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Health 01

The top right of the screen shows your health and shield, as well as that of your companions and squad members.

Health represents how much damage an entity can sustain before becoming incapacitated. Warframes, Kubrows, Kavats, Rescue targets and Alad V will enter "bleedout" upon running out of health, while all other entities will 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. Toxin b Toxin 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 Toxin b Toxin damage-over-time effect. Viral b Viral procs, such as those dealt by Grineer Powerfists, will temporarily halve victim's health (both current and maximum) even if the attack itself is absorbed by shields. TrueDmg b True damage from the Bleed status effect (from Slash b Slash procs) will also bypass shields.

Health ClassesEdit

There are different types of damage which deal reduced or increased numbers against different entities. MOAs, for example, are mostly metal in composition and are not as easily cut open as the flesh of living Crewmen. Hence, MOAs have Robotic health, while Crewmen have Flesh as their health type; Slash b Slash effects deal penalized damage to Robot health and bonus damage to Flesh.

There are thirteen health classes in total, but two of them are reserved for shields only and two of them are reserved for armor only—these four act differently from health, and are covered on Shields and Armor pages. The remaining nine health classes are partitioned into the three standard Factions, though both the Corrupted faction and the Tenno themselves borrow from these.

Faction Non-Armor Health Classes
IconGrineerBGrineer Cloned Flesh Machinery
IconCorpusB Corpus Flesh Robotic
Infestation bInfested Infested Infested Flesh Fossilized Infested Sinew
IconOrokinB Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
LotusBlack Tenno Flesh
Special Object

The fact that Cloned Flesh differs from Flesh and that both Corpus and Tenno have the latter implies that Tenno are as human as the Corpus, while the Grineer are imperfect replications. Relevant to game mechanics, these two types of health share most vulnerabilities and all resistances, except that cloned flesh is Heat b flammable while normal flesh is easily Toxin b poisoned.

Infested is different from Infested Flesh, even if by name they would seem identical. While you can check the details on their respective pages, know that both are vulnerable to the same types of damage, just resistant to different types; you can most likely use the same weapon loadout to perform against either type.

Increasing Maximum HealthEdit

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) + Health Gain From Leveling

  • Base Health refers to the Warframe's health at Rank 0.
  • Health Gain From Leveling will be the difference between your rank 30 health and your rank 0 health. Zephyr, for instance, has 450 health at rank 30 but 150 health at rank 0, so her health gain from leveling would be 300 health.
  • Mod TT 20pxVitality and Mod TT 20pxVigor increase your Modifier by 4.4 and 1.2 at their maximum ranks, respectively. The Mod TT 20pxPhysique aura mod increases it by 0.90 at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 0.90, to a maximum 3.6 addition in a four-player mission, which can be further increased with Mod TT 20pxCoaction Drift. Lastly, the bonus from some Arcane helmets contribute to the Modifier of this equation.

HealingEdit

Main article: Category:Healing
RejuvenationModU145
EquilibriumModU145

Unlike shields, health does not naturally regenerate over time, except when the Mod TT 20pxRejuvenation aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed either by picking up a Health Orb (and Energy Orbs with Mod TT 20pxEquilibrium) or directly by a few certain Warframe abilities. TrinityIcon272 Trinity and OberonIcon272 Oberon are the two Warframes with an inherent ability to explicitly restore health to all Warframes within the squad, and NekrosIcon272 Nekros can Desecrate130xDark Desecrate nearby corpses for a chance to spawn more health orbs. A ChromaIcon272 Chroma in Heat b Heat can raise both players' current and maximum health temporarily with ElementalWard130xDark Elemental Ward, and when the effect runs out, only the maximum health returns to its original value; effectively, the affected players have restored that much health. Additionally, InarosIcon272 Inaros's ScarabSwarm130xDark Scarab Swarm ability is capable of healing allies that are near enemies being affected by the ability. Some weapons have an innate ability to provide health restore to either self or allies. InfestedKogake Hirudo is able to absorb 5% damage of every critical hit dealt on an enemy, and NLMagistar Sancti Magistar is able to heal on charged attack, affecting allies, companions, cryopods and hijack objectives. Heal amount is based on damage dealt, while the healing range is affected by melee weapon range mods, with a baseline of 15 meters.

Warframe AbilitiesEdit


ElementalWard ElementalWardIcon
ENERGY
50
KEY
2
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.

Heat
Strength:25 / 50 / 75 / 100 (damage per second)
50% / 75% / 100% / 200% (health bonus)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2% / 5% / 7% / 10% (status chance)
5 / 5 / 5 / 5 m (burn radius)

Electric
Strength:2.5x / 3x / 5x / 10x (damage reflection multiplier)
50% / 65% / 75% / 100% (shield bonus)
10% / 15% / 20% / 25% (status chance)
50 / 60 / 100 / 200 (minimum arc damage)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Toxin
Strength:25% / 35% / 40% / 50% (damage chance per second)
Duration:10 / 15 / 20 / 25 s (ability duration)
15% / 25% / 30% / 35% (holster rate bonus)
15% / 25% / 30% / 35% (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)

Cold
Strength:1.5x / 2x / 2.5x / 3x (damage reflection multiplier)
25% / 75% / 100% / 150% (armor bonus)
10% / 15% / 20% / 25% (status chance)
Duration:10 / 15 / 20 / 25 s (ability duration)
Range:6 / 8 / 10 / 12 m (aura range)

MendMaim MendMainIcon
ENERGY
50
KEY
4
Mend & Maim
In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form.
Energy Drain: 3.5 s-1

Maim
Strength:10 / 15 / 20 / 25 (shields per kill)
Mend
Duration:N/A
Range:10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (hitpoint conversion)

Maim
Strength:75 / 100 / 125 / 150 (aura damage)
Duration:N/A
Range:10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (damage conversion)

BloodAltarModx256 BloodAltar130xWhite
ENERGY
50
KEY
2
Blood Altar
Impale an enemy on an altar of talons and siphon health for Garuda and her allies.
Strength:15 / 17 / 20 / 25 %/s (health per sec)
Duration:10 / 15 / 15 / 20 s
Range:30 m (pounce range)
4 / 4.5 / 6 / 8 m (heal radius)
Misc:8 m (stagger radius)
1%/s (damage per sec)
3 (limit of active altars)

Penance HarrowPenance
ENERGY
50
KEY
2
Penance
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.


Shield Cost: 100% of shields & overshields on cast

Strength:5% (lifesteal on hit)
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
Range:N/A
Misc:50 m (affinity range)

Desiccate DesiccationIcon
ENERGY
25
KEY
1
Desiccation
Blast enemies with a wave of cursed sand that blinds them and steals their health.
Strength:75 / 100 / 125 / 150 (damage)
2 / 4 / 6 / 8 (damage/sec)
Duration:3 / 5 / 6 / 8 s
Range:10 / 12 / 13 / 15 m
Misc:25% (lifesteal)

Devour DevourIcon
ENERGY
50
KEY
2
Devour
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:25 / 50 / 75 / 125 (initial damage)
50 / 100 / 150 / 250 (max damage)
Duration:15 / 20 / 25 / 30 s
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
5 (damage ticks per second)
≥ 15 s (Sand Shadow duration)

ScarabSwarm ScarabSwarmIcon
ENERGY
25
KEY
4
Scarab Swarm
Charge to transform health into hardened scarab armor. Discharge to blast enemies with a scarab swarm; survivors have their health drained and bestowed on allies.
Strength:100 / 150 / 175 / 200
Duration:6 / 10 / 12 / 15 s
Range:20 / 22 / 25 / 30 m (cast range)
6 / 10 / 12 / 15 m (heal radius)
Misc:5 m (spread radius)

VenariMod Venari130xWhite
ENERGY
0
KEY
3
Venari
Command Venari to focus on a target. Hold to cycle between Attack, Protect, and Heal postures. If Venari is killed, use this ability to revive her instantly.


Command Energy Cost: 25
Revive Energy Cost: ≤ 50

Strength:1.05x / 1.1x / 1.12x / 1.15x (speed multiplier)
350 (snare damage)
50 HP/sec (health regen)
Duration:N/A
Range:N/A
Misc:120 s (mark duration)
45 s (respawn time)
2.5 s (snare duration)
5 (hits per snare)
3 s (Attack & Protect cooldowns)
< 90% HP (missing health threshold)
10 m (Heal aura radius)
65 s (Venari self-heal mark duration)

DesecrateModU15 Nekros3
ENERGY
10
KEY
3
Desecrate
Forces fallen enemies around you to drop additional loot.


Energy per Corpse: 10

Strength:N/A
Duration:N/A
Range:10 / 15 / 20 / 25 m
Misc:22.5% / 32% / 42.5% / 54% (drop table chance)

BlazingChakram BlazingChakramIcon
ENERGY
25
KEY
2
Blazing Chakram
Hurl a flaming ring that sets enemies ablaze making them vulnerable to any damage. Flaming enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to instantly travel to the ring's location.
Strength:100 / 150 / 200 / 250 (damage)
400 / 600 / 800 / 1000 (boosted damage)
60% / 75% / 85% / 100% (vulnerability)
Duration:10 / 11 / 13 / 15 s
Range:N/A
Misc:50% / 65% / 80% / 100% (health orb chance)
20% / 25% / 30% / 35% (energy orb chance)
30 m (uncharged throw distance)
70 m (charged throw distance)

Ravenous RavenousIcon
ENERGY
0
KEY
4
Ravenous
Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.


Mutation Stacks Cost: 3

Strength:100 / 110 / 125 / 150 (explosion damage)
10 / 13 / 16 / 20 (health regen per second)
Duration:25 / 30 / 35 / 40 s
Range:4 m (explosion radius)
Misc:8 m (ability diameter)
9 (number of maggots)
1000 (maggot health)
10 (maggot toxin damage)

Renewal2 OberonRenewal
ENERGY
25
KEY
3
Renewal
Healing waves of energy flow outward from Oberon to his allies, regenerating health over time.
Energy Drain: 2 s−1
Energy Drain per Target: 3 s−1
Strength:2 / 3 / 3 / 4 s (wave duration)
125 / 150 / 175 / 200 (armor buff)
50 / 75 / 100 / 125 (initial heal)
15 / 20 / 25 / 40 (health per second)
Duration:20% / 25% / 35% / 45% (bleedout slow)
20 s (buff)
Range:10 / 15 / 20 / 25 m

Reckoning OberonReckoning
ENERGY
100
KEY
4
Reckoning
Quickly lifts enemies into the air and then hurls them down with conviction. Enemies who succumb to this power have a chance to spawn a Health Sphere.
Strength:10% / 15% / 20% / 30% (armor reduction)

500 / 750 / 1000 / 1250 (damage)
100 / 225 / 400 / 625 (extra damage)

Duration:1 / 2 / 3 / 4 s (blind)
Range:2.5 / 3 / 3.5 / 4 m (blind radius)

8 / 10 / 12 / 15 m (cast radius)

Misc:25% / 35% / 45% / 50% (health orb chance)

ReaveModx256 Reave130xWhite
ENERGY
50
KEY
3
Reave
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Energy Cost (Danse Macabre active): 25

Strength:2% / 4% / 6% / 8% (hitpoints drain/restore)
10% / 20% / 30% / 40% (thrall hitpoints drain/restore)
Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
Range:3 / 4 / 5 / 6 m (current width)
Misc:1 (Mesmer Skin ally buff charge)

WellOfLifeModU14 TrinityWellOfLife
ENERGY
25
KEY
1
Well Of Life
Create a well of life on an enemy. Allies will gain health when damaging the target.
Strength:30% / 35% / 40% / 45% (lifesteal)
150 / 250 / 350 / 400 (max health)
Duration:7 / 9 / 10 / 12 s
Range:100 m

BlessingModU15 TrinityBlessing
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 resistance
Duration:3 / 5 / 7 / 10 s
Range:N/A
Misc:50m (affinity range)

HysteriaModU15 HysteriaPanel
ENERGY
25
KEY
4
Hysteria
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

Minimum Energy Drain: 2.5 s-1
Maximum Energy Drain: 15 s-1

Strength:100 / 125 / 200 / 250 (damage)
Duration:N/A
Range:N/A
Misc:1% / 2% / 4% / 5% (lifesteal)
5-20 m (aura radius)

Defy DefyIcon
ENERGY
50
KEY
3
Defy
Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.
Strength:4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
Range:7 / 8 / 10 / 12 m (staff swing radius)
Misc:-50% (move speed penalty)
100% (status cleanse on spin)
1,500 (armor bonus cap)

Aside from the above abilities, NyxIcon272 Nyx is able to use MindControl130xDark Mind Control on Corrupted Ancients, enemies which can heal surrounding allies. Somewhat similarly, if a Nekros slays a Corrupted Ancient, it can be resurrected on the side of the Tenno by his ability, ShadowsOfTheDead130xDark Shadows Of The Dead.


ShadowsOfTheDeadModU15 Nekros4
ENERGY
100
KEY
4
Shadows Of The Dead
Summons shadow versions of vanquished enemies to fight alongside you for a short period of time.
Strength:25% / 50% / 75% / 150% (damage bonus)
15% / 35% / 65% / 100% (shield bonus)
15% / 35% / 65% / 100% (health bonus)
Duration:6 / 5 / 4 / 3% (health decay per sec)
Range:N/A
Misc:4 / 5 / 6 / 7 (shadow copies)
10 m (spawn radius)
> 30 m (recall range)

MindControlModU14 Nyx Mind Control2
ENERGY
25
KEY
1
Mind Control
Nyx invades the psyche of a target, confusing enemies and making them fight for the Tenno cause. Targets then fired upon by Nyx receive a damage multiplier.
Strength:N/A
Duration:15 / 20 / 25 / 30 s
Range:20 / 40 / 50 / 60 m
Misc:4 s (damage conversion duration)

Ability AugmentsEdit

If LimboIcon272 Limbo has Mod TT 20pxRift Haven or HydroidIcon272 Hydroid has Mod TT 20pxCurative Undertow installed, either one can act as a healer for the entire squad. Mod TT 20pxPool of Life increases the healing capabilities of Trinity's WellOfLife130xDark Well Of Life power. Finally, SarynIcon272 Saryn can heal herself personally if she equips Mod TT 20pxRegenerative Molt, reducing the burden she might place on their allies or else enabling her to solo better.

EquipmentEdit

There are some items that can be used in a mission to heal lost health.

ModsEdit

There are PvP-only mods that allow for players to regain health based off their combat performance, and Syndicate-purchased mods that restore health after gaining enough affinity to meet the necessary thresholds. Mod TT 20pxLife Strike will restore health to the Tenno as a percentage of damage inflicted by the equipped melee weapon and Mod TT 20pxHealing Return will restore health upon damaging an enemy inflicted by a Status Effect.

ArcanesEdit

Focus NodesEdit

FocusProtectiveDash
FocusNodeRing b
Allies hit by Void Dash are granted immunity from damage for 2s / 3s / 4s / 5s and healed 25% / 35% / 45% / 60% over 5s. FocusLensFocus b50,000 to unlock

FocusLensFocus b80,000 / 108,284 / 160,000
FocusPool 1 / 3 / 5 / 7

FocusRejuvenatingTides
FocusNodeHex b
Rejuvenating TidesPassive, Way-Bound
Increase health regeneration of the Operator by 1/s / 2/s / 3/s / 4/s / 4/s.
FocusLensFocus b80,000 to unlock

FocusLensFocus b 120,000 / 162,426 / 240,000 / 1,000,000 + 1x Brilliant Eidolon Shard
FocusPool 1 / 4 / 7 / 10 / 10

FocusVoidRegen
FocusNodeRing b
Void Mode heals +4 / +8 / +16 / +25 health/s. This ability costs an additional 2 energy/s. FocusLensFocus b80,000 to unlock

FocusLensFocus b120,000 / 162,426 / 240,000
FocusPool 1 / 4 / 7 / 10

Bleedout & DeathEdit

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.

Health ReductionEdit

BleedingDragonKeySymbol
Having equipped a Bleeding Dragon Key reduces health by 75%. During missions this is indicated by a symbol to the left of the shield/health bar (shown on the right).

Effective HealthEdit

Damage calculations get complicated when damage resistances are involved. Effective health 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, resistance mods, and health classes.

For example, if your Warframe has 300 health, and you are being attacked by an enemy that deals Impact b Impact damage:

  1. Impact b Impact attacks deal 25% less damage to Flesh health. If they would normally strike for 100 damage in a single attack, they would only deal 75 damage to your Warframe.
  2. Therefore, to deal 300 damage to your Warframe, they would have to output 400 total points of damage.

In reference to Impact b Impact damage, your Warframe 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 resistance values of your armor, mods, and health. Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of ValkyrIcon272 Valkyr has been shown to have ~3800 effective health against most Grineer but only ~850 effective health against typical Corpus enemies.)[1]

Effective health is a valuable metric because it allows you to compare different forms of survivability.

ReferencesEdit

  1. Blog: Determining Enemy Damage Type Distributions


Last updated: Hotfix 25.7.8

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