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Players and enemies can become invulnerable to all damage and status effects while under the effects of certain abilities or conditions. By default, this is represented by a gray bar over their health and shields while also changing the colors of their values to gray in the Heads-Up Display. Damage against invulnerable enemies with be displayed as a grey zero.

Mechanics[]

Typically, phases of invulnerability are temporary and are limited by a number of factors such as Ability Duration and Energy Capacity. When players are invulnerable, additional or new status effects cannot be applied to them and existing status effects will run down their duration normally. Shields also regenerate normally during invulnerability periods.

While being invulnerable, certain effects can still trigger. These include but are not limited to:

There are some effects that are similar to invulnerability such as:

While under these effects, players may also refer to themselves as being in a state of invulnerability, but this is not the same as invulnerability as a mechanic.

Sources of Player Invulnerability[]

Landslide.png LandslideIcon.png
ENERGY:
25
KEY
1
Landslide
Bash enemies with an exploding sliding punch, and repeat for a devastating combo. Petrified enemies take extra damage, and drop Rubble when destroyed. Rubble can heal Atlas and bolster his armor.
Strength:[1 hit] 100 / 200 / 300 / 350 (DmgImpactSmall64.png Impact damage)
[2 hits] 200 / 400 / 600 / 700 (DmgImpactSmall64.png Impact damage)
[3+ hits] 400 / 800 / 1200 / 1400 (DmgImpactSmall64.png Impact damage)
Duration:1 s (combo window)
Range:[1 hit] 1.5 / 1.6 / 1.7 / 2 m (impact radius)
[2 hits] 3 / 3.2 / 3.4 / 4 m (impact radius)
[3+ hits] 4.5 / 4.8 / 5.1 / 6 m (impact radius)
Misc:8 / 10 / 12 / 15 m (dash range)
50% (bonus Rubble health/armor)
Expand/Collapse

BladeStormModU15.jpeg BladeStorm.png
ENERGY:
0
KEY
4
Blade Storm
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.


Energy per Mark: 12
Energy per Mark (while invisible): 6

Strength:750 / 1000 / 1500 / 2000 (DmgTrueSmall64.png True damage)
Duration:N/A
Range:50 m
Misc:3 (number of hits per mark)
2 (number of Shadow Clones)
Expand/Collapse

ThanomechShield.png ThanomechShield.png
ENERGY:
25
KEY
2
Shield Maiden
Raise Bonewidow's shield to block incoming forward damage. While active, bash enemies with a Maiden's Kiss.


Maiden's Kiss Energy Cost: 15

Strength:1,000 / 1,200 / 1,500 / 2,000 HP
(shield durability)
1.25 / 1.5 / 1.75 / 2x
(reflected damage multiplier)
Duration:N/A
Range:N/A
Misc:3s (invulnerability duration)
160 / 220 ° (blocking angles)
1.15 / 1.25 / 1.75 / 2.50x
(armor multiplier)
Expand/Collapse

SlashDashModU15.jpeg SlashDash.png
ENERGY:
25
KEY
1
Slash Dash
Dash between enemies while slashing with the Exalted Blade.
Strength:100 / 125 / 200 / 250
Duration:N/A
Range:6 / 8 / 10 / 12 m
Expand/Collapse

MassVitrify.png GaraMassVitrify.png
ENERGY:
75
KEY
4
Mass Vitrify
Create an expanding ring of molten glass that slowly crystallizes enemies who enter. When the expansion is complete, the ring hardens to block weapons fire. The ring draws extra strength from the health and shields of crystallized enemies. Use Shattered Lash to smash the ring and send razor-sharp glass flying outward.


Energy Drain: 3 s-1, ramp up to 5 s-1

Strength:20% / 30% / 40% / 50% (damage multiplier)
1250 / ? / 1950 / 2350 (ring segment base health)
500 / 600 / 700 / 800 (segment explosion damage)
Duration:2 / 2.25 / 2.75 / 3 s (expansion time)
10 / 12 / 14 / 16 s (effect duration)
Range:2 m (ring initial radius)
8 / 8.75 / 10.25 / 11 m (ring max radius)
8 / 10 / 12 / 15 m (explosion range)
Misc:3 m/s (ring expansion rate)
3 m (ring initial height)
12 m (ring max height)
3 s (crystallization time)
12 (ring segments)
Expand/Collapse

DreadMirrorModx256.png DreadMirror130xWhite.png
ENERGY:
25
KEY
1
Dread Mirror
Rip the life force from an enemy and use it as a shield that captures damage. Charge to channel the captured damage into an explosive projectile.


Charge drain: 50 s-1

Strength:1 / 1.5 / 1.75 / 2 x (damage capture multiplier)
Duration:13 / 15 / 18 / 20 s (mirror duration)
Range:30 m (pounce range)
6 / 7 / 8 / 10 m (explosion radius)
Misc:8 m (stagger radius)
40% (instant kill threshold)
10% (health to heart damage)
20% (health to heart damage on instant kill)
100 (mirror contact damage)
100%/s (charge damage per sec)
Expand/Collapse



BloodAltarModx256.png BloodAltar130xWhite.png
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)
Subsumable to Helminth
Expand/Collapse



SeekingTalonsModx256.png SeekingTalons130xWhite.png
ENERGY:
100
KEY
4
Seeking Talons
Charge to expand the targeting area, release to send Garuda’s talons careening toward each target in area. Surviving enemies are prone to bleeding.
Strength:150 / 200 / 250 / 300 (DmgSlashSmall64.png Slash damage)
75% (DmgSlashSmall64.png Slash status chance)
Duration:10 s
Range:N/A
Misc:2 m (talon knockback radius)
60 m (range)
25° (min charge size)
95° (max charge size)
8 (projectiles)
Expand/Collapse

Covenant.png HarrowCovenant.png
ENERGY:
100
KEY
4
Covenant
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
Strength:1.50% (critical per 100 damage)
Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
Range:N/A
Misc:4.0x (headshot multiplier to bonus critical chance)
50/250 m (affinity range/open-world affinity range)
Expand/Collapse

TidalSurgeU15.png PirateTidalWave.png
ENERGY:
50
KEY
2
Tidal Surge
Crash through enemies in a ferocious wall of water.
Strength:100 / 200 / 250 / 300 (DmgImpactSmall64.png Impact and DmgSlashSmall64.png Slash damage)
Duration:20 / 25 / 27.5 / 30 m/s (speed)
Range:3 / 4 / 5 / 6 m (striking radius)
Misc:1 s (wave duration)
50% (Undertow travel distance)
50% (recast energy discount)
Expand/Collapse


UndertowU15.png PirateLiquefy.png
ENERGY:
15
KEY
3
Undertow
Become a water trap and drown unsuspecting enemies.


Energy Drain: 6 s-1
Grab Cost: 5
Meters per Energy: 0.2 m

Strength:10 / 15 / 20 / 25 (DmgImpactSmall64.png Impact dmg/sec)
1 / 1.5 / 1.7 / 2 % (dmg increase/sec)
Duration:N/A
Range:1.5 / 2.5 / 3 / 4 m (puddle size)
10 / 12 / 13 / 15 m (grab range)
Misc:50% (Tidal Surge travel distance)
200% (Tentacle Swarm damage bonus)
Expand/Collapse

Devour.png DevourIcon.png
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:50-100 / 100-200 / 150-300 / 250-500 (DmgTrueSmall64.png True damage per second)
Duration:15 / 20 / 25 / 30 s (quicksand)
≥ 15 s (Sand Shadow)
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
Heals 400 health per second
Expand/Collapse

WardingHalo.png WardingHaloIcon.png
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 (DmgSlashSmall64.png 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)
Expand/Collapse

AbsorbModU15.jpeg Nyx Absorb.png
ENERGY:
25
KEY
4
Absorb
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive DmgMagneticSmall64.png Magnetic damage gain)
800 / 900 / 1000 / 1500 (minimum DmgMagneticSmall64.png Magnetic damage)
0.025% (damage converted to weapon damage bonus)
Duration:8 s (Weapon Damage bonus)
Range:5 / ? / ? / 15 m
Expand/Collapse

TemporalAnchorModx256.png TemporalAnchor130xWhite.png
ENERGY:
100
KEY
4
Temporal Anchor
Drops a Temporal Anchor which, after a short duration, Protea rewinds to trigger a temporal implosion. Implosion damage increases based on damage dealt between anchor drop and rewind. Everything lost or expended in that time is returned. Dying while Anchor is active rewinds Protea to the anchor, saving her. Protea is knocked down and the anchor vanishes.
Strength:10 / 15 / 20 / 25 % (recorded damage conversion)
Duration:5 / 6 / 7 / 8 s (anchor duration)
Range:8 / 10 / 12 / 15 m (implosion range)
Misc:3 s (initial invulnerability phase)
100 % (enemy knockdown chance on implosion)
100 % (status cleanse on rewind)
1.5 s (rewind countdown)
100 % (self knockdown chance on lethal hit)
5 % (health restore on lethal hit)
Expand/Collapse

RhinoChargeModU15.jpeg RhinoCharge.png
ENERGY:
25
KEY
1
Rhino Charge
Rhino charges towards a target, clobbering any in his path and goring his victim.
Strength:150 / 250 / 450 / 650 (DmgImpactSmall64.png Impact damage)
Duration:1 s (combo window)
Range:6 / 8 / 10 / 12 m (charge range)
1.5 / 1.6 / 1.8 / 2 m (impact radius)
Expand/Collapse


IronSkinModU15.jpeg IronSkin.png
ENERGY:
50
KEY
2
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Duration:N/A
Range:N/A
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)
Expand/Collapse

HysteriaModU15.jpeg HysteriaPanel.png
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)
Expand/Collapse

NechramechShock.png NechramechShock.png
ENERGY:
50
KEY
2
Storm Shroud
Swathe the Necramech in a powerful electrical field that greatly enhances survivability in close combat. Enemies that strike the shroud will suffer for their impudence.
Strength:400 / 600 / 800 / 1200 (base health)
1 / 1.25 / 1.5 / 2x (absorption multiplier)
Duration:N/A
Range:N/A
Misc:25% / 50% / 75% / 100% (counter chance)
3s (invulnerability duration)
Expand/Collapse

WilOWisp.png WilOWispIcon.png
ENERGY:
35
KEY
2
Wil-O-Wisp
Cast forward a spectral image of Wisp to confuse and distract enemies. Reactivate to travel to its position. Hold to have the image travel faster and teleport to its position on release.
Strength:N/A
Duration:2.5 / 3 / 3.5 / 4 s
Range:N/A
Misc:3 s (teleport invulnerability time)
Expand/Collapse

Defy.png DefyIcon.png
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:? / ? / ? / 250 (minimum damage)
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)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)
Subsumable to Helminth
Expand/Collapse

MerulinaModx256.png Merulina130xWhite.png
ENERGY:
25
KEY
2
Merulina
Summon Merulina, a rideable creature of the waves, and the inspiration for K-Driving. Merulina protects Yareli by absorbing a large portion of incoming damage.

Strength:N/A
Duration:N/A
Range:N/A
Misc:Secondary only restriction
Ragdoll immunity
Stagger & knockdown resistance
1.5 s (invuln. time)

Strength:3,000 / 4,500 / 6,000 / 7,500 HP (health pool)
Duration:N/A
Range:N/A
Misc:75 % (damage redirection)
∞ (duration)
13 m/s (move speed)
16 m/s (boost speed)
3 m (jump height)
12 m (double jump height)
1.25 s (jump charge time)
17 m (charged jump height)
10 m (dash distance)
1,000 (DmgImpactSmall64.png Impact damage on landing)
5 (DmgImpactSmall64.png Impact damage on slam shockwave)
2 m (slam shockwave radius)

Expand/Collapse

  • A brief moment upon performing Transference into and out of Warframe.
  • For 5 seconds after joining into a matchmaking session.
  • 4 seconds of invulnerability when entering a Crewship via the Archwing Slingshot (Empyrean).
  • 2 seconds of invulnerability when using context actions and the Omni Recall (Empyrean).
  • 5 seconds of invulnerability when respawning/spawning in a Conclave match.

Patch History[]

Update 31.6 (2022-06-09)

  • Invulnerability icons on boss health bars will now only appear on health segments that have not been depleted.
    • Before: All segments got the icon no matter what.
    • Now: Only segments that still have health get the icon.

See Also[]



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