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.  Toxin damage will bypass shields and strike the target's health directly.  Viral Status Effect also increases damage dealt towards health. 125 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  Corrosivestatus chance) 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[] 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: 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. 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  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. 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: 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 Speed • Buff & Debuff • Critical Hit • Damage (Faction Damage Bonus, Positive Type Modifier, Quantization) • Damage Falloff • Damage Reflection • Enemy Body Parts • Fire Rate • Multishot • Punch Through • Status Effect Defense Armor • Damage Attenuation • Damage Reduction • Health (Healing) • Invulnerability • Negative Damage Type Modifier • Overguard • Shield Damage Types Physical (IPS)  Impact •  Puncture •  Slash Elemental Primary (HCET)  Heat •  Cold •  Electricity •  Toxin Secondary  Blast •  Corrosive •  Gas •  Magnetic •  Radiation •  Viral Special  Tau •  True •  Void Hidden/Internal Cinematic • Energy Drain • Shield Drain Status Effects Physical  Knockback •  Weakened •  Bleed Elemental Primary  Ignite •  Freeze •  Tesla Chain •  Poison Secondary  Detonate •  Corrosion •  Gas Cloud •  Disrupt •  Confusion •  Virus Special  Status Vulnerability •  Bullet Attractor Effect Only  Big Stagger •  Disarmed •  Impair (PvP only) •  Knockdown •  Lifted •  Microwave •  Parried •  Ragdoll •  Silence •  Sleep •  Slow •  Stagger •  Stun Shield, Armor, and Health Classes  Tenno Tenno  Grineer Grineer • Kuva Grineer  Corpus Corpus • Corpus Amalgam  Infested Infested • Infested Deimos  Corrupted Orokin  Sentient Sentient  Narmer Narmer Zariman Zariman  The Murmur The Murmur Miscellaneous Hit Points • Object • Overguard Calculating Bonuses CollapseGame System Mechanics Edit Currencies  Credits •  Orokin Ducats •  Endo •  Platinum •  Aya •  Regal Aya •  Standing General Basics Arsenal • Codex • Daily Tribute • Empyrean • Foundry • Market • Mastery Rank • Nightwave • Orbiter • Player Profile • Reset • Star Chart Lore Alignment • Fragments • Leverian • Quest Factions Corpus • Grineer • Infested • Orokin • Sentient • Syndicates • Tenno Social Chat • Clan • Clan Dojo • Leaderboards • Trading Squad Host Migration • Inactivity Penalty • Matchmaking Player Housing Clan Dojo • Dormizone • Drifter's Camp • Orbiter Gameplay Basics Affinity • Buff & Debuff • Death • Hacking • Invisible • Maneuvers • One-Handed Action • Open World • Pickups • Radar • Stealth • Tile Sets • Void Relic • Waypoint Damage Mechanics Critical Hit • Damage • Damage Redirection • Damage Reduction • Damage Reflection • Damage Type Modifier • Damage Vulnerability • Health • Status Effect Enemies Bosses • Death Mark • Enemy Behavior • Eximus (Overguard) • Lich System Mission Arbitrations • Archon Hunt • Break Narmer • Empyrean • Invasion • Sortie • Tactical Alert • The Circuit • The Steel Path • Void Fissure Activities Captura • Conservation • Fishing • K-Drive Race • Ludoplex • Mining PvP Duel • Conclave (Lunaro) • Frame Fighter Other Gravity • Threat Level Equipment Modding and Arcanes Arcane Enhancements • Archon Shard • Fusion • Mods (Flawed, Riven) • Polarization • Transmutation • Valence Fusion Warframe Attributes (Armor, Energy, Health, Shield, Sprint Speed) • Abilities (Augment, Casting Speed, Helminth System, Passives, Duration, Efficiency, Range, Strength) Weapons Accuracy • Alternate Fire • Ammo • Area of Effect • Attack Speed • Bounce • Critical Hit • Damage Falloff • Exalted Weapon • Fire Rate • Hitscan • Holster • Incarnon • Melee • Multishot • Noise • Projectile • Projectile Speed • Punch Through • Recoil • Reload • Ricochet • Trigger Type • Zoom Operator Amp • Focus (Madurai, Vazarin, Naramon, Unairu, Zenurik) • Lens Drifter and Duviri Decrees • Drifter Combat • Drifter Intrinsics • Kaithe Other Archwing • Companion • K-Drive • Necramech • Parazon • Railjack Technical General AI Director • Drop Tables • HUD • Key Bindings • Material Structures • PBR • Rarity • RNG • Settings • String Interpolation • Text Icons • Upgrade Software, Networking, and Services Cross Platform Play • Cross Platform Save • Dedicated Servers • EE.cfg • EE.log • File Directory • Fonts • Network Architecture • Public Export • Public Test Cluster • Stress Test • Warframe Arsenal Twitch Extension • World State Audio Mandachord • Music • Shawzin • Somachord • Sound Mathematical Calculating Bonuses (Additive Stacking, Multiplicative Stacking) • Condition Overload (Mechanic) • Enemy Level Scaling • Maximization • User Research