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For the health class, see Shield (Health).

Shields are invisible barriers that absorb incoming damage and protects the player from taking Health damage against enemy attacks. Unlike health, shields regenerate after a few seconds of not taking damage, making them a naturally replenishing defense. In addition, Warframe's shields have an innate 25% damage reduction from all sources of damage.

All Warframes, except and , possess shields, whose values can be seen in the upper right of the player's UI as a blue number, with each Warframe possessing different amounts of maximum shields. Corpus units also make extensive use of shielding, along with certain bosses. When a player's shields are depleted, the player's HUD will briefly flash with blue and red lines, and the player will be surrounded by a red aura. A pulsing blue outline will envelop the player once shields begin to recharge.

## EffectsEdit

Shields follow the Damage system – they are simply a special type of hit points that can take increased or reduced damage based on the type of incoming damage. What differentiates them from health, though, is their recharge and shield gating mechanic.

Shields receive no damage mitigation from armor and are significantly less effective at absorbing damage as a result, especially for well-armored Warframes. On the other hand, their regeneration makes them more useful for frames with high potential maximum shields but below-average potential maximum health such as .

Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. damage completely ignores normal shields, dealing damage directly to the health points underneath.

### Shield TypesEdit

There are three shield types, four armor types, and nine health types—these 13 act differently from shields and are covered on the Armor and Health pages. The three shield types are partitioned into just two Factions, the Corrupted faction borrows from these.

Faction Shield Types
Corpus Shield Proto Shield
Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
Tenno Tenno Shield

Shield
+50%
-20%
+50%
+75%
-25%

Proto Shield
+15%
-50%
-50%
+25%
-50%
+75%

Tenno Shield
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%
-25%

## Increasing Maximum ShieldsEdit

A Warframe's maximum shield value increases after every few ranks until rank 30 is reached. Beyond this, shields can only be enhanced by installing mods like  or , or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: . Kubrows can instead be equipped with , which increases their shields by a value based on the Warframe's maximum shields.

Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. can be equipped in anticipation of this random possibility in order to reduce the loss of shields, but it is not recommended.

## Regaining ShieldsEdit

### Natural RechargeEdit

Shields naturally recharge, but there is a recharge delay imposed whenever struck. When not damaged, partial Tenno shields will take 1 second to regenerate, while fully depleted Tenno shields require 4 seconds, and enemy shields take 3 seconds regardless of depleted amount. Damage from proc effects like or do not reset the delay timer. The delay timer is only reduced by 's Electrokinetic Battery passive and the mod, and only increased by , the latter two of which can only be used in Conclave matches.

Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:

$\text{Shield Recharge Rate} = 15 + 0.05(\text{Maximum Shields})$

Note that because the recharge rate involves maximum shields, the shield recharge rate can be sped up by increasing maximum shield capacity. This shield recharge rate can be further boosted by and , which stack together as a multiplier to the original recharge rate.

$\text{Shield Recharge Rate} = (15 + 0.05(\text{Maximum Shields}))(1+\text{Mod Multiplier})$

• With Fast Deflection at maximum rank, Mod Multiplier is 0.9.
• With Fortitude at maximum rank, Mod Multiplier is 0.8.
• With Vigilante Vigor at maximum rank, Mod Multiplier is 0.6.
• With all three mods installed at maximum rank, Mod Multiplier is 2.3.

### Active RestorationEdit

Main article: Category:Shield Restoration

In the event of persistent enemy fire, a Warframe's shields may be hit too frequently for the natural regeneration to activate. In such cases, shields can be restored via several alternative methods as listed below:

Items
• Squad Shield Restore (Small) is a beacon placed on the ground which restores 140 shields at 35 shields per pulse, over 4 pulses separated by 5 seconds each.
• Squad Shield Restore (Medium) is a beacon placed on the ground which restores 400 shields at 100 shields per pulse, over 4 pulses separated by 5 seconds each.
• Squad Shield Restore (Large) is a beacon placed on the ground which restores 1200 shields at 300 shields per pulse, over 4 pulses separated by 5 seconds each.
• Shield Restore is a retired item (unavailable to acquire new ones, but still in the inventories of those who owned but never used them) that restores 150 shields.
Abilities
• Night 's restores shields of allied players per enemy killed while within the radius of the ability.
• can restore the shields (and health) of all allied players and their companions within 50 meters (shown on the HUD as Tenno Affinity) with her ability.
• With the ability augment, Trinity's pulses will restore shielding to other Tenno, provided the Tenno have full energy.
• can replenish the shields of nearby allied players and companions, with the and abilities.
• 's , when augmented with , confers shield to all friendly Tenno. The amount of shield restored is dependent upon the damage dealt by his ability.
• Only in Conclave, Volt can equip to make restore 100 shields to allies which run through it.
• 's increases the base shields of himself and nearby allies by 100% at max rank, affected by Ability Strength.
• 's siphons enemy shields and armor to replenish her own shields. She can also use to replenish her allies' shields at the cost of her own.
• 's throws out 4 shield satellites to work as overcharging shield generators for allies and companions. If shields break the satellite attached to the player or companion is consumed to extend shield break invulnerability time.
• The aura mod grants shields equal to 150% energy spent on abilities. The Augur set mods' bonus does the same thing, and stacks with Brief Respite for a total of +390% energy spent converted to shields.
Arcanes
• grants a flat rate in shield regeneration upon getting hit by enemies.
• grants full shield recovery upon getting hit by enemies.
Companions
• A Warframe's Shields can be automatically replenished by a Sentinel equipped with the mod, which will instantly recharge shields to full capacity whenever the shields are completely depleted. There is a substantial cooldown period before it can restore depleted shields again.
• The Sentinel mod will periodically grant rapid shield regeneration to the Sentinel's owner and all nearby allies, along with an increase in maximum shields.
• The mod, exclusive to the Raksa Kubrow, works very much like the aforementioned Guardian ability.
• The mod, exclusive to the Taxon Sentinel allows it to attack enemies with a 10m radius, 200 damage blast which restores its owner's shields by the amount of damage dealt.
Other
• Allied Shield Ospreys (Allied through Invasions, , , , or ) will give players a small flat shield bonus as well as a small percentage boost based on max shields. The estimated formula at this time is (100 + 4.5%) of max shields. In addition, normal and Guardian Eximus Ospreys will heavily decrease shield recharge delay, and shield recharge rate, with Guardian Eximus granting a slightly higher boost (more testing required).
• The effect will stack if multiple ospreys are linked to the same friendly NPC or player, with diminishing effects.
• This also means that a player or friendly NPC with little or no shields will receive very little benefit besides shield gating protections, while players or friendly NPCs with high shield counts will receive larger bonuses.
• The Sequence Syndicate Effect from The Perrin Sequence restores 25% of the players max shields upon activation and increases the base shields by 50% for 30 seconds.

## OvershieldEdit

Overshields are extra shield points on top of the normal maximum shielding, which are acquired through the use of active shield restoration items or abilities that would restore shields beyond the maximum shield capacity. The shield counter changes from blue to purple while possessing overshields.

Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding, allowing even those with low maximum shield values to gain substantial shield defenses. Overshields have a maximum value of 1,200 for Warframes (with the exception of who instead has 2,400 due to his Passive) and 600 for Companions, and this value cannot be increased in any way. Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.

Overshields can be obtained from:

## Shield GatingEdit

Shield Gating is an effect that occurs when shields are fully depleted, which prevents any excess damage leaking into the health pool. Warframes and Companions gain 1.3 seconds of invulnerability[1] upon hitting the shield gate, only resetting when shields are allowed to fully replenish. If the shield is still in the process of recharging after the gate has activated, the shield gate will only last for 0.33 seconds[2]. The shield gates of , allies affected by Hildryn's , allies affected by 's , and Railjacks instead last for 3 seconds.

Enemies have a shield gate that lasts 0.1 seconds[3], during which only 5% of the damage dealt will damage their health. However, targeting weakspots will completely bypass their shield gate.

## Shield ReductionEdit

Equipping a Decaying Dragon Key reduces shields by 75%. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

In addition, the Cryogenic Leakage environment hazard reduces shields by 50%.

## Enemy Shield ScalingEdit

Main article: Enemy Level Scaling

The formula enemy shields scale at is as follows:

$f_1(x) = 1 + 0.0075(x - \text{Base Level})^2$ (Original scaling pre-Update 27.2)

$f_2(x) = 1 + 1.6(x - \text{Base Level})^{0.75}$

$f_3(x) = min\left(1, \frac{max(x, 70 + \text{Base Level}) - (70 + \text{Base Level})}{15} \right)$

\begin{align}\text{Shield Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align}
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.

## Patch HistoryEdit

Hotfix 28.0.6
• Shield Gating now applies to Companions the same way it does to Warframes!
• Blocks 100% of Damage for 1000ms on first break, reduced to 300ms if Shields break again without fully recharging.
• Fixed Shield-Gating not functioning properly after Reviving when becoming downed.
• Fixed Shield Gating mechanic being ignored by weapons that fire multiple projectiles at once for Clients. This resulted in some enemies shot by the Host will survive due to Shield Gating negating most of the damage, while enemies shot by the Client are not protected by the Shield Gate.
• Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.
Armor and Damage Changes (Enemy)

This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve

Damage-Type Changes
• Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
Player Changes

Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

Shield Gating
Friend and Foe

Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!

Update 15.10 Overshields have been added to Warframe! Overshields are an extra layer of protection on your existing shield that must be destroyed before your Warframe’s shields can be damaged.

• Overshields can be obtained when using Shield Restore items when you are at maximum shield capacity. Overshields cannot be regenerated, and this extra protective shield is noted by a color change (purple) in the UI.
• Overshields have a cap at 1200.
• Introduced.

Last updated: Update 27.1

## ReferencesEdit

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