Health (Hull for Railjacks) is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. Warframes, Kubrows, Kavats, Rescue targets, and Alad V will enter "bleedout" when their health values are reduced to zero, while all other entities will instead be killed.
A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.
Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. damage, which is commonly dealt by units like Toxic Ancients, Toxic Crawlers and Venomous Eximus, will bypass shields and strike the target's health directly, which can also proc a damage-over-time effect. procs, such as those dealt by Grineer Powerfists, will temporarily increase the damage to the victim's health (+100% with 1 stack, up to +325% with 10 stacks) even if the attack itself is absorbed by shields).
There are ten health types, three shield types, and four armor types—these seven act differently from health and are covered on the Shields and Armor pages. The nine health types are partitioned into four standard Factions, the Corrupted faction borrows from these.
|Corrupted units are copies from other factions; they have identical health to their originals.|
|Special||(unique to Eximus) • Object Health|
* Tenno Flesh and Object Health have no resistances or vulnerabilities.
Modifying Maximum Health
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
|Subsumable to Helminth|
- Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of .
- Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100 damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance.
- Health bonus and damage per second are affected by Ability Strength.
- The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed and will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
- Damage bypasses obstacles in the environment and decreases with distance.
- Burn radius and status chance are not affected by mods.
- Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200 damage.
- Shield bonus, damage multiplier, minimum damage, and status chance are affected by Ability Strength.
- The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed and will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
- Arc damage bypasses obstacles in the environment.
- The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed , losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 damage at rank 3 to a single target as long as it's within range.
- Damage from environmental hazards can also be converted into arc discharges.
- Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
- Arc range is affected by Ability Range.
- Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as damage with a 100% status chance.
- Damage chance per second is affected by Ability Strength.
- The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
- Damage bypasses obstacles in the environment and does not decrease with distance.
- Reload speed and holster rate bonuses are affected by Ability Duration.
- The amount of reload speed gained is determined by the affected weapon's base reload speed.
- Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
- Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25% status chance.
- Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
- The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
- Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
- Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
- Non-hitscan projectiles are reflected in the direction of the source enemy.
- Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting the weapons fire.
- Elemental Auras of any type from two or more Chromas do not stack, i.e. two auras do not increase damage nor health values, and if you had both a and aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
- Has a casting delay of 1 second. The animation interrupts movement and other actions.
- Elemental Ward cannot be recast while active.
- Elemental Ward does not work on Nekros' Shadows.
- Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for that allows allies to retain 's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
- In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.
- Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for 25 energy, placing the pod directly in front of her. The reservoir pods have a range of 5 meters and last indefinitely, while the motes retrieved from the pods lasts 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
- Reservoir pod range is affected by Ability Range.
- Mote buff duration is affected by Ability Duration.
- Energy cost is affected by Ability Efficiency.
- Number of reservoir pods is not affected by mods.
- Casting additional reservoir pods will replace the oldest pod.
- Up to three different reservoir types can be unlocked as the ability is ranked up:
- Vitality: unlocked by default (Unranked Warframe)
- Haste: unlocked at rank 1 (Warframe Rank 7)
- Shock: unlocked at rank 2 (Warframe Rank 14)
- Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default Settings). ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the
- Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
- Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, Companions, summoned allied units such as Specters and Railjack Crews, allied Invasion units, Hostages, converted Liches and Sisters, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the reservoir's range.
- Motes grant the affected entity a specialized buff based on the reservoir type.
- Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
- Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
- Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
- If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
- A lower-value pod will still refresh the duration of a higher-value pod.
- Each entity is limited to 1 active Mote buff per reservoir type.
- Maximum health and health regeneration are affected by Ability Strength.
- Movement speed, melee attack speed, and fire rate buffs are affected by Ability Strength.
- Shock damage is affected by Ability Strength.
- Shock range is affected by Ability Range.
- Number of targets, stun duration and stun frequency are not affected by mods.
- Stun duration and frequency cooldown are both 3 seconds long. The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
- Ability Synergy:
- Casting on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
- Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
- Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
- Wisp cannot teleport to a pod while within less than 10 meters of it.
- Currently obtained Motes provide additional properties to .
- Casting on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
- Main article: Fused Reservoir
- Avoid using Shock Motes in Spy missions, as it can hit Grineer Sensor Regulators and alert them.
- Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
- Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.
Total Health = Base Health × (1 + Modifier from Warframe Level + Modifier from Mods)
- Base Health refers to the Warframe's health at Rank 0.
- Modifier from Warframe Level will be the difference between your rank 30 health and your rank 0 health. For most Warframes, it is 0% at rank 0 , and 200% at rank 30.
- Modifier from Mods is from mods such as and , increasing the Health by 440% and 120% at their maximum ranks, respectively. The Aura mod increases it by 90% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 90%, to a maximum 360% addition in a four-player mission, which can be further increased with . Lastly, the bonus from some Arcane helmets contribute to this modifier.
Having equipped a Bleeding Dragon Key reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).
- Main article: Healing
Unlike shields, health does not naturally regenerate over time, except when the Aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed by picking up Health Orbs, by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or Arcane Enhancements.
Bleedout & Death
- Main article: Death
When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.
A noticable exception to this is Inaros. While he still goes in bleedout, he is unable to fire any weapon. Instead he goes in his immobile sacrophagus, and starts draining nearby enemies from health. Once enough health is drained, Inaros automatically revives himself.
Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, sources of damage reduction, negative damage type modifiers, resistance mods, and health classes.
- attacks deal 25% less damage to Flesh health; if the attack would normally cause 100 damage, it would only deal 75 damage to this enemy.
- Therefore, to deal 300 damage to this enemy, you would have to output 400 total points of damage.
In reference to damage, this hypothetical enemy has 400 effective health even though it has only 300 nominal health. Effective health can only ever be considered in the context of damage because its value depends on the bonuses and penalties of the incoming damage as much as it does on the damage type modifiers of armor, mods, and health.
Effective health against a particular damage type can be calculated as such:
- Nominal health refers to listed health points as displayed in-game; in other words, it is the total health after mods and buffs are applied
- Net damage reduction refers to total damage reduction outside of armor
Enemy Health Scaling
- Main article: Enemy Level Scaling
For health, the ranges of level differences from base to current level at which scaling transitions from exponential growth to a plateau is between 70 & 80. The formula by which enemy health scales is as follows:
- (Original scaling pre-Update 27.2 (2020-03-05))
- When Current Level - Base Level < 70
- When Current Level - Base Level > 80
For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base health is also increased between certain breakpoints:
- Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
Effective Hit-points is a stat that indicates how much gross damage must be dealt to a target until the net damage thereby inflicted depletes its entire health pool. Effective Hit-points is not a fixed stat for any given enemy, it is heavily dependent on the damage type used against the target, as well as the various buffs and debuffs in effect for both the attacker and the enemy in question. For the following considerations, however, these influences are disregarded, as they do not alter the course of the graphs except for clinching or stretching them as a whole, which manifests as a scaling of the Y-axis.
For Enemies with Health only
For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.
For Enemies with Health and Shields
The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:
In the cases where you are trying to one-shot shielded enemies without damage, their effective hit-points will actually be higher due to their shield gate mechanic. Only 5% of total damage dealt will only damage the enemy's health when their shield gate is active. However, attacking enemy weakpoints ignores the shield gate.
For Enemies with Health and Armor
The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:
For Enemies with Health, Shields, and Armor
The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable:
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|Miscellaneous||Hit Points • Object|