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This page is in reference to the Damage 2.0 system.

The chance that a hit will apply a Status Effect based on the types of damage the weapon inflicts.

Values over 100% have a chance to inflict multiple Status Effects at once.


> Chance for each Status Effect type per hit:
—In-game Description

A Status Effect, or commonly called a Proc, is an additional effect which may be triggered at random by a hit from a weapon or Warframe ability. Status Chance is the probability that a hit will inflict a status effect. The base duration of the Proc will depend on its type, and whether the target is an enemy or another Tenno. Warframe abilities usually have a high chance to proc, or in some cases, greater than or equal to 100% chance to inflict their status effect (e.g.  Frost's  Ice Wave ability).

Each damage type is associated with a status effect. Weapons that deal multiple damage types will have a separate chance to inflict its associated status effect on a target, and only one damage type can proc per hit, unless status chance is over 100%.

For example, a weapon such as an unmodified  Staticor deals solely  Radiation damage. In addition to its damage, the Staticor also has a 28% status chance on each shot to cause a proc. On a successful proc, the enemy will receive the Radiation status effect, which causes Confusion over the duration of the effect.

Enemies also possess the ability to inflict status effects on Tenno. For example, a Grineer Scorch has a chance to inflict the Ignited status effect with the  Heat damage from his  Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with  Slash damage) bypassing the player's armor. Several Warframe abilities will grant immunity to status, (e.g.  Oberon's  Hallowed Ground ability). Any amount of overguard will grant immunity as well.

Status Effects[]

General[]

Damage Type Status Effect Internal Name Status Effects
 Impact PT_KNOCKBACK Knockback
On Enemy: Causes target to flinch and staggers movement for 1 second and increases the health threshold at which they can be Parazon Mercy Killed by 8% per proc. Stacks up to 5 times.
On Player: No effect.
 Puncture PT_FRAILTY Weakened
On Enemy: Reduces any damage dealt by 40% for 10 seconds. Stacks up to 5 times, with subsequent procs reducing damage by 10% to a total of 80%. The victim receives 5% increased weapon Critical Chance per proc up to 25% at max stacks. This bonus is additive after mods, but does not apply to area of effect damage or Warframe abilities.
On Player: Reduces any damage dealt to 30% for 10 seconds.
 Slash PT_BLEEDING Bleed
On Enemy: Deals 35% of the base damage per second over 6 seconds. This damage bypasses Armor.
On Player: Deals 10% of the base damage per second over 6 seconds. This damage bypasses Armor.
 Heat PT_IMMOLATION Ignite
On Enemy: Deals 50% of the base damage as  Heat damage per second over 6 seconds while causing the target to panic for 4 seconds and gradually stripping up to 50% Armor.
On Player: Deals 50% base  Heat damage over 6 seconds and strips up to 50% Armor.
 Cold PT_CHILLED Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 50% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 90% on the 9th stack. The target receives +0.1 increased Critical Multiplier on initial proc and +0.05 per subsequent proc to a maximum of +0.5 on the 9th stack. This bonus is additive after mods, but does not apply to area of effect damage. On the 10th stack, enemies become frozen solid, their Shield recharge is negated, and their received Critical Multiplier is increased to +1.0, for 3 seconds.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
 Electricity PT_ELECTROCUTION Tesla Chain
On Enemy: Deals 50% of the base damage as Electricity damage per second over 6 seconds to enemies within 3 meters of the target and stuns the affected target for 3 seconds.
On Player: Deals 50% base  Electricity damage to allies within 3 meters of the target.
 Toxin PT_POISONED Poison
Universal: Deals 50% of the base damage as  Toxin damage per second over 6 seconds. This damage can bypass Shields.
 Blast PT_FLASHBANG Detonate
On Enemy: Deals 30% of base damage after 1.5 seconds. On maximum 10 stacks or when the target dies, premature detonation occurs and all stacks are dealt simultaneously as enemies within 5 meters are dealt 300% of base damage per proc. The increased damage from premature detonation only applies to surrounding enemies hit by the explosion, but not the initial target.
 Corrosive PT_CAUSTIC_BURN Corrosion
On Enemy: Reduces armor by 26% for 8 seconds. Stacks up to 10 times, with subsequent procs reducing armor by 6% to a total of 80%.
On Player: Reduces armor by 26% for 8 seconds.
 Gas PT_ASPHYXIATION Gas Cloud
Universal: Deals 50% of the base damage as  Gas damage per second over 6 seconds in a 3 meter radius. Stacks up to 10 times, with subsequent procs increasing radius by 0.3 meters to a total of 6 meters.
 Magnetic PT_MAGNETIZED Disrupt
On Enemy: Amplifies damage dealt to Shields and Overguard by 100% and nullifies shield regeneration for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to shields by 25% to a total of 325%. On removing Shields or Overguard, inflict an  Electricity proc equal to 3% of the target's maximum shields/overguard per  Magnetic stack to a maximum of 30%.
On Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 20 Energy per second and scrambles the interface for 4 seconds. Due to player overguard granting status immunity, procs do not result in additional damage.
 Radiation PT_RAD_TOX Confusion
On Enemy: Attacks any closest enemy and will be attacked in return while dealing 100% additional damage to allied units for 12 seconds. Stacks up to 10 times, with subsequent procs increasing damage by 50% to a total of 550%.
On Player: Reduces firing accuracy, able to damage and be damaged by allies for 4 seconds.
 Viral PT_INFECTED Virus
On Enemy: Amplifies damage dealt to health by 100% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing damage to health by 25% to a total of 325%.
On Player: Amplifies damage dealt to health by 100% for 6 seconds.
 Void PT_RADIANT Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
 Tau PT_SENTIENT Status Vulnerability
On Enemy: The victim receives 10% increased Status Chance per proc for 8 seconds up to 100% at 10 stacks.
 True N/A No status effect.

Independent from Damage[]

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Status Effect Internal Name Description
 Big Stagger PT_BIG_STAGGER Universal: Target is staggered for a longer duration? Can be applied by  Opticor,  Opticor Vandal,  Vulkar, and  Vulkar Wraith.
 Disarmed PT_DISARMED Universal: Target is disarmed of their equipped weapon. Can be applied by  Halikar and  Halikar Wraith?
 Impair
(PvP only)
PT_ROOTS Universal: Restricts the target's movement for 2 seconds, disabling jumps and decreases movement speed. After Impair duration ends, players will be immune to the same status effect and knockdowns for 2 seconds.
 Knockdown PT_KNOCKED_DOWN Universal: Players and enemies fall to the ground. Counts as an individual status for  Condition Overload,  Galvanized Aptitude,   Galvanized Savvy, and  Galvanized Shot.
 Lifted PT_LIFT_HIT Universal: Briefly suspends targets in mid-air. Counts as an individual status for  Condition Overload,  Galvanized Aptitude,  Galvanized Savvy, and  Galvanized Shot.
 Microwave PT_MICROWAVE_BURN Universal: Enlarges an enemy's body part when shot at. Has infinite duration and counts as an individual status for  Condition Overload,  Galvanized Aptitude,  Galvanized Savvy, and  Galvanized Shot. Exclusive to  Nukor and  Kuva Nukor.
 Parried PT_PARRIED Universal: Target is open to finishers? Can be applied through  Parry?
 Ragdoll PT_RAGDOLL Universal: Body is launched into the air, incapacitating the player or enemy.
 Silence PT_SILENCED Universal: Active abilities are deactivated?
 Sleep PT_SLEEP On enemy: Target is temporarily put to sleep.
 Slow PT_GLUE
 Stagger PT_STAGGERED Universal: Players and enemies get staggered for a brief moment.
 Stun PT_STUNNED Universal: Players and enemies get stunned in-place temporarily and cannot move or shoot.
? PT_VOID

Empyrean[]

This section is transcluded from Damage § Empyrean. To change it, please edit the transcluded page.

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Archguns and Archmelees deal 90.91% (10/11) reduced damage to space enemies (or 9.09% of its arsenal damage) while Railjack Armaments and Tactical mods deal their full listed damage to them before accounting for hit point resistances and vulnerabilities.

Primary physical and elemental damage types have different status effects against space enemies outlined in the chart below. Secondary elemental damage types ( Blast,  Corrosive,  Gas,  Magnetic,  Radiation, and  Viral) do not have altered status effects and cannot proc against space enemies, but Archguns and Archmelees modded for secondary elementals will still increase total damage.

This system does not apply to on-foot enemies, such as Ramsled boarding parties, and Crewship and Points of Interest personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
 Impact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
 Puncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
 Slash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
 Cold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
 Electricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
 Heat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
 Toxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Status Chance[]

Status chance can be a key factor in deciding on a weapon of choice. Some effects are very powerful responses to certain enemies, while others may be less beneficial. For example,  Corrosive procs are valued highly against heavily armored foes, but  Magnetic procs have no benefit to enemies that lack shields or overguard.

The chance that a proc will occur can be directly increased with mods such as  Rifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as  Split Chamber; this effectively increases the opportunities for an enemy to be procced per a given attack, and is reflected in the weapon's attributes box in the Arsenal screen, but does not change the status chance for each individual hit. Another indirect way of increasing the amount of procs is to increase fire rate, this also doesn't change the likelihood that a proc will occur per hit, but increases the number of possible procs in a given time frame.

When a weapon achieves a status chance higher than 100%, each hit may apply additional status effects. The type of each proc is independently drawn, so it is possible to apply the same status several times in one hit.

Damage Distribution[]

Damage procs will occur in proportion to the amount of base damage dealt by each of the present damage types on the weapon. For example, an unmodded  Strun's highest physical damage type is  Impact, thus it inflicts mostly knockback procs.

Increasing the physical or elemental damage of a weapon does not increase the duration of the associated proc (e.g. enemies won't be confused longer if  Radiation damage is increased).

When a hit procs, the chance for an individual damage type to proc in relation to the others is:

Proc Type Chance = Damage ÷ Total Damage

For example, if a weapon's damage is composed of 20  Impact, 5  Puncture, 10  Slash, 25  Heat, and 50  Corrosive, then its total damage is 20 + 5 + 10 + 25 + 50 = 110. Therefore, the chance for the individual damage types to proc will be:

Impact Puncture Slash Heat Corrosive
Damage 20 5 10 25 50
Proc Type Chance 18.18% 4.55% 9.09% 22.73% 45.45%


Status Immunity Interactions[]

Proc type chances are not altered by enemy resistances or weaknesses to the damage components used in their computation; however, they are modified by enemy status immunities. When an attack procs a status effect on an enemy which is immune to a particular proc type, the respective damage type is excluded from proc type chance calculations for status effects on that enemy.

For example, if the weapon outlined above were used against an enemy with Corrosion status immunity (regardless of whether that enemy is also immune to  Corrosive damage), the chances for the individual damage types to proc would change to the following values:

Impact Puncture Slash Heat Corrosive
Damage 20 5 10 25 50
Proc Type Chance 33.33% 8.33% 16.67% 41.67% N/A

DoT Damage Scaling[]

If the initial hit is affected by the following, a resulting, damage-dealing effect will also benefit accordingly:

Bleed per tick = 100 × (1 +  1.65) × 0.35 × (1 +  0.3) ^2 × (1 +  0.9) = 297.8202

Status Duration[]

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Table is outdated.

Status effects have a duration over which they apply to their target, and some of them even deal damage over time. A status effect's duration can be increased or decreased with mods that affect status duration (e.g.  Lasting Sting).

Damage-dealing status effects will benefit from modifiers on headshots and critical hits.

Damage duration can be negative (over -100% duration through Riven Mods). This causes all proc effects which have a duration or deal damage over time to be nullified. All instant procs or those who deal instant damage occur. The collapsed table shows this in more detail:

Negative duration effects
Damage Type Nullified Effect Occurs Normally
 Impact Stagger -
 Puncture Weakened -
 Slash Bleed -
 Cold Freeze -
 Electricity Stun Tesla Chain
 Heat Ignite Panic animation occurs (but no flame)
 Toxin Poison -
 Blast Inaccuracy -
 Corrosive Corrosion -
 Gas Toxin Cloud -
 Magnetic Increased shield damage Visual effects
 Radiation Confusion -
 Viral Increased health damage Visual effects

Note: The information above is based on this forum post from EDFScout and may need further confirmation. Non-consistent observations as mentioned in the post have been changed to the more likely effect, i.e. for impact stagger should not appear, but knockback, and for electricity stun should not be triggered.

Status Damage[]

 Slash,  Heat,  Toxin,  Electricity, and  Gas all deal damage over time. They have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. Area of effect statuses ( Electricity and  Gas) will always start dealing damage ticks the moment it is procced on an enemy, while single target status effects ( Slash,  Heat,  Toxin) will have a 1 second delay before dealing their damage ticks. The table below illustrates this mechanic.

Damage Tick and Proc Duration
Time From Initial Proc 0s 1s 2s 3s 4s 5s 6s
Damage Tick Occurred?  Slash ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
 Heat ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
 Toxin ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
 Electricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
 Gas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Forced Procs[]

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Forced procs[1] are status effects that are guaranteed to occur regardless of the status chance and damage distribution of the weapon. They are independent from normally occurring procs which can also take place alongside forced procs.

Note that this is not the same as having 100% status chance.

Forced procs have negative interactions with some warframe abilities such as Zephyr's Tornado where forced procs do not apply to enemies caught within the tornados, and instead apply to the tornados themselves.

Multishot[]

When firing multiple pellets in a single attack, the status chance on a listed weapon in the Arsenal is the probability that each pellet will individually proc. For example, the  Strun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.

Average Procs[]

When you might apply more than one kind of status effect, or the applied effect is one which benefits from multiple applications in the same shot (e.g.  Corrosive procs), it is helpful to know the average quantity of status effects triggered per shot (i.e. from a single click of the fire button). This value can be determined with the following formula:

Average Number of Procs Per Shot = Multishot × (Number of Forced Procs + Status Chance per Projectile)

Average Number of Procs per Second = Average Number of Procs Per Shot × Fire Rate

A table with example values to display the relation of status chance and multishot.

Arsenal Status Chance
150% 100% 99% 80% 150% 100% 99% 80%
Multishot Chance per Pellet/Projectile Average Procs per Shot
1.9
(using  SC)
150% 100% 99% 80% 2.85 1.9 1.88 1.52
3
(e.g. Exergis)
150% 100% 99% 80% 4.5 3 2.97 2.4
5
(e.g. Sobek)
150% 100% 99% 80% 7.5 5 4.95 4
10
(e.g. Strun Wraith)
150% 100% 99% 80% 15 10 9.9 8
20 150% 100% 99% 80% 30 20 19.8 16

Continuous Weapons[]

Despite Continuous Weapons firing only one beam after adding multishot (with damage instances merged), it will still proc status effects as if more than one projectile was visually present. This means that multishot benefits the average status chance of continuous weapons like any other weapon.


Status Mods[]

Status chance mods affect the base status chance of the weapon, i.e. the status chance value displayed in the Codex that is the probability, for the unmodded weapon, that each projectile will inflict a status effect.

Status Chance[]

Status Damage[]

Status Duration[]


Last updated: Update 29.5 (2020-11-19)

Status Immunity[]

Players can achieve temporary total status immunity by equipping the below mods or using these abilities. For immunity towards individual status effects, please navigate towards the respective damage type page. Status immunity prevents new status effects from being applied to players, but does not remove existing status effects.

Note that sources of Invulnerability and Overguard also protect against status effects.

Sources of Status Immunity[]

Abilities


N/A
50
Hideous Resistance

Grant yourself immunity to Status effects.


Introduced in Update 30.5 (2021-07-06)

 Strength:4 / 6 / 8 / 10 Charges
 Duration:N/A
 Range:N/A
Subsumable to Helminth
Expand/Collapse


2
50
Mesmer Skin

Become enveloped in Sentient energy, which redirects damage and stuns all those who dare attack. Stunned enemies can be Enthralled at no energy cost.


Introduced in Update 23.5 (2018-08-24)

 Strength:3 / 4 / 5 / 6 (number of charges)
 Duration:2 / 3 / 4 / 5 s (stun duration)
 Range:N/A

Misc: 100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

Expand/Collapse


3
Scarab Shell

Activate to form Armor by draining Inaros' Health. Activate again to stop the formation early. The protective layer reduces incoming Damage and absorbs Status Effects.


Introduced in Update 35.5 (2024-03-27)

 Strength:175 / 250 / 300 / 350 (armor bonus)
 Duration:N/A
 Range:N/A

Misc: 5% (status protection cost)
2,500 HP (total health cost)
2 HP (min. health threshold)
∞ (armor bonus duration)
25 HP (health drain per percent charge)
4.67s (time to full armor bonus)

Expand/Collapse

Valence Block

Purifying himself from all ailments,  Lavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Picking up an Energy or Universal Orb has a cooldown of 5 seconds.

  • Buff duration is renewed to full upon collecting a new orb.
  • Valence Block buff icon and timer are shown beside Lavos' shield and health indicators.
  • While activated, three serpent-like energy particle effects encircle Lavos' body.
  • If Lavos is injured with missing health, Universal Orbs are collectible to heal him with no cooldown period in between.
  • When Lavos' Companion is equipped with  Synth Fiber, all nearby Health and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.

Special Casting

Stats and Modding[]

 Lavos has no energy capacity and his abilities do not use any resource to activate. Instead, each of his abilities are free to cast with a cooldown in between uses. The  Ability Efficiency stat will instead affect the cooldown reduction effect from  Transmutation Probe and  Swift Bite.

  • Mods which convert energy spent on abilities to shields, such as  Brief Respite or the Augur Mod Set, do not replenish shields.
  • Because Lavos can still pick up energy orbs, mods or arcanes that benefit from picking up energy, such as  Equilibrium,  Energy Conversion, and  Arcane Energize, still function.
  • Subsumed abilities injected into Lavos via the Helminth system will cost 0 energy, but instead incur a 10 second cooldown after cast and disable the elemental imbuement hold-function (see below) associated with the ability button.
    • On non-recastable abilities (e.g.  Roar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g.  Piercing Roar).
    • On channeled abilities (e.g.  Gloom), they instead have a 12 second base duration.

The  Ability Duration stat will also affect the Status Duration stat uniquely innate to Lavos, which extends or shortens the duration of all status effects created by Lavos using his weapons and abilities.

Elemental Imbuement[]

Experiment and unleash volatile mixtures of the deadly elements. Hold down one of the four ability buttons (default 1 ,2 ,3 ,4 ) to imbue a Primary Elemental damage type ( Toxin,  Cold,  Electricity, and  Heat respectively) into the mixing vial displayed above Lavos' ability icons. Imbuement has no cost nor cooldown between uses.

  • Elemental imbuement is available by default to Lavos at Warframe Rank 0 without requiring his abilities to be fully unlocked.
  • Primary Elements are shown in the four smaller diamond-shaped icons below the mixing vial. When an ability button is held down, its diamond icon is briefly highlighted until the element is mixed in.
  • Combine with a different element to produce a Secondary Elemental damage type:  Blast (2 +4 ),  Corrosive (1 +3 ),  Gas (1 +4 ),  Magnetic (2 +3 ),  Radiation (3 +4 ), and  Viral (1 +2 ).
    • Inputs can be in any order, or the hotkeys can be held down together to instantly produce a Secondary Elemental damage type.
  • The Imbued Primary or Secondary Element is shown in the vial with a colorcoded emblem and plays a unique sound effect upon mixing.
  • With an element in the mixing vial, Lavos' next ability cast drains the vial to add the Primary or Secondary Elemental damage type, onto the chosen ability dealing an extra instance of damage and status proc.
    • The same Primary Elemental damage type can be imbued onto an ability that already inflicts that damage type (e.g.  Ophidian Bite imbued with  Toxin,  Vial Rush imbued with  Cold, etc) to double the damage and status proc.
    • Imbued Primary Elemental damage types do not merge with the ability's innate damage type.
    • Non-damaging status effects inflicted by all of Lavos' abilities ( Cold,  Corrosive,  Magnetic,  Radiation, and  Viral) will proc 3 stacks in a single application of elemental status.
      •  Blast, despite being damaging, still exhibits this behavior as well.
    • Lavos' mixing vial is only cleared of its elemental contents upon imbuing an ability.
    • Elements can be imbued even if Lavos cannot use the ability.
  • Imbuement is only available from Lavos' original abilities, therefore a subsumed ability replacement from the Helminth system will disable the associated element on the ability button.
    • Imbuement also cannot be applied onto subsumed abilities.

Rank Bonuses

Unlike most Warframes, when Lavos ranks up he receives a special set of rank bonuses which are indicated at the top-left of the Warframe Upgrade screen:

  • +20 Health every three ranks, starting at rank 1.
  • +10 Shield every three ranks, starting at rank 2.
  • +10 Armor every three ranks, starting at rank 3.

At rank 30, this results in a total of:

  • +200 Health
  • +100 Shield
  • +100 Armor

Main article: Valence Formation

Valence Formation is a Warframe Augment Mod for  Lavos that allows weapons to gain the corresponding element of an ability whenever it is cast, with a guaranteed status effect.

Rank Elemental Damage Duration Cost
0 50% 20s 6
1 100% 20s 7
2 150% 20s 8
3 200% 20s 9


1
25
Fire Walker

Blaze a trail of flames, scorching enemies and cleansing allies.


Introduced in Update 18.1 (2015-12-16)

 Strength:50 / 100 / 150 / 200 ( Heat damage per tick)
500 / 750 / 1000 / 1250 ( Heat explosion damage)
 Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
 Range:3 / 4 / 5 / 6 m (explosion radius)

Misc: 15 / 15 / 20 / 25 % (movement speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % ( Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)

Subsumable to Helminth
Expand/Collapse


3
75
Warding Halo

Create a protective ring of fire that also stuns and damage enemies who get too close.


Introduced in Update 18.1 (2015-12-16)

 Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 ( Slash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
 Duration:N/A
 Range:1.25 / 1.5 / 1.75 / 2 m

Misc: 3 s (invulnerability duration on cast)
90% (damage redirection)
2 s (invulnerability duration on break)

Expand/Collapse


2
50
Hallowed Ground

Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.


Introduced in Update 11.5 (2013-12-19)

 Strength:25 / 50 / 75 / 100 ( Radiation damage)
5 / 10 / 12 / 15% (Status Chance)
 Duration:10 / 15 / 17 / 20 s
 Range:90 / 100 / 120 / 180° (angle)
8 / 10 / 12 / 15 m (radius)
Expand/Collapse


3
Parasitic Link

Bind to a target with a parasitic link. For allies, both the host and Nidus gain increased Ability Strength. Linked enemies take the damage inflicted on Nidus.


Introduced in Update 19.5 (2016-12-22)

 Strength:10% / 15% / 20% / 25% (strength bonus)
10% / 15% / 20% / 25% (damage bonus)
20% / 30% / 40% / 50% (damage redirection)
 Duration:30 / 35 / 45 / 60 s
 Range:24 / 28 / 34 / 40 m (ally link)
10 / 13 / 16 / 20 m (enemy link)


3
75
Disometric Guard

Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.


Introduced in Update 35.0 (2023-12-13)

 Strength:200 / 300 / 400 / 500  Radiation damage on cast
2 / 3 / 4 / 5 initial status immunity stacks
5 / 7 / 8 / 10 max status immunity stacks
 Duration:N/A
 Range:N/A

Misc: 6 m damage radius
 Radiation status and  Knockdown on cast
50 m Affinity Range
Status cleanse on cast
∞ stack duration
+10% stack chance per active  Radiation status on enemy from kills and assists
100% stack chance cap

Expand/Collapse


1
25
Spellbind

Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects.


Introduced in Update: The Silver Grove (2016-08-19)

 Strength:N/A
 Duration:10 / 12 / 14 / 16 s
 Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)

Misc: 100 % (status cleanse and immunity)

Subsumable to Helminth
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3
75
Link

Any damage taken while Link is active will be channeled to a nearby enemy.


Introduced in Update 4 (2012-11-02)

 Strength:1 / 2 / 2 / 3 (affected enemies)
 Duration:? / ? / ? / 20 s
 Range:12 / 14 / 17 / 20 m

Misc: 50% / 60% / 70% / 75% (damage redirection)
100% (damage and status transfer)

Like a blood moon striding across the starlit night,  Voruna never hunts alone. Safeguarded by her four loyal wolves, she may freely invoke their protective passives anytime during a mission.

Hold down the ability button (default 1 , 2 , 3 , 4 ) to invoke 1 passive into the UI indicator above the ability icons. Wolf passives persist indefinitely until switched, undergoing a cooldown (Ulfrun's Descent), or revoked by holding down the ability key again; while a passive is selected, the corresponding wolf skull on Voruna's body glows with energy, as a flying wolf skull orbits around her.

  •  Shroud of Dynar increases Parkour velocity by 50%.
  •  Fangs of Raksh grants complete resistance to new Status Effects.
  •  Lycath's Hunt imbues Voruna's melee weapon with an additive 100% Heavy Attack Efficiency.
    • Since heavy attack efficiency is hard-capped to 90%, the extra 10% is only visible and viable when equipped with a Riven Mod that penalizes it.
  •  Ulfrun's Descent has Ulfrun die in Voruna's place when she receives lethal damage, preventing bleedout, rendering her invulnerable for 3 seconds and restoring 100% of her shields and health. Ulfrun's passive undergoes a 60 second cooldown after his sacrifice or when swapped out.
  • Passives are only available from Voruna's original abilities. Therefore, a subsumed ability replacement from the Helminth system will disable the associated passive.
  • Passives are not disabled nor revoked when Voruna enters an ability-nullifying field such as from Nullifier Crewmen, or if she falls into an out-of-bounds zone.


3
75
+10/s
Warding Grace

Renders the Warframe and nearby allies immune to Status Effects, while slowing nearby enemies.


Introduced in Update: Specters of the Rail 0.0 (2016-07-08)

 Strength:20 / 30 / 40 / 50% (Slow)
 Duration:N/A
 Range:160 / 240 / 320 / 400 m
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Mods
Miscellaneous

Sources of Status Effect Cleansing[]

Status effect cleansing removes active status effects on the player.

Abilities


3
Bloodletting

Garuda sacrifices her health to generate energy.


Introduced in Update 24.0 (2018-11-08)

 Strength:N/A
 Duration:N/A
 Range:N/A
 Efficiency:

18 / 22 / 30 / 40 % (energy gain)

Misc: -50% (health deducted)
100% (status cleanse)
2 HP (minimum health threshold)

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2
150
Pillage

Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.


Introduced in Update 24.4 (2019-03-08)

 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: ? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)

Subsumable to Helminth
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1
25
Fire Walker

Blaze a trail of flames, scorching enemies and cleansing allies.


Introduced in Update 18.1 (2015-12-16)

 Strength:50 / 100 / 150 / 200 ( Heat damage per tick)
500 / 750 / 1000 / 1250 ( Heat explosion damage)
 Duration:15 / 20 / 25 / 30 s (buff duration)
5 / 6 / 7.5 / 10 s (flame duration)
 Range:3 / 4 / 5 / 6 m (explosion radius)

Misc: 15 / 15 / 20 / 25 % (movement speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % ( Heat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)

Subsumable to Helminth
Expand/Collapse


2
50
Hallowed Ground

Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.


Introduced in Update 11.5 (2013-12-19)

 Strength:25 / 50 / 75 / 100 ( Radiation damage)
5 / 10 / 12 / 15% (Status Chance)
 Duration:10 / 15 / 17 / 20 s
 Range:90 / 100 / 120 / 180° (angle)
8 / 10 / 12 / 15 m (radius)
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3
75
Disometric Guard

Guard yourself and nearby allies against Status Effects. Each time Qorvex kills or assists in killing an enemy affected by Radiation Status, the number of Status Effects Disometric Guard can prevent increases.


Introduced in Update 35.0 (2023-12-13)

 Strength:200 / 300 / 400 / 500  Radiation damage on cast
2 / 3 / 4 / 5 initial status immunity stacks
5 / 7 / 8 / 10 max status immunity stacks
 Duration:N/A
 Range:N/A

Misc: 6 m damage radius
 Radiation status and  Knockdown on cast
50 m Affinity Range
Status cleanse on cast
∞ stack duration
+10% stack chance per active  Radiation status on enemy from kills and assists
100% stack chance cap

Expand/Collapse


3
50
Reave

Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.


Introduced in Update 23.5 (2018-08-24)

 Strength:2 / 4 / 6 / 8 % (hitpoints drain/restore)
10 / 20 / 30 / 40 % (thrall hitpoints drain/restore)
 Duration:0.25 / 0.5 / 0.75 / 1 s (duration)
 Range:3 / 4 / 5 / 6 m (current width)

Misc: 25 m/s (travel speed)
100 % (status effects transfer)
1 (Mesmer Skin ally buff charge)

Subsumable to Helminth
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2
50
Molt

Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.


Introduced in Update 7.0 (2013-03-18)

 Strength:150 / 300 / 400 / 500 (health)
240 / 300 / 350 / 400 ( Toxin explosion damage)
30% / 35% / 40% / 50% (movement speed buff)
 Duration:14 / 24 / 32 / 40 s (decoy)
3.5 / 4 / 4.5 / 5 s (movement speed buff)
 Range:5 / 6 / 7 / 10 m

Misc: 100 % (status cleanse on cast)
1.5 / 2 / 3 / 3 s (decoy invuln. time)
400 (decoy shields)
100 % ( Toxin status chance)
1 (limit of molts)

Subsumable to Helminth
Expand/Collapse


1
25
Spellbind

Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects.


Introduced in Update: The Silver Grove (2016-08-19)

 Strength:N/A
 Duration:10 / 12 / 14 / 16 s
 Range:1 / 3 / 3 / 5 m (area radius)
20 / 30 / 40 / 50 m (cast range)

Misc: 100 % (status cleanse and immunity)

Subsumable to Helminth
Expand/Collapse


2
25
Cloud Walker

Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin.


Introduced in Update 17.12 (2015-11-25)

 Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
 Duration:2 s (cloud duration)
 Range:5 / 6 / 7 / 8 m (stun radius)

Misc: +300% (movement speed bonus)
100% (status cleanse on cast)
2 s (stun duration)

Expand/Collapse


3
50
Defy

Wukong and his twin become invulnerable and defy enemies to attack. All damage is captured, stored, and dealt back in a single furious strike of Wukong's staff. Bonus Armor is then granted relative to the damage captured.


Introduced in Update 17.12 (2015-11-25)

 Strength:? / ? / ? / 250 (minimum damage)
4 / 5 / 6 / 7.5 x (damage multiplier)
0.8 / 1 / 1.2 / 1.5 x (armor multiplier)
 Duration:2 s (invulnerability duration)
15 / 18 / 20 / 25 s (armor duration)
 Range:7 / 8 / 10 / 12 m (staff swing radius)

Misc: -50 % (move speed penalty)
100 % (status cleanse on spin)
50 AP (min. armor bonus)
1,500 AP (armor bonus cap)

Subsumable to Helminth
Expand/Collapse

Mods

Status Resistance[]

Unlike sources of status immunity, these provide a percent chance to ignore an incoming proc on the player.

Status Immune Enemies[]

“It's taking longer than I calculated.”
This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See WARFRAME Wiki:Research on ways to perform research on this game. Click here to add more info.

Full Immunity[]

Partial Immunity[]

To  Viral procs

Trivia[]

  • Prior to Update 25.7 (2019-08-29), a status effect's duration could be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed was altered by a Warframe power (such as  Molecular Prime or  Rest & Rage) according to the following formulas:
    • For slowing effects: Effective status duration = (base status duration) ÷ (1 − slow % in decimals)
    • For speeding effects: Effective status duration = (base status duration) ÷ (1 + speed up % in decimals)
  • Prior to Update 27.2 (2020-03-05), physical procs were weighted four times more than elemental ones.
  • Prior to Update 27.2 (2020-03-05), shotguns' status chance per pellet were calculated differently, instead of being the exact status chance shown in the Arsenal: Chance per Pellet = 1 − (1 − Status Chance)(1 ÷ Pellet Count)
    • In other words, the status chance shown in the Arsenal represented the calculated probability that at least one of the weapon's pellets would proc.
    • This meant that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefited significantly more from a status build since each pellet would proc as a result of the above equation.
    • However, a shotgun that only reaches shy of 100% status chance when modded would see significantly diminished results.
      • For example, a 99% status chance on a 10 pellet weapon would result in a 36.9% status chance per pellet.
View Old Status Chance Calculation Table List

A table with example values to display the relation of status chance and multishot.

Arsenal Status Chance
100% 99% 80% 100% 99% 80%
Pellets Chance per Pellet Average Amount per Shot
3 100% 78.5% 41.5% 3 2.4 1.25
5 100% 60.2% 27.5% 5 3.0 1.38
10 100% 36.9% 14.9% 10 3.7 1.5
20 100% 20.6% 7.7% 20 4.1 1.6

Media[]

Talking_About_Status_Sec_And_What_Over_100%_Status_Means_(Warframe)

Talking About Status Sec And What Over 100% Status Means (Warframe)

Patch History[]

Update 37.0 (2024-10-02)
Introducing a new Status Effect: Tau Damage

Being of half-Sentient origin, Caliban brings a new element to the fight. He’ll inflict Tau Damage and Tau Status Effects upon the battlefield with many of his abilities (specifics listed below for affected abilities).

Tau’s Status Effect inflicts Status Chance Vulnerability* to enemies affected by it, with a max of 10 Stacks culminating in 100% Status Chance Vulnerability (10% per Stack), with each stack individually lasting 8 seconds!

*This effect was originally introduced by Dante and his Pageflight Paragrimms, which applies Status Chance Vulnerability to enemies. This mechanic increases the likelihood an enemy receives a Status Effect when being hit.

UI QOL Changes
  • Added an on-hover tip for the Status Damage stat to explain its mechanics (notably on Elementalist Mods).
FIXES
  • Fixed an issue where rag-dolled enemies received more Electrical Status Effects than they should.
  • Fixed Abilities or sources that could cleanse Status Effects unintentionally triggering Blast Detonate damage.

Update 36.0 (2024-06-18)

Status Effect Reworks

Blast

Our goal with Blast is to invoke an immediate and on-death effect to emphasize explosions.

Now, instead of enemy inaccuracy, you detonate your enemies! When dealing a Blast Status Effect to an enemy, the following will happen:

Blast Changes:

  • Upon inflicting a Blast Status Effect, individual stacks will cause a mini-explosion, and a max stack count of 10 will inflict combined damage in a 5m radius
    • After 1.5 seconds, an individually incurred Blast Status Effect deals a percentage of base-inflicted damage per stack-explosion and over 100% of base-inflicted damage for a full (10 stack) explosion.
  • Status Duration will increase the delay before the Status Effect applies and depletes.
  • Removed the previous Status Effect of inaccuracy.

Cold

With Cold, we want to fully realize the fantasy of slowing, freezing and shattering your enemies. The existing Cold Status mechanic of slowing enemies is unchanged, but now has a new mechanic upon applying Max Stacks - freezing your foes!

Cold Changes:

  • Cold now has a maximum cap of 10 stacks (was 9).
    • Applying 10 Cold stacks to a foe will make them Frozen for 3 seconds. Frozen enemies cannot move, will not recharge Shields, and receive double Critical Damage. After the Frozen effect wears off, 3 Cold stacks will remain.
      • Bosses, such as Alad V or Kela De Thaym, will be unable to be Frozen since they cannot accumulate 10 Cold stacks.

Gas

Gas often lacked effective readability, making it difficult to distinguish its presence from the enemy or yourself. We’ve introduced enhanced visuals so that when the Gas Status Effect is active, you’ll be able to recognize it more clearly.

Gas Changes:

  • Added VFX on top of the target affected by a Gas Cloud to clearly show an effect is active.
    • In addition to current and new VFX, Gas VFX now also more clearly shows the radius of the Gas Damage-over-Time (DoT) effect around a given target to better understand its impact on surrounding enemies.
      • If a player is inside the radius of the Gas DoT, the visuals are reduced for them to maintain visibility, similar to Frost’s Snow Globe.
  • Gas VFX now has billowy volume to better present presence.
  • Gas VFX now has additional floating particles around the smoke.

Magnetic

Magnetic has received a few buffs to increase its effectiveness against Shields and to hammer home the power fantasy of overloading enemy Shields.

Magnetic Changes:

  • Damage to Nullifier Bubbles has been increased
    • Minimum Damage raised to 300 Damage per shot.
    • Maximum Damage raised to 1200 Damage per shot.
    • Additionally, we now show the minimum and maximum damage numbers against Nullifier Bubbles, with Magnetic attacks displaying the buffed damage shown above, while non-Magnetic sources will display the original, unbuffed damage.
      • Known issue: Clients see the incorrectly unbuffed damage from Magnetic sources, which is strictly a UI/visual bug. Magnetic sources will continue to deal increased damage towards Nullifier Bubbles despite the incorrect numbers displayed. We will look to resolve this in a future Hotfix/Update.
  • Reduced Shield Regeneration by a percentage per Magnetic stack against affected targets.
  • Upon Shield/Overguard Breaking a target, the enemy will now be dealt Electric Status damage for a percentage of Max Shields/Overguard per Magnetic stack while also forcing an Electric Status Effect.
  • Magnetic stacks on an enemy with Overguard now allow for bonus damage to Overguard, similar to how Magnetic affects Shields.

Update 35.0 (2023-12-13)

  • Fixed icons of currently inflicted Status Effects not appearing over enemy heads with the “Show Enemy Names” setting toggled off.

Update 34.0 (2023-10-18)

  • Fixed Status Proc icons appearing under squadmate username when aiming over their player avatar. Now these icons will appear beside their name to improve legibility.

Update 33.6 (2023-07-27)

Status Changes

With the variety of Status effects in Warframe, there are certain types that may be seen as less favorable than others. Cold, Puncture, and Impact tend to have a lesser impact on the battlefield, so we felt it was time to revisit the value they added to player kits:

Puncture Changes:
Weakened Status Effect Buffs:

  • Increased the debuff to enemy attacks from 30% to 40% on the first stack.
  • Reduced the maximum amount of stacks from 10 to 5.
  • Increased per-stack debuff from 5% to 10%.
  • Increased the total debuff at Max Stacks from 75% to 80%.

Weakened Status Effect Additions:

  • Increases Critical Chance threshold on enemy by 5% per Stack, to a maximum of 25% at 5 Stacks. This is additive after mods, not before. Does not apply to Abilities or AOE damage.

Impact Changes:
Stagger Status Effect Changes:

  • Reduced the maximum amount of stacks from 10 to 5.
  • Increased the Mercy Threshold from 4% to 8% per stack.

Functionally, this allows for players to trigger early Mercy kills with less stacks required!

NOTE: These changes should not affect the functionality of Impact Stacks for Mods such as Internal Bleeding or Hemorrhage.

Cold Changes:
Freeze Status Effect Changes:

  • Increased the maximum amount of stacks from 8 to 9.
  • Increased the additional per-stack Slow from 3.5% to 5%.
  • Increased the maximum Slow effect from 75% to 90%.
  • While we previously mentioned buffing Cold Slow Effect to 85% in our Citrine’s Last Wish update, we mistakenly only increased it to 75% instead.

Freeze Status Effect Additions:

  • Increased the Critical Damage taken by an enemy by 10% on initial Status Effect Subsequent Stacks increase this debuff by 5%, up to a maximum of 50%. This is additive after mods, not before.

Update 33.0 (2023-04-26)

  • Fixed issues with enemies affected by Status Effects not behaving as intended when the game is paused.

Update 32.3 (2023-02-15)

Cold Status Effect Changes:

Cold Damage has traditionally been one of the lesser-used and valued Status Effects within the community, as its effect on foes may not be as noticeable compared to its peers. As a result, we’ve decided to to make the following changes:

  • Increased base Slow from 25% to 50%.
  • Max stacks reduced from from 10 to 8.

Final result of the above is an overall increase in the Max Slow from 70% to 85%.

Update 31.5 (2022-04-27)

  • Removed potential rare specific scenarios where Status Effects could potentially do unintended critical damage.

Update 27.2 (2020-03-05)

Damage-Type Changes:
  • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
  • Toxin Damage used to apply to Armor with a 25% bonus. Now it is neutral. For role distinction, Toxin bypasses Shields (but not Armor) where as Slash Status bypasses Armor but not Shields.
Greater than 100% Status having meaning

Years ago we added Orange and Red Critical Damage numbers when you land a Critical with greater than 100%. For years, Status being greater than 100% has done nothing except guarantee Status - which is good, just not an added incentive to go over 100%. We are changing that this update.

When you hit a Status Chance greater than 100%, a single damage instance will be able to create two Status Effects. This means if you have a Shot with 200% Status Chance modded with both Blast and Toxin Damage, that single shot will result in both Status Effects!

It is worth noting we are fixing a UI inconsistency that is ‘Display Only’. Right now the Arsenal shows Status Chance affected by Multishot, which makes reading the new >100% value confusing. For example, the Arsenal might say 120% but really the Status Chance is 80%. We don’t have Multishot affect any Critical Stats (Chance or Multiplier), so we are fixing this display inconsistency. Multishot now has its own Stat.

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Stacking Status Effects

But wait - THERE’S MORE! In addition to being able to achieve two Status Effects on a single shot with >100% Status, we are also adding new meaning if you get a duplicate Status Effect on an enemy overall.

This section will outline exactly what this means for each Status type, including information on how multiple Status Effects behaved with stacking prior to this Hotfix:

  •  Impact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  •  Puncture: The first Puncture Status Effect has an enemy deal 30% less Damage. Subsequent Puncture Status add +5% weakening, leading to up to 75% (capped). Each Puncture Status has a duration of 6 Seconds.
  •  Slash: Each Slash Status has its own duration, but now we only show a maximum of 10 damage numbers in the HUD, damage is unaffected, but reducing how many damage events we show helps with performance
  •  Cold: The first Cold Status Effect deals 25% slow. Subsequent Cold Status Effects deal +5% slow for a total of 70% slow at 10 procs. Each Cold Status has a duration of 6 seconds.
  •  Heat: No Change.
  •  Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  •  Electricity: AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.
  •  Blast: Grants the Blast Status Effect a single target. Blast Status reduces enemy accuracy by 30% base. Subsequent Blast Status Effects add +5% inaccuracy for for 75% total at 10 stacks. Each Blast Status has a 6 second Duration.
  •  Corrosive: The first Corrosive Status Effect strips 26% Armor. Subsequent Corrosive Status Effects strip 6% more Armor, leading up to 80% Armor removal. Each Corrosive Status Effect lasts 8 seconds. Note: Corrosive was the only Status with infinite Duration and 100% Efficacy toward a defensive stat. This was necessary to some based on how Armor Scaled. We feel our rebalancing efforts need a differently behaving Corrosive to balance out all Status overall.
  •  Radiation: The first Radiation Status Effect has an enemy deal 100% Damage to allies. Subsequent Radiation Status adds +50% damage, leading to up to 550% (capped). Each Radiation Status Effect has a duration of 12 seconds.
  •  Magnetic: New Status Effect entirely: enhanced Damage! First Magnetic Status Effect deals 100% additional Shield damage, subsequent Magnetic Status add +25% for a total of 325% (capped). Enemies under a Magnetic Status Effect cannot regenerate Shields. Magnetic Status Duration is now 6 seconds.
  •  Viral: New Status Effect entirely: enhanced Damage! First Viral Status Effect deals 100% additional Health damage, subsequent Viral Status add +25% for a total of 325% (capped).
    • Note: Before Viral would halve a target’s health pool and simply refresh the duration. Now it deals 2x Damage to Health, and can scale up to 4.5x Damage on repeat Status Effects.
  •  Gas: The base duration of a Gas Status Effect now matches Slash for 6 seconds. No longer does AoE with forced Poison Status Effect (resulting in Poison DoT for enemies in radius), instead it does AoE DoT Gas damage around the target.

Players - aka Tenno - can only have a Maximum of 1 Stack on them - you cannot receive Stacked Status Effects as a player from enemies, fear not!

Why: The inclusion of enhanced or different stacking of Duplicate Status Effects is one to refresh the appeal of Status.

In addition, we’ve removed 0.25x Multiplier for Elemental Status Effects, meaning all Elemental Status Effects are 4x more likely.

Why: Critical has long been king - and while we are leaving Critical as is, our goal is to bring Status into the Arsenals in a new light for all Primary, Secondary, and Melee weapons. Our long-term goal with this change is to build upon this series of changes to eventually allow Status to impact bigger threats like Liches and Eidolons.

Update 27.1 (2020-02-04)

  • Fixed projectile explosion & embed damage not properly using Status Chance upgrades.

Update 25.7 (2019-08-29)

  • Reduced Status Effect light FX intensity further to compensate for stacking procs (Gas multiprocs, etc.)
  • If you freeze enemies with things like Frost, Atlas, or Gara’s abilities, you can now immediately apply other Status Effects! Before these powers would prevent Status Effects from being added. Read more on that here: https://forums.warframe.com/topic/1119134-cold-status-effects-how-they-block-new-status-effects-coming-changes/
  • Fixed Status FX not applying to ragdolled enemies.
  • Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.

Update 11.7 (2014-01-15)

  • Continued Changes to proc/status logic with Continuous Fire weapons:
    • Their proc/status is now determined per second – the Arsenal will display the “Status per second” value. Continuous fire weapons that had a weaker proc chance before should be yielding reasonable proc/status per second with this calculation.

Hotfix 11.0.2 (2013-11-20)

  • Added more visibilty to Proc/status on enemies when dealing damage. Proc/status icons added to damage numbers.

Update 11.0 (2013-11-20)


  1. Despite not being formally used in-game, internally the developers do use the term to refer to guaranteed procs independent from chance