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Determines how far projectiles can pass through enemies and objects. Each pierced target subtracts the value of the remaining Punch Through potential for that projectile.
—In-game Description

Punch Through is a mechanic that allows weapons to shoot through a set distance of material, whether this material is cover, objects or enemies. The total amount of material that a weapon's bullet, beam or projectile can pass through before despawning is determined by the Punch Through value (measured in meters). Punch Through is typically gained through Mods, though certain weapons have innate Punch Through values.

A basic unranked Punch Through mod gives a value of at least 0.1 meters of Punch Through, which is sufficient to bypass a Shield Lancer's riot shield. With higher Punch Through values, a skilled player can estimate and strike the location of enemies' weak spots while they're in total cover, without waiting for them to expose themselves to the player's line of sight.

High values of Punch Through can also be used to penetrate multiple enemies at once, which can greatly boost a weapon's ammo efficiency against swarms of enemies.


Geometry Punch Through[]

Geometry Punch Through is the total distance of material (object or enemy) that a weapon's projectile, bullet or beam can pass through before dissipating. Punch Through values listed in the arsenal and from mods are this type of Punch Through. This Punch Through value is gradually diminished as the projectile passes through objects or enemies. Once a projectile's Punch Through distance is used up, the projectile despawns normally as if it were fired from a weapon with no Punch Through. A Punch Through value of 1.2m is sufficient to pass through most enemies at least once (Infested Boilers being one of the notable exceptions).

For example, when using a weapon with 1.2m of Punch Through distance against a line of four Grineer Butchers at chest height, a shot will only pass through the first two targets but not through the third, since the torso hitbox of three butchers combined adds up to over 1.2m of material. This results in only three of the four Butchers being hit. Increasing the punch through to 2.1m will result in all four Butchers being hit.[1]

It is important to note that there are some objects that cannot be Punched Through by any means; barriers from abilities such as SnowGlobe130xDark.png Snow Globe (both the FrostIcon272.png Frost and Arctic Eximus variants) or Nullifier Crewman fields will block all projectiles regardless of the amount of Punch Through they may otherwise be capable of. Additionally, some Bosses have weakspots that periodically close, and cannot be penetrated by any means until they open up (such as General Sargas Ruk's exhaust vents, which only open after he performs certain attacks).

An example of Punch Through projectiles losing velocity. Note how the second volley passing through the pillar have notably less speed.

Non-hitscan weapons with Punch Through will function as expected. However, projectiles that fully penetrate geometry and pass through will lose a significant amount of their velocity.

Body Punch Through[]

Certain weapons such as ArcaPlasmor.png Arca Plasmor and Alternox.png Alternox possess infinite body Punch Through. Infinite body Punch Through allows these weapons to pierce an unlimited amount of enemies, but not level geometry, objects, or barriers.

Area of Effect Weapons[]

Most weapons with an area of effect (AoE) component will only deal AoE damage after the projectile/bullet/beam has Punched Through all enemies and walls in its trajectory.


Some weapons come with an innate amount of Punch Through without any installed mods. Most weapons with a charged shot mechanic will add Punch Through upon full charge, while their uncharged shots may not penetrate anything. In both cases, their innate Punch Through values will stack with any mods that grant Punch Through.

Minimum Mod Ranks for Penetration[]

Approximate Body Units Punctured
Mod TT 20px.png Seeking Fury, Mod TT 20px.png Shred +0.2 +0.4 +0.6 +0.8 +1.0 +1.2
Humanoid ✔️ ✔️ ✔️ ✔️
Quadruped ✔️ ✔️
Mod TT 20px.png Vigilante Offense +0.25 +0.5 +0.75 +1.0 +1.25 +1.5
Humanoid ✔️ ✔️ ✔️ ✔️ ✔️
Quadruped ✔️ ✔️ ✔️
Mod TT 20px.png Power Throw +0.3 +0.7 +1 +1.3 +1.7 +2
Humanoid ✔️ ✔️ ✔️ ✔️ ✔️
Quadruped ✔️ ✔️ ✔️ ✔️
Mod TT 20px.png Metal Auger, Mod TT 20px.png Seeker, Mod TT 20px.png Seeking Force +0.4 +0.7 +1.1 +1.4 +1.8 +2.1
Humanoid ✔️ ✔️ ✔️ ✔️ ✔️
Quadruped ✔️ ✔️ ✔️ ✔️
Mod TT 20px.png Primed Shred +0.2 +0.4 +0.6 +0.8 +1.0 +1.2 +1.4 +1.6 +1.8 +2.0 +2.2
Humanoid ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
Quadruped ✔️ ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Punch Through Mods[]



  • A number of bosses actually become invulnerable when they deploy protection rather than using a physical barrier to block attacks. In those cases Punch Through will not allow damage to be dealt during these phases. The Raptors, Captain Vor and Lephantis are good examples.
  • SarynIcon272.png Saryn and her teammates can burst Spores through unaffected portions of an enemy's body or burst multiple Spores simultaneously.


  • The Drakgoon's real Punch Through on Charged Shots may differ from the listed Punch Through in the Arsenal/Codex and on site. It seems to be even less than 1.5m as listed in the Arsenal/Codex. Further testing/info required.


An demonstration of how Punch Through interacted with a projectile weapon (in this case, an Acrid.png Acrid with Mod TT 20px.png Seeker equipped). Note how the Acrid's darts would veer off to the right of the reticle, as opposed to continuing forward.

  • Beginning in Update 9.7 (2013-08-30), Punch Through functionality given to non-hitscan weapons. However, projectiles that manage to penetrate an angled surface will veer off to the side once they exit, and with significantly reduced velocity. After an unknown update, projectiles passing through objects would no longer deviate, but would still lose velocity.