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Update to include all playable non-Warframe avatars?
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Each Warframe has a different style of play and a different set of stats and abilities, or Attributes, that make them unique from other Warframes.
The top right of the screen shows your health and shield, as well as that of your companions and squad members.
Total amount of Damage a Warframe can take before going into Bleedout.
—In-game Description
Health represents how much damage a Warframe can sustain before becoming incapacitated or killed. Health is indicated as a red numeric value at the top right of the screen. While a Warframe loses Health, the screen's edges will begin to pulse red. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will begin to play, and a slight ringing can be heard. This sound also plays when dead and when incapacitated.
Upon reaching zero health, Warframes will go into bleedout, which is a twenty-second period of dramatically-reduced combat capability, collapsing onto the ground and only being able to use secondary weapons. If the Warframe is not revived during this time, it dies a proper death and must either spend 10% of their Affinity acquired during the mission to continue playing the mission, wait for an ally to finish the mission, or forfeit the mission entirely. Players are only allowed to revive 4 times per mission, barring special circumstances.
Shields absorb Damage, except Toxin. Depleted Shields grant a moment of invulnerability. Damage interrupts Recharge.
—In-game Description
Shields are invisible barriers that absorb incoming damage and protects the player from taking Health damage against enemy attacks. Unlike health, shields regenerate after three seconds of not taking damage, making them a naturally replenishing defense.
A Warframe's shield counter in purple, showing boosted values from its overshield.
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 Warframe's maximum shield capacity. The player's shield counter changes from blue to purple while possessing overshields.
Reduces damage to Health by [Damage Reduction Value]%. Shields are not affected by Armor.
—In-game Description
Armor mitigates a percent of incoming damage. Armor only reduces damage applied to a Warframe's Health and does not affect damage absorbed by its Shields.
Used to cast Warframe Abilities and can be replenished during missions.
—In-game Description
Energy of a Warframe is used mainly to power Abilities. All Warframes have 4 Abilities that at base, cost up to 100 Energy to cast. Every Warframe has their own Energy pool with varying capacities depending on the types and costs of their various Abilities.
Sprint Speed affects how fast a Warframe can run and sprint. Consequently, it also affects the speed and distance they will Slide and Bullet Jump, as well as the speed of certain Warframe abilities.
42 comments
Selling platinum inexpensively, write in the game ogly3669977
recently i emcountered a lone tenno on the conclave side talking about tenno weaknesses and resistences against IPS or specific statuses - I'm wondering where there's such an info on this site or in-game!?
any1 any clue?
https://warframe.fandom.com/wiki/Damage/Tenno_Flesh
https://warframe.fandom.com/wiki/Damage/Tenno_Armor
https://warframe.fandom.com/wiki/Damage/Tenno_Shield
They used to use regular Flesh, Ferrite Armor and regular Shields, meaning they had the same resistances/weaknesses those do.
Flesh/Armor are now neutral to everything and Shields have a 25% resistance against everything (except true damage)
Tenno shields are also technically immune to toxin damage, in that they never interact with it whatsoever.
1080 armor 420 sheilds 1080 health vs lvl 30-40 nightmare grinnie sticky bombs - I got one shot (I was hacking when the bombs got me just saying)- its 2019, No challenge just stupid bs. Just like all other games I wouldn't be upset if the enemies were level 100+ but these were level 30-40s. No way they shoulda one shot my frame. Great job DE Keep up the great work NOT.
Movement Speed section: "Having equipped a Hobbled Dragon Key reduces speed by 75%. " while on Hobbled Dragon Key page it says the reduction is 50%. One of them is wrong.
Fixed, thanks
I think that a separate article going in depth on the energy is required (similar to how we have for health, armour and shields). That section might get too cluttered (it already is but currently still bearable) for a summary
energy doesnt really seem to be all that complicated, a dedicated page doesnt seem necessary
Can we get some elaboration on movement speed? It doesn't even seem to have a page at the moment.
Sprint speed of 1.0 = 7.15 m/s (meters per second)
EDIT: Only based on a few r/warframe posts.
Guys, we got an issue that we need to talk about. Sprint Speed only displays in the modding screen as high as 1.96, can someone confirm if that is a cap or if the game is just hiding that stat?
never mind that, i think i was absentmindedly removing coaction drift while having sprint boost equipped thinking that would show an actual change in the stats
Oh Muh. Gawd.
That's a lot of energy being picked up. Literally.
Lets just say that the Simulacrum had a little bug.
You used ivara's navigator while standing on the energy refill in simalcrum
oh muh gawd
I think thats the index while it was still bugged, and was using a chanelled ability. There used to be a bug where an energy pad on the outdoor map would infinetely spawn orbs, also caused rip headphones users for those using arcane eruption.
We're DEFINATELY still missing something with the starting energy for warframes. It might JUST be a matter of which WF you're using, but Atlas' starting energy (not counting the bonus from leftover mod points) is 50, Banshee's is 100, Ember Prime's is 75, Limbo's is 100, Mirage's is 125, Nyx Prime's is 150, Trinity Prime's is 125, and they ALL have the same base power (all were using a maxed Primed Flow too, in case that matters to any of you). It's still quite inconsistent.
Mod points not assigned in the Warframe count for the energy you'll have at spawn. 1 mod capacity not used = 5 energy.
after some testing I figured that the starting energy for nova prime is 150+5*<remaining mod capacity> . I don't know if the 150 base value is the same for all warframes. If someone could edit this in.
link to tests : https://forums.warframe.com/topic/650481-about-energy/#comment-7275050
I really feel like armor effects shields. Playing on valkyr, the wee bit o'shields will take a couple of hits. Switch to vauban and 1 hit and im sucking dirt off the floor.
I can't find any info about it, and it's important for me, what affects starting energy of a warframe? You know, the ammount that you have at the very beggining of the mission.
My Trinity Prime, that has base of 225 and 637 with prime flow, starts every mission with 125. But my Ember Prime, with same energy stats and Prime flow starts with only 75. What is making this difference?
Clicked on a Power Range link and it brought me here. :-/
Me too =/
There is nothing on power strength, there is a link for it but it just brings you to the top of the page where nothing is mentioned about it. based on the topics I see covered I think there is a bunch of things not covered here that have links that just come back to the top of the page.
Don't you get overshields from those keys in tower sabotage while getting a slow buff?
I wish someone would add the negatively affecting mods as well.
So,if you apply that mod,you only get negarive effect. That's briliant.
But what's the point of wasting a mod slot to make your stats lower?
He is talking about the corrupted mods obviously. Those who give higher bonusses than standard ones but lower another stat in the process. For example: Maxed Stretch gives +45% Range. Overextended gives +90% Range, but lowers Power Strength by 60%.
Can someone add that the artifacts in the orokin vaults decrease your max shields by 1/4 and give you 200 overshield?
This page is going to receive a trimming soon. Each of the individual topics covered by this page would do well to have its own main page, and in some cases they already do, like for Armor and Shields. When that happens, we're going to take away a lot of the bullet points of miscellaneous information, as they're details for their respective articles, and this page will instead only describe the stats in a very general sense.
The trimming is on its way. To be a little more specific, most instances where the topic lists all the ways to increase an attribute will lose those bullets. That kind of detail belongs on their dedicated pages. This article instead will serve as an at-a-glance resource for newer players.
highest damaget reduction is 98.3 with a chroma buil and ice as his power color. In a raid and 8 chromas they can get a total dammage reduction of 99.08
The aura from other Chromas in a team don't stack if they are the same element.
noobs talking about raids too early
oroholes talking about noobs too late
That 30k armor with 8x chromas getting -99% dmg reduction.... does it work well? has anyone play tested it? Seems like a pretty good strat... nobody would be able to die easily.