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Overguard is a special enemy health buffer. Indicated by a teal color surrounding the enemy's health bar, enemies with Overguard active are immune to most crowd control effects.

Mechanics[]

Overguard
DmgImpactSmall64.png Impact
DmgPunctureSmall64.png Puncture
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgFireSmall64.png Heat
DmgToxinSmall64.png Toxin
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral
DmgTrueSmall64.png True
DmgVoidSmall64.png Void +50%
DmgTauSmall64.png Tau

Crowd control effects that Overguarded enemies will ignore include staggers, knockdowns, stuns, mind control, confusion (including DmgRadiationSmall64.png Radiation procs), ragdolls, and blinds. They can only receive a maximum of 4 DmgColdSmall64.png Cold procs. Once Overguard is removed, the enemy will receive crowd control and status effects as per normal.

Overguard is not affected by Damage Reduction from enemy armor.

Overguard is a special health type that is neither health, shields, or armor, and as such does not take increased damage from DmgViralSmall64.png Viral or DmgMagneticSmall64.png Magnetic procs. However it is 50% vulnerable to DmgVoidSmall64.png Void damage, and Eximus units hit by Mod TT 20px.png Null Audit also lose 50% of their Overguard bar.

Overguard is independent of enemy health and shield scaling. Overguard will scale by level but will be the same amount across all Eximus enemy types.

Because of their immunity to crowd control, Overguarded enemies are a threat that should be prioritized; crowd control will still affect their allies and they will still target confused and mind controlled units which helps level the playing field. In the case of Ancient Healers, which provide Overguard to their own allies but not themselves while alive, the Ancient will still receive crowd control as normal and should be targeted instead. Shooting off a Nox's helmet will immediately remove their Overguard.

Scaling[]

Overguard is a unique health buffer to Eximus, though normal units can get overguard in unique sitations (like after a Overguard Exodamper is destroyed during Void Armageddon).[1]

When Current Level - Base Level < 45
When Current Level - Base Level > 50

Stat scaling between 45-50 inclusive is interpolated from the two functions using smoothstep.

Finding out transition percentage from 45 to 50
Smoothstep transitioning between functions
Where the Overguard Multiplier is the value that multiplies an enemy's base overguard to its current overguard.

Current overguard scaling at Base Level = 1.

Enemies with Overguard[]

Crowd Control Abilities That Overguard Will Ignore[]

Photo-4.png
“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate.

Note that non-CC effects (e.g. damage, armor/shield removal) of these abilities will still apply to enemies with active Overguard.

Crowd Control Debuffs[]

Name Target Description
Blinded Enemy

The target is temporarily stuck in a blinded state, staggering backwards and with smoke emitting from their eyes. Finishers can be performed on blinded enemies.

Blinded Player

The player is temporarily stuck in a blinded state, their HUD is flashed white.

Confusion Enemy

The target will become confused and indiscriminately attack its enemies and allies.

Converted Enemy

The target will change side, being friendly to the Tenno and start attacking their own faction. Note that this does not guarantee them being invulnerable to friendly fire by allied Tenno.

Jammed Enemy

The target's guns are jammed, forcing them into an animation where they try to unjam their guns.

Knockdown Enemy

The target is knocked off their feet and falls on their back. Ground Finishers can be performed on these enemies.

Knockdown Player

The player is knocked off their feet and falls on their back.

Grineer
Corpus
Infested
Other
Paralyzed, Disabled, Stuck Enemy

The target is stuck in a particular position.

Paralyzed, Disabled Player

The player is stuck in a particular position.

Ragdolled Enemy

The target is immediately sent to a ragdoll state.

Sleep Enemy

The target is in a standing sleeping state and will not perform any action.

Slowed Enemy

The target's movement and actions are slowed.

In addition, the following slows count as time disruption, which is not prevented by Overguard:

Slowed Player

The player's movement and actions are slowed.

Stagger Enemy

The target is momentarily staggered, interrupting their current action.

Stagger Player

The player is momentarily staggered, interrupting their current action.

Stun Enemy

The target is momentarily stunned, interrupting their current action. Players can perform front/back Finishers on stunned enemies.

Suspended, Incapacitated Enemy

The target stays in an extended ragdoll state midair (or underwater) and it is unable to move.

Taunt/Attracted Enemy

The enemy will have its attention diverted towards the target with the higher Threat Level.

The target will halt its current action and mindlessly move towards a point.

Terrified Enemy

The target is terrified and tries to run away from the caster.

Patch History[]

Update 31.6 (2022-06-09)

  • Modified Overguard ratios to bring Eximus Units Overguard down and slightly increase their Health/Shields to balance out the reduction.
    • Reduced Eximus Overguard by 50% and transferred the 50% to their Health pool.
      • While this may read as a big increase to the Health pool, it is not a 1-to-1 trade due to the overall pool sizes of Overguard vs Health. Imagine you have a watermelon (Overguard) and half an orange (Health). I take away half a watermelon and I give you half an orange - and together we eat a fruit salad. For clarity: Overguard has a larger pool than Health, so reducing it by half still amounts to less HP across Eximus Units across all HP values. By increasing the amount of Health and Shields an Eximus Unit has, it also increases the window for successful Mercy kills.
    • Increased Shield Scaling multiplier by 50%
  • Nox Eximus Helmets can now be destroyed when Overguard is active. Breaking their helmet will remove Overguard entirely!
    • Note that Nox Damage resistance has been decreased and armor increased to balance this change. This change applies to both Nox Eximus and base Nox enemies.
  • Fixed Overguard counting as Health and taking damage from Viral Status Effect.
    • Overguard situates itself in a new category of “protection”. It differs from Shields, Armor, and Health. That said, Viral Status Effects affecting Overguard was unintentional and has been changed to not only fit the original design for Viral damage, but also Overguard.
      • We originally mentioned in the Eximus Reborn Dev Workshop that the only Status Effect that would work on Eximus while Overguard is present is Cold Status Effects (up to 4 stacks!).
  • Lifesteal now works on damage dealt to Overguard.
    • Considering Overguard is another health pool for an Eximus/Thrax and that Lifesteal already works on Health and Shields, Overguard is now susceptible to Lifesteal to give players another way to tactically engage with them. The fights with Eximus can be quite challenging, so having another avenue of survivability is always encouraged!
      • This change was also made in mind to Lifesteal survivability builds, it would be too difficult to lose all of your survivability when encountering many enemies with Overguard at one time (from either Void Armageddon or an Ancient Healer etc.)
      • Additionally, there are some Weapons and abilities that aren’t strictly classified as Lifesteal that won’t currently work, but will in a future update! This currently affects specific conditions for the:
        • Hema
        • Hirudo
        • Garuda’s Blending Talons augment
        • Gauss’ Kinetic Plating
        • Protea’s Temporal Anchor
        • Zephyr’s Target Fixation augment
      • If there are any other cases where Lifesteal isn’t applying from Overguard, please let us know on the Forums and we will take a look!
  • Fixed Baruuk being unable to damage Eximus units with his Serene Storm waves.
  • Kuva Trokarian enemies are receiving some changes to make them feel like more of a threat when they appear in-mission.
    • Similar to their Thrax compatriots, these foes are intended to add an extra level of difficulty to the player’s gameplay loop, so these tweaks are made with that goal in mind.
      • Added Overguard to the Kuva Trokarian (but at a lesser value than the Eximus Overguard)

Hotfix 31.5.8 (2022-05-11)

  • Fixed Equinox’s Maim being able to chain stagger Eximus units with Overguard active.
    • Overguard as it was designed is resistant to CC, any form of stagger proc present with Warframe abilities is unintended at this time. It’s worth noting that we’re exploring some options on the topic of Overguard and its CC resistance.
  • Fixed the Aero mod set bonus putting to sleep ability immune enemies (Eximus with Overguard).

Update 31.5 (2022-04-27)

  • Introduced.


  1. chrookee (2022, May 2). [Confirmation needed]I did a little math on the Overguard, here is the result. Reddit. Accessed 2022-05-03. Archived from the original on 2022-05-03.
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