For the health class, see Shield (Health).

Shields absorb Damage, except DmgToxinSmall64.png 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 NidusIcon272.png Nidus and InarosIcon272.png 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.


Effects[edit | edit source]

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 HildrynIcon272.png Hildryn.

DmgMagneticSmall64.png Magnetic Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. DmgToxinSmall64.png Toxin damage completely ignores normal shields, dealing damage directly to the health points underneath.

Shield Types[edit | edit source]

There are three shield types, which are partitioned into just two Factions, the Corrupted faction borrows from these.

Faction Shield Types
IconCorpusB.svg Corpus Shield Proto Shield
IconOrokinB.svg Corrupted Corrupted units are copies from other factions; they have identical health classes to their originals.
LotusBlack.png Tenno Tenno Shield
Shield
DmgImpactSmall64.png Impact +50%
DmgPunctureSmall64.png Puncture -20%
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold +50%
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat
DmgToxinSmall64.png Toxin N / A
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic +75%
DmgRadiationSmall64.png Radiation -25%
DmgViralSmall64.png Viral
DmgTrueSmall64.png True
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Proto Shield
DmgImpactSmall64.png Impact +15%
DmgPunctureSmall64.png Puncture -50%
DmgSlashSmall64.png Slash
DmgColdSmall64.png Cold
DmgElectricitySmall64.png Electricity
DmgHeatSmall64.png Heat -50%
DmgToxinSmall64.png Toxin +25%
DmgBlastSmall64.png Blast
DmgCorrosiveSmall64.png Corrosive -50%
DmgGasSmall64.png Gas
DmgMagneticSmall64.png Magnetic +75%
DmgRadiationSmall64.png Radiation
DmgViralSmall64.png Viral
DmgTrueSmall64.png True
DmgVoidSmall64.png Void
DmgTauSmall64.png Tau
Tenno Shield
DmgImpactSmall64.png Impact -25%
DmgPunctureSmall64.png Puncture -25%
DmgSlashSmall64.png Slash -25%
DmgColdSmall64.png Cold -25%
DmgElectricitySmall64.png Electricity -25%
DmgHeatSmall64.png Heat -25%
DmgToxinSmall64.png Toxin N / A
DmgBlastSmall64.png Blast -25%
DmgCorrosiveSmall64.png Corrosive -25%
DmgGasSmall64.png Gas -25%
DmgMagneticSmall64.png Magnetic -25%
DmgRadiationSmall64.png Radiation -25%
DmgViralSmall64.png Viral -25%
DmgTrueSmall64.png True
DmgVoidSmall64.png Void -25%
DmgTauSmall64.png Tau -25%

Increasing Maximum Shields[edit | edit source]

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 Mod TT 20px.png Redirection or Mod TT 20px.png Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: Mod TT 20px.png Calculated Redirection. Kubrows can instead be equipped with Mod TT 20px.png 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. Mod TT 20px.png Serration) where effects like ChromaIcon272.png Chroma's ElementalWard130xDark.png 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.

Using HildrynIcon272.png Hildryn as an example who's equipped with Mod TT 20px.png Redirection, Mod TT 20px.png Primed Vigor, and has an unmodded, max rank DmgElectricitySmall64.png Electricity ElementalWard130xDark.png Elemental Ward active:

Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. Mod TT 20px.png 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.

Mods[edit | edit source]

Abilities[edit | edit source]

ElementalWard.png ElementalWardIcon.png
ENERGY:
50
KEY
2
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.

Strength:25 / 50 / 75 / 100 (DmgHeatSmall64.png Heat damage per second)
50 / 75 / 100 / 200 % (health bonus)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgHeatSmall64.png Heat status chance)
5 m (burn radius)

Strength:2.5 / 3 / 5 / 10 x (damage reflection multiplier)
50 / 65 / 75 / 100 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64.png Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64.png Electricity damage)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength:25 / 35 / 40 / 50 % (DmgToxinSmall64.png Toxin damage chance per second)
Duration:10 / 15 / 20 / 25 s
15 / 25 / 30 / 35 % (holster rate bonus)
15 / 25 / 30 / 35 % (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64.png Toxin damage)
100 % (DmgToxinSmall64.png Toxin status chance)

Strength:1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 75 / 100 / 150 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64.png Cold status chance)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)

Expand/Collapse

Metamorphosis.png MetamorphosisIcon.png
ENERGY:
25
KEY
1
Metamorphosis
Switch forms, temporarily gaining bonus shields and armor in Night-Form, or bonus damage and speed in Day-Form.

Night form
Strength:100 / 150 / 200 / 250 (armor bonus)
50 / 75 / 100 / 150 (shield bonus)
Duration:10 / 15 / 20 / 25 s
Range:N/A

Day form
Strength:10% / 15% / 20% / 25% (damage bonus)
5% / 10% / 12% / 15% (speed bonus)
Duration:10 / 15 / 20 / 25 s
Range:N/A

Expand/Collapse

HavenModx256.png Haven130xWhite.png
SHIELD:
250
KEY
3
Haven
Create a shield aura around allies. Enemies that approach shielded allies will take damage.


Overshield/Shield Drain per Ally: 5 s-1
OS/S Drain per Enemy: 25 s-1

Strength:150 / 250 / 300 / 500 (ally shield capacity bonus)
100 / 125 / 150 / 200 (DmgRadiationSmall64.png Radiation damage per second)
Duration:50% / 60% / 70% / 80% (shield recharge rate)
Range:8 / 10 / 12 / 15 m (link radius)
Misc:100% (extra damage per second with Overshield)
Expand/Collapse

Regaining Shields[edit | edit source]

Passive Restoration[edit | edit source]

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 DmgSlashSmall64.png Slash or DmgHeatSmall64.png Heat do not reset the delay timer. The delay timer is only reduced by GaussIcon272.png Gauss's Electrokinetic Battery passive, allied Guardian Eximus, and the Mod TT 20px.png Quick Charge mod, and only increased by Mod TT 20px.png 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.

To calculate the time needed for depleted shields to regenerate to max shields:

Mods[edit | edit source]

Abilities[edit | edit source]

HavenModx256.png Haven130xWhite.png
SHIELD:
250
KEY
3
Haven
Create a shield aura around allies. Enemies that approach shielded allies will take damage.


Overshield/Shield Drain per Ally: 5 s-1
OS/S Drain per Enemy: 25 s-1

Strength:150 / 250 / 300 / 500 (ally shield capacity bonus)
100 / 125 / 150 / 200 (DmgRadiationSmall64.png Radiation damage per second)
Duration:50% / 60% / 70% / 80% (shield recharge rate)
Range:8 / 10 / 12 / 15 m (link radius)
Misc:100% (extra damage per second with Overshield)
Expand/Collapse

Edit

Gauss's Passive

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.

Active Restoration[edit | edit source]

Main article: Category:Shield Restoration

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

Items[edit | edit source]


Abilities[edit | edit source]

MendMaim.png MendMainIcon.png
ENERGY:
50
KEY
4
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

Maim
Strength:10 / 15 / 20 / 25 (shields per kill)
Mend
Duration:N/A
Range:10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (hitpoint conversion)

Maim
Strength:75 / 100 / 125 / 150 (aura DmgSlashSmall64.png Slash damage)
Duration:N/A
Range:10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (damage conversion)

Expand/Collapse

Condemn.png HarrowCondemn.png
ENERGY:
25
KEY
1
Condemn
Cast a wave of energy that chains them where they stand. Each enemy held reinforces Harrow’s shields.
Strength:100 / 110 / 125 / 150 (shields per enemy)
Duration:3 / 4 / 5 / 6 s
Range:15 / 16 / 18 / 20 m
Expand/Collapse

ShieldPillageModx256.png ShieldPillage130xWhite.png
SHIELD:
150
KEY
2
Pillage
Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.
Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
Duration:2 s (expansion duration)
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)
Expand/Collapse

ShieldPolarizeModU15.jpeg ShieldPolarize.png
ENERGY:
75
KEY
3
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 (DmgTrueSmall64.png True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (damage multiplier as DmgMagneticSmall64.png Magnetic damage)
Duration:2 / 3 / 4 / 5 s (pulse travel time)
Range:5 / 6 / 7 / 8 m (initial bubble radius)
Misc:5.9 m/s (pulse travel speed)
Expand/Collapse

CrushModU15.jpeg Crush.png
ENERGY:
100
KEY
4
Crush
Magnetizes the bones of nearby enemies, causing them to collapse upon themselves.
Strength:800 / 1000 / 1250/ 1500 DmgMagneticSmall64.png (base damage)
2400 / 3000 / 3750/ 4500 DmgMagneticSmall64.png (extra damage to Magnetized enemies)
10 / 15 / 20 / 25 (shields per hit)
Duration:N/A
Range:8 / 10 / 13 / 18 m
Misc:40 (Shield restore on cast)
Expand/Collapse

GrenadeFanModx256.png GrenadeFan130xWhite.png
ENERGY:
25
KEY
1
Grenade Fan
Throw out grenades in an arc.


(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.

Strength:200 / 250 / 350 / 500 (DmgSlashSmall64.png Slash damage per second)
200 / 300 / 400 / 500 (shield restore on attach)
25 / 30 / 40 / 50 (shield points per second)
Duration:13 s
Range:2 / 3 / 4 / 5 m (vortex and pickup radii)
Misc:1 m (initial jump height)
3 (shrapnel grenades per throw)
45° / 90° / 135° (shrapnel grenade spread)
33 % (DmgSlashSmall64.png 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)
Expand/Collapse

DanseMacabreModx256.png DanseMacabre130xWhite.png
ENERGY:
25
KEY
4
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.


Energy Drain: 20 s-1
Boosted Energy Drain: 40 s-1

Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
Duration:N/A
Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)
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)
Expand/Collapse

BlessingModU15.jpeg TrinityBlessing.png
ENERGY:
100
KEY
4
Blessing
Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage resistance.
Strength:40% / 50% / 75% / 80% (shield/health restoration)
25% / 30% / 40% / 50% (damage reduction)
Duration:3 / 5 / 7 / 10 s (buff duration)
Range:N/A
Misc:50 m (affinity range)
75% (damage reduction cap)
Expand/Collapse

RebuildShields130xWhite.png RebuildShields130xWhite.png
ENERGY:
50
KEY
hotkey
Rebuild Shields
Instantly restore your shields.


Metamorphosis: Tier 2
Infusion Costs:
14% Calx, 13% Pheromones, 24% Bile

Strength:N/A
Duration:N/A
Range:N/A
Misc:25 / 50 / 75 / 100 % (shields restored)
12 s (cooldown)
Expand/Collapse

PurgingSlash.png
Main article: Purging Slash

BalefireSurgeMod.png
Main article: Balefire Surge

BlazingPillageMod.png
Main article: Blazing Pillage

VampireLeech2.png
Main article: Vampire Leech

HystericalFixation.png
Main article: Hysterical Fixation

RechargeBarrier.png
Main article: Recharge Barrier

Capacitance2.png
Main article: Capacitance

Mods[edit | edit source]

Companions[edit | edit source]

Arcanes[edit | edit source]

Other[edit | edit source]

  • RVDarkDagger.png Rakta Dark Dagger's effect.
  • 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.

Overshield[edit | edit source]

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 HarrowIcon272.png 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 Mod TT 20px.png Blast Shield for Sentinels or MOAs). Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.

Overshields can be obtained from:

Shield Gating[edit | edit source]

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 HildrynIcon272.png Hildryn, allies affected by Hildryn's Haven130xDark.png Haven, allies affected by ProteaIcon272.png Protea's GrenadeFan130xDark.png 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.

Shield Reduction[edit | edit source]

DecayingDragonKeySymbol.jpg

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

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

Enemy Shield Scaling[edit | edit source]

Main article: Enemy Level Scaling

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:

(Original scaling pre-Update 27.2)

When Current Level - Base Level < 70
When Current Level - Base Level > 80
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.

Current shield scaling compared to previous scaling at Base Level = 1.


Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 28.0.6

  • Shield Gating now applies to Companions the same way it does to Warframes!
    • Blocks 100% of Damage for 1000ms on first break, reduced to 300ms if Shields break again without fully recharging.
  • Fixed Shield-Gating not functioning properly after Reviving when becoming downed.

Update 28.0

  • 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.

Update 27.4

  • 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.

Update 27.2

Armor and Damage Changes (Enemy)

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

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

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

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

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

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

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

Shield Gating
Friend and Foe

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

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

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

Update 15.13

Tenno Shields Update

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.

Update 15.10

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

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

Vanilla

  • Introduced.

Last updated: Update 27.1

References[edit | edit source]


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