Punch Through is a mechanic that allows weapons to shoot through a set distance of material, whether this material is cover, objects or enemies. The total amount of material that a weapon's bullet, beam or projectile can pass through before despawning is determined by the Punch Through value (measured in meters). Punch Through is typically gained through Mods, though certain weapons have innate Punch Through values.
With higher Punch Through values, a skilled player can estimate and strike the location of enemies' weak spots while they're in total cover, without waiting for them to expose themselves to the player's line of sight. High values of Punch Through can also be used to penetrate multiple enemies at once, which can greatly boost a weapon's ammo efficiency against swarms of enemies.
Mechanics[]
Geometry Punch Through[]
Geometry Punch Through is the total distance of material (object or enemy) that a weapon's projectile, bullet or beam can pass through before dissipating. Punch Through values listed in the arsenal and from mods are this type of Punch Through. This Punch Through value is gradually diminished as the projectile passes through objects or enemies. Once a projectile's Punch Through distance is used up, the projectile despawns normally as if it were fired from a weapon with no Punch Through. A Punch Through value of 1.2m is sufficient to pass through most enemies at least once (Infested Boilers being one of the notable exceptions).
For example, when using a weapon with 1.2m of Punch Through distance against a line of four Grineer Butchers at chest height, a shot will only pass through the first two targets but not through the third, since the torso hitbox of three butchers combined adds up to over 1.2m of material. This results in only three of the four Butchers being hit. Increasing the punch through to 2.1m will result in all four Butchers being hit.[1]
It is important to note that there are some objects that cannot be Punched Through by any means; barriers from abilities such as Snow Globe (both the
Frost and Arctic Eximus variants) or Nullifier Crewman fields will block all projectiles regardless of the amount of Punch Through they may otherwise be capable of. Additionally, some Bosses have weakspots that periodically close, and cannot be penetrated by any means until they open up (such as General Sargas Ruk's exhaust vents, which only open after he performs certain attacks).

An example of Punch Through projectiles losing velocity. Note how the second volley passing through the pillar have notably less speed.
Non-hitscan weapons with Punch Through will function as expected. However, projectiles that fully penetrate geometry and pass through will lose a significant amount of their velocity.
Infinite Body Punch Through[]
Some weapons that shoot wide projectiles or a stream of particles possess infinite body Punch Through. Infinite body Punch Through allows these weapons to pierce an unlimited amount of enemies, but not level geometry, objects, or barriers. The following is a list of weapons with infinite body Punch Through:










Area of Effect Weapons[]
With a very few exceptions, weapon projectiles with an area of effect (AoE) component will not Punch Through level geometry at all. Instead the projectile will explode on first contact. Note that some weapons have multiple modes though, where an AoE mode won't benefit but another mode will.
Weapons[]
Some weapons come with an innate amount of Punch Through without any installed mods. Most weapons with a charged shot mechanic will add Punch Through upon full charge, while their uncharged shots may not penetrate anything. In both cases, their innate Punch Through values will stack with any mods that grant Punch Through.





















































Minimum Mod Ranks for Penetration[]
- Notes
- Average data, result will differ due to width variances.
- Humanoid enemies include Elite Lancer, Crewman, and Ancient Disruptor.
- Quadruped enemies include Charger.
![]() ![]() |
+0.2 | +0.4 | +0.6 | +0.8 | +1.0 | +1.2 | |||||
---|---|---|---|---|---|---|---|---|---|---|---|
Humanoid | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
Quadruped | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | |||||
![]() |
+0.25 | +0.5 | +0.75 | +1.0 | +1.25 | +1.5 | |||||
Humanoid | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
Quadruped | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | |||||
![]() |
+0.3 | +0.7 | +1 | +1.3 | +1.7 | +2 | |||||
Humanoid | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
Quadruped | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
![]() ![]() ![]() |
+0.4 | +0.7 | +1.1 | +1.4 | +1.8 | +2.1 | |||||
Humanoid | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
Quadruped | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | |||||
![]() |
+0.2 | +0.4 | +0.6 | +0.8 | +1.0 | +1.2 | +1.4 | +1.6 | +1.8 | +2.0 | +2.2 |
Humanoid | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Quadruped | ❌ | ❌ | ❌ | ❌ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ |
Sources of Punch Through[]
Passive[]
Garuda/
Garuda Prime's Signature Weapon effect with
Nagantaka/
Nagantaka Prime (1m)
Qorvex's Passive (3m)
Mods[]
Notes[]
- A number of bosses actually become invulnerable when they deploy protection rather than using a physical barrier to block attacks. In those cases Punch Through will not allow damage to be dealt during these phases. The Raptors, Captain Vor and Lephantis are good examples.
- The shields of Eximus Guardian cannot be bypassed with Punch Through.
Bugs[]
- The Drakgoon's real Punch Through on Charged Shots may differ from the listed Punch Through in the Arsenal/Codex and on site. It seems to be even less than 1.5m as listed in the Arsenal/Codex. Further testing/info required.
Media[]
Trivia[]

An demonstration of how Punch Through interacted with a projectile weapon (in this case, an Acrid with
Seeker equipped). Note how the Acrid's darts would veer off to the right of the reticle, as opposed to continuing forward.
- Beginning in Update 9.7 (2013-08-30), Punch Through functionality was given to non-hitscan weapons. However, projectiles that manage to penetrate an angled surface will veer off to the side once they exit, and with significantly reduced velocity. After an unknown update, projectiles passing through objects would no longer deviate, but would still lose velocity.
References[]
97 comments
How much punch trough i need for the boiler or is it immune?
Fluctus is listed first on the page as having infinite body punchthrough which on the explanation says it will penetrate infinite humanoids but not level geometry. It is then listed later in the infinite level geometry but not body punchthrough. Do I have to waste a spot on Fluctus mods and use Savoy Rounds for it to puncture both in 1 shot? Like first hit humanoid, second hit is a wall then third hit humanoid?
Uhh, how does Punch Through on explosive works now? This page said that it won't even punch through but Kuva Grattler got tips to put Punch through?
Felarx (Primary Fire only) meaning normal shot ?
Incarnon form have innate infinite Punch Through on bodies. With perk -Cc 2000 damage
Tested
Normal stats do not have any PT
What about projectile weapons that can't penetrate the shield of the Shield Lancer? Aeolak with a 1 meter can't break through it, and Karak with 0.2 meters breaks through without problems? Similar problems with most of the projectile single-target weapons like Tetra, Supra or Tenet Diplos.
I hate that explosive weapons don't punch through anymore. I went away for a few months and now my Kuva Tonkor with a riven with punch through isn't nearly as much fun.
Why is not working on Gaze (primary)? Is there something I'm missing or is it a bug?
They really need to buff punch through, they keep trying to nerf aoe weapons but what they should do is buff the single target ones and punch through could help.
They buffed single target weapons with increased headshot multiplier from 2.0x to 3.0x in U32.
Where is Tenet Grigori?
What about the effects of positive or negative effects on Kuva nukor”beam chain”?
Every single target weapon should have innate punch through, to atleast compete a little bit with aoe
Agreed
Athodai is missing from the charged tab.
I'm really sad this Stat was completely ignored in U30.5 Galvanized Mods/Arcanes, as its underrated af.
Hitting 2 Enemies with 1 Bullet is effectively doubling the Damage AND doubling the kill-pace (Melee has Follow Through Stat which will deal less Damage to the following target, depending on the Factor). Technically speaking it is a major source of DPS increase.
What's really underated are the infinite punch through arch wings guns, and Zenith secondary fire.
Have you tried this on mag's ability, void proc'd enemy, or even Ivaras navigator?
TONS of fun!
Utility: mow down single file lines of hallways full of enemies with Ivaras navigator, or seek out where orokin vaults are with out having to step a foot.
Perpetually hit a target over and over with Mag or applying void stat proc and a non hit scan projectile that has infinite punch through ( possible use for xacu )
Agreed it's brilliant fun to pair with Mag, there are some very "off-meta" weapons that when you combine with Magnetize, become absolute beasts!
Punch thorough is useless for aoe primary/secondary right?
Zenith has infinite punch through on secondary fire and is commonly used to take out pylons on profit taker battle.
need an archgun punchtrough mod
https://warframe.fandom.com/wiki/Sabot_Rounds
Need secondary punch through nighmare mod, every other weapon class has one.
Agreed for the secondary mod. Tho the shotgun one is pretty useless tbf
Why did you change the number of bodies in the punch through tables to just an X or check? You're kinda killing useful information there.
If there ever was a "number of bodies" in this table, it was changed probably years ago. There is also no real "useful" information killed by that because "humanoid" and "quadrupled" are already very idealised. And you can still see that "humanoids" are punched through between 0.4X and 0.5 meters while "quadrupled" enemies can be punched through between 0.8X and 1.0 meters of punch through. Calculating this *2 oder *3 to get the "number of bodies" at the respective distances should be easy.
punch trough shields? Does it work? how does it work?
It works throught physical shields some untis can deploy, but not against the "Health type" Shield or Proto Shield.
One of the more underrated mechanics of the game, hitting multiple enemies at same time is always a plus for me personally. But eh people can mod however they want, I just enjoy utilities so yeah.
Finally found the info just by lurking around wiki and fixing stuff (found it on Zoom page's patch history). I'm very sorry for my avatar appearing too many times in one page scroll.
https://forums.warframe.com/topic/1016610-chimera-update-2310/
Weapon Aiming Changes: While this is largely under the hood, we want to detail out some changes we made to how Weapons are fired, particularly projectile weapons. We've added some new behavior that makes it easier to hit targets very close to the camera, eliminates strange sideways flying projectile and can be applied to any projectile (projectiles with gravity were previously excluded from the coolness. The basic idea now is: if you're aiming at it, you'll hit it.