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Total amount of Damage a Warframe can take before going into Bleedout.
—In-game Description
Critical to Railjack integrity. When the Hull goes, the Railjack goes.
—In-game Description

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, Railjacks, Companions, Rescue targets, and certain enemies 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.

Effects[]

Health determines the amount of damage the user can sustain and is the last line of defense for all entities. Once the value is depleted, most enemies will die, while Warframes and certain characters will enter a weakened state called bleedout in which they must be revived within a few seconds or be killed.

Health receives damage mitigation from armor.

Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. DmgToxinSmall64 Toxin damage will bypass shields and strike the target's health directly. DmgViralSmall64 Viral Status Effect also increases damage dealt towards health.

Modifying Maximum Health[]

Mods[]

Abilities[]

ElementalWardModx256 ElementalWard130xWhite
2
EnergyOrb50
Elemental Ward

Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.


Introduced in Update 16.0 (2015-03-19)

Strength: 25 / 50 / 75 / 100 (DmgFireSmall64 Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64 Heat status chance)
5 m (burn radius)

Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier)
10 / 15 / 20 / 30 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64 Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64 Electricity damage)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength: 25 / 35 / 40 / 50 % (DmgToxinSmall64 Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
? / ? / 3 / 3 s (holster damage duration)
15 / 25 / 30 / 35 % (reload speed bonus)
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64 Toxin damage)
100 % (DmgToxinSmall64 Toxin status chance)

Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 70 / 90 / 145 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64 Cold status chance)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)

Subsumable to Helminth
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Reservoirs Reservoirs130xWhite
1
EnergyOrb25
Reservoirs

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.


Introduced in Update 25.0 (2019-05-22)

Strength: 300 (max health)
30 s-1 (heal over time)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
25 % (Sol Gate damage buff)

Strength: 20 % (movement speed)
20 % (attack speed)
30 % (fire rate)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (Sol Gate DmgCorrosiveSmall64 Corrosive
status chance)

Strength: 10 (DmgElectricitySmall64 Electricity damage)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
15 m (Shock range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (DmgElectricitySmall64 Electricity status chance)
5 (number of targets)
3 s (Shock cooldown)
25 % (Sol Gate damage buff)

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Other[]

Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling is an exception, stacking additively with base health before multipliers

Total Health = (Base Health + Warframe Rank Bonuses) × (1 + Modifier from Mods) + Other Bonuses

  • Base Health refers to the Warframe's health at Rank 0.
  • Warframe Rank Bonuses are increases to a Warframe's health that apply as the Warframe goes from rank 0 to 30. These are normally +100 at rank 30, though there are exceptions. Importantly, unlike capacity, they are not impacted by mastery rank, meaning that two players with newly built frames will always have the same bonuses regardless of their mastery.
  • Modifier from Mods is from mods such as Mod TT 20px Vitality and Mod TT 20px Vigor, increasing the Health by 100% and 50% at their maximum ranks, respectively. The Mod TT 20px Physique Aura mod increases it by 20% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 20%, to a maximum 80% addition in a four-player mission, which can be further increased with Mod TT 20px Coaction Drift. Lastly, the bonus from some Arcane helmets contribute to this modifier.

Health Reduction[]

BleedingDragonKeySymbol
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).

Healing[]

Main article: Healing

Unlike shields, health does not naturally regenerate over time, except when either the Mod TT 20px Rejuvenation or Mod TT 20px Dreamer's Bond 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.

Effective Health[]

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.

Calculation[]

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 is between 70 & 80.

Grineer[]

The formula by which Grineer health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Corpus[]

The formula by which Corpus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Infested[]

The formula by which Infested health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Corrupted[]

The formula by which Corrupted health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Murmur, Sentient, and Unaffiliated[]

The formula by which enemy health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80


Eximus[]

Eximus health scaling is the same across all factions

The formula by which eximus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

In addition, the base health is also increased between certain breakpoints:

  • Between level differences 0 inclusive and 15 inclusive, base health stays the same as listed in the Codex.
  • Between level differences 15 exclusive and 25 inclusive, base health is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base health).
  • Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base health).
  • Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base health).
  • Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base health).
  • Above level difference of 100, base health will stay +500% (6x) of its Codex value.
Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
HealthScaling

Current health scaling at Base Level = 1.


Enemy EHP[]

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 DmgToxinSmall64 Toxin 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 DmgToxinSmall64 Toxin 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 DmgToxinSmall64 Toxin 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.

ShieldEHP

Current EHP scaling with only Health and Shields at Base Level = 1.

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:

ArmorEHP

Current EHP scaling with only Health and Armor at Base Level = 1.

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:


References[]



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