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.
Effects[]
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.
Health receives damage mitigation from armor.
Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions.
Toxin damage will bypass shields and strike the target's health directly.
Viral Status Effect also increases damage dealt towards health.
Modifying Maximum Health[]
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) |
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| Subsumable to Helminth |
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
- Base Health refers to the Warframe's health at Rank 0.
- Warframe Rank Bonuses are increases to a Warframe's health that apply as the Warframe goes from rank 0 to 30. These are normally +100 at rank 30, though there are exceptions. Importantly, unlike capacity, they are not impacted by mastery rank, meaning that two players with newly built frames will always have the same bonuses regardless of their mastery.
- Modifier from Mods is from mods such as
Vitality and
Vigor, increasing the Health by 100% and 50% at their maximum ranks, respectively. The
Physique Aura mod increases it by 20% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 20%, to a maximum 80% addition in a four-player mission, which can be further increased with
Coaction Drift. Lastly, the bonus from some Arcane helmets contribute to this modifier.
Health Reduction[]
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
Rejuvenation or
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:
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- 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:
- Between level differences 0 inclusive and 15 inclusive, base health stays the same as listed in the Codex.
- Between level differences 15 exclusive and 25 inclusive, base health is linearly increased from +0% to +25% (e.g. for each level, enemy gains 2.5% base health).
- Between level differences 25 exclusive and 35 inclusive, base health is linearly increased from +25% to +150% (e.g. for each level, enemy gains 12.5% base health).
- Between level differences 35 exclusive and 50 inclusive, base health is linearly increased from +150% to +350% (e.g. for each level, enemy gains 13.33% base health).
- Between level differences 50 exclusive and 100 inclusive, base health is linearly increased from +350% to +500% (e.g. for each level, enemy gains 3% base health).
- Above level difference of 100, base health will stay +500% (6x) of its Codex value.
- Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
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
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
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
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.
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:
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[]





























25 comments
Didn't this page used to have an actual calculator to see effective health? Or has that been moved to a different page?
With arcane blessing does valkyr now have the highest effective health
Well Qorvex may beat her (more base health & armor than Valkyr prime) without abilities in play
Hi titanax here. with nullstar and eclipse mirage has around 10m effective health with topaz shards. followed by nova with also around 9-10m effective heath. valkyr and nullstar is around 6m ehp.
@titanax Mesa can go to 98,75% DR stacking Eclipse and Shatter Shield.
Wish there was a table of contents like the armor one where it showed all frames with their base HPs
Agreed
Too lazy to do the research myself but does anyone know which enemy has the most EHP? Doing some simulacrum dps testing
Gokstad Officers are nice for that, since they have 1000 hp, 1000 armor and no additional damage reduction like a Nox
Gotta keep it mind that it is ferrite armor though, so corrosive will overperform.
what am i missing here:
my octavia [30] has 300 health, i put rank 0 vigor (+20% health) into her, expecting to see 360 Life and i only see 320
?
Nvm didn't see that mods only interact with lvl 0 health values
"Non-Armor Health Classes" :
why exclude armor health ?
they are also health, but with a damage reduction above from the armor.
"The resistances and vulnerabilities are a combination of the Armor and Health, not just Armor alone."
It is explain somwhere ? (how it is calculate)
I never heard that.
Damage page
But why don't tenno regenerate health? I see this as a major flaw in design because Warframe is set very far in the future. Why haven't people figured out how to regenerate their health? Are we tenno so stupid and biologically "inferior"?
With Rejuvenating Tides, they can.
https://warframe.fandom.com/wiki/Focus/Vazarin
Wisp Reservoirs also heal
ayerre... Math what im good at. thats why im the mod proc nerd.... i can create the best builds just cant use them. also you guys only account. for mods. not necessarily abilities. the people i mod for dont have the best operaor builds either but i feel like there is something in there that you guys rent accounting for.... higher health.... mods... operator.......arcane...... oh i misssed somehting.. there is one weapon mod... just for health builds.. not the best but updates you guys's acumen.
Also... companion health link.....? passive innate abilities...? sentinal modding??? missing something people?
i have problem with my excalibur umbra using rejuvenation aura, it'll stop regenerate if i transferenced back to my warframe
any idea ?
Use Magus Repair.
Are there any mods that grant extra damage based on your own missing health?
So based on the math being used. and MR 30 Inaros, with a full Vitality should have a health of 11,880. Not 4620. 550x(1+440%)+300%=11880. Something seemed bugged in this weird math. Might need to look into it.
550 × (1 + 440%) + (2,200 - 550) = 4,620
Not sure where you're getting the +300% there on the end, or how adding it yields such a large answer.
Shouldn't the "Healing Return" mod be added to this somewhere?
Added, thanks.
Noted when your frame has a max health high enough (roughly more than 1000), it's likely to partically resist the Cold proc.
Anyone knows this mechanism?
Fats
whats the highest health a inaros can achieve?
vitality
Primed vigor
gladiators resolve
4 physique.
someone actualy good at math tell me!
It goes off of base health, not level 30 health stats.
This is of course besides the point that Physique is the worst aura in the game (possibly tied with
Stand United). I'd also not suggest to use Primed Vigor on him.
@hennils Stand United is actualy extremly good in a certain situation, 4 of them with coaction drift... 120% ish armor can be extremly good on high armor frames, add 2 arcane guardians to that and you basicaly got an almost 90% dmg reduction on any tank frame squad and all your worries will be the dmg for a very long time (the new game mode for khora would be the best spot for this once they make higher stages possible to achieve)
Please add:
Warframe: Nidus
Weapons: Broken Scepter, Hirudo, Hema + Syndicate ones
Did this whole article forget about Nidus? He has a natural heal rate since he actually has no shield.
I'm running into an odd thing where if I do a steath kill or blinding kill with certain frames my health raises by a good third. it's most prominent with the sparring weapon Kogake
Are you playing Inaros? Because that's one of his passives.
Inaros Passive. Sure it was with others, too?
The highest health attainable by a Warframe is:
A max rank Inaros, with a Power Maximized Fire Chroma's Elemental Ward, max rank Vitality and Vigor, on a Trial mission with all 8 players possessing Physique and Coaction Drift, has a grand- whopping total of 9480 health. Nine thousand four hundred eighty.
Tell me if I missed something or am wrong on any presumptions I made.
10,496, actually. Or 11,046 once Primed Vigor is available.
You forgot Provoke augmented with Peaceful Provocation, for an extra +80% Power Strength.
Furthermore, because of the way Coaction Drift works, you'll actually be getting +23.805% health, not +20.7%.
did you consider energy conversion (+50% power strenght) on Chroma, on top of 299 power strenght, Purity effect (+25% base health) and peaceful provocation 80% power strenght buff?
I remembered the Equinox stuff, yeah. Forgot about Energy Conversion and Purity though.
So that'd be 11,184, or 11,734 with Primed Vigor.
There's also the Reactant Buff, though I'm not sure exactly how much power strength that is.
Oddly, the lowest amount of HP one can reach in Warframe is 2; if you happen to reach 1 HP by bleeding or whatever, you don't stay at 1 HP, you just drop dead.
What about in the Dojo, in there a frame that has 100 Hp at level 0, at level 30 have 330 and with Vigor+Vitality (both maxed) Have 946 (lvl 30)... I would like to calculate there, but if health is changed like this, how is the armor?
armor stays the same unless you put on any armor multipliers in example steel fiber.