Shields regenerate automatically. They can also be replenished with Abilities and items like Health Orbs. Stack Shields to create Overshields, which offer additional protection.
> When Shields break, become invulnerable for |AMOUNT| seconds. Increase Max Shields to increase the invulnerability duration.
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.
All Warframes, except Inaros, Kullervo, and Nidus, 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.
Effects[]
Shields recharge after a couple seconds when not being damaged. In addition, when shields are fully depleted, the user experiences a brief period of invulnerability known as shield gating.
The shields of player's Warframes, Operators, Archwings, Railjacks and Necramechs enjoy a 50% Damage Reduction. However, shields receive no damage mitigation from armor and are overall 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.
Increasing Maximum Shields[]
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 Redirection, which increases their shields by a value based on the Warframe's maximum shields.
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.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
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.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance. The radius of this damage effect is not increased with ability range.
The health bonus stacks additively with base health modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% 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.
A rank-3 Elemental Ward with Intensify and a maxed Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
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.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. 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.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers.
A rank-3 Elemental Ward with Intensify and a maxed Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437.
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 after hitting Chroma. 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.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
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.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
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.
Its damage increase is considered as a Universal base damage increase, same as Vex Armor and Arcane Arachne
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.
The damage reflection is calculated using the damage before any damage reduction.
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 expends 25Energy to transform between her night or day forms. 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.
Upon switching to Night Form, Equinox can use Rest, Pacify, and Mend.
She gains 100 / 150 / 200 / 250armor and 50 / 75 / 100 / 150shields.
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 370 + 370 × 1 + 150 × 1.3 = 935 shields and 135 × 2 + 250 × 1.3 = 595 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.
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).
Form switch takes about 1 second to 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.
Hildryn expends 250shields or overshields to overcharge 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.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 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.
When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
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.
Ability Synergy:
When Blazing Pillage is equipped, enemies affected by Haven when Pillage passes through them will inflict Heat damage with a guaranteed status effect and restore additional shields.
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.
Regaining Shields[]
Passive Restoration[]
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. Restoring some shields after fully depleting them or during the 4-second shield recharge delay (e.g. with Augur Mods set bonus) will not lower the recharge delay. In addition, damage from Status Effects like Slash or Heat do not reset the delay timer.
Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:
To calculate the time needed for depleted shields to regenerate to max shields:
This delayed full-recharge penalty is also less noticeable with higher shielding. Despite taking longer to fully recharge shields at higher values, the relative increase in recharge time begins to taper off after around 900 maximum shield capacity, where it takes 15 seconds to fully recharge. After this point, additional shield capacity will cause a less noticeable increase in the time it takes to fully recharge shields compared to lower values. Even with over 10,000 maximum shields, it will never take more than 20 seconds to fully restore shields.
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.
Hildryn expends 250shields or overshields to overcharge 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.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 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.
When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
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.
Ability Synergy:
When Blazing Pillage is equipped, enemies affected by Haven when Pillage passes through them will inflict Heat damage with a guaranteed status effect and restore additional shields.
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.
Cycle through three songs that strengthen allies. Power of The Seven increases Ability Strength. Deathbringer increases Weapon Damage. Spirit of Resilience increases Shield Effectiveness. Extend the duration of each song by killing enemies surrounded by Judgments.
Misc:
10m (pushback range) 5m (Stagger range) 1 s invulnerable during cast 50 m Affinity Range auras 150% Power of The Seven Ability Strength cap -80% Spirit of Resilience recharge delay cap 2 s Judgments extra aura duration on kill
Jade expends 50energy by holding down the ability button (default 2 ) to sing with triumphant praise. Enemies within 10 meters are pushed backwards while those within 5 meters are also Staggered. Jade becomes Invulnerable for 1 second while blessing herself and allies with one of three holy hymns: Power of The Seven, Deathbringer, or Spirit of Resilience, as an aura spanning her Affinity Range for 15 / 20 / 25 / 30 seconds:
The damage bonus is additive to the damage increase from mods such as Serration.
Light beige colored icon on cycle wheel.
Spirit of Resilience: Restores Shields by 4% / 6% / 8% / 10% per second, which can flow into Overshields, and reduces Shield Recharge Delay by 10%.
Shield regen bonus stacks with native shield regeneration, and does not apply during the Shield Recharge Delay period.
Shield Recharge Delay reduction is capped at -80%, achievable with 800%Ability Strength.
Sky blue colored icon on cycle wheel.
Buffs are shown above Jade's ability icons as a custom UI element including a cycle-selection wheel, duration timer, hymn icons, names and effect descriptions.
Buffs can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
The active aura is indicated by a buff icon beside the hitpoints indicator, an audio cue on cycle selection, and the musical wavelength visual effect surrounding Jade.
Can be recast with hold-cast to refresh duration to full.
The ability duration is capped at twice the modded full duration.
Recasting while the remaining duration is greater than the ability's full duration (due to increases from killing enemies debuffed with Judgments) will lower the current duration to the modded full duration.
Power of The Seven enhances Light's Judgment, Ophanim Eyes, and Glory on High's Ability Strength. Deathbringer enhances Glory's damage.
Tips & Tricks
Each cycling of the buff aura by tapping the ability key counts as a fresh ability cast. this allows jade to take advantage of external ability strength buffs after casting without needing to spend any more energy. this does also mean, however, that the strength buff can be lost if the buff aura is cycled after the strength buff expires.
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:
Cycle through Sentient unit types, then summon them to Caliban's side. Conculysts focus on raw melee damage. Ortholysts specialize in ranged attacks and inflict Tau Status Effect. Summulysts summon their own Choralysts and provide shield protection for the squad.
Caliban expends 50Energy by holding down the ability button (default 3 ) to call down Sentient reinforcements from above: Caliban's Conculysts, Caliban's Ortholysts, or Caliban's Summulyst. Sentient fighters are summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his Ability Strength, with a damage multiplier of 1x / 1.5x / 2x / 2.5x and a Health multiplier of 1x / 1.33x / 1.66x / 2x, and inflict 10x damage to non-Sentient enemies, as they fight alongside Caliban for ? / ? / ? / 45 seconds before self detonation. All Sentient fighters restore the Shields of Caliban and his allies within 25 meters and in soft Line of Sight by 10 / 15 / 20 / 25 shield points per Sentient fighter per second which overflows into Overshields.
Caliban's Conculyst:
3 melee fighters will appear when the ability is cast.
Occasionally performs a tornado attack inflicting 1000Tau damage. This lasts for 10 seconds with a cooldown of 4 seconds.
Caliban's Ortholyst:
3 ranged fighters will appear when the ability is cast.
Fires cannons with 100%Tau status chance and mortars with 300%Tau status chance.
Caliban's Summulyst:
1 summoning unit will appear when the ability is cast.
Continuously summons up to 6Caliban's Choralysts with increased Threat Level. Due to the higher number of summons, the Summulyst and Choralysts also provide more shield regeneration than other Sentient fighters.
A Choralyst that dies will immediately be resummoned by the Summulyst if it is still alive.
Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
Shield recharge is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
Can be recast while active, refreshing the duration and replenishing up to the maximum number of Sentient fighters.
Only one group of Sentient fighters can be active at a time. Casting the ability to summon a different group will remove the current group.
Sentient fighters are shown above Caliban's ability icons as a custom UI element including a cycle-selection wheel, duration timer, icons, names and effect descriptions.
Sentient fighters can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
Sentient fighters possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
Sentient fighters do not have collision.
Sentient fighters will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him.
Sentient fighters will receive percentage damage to their hitpoints and repeated Stagger when inside an ability-nullifying field, such as those of the Nullifier Crewman.
Other players will see a dithering effect on Caliban's Sentient fighters to differentiate them from their enemy counterparts.
Ability Synergy:
Razor Gyre can generate shields if used while Caliban is at full health, allowing Lethal Progeny's shield recharge to immediately resume.
Fusion Strike coordinates Conculysts to fire their own Fusion Strikes at Caliban's reticle for 0.5x damage effectiveness.
Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
Caliban visually raises his left arm toward the sky to summon the Sentient fighters that descends immediately from high orbit above. Their appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
When receiving shields from Lethal Progeny, Tenno are linked to the Sentient fighters via a continuous stream of blue shielding energy.
Tips & Tricks
Conculysts are effective at dealing damage.
Ortholysts are effective at rapidly applying Tau status effects.
Summulyst and its Choralysts are effective at distracting enemies thus improving Caliban's survivability.
All Sentients are surprisingly durable even in The Steel Path, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
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 expends 50Energy to activate, then drains 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 ).
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 killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
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 and Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as Slash damage. 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.
Enemies damaged by the aura are temporarily stunned.
The aura damage, proc, and stun will only apply once to each individual enemy.
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 area of effect 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 Casting Speed.
Energy Transfer is a Warframe Augment Mod for Equinox that allows Mend & Maim to remain active when switching forms via Metamorphosis, transforming the stored damage OR health charge into the corresponding opposite.
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's Accumulated Damage release deals only Slash damage and does not inflict status effects, it does not bypass Armor.
Maim is, however, quite effective against the Infested as they possess no armor and, except for Infested Deimos, 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 restored per kill is still affected by Ability Strength.
Harrow expends 25energy to swing his thurible to cast a spectral afterimage forward that travels along the ground for 15 / 16 / 18 / 20 meters with a width of 2.5 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 a 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.
Condemn will affect the Stalker for about a second or so, which may be helpful for newer players using Harrow to get an advantage.
Hildryn expends 150shields or overshields to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 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 current Shields or total 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.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Enemy armor and shields are fully removed at 400%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 328% Ability Strength.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Does not steal from enemies without shields or armor stats.
Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
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.
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.
Modding for Corrosive Projection or Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Mag expends 75energy to emit a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 points with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
Initial radius and traveled distance are summed to: Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
Cast animation of 1 second, affected by Casting Speed.
Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
All drained enemies 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 2.5 / 3 / 3.5 / 4 meter radius of them.
Explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
Explosion can hit objects, such as Containers and Resource Nodes.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 50 damage distributed evenly between Puncture and Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
Shards will return to their previous state when Magnetize ends.
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 stationary defense objectives such as Cryopods and Excavators.
Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
Pairing this combo with Nourish will grant Shards Viral damage and status, allowing you increase their Bleed damage even further.
The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
At 139% strength, Polarize will fully replenishes Mag's shields.
Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Mag expends 100energy to magnetize the bones of all enemies within a 18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500Magnetic damage over three segments and Knockdown on the final segment. Additionally, Mag and her allies recover 10 / 15 / 20 / 25shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
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 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
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.
Ability Synergy: The main target of Magnetize receives an additional 800 / 1000 / 1250 / 1500Magnetic damage from Crush.
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.
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 3 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.
Tap the ability key to scatter 3 grenades horizontally offset from the reticle by -45°, 0°, and +45° in the Shrapnel Vortex configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a vortex of flying shrapnel for 13 seconds. Each shrapnel vortex has 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 tick.
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
Hold down the ability key to scatter 4 grenades horizontally offset from the reticle by -45°, -25°, +25°, and +45° in the Shield Satellite configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a floating shield satellite with a lifetime of 13 seconds. The satellite will attach to the first nearest ally without an attached satellite that comes within 2 / 3 / 4 / 5 meters of it and instantly restore 200 / 300 / 400 / 500shield points to them. While attached, it constantly provides 25 / 30 / 40 / 50 shield points per second for the ally, capping at their Overshields limit. If the ally's shield gate is triggered while it is attached, the satellite will grant 2x minimum shield gate invincibility duration and immediately terminate.
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 regenerate immediately following damage.
If the shield gate is triggered with a Shield Satellite attached and mods like Brief Respite or the Augur set are used, their lower shield gate duration will override the one from the Shield Satellite.
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.
Shield gating does not provide any protection for shields itself, and consequently cannot protect shield satellites. Thus, heavy fire can cause a single ally (ex. Protea herself) to acquire and lose a series of shield satellites very quickly.
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.
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.
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.
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. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
Damage resisted by Mesmer Skin is stored, despite not injuring Revenant.
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, Volt's Speed, and Wisp's Reservoirs Haste Mote.
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.
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 Infested.
Danse Macabre costs 25energy to activate, then consumes 20 energy per second (40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Danse Macabre's energy drain is not converted into shields by Augur Mods.
Ability Synergy:
Enemies affected by Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50Overshields when collected by Revenant or his allies.
Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
Explosion deals the remaining damage of the pillar to surrounding enemies.
Explosion damage diminishes with distance.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave costs halved energy during Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant can cast Reave or a subsumed ability over Reave via the Helminth system 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
Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
Styanax expends 75energy to stand his ground and sound a gallant call, increasing his Threat Level while raising his own and his allies' morale within 30 meters. Rally Point grants affected Warframes and Companions3 Energy points regeneration per second, with each kill or assisted kill by rallied allies restoring their personal Shield pool by 20 / 30 / 40 / 50 shield points, which overflow into Overshields. Once cast, Rally Point persists on affected allies, lasting for 30 seconds.
Energy regeneration does not occur during channeled abilities.
If Styanax himself is the caster, shields per kill and energy regen values are displayed as an ability Buff icon beside Styanax's hitpoint indicators.
Rally Point from another Styanax displays only the shields per kill and remaining duration timer on the ability buff icon.
When Rally Point expires, a war-time drumbeat sound effect plays to alert all rallied players.
Can be recast while active to refresh duration to full and buff new allies in range.
If there are multiple Styanax players in a squad, the highest buff value will take effect and cannot be overriden by lower valued buffs, unless the timer has less than 10 seconds remaining.
Casting Rally Point is a full-body animation that interrupts Styanax's grounded movement and other actions.
When cast while airborne, it is a one-handed animation that still allows shooting and movement.
Styanax and rallied allies visually pulse with energy lines, while enveloped by a shield-like form-fitting barrier. When a direct kill or kill assist occurs on an enemy by a rallied ally, a wisp of Void energy bursts from the enemy and rapidly flies to that ally to replenish shields.
Void wisps are affected by the chosen energy colors on each individual rallied ally.
Multiple Void wisps can appear from an enemy when kill-assisted by multiple rallied allies.
Tips & Tricks
Rally Point builds up Styanax's shields into Overshields to fuel his passive Hoplite weapon Critical Chance bonus.
Axios Javelin's vortex assists in grouping enemies and Tharros Strike's defense reduction cripples them for rapid shield recovery to Styanax and rallied allies on kills/assists.
Final Stand's javelin barrage rapidly inflicts damage to secure kills/assists to strengthen Styanax's shields.
Trinity expends 100energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them 25% / 30% / 40% / 50%Damage Reduction for 3 / 5 / 7 / 10 seconds.
Cast time of 0.5 seconds is affected by Casting Speed.
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%.
Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
Blessing's damage reduction increases the effectiveness of her Vampire Leech augment's overshields.
Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
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 Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
Remaining cooldown time is displayed on the ability icon during its countdown.
Shields are restored after the casting animation finishes.
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.
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.
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. Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.
Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding. Overshields have a maximum value of 1,200 for Warframes and 600 for Companions. This value cannot be increased except for the following:
Catalyzing Shields sets the maximum invulnerability window to 1.33 seconds upon fully recovering shields, at the cost of reducing maximum shields by 80%.
Equipping the Decaying Dragon Key caps the invulnerability window to 0.33 seconds regardless of maximum shield value.
Restoring any amount of shields during the invulnerability period will immediately end it.
Enemies have a shield gate that lasts 0.1 seconds, during which only 5% of the damage dealt will damage their health. However, targeting weakspots will completely bypass their shield gate.
Shield Reduction[]
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 is between 70 & 80.
Corpus[]
The formula by which Corpus shields scale is as follows:
When Current Level - Base Level < 70
When Current Level - Base Level > 80
Corrupted[]
The formula by which Corrupted shields scale is as follows:
When Current Level - Base Level < 70
When Current Level - Base Level > 80
Grineer[]
The formula by which Grineer shields scale is as follows:
When Current Level - Base Level < 70
When Current Level - Base Level > 80
Eximus[]
Eximus shield scaling is the same across all factions
The formula by which eximus shield scales is as follows:
When Current Level - Base Level < 70
When Current Level - Base Level > 80
In addition, the base shield is also increased between certain breakpoints:
Between level differences 0 inclusive and 15 inclusive, base shields stays the same as listed in the Codex.
Between level differences 15 exclusive and 25 inclusive, base shields is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base shields).
Between level differences 25 exclusive and 35 inclusive, base shields is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base shields).
Between level differences 35 exclusive and 50 inclusive, base shields is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base shields).
Between level differences 50 exclusive and 100 inclusive, base shields is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base shields).
Above level difference of 100, base shields will stay +500% (6x) of its Codex value.
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.
Removing Enemy Shields[]
All shield strip effects removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. For example, with an ability that removes 50% shields, the first cast will bring shields down from 100% to 50%, and the second cast will bring the 50% down to 25%.
Magnetic status effects amplifies damage dealt to shields by 100% for 6 seconds. This stacks up to 10 times, with each subsequent proc increasing damage by 25% for a total of 325%.
Converge three streams of raw energy upon a single point, causing a massive explosion. The streams strip armor and shields, and each enemy struck detonates on stream convergence. Summoned Conculysts can wield their own mini Fusion Strikes.
Caliban expends 100Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of 15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts ? / ? / ? / 15,000Tau damage per second with 20% status chance. Caliban is Invulnerable and immobile, but able to aim the reticle with reduced camera panning speed and increased field-of-view to sweep the beam at multiple targets. Upon full convergence, enemies that have been directly hit by beams detonate for 2,500 / 3,000 / 4,000 / 5,000Tau damage, as the streams collapse into an explosion over a 5 / 6 / 8 / 10 meter radius that inflicts ? / ? / ? / 750Tau damage and violently pulls enemies inward, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for 6 / 9 / 12 / 15 seconds. All enemies directly hit by the beam and wander in the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Enemy armor and shields are fully removed at 200%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
Defense strip only occurs once per ability cast.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
Lethal Progeny's Conculysts fire their own Fusion Strikes as they coordinate with Caliban's Fusion Strike aimed at the reticle, with 0.5x damage effectiveness.
Can be recast while active to create new fallout fields.
Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
This ability converges three beams that implodes, leaving a field that permanently strips the target's current shields by 50%. At 200%Ability Strength, Fusion Strike can remove all shields.
Dagath expends 100Energy to summon 5 spectral remnants of Rakhali's soul in a cavalry charge formation 5 meters away. During the casting time of 1.5 seconds, Dagath becomes Invulnerable then commands the cavalry of phantom Kaithes to continuously charge forward for 2 / 2 / 3 / 3 seconds. Each spectral Kaithe inflicts 15,000 / 20,000 / 25,000 / 30,000Viral damage and Stagger per 0.15 seconds to all enemies in its path; damage is dealt in full on each interval and continues for as long as enemies remain in physical contact with the phantom Kaithes.
All effects apply to enemies in contact with Kaithes during the summoning animation.
Enemies touched by Kaithes emit a burst of ghostly light on every hit.
Phantom Kaithes charge in a V formation, with the leading Kaithe in the center. Each Kaithe has a sizable hitbox to strike multiple enemies, aided by the stagger effect.
When cast while Dagath is on the ground, phantom Kaithes' formation is aligned with the leading Kaithe summoned on the nearest available horizontal surface, regardless of Dagath's own elevation.
When cast from the air, the Kaithes align toward the exact direction of Dagath's aiming reticle and can fly through the air. If they touch the ground, they charge forward wherever their head is facing and run along the surface, adhering to any changes in the terrain.
Phantom Kaithes will phase through vertical terrain and obstacles as they travel, by visually passing through a ghostly portal aligned with the wall.
Phantom Kaithes damage and break destructible Objects such as crates and resource caches.
Ability Synergy:
Stampede Doomed foes with Rakhali's Cavalry to trigger Phantom Wrath, and induce 20% / 25% / 30% / 35% permanent Shields and Armor reduction. Defense reduction on Doomed foes occurs on everyViral damage instance from individual Kaithes.
Defenses are fully removed at 286% Ability Strength from a single hit. However, because the Cavalry deals multiple instances of damage, far less Strength is necessary, with 143% Ability Strength fully removing defenses after two hits.
Can be recast while active to summon all Kaithes toward a new direction. Previous cavalry charge is removed on recast.
This ability sends forth five spectral horses that charge forward; enemies affected by Doom are permanently stripped of their shields by 35% per hit. At 286%Ability Strength, a single hit of Rakhali's Calvary can remove all shields; however because the ability strikes multiple times, far less Strength is needed, with 145% removing all shields from just two hits.
Hildryn expends 150shields or overshields to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 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 current Shields or total 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.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Enemy armor and shields are fully removed at 400%Ability Strength. With one Corrosive Projection, armor will be fully stripped at 328% Ability Strength.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Does not steal from enemies without shields or armor stats.
Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
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.
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.
Modding for Corrosive Projection or Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
This ability releases a pulse that permanently removes shields by 25% to all enemies hit by the pulse.
Jade summons an accusatory gaze that slows nearby enemies and dissolves their Shields and Armor. When the gaze falls upon allies, they can be revived from a distance.
Jade expends 50energy to assemble her beloved Ophanim orbitar choir, accusing all who stand within her Line of Sight in a 20 meter conical gaze with an angle of 70° for 15 / 20 / 25 / 30 seconds. Gazing upon enemies inflicts 20 / 30 / 40 / 50Heat damage per second, 6% / 9% / 12%/ 15%Slow per second stacking up to a cap of 90%, and permanently lose 4% / 6% / 8% / 10% of their Armor and Shields per second; once defenses have been removed, the enemy receives a HeatStatus Effect. Gazing upon fallen allies in Bleedout state will halt their bleedout timer and gradually gain revive progress until full revival.
Holding the ability button (default 3 ) while active will cancel the ability. Tap-cast while active to refresh duration to full.
Each Ophanim Eye projects a light streak toward the reticle to indicate Jade's conical gaze direction.
When in Operator mode, Ophanim Eyes remain active and stares at the last direction before Transference.
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Mag expends 75energy to emit a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 points with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
Initial radius and traveled distance are summed to: Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
Cast animation of 1 second, affected by Casting Speed.
Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
All drained enemies 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 2.5 / 3 / 3.5 / 4 meter radius of them.
Explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
Explosion can hit objects, such as Containers and Resource Nodes.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 50 damage distributed evenly between Puncture and Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[2]
Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
Shards will return to their previous state when Magnetize ends.
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 stationary defense objectives such as Cryopods and Excavators.
Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
Pairing this combo with Nourish will grant Shards Viral damage and status, allowing you increase their Bleed damage even further.
The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
At 139% strength, Polarize will fully replenishes Mag's shields.
Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Nyx expends 50energy to launch 3 / 4 / 5 / 6 flying bolts of telekinetic energy toward her aiming reticle, which psychically seek out nearby enemies within her Line of Sight and 60 meters. Each psychic bolt dissipates and applies a Stagger on successful hit, temporarily removing enemy Armor and Shields by 20% / 40% / 60% / 80% and SlowingInfested by 5% / 10% / 15% / 20% for 5 / 7 / 9 / 11 seconds.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total.
Enemies can still gain bonus shield buffs (such as from Shield Ospreys), which are added after the shield strip value. This bonus shield buff can not be removed by Psychic Bolts.
Bolts will disappear after traveling for a few seconds if they do not strike targets.
Number of bolts in flight is shown on the ability icon. Once the bolts expire, the number on the ability icon will indicate how many enemies are currently debuffed.
Can be recast while enemies are still debuffed. Recasting will cancel the effect on previous remaining target(s).
Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
With one player using Corrosive Projection, 100% armor strip can be achieved at 103% Ability Strength.
Psychic Bolts synergizes well with damage types that are effective against health classes (e.g. Cloned Flesh and Flesh), like Slash and/or Viral.
On the other hand, Corrosive or Magnetic, which is effective against armor/shield classes, gains less benefit from Psychic Bolts' full debuff.
A max rank Augur Secrets will put your Ability Strength at 124%, stripping defenses by 99% without removing their damage weaknesses to Corrosive, Radiation, and Magnetic.
This ability releases 6 telekinetic bolts that temporarily removes shields by 80% from up to 6 enemies in a single cast. At 125%Ability Strength, Psychic Bolts can remove all shields.
Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
Styanax expends 25energy to sweep his shield Tharros before him to release a horizontal fan of 9 shield projections, which travels a distance of 9 meters toward the reticle, bashing away enemies within a 135 degrees horizontal spread and 160 degrees vertical spread. With a heavy shove, Styanax also knocks back enemies within a 2.5 meter radius around him.
According to the actual test, 9 shield projectiles are only visual effects. The real hit range is a cone shape with a horizontal direction of about 135° and a vertical direction of about 160°. The radius is the skill range.
Each shield projectile is 15° apart horizontally. The strike edge overlaps with the shield projectile on the right side and extends an additional 15° on the left side.
Shield projections possess infinite Punch Through, hitting enemies along their flight path until they fade away at maximum distance.
Styanax's shove and the shield projections inflict pushback for 5 meters, stun for 2 seconds prompting melee Finisher (default X ), 50%Armor and Shields permanent defense reduction, and 250 / 500 / 750 / 1,000Impact damage on enemies. For each enemy struck, Styanax restores 50 / 65 / 80 / 100Health points.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Defense reduction, Health restore, and damage affect enemies protected by Overguard, but pushback does not, nor are they opened to Finishers.
Casting Tharros Strike is a full-body animation that interrupts Styanax's grounded movement and other actions.
Subsuming Styanax to the Helminth will offer Tharros Strike and its augments to be used by other Warframes.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Tharros Strike opens enemies to finishers briefly. Taking advantage of this requires using the ability at point blank or enemies pinned against a wall.
Axios Javelin's vortex assists Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.
Rally Point taunts enemies to aggressively approach Styanax, potentially grouping inside Tharros Strike's area of effect. Energy regen recovers Tharros Strike's low cost quickly. Tharros Strike's defense reduction permanently cripples enemies for Styanax and rallied allies to kill them for shield recovery.
Final Stand's Slash and Blast damage effectiveness are enhanced by Tharros Strike's defense reduction.
This ability hurls shields in a cone in front of Styanax that permanently strips the target's shields by 50%. At 200%Ability Strength, Tharros Strike can remove all shields.
Heeding the voices within to harness their powers, Xaku selectively casts one of three abilities originating from the three fallen Warframes. Tapping the ability key freely cycles the selection wheel between the Accuse, Gaze, and Deny sub-abilities. Holding down the ability key (default 3 ) expends 75energy to cast the selected power.
Tap/hold cast can be inverted in the Settings menu.
The Lost's cycle selection wheel appears above Xaku's ability icons. Each ability's duration timer is displayed below their associated sub-ability icons in the wheel.
Channel the Void to access their lost components' unique powers:
Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over infinite range. Up to 5 / 6 / 7 / 8 enemies within 5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for