Critical hits, also known as crits for short, are otherwise normal weapon strikes that randomly deal increased damage on enemies. The likelihood that an attack will be a critical hit is based on the weapon's critical hit chance, and the additional damage dealt by a critical hit is determined by the weapon's critical damage multiplier. Each attack, or each pellet in the case of most shotguns and weapons with Multishot, rolls its own chance to critically hit.
When a weapon deals a critical hit, the damage is displayed as a yellow, orange or red number on the HUD instead of the usual white coloring. However, critical hits on shields are still blue, and attacks benefitting from the stealth damage bonus are always yellow even when they don't crit.
Critical Chance[]
Each weapon has a base chance to critically hit, which can be increased through mods and various buffs.
Relative Increases[]
Most increases to crit chance are relative to the base chance. Multiple of these stack additively with each other:
- Where the Relative Bonus is the sum of all applicable bonuses.
As an example, a Braton with
Point Strike and
Argon Scope has a crit chance of:
Absolute Increases[]
A few effects grant absolute amounts of crit chance which are applied after relative bonuses.
Puncture's status effect "Weakened"
Arcane Avenger
Cat's Eye
Ballistic Bullseye
Shadow Haze
Covenant
Wrathful Advance
- Where the Absolute Bonus is the sum of all applicable bonuses.
As an example, a Braton with Point Strike (relative) and
Arcane Avenger (absolute) has a crit chance of:
Blood Rush[]
Blood Rush and the Gladiator Set Bonus are unique in that they scale off of Melee Combo, stacking additively with other critical chance mods:
As an example, a Gram with maxed
True Steel and
Blood Rush, with a x7 combo multiplier :
Critical hit chance can surpass 100%, for further information read Crit Tiers.
Sources of Critical Chance Bonus[]
Critical Damage (Critical Multiplier)[]
When a critical hit occurs, that hit's damage is increased and the damage value's color is changed to yellow. The stat describing by how much a crit is strengthened is displayed in the arsenal as a multiplier.
The base critical multiplier of a weapon is quantized.[1][2] This applies before mods, but after certain effects that are additive to the base value. The quantized base critical multiplier can be calculated as:
As an example, a Braton with
Vital Sense excluding quantization for simplicity, has a crit multiplier of:
- 1.6 × (1 +
120%) = 3.52x
Another similar example, now including quantization, and now with the incarnon perk Critical Parallel yields a crit multiplier of:
Sources of Critical Damage Bonus[]

Crit Tiers[]
Modded Crit Chance |
Crit Tier & Coloration | |
---|---|---|
x ≤ 0% | No hit can crit | Tier 0 |
0% < x < 100% | Chance for a yellow crit | |
Tier 1 | ||
x = 100% | All hits yellow crit | |
100% < x < 200% | Chance for an orange crit | |
Tier 2 | ||
x = 200% | All hits orange crit | |
200% < x < 300% | Chance for a red crit (tier 3) | |
Tier 3 | ||
x = 300% | All hits red crit (tier 3) | |
300% < x < 400% | Chance for a red ! crit (tier 4) | |
Tier 4 | ||
x = 400% | All hits red crit (tier 4) | |
400% < x < 500% | Chance for a red !! crit (tier 5) | |
Tier 5 | ||
x = 500% | All hits red crit (tier 5) | |
500% < x < 600% | Chance for a red !!! crit (tier 6) | |
... | ||
... | ... |

Three different color tiers of critical hits along with normal damage color
When a weapon achieves a crit chance higher than 100%, every attack will crit but it also gains a chance to deal an even stronger crit. As the critical hit chance increases, the tier of critical damage does so as well.
Although the coloration remains red after a certain point, crit tiers continue to increase. Every tier above 3 will produce an additional exclamation mark (!) up to three times.
As an example, a Lenz with
Point Strike has a crit chance of:
- 50% × (1 +
150%) = 125%
This means it will have a 25% chance to trigger an orange crit, while all other hits (75%) will yield a yellow crit.
The critical damage multiplier for these can be calculated as follows:
As an example, a Lenz with
Point Strike and
Vital Sense will have an orange crit multiplier of:
- 1 + 2 × (2.0 × (1 +
120%) − 1) = 7.8x
In addition, each mod of the Vigilante Mod Set has a 5% chance to increase a Primary Weapon's critical hit's tier by 1. This effect stacks with other Vigilante Mods installed, up to a 30% chance with all six Vigilante Mods equipped.
Critical Headshots[]

This picture displays a headcrit dealing 4x (old : now, it would be 6x) regular headshot damage using an unmodded Lex.
Certain body parts on enemies, most notably heads, will receive additional damage when struck. This location-based damage increase is usually a 3.0x multiplier, but if the strike is a critical hit, then it receives an additional damage bonus of 2.0x on top of the location multiplier and the crit multiplier:
As an example, a Lanka with
Vital Sense, and a head shot multiplier of 3.0 will have an orange crit multiplier of:
- 3.0 × (1 + 2 × (2 × 2.0 × (1 +
120%) − 1)) = 49.8x
The Headshot Multiplier is 3.0x in almost all cases. The bonus damage from headshot crits is specific to heads and not generalized to all special body parts. The MOA, for example, has a "fanny pack" which normally receives 3.0x damage, but does not receive any additional multipliers from a critical hit. The Jordas Golem, however, has a 1.0x multiplier on his engines, but still receives increase damage if critically hit. Corpus humanoids do not receive headcrits, instead only taking the normal 3.0x headshot damage even after their helmets are removed.
Average Damage[]
When comparing builds it can be helpful to calculate how much damage the weapon will deal on average, which is affected by how often critical hits occur and at what critical multiplier. The following equation accounts for critical hits that are not headshots:
As an example, a Paris has an average damage multiplier of:
- 1 + 30% × (2.0 - 1) = 1.3x
Paris with
Point Strike and
Vital Sense has an average damage multiplier of:
So for a Paris without any critical mods, the damage is multiplied by 1.3 on average; yellow crits of 2x for 30% of the shots.
With the 2 basic critical mods, the damage is multiplied by 3.55 on average; yellow crits of 4.4x for 75% of the shots.
Notes[]
- Most Warframe abilities cannot inflict critical hits. Exceptions include Exalted Weapons,
Voruna's
Ulfrun's Descent, and Gyre's Passive which grants critical chance per electric proc to all of her abilities.
- Prior to Update 33.6 (2023-07-27), some abilities had 100% critical chance with a multiplier of 1x. This only served to provide visual feedback.
- As of Hotfix 35.0.9 (2024-01-17), enemies cannot inflict critical hits.
See also[]
Hunter Munitions, a chance to apply
Slash on critical hit for primary weapons.
Patch History[]
Hotfix 35.0.9 (2024-01-17)
- Removed the ability for enemies to deal critical hits to players, Defense targets, Extractors, Rescue targets, and all other friendly targets.
- In most cases, enemies equipped with “player” weapons (Grineer Ballista using the Vulkar for example) could land critical hits due to those weapons using the same crit setup as their player counterpart. With a lack of feedback to inform players as to why or how sudden damage spikes were occurring, these enemies could easily jeopardize a mission. Additionally, while it makes sense to reward players for landing critical headshots, whether an enemy hits a head or not is outside of player control - which ultimately made countering it near impossible. So, in an effort to provide more consistent and predictable damage output from enemies, we have removed their ability to deal critical hits.
Update 34.0 (2023-10-18)
Missed Note From Abyss of Dagath:
- Updated our Damage Number system to add an exclamation point (!) for every Crit Tier above Super Crits, up to 3 total. Now you'll really be able to tell when you're doing a lot of damage!!!
Hotfix 33.6.1 (2023-07-31)
Missed Notes:
- With the new Ability Damage qualifier with the Enhanced Damage Numbers system, some players may think that certain Warframe abilities have had their Critical Chance nerfed. In truth, some Warframe abilities had a Critical Chance multiplier simply to add “oomph” to their damage numbers, without having an actual impact on Damage output. With this new Enhanced Damage System, that extra oomph is no longer needed, so those non-functional Critical Change values were removed, but the overall damage of these abilities are unchanged.
Hotfix 28.0.4 (2020-06-12)
- Fixed Critical Hits not triggering for Glaive mid-air detonations.
Update 21.0 (2017-06-29)
- With Harrow's enhancement to Criticals, we have slightly tweaked the colour gradient in which Critical hits are displayed. Introducing: Orange Crits! These now occur in between Yellow and Red Crits. Before, Crits became Red when 100% Crit Chance was achieved. Now Crits will be ORANGE in the 100.01-200% range, and Red will start at 200.01%+! This is solely a visual change.
Update 14.10 (2014-10-08)
- Changed Critical Chance logic by allowing it to occur on Radial Explosions (both friendly and enemy where applicable). This fixes an issue with the Torid’s gas cloud not allowing for criticals.
Update 13.5 (2014-05-28)
- Changes to Crit calculations:
We have made changes to the way Criticals work on weapons that have been modded to have a crit chance greater than 100%. You may recall the existence of ‘red crits’ from many updates ago, which occurred with no clear formula other than “Synapse!”. Here is some clarity into the new system:
The brief:
A weapon with a critical chance greater than 100% will receive 2 calculations:
1) a guaranteed critical damage value - this normally appears as a yellow value.
2) a secondary red crit chance based on the remaining percent- this will appear as a new RED crit if successful!
This means:
If your rate is 125% you get one guaranteed crit and a 25% chance of a red crit.
If this Second Crit occurs, you will see a deadly Red crit value!
CollapseCritical Hit Mods | |||
---|---|---|---|
Rifle | Chance | ![]() ![]() ![]() ![]() | |
Damage | ![]() ![]() ![]() | ||
Shotgun | Chance | ![]() ![]() ![]() | |
Damage | ![]() ![]() ![]() | ||
Pistol | Chance | ![]() ![]() ![]() ![]() ![]() | |
Damage | ![]() ![]() ![]() ![]() | ||
Melee | Chance | ![]() ![]() ![]() ![]() | |
Damage | ![]() ![]() ![]() | ||
Arch-gun | Chance | ![]() ![]() | |
Damage | ![]() ![]() | ||
Arch-melee | Chance | ![]() ![]() | |
Damage | ![]() | ||
Weapon Augment | ![]() ![]() ![]() ![]() ![]() |
- ↑ BaeckerSkins (2022, January 15). Accurate eidolon damage and a convenient spreadsheet comparing weapon builds/rivens. Reddit. Archived from the original on 2023-12-03.
- ↑ Anon (2023, December 3). Critical multiplier quantization. Imgur. Archived from the original on 2023-12-03.
176 comments
Can we have a note that state that firerate and multishot (and whatever increase the number of dmg instances) absolutely doesn't improve critical hits? They make it more reliable sure, but it doesn't enhance them. Yet the misconception is pretty common. It'd help having it written here, to be used as a argument of authority (It'd be fallacious, sure, but it'd also be true)
I rolled a Phenmor Riven with a malus to critical chance for Devouring Attrition, and the end result is that it has a critical chance of -3%.
Putting aside cases where this could partially offset an additive crit modifier (such as from a puncture status), does this actually affect anything? Or is it functionally identical to having a critical chance of 0%?
It's the same as having 0 CC
This page does not seem to mention Zephyr and Yareli's passive or things like Knell's multi buff, shouldn't it?
Yeah it should but those types of edits are not automated unfortunately.
Cool story now abt the melees because no one gives a rat's ass about the guns
Speak for yourself
So.. crit tiers can go above tier 6? and i deal more damage right? for example if i have 700% crit chance i will see "red!!!" on my screen but it will be higher than a "red!!!" dealt with 600% cc?
Yes
They need to add more !!!s to higher crit tiers. My Kullervo is swinging for 1000% CC and I wanna see !!!!!!!! on every swing baby
Kullervo with a lot of Ability Strength, let's say Intensify and Amar's Hatred for mods. Then Molt Augmented for acrane, and 5 Crimson Tauforged Shards for extra Ability Strength=180% if stacked max Molt Augmented. It will bring Kullervo 1st ability Final Critical Chance up to 560%, Final Critical Chance means add literal crit chance instead of +?%, example:your Melee weapon is 20% crit chance, usually if it's additive +?%, then it's 20+560%=132%, but if it's final Critical Chance it will be 20+560=580%. so after you use Kullervo 1st ability you get red!! crit chance for 10 sec(without any Ability Duration buff). You can go even further by using Umbral Intensify, Blind Rage, Transient Fortitude, Augur Secrets and Power Drift.
If you get a melee weapon with high crit chance and mod it properly, you can easily go up to 1000% cc
So yeah, we need a new crit tier, just so we don't waste the Crit Chance
Well it's not getting wasted
Hi! I want to learn more about critical damage quantization; I'm trying to replicate the number shown ingame but can't make it match. Is there some spreadsheet I can get to check how this actually works. Thanks!
Crimson and Topaz Archon Shards can also increase critical chance
Red damage without change color damage palette = neuron activation.
Add Dagath's Grave Spirit to the list of crit damage sources.
Also, how exactly does it even work? Is it like Volt's where it multiplies your final critical multiplier, or does it multiply the base critical damage of the weapon? Or something else?
Wrathful Advance needs to be added to the sources of crit chance list.
So the only diffrenece between orange and red crits are just colour and a guage of were the crit chance is at?
No, higher tier crits deliver more damage.
In the Crit Tiers section of the page it gives an example of this behavior, in the Lenz the yellow crit multiplier is 4.4 but when the weapon orange crits the multiplier is 7.8
Purple crits also exist does anybody know what they are exactly?
No such thing as a "Purple Crit". Cut that BS misinformation out. Damage to overshields isn't a crit.
I think it's just damage dealt with an ability
Dont listen to the second comment purple crits exist you should always go for them
Yes you can by combining blue crit and red crit, also u need to be honored throughout solar system and the void
I know this sound stupid but a weapon with "always" do orange crit with x3,5 crit dmg compare to "always" do yellow crit but have x5,6 crit dmg then which one will be better ?
To calculate do - 1 on the crit multi. So always yellow = 1 x times 4.6 = 4.6 and orange = 2 x 2.5 = 5 So orange wins this one.
1 + 2 × (2.0 × (1 + 120%) − 1) = 12.6 not 7.8
2.0 x (1 + 120%) - 1 = 3.4 x2 = 6.8 + 1 = 7.8
They really should change the colours for tier 4 and 5
Any ideas?
Reder red, black, then infrared
Black for tier 4 and infrared for 5 seems cool
What about rainbow for tier 5?
Maybe microwaves and radio waves. Something the human eye can't also see.
Lmao
What about the bonus from heavy attack multiplier? is it :
base + ((1 + mods ) x 2)
Or
base + (1 + ((mods) x 2)) ?
Because the difference between the two is relatively big, specially if you add rivens.
Woops. I meant to say base x (1 + mods ) x 2
And
base x (1 + ((mods) x 2))
Point still the same :p
Only the mods are doubled, NOT the total critical chance after calculation, so the second equation
Help me out here please, as i'm severely math challenged. How much xtra damag dos say, 200% crit do compared to 100%? what is th muliplier? 2x?
If your weapon has say base 2x Critical Multiplier, an orange crit @ 200% Critical Chance will have 2x + 2x = 4x Critical Multiplier. If it's 3x Critical Multiplier then an orange crit will have 3x + 3x = 6x Critical Multiplier.
Nope man look u have bad understanding as i did :) its ok
So if u have weapon with say x2 crit damage in formula if u ahve 100% crit it looks like that
Dam=Weapon Damage*(1+Crit.CH.*(CritMulti-1)) becose u already have that "1" as base damage
So 100*(1+1*(2-1))=200 as it should be, so if u get 200% crit
100*(1+2*(2-1))=300 coose crit multi got not 3 but double, but becouse when u crit u deal base damage plus double crit = its triple damage. Ofc if u have higher crit damage multi difference is not so scarce and crit multi ALWAYS HAS HIGHER VALUE, but crit damage mods easily can be "read", whatever how much crit u have 120% damage will be +120% DPS, if u have close to 100% crit.
But if u already have it and want put +60% crit its value will eb less than 50% so... if only u have dog shit mods u can put it, but if farm some mods and get more in game u can always find mods and should which gives more damage than 60%! GL i hope this helps
So, I have a riven which reduces crit multiplier to 0.4, does that mean a crit will do less damage than a non-crit?
Yes, in that case it would do only 40% of your damage on a crit, interestingly if the above calculation is true on an orange crit you would apperantly do -20% damage, so heal the enemy for 20% of the damage? if that is real then this could be a way to confirm the formula up there unless DE put a hardcap of the crit multiplier at 1.0x for calculations to prevent healing enemies.
Healing enemies with you weapon is one sure way to make your squad turn on you. Would be great to see it happn though.
Ash's Smoke Shadow Augment gives a 150% Critical Chance increase.
I noticed it wasn't there either
Added, thanks