This page is in reference to the Damage 2.0 system.

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, 100% chance to inflict their status effect (e.g. FrostIcon272 Frost's IceWave130xDark 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. See below for information on which status effects are associated with which damage types.

For example, a weapon such as an unmodified CrpElectroMag Staticor deals solely Radiation b 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 b Heat damage from his GrineerFlameThrower Ignis. Similarly, enemies are also able to inflict physical procs such as Bleeding (associated with Slash b Slash damage) directly to the player's health.

Status EffectsEdit

Damage Type Effect
Impact b Impact 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.
Puncture b Puncture 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.
Slash b Slash Bleed
Universal: Deals 35% of the base damage per second over 6 seconds (bypasses Armor).
Impaired b Impair
(PvP only)
Universal: Restricts the target's movement for 2 seconds.
TrueDmg b True No status effect.
Lifted b Lifted Lifted
On Enemy: Briefly suspends enemies in mid-air.
Heat b Heat Ignite
On Enemy: Deals 50% of the base damage as Heat b Heat 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 Heat b Heat damage over 6 seconds and strips up to 50% Armor.
Cold b Cold 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.
Electricity b Electricity Chain Lightning
On Enemy: Deals 50% base Electricity b Electricity damage to enemies within 3 meters of the target and stuns them for 3 seconds.
On Player: Deals 50% base Electricity b Electricity damage to allies within 3 meters of the target.
Toxin b Toxin Poison
Universal: Deals 50% of the base damage as Toxin b Toxin damage per second over 6 seconds (bypasses Shield).
VoidTearIcon b Void Bullet Attractor
On Enemy: Creates a 2.5 meter radius field which attracts projectiles for 3 seconds.
SentientFactionIcon b Tau No status effect.
Blast b Blast 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.
Corrosive b Corrosive 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 b Gas Gas Cloud
Universal: Deals 50% of the base damage as Gas b 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 b Magnetic 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.
Radiation b Radiation 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 b Viral 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.

In Empyrean MissionsEdit

Main article: Damage#Empyrean Damage System
Empyrean status effect

Empyrean uses an altered system of the currently existing damage system. These damage types are exclusive to Railjack armaments. Arch-weapons will have their damage converted to the corresponding Railjack damage analogue during Empyrean missions.

The below list shows the list of Empyrean specific damage types, along with their corresponding status effect. Secondary elemental damage types (Blast b Blast, Corrosive b Corrosive, Gas b Gas, Magnetic b Magnetic, Radiation b Radiation, and Viral b Viral) are not converted and can not proc a status effect on enemies in Empyrean Archwing mode. Secondary elemental types do increase total damage, they are not however, included in the calculation for status proc weightings.

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

Status ChanceEdit

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 b Corrosive procs are valued highly against heavily armored foes, but Magnetic b Magnetic 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 20pxRifle Aptitude. One can also increase the number of projectiles fired through multishot mods such as Mod TT 20pxSplit 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 DistributionEdit

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 Strun's highest physical damage type is Impact b 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 b 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 b Impact, 5 Puncture b Puncture, 10 Slash b Slash, 25 Heat b Heat, and 50 Corrosive b 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%

Damage ScalingEdit

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

This includes for example total damage multipliers like Mod TT 20pxFurious Javelin or Eclipse130xDark Eclipse, additive damage bonuses like Mod TT 20pxSerration or VexArmor130xDark Vex Armor, and enemy debuffs like MolecularPrime130xDark Molecular Prime and RestRage130xDark Rest & Rage. However weakspots generated by Sonar130xDark Sonar or Mod TT 20pxDetect Vulnerability only increase the initial hit, not the resulting proc.

Due to the nature of Faction damage bonuses, they are applied once more during the calculation of damaging status effects, even though they already affect the initial hit. For example, the Bleed damage per tick of a weapon with an innate 100 damage, Mod TT 20pxSerration, and Mod TT 20pxBane of Grineer will be:

Bleed Damage per tick = 100 × (1 + Mod TT 20px1.65) × 0.35 × (1 + Mod TT 20px0.3) ^ 2 = 156.748

Status DurationEdit

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, 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 Molecular Prime or RestRage130xDark 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)

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 Occurs Normally
Impact b Impact Stagger Knockback
Puncture b Puncture Weakened -
Slash b Slash Bleed -
Cold b Cold Freeze -
Electricity b Electricity Stun Chain Lightning
Heat b Heat Ignite Panic animation occurs (but no flame)
Toxin b Toxin Poison -
Blast b Blast No visible explosion Knockdown
Corrosive b Corrosive - Corrosion
Gas b Gas Toxin Cloud -
Magnetic b Magnetic Disrupt Visual effects
Radiation b Radiation Confusion -
Viral b Viral Virus 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.


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

The only exception to this rule is EWArtemisBow Artemis Bow which its status chance in the Arsenal shows the calculated probability that at least a single arrow will proc. To calculate the actual status chance per arrow: Chance per Arrow = 1 − (1 − Status Chance)(1 ÷ Arrow Count)

Average ProcsEdit

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 b 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 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 20pxSC)
150% 100% 99% 80% 2.85 1.9 1.88 1.52
(e.g.Exergis )
150% 100% 99% 80% 4.5 3 2.97 2.4
(e.g.GrnDBSG )
150% 100% 99% 80% 7.5 5 4.95 4
(e.g.WraithStrun )
150% 100% 99% 80% 15 10 9.9 8
20 150% 100% 99% 80% 30 20 19.8 16

Status ModsEdit

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 27.5.0


  • 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


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

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

Patch HistoryEdit

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:

  • Impact b 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 b 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 b 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 b 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 b Heat: No Change.
  • Toxin b Toxin: See Slash, plus the base duration of a Toxin Status Effect now matches Slash for 6 seconds.
  • Electricity b Electric: 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 b 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 b 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 b 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 b 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 b 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 b 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

  • 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

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