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Health
Health (Hull for Railjacks) is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. Warframes, Kubrows, Kavats, Rescue targets, and Alad V will enter "bleedout" when their health values are reduced to zero, while all other entities will instead be killed.
A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.
Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage, which is commonly dealt by units like Toxic Ancients, Toxic Crawlers and Venomous Eximus, will bypass shields and strike the target's health directly, which can also proc a
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage-over-time effect.
Viral{"Negatives":["Infested Deimos","Tenno Shield","The Murmur"],"GlyphImage":"EssentialViralGlyph.png","Color":"#b71658","DarkModeColor":"#f093b9","CSSTextColorClass":"var(--dt-viral-text-color)","Status":["Increased Health Damage"],"Icon":"DmgViralSmall64.png","Types":["Cold","Toxin"],"Link":"Damage/Viral Damage","CSSBorderColorClass":"var(--dt-viral-border-color)","Positives":["Orokin"],"CSSBackgroundColorClass":"var(--dt-viral-background-color)","Name":"Viral","ColorBackground":"#dfc3cf","ColorBorder":"#8d1c4b","InternalName":"DT_VIRAL","ProcInternalName":"PT_INFECTED"} procs, such as those dealt by Grineer Powerfists, will temporarily increase the damage to the victim's health (+100% with 1 stack, up to +325% with 10 stacks) even if the attack itself is absorbed by shields).
Contents
Health Types
There are ten health types, three shield types, and four armor types—these seven act differently from health and are covered on the Shields and Armor pages. The nine health types are partitioned into four standard Factions, the Corrupted{"Introduced":"8","Image":"IconOrokinOn.png","Name":"Corrupted","Link":"Corrupted"} and
Narmer{"Image":"IconNarmer.png","Description":"A nightmare is over. Finally we see clearly. Finally we speak freely. Savor the taste of liberty, my friends. Don't ever relax your vigilance. All as one. Future generations won't remember the Tenno oppression, but we do. We bear the scars, we mourn the dead, and we must never allow ourselves to forget. All as one.","Introduced":"31","Link":"Narmer","Name":"Narmer"} factions borrows from these.
Faction | Health Types | ||
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Cloned Flesh{"Negatives":[["Gas","50"],["Impact","25"]],"Type":"Health","Link":"Cloned Flesh","ColorBorder":"#A77A57","Positives":[["Viral","75"],["Heat","25"],["Slash","25"]],"DarkModeColor":"#dfa376","Introduced":"11","Name":"Cloned Flesh","Faction":["Grineer"],"ColorBackground":"#E4D7CC","Nickname":"Cloned","InternalName":"RK_CLONED_FLESH","Color":"#856146"} | Machinery{"Negatives":[["Viral","25"],["Toxin","25"]],"Type":"Health","Link":"Machinery","ColorBorder":"#77728C","Positives":[["Blast","75"],["Electricity","50"],["Impact","25"]],"DarkModeColor":"#b3acd0","Introduced":"11","Name":"Machinery","Faction":["Grineer"],"ColorBackground":"#D6D4DC","Nickname":"Machine","InternalName":"RK_MACHINERY","Color":"#5F5B70"} | |
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Flesh{"Negatives":[["Gas","25"],["Impact","25"]],"Type":"Health","Link":"Flesh","Color":"#855446","Positives":[["Viral","50"],["Toxin","50"],["Slash","25"]],"DarkModeColor":"#ff987a","Name":"Flesh","Faction":["Corpus"],"ColorBackground":"#E4D2CC","Introduced":"11","InternalName":"RK_FLESH","ColorBorder":"#A76957"} | Robotic{"Negatives":[["Toxin","25"],["Slash","25"]],"Type":"Health","Link":"Robotic (Health)","Color":"#4C5D7F","Positives":[["Radiation","25"],["Electricity","50"],["Puncture","25"]],"DarkModeColor":"#86afff","Name":"Robotic","Faction":["Corpus"],"ColorBackground":"#CFD5E2","Introduced":"11","InternalName":"RK_ROBOTIC","ColorBorder":"#5F749F"} | |
Infested{"Type":"Health","Link":"Damage/Infested","ColorBorder":"#798585","Positives":[["Heat","50"],["Slash","50"]],"DarkModeColor":"#9db9b9","Introduced":"36","CSSTextColorClass":"var(--faction-infested-text-color)","Faction":["Infested"],"ColorBackground":"#D6DADA","Name":"Infested","InternalName":"RK_INFESTED_FACTION","Color":"#606B6B"} | Infested Flesh{"Negatives":"Cold","50","Type":"Health","Link":"Infested Flesh","ColorBorder":"#838579","Positives":[["Gas","50"],["Heat","50"],["Slash","50"]],"DarkModeColor":"#afb39c","Introduced":"11","Name":"Infested Flesh","Faction":["Infested"],"ColorBackground":"#DADAD6","Nickname":"I. Flesh","InternalName":"RK_INFESTED_FLESH","Color":"#696B60"} | Fossilized{"Negatives":[["Radiation","75"],["Toxin","50"],["Cold","25"]],"Type":"Health","Link":"Fossilized","ColorBorder":"#75897C","Positives":[["Corrosive","75"],["Blast","50"],["Slash","15"]],"DarkModeColor":"#96bda4","Introduced":"11","Name":"Fossilized","Faction":["Infested"],"ColorBackground":"#D5DBD7","Nickname":"Fossil","InternalName":"RK_FOSSILIZED","Color":"#5D6E63"} | |
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Robotic{"Negatives":[["Toxin","25"],["Slash","25"]],"Type":"Health","Link":"Robotic (Health)","Color":"#4C5D7F","Positives":[["Radiation","25"],["Electricity","50"],["Puncture","25"]],"DarkModeColor":"#86afff","Name":"Robotic","Faction":["Corpus"],"ColorBackground":"#CFD5E2","Introduced":"11","InternalName":"RK_ROBOTIC","ColorBorder":"#5F749F"} | Flesh{"Negatives":[["Gas","25"],["Impact","25"]],"Type":"Health","Link":"Flesh","Color":"#855446","Positives":[["Viral","50"],["Toxin","50"],["Slash","25"]],"DarkModeColor":"#ff987a","Name":"Flesh","Faction":["Corpus"],"ColorBackground":"#E4D2CC","Introduced":"11","InternalName":"RK_FLESH","ColorBorder":"#A76957"} | |
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Tenno Flesh{"Type":"Health","Link":"Tenno Flesh","Color":"#BC0F0F","DarkModeColor":"#c67676","Name":"Tenno Flesh","Faction":["Tenno"],"ColorBackground":"#F9B8B8","InternalName":"RK_TENNO_FLESH","ColorBorder":"#EB1313"} | ||
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Corrupted units are copies from other factions; they have identical health to their originals. | ||
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Narmer units are copies from other factions; they have identical health to their originals. | ||
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Indifferent Facade{"Negatives":[["Viral","50"],["Slash","50"]],"Type":"Health","Link":"Indifferent Facade","ColorBorder":"#7C827F","Positives":[["Radiation","75"],["Void","25"],["Electricity","25"],["Puncture","25"]],"Introduced":"35.5","Name":"Indifferent Facade","Faction":["The Murmur"],"ColorBackground":"#D7D9D8","Nickname":"Facade","InternalName":"","Color":"#636866"} | ||
Special | Overguard{"Type":"Health","Link":"Overguard","Color":"#31469A","Positives":"Void","50","DarkModeColor":"#c6cadb","Introduced":"31.5","Status":["Prevents status effects and damage spillover to Shields and Health"],"CSSTextColorClass":"var(--faction-overguard-text-color)","Faction":["Grineer","Corpus","Infested","The Murmur"],"ColorBackground":"#C5CDEC","Name":"Overguard","InternalName":"","ColorBorder":"#3E58C0"} (unique to Eximus) • Object Health |
Flesh | |
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Machinery | |
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Cloned Flesh | |
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Infested Flesh | |
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Infested | |
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+50% |
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+50% |
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Robotic | |
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Tenno Flesh | |
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Fossilized | |
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* Tenno Flesh and Object Health have no resistances or vulnerabilities.
Modifying Maximum Health
Mods
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Physique{"Transmutable":false,"Type":"Aura","Description":"Squad gains +20% Maximum Health","Tradable":true,"UpgradeTypes":["AVATAR_HEALTH_MAX"],"BaseDrain":"-2","MaxRank":"5","Icon":"Physique.png","Link":"Physique","Image":"PhysiqueMod.png","Name":"Physique","Introduced":"5","Polarity":"Vazarin","Rarity":"Uncommon","InternalName":"/Lotus/Upgrades/Mods/Aura/PlayerHealthAuraMod","CodexSecret":false}
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Shepherd{"Transmutable":false,"Type":"Aura","Description":"Squad's Companions receive +300 Health and +180 Armor","Tradable":true,"UpgradeTypes":["AVATAR_HEALTH_MAX","AVATAR_ARMOUR"],"BaseDrain":"-2","MaxRank":"5","Icon":"Shepherd.png","Link":"Shepherd","Image":"ShepherdMod.png","Name":"Shepherd","Introduced":"25.7.6","Polarity":"Vazarin","Rarity":"Rare","InternalName":"/Lotus/Upgrades/Mods/Aura/WarframeAuraLoyalHerdMod","CodexSecret":false} (Only benefits companions)
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Vitality{"Description":"+100% Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"10","Image":"VitalityMod.png","Introduced":"0","Icon":"Vitality.png","Transmutable":true,"Type":"Warframe","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Vitality","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarHealthMaxMod","Link":"Vitality","Incompatible":["Archon Vitality","Umbral Vitality","Flawed Vitality","Parasitic Vitality"],"CodexSecret":false}
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Vigor{"Description":"+50% Shield Capacity\r\n+50% Health","UpgradeTypes":["AVATAR_SHIELD_MAX","AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"VigorMod.png","Introduced":"9.5","Icon":"Vigor.png","Transmutable":false,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Vazarin","Name":"Vigor","InternalName":"/Lotus/Upgrades/Mods/Warframe/DualStat/VigorMod","Link":"Vigor","Incompatible":["Primed Vigor"],"CodexSecret":false}
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Primed Vigor{"Description":"+75% Shield Capacity\r\n+75% Health","UpgradeTypes":["AVATAR_SHIELD_MAX","AVATAR_HEALTH_MAX"],"MaxRank":"10","Image":"PrimedVigorMod.png","Introduced":"19.5.6.1","Icon":"PrimedVigor.png","Transmutable":false,"Type":"Warframe","Rarity":"Legendary","Tradable":false,"BaseDrain":"6","Polarity":"Vazarin","Name":"Primed Vigor","InternalName":"/Lotus/Upgrades/Mods/Warframe/Expert/VigorModExpert","Link":"Primed Vigor","Incompatible":["Vigor"],"CodexSecret":true}
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Carnis Carapace{"Description":"+55% Armor\r\n+20% Health","UpgradeTypes":["AVATAR_ARMOUR","AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"CarnisCarapaceMod.png","Introduced":"29","InternalName":"/Lotus/Upgrades/Mods/Sets/Ashen/AshenCarapaceMod","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Vazarin","Name":"Carnis Carapace","Set":"Carnis Set","Link":"Carnis Carapace","Icon":"CarnisCarapace.png","CodexSecret":false}
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Gladiator Resolve{"Description":"+40% Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"GladiatorResolveMod.png","Introduced":"22","Icon":"GladiatorResolve.png","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Vazarin","Name":"Gladiator Resolve","Set":"Gladiator Set","Link":"Gladiator Resolve","InternalName":"/Lotus/Upgrades/Mods/Sets/Gladiator/WarframeGladiatorResolveMod","CodexSecret":false}
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Jugulus Carapace{"Description":"+55% Armor\r\n+20% Health","UpgradeTypes":["AVATAR_ARMOUR","AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"JugulusCarapaceMod.png","Introduced":"29","Icon":"JugulusCarapace.png","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Vazarin","Name":"Jugulus Carapace","Set":"Jugulus Set","Link":"Jugulus Carapace","InternalName":"/Lotus/Upgrades/Mods/Sets/Boneblade/BonebladeCarapaceMod","CodexSecret":false}
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Saxum Carapace{"Description":"+55% Armor\r\n+20% Health","UpgradeTypes":["AVATAR_ARMOUR","AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"SaxumCarapaceMod.png","Introduced":"29","Icon":"SaxumCarapace.png","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Tradable":true,"BaseDrain":"4","Polarity":"Vazarin","Name":"Saxum Carapace","Set":"Saxum Set","Link":"Saxum Carapace","InternalName":"/Lotus/Upgrades/Mods/Sets/Femur/FemurCarapaceMod","CodexSecret":false}
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Umbral Vitality{"Description":"+100% Health\r\n+11% <DT_SENTIENT>Tau Resistance","UpgradeTypes":["AVATAR_HEALTH_MAX","AVATAR_DAMAGE_TAKEN"],"MaxRank":"10","Image":"UmbralVitalityMod.png","Introduced":"23","Icon":"UmbralVitality.png","Transmutable":false,"Type":"Warframe","Rarity":"Legendary","Tradable":false,"BaseDrain":"6","Polarity":"Umbra","Name":"Umbral Vitality","Set":"Umbral Set","Incompatible":["Vitality","Archon Vitality","Flawed Vitality","Parasitic Vitality"],"Link":"Umbral Vitality","InternalName":"/Lotus/Upgrades/Mods/Sets/Umbra/WarframeUmbraModA","CodexSecret":true}
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Archon Vitality{"Description":"+100% Health\r\nStatus Effects from abilities that deal <DT_FIRE_COLOR>Heat Damage will be applied twice.","UpgradeTypes":["AVATAR_HEALTH_MAX","AVATAR_PROC_ABILITY_STACK"],"MaxRank":"10","Image":"ArchonVitalityMod.png","Introduced":"32.0.2","InternalName":"/Lotus/Upgrades/Mods/Warframe/Kahl/KahlAvatarHealthMaxMod","Transmutable":false,"Type":"Warframe","Rarity":"Legendary","Tradable":true,"BaseDrain":"6","Polarity":"Vazarin","Name":"Archon Vitality","Incompatible":["Vitality","Umbral Vitality","Flawed Vitality","Parasitic Vitality"],"Link":"Archon Vitality","Icon":"ArchonVitality.png","Class":"Archon"}
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Enhanced Vitality{"Description":"+250% Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"10","Image":"EnhancedVitalityMod.png","Introduced":"7","InternalName":"/Lotus/Upgrades/Mods/Sentinel/SentinelHealthMaxMod","Transmutable":true,"Type":"Companion","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Enhanced Vitality","Icon":"EnhancedVitality.png","Link":"Enhanced Vitality","Incompatible":["Link Vitality"],"CodexSecret":false} (Companion only)
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Link Vitality{"Description":"Increase Health by +125% of Warframe's Max Health","UpgradeTypes":["AVATAR_SENTINEL_HEALTH_LINK"],"MaxRank":"10","Image":"LinkVitalityMod.png","Introduced":"14","Icon":"LinkVitality.png","Transmutable":true,"Type":"Companion","Rarity":"Uncommon","Tradable":true,"BaseDrain":"2","CompatibilityTags":["KAVAT_MOD","KUBROW_MOD","HELMINTH_MOD","MOA_MOD","PREDASITE_MOD","VULPAPHYLA_MOD","ZANUKA_MOD"],"Name":"Link Vitality","Polarity":"Vazarin","Incompatible":["Enhanced Vitality"],"Link":"Link Vitality","InternalName":"/Lotus/Upgrades/Mods/Sentinel/Kubrow/KubrowLinkHealthMaxMod","CodexSecret":false} (Companion only)
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Adept Surge{"Description":"+10% Mobility\r\n-25 Health","Conclave":true,"UpgradeTypes":["AVATAR_PARKOUR_BOOST","AVATAR_SLIDE_BOOST","AVATAR_SLIDE_FRICTION","AVATAR_HEALTH_MAX"],"MaxRank":"3","Image":"AdeptSurgeMod.png","Introduced":"17.8","InternalName":"/Lotus/Upgrades/Mods/PvPMods/Warframe/MoreBulletJumpLessHealthMod","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Link":"Adept Surge","BaseDrain":"2","Polarity":"Naramon","Name":"Adept Surge","Tradable":true,"Incompatible":["Air Thrusters","Calculated Spring","Rising Skill","Tempered Bound"],"IsExilus":true,"Icon":"AdeptSurge.png","CodexSecret":false} (Conclave only)
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Calculated Spring{"Description":"-10% Mobility\r\n+25% Health","Conclave":true,"UpgradeTypes":["AVATAR_PARKOUR_BOOST","AVATAR_SLIDE_BOOST","AVATAR_SLIDE_FRICTION","AVATAR_HEALTH_MAX"],"MaxRank":"3","Image":"CalculatedSpringMod.png","Introduced":"17.8","InternalName":"/Lotus/Upgrades/Mods/PvPMods/Warframe/MoreHealthLessBulletJumpMod","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Link":"Calculated Spring","BaseDrain":"2","Polarity":"Naramon","Name":"Calculated Spring","Tradable":true,"Incompatible":["Adept Surge","Air Thrusters","Rising Skill","Tempered Bound"],"IsExilus":true,"Icon":"CalculatedSpring.png","CodexSecret":false} (Conclave only)
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Nira's Hatred{"Description":"+35% Health\r\n+15% Ability Duration","Conclave":false,"UpgradeTypes":["AVATAR_HEALTH_MAX","AVATAR_ABILITY_DURATION"],"MaxRank":"5","Image":"Nira'sHatredMod.png","Introduced":"31","Icon":"Nira'sHatred.png","Transmutable":false,"Type":"Warframe","Rarity":"Uncommon","Link":"Nira's Hatred","BaseDrain":"4","Polarity":"Vazarin","Tradable":true,"Incompatible":["Amar's Hatred","Boreal's Hatred"],"Name":"Nira's Hatred","InternalName":"/Lotus/Upgrades/Mods/Sets/Nira/NiraWarframeMod","IsExilus":false,"IsFlawed":false,"Set":"Nira Set","CodexSecret":false}
Abilities
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Elemental Ward{"Description":"Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.","Cost":"50","Augments":["Everlasting Ward"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonPeltAbility","CardImage":"ElementalWardModx256.png","Subsumable":true,"Introduced":"16","Powersuit":"Chroma","Key":"2","Icon":"ElementalWard130xWhite.png","Name":"Elemental Ward"} Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy. Introduced in Update 16.0 (2015-03-19) |
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Subsumable to Helminth |
Info
- Chroma expends
{"CssClasses":"","Image":"EnergyOrb.png","Description":"Modifies the Energy cost of Warframe abilities. The minimum Energy cost is 1/4 of the Base value.","Link":"Ability Efficiency"}50 Energy to emit an aura of elemental energy, empowering himself and nearby allies within
{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"}6 / 8 / 10 / 12 meters for
{"CssClasses":"light-invert","Image":"AbilityDurationBuff.png","Description":"Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Duration"}10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
- Energy cost is affected by Ability Efficiency.
- Duration is affected by Ability Duration.
- Aura radius is affected by Ability Range.
- Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of
Spectral Scream{"Description":"Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.","Cost":"10","Augments":["Afterburn"],"CardImage":"SpectralScreamModx256.png","Name":"Spectral Scream","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonBreathAbility","Key":"1","Icon":"SpectralScream130xWhite.png","Powersuit":"Chroma"}.
- Generates a flame aura around Chroma and affected allies that increases base Health by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}15% / 20% / 30% / 55% and inflicts
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}25 / 50 / 75 / 100
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Color":"#994d00","DarkModeColor":"#fb9733","CSSTextColorClass":"var(--dt-heat-text-color)","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"Icon":"DmgFireSmall64.png","Link":"Damage/Heat Damage","CSSBorderColorClass":"var(--dt-heat-border-color)","Positives":["Infested"],"CSSBackgroundColorClass":"var(--dt-heat-background-color)","Name":"Heat","ColorBackground":"#dfd0c3","ColorBorder":"#8d501c","InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% status chance. The radius of this damage effect is not increased with ability range.
- The health bonus stacks additively with base health modifiers.
- A rank-3 Elemental Ward with
Intensify{"Description":"+30% Ability Strength","UpgradeTypes":["AVATAR_ABILITY_STRENGTH"],"MaxRank":"5","Image":"IntensifyMod.png","Introduced":"0","Icon":"Intensify.png","Transmutable":true,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Intensify","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarAbilityStrengthMod","Link":"Intensify","Incompatible":["Archon Intensify","Umbral Intensify","Flawed Intensify","Precision Intensify"],"CodexSecret":false} and a maxed
Vitality{"Description":"+100% Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"10","Image":"VitalityMod.png","Introduced":"0","Icon":"Vitality.png","Transmutable":true,"Type":"Warframe","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Vitality","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarHealthMaxMod","Link":"Vitality","Incompatible":["Archon Vitality","Umbral Vitality","Flawed Vitality","Parasitic Vitality"],"CodexSecret":false} will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
- A rank-3 Elemental Ward with
- Damage bypasses obstacles in the environment and decreases with distance.
- The health bonus stacks additively with base health modifiers.
- Infuses Chroma and affected allies with an electric current that increases base Shields by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}250% / 300% / 500% / 1,000% incoming damage as
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Color":"#610fb3","DarkModeColor":"#b37fe7","CSSTextColorClass":"var(--dt-electricity-text-color)","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"Icon":"DmgElectricitySmall64.png","Link":"Damage/Electricity Damage","CSSBorderColorClass":"var(--dt-electricity-border-color)","Positives":["Corpus Amalgam","The Murmur"],"CSSBackgroundColorClass":"var(--dt-electricity-background-color)","Name":"Electricity","ColorBackground":"#d2c3df","ColorBorder":"#561c8d","InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage to a single target within
{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"}5 / 6 / 8 / 10 meters with a
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}50 / 60 / 100 / 200
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Color":"#610fb3","DarkModeColor":"#b37fe7","CSSTextColorClass":"var(--dt-electricity-text-color)","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"Icon":"DmgElectricitySmall64.png","Link":"Damage/Electricity Damage","CSSBorderColorClass":"var(--dt-electricity-border-color)","Positives":["Corpus Amalgam","The Murmur"],"CSSBackgroundColorClass":"var(--dt-electricity-background-color)","Name":"Electricity","ColorBackground":"#d2c3df","ColorBorder":"#561c8d","InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage.
- The shield bonus stacks additively with base shield modifiers.
- A rank-3 Elemental Ward with
Intensify{"Description":"+30% Ability Strength","UpgradeTypes":["AVATAR_ABILITY_STRENGTH"],"MaxRank":"5","Image":"IntensifyMod.png","Introduced":"0","Icon":"Intensify.png","Transmutable":true,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Intensify","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarAbilityStrengthMod","Link":"Intensify","Incompatible":["Archon Intensify","Umbral Intensify","Flawed Intensify","Precision Intensify"],"CodexSecret":false} and a maxed
Redirection{"Description":"+100% Shield Capacity","UpgradeTypes":["AVATAR_SHIELD_MAX"],"MaxRank":"10","Image":"RedirectionMod.png","Introduced":"0","Icon":"Redirection.png","Transmutable":true,"Type":"Warframe","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Redirection","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarShieldMaxMod","Link":"Redirection","Incompatible":["Primed Redirection","Flawed Redirection"],"CodexSecret":false} will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
- A rank-3 Elemental Ward with
- Arc damage bypasses obstacles in the environment.
- The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed
Intensify{"Description":"+30% Ability Strength","UpgradeTypes":["AVATAR_ABILITY_STRENGTH"],"MaxRank":"5","Image":"IntensifyMod.png","Introduced":"0","Icon":"Intensify.png","Transmutable":true,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Intensify","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarAbilityStrengthMod","Link":"Intensify","Incompatible":["Archon Intensify","Umbral Intensify","Flawed Intensify","Precision Intensify"],"CodexSecret":false}, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Color":"#610fb3","DarkModeColor":"#b37fe7","CSSTextColorClass":"var(--dt-electricity-text-color)","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"Icon":"DmgElectricitySmall64.png","Link":"Damage/Electricity Damage","CSSBorderColorClass":"var(--dt-electricity-border-color)","Positives":["Corpus Amalgam","The Murmur"],"CSSBackgroundColorClass":"var(--dt-electricity-background-color)","Name":"Electricity","ColorBackground":"#d2c3df","ColorBorder":"#561c8d","InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage at rank 3 to a single target as long as it's within range.
- Damage from environmental hazards can also be converted into arc discharges.
- Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
- The shield bonus stacks additively with base shield modifiers.
- Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by
{"CssClasses":"light-invert","Image":"AbilityDurationBuff.png","Description":"Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Duration"}15% / 25% / 30% / 35%, as well as weapon damage when Holstering by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}15% / 25% / 30% / 35% for
{"CssClasses":"light-invert","Image":"AbilityDurationBuff.png","Description":"Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Duration"}? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage with a 100% status chance.
- The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
- Damage bypasses obstacles in the environment and does not decrease with distance.
- Encases Chroma and affected allies in a layer of frost that increases base Armor by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}150% / 200% / 250% / 300% and has a
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}10% / 15% / 20% / 25% status chance.
- The armor bonus stacks additively with base armor modifiers.
- A rank-3 Elemental Ward with
Intensify{"Description":"+30% Ability Strength","UpgradeTypes":["AVATAR_ABILITY_STRENGTH"],"MaxRank":"5","Image":"IntensifyMod.png","Introduced":"0","Icon":"Intensify.png","Transmutable":true,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Madurai","Name":"Intensify","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarAbilityStrengthMod","Link":"Intensify","Incompatible":["Archon Intensify","Umbral Intensify","Flawed Intensify","Precision Intensify"],"CodexSecret":false} and a maxed
Steel Fiber{"Description":"+100% Armor","UpgradeTypes":["AVATAR_ARMOUR"],"MaxRank":"10","Image":"SteelFiberMod.png","Introduced":"0","Icon":"SteelFiber.png","Transmutable":true,"Type":"Warframe","Rarity":"Common","Tradable":true,"BaseDrain":"4","Polarity":"Vazarin","Name":"Steel Fiber","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarArmourMod","Link":"Steel Fiber","Incompatible":["Umbral Fiber","Flawed Steel Fiber"],"CodexSecret":false} will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437.
- As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
- A rank-3 Elemental Ward with
- Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
- Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
- Non-hitscan projectiles are reflected in the direction of the source enemy.
- Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
- The armor bonus stacks additively with base armor modifiers.
- Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Color":"#994d00","DarkModeColor":"#fb9733","CSSTextColorClass":"var(--dt-heat-text-color)","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"Icon":"DmgFireSmall64.png","Link":"Damage/Heat Damage","CSSBorderColorClass":"var(--dt-heat-border-color)","Positives":["Infested"],"CSSBackgroundColorClass":"var(--dt-heat-background-color)","Name":"Heat","ColorBackground":"#dfd0c3","ColorBorder":"#8d501c","InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} auras do not increase damage nor health values, and possessing a
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Color":"#994d00","DarkModeColor":"#fb9733","CSSTextColorClass":"var(--dt-heat-text-color)","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"Icon":"DmgFireSmall64.png","Link":"Damage/Heat Damage","CSSBorderColorClass":"var(--dt-heat-border-color)","Positives":["Infested"],"CSSBackgroundColorClass":"var(--dt-heat-background-color)","Name":"Heat","ColorBackground":"#dfd0c3","ColorBorder":"#8d501c","InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"} aura will negate receiving a
Cold{"Negatives":["Tenno Shield","Techrot"],"ColorBorder":"#1c638d","GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Icon":"DmgColdSmall64.png","Positives":["Sentient"],"ProcInternalName":"PT_CHILLED","CSSBackgroundColorClass":"var(--dt-cold-background-color)","CSSBorderColorClass":"var(--dt-cold-border-color)","Name":"Cold","ColorBackground":"#c3d5df","Status":["Slowdown","Crit Damage +"],"CSSTextColorClass":"var(--dt-cold-text-color)","InternalName":"DT_FREEZE","DarkModeColor":"#5bbcec"} aura.
- Has a casting delay of 1 second. The animation interrupts movement and other actions.
- Elemental Ward cannot be recast while active.
- Elemental Ward does not work on Nekros' Shadows.
- Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Augment

- Main article: Everlasting Ward
Everlasting Ward is a Warframe Augment Mod for Chroma{"Sprint":"1","Description":"Unleash the draconic. Chroma employs Heat, Electricity, Toxin, and Cold to deal high damage while maintaining survivability. Soar with winged fury.","Conclave":true,"Shield":"270","MaxRank":"30","Themes":"Dragon, Elemental Power, Hunter","Tactical":"Elemental Ward","Image":"Chroma.png","Type":"Warframe","Introduced":"16","Armor":"370","FullImages":{"Portrait":"ChromaFull.png"},"InternalName":"/Lotus/Powersuits/Dragon/Dragon","Passive":"Wings sprout for an additional jump and bullet jump.","Progenitor":"Heat","SquadPortrait":"ChromaLargePortrait.png","Health":"270","Link":"Chroma","Portrait":"ChromaIcon272.png","Polarities":["Bar","V"],"Abilities":["Spectral Scream","Elemental Ward","Vex Armor","Effigy"],"InitialEnergy":"75","Subsumed":"Elemental Ward","AuraPolarity":"V","Name":"Chroma","Sex":"Male","Playstyle":"Damage, Survival","SellPrice":"10000","Energy":"175","CodexSecret":false} that allows allies to retain
Elemental Ward{"Description":"Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.","Cost":"50","Augments":["Everlasting Ward"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonPeltAbility","CardImage":"ElementalWardModx256.png","Subsumable":true,"Introduced":"16","Powersuit":"Chroma","Key":"2","Icon":"ElementalWard130xWhite.png","Name":"Elemental Ward"}'s effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
Tips & Tricks
- In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
- The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
- Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
- Works very well with weapons that require you to reload frequently or have long reload times.
- Its damage increase is considered as a Universal base damage increase, same as
Vex Armor{"Description":"Chroma fortifies squad Armor when his Shields are damaged or he kills an enemy with a melee weapon. He increases squad Weapon Damage when he loses Health or kills an enemy with a ranged weapon, double the effect on weak point kills.","Cost":"75","Augments":["Guardian Armor","Vexing Retaliation"],"CardImage":"VexArmorModx256.png","Name":"Vex Armor","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonScalesAbility","Key":"3","Icon":"VexArmor130xWhite.png","Powersuit":"Chroma"} and
Arcane Arachne{"Rarity":"Rare","Type":"Warframe","Description":"+150% Damage for 30s","Link":"Arcane Arachne","Icon":"ArcaneArachne64x.png","UpgradeTypes":["WEAPON_DAMAGE_AMOUNT","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"28","Image":"ArcaneArachne.png","Name":"Arcane Arachne","Introduced":"17.9.1","IsRefreshable":false,"Criteria":"On Wall Latch","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/GolemArcaneBonusDamageOnWallLatch","CodexSecret":true}
- Can reduce recharge delay for
Cycron{"ReloadRate":"40","Conclave":true,"_TooltipAttackDisplay":"1","Class":"Pistol","SellPrice":"5000","AmmoType":"None","Image":"Cycron.png","ReloadStyle":"Regenerate","Introduced":"20.3","Polarities":["Bar","Bar"],"MaxRank":"30","InternalName":"/Lotus/Weapons/Corpus/Pistols/CrpChargeGun/CrpChargeGun","Family":"Cycron","Attacks":[{"IsSilent":false,"CritMultiplier":"1.8","AmmoCost":"0.5","ShotType":"Hit-Scan","Range":"24","FireRate":"12","Multishot":"1","MaxSpread":"0","AttackName":"Normal Attack","MinSpread":"0","PunchThrough":"1","StatusChance":"0.3","CritChance":"0.12","Damage":{"Puncture":"8","Radiation":"10","Slash":"5"}}],"Link":"Cycron","Magazine":"40","Slot":"Secondary","Trigger":"Held","ExilusPolarity":"Naramon","CompatibilityTags":["BEAM","BATTERY"],"Reload":"2","AmmoPickup":"0","Accuracy":"100","Name":"Cycron","ReloadDelay":"1","Mastery":"8","AmmoMax":"0","Disposition":"1.2","Traits":["Corpus"]} or a Kitgun equipped with
Pax Charge{"Description":"Converts weapon magazine to rechargable; Battery Recharge Delay is reduced by +50%","UpgradeTypes":["WEAPON_RELOAD_SPEED"],"MaxRank":"3","Image":"PaxCharge.png","Criteria":"Passive","Introduced":"24","Dissolution":"24","Icon":"PaxCharge64x.png","Type":"Kitgun","Rarity":"Rare","Link":"Pax Charge","CompatibilityTags":["MODULAR_GUN"],"Name":"Pax Charge","IsRefreshable":true,"IncompatibilityTags":["OPERATOR_SUIT"],"InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/BulletToBattery","CodexSecret":true}, however, it does not affect recharge rate.
- Properly modded, a
Cold{"Negatives":["Tenno Shield","Techrot"],"ColorBorder":"#1c638d","GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Icon":"DmgColdSmall64.png","Positives":["Sentient"],"ProcInternalName":"PT_CHILLED","CSSBackgroundColorClass":"var(--dt-cold-background-color)","CSSBorderColorClass":"var(--dt-cold-border-color)","Name":"Cold","ColorBackground":"#c3d5df","Status":["Slowdown","Crit Damage +"],"CSSTextColorClass":"var(--dt-cold-text-color)","InternalName":"DT_FREEZE","DarkModeColor":"#5bbcec"}-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting
Effigy{"Description":"Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.","Cost":"50","Augments":["Guided Effigy"],"CardImage":"EffigyModx256.png","Name":"Effigy","Introduced":"16","InternalName":"/Lotus/Powersuits/PowersuitAbilities/DragonLuckAbility","Key":"4","Icon":"Effigy130xWhite.png","Powersuit":"Chroma"}.
- The damage reflection is calculated using the damage before any damage reduction.
Bugs
- Allies who enter, leave, then re-enter the radius of
Heat{"Negatives":["Kuva Grineer","Tenno Shield"],"GlyphImage":"HeatModBundleIcon.png","Color":"#994d00","DarkModeColor":"#fb9733","CSSTextColorClass":"var(--dt-heat-text-color)","Status":["Ignite DoT","Panic","Armor Reduction"],"StatusNotes":["1","2","3"],"Icon":"DmgFireSmall64.png","Link":"Damage/Heat Damage","CSSBorderColorClass":"var(--dt-heat-border-color)","Positives":["Infested"],"CSSBackgroundColorClass":"var(--dt-heat-background-color)","Name":"Heat","ColorBackground":"#dfd0c3","ColorBorder":"#8d501c","InternalName":"DT_FIRE","ProcInternalName":"PT_IMMOLATION"}-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
- This causes
Medi-Ray{"Transmutable":false,"Type":"Robotic","Rarity":"Uncommon","Tradable":true,"Link":"Medi-Ray","BaseDrain":"0","MaxRank":"5","Icon":"Medi-Ray.png","InternalName":"/Lotus/Types/Sentinels/SentinelPrecepts/Events/ProjectNightwatch/SentinelHealthRegenPreceptNightwatchMod","Image":"Medi-RayMod.png","Name":"Medi-Ray","Introduced":"18.10","Description":"Sentinel will occasionally heal its owner, restoring 12% Health over 4s.","Polarity":"Penjaga","IsWeaponAugment":true,"CodexSecret":false} and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
- This causes
- The in-game UI shows the armor bonus from the
Cold{"Negatives":["Tenno Shield","Techrot"],"ColorBorder":"#1c638d","GlyphImage":"ColdModBundleIcon.png","Link":"Damage/Cold Damage","Color":"#17658c","Icon":"DmgColdSmall64.png","Positives":["Sentient"],"ProcInternalName":"PT_CHILLED","CSSBackgroundColorClass":"var(--dt-cold-background-color)","CSSBorderColorClass":"var(--dt-cold-border-color)","Name":"Cold","ColorBackground":"#c3d5df","Status":["Slowdown","Crit Damage +"],"CSSTextColorClass":"var(--dt-cold-text-color)","InternalName":"DT_FREEZE","DarkModeColor":"#5bbcec"} aura as a flat bonus rather than a percentage.
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Reservoirs{"Description":"Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.","Cost":"25","Augments":["Fused Reservoir"],"CardImage":"Reservoirs.png","Name":"Reservoirs","Introduced":"25","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WispReservoirAbility","Key":"1","Icon":"Reservoirs130xWhite.png","Powersuit":"Wisp"} Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies. Introduced in Update 25.0 (2019-05-22) |
| ||||||||||||
Info
- Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for
{"CssClasses":"","Image":"EnergyOrb.png","Description":"Modifies the Energy cost of Warframe abilities. The minimum Energy cost is 1/4 of the Base value.","Link":"Ability Efficiency"}25 energy, placing the pod directly in front of her. The reservoir pods have a range of
{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"}5 meters and last indefinitely, while the motes retrieved from the pods lasts
{"CssClasses":"light-invert","Image":"AbilityDurationBuff.png","Description":"Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Duration"}19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
- Casting additional reservoir pods will replace the oldest pod.
- Up to three different reservoir types can be unlocked as the ability is ranked up:
- Vitality: unlocked by default (Unranked Warframe)
- Haste: unlocked at rank 1 (Warframe Rank 7)
- Shock: unlocked at rank 2 (Warframe Rank 14)
- Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
- Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
- Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, Companions, summoned allied units such as Specters and Railjack Crews, allied Invasion units, Hostages, converted Liches and Sisters, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the reservoir's range.
- This includes at least some allies spawned via Warframe abilities such as
Nidus{"ArmorRank30":"450","ShieldRank30":"0","SellPrice":"25000","Themes":"Infestation, Mutation","Tactical":"Larva","Passive":"If Nidus is killed with at least 15 stacks of Mutation, those 15 stacks are consumed; this grants 5s of invulnerability and restores Health to 50%.","Introduced":"19.5","Polarities":["V","D"],"FullImages":{"Default":"NidusFull.png","Mutated":"NidusMutatedFull.png"},"InternalName":"/Lotus/Powersuits/Infestation/Infestation","Type":"Warframe","Link":"Nidus","Health":"455","Playstyle":"Survival, Damage, Crowd Control","AdditionalNotes":["+10 Health/s Regeneration at max rank"],"CodexSecret":false,"Sprint":"1","Description":"Nidus draws strength from the Infestation. It bolsters him with survivability as he deals high damage and provides crowd control. Plague your enemies.","Conclave":true,"Shield":"0","Image":"Nidus.png","Armor":"350","Progenitor":"Toxin","SquadPortrait":"InfestationLargePortrait.png","CompatibilityTags":["SANDMAN"],"InitialEnergy":"50","Subsumed":"Larva","AuraPolarity":"V","Abilities":["Virulence","Larva","Parasitic Link","Ravenous"],"Sex":"Male","Name":"Nidus","Portrait":"NidusIcon272.png","Energy":"100","MaxRank":"30"}'s Maggots via his
Ravenous{"Description":"Gluttonous maggots swarm nearby enemies, feasting until they burst with Infestation. The maggots benefit from Mutation and each enemy consumed adds to the Mutation stack.","Cost":"0","Augments":["Insatiable"],"CardImage":"RavenousModx256.png","Name":"Ravenous","Introduced":"19.5","InternalName":"/Lotus/Powersuits/PowersuitAbilities/InfestPodsAbility","Key":"4","Icon":"Ravenous130xWhite.png","Powersuit":"Nidus"} ability.
- Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
- This includes at least some allies spawned via Warframe abilities such as
- Motes grant the affected entity a specialized buff based on the reservoir type.
- Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
- Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
- Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
- If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
- A lower-value pod will still refresh the duration of a higher-value pod.
- Each entity is limited to 1 active Mote buff per reservoir type.
- The Vitality Mote increases maximum Health by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}300 and restores
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}30 health per second.
- Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
- Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
- The Haste Mote increases Movement Speed and melee Attack Speed by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}20% and Fire Rate by
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}30%.
- Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
- Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
- The Shock Mote stores an electrical charge that zaps up to 5 enemies within
{"CssClasses":"light-invert","Image":"AbilityRangeBuff.png","Description":"Modifies the Range of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Range"}15 meters with chain lightning every 3 seconds, dealing
{"CssClasses":"light-invert","Image":"AbilityStrengthBuff.png","Description":"Modifies the Strength of Warframe Abilities. Hover over each Ability to see how its stats are affected.","Link":"Ability Strength"}10
Electricity{"Negatives":["Tenno Shield"],"GlyphImage":"ElectricModBundleIcon.png","Color":"#610fb3","DarkModeColor":"#b37fe7","CSSTextColorClass":"var(--dt-electricity-text-color)","Status":["Tesla Chain DoT","Stun"],"StatusNotes":["1","2"],"Icon":"DmgElectricitySmall64.png","Link":"Damage/Electricity Damage","CSSBorderColorClass":"var(--dt-electricity-border-color)","Positives":["Corpus Amalgam","The Murmur"],"CSSBackgroundColorClass":"var(--dt-electricity-background-color)","Name":"Electricity","ColorBackground":"#d2c3df","ColorBorder":"#561c8d","InternalName":"DT_ELECTRICITY","ProcInternalName":"PT_ELECTROCUTION"} damage with a guaranteed Status Effect to stun enemies.
- The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
- Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
- Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
- Ability Synergy:
- Casting
Breach Surge{"Description":"Open a dimensional breach to overwhelm nearby enemies and cause them to release aggressive Surge sparks when damaged.\r\nWisp may also target a Reservoir to teleport to it and double the range of the surge.","Cost":"50","Augments":["Critical Surge"],"InternalName":"/Lotus/Powersuits/PowersuitAbilities/WispHarnessAbility","CardImage":"BreachSurge.png","Subsumable":true,"Introduced":"25","Powersuit":"Wisp","Key":"3","Icon":"BreachSurge130xWhite.png","Name":"Breach Surge"} on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
- Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
- Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
- Wisp cannot teleport to a pod while within less than 10 meters of it.
- Currently obtained Motes provide additional properties to
Sol Gate{"Description":"Open a portal to the sun to irradiate enemies with a devastating beam of pure solar plasma.","Cost":"25","CardImage":"SolGate.png","Name":"Sol Gate","Introduced":"25","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WispSunAbility","Key":"4","Icon":"SolGate130xWhite.png","Powersuit":"Wisp"}.
- Vitality: Provides a 25% damage increase.
- Haste: Allows Sol Gate to deal
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Color":"#4d6600","DarkModeColor":"#93c203","CSSTextColorClass":"var(--dt-corrosive-text-color)","Status":["Armor Reduction"],"Icon":"DmgCorrosiveSmall64.png","Types":["Electricity","Toxin"],"Link":"Damage/Corrosive Damage","CSSBorderColorClass":"var(--dt-corrosive-border-color)","Positives":["Grineer","Kuva Grineer","Scaldra"],"CSSBackgroundColorClass":"var(--dt-corrosive-background-color)","Name":"Corrosive","ColorBackground":"#d8dfc3","ColorBorder":"#708d1c","InternalName":"DT_CORROSIVE","ProcInternalName":"PT_CAUSTIC_BURN"} procs on every damage instance.
- Does not gain
Corrosive{"Negatives":["Sentient","Tenno Shield"],"GlyphImage":"EssentialCorrosiveGlyph.png","Color":"#4d6600","DarkModeColor":"#93c203","CSSTextColorClass":"var(--dt-corrosive-text-color)","Status":["Armor Reduction"],"Icon":"DmgCorrosiveSmall64.png","Types":["Electricity","Toxin"],"Link":"Damage/Corrosive Damage","CSSBorderColorClass":"var(--dt-corrosive-border-color)","Positives":["Grineer","Kuva Grineer","Scaldra"],"CSSBackgroundColorClass":"var(--dt-corrosive-background-color)","Name":"Corrosive","ColorBackground":"#d8dfc3","ColorBorder":"#708d1c","InternalName":"DT_CORROSIVE","ProcInternalName":"PT_CAUSTIC_BURN"} damage.
- Does not gain
- Shock: Provides a 25% damage increase.
- Casting
Augment

- Main article: Fused Reservoir
Fused Reservoir is a Warframe Augment Mod/Exilus Mod for Wisp{"Sprint":"1.2","EnergyRank30":"300","Description":"Wisp floats between the material and the ethereal. She accesses multiple dimensions to support her allies. Her countenance is mysterious and enigmatic.","Conclave":false,"Shield":"180","MaxRank":"30","Themes":"Will-O-Wisp, Solar Elemental, Portal Manipulation","Tactical":"Breach Surge","Image":"Wisp.png","SquadPortrait":"WispLargePortrait.png","Introduced":"25.0","Armor":"185","FullImages":{"Portrait":"WispFull.png"},"InternalName":"/Lotus/Powersuits/Wisp/Wisp","Passive":"Flowing between dimensions Wisp becomes invisible to enemies while in the air.","Progenitor":"Heat","Type":"Warframe","Health":"270","Link":"Wisp","Portrait":"WispIcon272.png","Polarities":["V","D"],"Abilities":["Reservoirs","Wil-O-Wisp","Breach Surge","Sol Gate"],"InitialEnergy":"150","Subsumed":"Breach Surge","AuraPolarity":"Bar","Name":"Wisp","Sex":"Female","Playstyle":"Support","SellPrice":"25000","Energy":"200","CodexSecret":false} that allows her to spawn a fourth
Reservoir{"Description":"Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.","Cost":"25","Augments":["Fused Reservoir"],"CardImage":"Reservoirs.png","Name":"Reservoirs","Introduced":"25","InternalName":"/Lotus/Powersuits/PowersuitAbilities/WispReservoirAbility","Key":"1","Icon":"Reservoirs130xWhite.png","Powersuit":"Wisp"} with all three buffs at an increased energy cost. Fused Reservoir counts as 3 summoned Reservoirs out of the 6 total wisp may have at once.
Tips & Tricks
- Avoid using Shock Motes in Spy missions, as it can hit Grineer Sensor Regulators and alert them.
- Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
- Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
Other
-
Magus Vigor{"Type":"Operator","Rarity":"Common","Link":"Magus Vigor","Description":"+600 Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"5","Icon":"MagusVigor64x.png","Criteria":"On Transference Out","Image":"MagusVigor.png","Name":"Magus Vigor","Introduced":"22","IsRefreshable":true,"Dissolution":"12","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/OperatorArmour/HealthOnOperatorMode","CodexSecret":true} (Operator only)
-
Vazarin's Enduring Tides (Operator only)
-
Azure Archon Shard{"Link":"Archon Shard","Type":"Item","Description":"A source of anti-entropic radiation ideal for empowering synthetic lifeforms, most notably Archons and Warframes.","Introduced":"32","Tradable":false,"Name":"Azure Archon Shard","InternalName":"/Lotus/Types/Gameplay/NarmerSorties/ArchonCrystalBoreal","Image":"AzureArchonShard.png"}
Tauforged Azure Archon Shard{"Link":"Archon Shard","Type":"Item","Description":"A source of anti-entropic radiation ideal for empowering synthetic lifeforms, most notably Archons and Warframes.\r\n<LINE_SEPARATOR>\r\nTauforged status increases the overall power of an Archon Shard.","Introduced":"32","Tradable":false,"Name":"Tauforged Azure Archon Shard","InternalName":"/Lotus/Types/Gameplay/NarmerSorties/ArchonCrystalBorealMythic","Image":"TauforgedAzureArchonShard.png"}
-
Arcane Blessing{"Rarity":"Rare","Type":"Warframe","Description":"+24 Max Health. Stacks up to 50x.","Link":"Arcane Blessing","Icon":"ArcaneBlessing64x.png","UpgradeTypes":["AVATAR_HEALTH_MAX_INC_ON_PICKUP","GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"22","Image":"ArcaneBlessing.png","Name":"Arcane Blessing","Introduced":"32.2","IsRefreshable":false,"Criteria":"On Health Pickup","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Defensive/IncreaseMaxHealthOnHealthPickup","CodexSecret":false}
-
Arcane Intention{"Rarity":"Uncommon","Type":"Warframe","Description":"Gain +250 Max Health per active channeled ability.","Link":"Arcane Intention","Icon":"ArcaneIntention64x.png","UpgradeTypes":["GAMEPLAY_FREE_REVIVE_COUNT"],"MaxRank":"5","IncompatibilityTags":["OPERATOR_SUIT"],"Dissolution":"18","Image":"ArcaneIntention.png","Name":"Arcane Intention","Introduced":"33","IsRefreshable":true,"Criteria":"","InternalName":"/Lotus/Upgrades/CosmeticEnhancers/Utility/HealthWhileUsingChanneledAbilities","CodexSecret":false}
Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling is an exception, stacking additively with base health before multipliers
Total Health = (Base Health + Warframe Rank Bonuses) × (1 + Modifier from Mods) + Other Bonuses
- Base Health refers to the Warframe's health at Rank 0.
- Warframe Rank Bonuses are increases to a Warframe's health that apply as the Warframe goes from rank 0 to 30. These are normally +100 at rank 30, though there are exceptions. Importantly, unlike capacity, they are not impacted by mastery rank, meaning that two players with newly built frames will always have the same bonuses regardless of their mastery.
- Modifier from Mods is from mods such as
Vitality{"Description":"+100% Health","UpgradeTypes":["AVATAR_HEALTH_MAX"],"MaxRank":"10","Image":"VitalityMod.png","Introduced":"0","Icon":"Vitality.png","Transmutable":true,"Type":"Warframe","Rarity":"Common","Tradable":true,"BaseDrain":"2","Polarity":"Vazarin","Name":"Vitality","InternalName":"/Lotus/Upgrades/Mods/Warframe/AvatarHealthMaxMod","Link":"Vitality","Incompatible":["Archon Vitality","Umbral Vitality","Flawed Vitality","Parasitic Vitality"],"CodexSecret":false} and
Vigor{"Description":"+50% Shield Capacity\r\n+50% Health","UpgradeTypes":["AVATAR_SHIELD_MAX","AVATAR_HEALTH_MAX"],"MaxRank":"5","Image":"VigorMod.png","Introduced":"9.5","Icon":"Vigor.png","Transmutable":false,"Type":"Warframe","Rarity":"Rare","Tradable":true,"BaseDrain":"6","Polarity":"Vazarin","Name":"Vigor","InternalName":"/Lotus/Upgrades/Mods/Warframe/DualStat/VigorMod","Link":"Vigor","Incompatible":["Primed Vigor"],"CodexSecret":false}, increasing the Health by 100% and 50% at their maximum ranks, respectively. The
Physique{"Transmutable":false,"Type":"Aura","Description":"Squad gains +20% Maximum Health","Tradable":true,"UpgradeTypes":["AVATAR_HEALTH_MAX"],"BaseDrain":"-2","MaxRank":"5","Icon":"Physique.png","Link":"Physique","Image":"PhysiqueMod.png","Name":"Physique","Introduced":"5","Polarity":"Vazarin","Rarity":"Uncommon","InternalName":"/Lotus/Upgrades/Mods/Aura/PlayerHealthAuraMod","CodexSecret":false} Aura mod increases it by 20% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 20%, to a maximum 80% addition in a four-player mission, which can be further increased with
Coaction Drift{"Description":"+15% Aura Strength\r\n+15% Aura Effectiveness","IsExilus":true,"UpgradeTypes":["AVATAR_AURA_STRENGTH","AVATAR_AURA_EFFECTIVENESS_ON_ME"],"MaxRank":"5","Image":"CoactionDriftMod.png","Introduced":"18","InternalName":"/Lotus/Upgrades/Mods/OrokinChallenge/OrokinChallengeModCollaboration","Transmutable":false,"Type":"Warframe","Rarity":"Rare","Link":"Coaction Drift","BaseDrain":"4","Polarity":"Naramon","Name":"Coaction Drift","Tradable":true,"Icon":"CoactionDrift.png","CodexSecret":false}. Lastly, the bonus from some Arcane helmets contribute to this modifier.
Health Reduction

Healing
- Main article: Healing
Unlike shields, health does not naturally regenerate over time, except when either the Rejuvenation{"Transmutable":false,"Type":"Aura","Description":"Squad receives +3 Health Regen/s","Tradable":true,"UpgradeTypes":["AVATAR_HEAL_RATE"],"BaseDrain":"-2","MaxRank":"5","Icon":"Rejuvenation.png","Link":"Rejuvenation","Image":"RejuvenationMod.png","Name":"Rejuvenation","Introduced":"5","Polarity":"Vazarin","Rarity":"Uncommon","InternalName":"/Lotus/Upgrades/Mods/Aura/PlayerHealthRegenAuraMod","CodexSecret":false} or
Dreamer's Bond{"Transmutable":false,"Type":"Aura","Description":"Squad receives +0.3 Energy Regen/s and +1.5 Health Regen/s","Tradable":true,"UpgradeTypes":["AVATAR_POWER_RATE","AVATAR_HEAL_RATE"],"BaseDrain":"-2","MaxRank":"5","Icon":"Dreamer'sBond.jpg","Link":"Dreamer's Bond","Image":"Dreamer'sBondMod.png","Name":"Dreamer's Bond","Introduced":"35.1","Polarity":"Any","Rarity":"Uncommon","InternalName":"/Lotus/Upgrades/Mods/Aura/PlayerEnergyHealthRegenAuraMod","CodexSecret":false} Aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed by picking up Health Orbs, by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or Arcane Enhancements.
Bleedout & Death
- Main article: Death
When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.
Prior to update 35.5: Inaros would go into a sarcophagus instead of bleedout and be unable to move or fire weapons. He would drain health from nearby enemies and allies to restore health to himself with the timer for revive being shorter than the last.
Update 35.5: Inaros will summon a sarcophagus at his location standing upright where his 'body' would go and rest while a sand version of himself would be released. The sand version is able to move and attack enemies, regaining health for the revive with every melee attack made. The requirement for revival is number of hits rather than health drained, making it more viable for late game content.
Effective Health
Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, sources of damage reduction, negative damage type modifiers, resistance mods, and health classes.
For example, an armorless Grineer enemy has 300 health and uses the Flesh health class, and you attack that enemy using Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Color":"#3d5e5e","DarkModeColor":"#80c4c4","CSSTextColorClass":"var(--dt-impact-text-color)","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"Icon":"DmgImpactSmall64.png","Link":"Damage/Impact Damage","CSSBorderColorClass":"var(--dt-impact-border-color)","Positives":["Grineer","Kuva Grineer","Scaldra"],"CSSBackgroundColorClass":"var(--dt-impact-background-color)","Name":"Impact","ColorBackground":"#cad8d8","ColorBorder":"#486061","InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage:
Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Color":"#3d5e5e","DarkModeColor":"#80c4c4","CSSTextColorClass":"var(--dt-impact-text-color)","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"Icon":"DmgImpactSmall64.png","Link":"Damage/Impact Damage","CSSBorderColorClass":"var(--dt-impact-border-color)","Positives":["Grineer","Kuva Grineer","Scaldra"],"CSSBackgroundColorClass":"var(--dt-impact-background-color)","Name":"Impact","ColorBackground":"#cad8d8","ColorBorder":"#486061","InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} attacks deal 25% less damage to Flesh health; if the attack would normally cause 100 damage, it would only deal 75 damage to this enemy.
- Therefore, to deal 300 damage to this enemy, you would have to output 400 total points of damage.
In reference to Impact{"Negatives":["Tenno Shield"],"GlyphImage":"EssentialImpactGlyph.png","Color":"#3d5e5e","DarkModeColor":"#80c4c4","CSSTextColorClass":"var(--dt-impact-text-color)","Status":["Stagger","Mercy Kill Chance +"],"StatusNotes":["1","2"],"Icon":"DmgImpactSmall64.png","Link":"Damage/Impact Damage","CSSBorderColorClass":"var(--dt-impact-border-color)","Positives":["Grineer","Kuva Grineer","Scaldra"],"CSSBackgroundColorClass":"var(--dt-impact-background-color)","Name":"Impact","ColorBackground":"#cad8d8","ColorBorder":"#486061","InternalName":"DT_IMPACT","ProcInternalName":"PT_KNOCKBACK"} damage, this hypothetical enemy has 400 effective health even though it has only 300 nominal health. Effective health can only ever be considered in the context of damage because its value depends on the bonuses and penalties of the incoming damage as much as it does on the damage type modifiers of armor, mods, and health.
Calculation
Effective health against a particular damage type can be calculated as such:
- Nominal health refers to listed health points as displayed in-game; in other words, it is the total health after mods and buffs are applied
- Net damage reduction refers to total damage reduction outside of armor
Enemy Health Scaling
- Main article: Enemy Level Scaling
For health, the ranges of level differences from base to current level at which scaling transitions is between 70 & 80.
Grineer
The formula by which Grineer health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Corpus
The formula by which Corpus health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Infested
The formula by which Infested health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Corrupted
The formula by which Corrupted health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Murmur, Sentient, and Unaffiliated
The formula by which enemy health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Eximus
Eximus health scaling is the same across all factions
The formula by which eximus health scales is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
In addition, the base health is also increased between certain breakpoints:
- Between level differences 0 inclusive and 15 inclusive, base health stays the same as listed in the Codex.
- Between level differences 15 exclusive and 25 inclusive, base health is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base health).
- Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base health).
- Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base health).
- Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base health).
- Above level difference of 100, base health will stay +500% (6x) of its Codex value.
- Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.

Enemy EHP
Effective Hit-points is a stat that indicates how much gross damage must be dealt to a target until the net damage thereby inflicted depletes its entire health pool. Effective Hit-points is not a fixed stat for any given enemy, it is heavily dependent on the damage type used against the target, as well as the various buffs and debuffs in effect for both the attacker and the enemy in question. For the following considerations, however, these influences are disregarded, as they do not alter the course of the graphs except for clinching or stretching them as a whole, which manifests as a scaling of the Y-axis.
For Enemies with Health only
For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.
For Enemies with Health and Shields
The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if
Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:
In the cases where you are trying to one-shot shielded enemies without Toxin{"Negatives":["Tenno Shield"],"GlyphImage":"ToxinModBundleIcon.png","Color":"#061","ProcInternalName":"PT_POISONED","CSSTextColorClass":"var(--dt-toxin-text-color)","Status":["Poison DoT"],"Bypass":["Tenno Shield"],"Link":"Damage/Toxin Damage","CSSBorderColorClass":"var(--dt-toxin-border-color)","Positives":["Narmer"],"CSSBackgroundColorClass":"var(--dt-toxin-background-color)","ColorBorder":"#1c8d30","BypassNotes":["5"],"Icon":"DmgToxinSmall64.png","ColorBackground":"#c3dfc8","InternalName":"DT_POISON","DarkModeColor":"#0c2","Name":"Toxin"} damage, their effective hit-points will actually be higher due to their shield gate mechanic. Only 5% of total damage dealt will only damage the enemy's health when their shield gate is active. However, attacking enemy weakpoints ignores the shield gate.

For Enemies with Health and Armor
The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:

For Enemies with Health, Shields, and Armor
The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable:
References
Health Classes | |
---|---|
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Tenno Shield{"Negatives":[["Heat","50"],["Radiation","50"],["Cold","50"],["Puncture","50"],["Corrosive","50"],["Viral","50"],["Slash","50"],["Magnetic","50"],["Impact","50"],["Blast","50"],["Toxin","50"],["Tau","50"],["Void","50"],["Electricity","50"],["Gas","50"]],"Type":"Shield","Link":"Tenno Shield","Color":"#31469A","DarkModeColor":"#a3afdd","Name":"Tenno Shield","Faction":["Tenno"],"ColorBackground":"#C5CDEC","Bypass":"Toxin","50","InternalName":"RK_TENNO_SHIELD","ColorBorder":"#3E58C0"} • Tenno Armor{"Type":"Armor","Link":"Tenno Armor","Color":"#6B6B60","DarkModeColor":"#c2c25e","Name":"Tenno Armor","Faction":["Tenno"],"ColorBackground":"#DADAD6","Bypass":[["Cinematic","50"],["True","50"]],"InternalName":"RK_TENNO_ARMOR","ColorBorder":"#858579"} • Tenno Flesh{"Type":"Health","Link":"Tenno Flesh","Color":"#BC0F0F","DarkModeColor":"#c67676","Name":"Tenno Flesh","Faction":["Tenno"],"ColorBackground":"#F9B8B8","InternalName":"RK_TENNO_FLESH","ColorBorder":"#EB1313"} |
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Cloned Flesh{"Negatives":[["Gas","50"],["Impact","25"]],"Type":"Health","Link":"Cloned Flesh","ColorBorder":"#A77A57","Positives":[["Viral","75"],["Heat","25"],["Slash","25"]],"DarkModeColor":"#dfa376","Introduced":"11","Name":"Cloned Flesh","Faction":["Grineer"],"ColorBackground":"#E4D7CC","Nickname":"Cloned","InternalName":"RK_CLONED_FLESH","Color":"#856146"} • Ferrite Armor{"Nickname":"Ferrite","Type":"Armor","Link":"Ferrite Armor","Color":"#6B6660","Positives":[["Corrosive","75"],["Puncture","50"]],"DarkModeColor":"#ceaa7f","InternalName":"RK_ARMOR","Negatives":[["Blast","25"],["Slash","15"]],"Name":"Ferrite Armor","Faction":["Grineer"],"ColorBackground":"#DAD8D6","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#857F79"} • Alloy Armor{"Nickname":"Alloy","Type":"Armor","Link":"Alloy Armor","Color":"#666B60","Positives":[["Radiation","75"],["Cold","25"],["Puncture","15"]],"DarkModeColor":"#a2b788","InternalName":"RK_HULKING_ARMOR","Negatives":[["Electricity","50"],["Magnetic","50"]],"Name":"Alloy Armor","Faction":["Grineer"],"ColorBackground":"#D8DAD6","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#7F8579"} • Machinery{"Negatives":[["Viral","25"],["Toxin","25"]],"Type":"Health","Link":"Machinery","ColorBorder":"#77728C","Positives":[["Blast","75"],["Electricity","50"],["Impact","25"]],"DarkModeColor":"#b3acd0","Introduced":"11","Name":"Machinery","Faction":["Grineer"],"ColorBackground":"#D6D4DC","Nickname":"Machine","InternalName":"RK_MACHINERY","Color":"#5F5B70"} |
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Shield{"Negatives":"Puncture","20","Type":"Shield","Link":"Shield (Health)","ColorBorder":"#3E58C0","Positives":[["Magnetic","75"],["Cold","50"],["Impact","50"]],"DarkModeColor":"#a2aedf","InternalName":"RK_SHIELD","Name":"Shield","Faction":["Corpus"],"ColorBackground":"#C5CDEC","Introduced":"11","Bypass":["Toxin"],"Color":"#31469A"} • Proto Shield{"Nickname":"Proto","Type":"Shield","Link":"Proto Shield","Color":"#3C3E8F","Positives":[["Magnetic","75"],["Toxin","25"],["Impact","15"]],"DarkModeColor":"#9d9fd9","InternalName":"RK_HEAVY_SHIELD","Negatives":[["Corrosive","50"],["Heat","50"],["Puncture","50"]],"Name":"Proto Shield","Faction":["Corpus"],"ColorBackground":"#C9CAE8","Introduced":"11","Bypass":["Toxin"],"ColorBorder":"#4B4EB3"} • Flesh{"Negatives":[["Gas","25"],["Impact","25"]],"Type":"Health","Link":"Flesh","Color":"#855446","Positives":[["Viral","50"],["Toxin","50"],["Slash","25"]],"DarkModeColor":"#ff987a","Name":"Flesh","Faction":["Corpus"],"ColorBackground":"#E4D2CC","Introduced":"11","InternalName":"RK_FLESH","ColorBorder":"#A76957"} • Robotic{"Negatives":[["Toxin","25"],["Slash","25"]],"Type":"Health","Link":"Robotic (Health)","Color":"#4C5D7F","Positives":[["Radiation","25"],["Electricity","50"],["Puncture","25"]],"DarkModeColor":"#86afff","Name":"Robotic","Faction":["Corpus"],"ColorBackground":"#CFD5E2","Introduced":"11","InternalName":"RK_ROBOTIC","ColorBorder":"#5F749F"} |
Infested{"Type":"Health","Link":"Damage/Infested","ColorBorder":"#798585","Positives":[["Heat","50"],["Slash","50"]],"DarkModeColor":"#9db9b9","Introduced":"36","CSSTextColorClass":"var(--faction-infested-text-color)","Faction":["Infested"],"ColorBackground":"#D6DADA","Name":"Infested","InternalName":"RK_INFESTED_FACTION","Color":"#606B6B"} • Infested Flesh{"Negatives":"Cold","50","Type":"Health","Link":"Infested Flesh","ColorBorder":"#838579","Positives":[["Gas","50"],["Heat","50"],["Slash","50"]],"DarkModeColor":"#afb39c","Introduced":"11","Name":"Infested Flesh","Faction":["Infested"],"ColorBackground":"#DADAD6","Nickname":"I. Flesh","InternalName":"RK_INFESTED_FLESH","Color":"#696B60"} • Fossilized{"Negatives":[["Radiation","75"],["Toxin","50"],["Cold","25"]],"Type":"Health","Link":"Fossilized","ColorBorder":"#75897C","Positives":[["Corrosive","75"],["Blast","50"],["Slash","15"]],"DarkModeColor":"#96bda4","Introduced":"11","Name":"Fossilized","Faction":["Infested"],"ColorBackground":"#D5DBD7","Nickname":"Fossil","InternalName":"RK_FOSSILIZED","Color":"#5D6E63"} • Infested Sinew{"Nickname":"Sinew","Type":"Armor","Link":"Infested Sinew","Color":"#74576F","Positives":[["Radiation","50"],["Cold","25"],["Puncture","25"]],"DarkModeColor":"#cea2c7","InternalName":"RK_INFESTED_ARMOUR","Negatives":"Blast","50","Name":"Infested Sinew","Faction":["Infested"],"ColorBackground":"#DED3DC","Introduced":"11","Bypass":["Cinematic","True"],"ColorBorder":"#916D8B"} | |
Miscellaneous | Hit Points • Object |
Game System Mechanics Edit | |||
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Currencies | ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
General | Basics | Arsenal • Codex • Daily Tribute • Empyrean • Foundry • Market • Mastery Rank • Nightwave • Orbiter • Player Profile • Reset • Star Chart | |
Lore | Alignment • Fragments • Leverian • Quest | ||
Factions | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
Social | Chat • Clan • Clan Dojo • Leaderboards • Trading | ||
Squad | Host Migration • Inactivity Penalty • Matchmaking | ||
Base of Operations | Backroom • Clan Dojo • Dormizone • Drifter's Camp • Orbiter | ||
Special | 1999 Calendar • Kinemantik Instant Messaging | ||
Gameplay | Basics | ![]() | |
Damage Mechanics | ![]() ![]() ![]() ![]() | ||
Enemies | Bosses • Death Mark • Enemy Behavior • Eximus (Overguard) • Lich System | ||
Mission | Arbitrations • Archon Hunt • Break Narmer • Empyrean • Invasion • Sortie • Tactical Alert • The Circuit • The Steel Path • Void Fissure | ||
Activities | Captura • Conservation • Fishing • K-Drive Race • Ludoplex • Mining | ||
PvP | Duel • Conclave (Lunaro) • Frame Fighter | ||
Other | Gravity • Threat Level | ||
Equipment | Modding and Arcanes | Arcane Enhancements • Archon Shard • Fusion • Mods (Flawed, Riven) • Polarization • Transmutation • Valence Fusion | |
Warframe | Attributes (![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | ||
Weapons | ![]() ![]() ![]() | ||
Operator | Amp • Focus (![]() ![]() ![]() ![]() ![]() | ||
Drifter and Duviri | Decrees • Drifter Combat • Drifter Intrinsics • Kaithe | ||
Other | Archwing • Companion • K-Drive • Necramech • Parazon • Railjack | ||
Technical | General | AI Director • Drop Tables • HUD • Key Bindings • Material Structures • PBR • Rarity • RNG • Settings • String Interpolation • Text Icons • Upgrade | |
Software, Networking, and Services | Cross Platform Play • Cross Platform Save • Dedicated Servers • EE.cfg • EE.log • File Directory • Fonts • Network Architecture • Public Export • Public Test Cluster • Stress Test • Warframe Arsenal Twitch Extension • World State | ||
Audio | Mandachord • Music • Shawzin • Somachord • Sound | ||
Mathematical | Calculating Bonuses (Additive Stacking, Multiplicative Stacking) • Condition Overload (Mechanic) • Enemy Level Scaling • Maximization • Multiplicative Crit (Mechanic) • User Research |