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| description = Rhino hardens his skin, insulating himself from all damage.
 
| description = Rhino hardens his skin, insulating himself from all damage.
 
| cost = 4 / 5 / 6 / 7
 
| cost = 4 / 5 / 6 / 7
| damage = 400 / 600 / 800 / 1200 (base health)
+
| damage = 400 / 600 / 800 / 1200 (base health)<br>? / 1.25 / 1.75 / 2.50x (armor multiplier)
 
| range =
 
| range =
 
| duration =
 
| duration =
  +
| cardonly = {{{1|}}}
 
| misc = 1.5 / 2 / 3 / 3 s (invulnerability duration)
 
| misc = 1.5 / 2 / 3 / 3 s (invulnerability duration)
 
|info =
 
|info =
*Rhino hardens his skin to create a reinforcing buffer with '''400 / 600 / 800 / 1200''' base health. Rhino's total [[armor]] multiplied by '''250%''' is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for '''1.5 / 2 / 3 / 3''' seconds. All incoming damage that is absorbed during the invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and [[Status Effect|status effects]]. Iron Skin will expire when the buffer's health is depleted.
+
*Rhino hardens his skin to create a reinforcing buffer with '''400 / 600 / 800 / 1200''' base health. Rhino's total [[armor]] multiplied by '''250%''' is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for '''1.5 / 2 / 3 / 3''' seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and [[Status Effect|status effects]]. Iron Skin will expire when the buffer's health is depleted.
**Base health and armor multiplier are affected by [[Ability Strength]].
+
**Iron Skin's total health, before absorbing damage, is multiplicatively affected by [[Ability Strength]].
**Iron Skin's health uses the following expression when accounting for Ability Strength: {{MathText|Modified Health {{eql}} (Base Health + (2.5 {{mul}} [''Rhino's Base Armor''] {{mul}} (1 + Base Armor Bonus))) {{mul}} (1 + Ability Strength) + Absorbed Damage}}.
+
**Iron Skin's health uses the following expression when accounting for Ability Strength:<br/>{{MathText|Modified Health {{eql}} (Base Health + (Armor Multiplier {{mul}} Base Armor {{mul}} (1 + Armor Mods))) {{mul}} (1 + Ability Strength) + Absorbed Damage}}.
**Note that the value of [''Rhino's Base Armor''] is different between Rhino and Rhino Prime; while ''Rhino'' has '''190''' Base Armor, ''Rhino Prime'' has '''275''' Base Armor.
+
**Note that the base armor value is different between Rhino and Rhino Prime; while ''Rhino'' has '''190''' Base Armor, ''Rhino Prime'' has '''275''' Base Armor.
 
**As an example for '''Rhino''':
 
**As an example for '''Rhino''':
***With a maxed {{M|Steel Fiber}} and {{M|Intensify}}, a rank-3 Iron Skin cast by ''Rhino'' will have an initial health of {{MathText|(1200 + (2.5 {{mul}} 190 {{mul}} 2.1)) {{mul}} 1.3 {{eql}} 2856.75}} before absorbing damage.
+
***With a maxed {{M|Steel Fiber}} and {{M|Intensify}}, a Rank 3 Iron Skin cast by ''Rhino'' will have an initial health of {{Math|(1200 + (2.5 {{mul}} 190 {{mul}} 2.1)) {{mul}} 1.3|mt=y}} before absorbing damage.
 
**Modifying that equation for '''Rhino Prime''':
 
**Modifying that equation for '''Rhino Prime''':
***With a maxed {{M|Steel Fiber}} and {{M|Intensify}}, a rank-3 Iron Skin cast by ''Rhino Prime'' will have an initial health of {{MathText|(1200 + (2.5 {{mul}} 275 {{mul}} 2.1)) {{mul}} 1.3 {{eql}} 3436.875}} before absorbing damage.
+
***With a maxed {{M|Steel Fiber}} and {{M|Intensify}}, a Rank 3 Iron Skin cast by ''Rhino Prime'' will have an initial health of {{Math|(1200 + (2.5 {{mul}} 275 {{mul}} 2.1)) {{mul}} 1.3|mt=y}} before absorbing damage.
**While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
+
**While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from '''100%''' to '''0%'''.
 
**The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
 
**The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
 
**Self-damage does '''not''' contribute to Iron Skin's health gain during the invulnerability period.
 
**Self-damage does '''not''' contribute to Iron Skin's health gain during the invulnerability period.
  +
**Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
 
**Invulnerability duration is '''not''' affected by [[Ability Duration]].
 
**Invulnerability duration is '''not''' affected by [[Ability Duration]].
 
**Status effect immunity includes crowd-controlling effects such as [[Knockdown|knockdowns]] and staggers. Energy drains from [[Ancient Disruptor]]s, including the small amounts of energy they drain with each melee attack, are resisted. However, [[Eximus]] energy drains and [[Nauseous Crawler]] disables are '''not''' resisted by Iron Skin.
 
**Status effect immunity includes crowd-controlling effects such as [[Knockdown|knockdowns]] and staggers. Energy drains from [[Ancient Disruptor]]s, including the small amounts of energy they drain with each melee attack, are resisted. However, [[Eximus]] energy drains and [[Nauseous Crawler]] disables are '''not''' resisted by Iron Skin.
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*Allows Rhino's shields to regenerate while active.
 
*Allows Rhino's shields to regenerate while active.
 
*Can be used to both block and pass through Corpus [[Laser Barrier]]s and Grineer [[Sensor Bar]]s.
 
*Can be used to both block and pass through Corpus [[Laser Barrier]]s and Grineer [[Sensor Bar]]s.
*[[Melee 2.0#Parrying|Blocking]] with a melee weapon is disabled while Iron Skin is active; the blocking action itself can be performed, but it will '''not''' reduce damage taken.
+
*[[Melee 2.0#Parrying|Blocking]] with a melee weapon does '''not''' reduce damage taken while Iron Skin is active.
 
*Using Iron Skin will '''not''' stop the health damage taken in the Vampire Challenge of [[Nightmare Mode]]. However, Iron Skin will '''not''' be drained.
 
*Using Iron Skin will '''not''' stop the health damage taken in the Vampire Challenge of [[Nightmare Mode]]. However, Iron Skin will '''not''' be drained.
 
*When the air runs out in [[Survival]], Iron skin will deplete almost immediately and recasting it will cause it to dissipate near instantly.
 
*When the air runs out in [[Survival]], Iron skin will deplete almost immediately and recasting it will cause it to dissipate near instantly.
*Damage reduction from [[Trinity|Trinity's]] [[Blessing]] does '''not''' apply to Iron Skin.
+
*Damage resistance on Rhino, like [[Trinity|Trinity's]] {{A|Blessing}}, other similar Warframe [[Abilities]], and mods like [[Adaptation]] do '''not''' apply to Iron Skin (this list includes [[Armor]]).
  +
*Iron Skin uses object health, so incoming damage is not modified by type and cannot crit.
*For [[Rhino Prime]], Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
 
  +
*'''Ability Synergy:''' While Iron Skin is active, damage from {{A|Rhino Charge}} will have a '''100%''' status chance for {{Icon|Proc|Blast|Text}} effects.
 
*For {{WF|Rhino Prime}}, Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
 
*Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.
 
*Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.
 
|augment =
 
|augment =
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{{clr}}
 
{{clr}}
 
|tips =
 
|tips =
  +
*Ironskin can be removed early by:
  +
**Entering the bubble of a [[Nullifier Crewman]] ([[Corrupted Nullifier|Corrupted]])
  +
**Entering the aura range of [[Comba#Nul|Combas]] & [[Scrambus#Nul|Scrambuses]]
  +
**Being [[Dispel|dispelled]] by [[Stalker]]
  +
**Falling out of the map.
  +
**Host Migration
 
*With a {{M|Streamline}} or {{M|Fleeting Expertise}} mod, Rhino can cast Iron Skin immediately after the first [[Nightmare Mode|Energy Drain]] tick in order to give himself a "shield" of sorts.
 
*With a {{M|Streamline}} or {{M|Fleeting Expertise}} mod, Rhino can cast Iron Skin immediately after the first [[Nightmare Mode|Energy Drain]] tick in order to give himself a "shield" of sorts.
 
*It is possible to gain a significant amount of health for Iron Skin by standing in the path of a [[Orokin Void#Hazards|Death Orb beam]] during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
 
*It is possible to gain a significant amount of health for Iron Skin by standing in the path of a [[Orokin Void#Hazards|Death Orb beam]] during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
  +
*Using {{A|Rhino Charge}} with {{M|Ironclad Charge}} installed before casting Iron Skin can significantly boost its health by boosting the armor.
  +
**By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
  +
**{{M|Ironclad Charge}}'s armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
  +
***{{M|Iron Shrapnel}} can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
  +
*{{Arcane|Arcane Tanker}} can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.
  +
<noinclude>
  +
|max = {{WFmax|rhino|rhino2}}
  +
</noinclude>
 
|bugs =
 
|bugs =
*Falling into an endless pit (or anywhere which causes the game to teleport you back up) or migrating hosts will completely remove Iron skin, regardless of the level it is at.
+
*Migrating hosts will completely remove Iron skin, regardless of the level it was at.
** This gives a hint that falling into a pit does instantly destroy any sort of defense systems in the Warframe (health, shields, armor, etc.), although this applies to almost every beneficial abilities in the entire game.
 
 
*If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
 
*If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
 
*Procs from {{Icon|Proc|Blast|Text}} damage can knockdown the player even if Iron Skin is still active.
 
*Procs from {{Icon|Proc|Blast|Text}} damage can knockdown the player even if Iron Skin is still active.
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== See Also ==
 
== See Also ==
* [[Rhino]]
+
* {{WF|Rhino}}
 
__NOTOC__
 
[[de:Eisenhaut]]
 
[[de:Eisenhaut]]
  +
[[es:Piel de hierro]]
 
[[it:Iron Skin]]
 
[[it:Iron Skin]]
 
[[ru:Железная кожа]]
 
[[ru:Железная кожа]]
  +
[[fr:Peau de Fer]]
__NOTOC__
 
 
[[Category:Rhino]]
 
[[Category:Rhino]]
 
[[Category:Warframe Abilities]]
 
[[Category:Warframe Abilities]]

Revision as of 03:51, 15 February 2020

IronSkinModx256 IronSkin130xWhite
2
EnergyOrb50
Iron Skin

Rhino hardens his skin, insulating himself from all damage.


Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A

Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration)

Info

  • Rhino hardens his skin to create a reinforcing buffer with 400 / 600 / 800 / 1200 base health. Rhino's total armor multiplied by 250% is also added to the buffer's health. Upon activation, Iron Skin is invulnerable for 1.5 / 2 / 3 / 3 seconds. All incoming damage that is absorbed during this invulnerability period is converted into health and added to the buffer's health. While the Iron Skin is active, Rhino becomes immune to damage and status effects. Iron Skin will expire when the buffer's health is depleted.
    • Iron Skin's total health, before absorbing damage, is multiplicatively affected by Ability Strength.
    • Iron Skin's health uses the following expression when accounting for Ability Strength:
      Modified Health = (Base Health + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.
    • Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 190 Base Armor, Rhino Prime has 275 Base Armor.
    • As an example for Rhino:
      • With a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial health of (1200 + (2.5 × 190 × 2.1)) × 1.3 = 2,856.75 before absorbing damage.
    • Modifying that equation for Rhino Prime:
      • With a maxed Mod TT 20px Steel Fiber and Mod TT 20px Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial health of (1200 + (2.5 × 275 × 2.1)) × 1.3 = 3,436.875 before absorbing damage.
    • While active, a health counter becomes visible on the ability icon that tracks Iron Skin's health percentage from 100% to 0%.
    • The amount of health gained from absorbed damage is displayed in the HUD beside Rhino's shield and health indicators while Iron Skin is invulnerable.
    • Self-damage does not contribute to Iron Skin's health gain during the invulnerability period.
    • Despite invulnerability, status effects are not ignored during that period, allowing debilitating status effects such as knockdown and cold procs to occur until Iron Skin fully activates.
    • Invulnerability duration is not affected by Ability Duration.
    • 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, are resisted. However, Eximus energy drains and Nauseous Crawler disables are not resisted by Iron Skin.
  • Iron Skin protects Rhino's health from damage that bypasses shields such as Script error: The function "Proc" does not exist. damage.
  • Allows Rhino's shields to regenerate while active.
  • Can be used to both block and pass through Corpus Laser Barriers and Grineer Sensor Bars.
  • Blocking with a melee weapon does not reduce damage taken while Iron Skin is active.
  • Using Iron Skin will not stop the health damage taken in the Vampire Challenge of Nightmare Mode. However, Iron Skin will not be drained.
  • When the air runs out in Survival, Iron skin will deplete almost immediately and recasting it will cause it to dissipate near instantly.
  • Damage resistance on Rhino, like Trinity's Blessing130xWhite Blessing, other similar Warframe Abilities, and mods like Adaptation do not apply to Iron Skin (this list includes Armor).
  • Iron Skin uses object health, so incoming damage is not modified by type and cannot crit.
  • Ability Synergy: While Iron Skin is active, damage from RhinoCharge130xWhite Rhino Charge will have a 100% status chance for Script error: The function "Proc" does not exist. effects.
  • For Rhino PrimeIcon272 Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color. It is otherwise functionally identical.
  • Can be activated while sliding, jumping, forward flipping, wall running, or wall clinging.

Augment

IronShrapnelMod
Main article: Iron Shrapnel

Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for RhinoIcon272 Rhino's IronSkin130xWhite Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remaining health as DmgPunctureSmall64 Puncture damage.

Iron Shrapnel

Tips & Tricks

  • Ironskin can be removed early by:
  • With a Mod TT 20px Streamline or Mod TT 20px Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
  • It is possible to gain a significant amount of health for Iron Skin by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete said health if the player does not move out of the way once the invulnerability phase ends.
  • Using RhinoCharge130xWhite Rhino Charge with Mod TT 20px Ironclad Charge installed before casting Iron Skin can significantly boost its health by boosting the armor.
    • By this method, you can easily reach over 50k of Iron Skin health by charging into a group of enemies when invested in armor and ability strength.
    • Mod TT 20px Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
      • Mod TT 20px Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
  • ArcaneTanker Arcane Tanker can significantly provide armor boost, effectively increasing Iron Skin's health by roughly over 100%.

Maximization

Lotusiconsmall
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
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Bugs

  • Migrating hosts will completely remove Iron skin, regardless of the level it was at.
  • If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
  • Procs from Script error: The function "Proc" does not exist. damage can knockdown the player even if Iron Skin is still active.
  • Using Iron Skin while in a conveyor would make Rhino immovable.

Expand/Collapse

See Also