Shields absorb every Damage but DmgToxinSmall64 Toxin.

Shields regenerate automatically. They can also be replenished with Abilities and items like Health Orbs. Stack Shields to create Overshields, which offer additional protection.

> When Shields break, become invulnerable for |AMOUNT| seconds. Increase Max Shields to increase the invulnerability duration.

> Shield Recharge Delay: |AMOUNT| seconds

> Shield Recharge: |AMOUNT|% per second

Shields are invisible barriers that absorb incoming damage and protects the player from taking Health damage against enemy attacks. Unlike health, shields regenerate after a few seconds of not taking damage, making them a naturally replenishing defense.

All Warframes, except InarosIcon272 Inaros, KullervoIcon272 Kullervo, and NidusIcon272 Nidus, possess shields, whose values can be seen in the upper right of the player's UI as a blue number, with each Warframe possessing different amounts of maximum shields. Corpus units also make extensive use of shielding, along with certain bosses. When a player's shields are depleted, the player's HUD will briefly flash with blue and red lines, and the player will be surrounded by a red aura. A pulsing blue outline will envelop the player once shields begin to recharge.

Effects[]

Shields recharge after a couple seconds when not being damaged. In addition, when shields are fully depleted, the user experiences a brief period of invulnerability known as shield gating.

While player's Tenno Shield enjoy a 50% Damage Reduction, shields receive no damage mitigation from armor and are overall less effective at absorbing damage as a result, especially for well-armored Warframes. On the other hand, their regeneration makes them more useful for frames with high potential maximum shields but below-average potential maximum health such as HildrynIcon272 Hildryn.

DmgMagneticSmall64 Magnetic Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. DmgToxinSmall64 Toxin damage completely ignores normal shields, dealing damage directly to the health points underneath.

Increasing Maximum Shields[]

A Warframe's maximum shield value increases after every few ranks until rank 30 is reached (see Warframes#Leveling Up for more details). Beyond this, shields can only be enhanced by installing mods like Mod TT 20px Redirection or Mod TT 20px Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: Mod TT 20px Calculated Redirection. Kubrows can instead be equipped with Mod TT 20px Link Redirection, which increases their shields by a value based on the Warframe's maximum shields.

Shields work broadly similar to additive damage mods for weapons (e.g. Mod TT 20px Serration) where effects like ChromaIcon272 Chroma's ElementalWard130xWhite Elemental Ward (electricity) simply add their %-value to the combined multiplier bonus that already exists:

Total Shields = Base Shields ( 1 + Relative Mod Bonus + Relative Ability Bonus ) {\displaystyle \begin{aligned} \text{Total Shields} &= \text{Base Shields} * (1 + \text{Relative Mod Bonus} + \text{Relative Ability Bonus}) \end{aligned} } {\displaystyle {\begin{aligned}{\text{Total Shields}}&={\text{Base Shields}}*(1+{\text{Relative Mod Bonus}}+{\text{Relative Ability Bonus}})\end{aligned}}}

Where the Relative Mod Bonus and Relative Ability Bonus is the sum of all the applicable bonuses from mods and Warframe abilities respectively.

Relative Mod Bonus or Relative Ability Bonus = Bonus 1 + Bonus 2 + Bonus 3 + {\displaystyle \text{Relative Mod Bonus or Relative Ability Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots} {\displaystyle {\text{Relative Mod Bonus or Relative Ability Bonus}}={\text{Bonus}}_{1}+{\text{Bonus}}_{2}+{\text{Bonus}}_{3}+\cdots }

Using HildrynIcon272 Hildryn as an example who's equipped with Mod TT 20px Redirection, Mod TT 20px Primed Vigor, and has an unmodded, max rank DmgElectricitySmall64 Electricity ElementalWard130xWhite Elemental Ward active:

Total Shields = Base Shields ( 1 + Redirection Bonus + Primed Vigor Bonus + Relative Ability Bonus ) = 1780 ( 1 + 1 + 0.75 + 0.3 ) = 5429 {\displaystyle \begin{aligned} \text{Total Shields} &= \text{Base Shields} * (1 + \text{Redirection Bonus} + \text{Primed Vigor Bonus} + \text{Relative Ability Bonus}) \\ &= 1780 * (1 + 1 + 0.75 + 0.3) \\ &= 5429 \end{aligned} } {\displaystyle {\begin{aligned}{\text{Total Shields}}&={\text{Base Shields}}*(1+{\text{Redirection Bonus}}+{\text{Primed Vigor Bonus}}+{\text{Relative Ability Bonus}})\\&=1780*(1+1+0.75+0.3)\\&=5429\end{aligned}}}

Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. Mod TT 20px Warm Coat can be equipped in anticipation of this random possibility in order to reduce the loss of shields, but it is not recommended due to its niche use.

Mods[]

Abilities[]

ElementalWardModx256 ElementalWard130xWhite
2
EnergyOrb50
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)

Strength: 25 / 50 / 75 / 100 (DmgFireSmall64 Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64 Heat status chance)
5 m (burn radius)
Strength:
2.5 / 3 / 5 / 10 x (damage reflection multiplier)10 / 15 / 20 / 30 % (shield bonus)

10 / 15 / 20 / 25 % (DmgElectricitySmall64 Electricity status chance)


50 / 60 / 100 / 200 (minimum DmgElectricitySmall64 Electricity damage)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)
Strength: 25 / 35 / 40 / 50 % (DmgToxinSmall64 Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration:
10 / 15 / 20 / 25 s? / ? / 3 / 3 s (holster damage duration)

15 / 25 / 30 / 35 % (reload speed bonus)

Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64 Toxin damage)
100 % (DmgToxinSmall64 Toxin status chance)
Strength:
1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)25 / 70 / 90 / 145 % (armor bonus)

10 / 15 / 20 / 25 % (DmgColdSmall64 Cold status chance)

Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Subsumable to Helminth

Info

  • Chroma expends EnergyOrb50 Energy to emit an aura of elemental energy, empowering himself and nearby allies within AbilityRangeBuff6 / 8 / 10 / 12 meters for AbilityDurationBuff10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
  • Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of SpectralScream130xWhite Spectral Scream.
  • Generates a flame aura around Chroma and affected allies that increases base Health by AbilityStrengthBuff15% / 20% / 30% / 55% and inflicts AbilityStrengthBuff25 / 50 / 75 / 100 DmgFireSmall64 Heat 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 Mod TT 20px Intensify and a maxed Mod TT 20px Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004.
    • Damage bypasses obstacles in the environment and decreases with distance.
  • Infuses Chroma and affected allies with an electric current that increases base Shields by AbilityStrengthBuff10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts AbilityStrengthBuff250% / 300% / 500% / 1,000% incoming damage as DmgElectricitySmall64 Electricity damage to a single target within AbilityRangeBuff5 / 6 / 8 / 10 meters with a AbilityStrengthBuff10% / 15% / 20% / 25% status chance. Arc discharges will inflict a minimum of AbilityStrengthBuff50 / 60 / 100 / 200 DmgElectricitySmall64 Electricity damage.
    • The shield bonus stacks additively with base shield modifiers.
      • A rank-3 Elemental Ward with Mod TT 20px Intensify and a maxed Mod TT 20px Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884.
    • 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 Mod TT 20px Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 DmgElectricitySmall64 Electricity 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.
  • Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by AbilityDurationBuff15% / 25% / 30% / 35%, as well as weapon damage when Holstering by AbilityStrengthBuff15% / 25% / 30% / 35% for AbilityDurationBuff? / ? / 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 DmgToxinSmall64 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 AbilityStrengthBuff25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by AbilityStrengthBuff150% / 200% / 250% / 300% and has a AbilityStrengthBuff10% / 15% / 20% / 25% status chance.
    • The armor bonus stacks additively with base armor modifiers.
      • A rank-3 Elemental Ward with Mod TT 20px Intensify and a maxed Mod TT 20px Steel Fiber 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.
    • 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.
  • 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 DmgFireSmall64 Heat auras do not increase damage nor health values, and possessing a DmgFireSmall64 Heat aura will negate receiving a DmgColdSmall64 Cold 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

EverlastingWardMod
Main article: Everlasting Ward

Everlasting Ward is a Warframe Augment Mod for ChromaIcon272 Chroma that allows allies to retain ElementalWard130xWhite Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.

Everlasting Ward

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 VexArmor130xWhite Vex Armor and ArcaneArachne Arcane Arachne
  • Can reduce recharge delay for Cycron Cycron or a Kitgun equipped with PaxCharge Pax Charge, however, it does not affect recharge rate.
  • Properly modded, a DmgColdSmall64 Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy130xWhite Effigy.
  • The damage reflection is calculated using the damage before any damage reduction.

Bugs

  • Allies who enter, leave, then re-enter the radius of DmgFireSmall64 Heat-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 Mod TT 20px Medi-Ray 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.
  • The in-game UI shows the armor bonus from the DmgColdSmall64 Cold aura as a flat bonus rather than a percentage.
Expand/Collapse
HavenModx256 Haven130xWhite
3
IconShield250
+5/s/ally
+25/s/enemy
Haven

Create a shield aura around allies. Enemies that approach shielded allies will take damage.

Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:150 / 250 / 300 / 500 (ally shield capacity bonus)
100 / 125 / 150 / 200 (DmgRadiationSmall64 Radiation damage per second)
AbilityDurationBuff Duration:50% / 60% / 70% / 80% (shield recharge rate)
AbilityRangeBuff Range:8 / 10 / 12 / 15 m (link radius)

Misc: 100% (extra damage per second with Overshield)
3.5 seconds of shield gating for allies

Info

  • Hildryn expends EnergyOrb250 shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a AbilityRangeBuff8 / 10 / 12 / 15 meter radius, Hildryn drains EnergyOrbAbilityDurationBuff5 Overshield/Shield points per second for every ally linked, and EnergyOrbAbilityDurationBuff25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
  • While linked, allies gain extra maximum shield capacity by AbilityStrengthBuff150 / 250 / 300 / 500 points, AbilityDurationBuff50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
  • While linked, enemies receive AbilityStrengthBuff100 / 125 / 150 / 200 DmgRadiationSmall64 Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
  • Ability Synergy:
    • When Mod TT 20px Blazing Pillage is equipped, enemies affected by Haven when Pillage130xWhite Pillage passes through them will inflict DmgFireSmall64 Heat damage with a guaranteed status effect and restore additional shields.
  • Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
  • While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
  • Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
  • Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Expand/Collapse

Regaining Shields[]

Passive Restoration[]

Shields naturally recharge, but there is a recharge delay imposed whenever struck. Partial Tenno shields regenerate after 1 second of not taking damage, while fully depleted Tenno shields require 4 seconds of not taking damage before regenerating, and enemy shields take 3 seconds regardless of depleted amount. Restoring some shields after fully depleting them or during the 4-second shield recharge delay (e.g. with Augur Mods set bonus) will not lower the recharge delay. In addition, damage from Status Effects like DmgSlashSmall64 Slash or DmgFireSmall64 Heat do not reset the delay timer.

The delay timer is only reduced by Mod TT 20px Fast Deflection, Mod TT 20px Vigilante Vigor, GaussIcon272 Gauss's Passive, JadeIcon272 Jade's SymphonyofMercy130xWhite Symphony of Mercy, allied Guardian Eximus, the FocusLensVazarin b Vazarin ability FocusGuardianBreak Guardian Break, and the Mod TT 20px Quick Charge mod. Recharge Delay reduction is capped at 80%, and when shieldgate kicks in the delay reduction can not be lower than the shieldgate duration. The delay is only increased by Mod TT 20px Vital Systems Bypass. Both Mod TT 20px Quick Charge and Mod TT 20px Vital Systems Bypass can only be used in Conclave matches.

Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:

Shield Recharge Rate = ( 15 + 0.05 ( Maximum Shields ) ) ( 1 + Shield Recharge Bonus ) {\displaystyle \text{Shield Recharge Rate} = (15 + 0.05(\text{Maximum Shields})) * (1+\text{Shield Recharge Bonus})} {\displaystyle {\text{Shield Recharge Rate}}=(15+0.05({\text{Maximum Shields}}))*(1+{\text{Shield Recharge Bonus}})}

To calculate the time needed for depleted shields to regenerate to max shields:

Shield Recharge Time (s) = Maximum Shields Shield Recharge Rate {\displaystyle \text{Shield Recharge Time (s)} = \frac{\text{Maximum Shields}}{\text{Shield Recharge Rate}}} {\displaystyle {\text{Shield Recharge Time (s)}}={\frac {\text{Maximum Shields}}{\text{Shield Recharge Rate}}}}

This delayed full-recharge penalty is also less noticeable with higher shielding. Despite taking longer to fully recharge shields at higher values, the relative increase in recharge time begins to taper off after around 900 maximum shield capacity, where it takes 15 seconds to fully recharge. After this point, additional shield capacity will cause a less noticeable increase in the time it takes to fully recharge shields compared to lower values. Even with over 10,000 maximum shields, it will never take more than 20 seconds to fully restore shields.

Mods[]

Abilities[]

Edit

Gauss's Passive

Passively gains bonus shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
HavenModx256 Haven130xWhite
3
IconShield250
+5/s/ally
+25/s/enemy
Haven

Create a shield aura around allies. Enemies that approach shielded allies will take damage.

Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:150 / 250 / 300 / 500 (ally shield capacity bonus)
100 / 125 / 150 / 200 (DmgRadiationSmall64 Radiation damage per second)
AbilityDurationBuff Duration:50% / 60% / 70% / 80% (shield recharge rate)
AbilityRangeBuff Range:8 / 10 / 12 / 15 m (link radius)

Misc: 100% (extra damage per second with Overshield)
3.5 seconds of shield gating for allies

Info

  • Hildryn expends EnergyOrb250 shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a AbilityRangeBuff8 / 10 / 12 / 15 meter radius, Hildryn drains EnergyOrbAbilityDurationBuff5 Overshield/Shield points per second for every ally linked, and EnergyOrbAbilityDurationBuff25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
  • While linked, allies gain extra maximum shield capacity by AbilityStrengthBuff150 / 250 / 300 / 500 points, AbilityDurationBuff50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
  • While linked, enemies receive AbilityStrengthBuff100 / 125 / 150 / 200 DmgRadiationSmall64 Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
  • Ability Synergy:
    • When Mod TT 20px Blazing Pillage is equipped, enemies affected by Haven when Pillage130xWhite Pillage passes through them will inflict DmgFireSmall64 Heat damage with a guaranteed status effect and restore additional shields.
  • Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
  • While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
  • Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
  • Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Expand/Collapse
SymphonyofMercyModx256 SymphonyofMercy130xWhite
2
EnergyOrb50
Symphony of Mercy

Cycle through three songs that strengthen allies. Power of The Seven increases Ability Strength. Deathbringer increases Weapon Damage. Spirit of Resilience increases Shield Effectiveness. Extend the duration of each song by killing enemies surrounded by Judgments.

Introduced in Update 36.0 (2024-06-18)

AbilityStrengthBuff Strength:
10 / 15 / 20 / 25 % Power of The Seven AbilityStrengthBuff Ability Strength bonus40 / 60 / 80 / 100 % Deathbringer weapon damage bonus

1 / 6 / 8 / 10 % Spirit of Resilience Shields recharge per second


-10% Spirit of Resilience shield recharge delay reduction
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s
AbilityRangeBuff Range:N/A

Misc:

10m (pushback range)
5m (RollingDroneAvatar Stagger range)1 s invulnerable during cast50 m Affinity Range auras

150% Power of The Seven AbilityStrengthBuff Ability Strength cap

-80% Spirit of Resilience recharge delay cap

2 s Judgments extra aura duration on kill

Info

  • Jade expends EnergyOrb50 energy by holding down the ability button (default 2 ) to sing with triumphant praise. Enemies within 10 meters are pushed backwards while those within 5 meters are also RollingDroneAvatar Staggered. Jade becomes Invulnerable for 1 second while blessing herself and allies with one of three holy hymns: Power of The Seven, Deathbringer, or Spirit of Resilience, as an aura spanning her Affinity Range for AbilityDurationBuff15 / 20 / 25 / 30 seconds:
    • Power of The Seven: Adds AbilityStrengthBuff10% / 15% / 20% / 25% AbilityStrengthBuff Ability Strength
    • Deathbringer: Adds AbilityStrengthBuff40% / 60% / 80% / 100% Damage to weapons.
      • The damage bonus is additive to the damage increase from mods such as Mod TT 20px Serration.
      • Light beige colored icon on cycle wheel.
    • Spirit of Resilience: Restores Shields by AbilityStrengthBuff4% / 6% / 8% / 10% per second, which can flow into Overshields, and reduces Shield Recharge Delay by AbilityStrengthBuff10%.
      • Shield regen bonus stacks with native shield regeneration, and does not apply during the Shield Recharge Delay period.
      • Shield Recharge Delay reduction is capped at -80%, achievable with 800% AbilityStrengthBuff Ability Strength.
      • Sky blue colored icon on cycle wheel.
    • Buffs are shown above Jade's ability icons as a custom UI element including a cycle-selection wheel, duration timer, hymn icons, names and effect descriptions.
    • Buffs can be cycled before cast or while the ability is active at no energy cost by tapping the ability button.
    • The active aura is indicated by a buff icon beside the hitpoints indicator, an audio cue on cycle selection, and the musical wavelength visual effect surrounding Jade.
  • Can be recast with hold-cast to refresh duration to full.
  • Ability Synergy:
    • Killing an enemy debuffed with Judgments from Light'sJudgment130xWhite Light's Judgment or GloryonHigh130xWhite Glory on High extends Symphony of Mercy's duration by 2 seconds.
      • The ability duration is capped at twice the modded full duration.
      • Recasting while the remaining duration is greater than the ability's full duration (due to increases from killing enemies debuffed with Judgments) will lower the current duration to the modded full duration.
    • Power of The Seven enhances Light's Judgment, OphanimEyes130xWhite Ophanim Eyes, and Glory on High's AbilityStrengthBuff Ability Strength. Deathbringer enhances Glory Glory's damage.

Tips & Tricks

  • Each cycling of the buff aura by tapping the ability key counts as a fresh ability cast. this allows jade to take advantage of external ability strength buffs after casting without needing to spend any more energy. this does also mean, however, that the strength buff can be lost if the buff aura is cycled after the strength buff expires.
Expand/Collapse

Active Restoration[]

Main article: Category:Shield Restoration

In the event of persistent enemy fire, a Warframe's shields may be hit too frequently for the natural regeneration to activate. In such cases, shields can be restored via several alternative methods as listed below:

Items[]

Abilities[]

LethalProgenyModx256 LethalProgeny130xWhite
3
EnergyOrb50
Lethal Progeny

Call on Caliban's Sentient aspect to produce up three Conculyst comrades to fight by his side, and repair his shields.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:
Caliban's Rank x Str (Conculyst rank)+ 10 / 15 / 20 / 25 SP/s (shields per second)1 / 1.5 / 2 / 2.5 x (damage multiplier)

1 / 1.33 / 1.66 / 2 x (health multiplier)

AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc:

5 m (deploy range)25 m (shield repair range)10 m (teleport radius)40 m (teleport range)

3 (max progeny active)

Info

  • Caliban expends EnergyOrb50 Energy to call down Sentient reinforcements from above, deploying a single Conculyst at an available space up to 5 meters away toward the aiming reticle. The Conculyst is summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his Ability Strength, with a damage multiplier of AbilityStrengthBuff1x / 1.5x / 2x / 2.5x and a Health multiplier of AbilityStrengthBuff1x / 1.33x / 1.66x / 2x, as it fights alongside Caliban for AbilityDurationBuff10 / 15 / 20 / 25 seconds before self detonation. While within 25 meters and in soft line-of-sight of Caliban, the Conculyst constantly recharges its progenitor's Shields at AbilityStrengthBuff10 / 15 / 20 / 25 shield points per second which overflows into Overshields. The Conculyst will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him. Caliban can have up to 3 Conculysts active at a time.
    • Conculyst's melee strikes deal 225 DmgImpactSmall64 Impact damage before level scaling or the ability's damage multiplier.
    • Conculysts can deploy on any given space that is available, both on a surface or in midair.
    • Shield recharge per progeny stacks with the number of Conculysts in range of Caliban.
      • Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
    • Shield recharge from Progeny is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
      • Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
  • Ability Synergy:
    • SentientWrath130xWhite Sentient Wrath's damage vulnerability on enemies increases Lethal Progeny's damage.
  • Lethal Progeny's Conculysts behave similarly to regular Sentient Conculysts. They will first unfold their baton arms after deployment, proceed to seek out nearby enemies, perform their cyclone spin attack at least once, and strike enemies with melee attacks.
    • Conculysts will follow Caliban when not engaged in combat.
    • Conculysts possess high Threat Levels comparible to Tenno, therefore enemies will target Conculysts first if they are closer than Caliban and other Warframes.
    • Conculysts also possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
    • Conculysts have collision with players unlike other summoned units.
    • Lethal Progeny's Conculysts will receive percentage damage to their hitpoints and repeated Staggering when inside an ability-nullifying field, such as those of the Nullifier Crewman.
  • Can be recast while active up to max amount of Conculysts.
  • Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
  • Caliban visually raises his left arm toward the sky to summon the Conculyst that descends immediately from high orbit above. The Conculyst's appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
  • When receiving shields from a Conculyst, Caliban is visually linked to that Conculyst via a continuous stream of blue shielding energy.

Tips & Tricks

    • The Conculyst support crew excel at crowd control due to their high threat level, improving the survivability of Caliban's party. Investing on high Ability Strength and decent Duration further give these Conculysts better survivability and thus prolonged ability to keep enemies at bay.
      • The Conculysts are also surprisingly tough in Steel Path missions even at base 100% Ability Strength, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
Expand/Collapse
MendMaimModx256 MendMaim130xWhite
4
EnergyOrb50
+3.5/s
Mend & Maim

In Night Form, allies are healed with each nearby enemy killed. In Day Form, nearby enemies are bled and then subjected to a wave of slashing force.

Introduced in Update 17.0 (2015-07-31)

Strength: 10 / 15 / 20 / 25 (shields per kill)
Duration: N/A
Range: 10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (hitpoint conversion)
Strength: 75 / 100 / 125 / 150 (aura DmgSlashSmall64 Slash damage)
Duration: N/A
Range: 10 / 12 / 15 / 18 m
Misc:50% / 55% / 60% / 75% (damage conversion)

Info

  • Night Equinox emits a regenerative aura that grants AbilityStrengthBuff10 / 15 / 20 / 25 Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
    • Shields gained from enemies killed can accumulate Overshields.
    • The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
    • Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
    • When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
    • Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
    • Affected allies includes all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
      • On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
  • Day Equinox emits a lacerating aura that deals AbilityStrengthBuff75 / 100 / 125 / 150 DmgSlashSmall64 Slash damage with a 100% status chance and RollingDroneAvatar Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as DmgSlashSmall64 Slash damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
    • Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
    • Enemies damaged by the aura are temporarily stunned.
    • The aura damage, proc, and stun will only apply once to each individual enemy.
    • Aura damage does not affect Objects, such as Storage Containers or Kubrow Dens, while releasing stored damage does.
    • The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
    • Upon deactivation the total accumulated damage is transformed into an area of effect DmgSlashSmall64 Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
      AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
      • Damage calculation here is before enemy's damage reduction.
  • Affected enemies are visually lashed by energy whips as they receive damage.
  • Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
  • Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
  • Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
  • Cast delay of 2 seconds and deactivation delay of 1 second are affected by Casting Speed.

Augment

EnergyTransferMod
Main article: Energy Transfer

Energy Transfer is a Warframe Augment Mod for EquinoxIcon272 Equinox that allows MendMaim130xWhite Mend & Maim to remain active when switching forms via Metamorphosis130xWhite Metamorphosis, transforming the stored damage OR health charge into the corresponding opposite.

Energy Transfer

Tips & Tricks

  • Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
  • Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
  • While active, Mend & Maim will continue to store damage even in operator mode.
  • As Maim's Accumulated Damage release deals only DmgSlashSmall64 Slash damage and does not inflict status effects, it does not bypass Armor.
    • Maim is, however, quite effective against the Infested as they possess no armor and, except for Infested Deimos, are vulnerable to DmgSlashSmall64 Slash damage.
  • As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
    • Note that Mend's shield restored per kill is still affected by Ability Strength.
Expand/Collapse

Info

  • Harrow expends EnergyOrb25 energy to swing his thurible to cast a spectral afterimage forward that travels along the ground for AbilityRangeBuff15 / 16 / 18 / 20 meters with a width of AbilityRangeBuff2.5 meters. As the afterimage travels, it emits a growing wave of ghastly energy that completely immobilizes enemies in chains for AbilityDurationBuff3 / 4 / 5 / 6 seconds. Each enemy enchained restores AbilityStrengthBuff100 / 110 / 125 / 150 Shield points to Harrow which can accumulate Overshields.
    • Shield points are only granted on Condemn applying its chaining effect on unaffected enemies.
  • The spectral afterimage resembles Harrow's thurible being swung perpetually in motion. The thurible and its afterimage are affected by Harrow's chosen appearance and energy colors.
  • Affected enemies stagger backward to expose their head, then become locked in suspended animation.
    • Chained enemies glow in Harrow's chosen Warframe energy color, while covered in black chains that erupt from cracks formed on nearby surfaces.
    • Chained enemies will flinch in agony briefly when taking damage.
  • Casting Condemn is a One-Handed Action that allows firing Weapons and player movement during the animation.
  • Afterimage spawns from the ground at Harrow's current position and dissipates on direct impact with terrain obstructions.
  • Condemn affects mini-bosses such as Sprag and Ven'kra Tel, with diminishing returns.
  • If cast in midair, Harrow will instantly drop to the ground to perform this ability.
  • Subsuming Harrow to the Helminth will offer Condemn and its augments to be used by other Warframes.

Augment

TribunalMod
Main article: Tribunal

Tribunal is a Warframe Augment Mod for HarrowIcon272 Harrow which lets other players proc a percentage of Penance130xWhite Penance and Thurible130xWhite Thurible's effects when attacking enemies chained by Condemn130xWhite Condemn.

Tribunal

Tips & Tricks

  • Chain enemies in place for easy headshots, while replenishing your shields and building Overshields for increased durability.
  • Combine with Penance130xWhite Penance to stack extra duration and quickly refill your shields after casting.
  • Because Condemn's wave has travel time and shield points are gained at the moment when enemies are chained, you can preemptively cast Condemn toward enemies then immediately cast Penance, protecting your health pool from damage with newly earned shield points.
  • Condemn's wave grows in height and width as it travels, allowing it to chain airborne enemies such as Shield Ospreys when cast from a distance.
  • You can cast Condemn while aiming, firing, and reloading weapons, as well as when moving and maneuvering with parkour, without interruption.
  • Thurible130xWhite Thurible and Condemn share the same Ability Range value at max rank. Since Thurible's aura is constantly visible while active, it can be used as a range indicator for how far Condemn's wave will travel from your position.
  • Shield points can be gained while you are invulnerable under Covenant130xWhite Covenant's protection.
  • Condemn will affect the Stalker for about a second or so, which may be helpful for newer players using Harrow to get an advantage.
Expand/Collapse
PillageModx256 Pillage130xWhite
2
IconShield150
Pillage

Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.

Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
AbilityDurationBuff Duration:2 s (expansion duration)
AbilityRangeBuff Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)

Misc: ? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)

Subsumable to Helminth

Info

  • Hildryn expends EnergyOrb150 shields or overshields to emit a radial pulse with an initial radius of AbilityRangeBuff5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of AbilityDurationBuff2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by AbilityStrengthBuff10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
    • Roar130xWhite Roar, DmgMagneticSmall64 Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
    • Enemy armor and shields are fully removed at 400% AbilityStrengthBuff Ability Strength. With one Mod TT 20px Corrosive Projection, armor will be fully stripped at 328% Ability Strength.
      • Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
    • Shield restore affects Kubrows, Kavats, and MOAs, but has no effect on Sentinels.
    • Does not steal from enemies without shields or armor stats.
    • Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
    • Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
  • Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
  • Pillage cannot be cast while AegisStorm130xWhite Aegis Storm is active.
  • Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
  • Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
  • Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
  • Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
    • Subsumed Pillage uses EnergyOrb50 energy instead of shields.
    • Does not generate shields for InarosIcon272 Inaros, NidusIcon272 Nidus, or KullervoIcon272 Kullervo.
    • Other Warframes cannot make use of the Mod TT 20px Blazing Pillage augment, due to their inability to cast Haven130xWhite Haven.

Augment

BlazingPillageMod
Main article: Blazing Pillage

Blazing Pillage is a Warframe Augment Mod for HildrynIcon272 Hildryn that makes enemies affected by Haven130xWhite Haven receive DmgFireSmall64 Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by Pillage130xWhite Pillage.

Blazing Pillage

Tips & Tricks

  • Similar to MolecularPrime130xWhite Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
  • Modding for Mod TT 20px Corrosive Projection or Mod TT 20px Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.

Bugs

Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
Expand/Collapse
PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
50 (Shard DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc:

5.9 m/s (pulse travel speed)3 m (Shard pickup radius)

1 m (Shard damage radius)

Info

  • Mag expends EnergyOrb75 energy to emit a spherical pulse of magnetic energy from herself with an initial radius of AbilityRangeBuff8 meters. The pulse expands outwards for AbilityDurationBuff5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to AbilityStrengthBuff250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to AbilityStrengthBuff250 / 300 / 350 / 400 points with the enemy additionally suffering DmgTrueSmall64 True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to AbilityStrengthBuff250 / 300 / 350 / 400.
    • Restores Mag's own shields, in addition to fellow Tenno, Companions, ShadowsOfTheDead130xWhite Shadows of the Dead, hostages, Specters, Sortie Tenno Operatives, static mission objectives (such as Cryopods and Excavators), hacked MOAs (spawned from MOA Cabinet Spawners), and MindControl130xWhite Mind Control targets.
    • Shield restore does not flow into Overshields.
    • Initial radius and traveled distance are summed to:
      Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
      • With maxed Mod TT 20px Stretch and Mod TT 20px Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
    • Cast animation of 1 second, affected by Casting Speed.
    • Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
  • All drained enemies will produce a violent outburst of magnetic energy inflicting AbilityStrengthBuff100% / 150% / 200% / 250% of the drained shields or armor as DmgMagneticSmall64 Magnetic damage to all other enemies within a AbilityRangeBuff2.5 / 3 / 3.5 / 4 meter radius of them.
    • Explosion damage diminishes with distance.
      • Damage bypasses obstacles in the environment.
    • Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
    • Explosion can hit objects, such as Containers and Resource Nodes.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict AbilityStrengthBuff50 damage distributed evenly between DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
    • Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
    • Shards are weapons, and as such, can be affected by universal weapon buffs like GrendelIcon272 Grendel's Nourish130xWhite Nourish, and CitrineIcon272 Citrine's PrismaticGem130xWhite Prismatic Gem.
  • Ability Synergy:
    • Pull130xWhite Pull can bring Polarize Shards to Mag.
    • Magnetize130xWhite Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
      • Shards will return to their previous state when Magnetize ends.
  • Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
  • Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

Augment

CounterPulseMod
Main article: Counter Pulse

Counter Pulse is a Warframe Augment Mod for MagIcon272 Mag's Polarize130xWhite Polarize that jams enemy weapons and disables Robotic enemies for a set duration.

Counter Pulse

Tips & Tricks

  • Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
  • Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
  • Shards can inflict high amounts of DmgSlashSmall64 Slash procs, if used in conjunction with Magnetize130xWhite Magnetize they can cause immense Bleed damage.
    • Pairing this combo with Nourish130xWhite Nourish will grant Shards DmgViralSmall64 Viral damage and status, allowing you increase their Bleed damage even further.
  • The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
  • At 139% strength, Polarize will fully replenishes Mag's shields.
  • Due to the high base shield replenishment, using Mod TT 20px Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Expand/Collapse
CrushModx256 Crush130xWhite
4
EnergyOrb100
Crush

Magnetize the bones of nearby enemies, causing them to collapse upon themselves.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (base damage)
800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic (extra damage to targeted Magnetize130xWhite Magnetize)
10 / 15 / 20 / 25 (shields per hit)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:18 m

Misc: 30 / 45 / 60 / 75 (shields per hit cap)

Info

  • Mag expends EnergyOrb100 energy to magnetize the bones of all enemies within a AbilityRangeBuff18 meter radius, suspending her victims in the air and forcefully compresses their bodies inflicting AbilityStrengthBuff800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic damage over three segments and Knockdown b Knockdown on the final segment. Additionally, Mag and her allies recover AbilityStrengthBuff10 / 15 / 20 / 25 shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
    • Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
      • With a maxed Mod TT 20px Blind Rage and Mod TT 20px Intensify, a rank-3 Crush will deal
        ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize130xWhite Magnetize bonus damage = ((1500 ÷ 3) + 1500 ) × (1 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
    • Cast time of 1.5 seconds, affected by Casting Speed and Mod TT 20px Fracturing Crush.
    • Shield restore can flow into Overshields.
  • Allies affected by the shield restore include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
  • Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
  • Ability Synergy: The main target of Magnetize130xWhite Magnetize receives an additional AbilityStrengthBuff 800 / 1000 / 1250 / 1500 DmgMagneticSmall64 Magnetic damage from Crush.
  • Some of Crush's visual effects will appear gold when cast by Mag Prime.
  • Casting Crush is a full-body animation that will prevent movement for the entire animation.

Augment

FracturingCrushMod
Main article: Fracturing Crush

Fracturing Crush is a Warframe Augment Mod for MagIcon272 Mag that increases the Casting Speed of Crush130xWhite Crush and allows to permanently reduce armor and temporarily immobilize survivors.

Fracturing Crush

Tips & Tricks

  • Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of DmgMagneticSmall64 Magnetic damage.
  • Crush does not rely on line of sight, using mods for enemy radar such Mod TT 20px Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.

Bugs

  • Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
  • Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
  • Overshields will apply to allied Operators as well, up to a maximum of 500 shields.
Expand/Collapse
GrenadeFanModx256 GrenadeFan130xWhite
1
EnergyOrb25
Grenade Fan

Throw out 3 grenades in an arc.

(TAP) SHRAPNEL VORTEX Creates a slashing, staggering swirl of shrapnel.

(HOLD) SHIELD SATELLITES Protea reconfigures 3 Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.

Introduced in Update 28.0 (2020-06-11)

AbilityStrengthBuff Strength:200 / 250 / 350 / 500 (DmgSlashSmall64 Slash damage per second)200 / 300 / 400 / 500 (shield restore on attach)
25 / 30 / 40 / 50 (shield points per second)
AbilityDurationBuff Duration:13 s
AbilityRangeBuff Range:2 / 3 / 4 / 5 m (vortex and pickup radii)

Misc:

1 m (initial jump height)3 (shrapnel grenades per throw)-45° / 0° / +45° (shrapnel grenade spread)

33 % (DmgSlashSmall64 Slash status chance)


100 % (stagger chance)4 (shield grenades per throw)-45° / -25° / +25° / +45° (shield grenade spread)1 (limit of allies per satellite)

2x s (minimum shield gate extension)

Info

  • Protea expends EnergyOrb25 energy to jump up 1 meter and scatter an arc of grenades toward the reticle.
    • Grenades are spread out evenly across in an arc formation and travel with an arc trajectory.
  • The type of grenades thrown depends on whether the ability key (default 1 ) was tapped or held.
    • Tap to throw Shrapnel Vortex grenades.
    • Hold to throw Shield Satellite grenades.
    • Tap/Hold control behavior can be inverted in the Options menu.
  • Tap the ability key to scatter 3 grenades horizontally offset from the reticle by -45°, , and +45° in the Shrapnel Vortex configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a vortex of flying shrapnel for AbilityDurationBuff13 seconds. Each shrapnel vortex has a AbilityRangeBuff2 / 3 / 4 / 5 meter radius, inflicts AbilityStrengthBuff200 / 250 / 350 / 500 DmgSlashSmall64 Slash damage per second with a 33% status chance, and a 100% chance to stagger enemies slightly or strongly on each tick.
    • Shrapnel Vortexes do not require line of sight to damage and stun enemies within range.
  • Shrapnel grenade uses a custom model that resembles the shape and pattern of a baseball. When deployed, the grenade spins rapidly in place while emitting a glow of energy particles.
  • Shrapnel Vortex visually creates a sphere consisting of multiple trails of energy particles that encircle the grenade at high speed.
  • Hold down the ability key to scatter 4 grenades horizontally offset from the reticle by -45°, -25°, +25°, and +45° in the Shield Satellite configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a floating shield satellite with a lifetime of 13 seconds. The satellite will attach to the first nearest ally without an attached satellite that comes within AbilityRangeBuff2 / 3 / 4 / 5 meters of it and instantly restore AbilityStrengthBuff200 / 300 / 400 / 500 shield points to them. While attached, it constantly provides AbilityStrengthBuff25 / 30 / 40 / 50 shield points per second for the ally, capping at their Overshields limit. If the ally's shield gate is triggered while it is attached, the satellite will grant 2x minimum shield gate invincibility duration and immediately terminate.
    • Satellites do not require line of sight to be picked up by allies in range.
    • Each satellite's pickup radius will briefly appear when first deployed. While standing outside of the pickup radius, active satellites appear surrounded by an energy sphere to guide allies toward them.
    • Shield points per second is constant throughout a satellite's lifetime, allowing shields and overshields to regenerate immediately following damage.
    • Eligible allies for satellite attachment include: Protea, other Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the satellite's range.
    • Has no effect on InarosIcon272 Inaros, KullervoIcon272 Kullervo, or NidusIcon272 Nidus due to their lack of shields.
    • If the shield gate is triggered with a Shield Satellite attached and mods like Mod TT 20px Brief Respite or the Augur set are used, their lower shield gate duration will override the one from the Shield Satellite.
  • Shield satellite uses a custom model that resembles a spherical device with visible mechanical parts. When deployed on the ground, the satellite floats and weaves around the air several meters above while an energy stream anchors it to the surface.
  • Shield satellites visually orbit their target in a steady clockwise motion, directly facing it while funneling an energy stream to reinforce shields, represented by a translucent cluster of connected hexagons.
  • Ability Synergy:
    • Shrapnel vortexes contribute damage to TemporalAnchor130xWhite Temporal Anchor's recorded damage pool for the implosion on rewind.
  • Can be recast while active to deploy multiple instances of shrapnel vortexes and shield satellites.
  • Casting Grenade Fan is a full-body animation that allows movement with enforced height displacement.

Tips & Tricks

  • Grenades travel along separate angles and in an arc. Aim at the ground to quickly deploy them in close proximity, or aim high to throw and scatter them over a long range, far apart from each other.
  • Protea will always jump before throwing her grenades, even while she is airborne. Take into account the height difference when casting to land your grenades where you intend.
  • Jump into the air and use Aim Glide while casting Grenade Fan repeatedly. This allows Protea to reorient herself by moving the reticle between throws to create lines of Shrapnel Vortexes facing different directions.
  • Shrapnel Vortexes stun and push enemies away by staggering them on hit. Throw close together to quickly stack damage, procs, and stuns.
  • Shield Satellites persist on allies even after Overshield cap is reached. Throw multiple times to provide autonomous cover for your team, that replaces destroyed satellites to protect allies as their shield gates are triggered by enemy damage.
  • Shield gating does not provide any protection for shields itself, and consequently cannot protect shield satellites. Thus, heavy fire can cause a single ally (ex. Protea herself) to acquire and lose a series of shield satellites very quickly.
  • Activate TemporalAnchor130xWhite Temporal Anchor and throw multiple Shrapnel Vortexes at groups of enemies. Direct damage from the vortexes, including damage over time from the DmgSlashSmall64 Slash status effects, are all recorded to fuel the temporal implosion.
    • Energy points spent on casting Grenade Fan will be restored by Temporal Anchor's rewind.
  • Grenade Fan is the least expensive ability in Protea's kit, making it ideal to power up her passive Ability Strength bonus on every fourth cast.
  • Shield Satellites persist on allies who transition into Archwing (either in open world areas or exiting a Railjack), extending their survivability.
Expand/Collapse
DanseMacabreModx256 DanseMacabre130xWhite
4
EnergyOrb25
+20-40/s
Danse Macabre

Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.

Introduced in Update 23.5 (2018-08-24)

AbilityStrengthBuff Strength:500 / 750 / 1,000 / 1,250 (damage / s)
1,000 / 1,500 / 2,000 / 2,500 (boosted damage / s)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:0.03 / 0.05 / 0.08 / 0.1 m (beam radius)
0.05 / 0.1 / 0.15 / 0.2 m (boosted beam radius)

Misc:

9 (number of beams)100 m (sweep area)1 rev/sec (rotation speed)20% (status chance)40% (boosted status chance)50 (overshield points per pickup)

23.33% stored damage decay/sec

Info

  • Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of AbilityRangeBuff0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts AbilityStrengthBuff500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
    • Casting speed is affected by Casting Speed.
    • Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
    • Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
    • While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
      • Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
      • Damage resisted by MesmerSkin130xWhite Mesmer Skin is stored, despite not injuring Revenant.
    • Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, VoltIcon272 Volt's Speed130xWhite Speed, and WispIcon272 Wisp's Reservoirs130xWhite Reservoirs Haste Mote.
  • Holding the fire button (default LMB ) increases the beams' damage per second to AbilityStrengthBuff1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to AbilityRangeBuff0.05 / 0.1 / 0.15 / 0.2 meters.
  • Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: DmgCorrosiveSmall64 Corrosive against armored enemies, DmgMagneticSmall64 Magnetic against shielded enemies, and DmgGasSmall64 Gas against Infested.
  • Danse Macabre costs EnergyOrb25 energy to activate, then consumes EnergyOrbAbilityDurationBuff20 energy per second (EnergyOrbAbilityDurationBuff40 energy per second during the boosted version) while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
  • Ability Synergy:
    • Enemies affected by Enthrall130xWhite Enthrall when killed by Danse Macrabe drop a unique pickup that grants 50 Overshields when collected by Revenant or his allies.
    • Enthrall energy pillars explode to inflict damage radially when struck by Danse Macabre lasers.
      • Explosion deals the remaining damage of the pillar to surrounding enemies.
      • Explosion damage diminishes with distance.
    • Damage reflected by MesmerSkin130xWhite Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
    • Reave130xWhite Reave costs halved energy during DanseMacabre130xWhite Danse Macabre, with instantaneous casting speed and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
  • Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
  • Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
  • Revenant is immune to Knockdown b Knockdown while channeling this ability.
  • Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
  • Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
  • Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.

Bugs

  • Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
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RallyPointModx256 RallyPoint130xWhite
3
EnergyOrb75
Rally Point

Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute.

Introduced in Update 32.0 (2022-09-07)

AbilityStrengthBuff Strength:20 / 30 / 40 / 50 SP (shields per kill)
3 EP/s (energy regen)
AbilityDurationBuff Duration:30 s
AbilityRangeBuff Range:30 m

Misc: Threat level priority

Info

  • Styanax expends EnergyOrb75 energy to stand his ground and sound a gallant call, increasing his Threat Level while raising his own and his allies' morale within AbilityRangeBuff30 meters. Rally Point grants affected Warframes and Companions AbilityStrengthBuff3 Energy points regeneration per second, with each kill or assisted kill by rallied allies restoring their personal Shield pool by AbilityStrengthBuff20 / 30 / 40 / 50 shield points, which overflow into Overshields. Once cast, Rally Point persists on affected allies, lasting for AbilityDurationBuff30 seconds.
    • The amount of energy regenerated and shields restored are affected by Ability Strength.
    • Energy regeneration does not occur during channeled abilities.
    • If Styanax himself is the caster, shields per kill and energy regen values are displayed as an ability Buff icon beside Styanax's hitpoint indicators.
      • Rally Point from another Styanax displays only the shields per kill and remaining duration timer on the ability buff icon.
    • When Rally Point expires, a war-time drumbeat sound effect plays to alert all rallied players.
  • Can be recast while active to refresh duration to full and buff new allies in range.
  • If there are multiple Styanax players in a squad, the highest buff value will take effect and cannot be overriden by lower valued buffs, unless the timer has less than 10 seconds remaining.
  • Casting Rally Point is a full-body animation that interrupts Styanax's grounded movement and other actions.
    • When cast while airborne, it is a one-handed animation that still allows shooting and movement.
  • Styanax and rallied allies visually pulse with energy lines, while enveloped by a shield-like form-fitting barrier. When a direct kill or kill assist occurs on an enemy by a rallied ally, a wisp of Void energy bursts from the enemy and rapidly flies to that ally to replenish shields.
    • Void wisps are affected by the chosen energy colors on each individual rallied ally.
    • Multiple Void wisps can appear from an enemy when kill-assisted by multiple rallied allies.

Tips & Tricks

    • Rally Point builds up Styanax's shields into Overshields to fuel his passive Hoplite weapon Critical Chance bonus.
    • Energy regen recovers the low costs of AxiosJavelin130xWhite Axios Javelin and TharrosStrike130xWhite Tharros Strike quickly.
    • Axios Javelin's vortex assists in grouping enemies and Tharros Strike's defense reduction cripples them for rapid shield recovery to Styanax and rallied allies on kills/assists.
    • FinalStand130xWhite Final Stand's javelin barrage rapidly inflicts damage to secure kills/assists to strengthen Styanax's shields.
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BlessingModx256 Blessing130xWhite
4
EnergyOrb100
Blessing

Restore the health and shields of allies within Trinity's Affinity aura while giving them some damage immunity.

Introduced in Update 4 (2012-11-02)

AbilityStrengthBuff Strength:40% / 50% / 75% / 80% (shield/health restoration)
25% / 30% / 40% / 50% (damage reduction)
AbilityDurationBuff Duration:3 / 5 / 7 / 10 s (buff duration)
AbilityRangeBuff Range:N/A

Misc: 50 m (affinity range)
75% (damage reduction cap)

Info

  • Trinity expends EnergyOrb100 energy to invokes potent restorative and defensive power from within for herself and all allies within Affinity Range, restoring AbilityStrengthBuff40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health and granting them AbilityStrengthBuff25% / 30% / 40% / 50% Damage Reduction for AbilityDurationBuff3 / 5 / 7 / 10 seconds.
  • Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
  • After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
  • Does not restore or create overshields.
  • While active, electricity-like energy waves will appear on all affected characters and companions; the color is affected by Trinity's energy color.
  • Can be recast while active.
  • In addition to disappearing when the buff timer reaches zero, Blessing will disappear for a brief moment when recasting.
  • In addition to the above, Blessing disappears when the caster of the Blessing goes into Archwing mode.

Augment

Champion'sBlessingMod
Main article: Champion's Blessing

Champion's Blessing is a Warframe Augment Mod for TrinityIcon272 Trinity's Blessing130xWhite Blessing that increases their own primary and secondary Critical Chance based on the total percentage health healed, up to a +350% bonus.

Champion's Blessing

Tips & Tricks

  • Blessing's damage reduction increases the effectiveness of her Mod TT 20px Vampire Leech augment's overshields.
  • Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
  • Mod TT 20px Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
  • 125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.

Bugs

  • Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
  • Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from WispIcon272 Wisp's Reservoirs130xWhite Reservoirs
Expand/Collapse

Info

  • Expend EnergyOrb50 Energy to restore Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
    • Remaining cooldown time is displayed on the ability icon during its countdown.
    • Shields are restored after the casting animation finishes.
  • Does not restore shields to the Companion.
  • Cannot be cast while shields are at maximum capacity or during cooldown.
  • Casting Rebuild Shields is a full-body animation that restricts movement and other actions.
  • The Warframe visually builds up energy in both hands and arms, as it crouches to spread the energy outward in a spiraling aura particle effect.
Expand/Collapse

Mods[]

Companions[]

Arcanes[]

Other[]

  • RaktaDarkDagger Rakta Dark Dagger's effect.
  • Allied Shield Ospreys will increase players maximum shield capacity by 100, plus 35% of base shields.
    • Additional Ospreys will give an additional +35% bonus, but not the +100 bonus.
  • The Sequence Syndicate Effect from The Perrin Sequence restores 25% of the players max shields upon activation and increases the base shields by 50% for 30 seconds.

Overshield[]

Overshields

The shield counter changes from blue to purple while possessing overshields.

Overshields are extra shield points on top of the normal maximum shielding, which are acquired through the use of active shield restoration items or abilities that would restore shields beyond the maximum shield capacity. Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.

Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding. Overshields have a maximum value of 1,200 for Warframes and 600 for Companions. This value cannot be increased except for the following:

Overshields can be obtained from:

Some Incarnon weapon evolutions can grant Overshields, or provide conditional weapon buffs when Overshields are present:

Shield Gating[]

Shield Gating is an effect that occurs when shields are fully depleted, which prevents any excess damage leaking into the health pool.

Warframes, Companions, Archwings, Necramechs, and Railjacks gain Invulnerability when their shields are fully depleted. Invulnerability duration can be approximated with the following:

Shield vs shield gating

Graph of maximum shield vs the shield gating invulnerability in seconds

t ( s h i e l d ) = { Shield 180 + 1 3 , Shield < 53 ( Shield 350 ) 0.65 + 1 3 , 53 Shield 1150 2.5 , Shield > 1150 {\displaystyle t(shield)={\begin{cases}{\frac {\text{Shield}}{180}}+{\frac {1}{3}},\;&{\text{Shield}}<53\\\left({\frac {\text{Shield}}{350}}\right)^{0.65}+{\frac {1}{3}},\;&53\leq {\text{Shield}}\leq 1150\\2.5,\;&{\text{Shield}}>1150\end{cases}}} {\displaystyle t(shield)={\begin{cases}{\frac {\text{Shield}}{180}}+{\frac {1}{3}},\;&{\text{Shield}}<53\\\left({\frac {\text{Shield}}{350}}\right)^{0.65}+{\frac {1}{3}},\;&53\leq {\text{Shield}}\leq 1150\\2.5,\;&{\text{Shield}}>1150\end{cases}}}

Invulnerability duration will scale based on the maximum shields replenished since the last shield gate occurred. Re-triggering shield gate during the invulnerability period from a previous shield gate will use the new shield gate's invulnerability duration, even if the previous shield gate's invulnerability duration would last longer.

  • Invulnerability period scales from 0.33 seconds minimum to a maximum of 2.5 seconds at 1,150 shields.
    • Overshields do not affect the invulnerability period.
  • The invulnerability duration of HildrynIcon272 Hildryn and allies protected by her Haven130xWhite Haven instead last for 3.5 seconds.
  • ProteaIcon272 Protea's GrenadeFan130xWhite Grenade Fan doubles minimum shield gating duration, lasting anywhere between 0.66 - 5 seconds.
  • Mod TT 20px Catalyzing Shields sets the maximum invulnerability window to 1.33 seconds upon fully recovering shields, at the cost of reducing maximum shields by 80%.
  • Equipping the Decaying Dragon Key caps the invulnerability window to 0.33 seconds regardless of maximum shield value.

Enemies have a shield gate that lasts 0.1 seconds, during which only 5% of the damage dealt will damage their health. However, targeting weakspots will completely bypass their shield gate.

Shield Reduction[]

DecayingDragonKeySymbol

Equipping a Decaying Dragon Key reduces shields by 75%. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

In addition, the Cryogenic Leakage environment hazard reduces shields by 50%.

Enemy Shield Scaling[]

For shields, the ranges of level differences at which scaling transitions is between 70 & 80.

Corpus[]

The formula by which Corpus shields scale is as follows:

f 1 ( x ) = 1 + 0.02 ( x Base Level ) 1.76 {\displaystyle f_{1}(x)=1+0.02(x-{\text{Base Level}})^{1.76}} {\displaystyle f_{1}(x)=1+0.02(x-{\text{Base Level}})^{1.76}}
When Current Level - Base Level < 70
f 2 ( x ) = 1 + 2 ( x Base Level ) 0.76 {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.76}} {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.76}}
When Current Level - Base Level > 80

Corrupted[]

The formula by which Corrupted shields scale is as follows:

f 1 ( x ) = 1 + 0.02 ( x Base Level ) 1.75 {\displaystyle f_1(x) = 1 + 0.02(x - \text{Base Level})^{1.75}} {\displaystyle f_{1}(x)=1+0.02(x-{\text{Base Level}})^{1.75}}
When Current Level - Base Level < 70
f 2 ( x ) = 1 + 2 ( x Base Level ) 0.75 {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.75}} {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.75}}
When Current Level - Base Level > 80

Grineer[]

The formula by which Grineer shields scale is as follows:

f 1 ( x ) = 1 + 0.02 ( x Base Level ) 1.75 {\displaystyle f_1(x) = 1 + 0.02(x - \text{Base Level})^{1.75}} {\displaystyle f_{1}(x)=1+0.02(x-{\text{Base Level}})^{1.75}}
When Current Level - Base Level < 70
f 2 ( x ) = 1 + 1.6 ( x Base Level ) 0.75 {\displaystyle f_2(x) = 1 + 1.6(x - \text{Base Level})^{0.75}} {\displaystyle f_{2}(x)=1+1.6(x-{\text{Base Level}})^{0.75}}
When Current Level - Base Level > 80

Eximus[]

Eximus shield scaling is the same across all factions

The formula by which eximus shield scales is as follows:

f 1 ( x ) = 1 + 0.02 ( x Base Level ) 1.75 {\displaystyle f_1(x) = 1 + 0.02(x - \text{Base Level})^{1.75}} {\displaystyle f_{1}(x)=1+0.02(x-{\text{Base Level}})^{1.75}}
When Current Level - Base Level < 70
f 2 ( x ) = 1 + 2 ( x Base Level ) 0.75 {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.75}} {\displaystyle f_{2}(x)=1+2(x-{\text{Base Level}})^{0.75}}
When Current Level - Base Level > 80

In addition, the base shield is also increased between certain breakpoints:

  • Between level differences 0 inclusive and 15 inclusive, base shields stays the same as listed in the Codex.
  • Between level differences 15 exclusive and 25 inclusive, base shields is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base shields).
  • Between level differences 25 exclusive and 35 inclusive, base shields is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base shields).
  • Between level differences 35 exclusive and 50 inclusive, base shields is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base shields).
  • Between level differences 50 exclusive and 100 inclusive, base shields is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base shields).
  • Above level difference of 100, base shields will stay +500% (6x) of its Codex value.
Shield Multiplier = { f 1 ( x ) , x 15 ( 1 + 0.025 ( x 15 ) ) f 1 ( x ) , 15 < x 25 ( 1.25 + 0.125 ( x 25 ) ) f 1 ( x ) , 25 < x 35 ( 2.5 + 2 / 15 ( x 35 ) ) f 1 ( x ) , 35 < x 50 ( 4.5 + 0.03 ( x 50 ) ) [ f 1 ( x ) × ( 1 S 1 ( x ) ) + f 2 ( x ) × S 1 ( x ) ] 50 < x 100 6 f 2 ( x ) , 100 > x {\displaystyle {{\text{Shield Multiplier}}={\begin{cases}f_{1}(x),\;&x\leq 15\\(1+0.025*(x-15))*f_{1}(x),\;&15<x\leq 25\\(1.25+0.125*(x-25))*f_{1}(x),\;&25<x\leq 35\\(2.5+2/15*(x-35))*f_{1}(x),\;&35<x\leq 50\\(4.5+0.03*(x-50))*[f_{1}(x)\times (1-S_{1}(x))+f_{2}(x)\times S_{1}(x)]\;&50<x\leq 100\\6*f_{2}(x),\;&100>x\\\end{cases}}}} {\displaystyle {{\text{Shield Multiplier}}={\begin{cases}f_{1}(x),\;&x\leq 15\\(1+0.025*(x-15))*f_{1}(x),\;&15<x\leq 25\\(1.25+0.125*(x-25))*f_{1}(x),\;&25<x\leq 35\\(2.5+2/15*(x-35))*f_{1}(x),\;&35<x\leq 50\\(4.5+0.03*(x-50))*[f_{1}(x)\times (1-S_{1}(x))+f_{2}(x)\times S_{1}(x)]\;&50<x\leq 100\\6*f_{2}(x),\;&100>x\\\end{cases}}}}
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.

Removing Enemy Shields[]

All shield strip effects removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. For example, with an ability that removes 50% shields, the first cast will bring shields down from 100% to 50%, and the second cast will bring the 50% down to 25%.

Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys).

Magnetic Status Procs[]

Main article: Magnetic Damage

DmgMagneticSmall64 Magnetic status effects amplifies damage dealt to shields by 100% for 6 seconds. This stacks up to 10 times, with each subsequent proc increasing damage by 25% for a total of 325%.

Mods[]

Abilities[]

FusionStrikeModx256 FusionStrike130xWhite
4
EnergyOrb100
Fusion Strike

Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it.

Introduced in Update 31.0 (2021-12-15)

AbilityStrengthBuff Strength:2,500 / 3,000 / 4,000 / 5,000 (DmgBlastSmall64 Blast damage per stream)
2,500 / 3,000 / 4,000 / 5,000 (explosion DmgBlastSmall64 Blast damage)
20 / 25 / 35 / 50 % (armor and shield strip)
AbilityDurationBuff Duration:6 / 9 / 12 / 15 s (fallout duration)
AbilityRangeBuff Range:15 / 20 / 25 / 30 m (stream range)
5 / 6 / 8 / 10 m (explosion and fallout radius)

Misc: 3 (number of streams)
100 % (strip cap)

Info

  • Caliban expends EnergyOrb100 Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of AbilityRangeBuff15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts AbilityStrengthBuff2,500 / 3,000 / 4,000 / 5,000 DmgBlastSmall64 Blast damage to all enemies it contacts. Upon full convergence, the streams collapse into an explosion that inflicts AbilityStrengthBuff2,500 / 3,000 / 4,000 / 5,000 DmgBlastSmall64 Blast damage and violently pulls in enemies within a radius of AbilityRangeBuff5 / 6 / 8 / 10 meters and in direct line-of-sight, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for AbilityDurationBuff6 / 9 / 12 / 15 seconds; all enemies that wander within the fallout field lose AbilityStrengthBuff20% / 25% / 35% / 50% of their Armor and Shields permanently.
    • Enemy armor and shields are fully removed at 200% AbilityStrengthBuff Ability Strength. With one Mod TT 20px Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
      • Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
    • Damage from the streams only applies once per cast to enemies. Multiple streams hitting the same enemy will not inflict double or triple the listed damage.
    • Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
    • Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
    • Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
  • Ability Synergy:
    • SentientWrath130xWhite Sentient Wrath's damage vulnerability on enemies increases Fusion Strike's damage.
  • Can be recast while active to create new fallout fields.
  • Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
  • Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.

Tips & Tricks

  • With one player using Mod TT 20px Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Expand/Collapse
This ability converges three beams that implodes, leaving a field that permanently strips the target's current shields by AbilityStrengthBuff50%. At 200% AbilityStrengthBuff Ability Strength, Fusion Strike can remove all shields.
RakhalisCavalry RakhalisCavalry130xWhite
4
EnergyOrb100
Rakhali's Cavalry

Phantom Kaithes charge forth, inflicting Viral Damage upon all in their path. Their attack strips the defenses of Doomed enemies.

Introduced in Update 34.0 (2023-10-18)

AbilityStrengthBuff Strength:15,000 / 20,000 / 25,000 / 30,000 DmgViralSmall64 Viral damage per interval per Kaithe
20 / 25 / 30 / 35 % Doom defense reduction per interval per Kaithe
AbilityDurationBuff Duration:2 / 2 / 3 / 3 s charge duration
AbilityRangeBuff Range:N/A

Misc:

5 number of Kaithes5 m summon radius1.5 s invulnerable time

RollingDroneAvatar Stagger on contact


0.15 s damage interval

Info

  • Dagath expends EnergyOrb100 Energy to summon 5 spectral remnants of Rakhali's soul in a cavalry charge formation 5 meters away. During the casting time of 1.5 seconds, Dagath becomes Invulnerable then commands the cavalry of phantom Kaithes to continuously charge forward for AbilityDurationBuff2 / 2 / 3 / 3 seconds. Each spectral Kaithe inflicts AbilityStrengthBuff15,000 / 20,000 / 25,000 / 30,000 DmgViralSmall64 Viral damage and RollingDroneAvatar Stagger per 0.15 seconds to all enemies in its path; damage is dealt in full on each interval and continues for as long as enemies remain in physical contact with the phantom Kaithes.
    • All effects apply to enemies in contact with Kaithes during the summoning animation.
      • Enemies touched by Kaithes emit a burst of ghostly light on every hit.
    • Phantom Kaithes charge in a V formation, with the leading Kaithe in the center. Each Kaithe has a sizable hitbox to strike multiple enemies, aided by the stagger effect.
      • When cast while Dagath is on the ground, phantom Kaithes' formation is aligned with the leading Kaithe summoned on the nearest available horizontal surface, regardless of Dagath's own elevation.
      • When cast from the air, the Kaithes align toward the exact direction of Dagath's aiming reticle and can fly through the air. If they touch the ground, they charge forward wherever their head is facing and run along the surface, adhering to any changes in the terrain.
      • Phantom Kaithes will phase through vertical terrain and obstacles as they travel, by visually passing through a ghostly portal aligned with the wall.
    • Phantom Kaithes damage and break destructible Objects such as crates and resource caches.
  • Ability Synergy:
    • Stampede Doom130xWhite Doomed foes with Rakhali's Cavalry to trigger Phantom Wrath, and induce AbilityStrengthBuff20% / 25% / 30% / 35% permanent Shields and Armor reduction. Defense reduction on Doomed foes occurs on every DmgViralSmall64 Viral damage instance from individual Kaithes.
      • Defenses are fully removed at 286% Ability Strength from a single hit. However, because the Cavalry deals multiple instances of damage, far less Strength is necessary, with 143% Ability Strength fully removing defenses after two hits.
  • Can be recast while active to summon all Kaithes toward a new direction. Previous cavalry charge is removed on recast.
Expand/Collapse
This ability sends forth five spectral horses that charge forward; enemies affected by Doom130xWhite Doom are permanently stripped of their shields by AbilityStrengthBuff35% per hit. At 286% AbilityStrengthBuff Ability Strength, a single hit of Rakhali's Calvary can remove all shields; however because the ability strikes multiple times, far less Strength is needed, with 145% removing all shields from just two hits.
PillageModx256 Pillage130xWhite
2
IconShield150
Pillage

Pillage a percentage of Shields and Armor of nearby enemies to replenish Hildryn's own Shields and Overshields.

Introduced in Update 24.4 (2019-03-08)

AbilityStrengthBuff Strength:10% / 15% / 20% / 25% (shield/armor drain per enemy)
AbilityDurationBuff Duration:2 s (expansion duration)
AbilityRangeBuff Range:5 m / 6 m / 7 m / 8 m (pulse initial radius)

Misc: ? / ? / 6 / 20 m/s (expansion distance per sec)
100% (status cleanse on cast)

Subsumable to Helminth

Info

  • Hildryn expends EnergyOrb150 shields or overshields to emit a radial pulse with an initial radius of AbilityRangeBuff5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of AbilityDurationBuff2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by AbilityStrengthBuff10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
    • Roar130xWhite Roar, DmgMagneticSmall64 Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
    • Enemy armor and shields are fully removed at 400% AbilityStrengthBuff Ability Strength. With one Mod TT 20px Corrosive Projection, armor will be fully stripped at 328% Ability Strength.
      • Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
    • Shield restore affects Kubrows, Kavats, and MOAs, but has no effect on Sentinels.
    • Does not steal from enemies without shields or armor stats.
    • Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
    • Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
  • Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
  • Pillage cannot be cast while AegisStorm130xWhite Aegis Storm is active.
  • Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
  • Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
  • Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
  • Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
    • Subsumed Pillage uses EnergyOrb50 energy instead of shields.
    • Does not generate shields for InarosIcon272 Inaros, NidusIcon272 Nidus, or KullervoIcon272 Kullervo.
    • Other Warframes cannot make use of the Mod TT 20px Blazing Pillage augment, due to their inability to cast Haven130xWhite Haven.

Augment

BlazingPillageMod
Main article: Blazing Pillage

Blazing Pillage is a Warframe Augment Mod for HildrynIcon272 Hildryn that makes enemies affected by Haven130xWhite Haven receive DmgFireSmall64 Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by Pillage130xWhite Pillage.

Blazing Pillage

Tips & Tricks

  • Similar to MolecularPrime130xWhite Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
  • Modding for Mod TT 20px Corrosive Projection or Mod TT 20px Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.

Bugs

Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
Expand/Collapse
This ability releases a pulse that permanently removes shields by AbilityStrengthBuff25% to all enemies hit by the pulse.
OphanimEyesModx256 OphanimEyes130xWhite
3
EnergyOrb50
Ophanim Eyes

Jade summons an accusatory gaze that slows nearby enemies and dissolves their Shields and Armor. When the gaze falls upon allies, they can be revived from a distance.

Introduced in Update 36.0 (2024-06-18)

AbilityStrengthBuff Strength:20 / 30 / 40 / 50 DmgFireSmall64 Heat damage per second
4 / 6 / 8 / 10 % armor and shield strip per second
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s
AbilityRangeBuff Range:20 m

Misc:

70° cone angle6 / 9 / 12 / 15 % slow per second90% slow cap

DmgFireSmall64 Heat status after defense strip


Ally bleedout revival at range

Subsumable to Helminth

Info

  • Jade expends EnergyOrb50 energy to assemble her beloved Ophanim orbitar choir, accusing all who stand within her Line of Sight in a AbilityRangeBuff20 meter conical gaze with an angle of 70° for AbilityDurationBuff15 / 20 / 25 / 30 seconds. Gazing upon enemies inflicts AbilityStrengthBuff20 / 30 / 40 / 50 DmgFireSmall64 Heat damage per second, 6% / 9% / 12%/ 15% UnidentifiedItem Slow per second stacking up to a cap of 90%, and permanently lose AbilityStrengthBuff4% / 6% / 8% / 10% of their Armor and Shields per second; once defenses have been removed, the enemy receives a DmgFireSmall64 Heat Status Effect. Gazing upon fallen allies in Bleedout state will halt their bleedout timer and gradually gain revive progress until full revival.
    • Holding the ability button (default 3 ) while active will cancel the ability. Tap-cast while active to refresh duration to full.
    • Each Ophanim Eye projects a light streak toward the reticle to indicate Jade's conical gaze direction.
    • When in Operator mode, Ophanim Eyes remain active and stares at the last direction before Transference.
  • Ability Synergy:
  • Subsuming Jade to the Helminth will offer Ophanim Eyes and its augments to be used by other Warframes.
    • However, Subsumed Ophanim Eyes will not have the ability to revive allies from bleedout.

Bugs

The slowing effect will affect MindControl130xWhite Mind Controlled targets.
Expand/Collapse
This ability releases a frontal conical gaze that permanently removes AbilityStrengthBuff10% shields per second.
PolarizeModx256 Polarize130xWhite
3
EnergyOrb75
Polarize

Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.

Introduced in Vanilla (2012-10-25)

AbilityStrengthBuff Strength:250 / 300 / 350 / 400 (DmgTrueSmall64 True damage and shield restoration)
1x / 1.5x / 2x / 2.5x (explosion damage multiplier as DmgMagneticSmall64 Magnetic damage)
50 (Shard DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash damage)
AbilityDurationBuff Duration:5 s (pulse travel time)
AbilityRangeBuff Range:8 m (initial pulse radius)

Misc:

5.9 m/s (pulse travel speed)3 m (Shard pickup radius)

1 m (Shard damage radius)

Info

  • Mag expends EnergyOrb75 energy to emit a spherical pulse of magnetic energy from herself with an initial radius of AbilityRangeBuff8 meters. The pulse expands outwards for AbilityDurationBuff5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to AbilityStrengthBuff250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to AbilityStrengthBuff250 / 300 / 350 / 400 points with the enemy additionally suffering DmgTrueSmall64 True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to AbilityStrengthBuff250 / 300 / 350 / 400.
    • Restores Mag's own shields, in addition to fellow Tenno, Companions, ShadowsOfTheDead130xWhite Shadows of the Dead, hostages, Specters, Sortie Tenno Operatives, static mission objectives (such as Cryopods and Excavators), hacked MOAs (spawned from MOA Cabinet Spawners), and MindControl130xWhite Mind Control targets.
    • Shield restore does not flow into Overshields.
    • Initial radius and traveled distance are summed to:
      Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
      • With maxed Mod TT 20px Stretch and Mod TT 20px Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
    • Cast animation of 1 second, affected by Casting Speed.
    • Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
  • All drained enemies will produce a violent outburst of magnetic energy inflicting AbilityStrengthBuff100% / 150% / 200% / 250% of the drained shields or armor as DmgMagneticSmall64 Magnetic damage to all other enemies within a AbilityRangeBuff2.5 / 3 / 3.5 / 4 meter radius of them.
    • Explosion damage diminishes with distance.
      • Damage bypasses obstacles in the environment.
    • Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
    • Explosion can hit objects, such as Containers and Resource Nodes.
    • Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
  • All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict AbilityStrengthBuff50 damage distributed evenly between DmgPunctureSmall64 Puncture and DmgSlashSmall64 Slash, scaling with the total shields or armor drained, and with a guaranteed status effect.[2]
    • Shard damage is affected by total shields or armor drained, gaining 25% of the total drained value as damage.
    • Shards are weapons, and as such, can be affected by universal weapon buffs like GrendelIcon272 Grendel's Nourish130xWhite Nourish, and CitrineIcon272 Citrine's PrismaticGem130xWhite Prismatic Gem.
  • Ability Synergy:
    • Pull130xWhite Pull can bring Polarize Shards to Mag.
    • Magnetize130xWhite Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
      • Shards will return to their previous state when Magnetize ends.
  • Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
  • Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
    • Can be used in mid-air, but not while on a zipline.

Augment

CounterPulseMod
Main article: Counter Pulse

Counter Pulse is a Warframe Augment Mod for MagIcon272 Mag's Polarize130xWhite Polarize that jams enemy weapons and disables Robotic enemies for a set duration.

Counter Pulse

Tips & Tricks

  • Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
  • Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
  • Shards can inflict high amounts of DmgSlashSmall64 Slash procs, if used in conjunction with Magnetize130xWhite Magnetize they can cause immense Bleed damage.
    • Pairing this combo with Nourish130xWhite Nourish will grant Shards DmgViralSmall64 Viral damage and status, allowing you increase their Bleed damage even further.
  • The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
  • At 139% strength, Polarize will fully replenishes Mag's shields.
  • Due to the high base shield replenishment, using Mod TT 20px Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Expand/Collapse
PsychicBoltsModx256 PsychicBolts130xWhite
2
EnergyOrb50
Psychic Bolts

Nyx launches a cluster of force bolts at enemies, using telekinesis to adjust flight paths and seek nearby targets. Hits strip some enemy defenses.

Introduced in Update 6.0 (2013-01-29)

AbilityStrengthBuff Strength:20 / 40 / 60 / 80 % (defense reduction)
5 / 10 / 15 / 20 % (Infested speed penalty)
AbilityDurationBuff Duration:5 / 7 / 9 / 11 s
AbilityRangeBuff Range:N/A

Misc:

3 / 4 / 5 / 6 (number of bolts)60 m (targeting range)100 % (aura nullification)

100 % (defense reduction cap)

Info

  • Nyx expends EnergyOrb50 energy to launch 3 / 4 / 5 / 6 flying bolts of telekinetic energy toward her aiming reticle, which psychically seek out nearby enemies within her Line of Sight and 60 meters. Each psychic bolt dissipates and applies a RollingDroneAvatar Stagger on successful hit, temporarily removing enemy Armor and Shields by AbilityStrengthBuff20% / 40% / 60% / 80% and UnidentifiedItem Slowing Infested by AbilityStrengthBuff5% / 10% / 15% / 20% for AbilityDurationBuff5 / 7 / 9 / 11 seconds.
    • Defense strip is capped at 100% at 125% AbilityStrengthBuff Ability Strength.
      • Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total.
        • Enemies can still gain bonus shield buffs (such as from Shield Ospreys), which are added after the shield strip value. This bonus shield buff can not be removed by Psychic Bolts.
    • Infested Ancients (Ancient Healer, Ancient Disruptor, Toxic Ancient) will also have their auras disabled.
    • Bolts phase through obstacles in the environment.
    • Bolts will disappear after traveling for a few seconds if they do not strike targets.
    • Number of bolts in flight is shown on the ability icon. Once the bolts expire, the number on the ability icon will indicate how many enemies are currently debuffed.
  • Can be recast while enemies are still debuffed. Recasting will cancel the effect on previous remaining target(s).
  • Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
  • Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.

Augment

PacifyingBoltsMod
Main article: Pacifying Bolts

Pacifying Bolts is a Warframe Augment Mod for NyxIcon272 Nyx that gives PsychicBolts130xWhite Psychic Bolts the ability to temporarily stun enemies and create 3 additional bolts.

Pacifying Bolts

Tips & Tricks

  • With one player using Mod TT 20px Corrosive Projection, 100% armor strip can be achieved at 103% Ability Strength.
  • Psychic Bolts synergizes well with damage types that are effective against health classes (e.g. Cloned Flesh and Flesh), like DmgSlashSmall64 Slash and/or DmgViralSmall64 Viral.
    • On the other hand, DmgCorrosiveSmall64 Corrosive or DmgMagneticSmall64 Magnetic, which is effective against armor/shield classes, gains less benefit from Psychic Bolts' full debuff.
  • A max rank Mod TT 20px Augur Secrets will put your Ability Strength at 124%, stripping defenses by 99% without removing their damage weaknesses to DmgCorrosiveSmall64 Corrosive, DmgRadiationSmall64 Radiation, and DmgMagneticSmall64 Magnetic.
Expand/Collapse

This ability releases 6 telekinetic bolts that temporarily removes shields by AbilityStrengthBuff80% from up to 6 enemies in a single cast. At 125% AbilityStrengthBuff Ability Strength, Psychic Bolts can remove all shields.

Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.
TharrosStrikeModx256 TharrosStrike130xWhite
2
EnergyOrb25
Tharros Strike

Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.

Introduced in Update 32.0 (2022-09-07)

AbilityStrengthBuff Strength:
250 / 500 / 750 / 1,000 (DmgImpactSmall64 Impact damage on swing)50 / 65 / 80 / 100 HP (health restore per enemy hit)

50 % (defense reduction)

AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:9 m

Misc:

9 (number of shields)135° (horizontal spread angle)160° (vertical spread angle)2.5 m (pushback radius)5 m (pushback distance)2 s (stun on hit)

Melee finisher prompt

Subsumable to Helminth

Info

  • Styanax expends EnergyOrb25 energy to sweep his shield Tharros before him to release a horizontal fan of 9 shield projections, which travels a distance of AbilityRangeBuff9 meters toward the reticle, bashing away enemies within a 135 degrees horizontal spread and 160 degrees vertical spread. With a heavy shove, Styanax also knocks back enemies within a 2.5 meter radius around him.
    • According to the actual test, 9 shield projectiles are only visual effects. The real hit range is a cone shape with a horizontal direction of about 135° and a vertical direction of about 160°. The radius is the skill range.
      • Each shield projectile is 15° apart horizontally. The strike edge overlaps with the shield projectile on the right side and extends an additional 15° on the left side.
    • Shield projections possess infinite Punch Through, hitting enemies along their flight path until they fade away at maximum distance.
  • Styanax's shove and the shield projections inflict pushback for 5 meters, stun for 2 seconds prompting melee Finisher (default X ), AbilityStrengthBuff50% Armor and Shields permanent defense reduction, and AbilityStrengthBuff250 / 500 / 750 / 1,000 DmgImpactSmall64 Impact damage on enemies. For each enemy struck, Styanax restores AbilityStrengthBuff50 / 65 / 80 / 100 Health points.
    • Defenses are fully removed at 200% Ability Strength.
      • Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
    • Defense reduction, Health restore, and damage affect enemies protected by Overguard, but pushback does not, nor are they opened to Finishers.
  • Casting Tharros Strike is a full-body animation that interrupts Styanax's grounded movement and other actions.
  • Subsuming Styanax to the Helminth will offer Tharros Strike and its augments to be used by other Warframes.

Tips & Tricks

  • With one player using Mod TT 20px Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
  • Tharros Strike opens enemies to finishers briefly. Taking advantage of this requires using the ability at point blank or enemies pinned against a wall.
  • AxiosJavelin130xWhite Axios Javelin's vortex assists Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.
  • RallyPoint130xWhite Rally Point taunts enemies to aggressively approach Styanax, potentially grouping inside Tharros Strike's area of effect. Energy regen recovers Tharros Strike's low cost quickly. Tharros Strike's defense reduction permanently cripples enemies for Styanax and rallied allies to kill them for shield recovery.
  • FinalStand130xWhite Final Stand's DmgSlashSmall64 Slash and DmgBlastSmall64 Blast damage effectiveness are enhanced by Tharros Strike's defense reduction.
Expand/Collapse
This ability hurls shields in a cone in front of Styanax that permanently strips the target's shields by AbilityStrengthBuff50%. At 200% AbilityStrengthBuff Ability Strength, Tharros Strike can remove all shields.
TheLostModx256 TheLost130xWhite
3
EnergyOrb75
The Lost

Cycle through and cast one of the three abilities originating from the Warframes that make up Xaku: Accuse, Gaze, and Deny.

Introduced in Update 29.0 (2020-08-25)

Strength: 5 / 6 / 7 / 8 (max targets)
Duration: 4 / 8 / 12 / 16 s
Range: 5 / 7 / 9 / 11 m
Misc:∞ (cast range)
Strength: 20 / 30 / 40 / 50 % (defense reduction)
Duration: 5 / 8 / 11 / 14 s
Range: 10 / 15 / 20 / 25 m (cast range)
6 / 8 / 10 / 12 m (aura radius)
Misc:
?° (cone angle)2 (max targets)

100 % (reduction cap)

Strength: 1,000 / 2,000 / 3,000 / 4,000 (DmgVoidSmall64 Void damage)
Duration: 5 / 8 / 11 / 14 s
Range: 25 / 30 / 35 / 40 m
Misc:? m (beam radius)
100 % (Sentient resistance reset on hit)

Info

  • Heeding the voices within to harness their powers, Xaku selectively casts one of three abilities originating from the three fallen Warframes. Tapping the ability key freely cycles the selection wheel between the Accuse, Gaze, and Deny sub-abilities. Holding down the ability key (default 3 ) expends EnergyOrb75 energy to cast the selected power.
    • Casting speed is affected by Casting Speed.
    • Tap/hold cast can be inverted in the Settings menu.
    • The Lost's cycle selection wheel appears above Xaku's ability icons. Each ability's duration timer is displayed below their associated sub-ability icons in the wheel.
  • Channel the Void to access their lost components' unique powers:
  • Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over infinite range. Up to AbilityStrengthBuff5 / 6 / 7 / 8 enemies within AbilityRangeBuff5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for AbilityDurationBuff4 / 8 / 12 / 16 seconds, stunning them in place then causing them to fight for Xaku and turn on their former allies.
    • Xaku does not require Line of Sight to enemies to corrupt them with Accuse.
    • While Accused enemies are briefly allied with Tenno, they can still be damaged by most sources and affected by some Warframe abilities.
    • Accused enemies appear on the minimap as allied blue dots.
    • The number of active Accused units is displayed as an icon beside Xaku's shield and health indicators.
  • Accused enemies do count toward mission progression (e.g. Defense). They must be slain or their ability duration ended to progress.
  • Can be recast while active if under the max targets cap. Recasting on new enemies adds them to the existing number of Accused units up to the cap. Each new Accused unit has its own separate full ability duration.
    • Cannot be recast while at max targets count.
  • Casting Accuse is a full-body animation that restricts movement and other actions.
  • Xaku's shoulder and arm pieces visually detach and return to position, as Xaku reaches out with their right hand sending the right side pieces into the Void fissure forming at the targeted location. As the Void fissure forms, Void lightning strikes nearby enemies as the ability's area radius becomes briefly visible then fades with the breach's closing, while Xaku's pieces return to their positions on their body.
  • Enemies affected by Accuse glow with an upward stream of Void energy that resembles the Vengeful Trickster Ephemera, as well as emitting a Void energy cloud around the shoulders.
  • Screeching in anguish with voices long lost, Xaku's Gaze freezes an enemy target within AbilityRangeBuff10 / 15 / 20 / 25 meters and a angle cone centered on the aiming reticle. Gazed target becomes entangled in Void tendrils, during which it is disabled, immobile, and Invulnerable to damage for AbilityDurationBuff5 / 8 / 11 / 14 seconds; while captive, the victim stores all damage prevented by its invulnerability and receives it in full when the ability expires. Gazed target also emits a defense reduction aura with a AbilityDurationBuff6 / 8 / 10 / 12 meter radius, which weakens other enemies' maximum Shields and Armor by AbilityStrengthBuff20% / 30% / 40% / 50% while within range. Up to 2 Gazed targets may exist at once.
    • Enemy armor and shields are fully removed at 200% AbilityStrengthBuff Ability Strength. With one Mod TT 20px Corrosive Projection, armor will be fully stripped at 164% Ability Strength.
      • Shield strip removes a percentage of the current maximum value. Armor strip, however, is a percentage of an enemy's total.
    • While invulnerable, the Gazed target is still susceptible to Status Effects, with exception of the inability to proc DmgVoidSmall64 Void status.
    • Gaze defense reduction auras will stack with other defense reduction effects, but multiple Gaze auras do not stack with each other, whether from the same caster or from another Xaku in the squad.
    • Enemies regain their reduced shields and armor once they move outside of Gaze's aura.
    • If the enemy target dies before Gaze's entanglement fully takes effect, the casting energy cost is refunded to Xaku.
    • If an enemy that has both shields and armor wanders into Gaze's aura, such as an Oxium Osprey, then shields will be prioritized over armor.
  • Holding down the ability key (default 3 ) while aiming directly at a Gazed target releases the victim early, causing it to receive all accumulated damage prevented by its brief invulnerability.
  • Gazed enemies do not count towards mission progression.
  • Can be recast while active to entangle a new enemy, freeing the oldest affected enemy if cast at max number of targets.
  • Casting Gaze is a full-body animation that restricts movement and other actions.
  • Xaku's head, face, chest, shoulder and arm pieces visually detach, as Xaku screams into the air above while blob-like substances fly out from their torso. The enemy target is frozen in place as it becomes entangled in a mass of rapidly growing Void tendrils.
    • While affected, the enemy target emits a radial aura visual effect and emits a Void energy cloud around the shoulders.
  • Discharging a torrent of Void energy, Xaku unleashes a ray of piercing light toward the aiming reticle with infinite body Punch Through that travels up to AbilityRangeBuff25 / 30 / 35 / 40 meters away. Enemies struck directly or within a ? meters radius from the beam receive AbilityStrengthBuff1,000 / 2,000 / 3,000 / 4,000 DmgVoidSmall64 Void damage, reset damage resistances if used against Sentient faction, and become suspended in aerial stasis for AbilityDurationBuff5 / 8 / 11 / 14 seconds.
    • Deny's Void damage benefits from AbilityStrengthBuff Ability Strength, number of GraspofLohk130xWhite Grasp of Lohk's Void replicas, and TheVastUntime130xWhite The Vast Untime's Void damage vulnerability using the following expression:
      Total Void Damage = Void Damage × (1 + Ability Strength) × (Number of Void Replicas + 1) × Void Damage Vulnerability
      • At ability rank 3 with a maxed Mod TT 20px Intensify equipped, stolen 6 Void replicas, against an enemy affected by The Vast Untime, Xaku will deal 4,000 × (1 + 0.3) × (6 + 1) × 1.5 = 54,600 DmgVoidSmall64 Void damage.
      • Deny's damage can be further amplified by Enemy Body Parts multipliers.
    • Enemies with selective crowd control effect immunity such as the Battalyst and Conculyst are unaffected by Deny's aerial stasis.
  • Can be recast while active to strike new targets, or damage and refresh all effects on already affected enemies.
  • Casting Deny is an upper-body animation that allows reticle repositioning and movement, while restricting other actions.
  • Xaku's shoulder and arm pieces visually shiver then detach to hover above Xaku, as a beam of Void energy travels forward from Xaku's left hand, after which the pieces return to their positions.
  • Enemies affected by Deny are suspended in the air by an upward stream of Void energy that resembles the Lifted status effect.
    • Ability Synergy:
      • Xata'sWhisper130xWhite Xata's Whisper does not grant additional DmgVoidSmall64 Void damage to The Lost's sub-abilities.
      • GraspofLohk130xWhite Grasp of Lohk can disarm and steal the weapons of enemies affected by all sub-abilities of The Lost.
        • Void replicas will not attack enemies corrupted by Accuse, unless affected by DmgRadiationSmall64 Radiation status effect or other faction modifier abilities (e.g. Chaos130xWhite Chaos)
        • Void replicas will not attack an enemy trapped by Gaze.
        • Void replicas amplify Deny's damage, based on the number of stolen weapons hovering around Xaku.
      • The Lost's sub-abilities interact with each other in various ways:
        • Accuse can corrupt enemies into allies while they are lifted by Deny. However, it cannot corrupt a Gazed enemy target. Accused units will attack a Gazed enemy target, storing damage to inflict to the victim once released from the Void tendrils.
        • Gaze may be cast on an enemy affected by either Accuse or Deny. Gaze reduces the defenses of Accused units in range. Gazing an Accused unit creates an invulnerable decoy that draws enemy aggro until Accuse expires.
        • Deny does not affect Accused units, but will contribute damage to Gazed enemy targets.
      • TheVastUntime130xWhite The Vast Untime renders enemies 50% more vulnerable to Deny's beam and pauses all sub-abilities' ability duration timers while active.
    • Each active sub-ability is a separate instance from Xaku. As such, the ability nullifying effects of special enemies (e.g. Nullifier Crewman) will not dispel The Lost's sub-abilities if only Xaku is affected.

    Augment

    TheRelentlessLostMod
    Main article: The Relentless Lost

    The Relentless Lost is a Warframe Augment Mod for XakuIcon272 Xaku's TheLost130xWhite The Lost that increases Ability Strength and Ability Efficiency for the ability, stacking up to three times but resets on casting the same sub-ability twice.

    The Relentless Lost

    Tips & Tricks

    • With one player using Mod TT 20px Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
    • Cast Accuse on a nearby surface or the ground below you to quickly corrupt surrounding enemies to help fight alongside you, or cast on a group of enemies off in the distance to create a distraction when faced with ranged threats.
    • Accused enemies are allied units to the Tenno, therefore their special auras (such as those of Shield Osprey, Ancient Healer, Eximus, etc) or abilities will be used to briefly benefit you and your team.
    • Cast Accuse on or near a mission objective to enlist the enemy to defend them for you.
    • Cast Gaze on up to two enemies to completely disable them for the duration, while emitting an aura that reduces the defenses of other enemies in range.
      • All damage prevented by the Gazed target's invulnerability will be dealt in full when the ability ends.
      • Gazed targets do not halt mission progression such as Defense waves, allowing your defense reduction auras to persist in an area until you release the targets.
      • Gazed targets are still susceptible to status effects. Inflict DmgRadiationSmall64 Radiation procs to create an invulnerable distraction for nearby enemies.
      • Cast on enemies in different locations to encompass a larger area with the defense reduction auras, or close to each other to stack the defense reduction on enemies within the overlapping auras if the modded amount is below 100% defense strip, a full armor strip otherwise can be achieved with approx. 200% ability strength.
    • Gaze is cast within a cone centered on the aiming reticle. The closest enemy near the sides of the reticle will be automatically targeted by the ability.
    • During an Interception mission, when an enemy is using a control console to regain control of the point, cast Gaze upon them. Doing so will keep the control console occupied without giving the enemy control of the tower.
      • Continuously cast TheVastUntime130xWhite The Vast Untime to keep this enemy in stasis nearly indefinitely. If/when the tower is recaptured, to prevent conflict on the point, look at the suspended enemy and cast Gaze on them again to release them.
    • Cast Deny against enemies packed in a tight line to maximize its effect.
    • Deny's damage is greatly amplified by the number of stolen weapons from GraspofLohk130xWhite Grasp of Lohk. Steal and maintain a large amount of weapons to deal devastating damage with Deny's Void beam.
    • Enemies lifted by Deny are made easy targets for headshots from your weapons.
    • Activate TheVastUntime130xWhite The Vast Untime to freeze all sub-abilities' duration timers. Accused enemies will remain on your side, Gazed targets stay trapped and emit their auras, and Denied enemies stay lifted airborne for an extended period of time. Strike enemies hit by the Void blast with Deny's Void beam to deal increased damage. This ability also slows enemies, making them easier to keep inside of Gaze's aura radius.
    Expand/Collapse

    Gaze binds one enemy to produce an aura that temporarily reduces enemy shields by AbilityStrengthBuff50% while they are within its aura. At 200% AbilityStrengthBuff Ability Strength, Gaze can remove all shields. Enemies will regain their armor if they leave the debuff field or the ability ends.

    Hotfix 36.0.2 (2024-06-19)

    • Player Necramech changes:
      • Player Necramech’s Shields now have a 50% Damage Reduction.
      • Also fixed Warframe and the Railjack Shields missing their intended 50% Damage Reduction!
      • Player Necramechs have also had their weaknesses/resistances standardized to match Tenno Health.

    Update 36.0 (2024-06-18)

    Shield Adjustments

    Important note: We have not changed player Shields. This only applies to enemy Shields!

    The Grineer are tankier by design, but the Corpus try to make the difference through their Shields. However, Corpus Effective Hit Points (EHP) are significantly lower, making them often trivial to deal with by comparison. Our goal is to reduce the discrepancy between Grineer and Corpus time-to-kill (TTK) by making Corpus Shields a bit more challenging and interesting to fight.

    Changes to Enemy Shields:

    • Shields now scale more quickly starting at level 80. This means stronger Shields than before as players fight higher-leveled Shielded enemies.
    • Shield Recharge Delay is now unified across all enemy types.
    • Shield Recharge Delay now has a minimum and maximum length depending on how much damage has been dealt to enemy Shields.
      • The more damage dealt, the slower enemy Shields will begin recharging, so if you can’t outpace enemy Shields right away, you can chip their Recharge Delay down within a maximum and a minimum.
        • For example, if enemy Shields break at any point, it automatically acts as if 200% damage (which becomes the maximum delay) has been inflicted on those Shields. However, if an enemy absorbs 99% damage (so 1% of their shields left), their accumulated damage taken now sets their Recharge Delay in the middle of their respective minimum and maximum delays. Should they Recharge and you deal another 99% damage to their Shields, they’ll have absorbed 198% damage, taking them to the maximum Recharge delay of what that scaled enemy can have.
    • Shield Recharge Rate scales with enemy level, recharging at a faster rate for higher-leveled enemies.
    • Shield Recharge Rate will also accelerate while Shields are actively Recharging.
    • Shield Recharge Acceleration Rate’s base multiplier greatly increases after level 80, resulting in faster Recharge rates at higher levels.
    • Steel Path Shields are now multiplied by 2.5x, in place of the previous 6.25x. Steel Path Shields were doubly-applying the multiplier unintentionally.

    Update 34.0 (2023-10-18)

    Warframe Shield Changes

    There are many avenues for Tenno to approach Warframe survivability. Usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the meta prior to this update encouraged players to reduce Shield values as much as possible to make use of Shield Gating mechanics.

    As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools - to the point where you are rewarded for having the lowest Shield stat possible.

    We have changed this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we have approached this challenge in two key ways:

    Firstly - we’ve buffed Tenno Shields overall!
    Previously: Tenno Shields offered a 25% resistance to all damage types.
    Now: Tenno Shields will offer a 50% resistance to all damage types.

    Secondly - we’ve reworked Shield Gating!
    Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players were rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.

    As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating has been reworked. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What has changed is how this period of invulnerability scales with the amount of Shields you have.

    The changes outlined below have been made with that vision in mind:

    Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.

    Previously: Full Shields upon Shield break offered a 1.3-second window of invulnerability.

    Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break.

    You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below:

    Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.

    Previously, shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.

    Now, Partially Depleted Shields are treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!

    With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!

    Part 3 - We’ve added a new Corrupted Mod: Catalyzing Shields
    With the changes to Shield Gating, we still wanted to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we have introduced a new Corrupted Mod: Catalyzing Shields.

    This Mod reduces your maximum Shields by 80% but also changes how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration scales from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.

    For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:

    • 100 Shields at Shield Break: 1.33s of Shield Gating
    • 75 Shields at Shield Break: 1.0s of Shield Gating
    • 50 Shields at Shield Break: 0.67s of Shield Gating
    • 25 Shields at Shield Break: 0.34s of Shield Gating
    • 10 Shields at Shield Break: 0.33s of Shield Gating
      • As a reminder, 0.33s is the absolute minimum duration for Shield Gating!

    How to acquire Catalyzing Shields:
    Since this is a new Corrupted Mod, it is obtainable via Orokin Vaults on Deimos.

    An Alert for the Catalyzing Shields Mod is now will be available in the near future to give players faster access to this Mod to test in their builds. We will share start/end dates for that Alert soon!
    An Alert for the Catalyzing Shields Mod is now live!

    Part 4 - Decaying Dragon Keys have been updated to debuff both Shields and Shield Gating.
    With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items were previously used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we loved to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.

    With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum.

    Part 5 - A few other details to cover!

    • Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
    • Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating.
      • “(HOLD) SHIELD SATELLITES - Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.”
    • Shield Regeneration Delay Reduction is now capped at 80%. Many Mods have now been updated to offer this benefit, leading to the possibility of stacking Shield Regen to be faster than Shield Gate expiring. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability.
      • Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
    • Updated the Shield stat on-hover description in the Upgrade Screen to describe Shield break functionality and include Shield Gate duration for your current modded max Shields.

    There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback now that this is in the community’s hands.

    Changes:
    • Gaining Shields now provide more gradual feedback in the health bar instead of instantly changing.

    Hotfix 30.5.4 (2021-07-17)

    • Fixed Headshots dealing double damage if it bleeds over from Shields to Health.

    Hotfix 28.0.6 (2020-06-24)

    • Shield Gating now applies to Companions the same way it does to Warframes!
      • Blocks 100% of Damage for 1000ms on first break, reduced to 300ms if Shields break again without fully recharging.
    • Fixed Shield-Gating not functioning properly after Reviving when becoming downed.

    Update 28.0 (2020-06-11)

    • Fixed Shield Gating mechanic being ignored by weapons that fire multiple projectiles at once for Clients. This resulted in some enemies shot by the Host will survive due to Shield Gating negating most of the damage, while enemies shot by the Client are not protected by the Shield Gate.

    Update 27.4 (2020-05-01)

    • Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.

    Update 27.2 (2020-03-05)

    Armor and Damage Changes (Enemy)

    This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.

    Before: Armor, Shields and Health on an Exponential Curve
    After: Armor Shields and Health on an S curve

    Damage-Type Changes
    • Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
    Player Changes

    Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.

    Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.

    These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!

    Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!

    Shield Gating
    Friend and Foe

    Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.

    Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).

    Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!

    Update 15.13 (2015-02-05)

    Tenno Shields Update

    Shields and HP are two critical elements to keep track of in Warframe, but when fighting enemies it can be difficult to keep track of how much damage you’ve taken in the heat of combat. This Update contains new visual and audio cues for when your Warframe takes damage in combat.

    When taking damage in combat damage will sound different depending on if your shields are down or intact. Additionally shields ‘breaking’ have a new audio cue to help you better keep track of when your health is exposed to enemy fire.

    Update 15.10 (2015-01-15)

    Overshields have been added to Warframe! Overshields are an extra layer of protection on your existing shield that must be destroyed before your Warframe’s shields can be damaged.

    • Overshields can be obtained when using Shield Restore items when you are at maximum shield capacity. Overshields cannot be regenerated, and this extra protective shield is noted by a color change (purple) in the UI.
    • Overshields have a cap at 1200.

    Vanilla (2012-10-25)

    Last updated: Update 27.1 (2020-02-04)

    References[]

    1. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0
    2. "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0