)
|
Misc:50% (absorbed damage)
|
Info
- Gara shatters her glass armor into a storm of razor-sharp fragments that encircles herself, an ally, or an enemy target on the aiming reticle within 15 / 20 / 25 / 30 meters, lasting for 10 / 14 / 18 / 22 seconds. The shard storm has a radius of 1 / 1.5 / 2 / 2.5 meters, within which enemies and Objects are dealt 100 / 150 / 200 / 250 damage per second and constantly pushed away from the center. When surrounded by the Splinter Storm, Gara and her allies also receive 25% / 30% / 50% / 70% damage resistance to enemy attacks, while her enemies receive 15% / 20% / 25% / 35% increased damage vulnerability to weapons and abilities.
- Damage per second, damage reduction and damage multiplier are affected by Ability Strength.
- Damage per second is distributed between 20%
Impact, 40%
Puncture, and 40%
Slash.
- Damage reduction caps at 90%, achievable with minimum 129% Ability Strength (ie. maxed
Intensify equipped) at max rank.
- Damage reduction affects Overshield, Shield and Health.
- Damage multiplier affects Splinter Storm's damage per second, causing the affected enemy target to receive increased damage from the Splinter Storm around it.
- Duration is affected by Ability Duration.
- A renewed duration, by Mass Vitrify, is based on Ability Duration when casted, e.g. with
Molt Efficiency.
- Range and radius are affected by Ability Range.
- Casting speed is affected by
Natural Talent and
Speed Drift.
- Eligible ally targets include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, Excavators and Defense Objects.
- On Defense Objects, the damage reduction is capped at 50%.
- Despite being a Warframe power, Splinter Storm seems to be considered as objects and cannot damage enemies cross the Rift Plane.
- Splinter Storm casted in material plane will not be able to harm enemies in the Rift, even when the affected target later cross into the Rift, and vice versa.
- Enemies debuffed with Splinter Storm become immune to pushback and pull effects, including those of Splinter Storm,
Ferrox and
Tether Grenades.
- Ability Synergy:
- If a
Spectrorage mirror shatters inside Splinter Storm's radius, 50% of the mirror's damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Mirror damage from Spectrorage is affected by Ability Strength, while the percentage absorbed is not affected and is capped at 50%.
- Absorbed damage can stack from multiple mirrors breaking inside Splinter Storm's radius.
- Splinter Storms on any targets can absorb damage from Spectrorage mirrors.
- Splinter Storm does not absorb damage from Spectrorage's collapse explosion.
Casting
Mass Vitrify will also refresh the duration of Splinter Storm on Gara, as well as any affected allies that contact the molten glass during its expansion.
If Mass Vitrify's barrier is destroyed by
Shattered Lash and Splinter Storm is within the explosion radius on the outside of the barrier, 50% of the glass fragments' damage is permanently added to Splinter Storm's damage per second until its duration expires.
- Casting Splinter Storm stops Gara's movement and actions.
- Can be cast on self when not aiming at an ally or enemy target.
- Can be cast on multiple targets while active.
- Cannot be cast on a target already affected by Splinter Storm.
- The newest active instance of Splinter Storm is tracked by the ability icon timer, including the instance on Gara herself.
- Splinter Storm buff on ally players appears as an icon with the timer below and percentage of damage reduction at the top-right, displayed beside the Shield and Health indicators on the affected players' HUD.
- Glass fragments are affected by Gara's chosen Warframe energy color.
Augment
- Main article: Mending Splinters
Mending Splinters is a Warframe Augment Mod for
Gara's
Splinter Storm that causes it to heal friendly targets it's applied to, with the healing being increased for every target (friendly or not) affected by Splinter Storm for a short time.
Rank
|
Health Regeneration
|
Cost
|
0 |
10/s |
6
|
1 |
11/s |
7
|
2 |
12.5/s |
8
|
3 |
15/s |
9
|
Tips & Tricks
- Aim away from allies and enemies then press 2 to cast Splinter Storm on yourself. If aiming at a target, pressing the ability key will lock onto the target and apply Splinter Storm on it after the casting animation.
- Buff your team and the objective with Splinter Storm to drastically increase their durability. Apply on Companions when able to protect them and grant them a pushback aura to defend against melee enemies.
- Use Splinter Storm's damage resistance and pushback effect to enhance your team's melee combat effectiveness, allowing any ally to clear paths through crowded hallways and chokepoints blocked by enemies.
- Damage resistance applies to Overshields, Shields and Health, making rapid regeneration of these stats ideal for endurance.
Arcane Aegis,
Arcane Barrier,
Arcane Grace, Sentinel's
Guardian mod, Raksa Kubrow's
Protect mod, and Taxon's
Molecular Conversion mod are great options to consider.
- Cast on an enemy to increase all damage against that target.
- The pushback effect helps single out the enemy among a crowd for a direct line of gunfire.
- Because of the pushback effect, melee weapons with short reach such as daggers and most melee ground finisher attacks can miss the intended target as it is moved away from Splinter Storm during the animation. Debuff a desired enemy with Splinter Storm to stop it from being pushed away, as well as enhancing damage against it.
- Splinter Storm also damages and breaks Objects in the environment, allowing for easy resource collection such as Iradite on the Plains of Eidolon. However, Explosive Barrels can also detonate if destroyed by the glass shards, therefore care should be taken when such objects are nearby.
- Coincidentally, Splinter Storm offers great protection against enemy thrown grenades, causing them to detonate harmlessly against Tenno and applying its explosion damage against nearby enemies.
- Cast
Mass Vitrify to simultaneously refresh your Splinter Storm to full duration. Any allies that touch the expanding molten glass will also have their Splinter Storms' timers refreshed, reducing overall energy costs for reapplying Splinter Storm on you and your allies and avoiding the prolonged casting animation locks.
- Stand next to
Spectrorage's mirrors as enemies break them to stack additional damage onto Splinter Storm's damage per second.
- This extra damage applies to you, your allies, and any enemies debuffed with Splinter Storm inside Spectrorage's carousel; extra damage remains as long as Splinter Storms remain active on the individual targets.
- Stand outside Mass Vitrify's glass barrier and destroy it using
Shattered Lash, allowing you and your allies' Splinter Storms in range of the glass explosion to stack additional damage onto Splinter Storm's damage per second.
- This extra damage applies to you and your allies only, and benefits from melee mods that apply to Shattered Lash, granting high damage amounts per explosion; extra damage remains as long as Splinter Storms remain active on the individual targets.
- When the Splinter Storm damage counter above the ability icons disappear, it signals that no more Splinter Storms are active from you. Keep close attention to avoid accidentally exposing you and your team to more incoming enemy damage than potentially able to be resisted.
- Splinter Storm will not be dispelled by Violence's
Silence, so players can take advantage of it for The Steel Path missions.
Info
- Gauss shields himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming
Impact,
Puncture,
Slash,
Cold,
Heat, and
Blast damage types as well as their respective status effects, while also becoming immune to
Stagger and
Knockdown effects for 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 1.0% to 6.5% battery power per hit received, to reduce affected damage by a minimum of 14% / 16% / 18% / 20% at empty battery, up to a maximum of 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of damage absorbed per hit is converted into extra Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ).
- Duration is affected by Ability Duration.
- Damage reduction scales with battery level and is affected by Ability Strength. Maximum damage reduction cannot exceed 100%. Minimum damage reduction cannot exceed 50%.
- Damage reduction is calculated as:
Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level
- For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84%
- Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by Mods.
- Battery drain per hit is dependent on the damage of the attacker up to a cap of 5%.
- Both damage reduction and energy restoration still function even when the battery is empty.
- Energy restoration is calculated before all damage mitigation.
- Ability Synergy:
Tips & Tricks
Kinetic Plating stacks and synergizes well with
Adaptation.
- Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%.
- Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage type and the battery would't be full for most of the time.
- On the other hand, Adaptation can reduce only one damage type for each particular attack.
Kinetic Plating stacks with
Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire.
Kinetic Plating synergizes well with
Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration.
Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level.
- Damage reduction will be 84% with 100% Ability Strength at 80% battery level.
- This can be scaled up to 90%, which requires 250% Ability Strength.
- However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more.
|
 ENERGY: 75 KEY 3
|
Shatter Shield Envelops Mesa in a barrier of energy, reflecting back incoming bullet damage.
|
Strength:50% / 60% / 70% / 80% (damage reduction)
|
Duration:10 / 15 / 20 / 25 s
|
Range:5 / 7 / 9 / 11 m
|
Misc:95% (damage reduction cap) 45° (deflect angle for non-hitscan) 90° (divert angle for hitscan) ∞ (hitscan reflect range)
|
Info
- Mesa envelops herself in an energy shield for 10 / 15 / 20 / 25 seconds, which reduces incoming damage from enemy gunfire by 50% / 60% / 70% / 80%. The shield reflects hitscan bullets back to the attacker over unrestricted range, but deflects non-hitscan projectiles randomly up to 45° from the point of impact. Affected gunfire will instead divert towards a random enemy, if any, within an 5 / 7 / 9 / 11 meter radius and up to 90° from the point of impact.
- Damage reduction is affected by Ability Strength and cannot exceed 95% under any circumstances.
- Duration is affected by Ability Duration.
- Radius is affected by Ability Range.
- Diverted gunfire is physically redirected. As such, obstacles in the environment can prevent it from hitting enemies.
- Damage is equivalent to what enemies would receive if they were to damage themselves.
- Status Effects can proc normally, on both Mesa and enemy targets.
- Deflect and divert angles are not affected by mods.
- Projectile-based knockdown is resisted, such as the grappling hooks from Scorpions and Infested Ancients. However, knockdown caused by radial blasts from units such as Shockwave MOAs and Heavy Gunners will bypass Shatter Shield.
- Shatter Shield does not protect Mesa from area damage or melee attacks, thus damage will be dealt as normal.
- Cannot be recast while active.
Augment
- Main article: Staggering Shield
Staggering Shield is a Warframe Augment Mod for
Mesa that gives shots reflected by
Shatter Shield a chance to stagger enemies.
Rank
|
Stagger Chance
|
Cost
|
0 |
30% |
6
|
1 |
35% |
7
|
2 |
40% |
8
|
3 |
50% |
9
|
Tips & Tricks
- As damage reduction is capped to 95%, any Ability Strength beyond 119% will not have further effect to Shatter Shield. Maximum damage reduction can be achieved with just a rank 3
Intensify, or a rank 4
Augur Secrets for 3 less drain.
- Players should take caution, as while damage reduction will apply to Projectile/Hitscan weaponry, it does not apply to explosions.
- Bombard rockets will be deflected and often will ricochet back into enemies with a good chance of proccing radial knock-down.
Bugs
Reflected damage from non-hitscan weapons is not calculated properly. The reflected damage enemies receive from non-hitscan weapons does not appear to factor in the enemy's level, causing the same damage to be reflected regardless of enemy difficulty.
When shot by an Embolist with Shatter Shield active Mesa will receive the poison proc even if the damage source was friendly.
Some types of projectiles stop when hitting Shatter Shield and disappear at the time their damage is being dealt to a target within range, instead of being visually redirected towards them. No damage loss, though.
|
 ENERGY: 25 KEY 3
|
Eclipse Standing in light, Mirage deals heavy damage, while the shadows make Mirage difficult to track and even harder to hurt.
|
Strength:115 / 125 / 150 / 200 % (max. damage bonus) 25 / 40 / 60 / 75 % (max. damage reduction)
|
Duration:10 / 15 / 20 / 25 s
|
Range:N/A
|
Misc:95 % (damage reduction cap)
|
Subsumable to Helminth
|
|
 ENERGY: 75 KEY 3
|
Warding Halo Create a protective ring of fire, that also stuns and damage enemies who get too close.
|
Strength:500 / 650 / 800 / 1000 (base health) 50 / 75 / 100 / 125 ( Slash damage per second) 1.15x / 1.25x / 1.75x / 2.50x (armor multiplier) 2.5x (absorption multiplier)
|
Duration:N/A
|
Range:1.25 / 1.5 / 1.75 / 2 m
|
Misc:3 s (invulnerability duration)
|
Info
- Nezha summons a fiery ring that encircles him, granting full immunity to status effects, and absorbing 90% of all incoming damage. The ring starts with 500 / 650 / 800 / 1000 base health, to which 115% / 125% / 175% / 250% of Nezha's total armor is added as bonus health. Upon activation, the ring is invulnerable for 3 seconds, during this time all incoming damage it takes is multiplied by 250% and added to its total health. Enemies that wander within 1.25 / 1.5 / 1.75 / 2 meters of Nezha are continuously staggered and dealt 50 / 75 / 100 / 125
Slash damage every second. Warding Halo cannot be refreshed while it is active, and only expires when its health is depleted or when it is dispelled.
- Damage reduction affects Overshield, Shield and Health.
- Warding Halo's Base health, armor multiplier, absorption multiplier and damage per second, are affected by Ability Strength.
- Warding Halo's health uses the following expression when accounting for Ability Strength:
Modified Health = (Base Health + Armor Multiplier × (Health Conversion Armor + Nezha's Base Armor × (1 + Armor Bonus)) + Absorbed Damage × Absorption Multiplier) × (1 + Ability Strength)
- As an example, with a maxed
Steel Fiber and
Intensify, and one stack on
Health Conversion, a rank-3 Warding Halo will have an initial health of (1000 + (2.5 × (450 + 190 × (1 + 1.1)))) × (1 + 0.3) = 4,059.25 before absorbing damage.
- Invulnerability duration is not affected by Ability Duration.
- Stagger radius is affected by Ability Range.
- While active, a health counter is displayed on the lower-right of the HUD, above the ability icons, indicating how much damage absorption is left.
Slash damage instances immediately affect enemies as they enter the stun radius.
- Status effect immunity includes crowd-controlling effects such as knockdowns and staggers. Energy drains from Ancient Disruptors, including the small amounts of energy they drain with each melee attack, Eximus energy drains and the speed reduction caused by the mucus of Tar-Mutalist MOAs are not resisted by Warding Halo.
- Cast animation of ~1 second is affected by
Natural Talent and
Speed Drift.
- Casting this ability makes Nezha stop all other actions, including movement. However, players can perform a running slide and hold it before casting in order to maintain momentum during the animation.
- Warding Halo will release a wave of heat outward when it expires, inflicting all surrounding enemies with 100%
Heat status effect, and making Nezha invulnerable for 1 second.
- Warding Halo cannot be cast while active, but can be recast during this expiry invulnerability period.
- Damage taken from the last hit which exceeds the health of Warding Halo will still transfer over in full to Nezha's health, potentially killing him (if strong enough), before the 1 second invulnerability can take effect.
- Blocking with a melee weapon will not reduce damage taken to Warding Halo's Health, but will reduce damage taken from the 10% that is not absorbed by Warding Halo.
Augment
- Main article: Safeguard
Safeguard is a Warframe Augment Mod for
Nezha that allows him to cast
Warding Halo on allies, albeit with reduced durability.
Rank
|
Durability
|
Cost
|
0 |
20% |
6
|
1 |
30% |
7
|
2 |
40% |
8
|
3 |
50% |
9
|
Tips & Tricks
- Using
Health Conversion to gain armor stacks before casting Warding Halo, greatly increases its base health without requiring as much Power Strength.
- Be careful against enemies like Mutalist Osprey. Their toxin cloud for example deals damage to your Warding Halo and to your HP, bypassing your shield. This can kill you very easily, even with a full Warding Halo.
|
 ENERGY: 0 KEY 3
|
Parasitic Link Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.
Mutation Stacks Cost: 1
|
Strength:10% / 15% / 20% / 25% (strength bonus) 20% / 30% / 40% / 50% (damage redirection)
|
Duration:30 / 35 / 45 / 60 s
|
Range:24 / 28 / 34 / 40 m (ally link) 10 / 13 / 16 / 20 m (enemy link)
|
Info
- Nidus expends a single Mutation stack to perform symbiosis with a targeted ally Warframe within 24 / 28 / 34 / 40 meters or parasitically link with a targeted enemy within 10 / 13 / 16 / 20 meters. The link persists as long as Nidus and his target remain in range of each other, lasting for 30 / 35 / 45 / 60 seconds or when manually deactivated by pressing the ability key again.
- Ally and enemy link range are affected by Ability Range.
- Duration is affected by Ability Duration.
- Parasitic Link does not require line-of-sight to maintain connection between Nidus and his target.
- If the target dies during cast before the link is attached, the single Mutation stack used for Parasitic Link will be refunded.
- When linked with an ally Warframe, Nidus and his target both receive a 10% / 15% / 20% / 25% Ability Strength and damage bonus. When linked with an enemy, the target is incapacitated for the duration while Nidus transfers 20% / 30% / 40% / 50% damage received to the target instead; all knockdown, stagger, and negative status effects are also transferred from Nidus to the enemy target.
- Ability Strength bonus, damage bonus, and damage redirection are affected by Ability Strength.
- Parasitic Link's Ability Strength bonus affects Ability Strength multiplicatively using the following expressions:
- Modified Strength Bonus = Strength Bonus × (1 + Ability Strength)
- With a maxed
Intensify and the 15% Ability Strength rank bonus, Nidus will have 145% Ability Strength, resulting in 0.25 × (1 + 0.3 + 0.15) = 36.25% Modified Strength Bonus displayed on the UI.
- Modified Ability Strength = (1 + Ability Strength) × (1 + Modified Strength Bonus)
- Modified Strength Bonus then increases Ability Strength multiplicatively, granting 1.45 × (1 + 0.3625) = 197.5625% Modified Ability Strength that affects Nidus' other abilities while a rank-3 Parasitic Link is active.
- The Modified Strength Bonus is the same percentage for the linked ally. However, Modified Ability Strength's calculation will depend on the linked ally's own Ability Strength.
- Damage bonus is multiplicative to other damage buffs.
- Damage redirection is capped at 90%, achievable with an Ability Strength of at least 180%.
- Enemy target is invulnerable to outside sources of damage and immune to external crowd control effects while linked, but is not immune to damage and crowd control effects transferred from Nidus. All damage prevented by the external invulnerability are stored and dealt in full when the ability ends.
- Friendly fire is not transferred to the linked target.
- Can link to Overguarded enemies, however they will not be incapacitated and can still attack.
- Ability Synergy: While linked to a target, using
Virulence will spawn a second instance from the linked target that grows towards the targeted location, converging with the first instance from Nidus.
- Enemies hit by the second instance separately counts toward Mutation stack, even when the same enemies also get hit by the first instance.
- Parasitic Link is a One-Handed Action and can be cast while in midair.
- Nidus and the target are visibly covered in infestation and connected via a tether of biochemical energy, which is affected by the chosen Warframe energy color.
- Cannot link to a target already affected by Parasitic Link. Multiple Nidus players cannot link to the same target, nor to each other while their own Parasitic Link ability is active.
- When connected to another Nidus player, both players will use the Ability Strength bonus from the casting player; the link will break if the partner activates Parasitic Link on a different target.
Tips & Tricks
Link with a nearby teammate or enemy for
Virulence to create two lines from Nidus and the linked target. This effectively extends Virulence's reach, doubles its damage output, staggers enemies in its paths, collects more hits for stacks, and earns extra energy for the cost of one cast.
- Linking with a teammate creates a mobile casting point that can relocate quickly to find new enemies.
- Linking with an enemy provides a stationary casting point that allows you move around to adjust Virulence's travel direction and length.
- Use Virulence's range indicator by holding 1 to determine the number of targets both lines will hit before releasing the button to cast.
Teammates with Warframes that possess high ability damage and Ability Strength-based effects are prime candidates for Parasitic Link.
- Alternatively, the Ability Strength bonus allows allies to use more balanced builds instead of builds that focus solely on Ability Strength.
Enemies with high health and armor values such as Heavy Gunners can absorb a large amount of damage transferred from Nidus.
As long as Nidus and his target are in range of each other, Parasitic Link's biochemical tether will help you visually track your positions.
Before reviving a downed teammate, link with a nearby enemy to protect yourself from taking too much damage.
Linking with an enemy caught by
Larva causes it to become immune to damage from outside sources, which may hinder your crowd control ability because Larva will go through its full duration before you can recast it. Press 3 to manually deactivate the link, allowing you and your allies to kill the enemy to end Larva early for recast.
- This immunity to damage can be beneficial for racking up the melee combo counter. Simply attack the target as many time as possible. Combine with combo mods like
Blood Rush for best results.
Maggots from
Ravenous will ignore your linked enemy target. However, maggot explosions will still count as hits for the Mutation gauge even when they cannot damage the target. When you cast Parasitic Link on an enemy with maggots attached, the maggots will detach once the link is established.
Parasitic Link can be cast on the Juggernaut, and though it will not immobilize the Juggernaut it will still transfer damage to it, bypassing the Juggernaut's normally-impenetrable armor.
Can be used to immobilize Synthesis target, instead of deploying Kinetic Siphon Trap. This also prevents the target from being killed, accidentally or not, provided Nidus himself is not under heavy fire.
Parasitic Link can transfer negative Conduit Effects given in Disruption. For example, Energy Drain will drop from 5 energy per second to 1. This reduces, but does not negate, the threat of negative effects from conduits, should one fail.
Augment
- Main article: Neutron Star
Neutron Star is a Warframe Augment Mod for
Nova that allows all active
Null Star particles to be detonated by pressing the ability key (1 ), dealing area-of-effect damage and
Blast proc.
Rank
|
Blast Damage
|
Radius
|
Cost
|
0 |
60 |
4 |
6
|
1 |
80 |
5 |
7
|
2 |
100 |
6 |
8
|
3 |
120 |
8 |
9
|
Tips & Tricks
- Because each particle grants 5% damage reduction, the maximum amount of damage reduction currently achievable is 90%. A total of 18 particles is needed to reach this value. This is achievable with at least +200% modded Ability Duration for a max rank Null Star.
- When you are full on energy and come across extra energy spheres laying on the floor, you can cast a "free" Null Star and instantly go back to full energy. This allows you to easily keep stars active for each encounter.
- Stars will launch themselves at unaware enemies, alerting them if they survive. This makes this ability sub-optimal for stealth oriented missions.
- For offensive purposes, it can deal a good amount of damage to a single target by itself, dealing a total of 1200 damage after all six particles have launched (or more, if you are using
Continuity and
Constitution). Keep in mind that each particle will stun on hit, allowing you to continually stagger a target while you attack them.
- Defensively, it is wise to use it before reviving an ally or accessing a terminal, as you are very vulnerable when doing either. Activating Null Star beforehand can stun or kill any enemies nearby that decide to attack you, preventing you from taking a lot of unnecessary damage.
- On higher enemy ranks Nova may wish to use the skill in the same manner as
Rhino's
Iron Skin and recast it every time it is depleted as this will prevent her from being blindsided by enemies that are stuck in corners or behind obstacles. This is particularly important in Grineer tilesets because infantry will often jam themselves into corners on either side of the round doorways and open fire as soon as the player passes by.
- To focus on keeping Null Star particles for damage reduction, it might be beneficial to have Ability Range lower than 100%. Lower range will prevent particles from seeking enemies at a distance.
- Null Star particles will seek deactivated Bursa in range. It is advisable to stay away to prevent wasting the particles.
- The
Molecular Fission augment will allow
Molecular Prime to restore up to two charges of Null Star per enemy killed while under its effects.
Bugs
If you are spamming melee attacks while you cast or right after you cast Null Star, it will render you unable to perform any melee attack for a short duration even though your cast animation is already finished.
|
 ENERGY: 25 KEY 2
|
Tribute Cycle through and extract one of the four Buffs when cast on an enemy. Thorns reduces incoming damage. Dust degrades enemy accuracy. Full Moon increases companion damage. Entangle slows enemies within range.
|
Strength:200 / 300 / 400 / 500 ( Impact damage)
|
Duration:6 / 8 / 10 / 12 s (debuff duration)
|
Range:10 / 15 / 20 / 25 m (cast range)
|
Misc:-25% (damage debuff) 15 s (offering duration) 120 s (aura buff duration) 35 m (aura range) 50% (Thorns damage reflection and reduction) -50% (enemy hit chance) 75% (Full Moon damage bonus) 50% (Full Moon health and armor bonus) 25% (Entangle move speed debuff)
|
Info
- Titania selectively enchants her spell by tapping the ability key (default 2 ) to freely cycle between the Thorns, Dust, Full Moon, and Entangle buffs. Holding down the ability key while an enemy is on the reticle, up to 10 / 15 / 20 / 25 meters away, will deal 200 / 300 / 400 / 500
Impact damage, forcefully knock them back and extract an offering from them, which remains in place for 15 seconds. If the target survives, their damage output is reduced by 25% for 6 / 8 / 10 / 12 seconds.
- A special cyclic display located above Titania's weapon stats in the HUD will show the currently selected buff and shows timers for each buff's active duration. Tribute only consumes energy upon blasting a target, swapping buffs does not.
- The offering extracted is left in place near the location where the target got hit by Tribute and appears as a shadow replica of the enemy. If Titania picks it up by touching it, she is granted the respective buff chosen before cast. These buffs are auras that last for 120 seconds and have a radius of 35 meters around Titania. Picking up an offering of an already active buff will refresh its duration. All four buffs can be active at once. The following buffs are available:
- The Thorns buff aura grants 50% damage reduction and reflects 50% of the damage taken back to the attacker. Any allies within range will also benefit from the damage reduction and reflection.
- Aura is not affected by Mods.
- Damage is reflected back to enemies regardless of distance.
- Allies affected visually emit energy butterflies, affected by Titania's energy colors.
- Defense Objects do not benefit from Thorns.
The Dust buff aura reduces the accuracy of enemies within range by 50% (-50% enemy hit chance).
- Aura is not affected by Mods.
- Stacks with
EMP Aura for a total of 65% reduced accuracy against Corpus.(Needs confirmation.)
- Enemies affected visually emit energy butterflies, affected by Titania's energy colors.
The Full Moon buff aura increases the damage dealt by companions and Razorflies by 75%, as well as their health and armor by 50%. Any teammates within range will also benefit from Full Moon's effects, buffing their respective companions.
- Aura is not affected by Mods.
- Affects companions regardless of distance, as long as their owners remain in range.
- Companions affected visually emit energy butterflies, affected by Titania's energy colors.
The Entangle buff aura slows down the movement of enemies within range by 25%.
- Aura is not affected by Mods.
- Enemies affected visually emit energy butterflies, affected by Titania's energy colors.
- Ability Synergy:
Razorwing spawns an extra Razorfly for each Tribute buff currently active, up to 4 extra Razorflies (10 maximum).
- While in Razorwing, Titania can respawn these Razorflies by picking up the corresponding offerings.
- Razorflies will fly to and pick up Tribute offerings for Titania.
- Offerings created by Tribute display a symbol above them that denotes the aura they bestow.
- The color of the offerings and their symbols are affected by Titania's energy colors.
Tips & Tricks
Since offerings sometimes tend to drift upwards, it is more convenient to use the ability while close to the target.
|
 ENERGY: 75 KEY 3
|
Link Any damage taken while Link is active will be channeled to a nearby enemy.
|
Strength:N/A
|
Duration:6 / 8 / 10 / 12 s
|
Range:12 / 14 / 17 / 20 m
|
Misc:1 / 2 / 2 / 3 (affected enemies) 50% / 60% / 70% / 75% (damage reduction) 100% (damage and status transfer)
|
Augment
- Main article: Abating Link
Abating Link is a Warframe Augment Mod for
Trinity's
Link that reduces the armor of all connected enemies.
Tips & Tricks
- Keeping this ability active when surrounded by high-level enemies will dramatically increase Trinity's survivability.
- Be careful of Link's slow, immobile cast delay, lest you become overwhelmed by burst fire.
- Use Trinity's
Energy Vampire to fuel Link's high energy cost.
- Link connects to enemies through walls and other obstacles, which serves as an early-warning system indicating if enemies are nearby.
- Similarly, Link can connect to and track the position of cloaked enemies such as Capture targets and Manics.
- Be wary of mods and effects which reduce Ability Range as they make it harder to maintain an active link, and with that, Link's defensive benefits.
|
 ENERGY: 100 KEY 4
|
Blessing Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage resistance.
|
Strength:40% / 50% / 75% / 80% (shield/health restoration) 25% / 30% / 40% / 50% (damage reduction)
|
Duration:3 / 5 / 7 / 10 s (buff duration)
|
Range:N/A
|
Misc:50 m (affinity range) 75% (damage reduction cap)
|
Info
- Trinity invokes potent restorative and defensive power from within, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health capacity within her own shared Affinity range. Trinity and all affected allies will be granted 25% / 30% / 40% / 50% damage reduction against incoming enemy damage for 3 / 5 / 7 / 10 seconds.
- Shield/health restoration and damage reduction are affected by Ability Strength.
- Buff duration is affected by Ability Duration.
- Cast time of 0.5 seconds is affected by
Natural Talent and
Speed Drift.
- Heal range is set to shared affinity range, and is not affected by Ability Range. However, it is affected by Mending Unity resulting in 75 meters and significantly increased with Fosfors.
- Damage reduction is capped at 75%, achievable by a 50% increase in Ability Strength.
- Damage reduction affects damage taken to shields and overshields, in addition to health.
- Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
- On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
- Blessing does not grant immunity from Status Effects such as Knockdowns and staggers.
- Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
- After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
- Does not restore or create overshields.
- While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
- Can be recast while active. Blessing's previous damage resistance values will be overridden.
- In addition to disappearing when the buff timer reaches zero, Blessing will disappear for a brief moment when recasting.
- In addition to the above, Blessing disappears when the caster of the Blessing goes into Archwing mode.
Augment
- Main article: Champion's Blessing
Champion's Blessing is a Warframe Augment Mod for
Trinity's
Blessing that increases primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.
Rank
|
Duration
|
Cost
|
0 |
6s |
6
|
1 |
8s |
7
|
2 |
10s |
8
|
3 |
12s |
9
|
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from
Wisp's
Reservoirs
- Mods
- Others
Blocking with melee (100% damage reduction)
Rolling (75% damage reduction)
- Enemies
Grustrag Bolt (50% damage reduction against Grineer)
Damage Type Modifiers[]
- Main article: Damage Type Modifier
Damage Type Modifiers are a unique classification of damage reduction that is usually specific to only one type of damage. Damage modifiers stack multiplicatively with each other and other sources of damage reduction.
Sources of Damage Type Modifiers[]
- Enemies
Arson/Caustic Eximus aura (-50% damage type modifier for
Heat and
Blast damage)
Artic Eximus aura (-50% damage type modifier for
Cold damage)
Venomous Eximus aura (-50% damage type modifier for
Toxin damage)
Quick Thinking and Gladiator Finesse[]
Quick Thinking and
Gladiator Finesse are mods that convert a percentage of lethal damage taken into energy drain when the player reaches 2 health. At above 100% efficiency, additional lethal damage taken will be reduced. With both mods at maxed rank equipped, your Warframe's energy pool will be 300% efficient in absorbing damage, reducing incoming damage by 66.67%.
To calculate the multiplier on incoming damage:
To calculate damage reduction provided by these mods:
Quick Thinking
Rank
|
Efficiency
|
Additional damage reduction
|
Multiplier on incoming damage
|
0 |
40% |
-150% |
2.5x
|
1 |
80% |
-25% |
1.25x
|
2 |
120% |
16.667% |
0.833x
|
3 |
160% |
37.5% |
0.625x
|
4 |
200% |
50% |
0.5x
|
5 |
240% |
58.333% |
0.41667x
|
Gladiator Finesse
Rank
|
Efficiency
|
Additional damage reduction
|
Multiplier on incoming damage
|
0 |
10% |
-900% |
10x
|
1 |
20% |
-400% |
5x
|
2 |
30% |
-233.33% |
3.33x
|
3 |
40% |
-150% |
2.5x
|
4 |
50% |
-100% |
2x
|
5 |
60% |
-66.67% |
1.667x
|
Special Enemies and Damage Attenuation[]
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Certain enemies possess unique damage reduction calculations separate from armor or sources of pure damage reduction. Usually, this unique damage reduction scales based on the weapon's average damage per second (DPS) (more specifically burst DPS), sometimes excluding Critical Hits. Officially, this is referred to as adaptive damage scaling, scaling damage reduction, or damage attenuation.[1] The game calculates DPS typically as:

Where damage, critical multiplier, fire rate/attack speed, and multishot is calculated after mods and buffs are applied (e.g.
Octavia's
Amp or
Volt's
Shock Trooper for damage,
Sharpened Bullets for critical multiplier,
Valkyr's
Warcry or
Gauss'
Redline for fire rate/attack speed, and
Split Flights for multishot).
Note that weapons with the auto-spool trigger type, like the
Gorgon or
Kohm, will noticeably deal less damage per damage instance as their fire rate ramps up to their maximum value.
In most cases, this scaling DR stacks multiplicatively with DR provided by the enemy's armor.
To calculate damage reduction based on DPS:

Acolytes[]
- Main article: Acolytes
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Amalgams[]
- Main article: Amalgam
All Corpus Amalgam enemies (with the exception of Amalgam Machinist) possess the following damage resistance calculations, using Amalgam Alkonost as an example:
Amalgam Alkonosts possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
Proc Damage uses the same formulas where average DPS is defined as :
Amalgam Machinist[]
- Main article: Amalgam Machinist
Amalagam Machinist's shields possesses 50% damage reduction. In addition, Amalgam Machinists possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield damage type modifiers, and is quantized. This scaling DR is multiplicative to other sources of DR Amalgam Machinists may possess.
For proc damage, critical hits are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account.
Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account, and that other sources of DR have their effect squared, both in the Proc DPS equation and when applied after the damage controller equation.
For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.
Condrix[]
- Main article: Condrix
Condrix possess DR that scales depending on your weapon's DPS excluding Critical Hits. DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.
Eidolons[]
- Main article: Eidolon Teralyst
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
Eidolons' shields and health possess DR that scales depending on your weapon's DPS.[2] DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.
- For critical hits
Empyrean Corpus[]
Certain Empyrean Corpus units possess the following damage resistance calculations, using Aurax Actinic as an example:
Aurax Actinics possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
The following units possess the same damage resistance.
Guardian Eximus[]
- Main article: Eximus#Guaridan
Corpus Guardian Eximus enemies project an aura that have increased damage type resistance to all damage types by 90% for themselves and their allies.
Deimos Jugulus[]
- Main article: Deimos Jugulus#Damage Reduction
Deimos Jugulus possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
A graph is available here: https://www.desmos.com/calculator/htrjngyeyb
For Proc Damage, Critical Hits are taken into account.

Where the Proc Damage is the per tick Damage of the corresponding Proc, with Health/Shield/Armor Modifiers taken into account.
Note that unlike the DPS controller for normal Damage, the one for Proc Damage takes Critical Hits into account.
For Heat Procs, the Proc Damage in the above formula is the accumulated value of all the previous Heat Procs.
Deimos Saxum[]
- Main article: Deimos Saxum#Damage Reduction
Deimos Saxum possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
Until both Femurs are destroyed, the main body possesses an additional 80% damage resistance.
After destroying a Femur, the other one will take 2x damage.
After destroying the other, both locations will take 2x damage.
For proc damage, critical hits are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account.
Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account.
For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.
Demolishers / Demolysts[]
- Main article: Demolisher#Damage Reduction
Demolishers possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield damage type modifiers, and is quantized.[3] This scaling DR is multiplicative to any other innate DR Demolishers may possess.
Demolisher Juggernauts and Demolisher Charger possess a damage multiplier of 0.8 regardless of DPS level.
For proc damage, critical hits are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account.
Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account, and that any innate DR have their effect squared, both in the Proc DPS equation and when applied after the damage controller equation.
For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.
Hyekkas and Hyekka Masters[]
- Main article: Hyekka
- Main article: Hyekka Master
Hyekkas and Hyekka Masters resist 80% of all
Heat damage.
Juggernaut (Behemoth)[]
- Main article: Juggernaut#Damage Resistance
A DPS cap is applied when hitting a Juggernaut's armored plating. While hitting this, the Juggernaut cannot take more than 500 damage per second.
Slash procs from Hunter Munitions will bypass this DPS cap, but will have the DR in the following section applied.
A Juggernaut's weak points (the belly and back when exposed) possess DR that scales depending on your weapon's DPS, including critical hits when triggered, where DPS is calculated by

Weak points also take 2x more critical damage.
Additionally, the average DPS is calculated using all health/shield/armor modifiers, including damage reduction from armor and is quantized. Damage from procs uses the same calculation where proc damage replaces total damage.
Kuva Thralls[]
A Kuva Lich's Kuva Thralls have an innate 25% damage reduction on top of their armor.
Lephantis / Hemocyte[]
- Main article: Lephantis#Damage Reduction
During phase 1, each of Lephantis's heads possesses an innate 60% DR.
During phase 2, this is increased to 70% DR.
Lephantis also possesses Damage Reduction that scales depending on your weapon's damage. Damage is calculated by

Additionally, the damage is calculated using all health damage type modifiers, and is quantized.
Critical hits have their damage doubled on top of the weapon's critical multiplier.
If a head is hit again within approximately 0.27 seconds, whether from multishot or simply firing again, the hit uses the following modifier instead:
In addition, during Phase 2, each head possesses a damage cap. The cap is calculated for each damage instance, not the sum of hits.
In summary, bringing weapons with low damage but high fire rate such as fully automatic rifles are far more effective than weapons that deals high damage in a single shot such as snipers.
Leaping Thrasher / Deimos Therid[]
- Main article: Leaping Thrasher#Damage Reduction
Leaping Thrashers possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
For proc damage, critical hits are taken are taken into account.

Where the proc damage is the per tick damage of the corresponding proc, with health/shield/armor modifiers taken into account.
Note that unlike the DPS controller for normal damage, the one for proc damage takes critical hits into account.
For heat procs, the proc damage in the above formula is the accumulated value of all the previous heat procs.
Necramechs[]
- Main article: Necramech (Enemy)#Damage Resistance
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.
- Main article: Damage Reduction
Enemy Necramechs possess DR that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

This DR applies to its shoulders and back.
Orphix[]
- Main article: Orphix#Damage Resistance
Orphix possess DR that scales depending on your weapon's DPS excluding Critical Hits. DPS is calculated by:

Critical Hits are applied after DR is calculated. Additionally, the average DPS is calculated using Health Modifiers and is quantized.
Prosecutors[]
- Main article: Guardsman#Prosecutor Variant
Prosecutors are elite Guardsmen hand-picked by Councilor Vay Hek. They have a 100% chance to drop
Javlok Capacitors on death.
- Prosecutors are made unique by elemental shield auras that they use. There are four kinds of Prosecutor, one for each of the four base elemental damage types –
Heat,
Cold,
Electricity, and
Toxin. They project an aura that increases allies resistance to physical and non-combined elements by 100%, and by 85% to combined elementals, but decreases allies resistance to the corresponding non-combined element to -100%
- All increases or decresses are additive to health and shield resistances.
- Multiple Prosecuter auras stack.
Void damage can also deal damage to Prosecutors of any type.
- Prosecutors are likely to spawn after alarms have been triggered.
- Prosecutors can share their immunity buff with Tenno should they be allied with the Tenno, such as when summoned through
Nekros's
Shadows Of The Dead or during an Invasion when the player has sided with the Grineer.
- Prosecutors are considered Eximus units for all purposes (for example, dropping
Carbides on the Grineer Shipyard tileset).
- Prosecutors are most commonly found in the Rescue mission Nuovo on Ceres. The Lotus will warn the Tenno of the Prosecutors appearance. They will then be found patrolling the area, near the prisoner.
Sentients / Shadow Stalker[]
- Main article: Sentient#Damage Adaptation
Most Sentient enemies (and Shadow Stalker) have a damage adaptation mechanic that allows them to have damage type modifiers as well as damage reductions toward particular damage types.
Raknoids[]
Tarask Bursa[]
- Main article: Tarask Bursa#Damage Reduction
Tarask Bursas gain a 90% damage reduction for each Aurax Culveri MOA or Aurax Polaris MOA tethered to it, with no limit. Multiple tethers stack multiplicatively.
Tarask Bursas also possess Damage Reduction that scales depending on your weapon's DPS excluding critical hits. DPS is calculated by

Critical Hits are applied after the damage resistance is calculated. Additionally, the average DPS is calculated using all health/shield modifiers, other sources of damage reduction, and is quantized.
Terra Crewmen and Vapos Rangers[]
Terra crewmen, Vapos rangers, certain Juno units, and certain Corpus Empyrean units resist 75% of all
Cold,
Blast,
Magnetic, and
Viral damage done to health. This resistance does not apply to their shields. The following enemies have this resistance:
Tusk Thumpers[]
- Main article: Tusk Thumper
Treasurer[]
- Main article: Treasurer
Treasurers have a unique shield that possesses 99% innate Damage Reduction, as well as being impenetrable by methods that would normally bypass shields (such as
Toxin damage), making them very resilient to most weapons and abilities. Unlike most shields, their shields will not recharge after being damaged.
Toxin procs have no effect (dealing 0 damage) while their shields are up.
Their health has an innate 98% damage reduction, despite having no armor.
References[]
Patch History[]
Update 30.5 (2021-07-06)
- Adaptive Damage Scaling Changes for Liches:
Throughout our boss design history, we have added things like diminishing returns and damage mitigation techniques like armor or damage attenuation. In the time since we’ve launched the Kuva Liches, we’ve made adjustments to how we handle player damage vs. Liches. We’ve done things like add allowing Status Effects and attenuate damage to try and create a balanced combat experience. Like many bosses in Warframe, Liches have some damage modifiers applied to them.
We found a bug in the damage attenuation code, and have fixed it and polished the attenuation for Kuva Liches.
This system generally targets the scenario of very high damage things like the Void Rig’s Arquebex vs. a Kuva Lich, a scenario that is now possible due to the final showdown being based in Railjack. When we were testing this Voidrig Vs Lichout, our Liches barely lasted a second and we realized the damage attenuation code could use some review! We found bugs to fix and things to tweak to account for these new scenarios. Our only intention is to give you a fight that lasts more than mere seconds - happy hunting and may your teamwork and gear lead you to victory! We will be closely reviewing this to ensure we strike the right balance of a fight that requires teamwork and consistent offensive gameplay to beat, but also doesn’t feel impossible. Feedback is welcome!
- Damage Resistance Mod Math Changes:
The following changes occurred due to the following scenario being shared:
A player reported that combining Umbral Mods + Adaptation + Lightning Rod on any Warframe made them fully immune to all damage from the Hydrolyst Eidolon.
Prior to this discovery, we already made sure we couldn’t reach 100% Damage Resistance because that would just be excessive in all cases. You can see this in action when we capped the ‘In Air’ Damage Resistance Mods. Even though the Mods theoretically could reach 100% Damage Resistance, there is a hard cap at 90%.
In response and to avoid future oversights, we have changed the way Damage Resistance works. It now works on ‘Damage Remaining’ instead of having all the Modifiers combined and operating at once.
Example:
Consider the case of:
4x 25% Damage Resistance Mods
WAS: (25% + 25% + 25% + 25%) = 100% Damage Reduction
NEW: Take 25% Less Damage = Only take 75% Damage
0.75 x 0.75 x 0.75 x 0.75 = 31.5% damage taken AKA 68.5% damage reduction
Update 29.5 (2020-11-19)
- Fixed Warframe not being vulnerable with 90% Damage Reduction after directly Transferring into your Necramech.
Hotfix 25.7.8 (2019-09-26)
- Airborne resistance from Mods is now capped at 90% to prevent stacking past 100% in some cases.
Mechanics Edit
|
Currencies
|
Credits • Orokin Ducats • Endo • Platinum • Aya • Regal Aya • Standing
|
General
|
Basics
|
Arsenal • Codex • Daily Tribute • Dormizone • Empyrean • Foundry • Market • Mastery Rank • Nightwave • Orbiter • Player Profile • Star Chart
|
Lore
|
Alignment • Fragments • Leverian • Quest
|
Factions
|
Corpus • Grineer • Infested • Orokin • Sentient • Syndicates • Tenno
|
Social
|
Chat • Clan • Clan Dojo • Leaderboards • Trading
|
Squad
|
Host Migration • Inactivity Penalty • Matchmaking
|
Gameplay
|
Basics
|
Affinity • Buff & Debuff • Death • Damage (Status, Type Modifier, Vulnerability) • Gravity • Hacking • Invisible • Landscape • Maneuvers • One-Handed Action • Pickups • Radar • Stealth • Threat Level • Tile Sets • Void Relic • Waypoint
|
Enemies
|
Bosses • Death Mark • Enemy Behavior • Eximus (Overguard) • Lich System
|
Mission
|
Arbitrations • Empyrean • Sortie • Tactical Alert • The Steel Path • Void Fissure
|
Activities
|
Captura • Conservation • Fishing • K-Drive Race • Ludoplex • Mining
|
PvP
|
Duel • Conclave (Lunaro) • Frame Fighter
|
Equipment
|
Modding and Arcanes
|
Arcane Enhancements • Fusion • Mods (Flawed, Riven) • Polarization • Transmutation
|
Warframe
|
Attributes (Armor, Energy, Health, Shield, Sprint Speed) • Abilities (Augment, Helminth System, Passives, Duration, Efficiency, Range, Strength)
|
Weapons
|
Accuracy • Alternate Fire • Ammo • Attack Speed • Critical Hit • Damage Falloff • Exalted Weapon • Fire Rate • Melee • Multishot • Noise • Projectile Speed • Punch Through • Recoil • Reload • Trigger Type • Zoom
|
Operator
|
Amp • Focus (Madurai, Vazarin, Naramon, Unairu, Zenurik) • Lens
|
Other
|
Archwing • Companion • K-Drive • Necramech • Parazon • Railjack
|
Technical
|
General
|
AI Director • Dedicated Servers • Drop Tables • EE.cfg • EE.log • File Directory • Fonts • HUD • Key Bindings • Material Structures • Mobile Export • Network Architecture • PBR • RNG • Settings • Stress Test • Text Icons • Warframe Arsenal Twitch Extension • World State
|
Audio
|
Mandachord • Music • Shawzin • Somachord • Sound
|
Mathematical
|
Calculating Bonuses (Additive Stacking, Multiplicative Stacking) • Damage Reduction • Enemy Level Scaling • Maximization • User Research
|