Attention to anonymous and newly-registered users: Commenting has been suspended on all FANDOM Wikis for the foreseeable future. If you wish to make comments on articles please make an account and wait the 4-day autoconfirm period. We apologize for the inconvenience.
FINNER (talk), 17:08, 4 May 2022 (UTC)



In Mobile missions, Tenno must find and defend multiple consoles while the Lotus hacks into enemy systems. A datamass will spawn, and the Tenno must carry it to one of the nearby targets.

Take the datamass to one of the targets, place it inthe console by pressing X , then defend the target. When the timer is completed, pick up the datamass and move to the next target. When all the targets have been defended, head to extraction.
—In-Game Description

Mobile Defense is a Mission type requiring players to carry a datamass to 2-3 computer terminals and upload it to them. Once uploaded at each terminal, players will have to defend the terminal until hacking is completed. Unlike normal Defense missions, these require players to defend for a set period of time instead of a set amount of waves, and will allow extraction once all terminals have been defended, no longer requiring the datamass. The mission will fail if a single terminal is destroyed.

Terminals possess a scaled amount of health and shields matching the level of the mission. If defended against damage, terminals will regenerate shields and health on their own after some time passes, stacking with Mod TT 20px.png Rejuvenation auras.


A data terminal

A standard Mobile Defense mission on most tilesets requires players to protect 3 data terminals in three different large rooms for 60-80 seconds per terminal, based on mission level, for a total defense time of 180-240 seconds. Variations on this formula are as follows:

  • Non-standard Mobile Defense missions (e.g. Nightmare Mode) will sometimes reduce the number of data terminals by 1 while maintaining the same total defense time. When this occurs, the defense times for the remaining terminals will increase from 60-80 seconds to 90-120 seconds, based on mission level. (This variation is possible on all ground tilesets, including those mentioned elsewhere in this list.)
  • Mobile Defense missions taking place within the Grineer Asteroid tileset have all objectives co-located in the same large room. The last data terminal defense is replaced by a cryopod defense which is initiated by activating a pair of friendship consoles.
  • On Infested Ships, one of the terminal rooms is flooded with white gas that continually deals DmgCorrosiveSmall64.png Corrosive damage with a chance to proc against all players in the room. Two subterminals in the same room can be used to vent the gas, temporarily removing it for a few seconds.
  • The Grineer Shipyards Mobile Defense tile features three objectives, with two of them out in pods accessible only by bridges, making them easy to defend. The third objective can only be accessed once the first two have been completed, taking place inside a reactor room whose narrow confines encourage close combat.
  • Archwing Mobile Defense requires players to defend 3 satellites during a set period of time. Unlike regular missions, no datamass is required and the hacking is initiated by a player getting close to the satellite.


Planet Mission Name Faction Wiki's DropTableAlias Level Tileset
Earth Erpo Grineer AWMobileDefense 1 - 6 Free Space
Earth Eurasia Grineer 3 - 5 Grineer Forest
Venus Aphrodite Corpus 6 - 8 Corpus Outpost
Mercury Boethius Infested 8 - 10 Grineer Asteroid
Mars Tharsis Grineer 8 - 10 Grineer Settlement
Mars Vallis Grineer 11 - 13 Grineer Galleon
Phobos Sharpless Corpus 11 - 13 Corpus Ship
Ceres Kiste Grineer 13 - 15 Grineer Shipyard
Deimos Dirus Infested 15 - 17 Orokin Derelict
Jupiter Carme Corpus 16 - 18 Corpus Gas City
Europa Morax Corpus 18 - 20 Corpus Ice Planet
Void Tiwaz Corrupted VoidMobileDefense2 20 - 25 Orokin Tower
Saturn Keeler Grineer 23 - 25 Grineer Asteroid
Lua Grimaldi Grineer 25 - 30 Orokin Moon
Uranus Cressida Grineer 27 - 29 Grineer Sealab
Neptune Salacia Corpus AWMobileDefense 27 - 32 Corpus Ship (Archwing)
Neptune Larissa Corpus 29 - 31 Corpus Ship
Kuva Fortress Rotuma Grineer 30 - 32 Grineer Asteroid Fortress
Pluto Minthe Corpus 30 - 34 Corpus Outpost
Sedna Charybdis Grineer 34 - 38 Grineer Galleon
Eris Solium Infested 34 - 38 Infested Ship
Void Aten Corrupted VoidMobileDefense4 40 - 45 Orokin Tower
Zariman Ten Zero The Greenway Grineer or Corpus ZarimanMobileDefense 50 - 55 Zariman (Tileset)
There are a total of 23 Mobile Defense Missions


All Mobile Defense missions reward up to 3000 objective affinity, based on mission level, upon successful defense of each objective.

Mobile Defense missions in the Void and Archwing Mobile Defense missions give a Reward upon completion.

VoidRelicIronIcon64.png Lith C8 6.25%
VoidRelicIronIcon64.png Lith G5 6.25%
VoidRelicIronIcon64.png Lith H4 6.25%
VoidRelicIronIcon64.png Lith N11 6.25%
VoidRelicIronIcon64.png Lith N12 6.25%
VoidRelicIronIcon64.png Lith S12 6.25%
VoidRelicIronIcon64.png Lith T9 6.25%
VoidRelicIronIcon64.png Lith Z3 6.25%
VoidRelicBronzeIcon64.png Meso A3 6.25%
VoidRelicBronzeIcon64.png Meso G3 6.25%
VoidRelicBronzeIcon64.png Meso G4 6.25%
VoidRelicBronzeIcon64.png Meso I2 6.25%
VoidRelicBronzeIcon64.png Meso N12 6.25%
VoidRelicBronzeIcon64.png Meso P5 6.25%
VoidRelicBronzeIcon64.png Meso P7 6.25%
VoidRelicBronzeIcon64.png Meso R4 6.25%


Module:DropTables/data last updated: Tue, 24 May 2022 22:37:13 +0000 (UTC) by User:Cephalon Scientia

VoidRelicGoldIcon64.png Axi G5 6.25%
VoidRelicGoldIcon64.png Axi G7 6.25%
VoidRelicGoldIcon64.png Axi K6 6.25%
VoidRelicGoldIcon64.png Axi K7 6.25%
VoidRelicGoldIcon64.png Axi O5 6.25%
VoidRelicGoldIcon64.png Axi S10 6.25%
VoidRelicGoldIcon64.png Axi S11 6.25%
VoidRelicGoldIcon64.png Axi T8 6.25%
VoidRelicSilverIcon64.png Neo B6 6.25%
VoidRelicSilverIcon64.png Neo C2 6.25%
VoidRelicSilverIcon64.png Neo K4 6.25%
VoidRelicSilverIcon64.png Neo M4 6.25%
VoidRelicSilverIcon64.png Neo N16 6.25%
VoidRelicSilverIcon64.png Neo N20 6.25%
VoidRelicSilverIcon64.png Neo P4 6.25%
VoidRelicSilverIcon64.png Neo V10 6.25%


Module:DropTables/data last updated: Tue, 24 May 2022 22:37:13 +0000 (UTC) by User:Cephalon Scientia

Mod TT 20px.png Polar Magazine 38.72%
Mod TT 20px.png Superior Defenses 38.72%
Mod TT 20px.png Astral Slash 3.76%
Mod TT 20px.png Comet Blast 3.76%
Mod TT 20px.png Meteor Crash 3.76%
Mod TT 20px.png Nebula Bore 3.76%
Mod TT 20px.png Quasar Drill 3.76%
Mod TT 20px.png Zodiac Shred 3.76%


Module:DropTables/data last updated: Tue, 24 May 2022 22:37:13 +0000 (UTC) by User:Cephalon Scientia

Healing Interactions With Defense Objects

Only static defense objects can be healed or receive damage reduction from other sources in accordance with the tables below. Note that the Eidolon Lure is not static and is exempt from the rules in the table below.

Healing over time only takes effect when the defense object's natural health regeneration is active; taking damage from enemies briefly disables both the natural regeneration and external regeneration effects for a few seconds.

Healing and Shield Restoration Sources
Healing source Normal effect Effect on all types of static defendable objects (Cryopods, Excavators, etc)
GaraIcon272.png Gara's Mod TT 20px.png Mending Splinters 15 HP per sec for each active splinter Same as normal
HildrynIcon272.png Hildryn's Haven130xDark.png Haven 500 Max Shields
80% faster Shield recharge
Same as normal
ProteaIcon272.png Protea's GrenadeFan130xDark.png Grenade Fan 500 Shield restore on attach
50 Shield restore per second
Same as normal
TrinityIcon272.png Trinity's Blessing130xDark.png Blessing Up to 100% HP and Shield restore Heal for 500 over 5 seconds, can’t stack
TrinityIcon272.png Trinity's WellOfLife130xDark.png Well Of Life 100 HP/sec + 1% life steal 100 HP/sec, no life steal
EquinoxIcon272.png Equinox's MendMaim130xDark.png Mend & Maim (Mend) 25 Shields for each enemy killed
Burst heal based on how much damage was dealt
Shields per enemy killed and heal for 500 over 5 seconds, can’t stack
FocusLensVazarin b.png Vazarin's FocusProtectiveSling.png Protective Sling 5 seconds invulnerability
60% Heal over 5 seconds
No invulnerability
Heal for 500 over 5 seconds, can’t stack
KhoraIcon272.png Khora's Venari130xDark.png Venari Heal for 50 HP/sec Same as normal
HydroidIcon272.png Hydroid's Mod TT 20px.png Curative Undertow Heals 30% hp every 1.5 secs when ally stands on it Heal for 100 per 1.5 sec
HarrowIcon272.png Harrow's Penance130xDark.png Penance Heals allies for a % of damage dealt Heals are capped up to 50 per second.
OberonIcon272.png Oberon's Renewal130xDark.png Renewal 125 burst heal
50 health per sec
Same as normal
GarudaIcon272.png Garuda's BloodAltar130xDark.png Blood Altar Heals by % of missing health/second No effect
InarosIcon272.png Inaros' ScarabSwarm130xDark.png Scarab Swarm Heals for damage dealt by Swarm Projectile divided by allies in range. Same as normal
NidusIcon272.png Nidus' Ravenous130xDark.png Ravenous Heal allies standing on it for 20 HP per second Same as normal
WispIcon272.png Wisp's Reservoirs130xDark.png Reservoirs (Vitality mote) Increase max hp by 300 and heal for 30 HP per second Same as normal
VoltIcon272.png Volt's Mod TT 20px.png Capacitance Grants shields based on 3% of damage dealt Capped at 250 shields, no overshields
TitaniaIcon272.png Titania's passive 4 HP per Second for 20 Seconds Same as normal
SanctiMagistar.png Sancti Magistar Heals for damage dealt in an AoE Heal for up to 500 over 5 seconds, can’t stack with other players. Going from a burst to Heal over Time.
Ancient Healer Specter Heal for 100 HP every 20 seconds Same as normal
Mod TT 20px.png Rejuvenation Heal 3 HP per sec Same as normal
ArcanePulse64x.png Arcane Pulse 60% chance to heal for 150 HP when picking up a health orb with a 15 sec cooldown Same as normal
Damage Reduction Sources
Damage Reduction Sources Normal effect Effect on all types of static Defendable objects (Cryopods, Excavators, etc)
TrinityIcon272.png Trinity's Blessing130xDark.png Blessing 50% Damage reduction Capped at 50% Damage Reduction
MirageIcon272.png Mirage's Mod TT 20px.png Total Eclipse Grants 75% Damage reduction to allies Capped at 50% Damage Reduction
TitaniaIcon272.png Titania's Tribute130xDark.png Tribute (Thorns buff) 50% damage redirected to enemies No effect
GaraIcon272.png Gara's SplinterStorm130xDark.png Splinter Storm 70% Damage reduction Capped at 50% Damage Reduction
EmberIcon272.png Ember's Mod TT 20px.png Immolated Radiance 50% of Immolates Damage reduction applies to allies Capped at 45% Damage Reduction
BaruukIcon272.png Baruuk's DesolateHands130xDark.png Desolate Hands 80% Damage reduction Capped at 50% Damage Reduction
HarrowIcon272.png Harrow's Mod TT 20px.png Warding Thurible 40% Damage Reduction Capped at 50% Damage Reduction
NezhaIcon272.png Nezha's WardingHalo130xDark.png Warding Halo Absorbs 90% of damage Capped at 50% Damage Reduction

Source: https://forums.warframe.com/topic/1189247-warframe-revised-railjack-revisited-part-1-update-274/


  • Terminals are immune to health damage until they are activated.
  • Mobile Defense missions can randomly change into Exterminate. The Lotus will inform the Player to "ignore your original objective" and "leave nothing alive". The Mobile Defense UI will be replaced by the Exterminate enemies killed counter and the extraction pointer will appear once the required number of enemies is killed.
    • However it is also possible to hack the remaining Mobile Defense terminals if the players carry the Datamass to them before extracting.
  • At the halfway point of each defense phase within a standard Mobile Defense mission, an unusually strong wave of enemies, often including Eximus enemies, will spawn and attempt to storm the objective.
    • The strength of this wave increases as more objectives are defended within a mission.
    • In a non-standard Mobile Defense mission with only 2 objectives, strong enemy waves will instead occur around the 33% and 67% points of each defense phase, with each wave within the same mission spawning tougher enemies.


  • If the players destroy the terminal via DmgRadiationSmall64.png Radiation damage, it will reward some affinity before failing the mission.


Patch History

Update 31.5 (2022-04-27)


In addition to these new mission types, Mobile Defense nodes are also available on the Zariman!

In Mobile Defense, you must restore the Zariman’s systems that were overcome by the Jump Incident, and defend them while your allies purge out the Void. For the Corpus and Grineer, it is key that the Zariman stay where it is. They will do everything in their power to prevent the Tenno from getting the Zariman’s full power back online. Alongside Corpus and Grineer enemies, a multiple Thrax enemy-types will come to assist in the fight.

Hotfix 31.0.7 (2022-01-07)

  • Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.

Hotfix 31.0.5 (2021-12-21)

  • Backout a previous fix (will revisit for a proper fix):
    • Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.

Hotfix 31.0.4 (2021-12-21)

  • Fixed ability to carry Data Masses and your Primary weapon at the same time - you should switch to your Secondary as intended now.

Update 30.9 (2021-11-11)

  • Fixed a script error after Host Migration in Mobile Defense missions.

Update 28.0 (2020-06-11)

Hotfix 27.1.1 (2020-02-11)

  • Fixed inability to complete a Mobile Defense mission due to Datamasses disappearing if a Host migration occured.

Update 21.0 (2017-06-29)

Mobile Defense Mission Changes
  • Added Mobile Defense consoles to more Grineer Shipyard and Asteroid tiles to increase the chance of playing in unique tiles for Mobile Defense missions.
  • Reduced the maximum total Defense time from 6 mins to 4 mins in the highest difficulty areas. Time is still divided between 2-3 consoles.
  • Increased the maximum concurrent enemy count during Defense stages to increase intensity.
  • Reduced console health slightly for a little added challenge.
  • Console health is higher in Solo missions.
  • Lockdowns can no longer occur at any point during Mobile Defense missions.
  • Enemy types start easy and get tougher with each console defended, similar to the Exterminate changes (also applies to Archwing Mobile Defense and Exterminate).
Procedural Level Changes
  • Mobile Defense missions always have 3 consoles now, with the exception of those with special mobile defense tiles (see below). There is still a fallback of 2 consoles in case there was no room to spawn a 3rd, but this should occur very rarely.
  • Grineer Asteroid and Corpus Infested Ship tiles will now randomize with a 50/50 chance of it landing on a special Mobile Defense room or 3 individual large rooms with a console in each.
  • Added consoles to more tiles in Grineer Asteroid and Shipyards for more variety.
  • Made a couple tweaks to existing console locations in Grineer Asteroid and Shipyard tiles.
  • Removed tiles containing elevators on the main path in Grineer Asteroid, Corpus Ice Planet, and outpost tiles to improve spawning.
  • Increased chance of spawning unique Mobile Defense rooms in several tiles - Corpus Ship, Corpus Outpost, Corpus Gas City, Grineer Galleon, Grineer Settlement, and Grineer Shipyards.
  • The Grineer Shipyard Mobile Defense tileset is back, and optimized for better performance and with new randomized console locations!

Update 19.6 (2017-01-11)

  • Fixed enemies not spawning in high level Corpus Mobile Defense Invasion missions.

Update 17.5 (2015-10-01)

  • Mobile Defense Missions have been added to the following planetary nodes:
    • Grineer Forest on Earth, Eurasia
    • Corpus Ship on Venus, Aphrodite

Update 17.0 (2015-07-31)

  • Added more defendable console locations.
  • Console defense time will now scale with Mission difficulty.
  • There are now 2-3 consoles per Mission, with total defense time divided between the number of available consoles.
  • Console health now scales with the number of consoles available in a Mission.
  • The total number of enemies that will spawn to attack consoles has been reduced.

Update 9.0 (2013-07-13)

  • Adjusted number of active enemies allowed during defense stages - more for solo & increase numbers slightly in stage 2 & 3 to make them more epic.
  • Enemies will storm the defense targets, which makes them much more aggressive towards it.
  • Release lockdown when going into a defense wave. NPC’s abort running to panic button during defense wave.

Update 6.3 (2013-02-14)

  • Introduced.