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 Inaros,
Kullervo, and
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 Hildryn.
Magnetic Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration.
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 Redirection or
Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields:
Calculated Redirection. Kubrows can instead be equipped with
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. Serration) where effects like
Chroma's
Elemental Ward (electricity) simply add their %-value to the combined multiplier bonus that already exists:
Where the Relative Mod Bonus and Relative Ability Bonus is the sum of all the applicable bonuses from mods and Warframe abilities respectively.
Using Hildryn as an example who's equipped with
Redirection,
Primed Vigor, and has an unmodded, max rank
Electricity
Elemental Ward active:
Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. 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[]
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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) |
|
Subsumable to Helminth |
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 Slash or
Heat do not reset the delay timer.
The delay timer is only reduced by Fast Deflection,
Vigilante Vigor,
Gauss's Passive,
Jade's
Symphony of Mercy, allied Guardian Eximus, the
Vazarin ability
Guardian Break, and the
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
Vital Systems Bypass. Both
Quick Charge and
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:
To calculate the time needed for depleted shields to regenerate to max shields:
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[]
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[]
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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) |
![]() + 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) |
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Misc:
5 m (deploy range) |
Mods[]
Companions[]
Arcanes[]
Other[]
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[]

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:
Harrow's Passive increases maximum by 1,200
Blast Shield for MOAs increases maximum by 3,000
Djinn's
Reawaken increases maximum by 900
Overshields can be obtained from:
- Squad Shield Restores Small, Medium and Large
Caliban's
Lethal Progeny
Equinox's
Mend & Maim
Harrow's
Condemn
Mag's
Crush
Trinity's
Vampire Leech
Volt's
Capacitance
Revenant's
Danse Macabre overshield pickups
Hildryn's
Pillage and
Haven
Protea's
Grenade Fan
Styanax's
Rally Point
Jade's
Symphony of Mercy
Rakta Dark Dagger's effect
Shield Charger effect
Taxon's
Molecular Conversion effect
Smeeta Kavat's
Charm
- The Augur Mod Set
Brief Respite
Some Incarnon weapon evolutions can grant Overshields, or provide conditional weapon buffs when Overshields are present:
- Fortifying Bloodshed: On
Slash Status kill: Gain 100 Overshields.
- Evolution II for
Soma Incarnon Genesis.
- Evolution II for
- Guardian's Promise: +80% Heavy Attack Efficiency with Overshields.
- Evolution II for
Anku Incarnon Genesis and
Skana Incarnon Genesis.
- Evolution II for
- Haven Foray: Increased weapon damage with Overshields.
- Evolution II for
Angstrum Incarnon Genesis,
Furis Incarnon Genesis and
Lato Incarnon Genesis.
- Evolution II for
- Guardian's Might: Increased weapon damage with Overshields.
- Evolution II for
Skana Incarnon Genesis.
- Evolution II for
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:

Graph of maximum shield vs the shield gating invulnerability in seconds
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
Hildryn and allies protected by her
Haven instead last for 3.5 seconds.
Protea's
Grenade Fan doubles minimum shield gating duration, lasting anywhere between 0.66 - 5 seconds.
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[]
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:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Corrupted[]
The formula by which Corrupted shields scale is as follows:
-
- When Current Level - Base Level < 70
-
- When Current Level - Base Level > 80
Grineer[]
The formula by which Grineer shields scale is as follows:
-
- When Current Level - Base Level < 70
-
- 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:
-
- When Current Level - Base Level < 70
-
- 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.
- 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
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[]
- Main article: Shield Disruption


Abilities[]
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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) |
![]() ![]() 2,500 / 3,000 / 4,000 / 5,000 (explosion ![]() 20 / 25 / 35 / 50 % (armor and shield strip) |
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![]() 5 / 6 / 8 / 10 m (explosion and fallout radius) | |||
Misc:
3 (number of streams) |


Media[]
Patch History[]
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.
- 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.
- 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)
- Introduced.
Last updated: Update 27.1 (2020-02-04)
References[]
- ↑ "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0
- ↑ "Shards within 3m of Mag now orbit her, inflicting the Slash or Puncture Status Effect to nearby enemies." - Update 32.0
58 comments
"Enemies have a shield gate that lasts 0.1 seconds, during which only 5% of the damage dealt will damage their health"
For some attacks like slams it blocks all damage (all aoe maybe?)
So toxin now does nothing to shields that used to be proto shields (i.e. Treasurers). Some damage types got absolutely fucked over with this revamp
Nevermind I'm just stupid and thought Treasurers weren't built different
"Shields regenerate automatically. They can also be replenished with Abilities and items like Health Orbs."
First I'm hearing about Health Orbs having any effect to do with shields. Can't seem to find any info on it, either. Is this an error, or do Health Orbs have some effect that isn't covered here?
Hildryn + Equilibrium, maybe. Energy orbs for Hildryn gives shields instead, and Equilibrium makes health orbs give energy as well.
Equilibrium gives you shields when you pick up health orbs and vis versa
The soma is something else to consider regarding an additional source of overshields...
Soma Evolution II
Perk 2: Fortifying Bloodshed:
Increase Damage by +10. Damage increase is applied per pellet, giving Incarnon Form a total base damage increase of +80.
On Bleed Kill: +100 Overshield. Grants shields, which can be overshields.
Fass Canticle Tome mod should probably be referenced here now. On kill while holding Tome, allies in range get +40% Faster shield recharge, -28% reduced recharge delay for 15 seconds.
Whats the Shield Recharge Delay calculation formula? Ex: using Fast Deflection (-45% shield recharge delay) on fully depleted Shields (4s delay), the new value it will be: 2.2s (4s x 0.55) or 2.75 (4s / 1.45) or other value?
First one. 55% of the original value, since you substract 45% of the original value with the mod.
Shield gating calculation for shields between 52.5<x<1150 is way off. Don't rely on this calculation.
I'm using Catalyzing Shields and getting 1.33s even breaking at single digit shields so imma just shield gate with this and 1 augur mod on a secondary.
Overshields are no longer just simply capped at 1,200 across the board, although I have no idea what the new rules are. Just to give one example, my Volt Prime goes to 1,650 overshields via Discharge with the Capacitance augment. I've seen different caps on other players though, so it's not consistent.
Volt Prime has 450 base shields at rank 30. So 450 shields + 1200 overshields = 1650 total shields.
Oh, right, I'm just dumb. I was thinking in the line of "I have overshields, so this number is how much overshields I have." WELP.
Personally, i like the idea of not getting one shotted however, i feel like their needs to be a stronger incentive to increase shields not reduce them. invulnerbility is annoying. personally, maybe it should be like if hit, that would take out entire shield, reduce shield to 0, no invulnerbility period. ignore rest of the damage. if at partial shields, and would one shot t set shield to 0, subtract, and then maybe subtract, the shield damage again, then apply the rest to health. (reducing the amount of damage significantly.(maybe, or some sort of percentage based that encourages more shielding)
I just dont think a shield gate system that encourages less shields is a good idea.
It should always be a system that encourages more shields.
I liked the idea where the more shields you have the more invulneriblity you have. maybe with some small bonus if at max shield like and extra .1 seconds
Well, your wish came true.
It doesnt always work properly. I have had way less then 3 seconds, obviously the normal 1.3 seconds of shieldgate on hildryn and protea. Also if your shield gets downed repeatedly on any character even though you are fully restoring your shield every single time you will eventually only have . 0.3 shieldgate possibly no gate at all.
It would appear they forgot to remove one of the in-game loading screen tips that still states that Overshields prevent health damage from status effects. As Toxin defs still does health damage regardless and Slash no longer bypasses shields.
On hildryn
Why is Mag's Polarize not included in the Shield removal section?
Added, thanks. In the future, you could edit the article directly. It's open to anon edits.
I have noticed that most Corpus units (except Index enemies) dont recharge shields once they are depleted. I thought only Amalgam enemies don't recharge destroyed shields. Is this a normal behavior or bug?
So, if your shield is fully depleted, it takes 4 seconds before recharging, and if it's partially depleted, it takes 1 second. I tested to see if you could get the 1 second time of a partial shield by immediately restoring some of the shield after it had been depleted. Doesn't work—time stays 4 seconds.
Added to the page, thanks.
Who has the smallest base shield?
There is a warframes comparison page that you can sort by stats.
Nidus and Inaros have no shield, Grendel has the smallest base shield with just 25 and 75 total at rank 30.
Quite late, but Grendel has 95 max shield, and Vakyr has 135 (185 at 30 level).
This wiki says "while fully depleted Tenno shields require 4 seconds of not taking damage before regenerating", while shield gate only grant 1.3 seconds of invulnerability. So even after taking the 1.3s into account of the 4s, there is still 2.7s before the shield will start to recharge, meaning a Tenno can be downed in that 2.7s, right?
So meaning shield gating is not 100% invulnerable 100% of the time, so what's the deal with people using decay dragon key? Maybe I am not understanding this right?
Does the 4s account for shield gating? I looked into some VODs and it looked more like the 4s recharge delay starts after shield gating ends. Anyways, the point of reducing your shields is so you can get maximum shield gating time quicker since shields will regen to max shields faster at lower shield values. You can pair this with mods that allow shield restore from casting abilities which basically makes you invulnerable as long as you don't stand still and have enough energy to cast abilities.
People generally combine Decaying Dragon Key with the Brief Respite aura (or the Augur set bonus). When their shield breaks, they cast abilities, which causes their shields to instantly replenish. With a sufficiently expensive ability, you can fully replenish your shields in one cast, which will reset the full-duration shield gate. You can also tinker with your Efficiency stat to raise the casting cost of abilities and thus hit your max shield value in fewer casts. People also generally pair these mods with [Rolling Guard] to add additional invulnerability.
When people are intentionally reducing their shields to take advantage of shield gating then you know that's a design flaw, all the mods made to increases shields, DE latest change to give shields a flat 25% reduction is all a waste of time when players are just gonna ignore shields
Got into this with some people on warframes Discord, they called me Noob because I choose to use shield boost mods and not shield gating, I'm MR28 and have no issues in steel path with my builds, I genuinely believe some people go out of their way just to keep people from trying builds that work for something they think is meta, sad.
Shields are totally valid on a bunch of frames, especially those that have damage resistance that applies to shields. But on most frames shields are basically just for shield gating
I know I have some builds for shield gating, I just prefer more shielding most of the times. I can care less on the time to reset the "gate" having more shields. But there are countless things in this game that can help in the time it takes to have it reset. I post a build in the warframe discord for a fun survival build and get chewed out because its not meta or following stats, builds I use with no problems 40 minutes+ solo survival sessions, I mean I could equip a dragon key and exploit the game mechanics as well but where is the fun in that? In short I just don't think building around shied gating is needed. and I'm tired of hearing it is.
After reading this whole conversation I'm not really sure what the point in shield gating like that is. It sounds obnoxious and ineffectual and wtf was the idea behind bringing up level 4k enemies? Who in the hell is dealing with that when steelpath is pretty much top tier stuff?
I have no issues surviving just fine unless I get the occasional random 1 shot from max hp. I'm still not sure if that's a bug or some crazy high damage hit from hell. Even 1 shot my tanked up Atlas but everything else I fight is fine and I almost never run into that. Honestly sounds like it needed limited to 4 seconds without a way to interrupt that gating cooldown. Make people play the game as intended lol
There should be a corrupted mod that decreases your shields, so you could take advantage of your shield gating more often.
Or even better, make shield gating scale with the highest amount of shield you had on you since the last gate took effect. Be a Mag with 1000 shield and get 1,5 sec invulnerability period, or be a Grendel with 75 shields and get 0,1125 sec invulnerability.
How much Hildryn players usually run shields? 3k? That would add to 4,5 secs. Is it too long? Maybe have it capped then.
I don't think the key and a mod doing the same thing could exist at the same time.
Going even lower with the shield capacity would likely result in some stupid shield gating shenanigans, even more than the key +augur set allows for now.
Well, it could work if the shield gating duration would scale with the actual shield value, but that won't happen
I think scaling shield gating would be much better solution to the ugly band-aid that is shield gating now.
So you're asking for DE to remove a mod slot? :P
Why would you waste a mod slot to have reduced shields when you can do that freely by equipping a Decaying Dragon Key?
Unless it's a sort of corrupted mod with some benefit while reducing shields (which I can see being useful), I don't see any use of a mod saying only "-% shields".
Shield gating a band-aid?
We would be a band-aid if it didn't work, as it is it looks more like a mechanic to exploit.
I don't particularly like it because it makes frail frames more tanky than usual tank frames.
Imo it was rushed without understanding pros and cons. The player feedback was to make shields more meaningful... like giving them more DR this made low shields more meaningful.
A more balanced approach would probably always have a minimum amount of immunity (for example the 0,3s we have) + some extra immunity based on % recovered. This would at least make normal shields not as handicapped as they are now in comparison to using Decaying Dragon Key.
Currently we have people with Decaying Dragon Keys with 1,3s immunity every cast, while normal frames have 0,3s immunity after every cast, with this change it would increase the 0,3s timer to make it closer to the 1,3s.
This wouldn't nerf current shield gating builds and would allow for non min-maxed builds some higher degree of survivability.
Guessed the future lol
Recharge Barrier can also be used in PVE now so its no longer Conclave exclusive
Fixed, thanks.