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.

—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. FrostIcon272.pngFrost's IceWave130xDark.pngIce 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. See below for information on which status effects are associated with which damage types.

For example, a weapon such as an unmodified CrpElectroMag.pngStaticor deals solely DmgRadiationSmall64.pngRadiation 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 DmgFireSmall64.pngHeat damage from his GrineerFlameThrower.pngIgnis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with DmgSlashSmall64.pngSlash damage) directly to the player's health.

Status Effects[edit | edit source]

General[edit | edit source]

Damage Type Status Effects
DmgImpactSmall64.pngImpact Stagger
On Enemy: Causes target to flinch and staggers movement for 1 second and adds a 10% chance to open the enemy up to a Parazon finisher. Stacks up to 10 times.
On Player: No effect.
DmgPunctureSmall64.pngPuncture Weakened
On Enemy: Reduces any damage dealt by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing damage by 5% to a total of 75%.
On Player: Reduces any damage dealt to 30% for 6 seconds.
DmgSlashSmall64.pngSlash Bleed
On Enemy: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).
On Player: Deals 10% of the base damage per second over 6 seconds (bypasses Armor).
(PvP only)
Universal: Restricts the target's movement for 2 seconds.
DmgTrueSmall64.pngTrue No status effect.
Lifted b.svgLifted Lifted
On Enemy: Briefly suspends enemies in mid-air.
DmgFireSmall64.pngHeat Ignite
On Enemy: Deals 50% of the base damage as DmgFireSmall64.pngHeat damage per second over 6 seconds (increase by Heat mods, can be refreshed) while causing the target to panic for 4 seconds and stripping up to 50% Armor.
On Player: Deals 50% base DmgFireSmall64.pngHeat damage over 6 seconds and strips up to 50% Armor.
DmgColdSmall64.pngCold Freeze
On Enemy: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds. Stacks up to 10 times, with subsequent procs increasing slow by 5% to a total of 70%.
On Player: Reduces Movement Speed, Fire Rate, and Attack Speed by 25% for 6 seconds.
DmgElectricitySmall64.pngElectricity Tesla Chain
On Enemy: Deals 50% of the base damage asDmgElectricitySmall64.pngElectricity 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 DmgElectricitySmall64.pngElectricity damage to allies within 3 meters of the target.
DmgToxinSmall64.pngToxin Poison
Universal: Deals 50% of the base damage as DmgToxinSmall64.pngToxin damage per second over 6 seconds (bypasses Shield).
DmgVoidSmall64.pngVoid Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
DmgTauSmall64.pngTau No status effect.
DmgBlastSmall64.pngBlast Inaccuracy
On Enemy: Reduces accuracy by 30% for 6 seconds. Stacks up to 10 times, with subsequent procs reducing accuracy by 5% to a total of 75%.
On Player: Reduces accuracy by 30% for 6 seconds.
DmgCorrosiveSmall64.pngCorrosive 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.
DmgGasSmall64.pngGas Gas Cloud
Universal: Deals 50% of the base damage as DmgGasSmall64.pngGas  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.
DmgMagneticSmall64.pngMagnetic Disrupt
On Enemy: Amplifies damage dealt to shields 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 Player: Amplifies damage dealt to shields by 100%, nullifies shield regeneration, drains 50 Energy per second and scrambles the interface for 4 seconds.
DmgRadiationSmall64.pngRadiation 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.
DmgViralSmall64.pngViral 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.

Empyrean[edit | edit source]

Main article: Damage#Empyrean

Empyrean gamemode and Railjacks use a slightly altered system of the currently existing damage system. Arch-guns and Arch-melees 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 (DmgBlastSmall64.pngBlast, DmgCorrosiveSmall64.pngCorrosive, DmgGasSmall64.pngGas, DmgMagneticSmall64.pngMagnetic, DmgRadiationSmall64.pngRadiation, and DmgViralSmall64.pngViral) do not have altered status effects and cannot proc against space enemies, but Arch-guns and Arch-melees 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 Point of Interests personnel, who will take damage and status as per normal.

Damage Type Empyrean-only Status Effects
DmgImpactSmall64.pngImpact Concuss
Crew within a gunship have reduced aim and damage for 6 seconds. Additional procs refresh duration.
DmgPunctureSmall64.pngPuncture Decompress
Temporarily reduces target ship's shields by ?% and current armor by 10% for 20 seconds. Additional procs stack multiplicatively.
DmgSlashSmall64.pngSlash Tear
Target ship receives 7.5% increased damage for 20 seconds. Additional procs stack multiplicatively with itself.
DmgColdSmall64.pngCold Immobilize
Target ship's weapons are disabled and it slows down to a complete stop. Lasts for 6 seconds. Additional procs refresh duration.
DmgElectricitySmall64.pngElectricity Scramble
Target ship spirals erratically for 6 seconds, being unable to attack while moving in a straight line. Additional procs refresh duration.
DmgFireSmall64.pngHeat Sear
Target ship receives damage over time for 6 seconds. Additional procs increase damage dealt over time.
DmgToxinSmall64.pngToxin Intoxicate
Target ship attacks any closest enemy and will be attacked in return for 12 seconds. Additional procs refresh duration.

Status Chance[edit | edit source]

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, DmgCorrosiveSmall64.pngCorrosive procs are valued highly against heavily armored foes, but DmgMagneticSmall64.pngMagnetic procs have no benefit to enemies that lack shields.

The chance that a proc will occur can be directly increased with mods such as Mod TT 20px.pngRifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Mod TT 20px.pngSplit 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[edit | edit source]

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.pngStrun's highest physical damage type is DmgImpactSmall64.pngImpact, 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 DmgRadiationSmall64.pngRadiation 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 DmgImpactSmall64.pngImpact, 5 DmgPunctureSmall64.pngPuncture, 10 DmgSlashSmall64.pngSlash, 25 DmgFireSmall64.pngHeat, and 50 DmgCorrosiveSmall64.pngCorrosive, 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[edit | edit source]

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 DmgCorrosiveSmall64.pngCorrosive 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

Damage Scaling[edit | edit source]

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

Bleed per tick = 100 × (1 + Mod TT 20px.png1.65) × 0.35 × (1 + Mod TT 20px.png0.3) ^2 = 156.7475

Status Duration[edit | edit source]

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. Mod TT 20px.pngLasting 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
DmgImpactSmall64.pngImpact Stagger -
DmgPunctureSmall64.pngPuncture Weakened -
DmgSlashSmall64.pngSlash Bleed -
DmgColdSmall64.pngCold Freeze -
DmgElectricitySmall64.pngElectricity Stun Tesla Chain
DmgFireSmall64.pngHeat Ignite Panic animation occurs (but no flame)
DmgToxinSmall64.pngToxin Poison -
DmgBlastSmall64.pngBlast Inaccuracy -
DmgCorrosiveSmall64.pngCorrosive Corrosion -
DmgGasSmall64.pngGas Toxin Cloud -
DmgMagneticSmall64.pngMagnetic Increased shield damage Visual effects
DmgRadiationSmall64.pngRadiation Confusion -
DmgViralSmall64.pngViral 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.

Damage Over Time[edit | edit source]

Status effects that deal damage over time will have a base duration of 6 seconds, during which they will deal a tick of damage for every second that the effect is active. AoE status effects, such as DmgElectricitySmall64.pngElectricity and DmgGasSmall64.pngGas will always start dealing damage ticks the moment it is procced on an enemy. Single target status effects 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? DmgSlashSmall64.pngSlash ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgFireSmall64.pngHeat /
✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgToxinSmall64.pngToxin ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgElectricitySmall64.pngElectricity ✔️ ✔️ ✔️ ✔️ ✔️ ✔️
DmgGasSmall64.pngGas ✔️ ✔️ ✔️ ✔️ ✔️ ✔️

Multishot[edit | edit source]

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 WraithStrun.pngStrun Wraith displays a 12% status chance, so each of its ten pellets has a 12% chance to individually proc.

Average Procs[edit | edit source]

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. DmgCorrosiveSmall64.pngCorrosive 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 Amount per Shot = Multishot × Chance per Pellet

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
(using Mod TT 20px.pngSC)
150% 100% 99% 80% 2.85 1.9 1.88 1.52
150% 100% 99% 80% 4.5 3 2.97 2.4
150% 100% 99% 80% 7.5 5 4.95 4
(e.g.WraithStrun.pngStrun Wraith)
150% 100% 99% 80% 15 10 9.9 8
20 150% 100% 99% 80% 30 20 19.8 16

Continuous Weapons[edit | edit source]

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[edit | edit source]

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.

Last updated: Update 29.5

Status Immunity[edit | edit source]

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.

Note that sources of invulnerability also protect against status effects.

BladeStormModU15.jpeg BladeStorm.png
Blade Storm
Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.

Energy per Mark: 12
Energy per Mark (while invisible): 6

Strength:750 / 1000 / 1500 / 2000 (DmgTrueSmall64.pngTrue damage)
Range:50 m
Misc:3 (number of hits per mark)
2 (number of Shadow Clones)

SlashDashModU15.jpeg SlashDash.png
Slash Dash
Dash between enemies while slashing with the Exalted Blade.
Strength:100 / 125 / 200 / 250
Range:6 / 8 / 10 / 12 m

Covenant.png HarrowCovenant.png
Protect nearby allies with an energy force that absorbs all damage and converts it to a Critical Chance bonus for all those under the Covenant. Headshots are amplified even further.
Strength:1.50% (critical per 100 damage)
Duration:3 / 4 / 5 / 6 s (invulnerability time)
6 / 8 / 10 / 12 s (critical chance time)
Misc:4.0x (headshot multiplier to bonus critical chance)
50/250 m (affinity range/open-world affinity range)

UndertowU15.png PirateLiquefy.png
Become a water trap and drown unsuspecting enemies.

Energy Drain: 6 s-1
Grab Cost: 5
Meters per Energy: 0.2 m

Strength:10 / 15 / 20 / 25 (DmgImpactSmall64.pngImpact dmg/sec)
1 / 1.5 / 1.7 / 2 % (dmg increase/sec)
Range:1.5 / 2.5 / 3 / 4 m (puddle size)
10 / 12 / 13 / 15 m (grab range)
Misc:50% (Tidal Surge travel distance)
200% (Tentacle Swarm damage bonus)

Devour.png DevourIcon.png
Hold power to trap target in quicksand and draw them in for devouring; this steals health and ultimately creates a friendly Sand Shadow.
Strength:50-100 / 100-200 / 150-300 / 250-500 (DmgTrueSmall64.pngTrue damage per second)
Duration:15 / 20 / 25 / 30 s
Range:20 / 30 / 40 / 50 m (cast and tether range)
Misc:2 s (damage ramp-up)
10 (damage ticks per second)
≥ 15 s (Sand Shadow duration)
Heals 400 health per second

Valence Block

Purifying himself from all ailments, LavosIcon272.pngLavos cleanses all active negative Status Effects and gains status immunity for 10 seconds upon collecting an Energy or Universal Orb. Lavos can only collect a single Energy or Universal Orb every 5 seconds.

  • Passive values is not affected by Mods.
  • 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 Mod TT 20px.pngSynth Fiber, all nearby Health, Energy and Universal Orbs will be collected, bypassing Lavos' innate orb pickup cooldown entirely.

Special Casting

Stats and Modding[edit | edit source]

LavosIcon272.pngLavos 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 TransmutationProbe130xDark.pngTransmutation Probe.

  • Mods which convert energy spent on abilities to shields, such as Mod TT 20px.pngBrief 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 Mod TT 20px.pngEquilibrium, Mod TT 20px.pngEnergy Conversion, and ArcaneEnergize64x.pngArcane 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. Roar130xDark.pngRoar), the cooldown begins after the ability's duration expires, unless modded with an augment that allows it to be recastable (e.g. Mod TT 20px.pngPiercing Roar).
    • On channeled abilities (e.g. Gloom130xDark.pngGloom), 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.

Lavos also possesses a Rank Up Bonus on his Armor stat, yielding +50% at Warframe Rank 30.

Elemental Imbuement[edit | edit source]

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 (DmgToxinSmall64.pngToxin, DmgColdSmall64.pngCold, DmgElectricitySmall64.pngElectricity, and DmgFireSmall64.pngHeat 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: DmgBlastSmall64.pngBlast (2 +4 ), DmgCorrosiveSmall64.pngCorrosive (1 +3 ), DmgGasSmall64.pngGas (1 +4 ), DmgMagneticSmall64.pngMagnetic (2 +3 ), DmgRadiationSmall64.pngRadiation (3 +4 ), and DmgViralSmall64.pngViral (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. OphidianBite130xDark.pngOphidian Bite imbued with DmgToxinSmall64.pngToxin, VialRush130xDark.pngVial Rush imbued with DmgColdSmall64.pngCold, 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 (DmgColdSmall64.pngCold, DmgBlastSmall64.pngBlast, DmgCorrosiveSmall64.pngCorrosive, DmgMagneticSmall64.pngMagnetic, DmgRadiationSmall64.pngRadiation, and DmgViralSmall64.pngViral) will proc 3 stacks in a single application of elemental status.
    • 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.

FireWalker.png FireWalkerIcon.png
Fire Walker
Blaze a trail of flames, scorching enemies and cleansing allies. Teleporting blasts the landing area with a ring of fire.
Strength:50 / 100 / 150 / 200 (DmgFireSmall64.pngHeat damage per tick)
500 / 750 / 1000 / 1250 (DmgFireSmall64.pngHeat 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 % (sprint speed bonus)
0.5 s (damage interval)
10 / 25 / 50 / ? % (DmgFireSmall64.pngHeat status chance)
100 % (flame trail status cleanse)
? s (flame ring duration)

WardingHalo.png WardingHaloIcon.png
Warding Halo
Create a protective ring of fire, that also stuns and damage enemies who get too close.
Strength:500 / 650 / 800 / 1000 (base health)
50 / 75 / 100 / 125 (DmgSlashSmall64.pngSlash damage per second)
1.15x / 1.25x / 1.75x / 2.50x (armor multiplier)
2.5x (absorption multiplier)
Range:1.25 / 1.5 / 1.75 / 2 m
Misc:3 s (invulnerability duration)

ParasiticLink.png ParasiticLinkIcon.png
Parasitic Link
Bind to a target with parasitic link. When cast on an ally, both the host and Nidus have their Ability Strength increased. Linked enemies take some of the damage inflicted on Nidus.

Mutation Stacks Cost: 1

Strength:10% / 15% / 20% / 25% (strength 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)

AbsorbModU15.jpeg Nyx Absorb.png
Nyx absorbs all incoming damage and channels that collected energy into an explosive radial discharge.
Energy Drain: 7 / 6 / 5 / 4 s-1
Strength:160 / 170 / 180 / 200 (passive DmgMagneticSmall64.pngMagnetic damage gain)
800 / 900 / 1000 / 1500 (minimum DmgMagneticSmall64.pngMagnetic damage)
0.025% (damage converted to weapon damage bonus)
Duration:8 s (Weapon Damage bonus)
Range:5 / 7 / 8 / 10 m

HallowedGround.png OberonHallowedGround.png
Hallowed Ground
Sanctifies the ground before Oberon with righteous fire, inflicting damage to any enemy that stands in the flames.
Strength:25 / 50 / 75 / 100 (DmgRadiationSmall64.pngRadiation 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)


MesmerSkinModx256.png MesmerSkin130xWhite.png
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.
Strength:3 / 4 / 5 / 6 (number of charges)
Duration:2 / 3 / 4 / 5 s (stun duration)
Misc:100% (reflected damage and status)
100% (Enthrall energy discount)
1 (ally buff charge)

IronSkinModU15.jpeg IronSkin.png
Iron Skin
Rhino hardens his skin, insulating himself from all damage.
Strength:400 / 600 / 800 / 1200 (base health)
? / 1.25 / 1.75 / 2.50x (armor multiplier)
Misc:1.5 / 2 / 3 / 3 s (invulnerability duration)

Spellbind.png SpellbindIcon.png
Enemies fumble their weapons as they tumble into the air. Nearby allies become immune to Status Effects. Hold the ability to cast the immunity onto Titania.
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)

LinkModU14.jpeg TrinityLink.png
Any damage taken while Link is active will be channeled to a nearby enemy.
Duration:6 / 8 / 10 / 12 s
Range:12 / 14 / 17 / 20 m
Misc:1 / 2 / 2 / 3 (affected enemies)
50% / 60% / 70% / 75% (damage reduction)
100% (damage and status transfer)

HysteriaModU15.jpeg HysteriaPanel.png
Valkyr is imbued with energy and becomes a ball of vicious rage, capable of unleashing a torrent of deadly claw attacks on unsuspecting foes.

Minimum Energy Drain: 2.5 s-1
Maximum Energy Drain: 15 s-1

Strength:100 / 125 / 200 / 250 (damage)
Misc:1% / 2% / 4% / 5% (lifesteal)
5-20 m (aura radius)

Defy.png DefyIcon.png
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.
Strength: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)

Cleansing Status Effects[edit | edit source]

Status effects on the player can be removed by the following (note that it does not protect the player from getting new instances of status effects, with the exception of Mod TT 20px.pngRolling Guard):

ShieldPillageModx256.png ShieldPillage130xWhite.png
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)

ReaveModx256.png Reave130xWhite.png
Dash through enemies as a wall of Sentient energy, leeching shields and health from any encountered, enhanced for thralls.

Energy Cost (Danse Macabre active): 25

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

MoltModU15.jpeg SarynMoult.png
Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.
Strength:150 / 300 / 400 / 500 (health)
240 / 300 / 350 / 400 (DmgToxinSmall64.pngToxin explosion damage)
1.3 / 1.35 / 1.4 / 1.5 x (speed multiplier)
Duration:14 / 24 / 32 / 40 s (decoy)
3.5 / 4 / 4.5 / 5 s (speed buff)
Range:5 / 6 / 7 / 10 m
Misc:100 % (status cleanse on cast)
1.5 / 2 / 3 / 3 s (invuln. time)
400 (decoy shields)
100 % (DmgToxinSmall64.pngToxin status chance)
1 (limit of molts)

CloudWalker.png CloudWalker130xWhite.png
Cloud Walker
Evaporate into a cloud of mist and float through the battlefield, dazing any enemy encountered, while healing Wukong and his twin.
Strength:0.5% / 0.6% / 0.8% / 1% (health / meter)
Duration:2 s (cloud duration)
Range:5 / 6 / 7 / 8 m (stun radius)
Misc:30 m/s (cloud movement speed)
100% (status cleanse on cast)
2 s (stun duration)

Status Immune Enemies[edit | edit source]

Trivia[edit | edit source]

  • Prior to Update 25.7, a status effect's duration can be increased or decreased, along with the total number of ticks in the case of damage-over-time procs, if the target's speed is altered by a Warframe power (such as MolecularPrime130xDark.pngMolecular Prime or RestRage130xDark.pngRest & 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, physical procs were weighted four times more than elemental ones.
  • Prior to Update 27.2, 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 will proc.
    • This means that shotguns that could reach 100% status chance in the Arsenal (before Multishot mods) benefit significantly from a status build since each pellet will proc as a result of the above equation.
    • However, a shotgun that only reaches shy of 100% status chance when modded will see significantly diminished results.
      • For example, a 99% status chance on a 10 pellet weapon will 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[edit | edit source]


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

Patch History[edit | edit source]

Update 27.2

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:

  • DmgImpactSmall64.pngImpact: Repeat single-target Impact Status Effects will escalate the efficacy of the Impact Status (removed previous change of adding Ragdoll as maximum Stagger consequence).
  • DmgPunctureSmall64.pngPuncture: 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.
  • DmgSlashSmall64.pngSlash: 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
  • DmgColdSmall64.pngCold: 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.
  • DmgFireSmall64.pngHeat: No Change.
  • DmgToxinSmall64.pngToxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • DmgElectricitySmall64.pngElectricity: 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.
  • DmgBlastSmall64.pngBlast: 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.
  • DmgCorrosiveSmall64.pngCorrosive: 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.
  • DmgRadiationSmall64.pngRadiation: 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.
  • DmgMagneticSmall64.pngMagnetic: 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.
  • DmgViralSmall64.pngViral: 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.
  • DmgGasSmall64.pngGas: 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

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

Update 25.7

  • 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:
  • Fixed Status FX not applying to ragdolled enemies.
  • Fixed sometimes seeing duplicate corpses if the enemy died from a Slash Status Effect.

Hotfix 11.0.2

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

Update 11.0

Community content is available under CC-BY-SA unless otherwise noted.