Heat Damage is one of the four primary elemental damage types. Deals increased damage to Infested but reduced against Kuva Grineer. Its Status Effects ignites enemies with damage over time, causing them to panic and temporarily reduces Armor.
Status Effects[]
General[]
The status effect of Heat damage is Ignite. It sets the enemy ablaze, which makes them panic, reduces their armor by up to 50% and, after a 1 second delay, deals a tick of damage every second for 6 seconds.
Enemies killed while under or by a Heat proc will be left in ashes, burning away shortly afterward.
Damage Over Time[]
Each tick deals Heat damage equal to:
- Notice that modded base damage calculation used for DoT is not the same as normal damage calculations, ignoring physical and elemental damage bonuses.
- Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other.
For example, tick damage for a weapon with an innate 100 damage, Serration,
Hellfire, and
Bane of Grineer will be:
- Modded Damage = 100 × (1 + 1.65) × (1 + 0.3) = 344.5
- Heat Mod Multiplier = (1 + 0.9) × (1 + 0.3) = 2.47x
- Tick Damage = 0.5 × 344.5 × 2.47 = 425.4575
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1 + Faction Damage bonus)2. This is a 1.30*1.30 = 1.69 or +69% increase for the 30% Faction Damage mods and 1.55*1.55 = 2.4025 or +140.25% for the 55% Primed Faction Damage mods.
Time from initial proc | 0s | 1s | 2s | 3s | 4s | 5s | 6s | 7s |
---|---|---|---|---|---|---|---|---|
Tick damage occured? | ✗ | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ |
Heat Inherit and Repeated Application[]
Repeated application of Heat procs do not stack tick damage in the same way other damage over time (DoT) status effects like
Toxin,
Electricity, or
Slash do. Instead, a
Heat proc both adds a stack and refreshes the duration of all currently active heat stacks on the target. This allows for ramping up
Heat tick damage indefinitely (scaling up linearly) as long as heat status is kept refreshed within the 6 second effect duration (modified by Status Duration). Additionally, all
Heat status stacks are automatically consolidated into one tick of damage per second, with new heat procs refreshing and further adding to this tick damage.
Crowd Control[]
Enemies affected by a Heat proc are ignited in flames and will panic and flail around for a few seconds, preventing them from taking any other actions. The length of the panic animation depends on enemy type: approximately 4 seconds for humanoids, 3 for most Infested, and 2 for MOAs and Chargers, however Ospreys, Bosses and Tenno are immune, and their ability to act is not impeded. Repeated application of
Heat status will reapply the panic effect.
Armor Stripping[]
The Heat status effect's armor strip has a ramp-up time when it first procs and a ramp downtime when the proc ends. Every 0.5 seconds after the initial proc, the enemy will have 15%, 30%, 40%, 50% of its armor stripped. It will therefore take 2 seconds to reach the maximum armor strip.[1] Proccing more heat status effects within this time frame will not speed up the armor stripping process.
After the proc ends, the target will regain armor every 1.5 seconds for 6 seconds. The enemy's armor strip will decrease as follows: 50%, 40%, 30%, 15%, 0%. [2]
Status Duration mods will increase the time intervals for the armor strip as expected. For example, with +100% Status Duration, the armor strip will occur every second instead of every half second. As a result, the full 50% armor strip will only be achieved after 4 seconds.
Heat status armor reduction is multiplicative with other armor reduction sources. This can be expressed as the following:
Armor after reduction = (1 - 50%) × [1 - (20% + 6% × Number of Corrosive stacks)] × (1 - 18% × Number Corrosive Projections)
Railjack[]
The status effect of Heat damage against Railjack space enemies is Sear, dealing 6 ticks of damage over 5 seconds. Against the Tenno's Railjack, it causes a Fire Hazard which causes ship armaments to overheat faster and cool down slower.
Sear ticks deal 100% × Modded Damage × (1 + Heat Damage bonuses) as Heat damage. Unlike standard heat, each proc has an independent duration and is not refreshed by additional heat procs.
Time from initial proc | 0s | 1s | 2s | 3s | 4s | 5s | 6s | 7s |
---|---|---|---|---|---|---|---|---|
Tick damage occured? | ✓ | ✓ | ✓ | ✓ | ✓ | ✓ | ✗ | ✗ |
Elemental Combinations[]
Heat damage mods can be combined with other elemental mods to create a new elemental damage type.
Heat Sources[]
- Main article: Category:Heat Damage
Enemies[]


Mods[]
Abilities[]
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Fireball Charge and release a fiery projectile that ignites enemies on contact. Introduced in Vanilla (2012-10-25) |
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Misc:
100% ( |
Arcanes[]
Sources of Heat Resistances[]
Arcanes[]
Mods[]
Additional Effects[]
Some mods and arcanes add additional effects when a Heat occurs or dealing
Heat damage.
Tips[]
Magus Accelerant is a rare case of resistance reduction that will multiply the effects of heat. It is especially effective against Proto Shield, able to increase the -50% damage modifier against heat to +15% with a single application, a 2.3x damage bonus. However, it does not reduce armor resistance, where it would have an exponential effect with health resistances.
Heat damage and its combination elements are not very effective against Corpus. In addition to
Heat damage being reduced against Proto Shields,
Gas damage is reduced against Flesh and
Radiation damage is reduced against Shields (though it is increased against Robotic).
Media[]
Patch History[]
Update 36.0 (2024-06-18)
- Simplified Faction Resistances
- Infested: Vulnerable to Heat
- Kuva Grineer:
- Resistant to Heat
Update 26.0 (2019-10-31)
- Heat Status Proc Changes
Heat Status procs now reduce targets' armor to 50% of the original value, with subsequent Heat procs refreshing the duration. Not hot enough for you? Applying the Status proc multiple times also turns up the Heat, dealing more damage per tick as the flames increase.
Update 11.0 (2013-11-20)
- Introduced.
74 comments
The status “stack” also inherited the lastest and longest status Ex: 10 stack normally tick 6 times, adding another stack with +100% status duration will refresh everything and now 11 stack tick for 12 times. Any status after this will refresh this 12s timer unless that status have more duration(15s for example) then the stack will get the 15s timer
This section's mention on Heat inherit is missing very critical and key information, and it's leading to people spreading misinfo, so I'd like to clarify and explain the bug/mechanic in depth.
When an enemy is afflicted with heat, and you add a new heat proc: the damage gets consolidated into a single heat tick, the status duration of all heat procs are refreshed, and the properties of the first tick are "inherited" by all future procs, this includes the color of the fire on the enemy, the kill credit (for both the weapon and the player), the status duration, and most importantly, the last section of the heat damage Calculation shown here in the wiki "(1+Heat%) * (1+Faction)"
If the first proc on an enemy has a very large heat and faction bonus, (for this example we will say 300% heat and 100% faction) then all future heat ticks will look like this:
(0.5)*(Base Damage * (1+Direct Damage Bonus) * (1+Faction)) * (1+3) * (1+1)
Note that the first "faction damage" is still tied to the weapon which is currently applying the proc, which is why we want to also have faction damage on our DPS weapon even though we have a large % present on the primer.
using this system, we can get a large bonus on our heat ticks by using a primer weapon, and dedicate our "DPS weapon" to maximizing our other multipliers like crit, direct damage, and status chance.
The order in how you apply heat procs matters:
When using heat inherit, you always want your heat primer to hit the target first. That's why it's called a primer, it primes the enemies. If you do not prime the enemy before you apply heat ticks from your DPS weapon, you will not get the bonus from the heat primer, even if you shoot them with the primer after.
Step one: Prime with Primer weapon
Step two: DPS
Step Three: Profit
it really is that simple, but there are lots of sources that get this wrong, so I'm covering my bases lol.
I made a calculator using Desmos that demonstrates the scaling that's happening when using heat inherit, and you're more than welcome to integrate this into the wiki along with my explanation. Keep in mind that your in game results might vary because of quantization, resistance bonuses, and the number of procs you inflict at a time with higher status chance weapons, as well as the added damage that comes from your primer. This calculator is purely a mathematical demonstration of the in game scaling, and not a representation of what your damage will look like 1:1 in game.
Also just to make sure I cover my bases "direct damage bonus" is your serration/pressure point/chroma buff. Idk why the wiki doesn't call it direct bonus, it makes explaining damage bonuses to new players much easier so that they don't get confused and call it "additive damage" like some of the community does.
Thank you so much for testing this and posting about it, turns out I was completely killing my damage with momentous bond on diriga's arc coil by constantly procing the first heat status with no faction/mod bonuses at all
Also, thank god Roar applies to companions. theres no reason it shouldnt, ive just never been so happy that it does
I've been using Hystrix Prime as a heat primer since I think heat quills with the automated fire mode builds up heat status procs faster than other primers I've tried. I know this works really well when I switch to a high DPS primary but I've noticed some other things that I hope someone with more experience can verify (I've only been playing Warframe for about 9 months). It seems that when I'm playing Ember, her heat procs also add to the primary. Also it seems that the heat inherit is also applied to my melee weapon but since it already has such high crit DPS it's hard to tell (Ceramic Dagger with high cc/cd riven). Is it true that all heat procs are inherited and do they also transfer to melee or primary only?
Heat is for faction racists - move on
Ty for calc Nev, saves me manual calc work
Just found out how absolutely silly heat damage can be with todays sortie final mission to kill Mutalist Alad V. Was looking up what elements to use when I came across somebody mentioning to stack status procs while the guy is invulnerable, then saw somebody mention heat procs stack without limit. Took my kuva nukor with heat element and got up to 253 stacks of heat procs when Mutalist Alad V became vulnerable and he died instantaneously. Funniest thing I've seen in a long time. New appreciation for heat.
Ry using phantasma prime with lot of status and fire rate. you get hundreds of procs in a couple seconds
Should I use a heat Kuva Nukor to prime for heat inherit or are there better weapons for the same purpose?
IMO, Epitaph would be a good alternative.
But I think both two are good, worth making.
Kuva Nukor's strength is from applying multiple status. If you have magnetic-infused Kuva Nukor and you will get 4 status primer (If modding normally, Magnetic, Virus, Radiation and Heat.) sothat 'Galvanized' and 'Condition Overload' things can be easily combined. Also, the Magentic effect can counter shield types. As you know, the Virus-meta build has a tiny little weakness against enemies with huge shield bars. But you won't be worry about that while holding Kuva Nukor.
Epitaph is very convenient choice. I know Kuva Nukor's also convenient and can be a 'go-to everywhere weapon', but this one is easier and safer. Has very large radius (with Firestorm) and innate Cold-proc. No need to aim precisely. Just shoot anywhere near enemies and the whole squad will get slow.
TL;DR ::
More status > Kuva Nukor
Need also killing enemies > Kuva Nukor (Epitaph can, either. But Kuva Nukor is faster.)
Large AoE > Epitaph (Kuva Nukor shoot chaining-beam and can do it, too.)
Fire and Forgot > Epitaph
Need automatic trigger > Kuva Nukor
Cold-proc > Epitaph
Countering shield > Kuva Nukor (Only when Magetic-infused)
You want weapons with high riven dispositions so that you can maximize your heat and faction bonuses. Optimal weapons are things like the tysis for single target, and the kompressa for bigger groups, but plenty of weapons like the phage (primary) kohmak, spectra, etc will do well. Typically the best weapons are secondaries because they have access to Secondary Encumber, the second best would be your shotguns as they have access to just as much heat bonus, with the drawback being you have to utilize additional modslots to fit blaze, and you don't have encumber
For the record:
catboy princess — Today at 22:38
I'm not really sure where to document this, but since i spent probably a dozen hours testing this so here goes: the way heat DOT status effect is that if the DOT kills, the kill credit goes to whoever/whichever weapon started the status chain. This also means that it is that weapon's arcanes and mods that will benefit from any "On Kill" effects like Primary/Secondary Merciless. (Theoretically this means that all Dexterity/on melee kill arcanes will proc if the killing damage was from heat from a melee weapon) (edited)
[22:40]
As a consequence, if you have a heat-inherit-based primer weapon, it is more beneficial to use Galvanized (confirmed) mods than their non-on-kill-bonus counterparts, so long as the heat DOT finishes the job, and even an arcane like a Merciless arcane can still function. (edited)
[22:42]
Now, for heat status, that makes sense given that the timer for heat is localized across the entire unit rather than instanced with each heat proc.
[22:42]
What I don't know is if Toxin, Electric, Slash, Gas, or so on work similarly given that their timers have no "refresh" functionality.
[22:44]
So, basically, apart from Heat procs snapshotting the tool of arson's mods, it also seems to snapshot the tool as the "owner" of the heat proc too (and from this I would gather that that weapon gets the majority of affinity as well). (edited)
catboy princess — Today at 22:47
This is also a very important interaction for the Theorem/Residual set of arcanes: this means that if your main kill/DPS weapon is not the heat primer, it will also not benefit from its on-kill roll chance to make an element zone if the Heat proc confirms the kill (edited)
[22:51]
on the bright side, it means that if you are running a heat-inherit build + theorem mods, your secondary kitgun can at least triple-dip with its heat procs: it not only will it snapshot your mods (which includes status duration, heat mod multiplier bonus, crit bonus, headshot bonus, faction bonus (which itself double-dips), raw damage bonus), it can also easily get credit for the kill for Residual Arcane zone-spawning, and it can also benefit from Cascadia Flare (big W).
catboy princess — Today at 22:54
On top of that: consequently, multishot and fire rate decrease in priority as stats to buff because they are not factored in at all in any way in the initial snapshotting of the heat proc... with the caveat that this might (not yet investigated) lead to an advantage for beam-type kitgun secondaries (Gaze + Vermisplicer). (Ergo, beam mechanics might cause multishot and fire rate to somehow be included in the snapshot.) (edited)
[22:57]
Basically, if your kitgun isn't the tool you're going to use as the heat scaler, you might only need enough status chance, multishot, and fire rate to confirm the heat proc and nothing more.
Nice
Hildryn(with blazing pillage) and Voruna are left out of the abilities section, both can apply heat stacks.
I cant find any information here or anywhere about when crit exactly is applied in the damage calculation, or how heat procs from a different source will still use original source modifiers.
Do buffs like eclipse and furious javelin increase heat tick damage?
Eclipse does not, I'm not sure of furious javelin. Though I know for a fact Roar does increase the tick damage.
Status duration mods are carried over by heat inherit.
So uh... is lavos just not a source for heat procs/damage?
Added, thanks.
How does the status effect interact with the progenitor bonuses of Kuva/Tenet weapons? Those count as base damage, but they are also technically elemental bonuses, so would a Heat progenitor count as both base damage and Heat bonus?
TL;DR: Does my Kuva Ogris get fatter Heat procs if it has Heat as its progenitor compared to other elements?
Yeah, those count as an extra mod of the element stipulated...
Question for the experienced Tenno: It says head proc damage is based on modded base damage.
Does this mean critical hits do not matter as for proc damage calculation?
"Additional Multipliers include modded critical multiplier on Critical Hit and multipliers on Enemy Body Parts; these stack multiplicatively with each other." Is this point beneath the proc damage equation not clear enough?
Quite clear enough, I am merely blind. Thank you!
Let us know if there are any place needed for further clarification/elaboration!
Sepulcrum is not on the table. should it be listed in heat damage?
I keep seeing your comments on damage articles so I decided to update our table builder for the damage types. It should now try to look into every single weapon's attacks for a specific damage type dealt. Let me know if there are any issues.
I love you. I mean thanks I can see the tables list every attack type of every weapon.
My pleasure.
If you have negative status duration (less than default) does the armor strip apply faster inversely to higher status duration making the strip take longer?
We tested this with a minus status duration riven and it appeared to take less time to strip the armor, however, we feel this would not matter too much in the long run, as the only time you'll actually start to notice the armor strip time difference is at levels around the 300-400 range, and at that point its reasonable to believe one would be firing at an enemy for 2 seconds (base armor strip time) anyways.
TL;DR:
The armor strip seems to be faster with less status duration but its a negligible difference. (?)
All roads leads to Viral/Corrosive Flamethrower
Not really.
Amen brother!
Yes, really.
Sinceheat proc stack indefenetly so that would pretty much means that you can stack about: over 5000 heats stacks if you want... Though anything would be vaporised before you reach that (Yes literally everything that can take stasus effect, that including boss) The other day in sorties... Personnal record before a boss got killed instantly after I phase ? 2500 heats procs in sorties Literally melted the whole health bar... If you ever see a boss died in 1 second after run out of invincibility (Except sarge) in sortie than you would know everybodys reaction
I know what you mean. Most people today still think viral and slash is king and works for everting at any level.
What kind of boss worth the time isnt immune to procs?
Thanks DE,
HEAT is exist, why
Because it's good alternative for hunter munition, For Crit based weapon you have 2 choices depends on modding....
The good thing is HEAT can be put on High Fire Rate gun and combine with another element VIRAL ....this combo is great but single target usually...
Another thing is High Status gun as well
Just put a little bit crit multiplier as a mandatory
The grammar is wild here . .
So unfortunate that status duration nerfs the armor strip rate. It's not by a lot, but I did actually find some scenarios where you'd want status duration, but the slower armor strip actually meaningfully impacts the damage output benefits of ignite. It makes sense for it to slow down the rate at which the armor heals again after the proc is over, but not for it to slow down the original strip. I don't even expect them to make it speed up the strip or anything (though that would be a nice way to nudge status duration a bit away from its current underpowered-ness), just making it unaffected would be enough of a fix.
Does heat damage shorten the time it takes for bodies to disappear?
So what is the difference between Ignite's armour strip and Corrosive's armour strip?
Separate effects that can stack together multiplicatively. Means just off corrosive and heat you can (temporarily) strip 90% of an enemy's armor.
Corrosives armor strip is flat, Ignites ramps up over the duration of the proc and then down afterwards.