Health (Hull for Railjacks) is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. Warframes, Railjacks, Companions, Rescue targets, and certain enemies will enter "bleedout" when their health values are reduced to zero, while all other entities will instead be killed.

A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.

Health determines the amount of damage the user can sustain and is the last line of defense for all entities. Once the value is depleted, most enemies will die, while Warframes and certain characters will enter a weakened state called bleedout in which they must be revived within a few seconds or be killed.

Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. DmgToxinSmall64 Toxin damage will bypass shields and strike the target's health directly. DmgViralSmall64 Viral Status Effect also increases damage dealt towards health.

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Reservoirs Reservoirs130xWhite
1
EnergyOrb25
Reservoirs

Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.


Introduced in Update 25.0 (2019-05-22)

Strength: 300 (max health)
30 s-1 (heal over time)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
25 % (Sol Gate damage buff)
Strength: 20 % (movement speed)
20 % (attack speed)
30 % (fire rate)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (Sol Gate DmgCorrosiveSmall64 Corrosive
status chance)

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Other[]

Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling is an exception, stacking additively with base health before multipliers

Total Health = (Base Health + Warframe Rank Bonuses) × (1 + Modifier from Mods) + Other Bonuses

Health Reduction[]

BleedingDragonKeySymbol

Having equipped a Bleeding Dragon Key reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

Healing[]

Main article: Healing

Unlike shields, health does not naturally regenerate over time, except when either the Mod TT 20px Rejuvenation or Mod TT 20px Dreamer's Bond Aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed by picking up Health Orbs, by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or Arcane Enhancements.

Bleedout & Death[]

Main article: Death

When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.

Effective Health[]

Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, sources of damage reduction, negative damage type modifiers, resistance mods, and health classes.

Calculation[]

Effective health against a particular damage type can be calculated as such:

Nominal health refers to listed health points as displayed in-game; in other words, it is the total health after mods and buffs are applied
Net damage reduction refers to total damage reduction outside of armor

Enemy Health Scaling[]

Main article: Enemy Level Scaling

For health, the ranges of level differences from base to current level at which scaling transitions is between 70 & 80.

Grineer[]

The formula by which Grineer health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Corpus[]

The formula by which Corpus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Infested[]

The formula by which Infested health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Corrupted[]

The formula by which Corrupted health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Murmur, Sentient, and Unaffiliated[]

The formula by which enemy health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

Eximus[]

Eximus health scaling is the same across all factions

The formula by which eximus health scales is as follows:

When Current Level - Base Level < 70
When Current Level - Base Level > 80

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

Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
HealthScaling

Current health scaling at Base Level = 1.

Enemy EHP[]

Effective Hit-points is a stat that indicates how much gross damage must be dealt to a target until the net damage thereby inflicted depletes its entire health pool. Effective Hit-points is not a fixed stat for any given enemy, it is heavily dependent on the damage type used against the target, as well as the various buffs and debuffs in effect for both the attacker and the enemy in question. For the following considerations, however, these influences are disregarded, as they do not alter the course of the graphs except for clinching or stretching them as a whole, which manifests as a scaling of the Y-axis.

For Enemies with Health only[]

For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.

For Enemies with Health and Shields[]

The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the DmgToxinSmall64 Toxin damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if DmgToxinSmall64 Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:

In the cases where you are trying to one-shot shielded enemies without DmgToxinSmall64 Toxin damage, their effective hit-points will actually be higher due to their shield gate mechanic. Only 5% of total damage dealt will only damage the enemy's health when their shield gate is active. However, attacking enemy weakpoints ignores the shield gate.

ShieldEHP

Current EHP scaling with only Health and Shields at Base Level = 1.

For Enemies with Health and Armor[]

The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:

ArmorEHP

Current EHP scaling with only Health and Armor at Base Level = 1.

For Enemies with Health, Shields, and Armor[]

The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable:

References[]

CollapseDamage Mechanics Edit
Offense Attack SpeedBuff & DebuffCritical HitDamage (Faction Damage Bonus, Positive Type Modifier, Quantization) • Damage FalloffDamage ReflectionEnemy Body PartsFire RateMultishotPunch ThroughStatus Effect
Defense ArmorDamage AttenuationDamage ReductionHealth (Healing) • InvulnerabilityNegative Damage Type ModifierOverguardShield
Damage Types
Physical (IPS) DmgImpactSmall64 ImpactDmgPunctureSmall64 PunctureDmgSlashSmall64 Slash
Elemental Primary (HCET) DmgFireSmall64 HeatDmgColdSmall64 ColdDmgElectricitySmall64 ElectricityDmgToxinSmall64 Toxin
Secondary DmgBlastSmall64 BlastDmgCorrosiveSmall64 CorrosiveDmgGasSmall64 GasDmgMagneticSmall64 MagneticDmgRadiationSmall64 RadiationDmgViralSmall64 Viral
Special DmgTauSmall64 TauDmgTrueSmall64 TrueDmgVoidSmall64 Void
Hidden/Internal CinematicEnergy DrainShield Drain
Status Effects
Physical DmgImpactSmall64 KnockbackDmgPunctureSmall64 WeakenedDmgSlashSmall64 Bleed
Elemental Primary DmgFireSmall64 IgniteDmgColdSmall64 FreezeDmgElectricitySmall64 Tesla ChainDmgToxinSmall64 Poison
Secondary DmgBlastSmall64 DetonateDmgCorrosiveSmall64 CorrosionDmgGasSmall64 Gas CloudDmgMagneticSmall64 DisruptDmgRadiationSmall64 ConfusionDmgViralSmall64 Virus
Special DmgTauSmall64 Status VulnerabilityDmgVoidSmall64 Bullet Attractor
Effect Only UnidentifiedItem Big StaggerHalikar DisarmedDmgImpairSmall64 Impair (PvP only) • Knockdown b KnockdownLifted b LiftedNukor MicrowaveUnidentifiedItem ParriedRagdoll b RagdollSilence130xDark SilenceRestRage130xDark SleepUnidentifiedItem SlowRollingDroneAvatar StaggerStunIcon b Stun
Shield, Armor, and Health Classes
TennoIcon Tenno Tenno
IconGrineerOn Grineer GrineerKuva Grineer
IconCorpusOn Corpus CorpusCorpus Amalgam
Infestation w Infested InfestedInfested Deimos
IconOrokinOn Corrupted Orokin
SentientFactionIcon Sentient Sentient
IconNarmer Narmer Narmer
Zariman Zariman
MurmurIcon The Murmur The Murmur
Miscellaneous Hit PointsObjectOverguard
Calculating Bonuses
CollapseGame System Mechanics Edit
Currencies Credits CreditsOrokinDucats Orokin DucatsEndo EndoPlatinumLarge PlatinumAya AyaRegalAya Regal AyaReputationLarge Standing
General Basics ArsenalCodexDaily TributeEmpyreanFoundryMarketMastery RankNightwaveOrbiterPlayer ProfileResetStar Chart
Lore AlignmentFragmentsLeverianQuest
Factions CorpusGrineerInfestedOrokinSentientSyndicatesTenno
Social ChatClanClan DojoLeaderboardsTrading
Squad Host MigrationInactivity PenaltyMatchmaking
Player Housing Clan DojoDormizoneDrifter's CampOrbiter
Gameplay Basics AffinityBuff & DebuffDeathHackingInvisibleManeuversOne-Handed ActionOpen WorldPickupsRadarStealthTile SetsVoid RelicWaypoint
Damage Mechanics Critical HitDamageDamage RedirectionDamage ReductionDamage ReflectionDamage Type ModifierDamage VulnerabilityHealthStatus Effect
Enemies BossesDeath MarkEnemy BehaviorEximus (Overguard) • Lich System
Mission ArbitrationsArchon HuntBreak NarmerEmpyreanInvasionSortieTactical AlertThe CircuitThe Steel PathVoid Fissure
Activities CapturaConservationFishingK-Drive RaceLudoplexMining
PvP DuelConclave (Lunaro) • Frame Fighter
Other GravityThreat Level
Equipment Modding and Arcanes Arcane EnhancementsArchon ShardFusionMods (Flawed, Riven) • PolarizationTransmutationValence Fusion
Warframe Attributes (Armor, Energy, Health, Shield, Sprint Speed) • Abilities (Augment, Casting Speed, Helminth System, Passives, Duration, Efficiency, Range, Strength)
Weapons AccuracyAlternate FireAmmoArea of EffectAttack SpeedBounceCritical HitDamage FalloffExalted WeaponFire RateHitscanHolsterIncarnonMeleeMultishotNoiseProjectileProjectile SpeedPunch ThroughRecoilReloadRicochetTrigger TypeZoom
Operator AmpFocus (Madurai, Vazarin, Naramon, Unairu, Zenurik) • Lens
Drifter and Duviri DecreesDrifter CombatDrifter IntrinsicsKaithe
Other ArchwingCompanionK-DriveNecramechParazonRailjack
Technical General AI DirectorDrop TablesHUDKey BindingsMaterial StructuresPBRRarityRNGSettingsString InterpolationText IconsUpgrade
Software, Networking, and Services Cross Platform PlayCross Platform SaveDedicated ServersEE.cfgEE.logFile DirectoryFontsNetwork ArchitecturePublic ExportPublic Test ClusterStress TestWarframe Arsenal Twitch ExtensionWorld State
Audio MandachordMusicShawzinSomachordSound
Mathematical Calculating Bonuses (Additive Stacking, Multiplicative Stacking) • Condition Overload (Mechanic)Enemy Level ScalingMaximizationUser Research