Shields absorb Damage, except Toxin. Depleted Shields grant a moment of invulnerability. Damage interrupts Recharge.
—In-game Description
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 type modifier to all sources of damage.
All Warframes, except Nidus and Inaros, 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.
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 mechanics.
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 Hildryn.
MagneticStatus Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. Toxin damage completely ignores normal shields, dealing damage directly to the health points underneath.
A Warframe's maximum shield value increases after every few ranks until rank 30 is reached (see Warframes#Leveling Up for more details). Beyond this, shields can only be enhanced by installing mods like Redirection or Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: Calculated Redirection. Kubrows can instead be equipped with Link Shields, which increases their shields by a value based on the Warframe's maximum shields.
Note that most shield multipliers add to base shield values seen in the arsenal equip screen. Shields work broadly similar to additive damage mods for weapons (e.g. Serration) where effects like Chroma's Elemental Ward (electricity) simply add their %-value to the combined multiplier bonus that already exists:
Where the Relative Mod Bonus and Relative Ability Bonus is the sum of all the applicable bonuses from mods and Warframe abilities respectively.
Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. Warm Coat can be equipped in anticipation of this random possibility in order to reduce the loss of shields, but it is not recommended due to its niche use.
Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Heat
Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
Health bonus and damage per second are affected by Ability Strength.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
Damage bypasses obstacles in the environment and decreases with distance.
Burn radius and status chance are not affected by mods.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Reload speed and holster rate bonuses are affected by Ability Duration.
The amount of reload speed gained is determined by the affected weapon's base reload speed.
Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × (1 + 0.3)) = 1,417.5.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat auras do not increase damage nor health values, and if you had both a Heat and Cold aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Equinox transforms between her night or day forms, over 1 second. She acquires abilities exclusive to each form and gains bonuses that diminish over 10 / 15 / 20 / 25 seconds.
These bonuses decay linearly every second until they equal zero on ability expiration.
Stat bonus duration is affected by Ability Duration. The transformation time is not.
The bonuses differ depending on Equinox's form:
Night form
Upon switching to Night Form, Equinox can use Rest, Pacify, and Mend.
She gains 100 / 150 / 200 / 250armor and 50 / 75 / 100 / 150shields, affected by Ability Strength.
Both are additive with Equinox's current armor and shield capacity (e.g., a level-30 Equinox with a maxed Redirection, Steel Fiber, and Intensify will have 300 + 100 × 4.4 + 150 × 1.3 = 935 shields and 100 × 2.1 + 250 × 1.3 = 535 armor within the first second of a rank-3 Metamorphosis after the initial transformation is complete).
On missions with ice hazards, the shield decay rate is halved. When the ability ends, Equinox will be left with overshields equal to 50% of the listed maximum shield bonuses.
Day form
Upon switching to Day Form, Equinox can use Rage, Provoke, and Maim.
She gains 10% / 15% / 20% / 25% weapon damage and 5% / 10% / 12% / 15% movement speed, affected by Ability Strength.
The damage buff is additive with the base damage of weapons (e.g., with a maxed Heavy Caliber and Intensify, a weapon that inflicts 250 base damage will be increased to 250 × (1 + 1.65 + 0.25 × 1.3) = 743.75 within the first second of a rank-3 Metamorphosis after the initial transformation is complete).
Does not work on melee weapons
The movement speed buff is multiplicative with other movement speed modifiers (e.g., with a maxed Rush and Intensify, a rank-3 Metamorphosis will increase Equinox's sprint speed to (1 × 1.3) × (1 + 0.15 × 1.3) = 1.5535 within the first second after the initial transformation is complete).
Switching between forms removes any bonuses granted by the previous form. Only a single set of Metamorphosis buffs can be active at any given time.
While switching, Equinox cannot cast any abilities but can perform all other actions such as moving and using weapons.
Pacify & Provoke and Mend & Maim are deactivated upon casting Metamorphosis. However, casting Metamorphosis in Day Form while Provoke is active will increase the armor and shield bonuses for Equinox's Night Form.
During the transformation, Equinox momentarily becomes whole with her night and day features merged together, then separates into the opposite form.
Duality is a Warframe Augment Mod for Equinox that causes her opposite form to split from her when casting Metamorphosis, creating a Specter armed with the weapon Equinox was using during casting.
Misc:100% (extra damage per second with Overshield)
Info
Hildryn overcharges her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a 8 / 10 / 12 / 15 meter radius, Hildryn drains 5 Overshield/Shield points per second for every ally linked, and 25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
Activation shield cost is affected by Ability Efficiency, while ally and enemy shield drain per second are affected by both Ability Efficiency and Ability Duration.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
Has no effect on Inaros or Nidus, due to their lack of shields.
While linked, enemies receive 100 / 125 / 150 / 200Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Shields naturally recharge, but there is a recharge delay imposed whenever struck. Partial Tenno shields regenerate after 1 second of not taking damage, while fully depleted Tenno shields require 4 seconds of not taking damage before regenerating, and enemy shields take 3 seconds regardless of depleted amount. Damage from proc effects like Slash or Heat do not reset the delay timer.
The delay timer is only reduced by Gauss's Electrokinetic Battery passive, allied Guardian Eximus, and the Quick Charge mod, and only increased by Vital Systems Bypass, 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:
Note that because the recharge rate involves maximum shields, the shield recharge rate can be sped up by increasing maximum shield capacity.
Misc:100% (extra damage per second with Overshield)
Info
Hildryn overcharges her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a 8 / 10 / 12 / 15 meter radius, Hildryn drains 5 Overshield/Shield points per second for every ally linked, and 25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
Activation shield cost is affected by Ability Efficiency, while ally and enemy shield drain per second are affected by both Ability Efficiency and Ability Duration.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
Has no effect on Inaros or Nidus, due to their lack of shields.
While linked, enemies receive 100 / 125 / 150 / 200Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Passively gains bonus shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
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:
Mend & Maim In Night-Form, allies’ Shields are replenished with each nearby enemy killed. In Day-Form, enemies are inflicted with the Bleed Status Effect. Deactivate to cast a wave of slashing force, or restore Health and Shields to Equinox and allies in Night Form. Energy Drain: 3.5 s-1
Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of 10 / 12 / 15 / 18 meters.
Mend & Maim drain 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting Metamorphosis, or by pressing the ability key again (default 4 ).
Equinox utilizes different versions of the ability depending on her current form:
Night form
Night Equinox emits a regenerative aura that grants 10 / 15 / 20 / 25Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to enemies' shield and health while they are within the aura radius. Though the accumulation occurs only when the enemy is killed, whether they are still inside the aura or not. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
Shield per kill is affected by Ability Strength, while hitpoint conversion percentage is not.
Shields gained from enemies killed can accumulate Overshields.
The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
Day form
Day Equinox emits a lacerating aura that deals 75 / 100 / 125 / 150Slash damage with a 100% status chance to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to enemies' shield and health while they are within the aura radius as Slash damage. Though the accumulation occurs only when the enemy is killed, whether they are still inside the aura or not. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
Slash status effect causes a Bleed DoT on the target that inflicts 35% of Maim's base damage per tick for a total of 6 ticks over 6 seconds. The Bleed damage bypasses armor.
Enemies damaged by the aura are temporarily stunned.
The aura damage, proc, and stun will only apply once to each individual enemy.
Aura damage does not affect inert objects with health pool, such as Storage Containers or Kubrow Dens, while releasing stored damage does.
The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
Upon deactivation the total accumulated damage is transformed into an AoE Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
Damage calculation here is before enemy's damage reduction
Affected enemies are visually lashed by energy whips as they receive damage.
Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
Cast delay of 2 seconds and deactivation delay of 1 second are affected by Natural Talent.
Energy Transfer is a Warframe Augment Mod for Equinox that conserves a percentage of stored hitpoints from Mend & Maim, as well as allowing the ability to remain active when switching forms via Metamorphosis.
Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
While active, Mend & Maim will continue to store damage even in operator mode.
As Maim deals only Slash damage, it is less effective against heavily armored enemies like Grineer.
Maim is, however, quite effective against the Infested as they possess no armor and their health classes, except for Sinew, are vulnerable to Slash damage.
As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
Note that Mend's shield retored per kill is still affected by Ability Strength.
Harrow swings his thurible to cast a spectral afterimage forward that travels along the ground for 15 / 16 / 18 / 20 meters. As the afterimage travels, it emits a growing wave of ghastly energy that completely immobilizes enemies in chains for 3 / 4 / 5 / 6 seconds. Each enemy enchained restores 100 / 110 / 125 / 150Shield points to Harrow which can accumulate Overshields.
Shield points are only granted on Condemn applying its chaining effect on unaffected enemies.
The spectral afterimage resembles Harrow's thurible being swung perpetually in motion. The thurible and its afterimage are affected by Harrow's chosen appearance and energy colors.
Affected enemies stagger backward to expose their head, then become locked in suspended animation.
Chained enemies glow in Harrow's chosen Warframe energy color, while covered in black chains that erupt from cracks formed on nearby surfaces.
Chained enemies will flinch in agony briefly when taking damage.
Casting Condemn is an One-Handed Action that allows firing weapons and player movement during the animation.
Afterimage spawns from the ground at Harrow's current position and dissipates on direct impact with terrain obstructions.
Condemn affects mini-bosses such as Sprag and Ven'kra Tel, with diminishing returns.
If cast in midair, Harrow will instantly drop to the ground to perform this ability.
Subsuming Harrow to the Helminth will offer Condemn and its augments to be used by other Warframes.
Other Warframes cannot make use of the Tribunal augment, due to their inability to cast Penance and Thurible.
Chain enemies in place for easy headshots, while replenishing your shields and building Overshields for increased durability.
Combine with Penance to stack extra duration and quickly refill your shields after casting.
Because Condemn's wave has travel time and shield points are gained at the moment when enemies are chained, you can preemptively cast Condemn toward enemies then immediately cast Penance, protecting your health pool from damage with newly earned shield points.
Condemn's wave grows in height and width as it travels, allowing it to chain airborne enemies such as Shield Ospreys when cast from a distance.
You can cast Condemn while aiming, firing, and reloading weapons, as well as when moving and maneuvering with parkour, without interruption.
Thurible and Condemn share the same Ability Range value at max rank. Since Thurible's aura is constantly visible while active, it can be used as a range indicator for how far Condemn's wave will travel from your position.
Shield points can be gained while you are invulnerable under Covenant's protection.
For new and experienced players, the ability will affect the Stalker for about a second or so. Crucial for newer players using Harrow to give them an advantage.
Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)
Misc:20 m/s (expansion distance per sec) 100% (status cleanse on cast)
Info
Hildryn emits a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by 20 meters per second over a duration of 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their currentShields and Armor by 10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
Pillage cannot be cast while Aegis Storm is active.
Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
Subsumed Pillage uses 50 energy instead of shields.
Blazing Pillage is a Warframe Augment Mod for Hildryn that makes enemies affected by Haven receive Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by Pillage.
Similar to Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
Polarize Emit an energy pulse that depletes enemy shields and armor, creating shards which become deadly when mixed with Magnetize. Shields of allies touched by the pulse are restored.
Strength:250 / 300 / 350 / 400 (True damage and shield restoration) 1x / 1.5x / 2x / 2.5x (damage multiplier as Magnetic damage)
Range:5 / 6 / 7 / 8 m (initial and explosion radius)
Misc:5.9 m/s (pulse travel speed)
Info
Mag produces a pulse of magnetic energy with an initial radius of 5 / 6 / 7 / 8 meters that expands outwards over 2 / 3 / 4 / 5 seconds at a constant speed of 5.9 meters per second for a 37.5 meters total radius. If the enemy has shields, the pulse deals 250 / 300 / 350 / 400 damage to it. If the enemy has armor, the armor value gets reduced by 250 / 300 / 350 / 400 and the enemy additionally suffers True Damage equal to the armor removed. Additionally, allies' shields are restored by 250 / 300 / 350 / 400 if they are present in the initial radius or come in contact with the pulse.
Shield/armor damage and shield restoration are affected by Ability Strength.
If an armored enemy is the target of Magnetize, the damage is multiplied by 200%. This does not affect enemies inside Magnetize that are not target of a cast.
All enemies with shields or armor within the initial radius, or that come in contact with the expanding pulse, will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 5 / 6 / 7 / 8 meter radius of each drained target.
Damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
Ability Synergy: Drained enemies drop one or two shards that store 50 damage each that will be absorbed by Magnetize if the shard contacts it.
Stored damage is unaffected by Power Strength or amount drained.
Shards will not get used up when touching a Magnetize bubble and will instead float around in it and drop to the ground after the bubble ends. They despawn 30 seconds after their creation.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to the Cryopod, Cryocore, Excavator in an Excavation mission or an Artifact in a Defense mission.
Can break reinforced glass in Corpus Ships and Laser Plates/Rotation Plates on Orokin Tower laser traps, given an enemy with shields/armor is near them and was affected by Polarize.
Magnetizing the bones of all enemies within a 8 / 10 / 13 / 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500Magnetic damage over three segments, as well as 800 / 1000 / 1250 / 1500 extra Magnetic damage per segment to the main target of a Magnetize field.
Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
With a maxed Blind Rage and Intensify, a rank-3 Crush will deal ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize bonus damage =((1500 ÷ 3) + 1500 ) × (1 + 1.29)^2 = 10,488.2 damage for each tick on a Magnetize target.
Additionally, allied Warframes and Companions in the radius of the ability have their shields replenished by 40 on cast, plus an additional 10 / 15 / 20 / 25 per enemy hit per tick.
Shield restore per hit is affected by Ability Strength, while the initial amount is not.
Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
Some of Crush's visual effects will appear gold when cast by Mag Prime.
Casting Crush is a full-body animation that will prevent movement for the entire animation.
Fracturing Crush is a Warframe Augment Mod for Mag that gives Crush the ability to temporarily immobilize survivors and temporarily reduce their armor.
Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of Magnetic damage.
Crush does not rely on line of sight, using mods for enemy radar such Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
Bugs
Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
Overshields will apply to allied Operators as well, up to a maximum of 500shields.
(TAP) SHRAPNEL VORTEX
Creates a slashing, staggering swirl of shrapnel.
(HOLD) SHIELD SATELLITES
Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.
Misc:1 m (initial jump height)3 (shrapnel grenades per throw) 45° / 90° / 135° (shrapnel grenade spread) 33 % (Slash status chance) 100 % (stagger chance)4 (shield grenades per throw) 45° / 65° / 115° / 135° (shield grenade spread) 1 (limit of allies per satellite) 2 s (shield gate extension)
Info
Protea flourishes with a graceful leap, expending 25Energy to jump up 1 meter then scattering a cluster of grenades thrown in an arcing trajectory toward the aiming reticle. Tapping or holding down the ability key (default 1 ) causes Protea to throw one of her two grenade types: the Shrapnel Vortex or Shield Satellite.
Throwing animation speed is affected by casting speed, from mods such as Natural Talent and Speed Drift.
Initial jump height is not affected by mods.
Tap/Hold cast can be inverted in the Options menu.
Protea reconfigures her two grenade types depending on the casting method:
Shrapnel Vortex
Tapping the ability key scatters 3 grenades along the 45, 90, and 135 degree angles, in the Shrapnel Vortex configuration. On impact with a surface or object, shrapnel grenades bounce away and fall to the ground; landing on a horizontal surface triggers the grenade to release a vortex of flying shrapnel, lasting for 13 seconds. Each shrapnel vortex spans a 2 / 3 / 4 / 5 meter radius, inflicts 200 / 250 / 350 / 500Slash damage per second with a 33% status chance and a 100% chance to stagger enemies slightly or strongly on each hit.
Shrapnel grenades per throw, shrapnel grenade spread, and status chances are not affected by mods.
Shrapnel Vortexes do not require line of sight to damage and stun enemies within range.
Shrapnel grenade uses a custom model that resembles the shape and pattern of a baseball. When deployed, the grenade spins rapidly in place while emitting a glow of energy particles.
Shrapnel Vortex visually creates a sphere consisting of multiple trails of energy particles that encircle the grenade at high speed.
Shield Satellite
Holding down the ability key instead scatters 4 grenades along the 45, 65, 115 and 135 degree angles, in the Shield Satellite configuration. On impact with a surface or object, shield grenades bounce away and fall to the ground; landing on a horizontal surface activates the satellites to take flight and seek out allies within 2 / 3 / 4 / 5 meters around the landing zone. When Protea or her allies move in range of a satellite, it will attach to the nearest target and orbit around 1 ally, instantly restoring 200 / 300 / 400 / 500Shield points then constantly recharges 25 / 30 / 40 / 50 shield points per second until it reaches the Overshields limit. Each shield satellite lasts for 13 seconds once deployed, or until its target's shield gate is triggered; upon shield gate trigger, the satellite is destroyed to provide 2 extra seconds of invulnerability to its target.
Shield grenades per throw, shield grenade spread, limit of allies per satellite, and shield gate extension are not affected by mods.
Satellites do not require line of sight to be picked up by allies in range.
Each satellite's pickup radius will briefly appear when first deployed. While standing outside of the pickup radius, active satellites appear surrounded by an energy sphere to guide allies toward them.
Shield points per second is constant throughout a satellite's lifetime, allowing shields and overshields to replenish upon taking damage.
Has no effect on Inaros or Nidus, due to their lack of shields.
Shield satellite uses a custom model that resembles a spherical device with visible mechanical parts. When deployed on the ground, the satellite floats and weaves around the air several meters above while an energy stream anchors it to the surface.
Shield satellites visually orbit their target in a steady clockwise motion, directly facing it while funneling an energy stream to reinforce shields, represented by a translucent cluster of connected hexagons.
Ability Synergy:
Shrapnel vortexes contribute damage to Temporal Anchor's recorded damage pool for the implosion on rewind.
Can be recast while active to deploy multiple instances of shrapnel vortexes and shield satellites.
Casting Grenade Fan is a full-body animation that allows movement with enforced height displacement.
Tips & Tricks
Grenades travel along separate angles and in an arc. Aim at the ground to quickly deploy them in close proximity, or aim high to throw and scatter them over a long range, far apart from each other.
Protea will always jump before throwing her grenades, even while she is airborne. Take into account the height difference when casting to land your grenades where you intend.
Jump into the air and use Aim Glide while casting Grenade Fan repeatedly. This allows Protea to reorient herself by moving the reticle between throws to create lines of Shrapnel Vortexes facing different directions.
Shrapnel Vortexes stun and push enemies away by staggering them on hit. Throw close together to quickly stack damage, procs, and stuns.
Shield Satellites persist on allies even after Overshield cap is reached. Throw multiple times to provide autonomous cover for your team, that replaces destroyed satellites to protect allies as their shield gates are triggered by enemy damage.
Activate Temporal Anchor and throw multiple Shrapnel Vortexes at groups of enemies. Direct damage from the vortexes, including damage over time from the Slash status effects, are all recorded to fuel the temporal implosion.
Energy points spent on casting Grenade Fan will be restored by Temporal Anchor's rewind.
Grenade Fan is the least expensive ability in Protea's kit, making it ideal to power up her passive Ability Strength bonus on every fourth cast.
Shield Satellites persist on allies who transition into Archwing (either in open world areas or exiting a Railjack), extending their survivability.
Danse Macabre Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.
Misc:9 (number of beams) 100 m (sweep area) 1 rev/sec (rotation speed) 20% (status chance) 40% (boosted status chance) 50 (overshield points per pickup)
Info
Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
Number of energy beams and sweep area are not affected by mods.
Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
While active, all damage received by Revenant is stored into a total damage pool, then gradually transferred to each energy beam as additional damage per second.
Damage stored is tracked by the buff icon beside the shield and health bars.
Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key.
Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
Boosted damage per second is affected by Ability Strength.
Boosted beam radius is affected by Ability Range.
Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with infested flesh.
Corrosive status effect reduces a target's current armor by 26%, with further procs removing 6% for up to 80%. Each proc has a duration and will end on its own.
Magnetic will deal 100% bonus damage to shields, dealing 25% more with every consecutive proc for up to 325% extra damage. It will also stop natural shield regeneration from shielded enemies.
Gas status effect will proc a gas damage over time effect to the target, which increases in size and damage with consecutive procs while damaging nearby enemies.
Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Enthralled enemies killed by this ability drop a unique pickup that grants 50Overshields when collected by Revenant or his allies.
Energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave has 50% reduced energy cost and can be cancelled at any time during Danse Macabre. Casting speed becomes instantaneous and allows limited steering with the movement keys during the dash.
Revenant cannot cast Enthrall or Mesmer Skin, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant is immune to knockdown while channeling this ability.
Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
Bugs
Getting near any edge eligible for automatic edge grabs with the ability active will lock the player out of using Reave and disabling Danse Macabre, making the depletion of all energy the only way to disable channeling.
Upon energy depletion, the player will be relocated near the edge that caused the bug to initiate the queued animation.
Increasing beam damage, and subsequently energy cost, still works.
Misc:50 m (affinity range) 75% (damage reduction cap)
Info
Trinity invokes potent restorative and defensive power from within, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health capacity within her own shared Affinity range. Trinity and all affected allies will be granted 25% / 30% / 40% / 50% damage reduction against incoming enemy damage for 3 / 5 / 7 / 10 seconds.
Shield/health restoration and damage reduction are affected by Ability Strength.
Heal range is set to shared affinity range, and is not affected by Ability Range. However, it is affected by Mending Unity resulting in 75 meters and significantly increased with Fosfors.
Damage reduction is capped at 75%, achievable by a 50% increase in Ability Strength.
Damage reduction affects damage taken to shields and overshields, in addition to health.
On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted, and Trinity's allies will be able to safely revive her. The damage resistance for Trinity still applies, even while being downed.
After the oxygen has completely run out in Survival, Blessing will replenish Trinity's health and shields as well as grant damage resistance. However, health and shields will still be depleted at a rapid rate, eventually leaving Trinity and her allies at 5 health. After an ally's shields have been depleted at this stage of the mission they will stay depleted, similar to the No Shields Nightmare mode challenge, and Blessing cannot recover them anymore.
While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
Can be recast while active. Blessing's previous damage resistance values will be overridden.
In addition to disappearing when the the buff timer reaches zero, Blessing will disappear for a brief moment when recasting.
In addition to the above, Blessing disappears when the caster of the Blessing goes into Archwing mode.
Tips & Tricks
Building up overshields with Vampire Leech while Blessing is on provides Trinity and her team with a constant substantial damage buffer, since recasting Blessing will always leave a small window of no damage reduction, and Blessing's damage reduction applies to the generated shields and overshields.
Because Blessing is unaffected by Ability Range mods, it's recommended to use Narrow Minded. The negative range from Narrow Minded does not affect the range of Blessing.
A build focused on Blessing does not need more than a 50% increase in strength. At 150% Ability Strength, Blessing's restoration is 100% and Blessing's damage resistance is 75%, the max resistance Blessing can achieve.
Due to the high energy cost, it's recommended to use Fleeting Expertise and Streamline to reduce the cost to 25 energy.
At 125% Ability Strength, Trinity can immediately reset shield gating of herself and allies with a cast of Blessing, providing high survivability.
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from Wisp's Reservoirs
Expend 50Energy to restore your Shield points to 25% / 50 / 75 / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
Allied Shield Ospreys will increase players maximum shield capacity by 100, plus 35% of base shields.
Additional Ospreys will give an additional +35% bonus, but not the +100 bonus.
Allied Guardian Eximus will heavily increase shield recharge rate.
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.
A Warframe's shield counter in purple, showing boosted values from its overshield.
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 Harrow who instead has 2,400 due to his Passive) and 600 for Companions, and this value cannot be increased in any way (with the exception of using Blast Shield for Sentinels or MOAs). Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.
Shield Gating is an effect that occurs when shields are fully depleted, which prevents any excess damage leaking into the health pool. Warframes, Companions, and Necramechs 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 Hildryn, allies affected by Hildryn's Haven, allies affected by Protea's Grenade Fan, 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.
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%.
For shields, the ranges of level differences at which scaling transitions from exponential growth to a plateau is between 70 & 80. The formula by which enemy shields scale is as follows:
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.
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!
Shields and HP are two critical elements to keep track of in Warframe, but when fighting enemies it can be difficult to keep track of how much damage you’ve taken in the heat of combat. This Update contains new visual and audio cues for when your Warframe takes damage in combat.
When taking damage in combat damage will sound different depending on if your shields are down or intact. Additionally shields ‘breaking’ have a new audio cue to help you better keep track of when your health is exposed to enemy fire.
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.