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Iron Skin Rhino hardens his skin, insulating himself from all damage. Introduced in Vanilla (2012-10-25) |
![]() ? / 1.25 / 1.75 / 2.50x (armor multiplier) |
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Misc: 1.5 / 2 / 3 / 3 s (invulnerability duration) |
Info
- Rhino expends
50 energy to harden his skin, receiving Overguard equal to
400 / 600 / 800 / 1200 plus
100% / 125% / 175% / 250% of his total armor. Upon activation, Rhino is invulnerable for 1.5 / 2 / 3 / 3 seconds, during which all incoming damage is absorbed and added to the Overguard.
- Iron Skin's Overguard uses the following expression:
Overguard = (Base Overguard + (Armor Multiplier × Base Armor × (1 + Armor Mods))) × (1 + Ability Strength) + Absorbed Damage.- Note that the base armor value is different between Rhino and Rhino Prime; while Rhino has 240 Base Armor, Rhino Prime has 290 Base Armor.
- As an example for Rhino:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino will have an initial Overguard of (1200 + (2.5 × 240 × 2)) × 1.3 = 3,120 before absorbing damage.
- With a maxed
- Modifying that equation for Rhino Prime:
- With a maxed
Steel Fiber and
Intensify, a Rank 3 Iron Skin cast by Rhino Prime will have an initial Overguard of (1200 + (2.5 × 290 × 2)) × 1.3 = 3,445 before absorbing damage.
- With a maxed
- Iron Skin's Overguard uses the following expression:
- Ability Synergy: While Iron Skin is active, damage from
Rhino Charge will have a 100% status chance for
Blast effects.
- For
Rhino Prime, Iron Skin's visual effects will take into account the chosen accent color.
Augment
- Main article: Iron Shrapnel
Iron Shrapnel is a Warframe Augment Mod usable in both PvE and Conclave for Rhino's
Iron Skin that when active allows it to be detonated by pressing the ability key (default 2 ), unleashing a radial AoE attack that deals a portion of its remainingOverguard as
Puncture damage.
Tips & Tricks
- Iron Skin can be removed early by:
- Entering the bubble of a Nullifier Crewman (Corrupted)
- Entering the aura range of Combas & Scrambuses
- Being dispelled by Stalker
- Falling out of the map.
- Host Migration
- With a
Streamline or
Fleeting Expertise mod, Rhino can cast Iron Skin immediately after the first Energy Drain tick in order to give himself a "shield" of sorts.
- It is possible to gain a significant amount of Overguard by standing in the path of a Death Orb beam during the invulnerability phase. Be warned however, as the beam can quickly deplete the extra Overguard if the player does not move out of the way once the invulnerability phase ends.
- Using
Rhino Charge with
Ironclad Charge installed before casting Iron Skin can significantly boost its Overguard by boosting the armor.
Ironclad Charge's armor bonus is applied to Iron Skin as long as Iron Skin's casting was started in the duration of the buff.
Iron Shrapnel can help by providing the ability to re-cast Iron Skin at any given time, even with extremely lowered ability duration as long as you cast Iron Skin right after a Rhino Charge.
Arcane Tanker can significantly provide armor boost, which in turn increases Iron Skin's Overguard .
Maximization
This calculator feature is sunsetted on the wiki. It may not see further updates, but will be present on articles for the time being since some people still find use for them. See User blog:Cephalon Scientia/Sunsetting of Maximization Calculators for more details.
xStrength: | |
Range: | |
Efficiency: | |
Duration: | |
Armor multiplier: | |
Additive Armor: | |
Combo N°: | |
Number of targets: |
1888 | Base health |
50.00 | Energy |
Bugs
- Migrating hosts will completely remove Iron skin, regardless of the level it was at.
- If Rhino manages to activate Iron Skin as he falls backwards and enters bleedout, his bleedout timer will reach zero and he will never die. He will remain in bleedout until he is revived.
- Using Iron Skin while in a conveyor would make Rhino immovable.
See Also[]
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85 comments
A Funny Bug With Iron skin. All you need is Rhino (Prime) and a Jade Light Eximus.
Step 1: Find a Jade Light Eximus.
Step 2: wait for it to use the ability.
Step 3: use Iron Skin during its ability
Step 4: Gain 200K+ Absorbtion
Step 5: BECOME INVINCIBLE*
*Warning: Jade Light Eximus Units can break the invincibility.
This isn't a bug, that's just how much damage Jade Light does, it ramps up to ridiculous amounts the longer you stay in it. You can get up to ~2m overguard from it.
I've gotten 1170440 from doing this. it's nuts
Adaptation works with ironskin.
*The DR will stack, but won't affect iron skin itself
Should I be using ability strength (Red) archon shards or armor (Blue) archon shards? Which will have a stronger improvement on Iron Skin? and will that improvement be significant when these two shards are compared.
I know ability strength affects roar, so if the difference is minimal between the two then ability strength wins.
Imo just go for strength to boost roar. you want to soak damage when you pop iron skin, right? that would seem to be where the majority of your overguard comes from. checking just mods on a level 30 rhino (not prime), the 100% armor from steel guard gives a bit more benefit to iron skin than 30% ability strength. however, armor itself doesn't reduce damage to overguard, so, once again, another reason to opt for ability strength over armor when picking shards
Don't stack armor, it's a trap. As are the builds that try to stack Iron Skin to ridiculous amounts. Just max out your Strength to boost Roar.
Ancient healer gives damage reduction to iron skin now btw thanks to it being overguard.
Real? Is it actually confirmed?
Yes you can test it out yourself and see it does apply the 90% damage reduction to overguard
I hadn't tested this with Iron Skin, but on June 24...same day the OP said it worked on Iron Skin...I tested Kullervo's Recompense and found that the Ancient Healer aura wasn't applying to its Overguard. I just saw the comment today, and figured I'd test both, and it's definitely working on both now.
Very odd. I think in both cases it's probably a bug, since DE Momaw said that no form of DR should be affecting either. (Although that's never been quite true, since dodge DR has always worked.) Or maybe they changed their minds about "all".
Now I'm curious about Aerodynamic and a few other things.
Prior to the seven crimes of kullervo, iron skin is now an overguard instead of ferrite armor.
The hidden buffs not mentioned (or mentioned) by DE;
Iron skin charge phase will longer get you cc'd like knockdowns or staggers, even status effects, DOTs like heat, slash, making you no longer get staggered by AoE weapons when iron skin is in absorb phase. (not mentioned, it is a very huge buff, it makes you absorb more dmg on absorb phase because you could get knockdown'd sometimes, and no longer needing psf or unairu to prevent knockdown when charge phase)
Now, Rhino is one of the 4 or 5 frames that can proc arcane avenger like actually nothing, even without combat discipline (frost icy avalanche, atlas rumbled, rhino, inaros and nidus) like almost all frames rely on, making arcane avenger a must on him, unlike the previous iron skin which make him the worst frame to ever use arcane avenger or any "on damaged" condition arcane.
Cool and clear UI indicator, who doesn't want. It shows full number too, making you having a very good time checking whether your iron skin is almost down or not, which benefits reinforcing stomp and iron skin with iron shrapnel recast tech, by a lot.
*Also, i was about to say that rolling guard is nuts on iron skin now, but yeah.
By the patch notes, adaptation IS supposed to work with overguard, as for right now, adaptation only build ups on overguard, not affecting it, which should be a bug (specially given how other dmg resistances did not apply fully to overguard and were corrected in a recent hotfix). and if it's not a bug, then Kullervo desperately needs some survivability buffs (which a simple "overguard gate" could solve I guess, which would be also cool for Rhino and (mainly) others)
They say things that work on damage taken now work with overguard but all factors of dmg eduction dont work on ironskin except rolling guard which is complete dmg negation
> Cool and clear UI indicator, who doesn't want.
I felt like it was clearer before, personally. The invincibility state having a completely different colour on the HUD made it super easy to see whether or not I had Iron Skin active, just out of the corner of my eye in my peripheral vision. With the new Overguard, I have to pay more attention and actively watch it.
1) Obtain Magus Anomaly
2) Stack armor + strength.
3) Equip Arcane Tanker and Arcane Guardian OR Arcane Reaper.
4) Slap on Ironclad Charge and Reinforcing Stomp.
5) Stab Rhino with x5 Azure Archon Shards, all +armor.
6) In-mission, call down Archgun for Arcane Tanker.
7) Cast Iron Skin. (#5 and #6 can be swapped around. If in low level mission, best to swap.)
8) Find Grineer/Corpus/etc mooks.
9) Spam Transference for Magus Anomaly vacuum. Ensure you are completely enveloped in mobs.
10) Allow mobs to destroy Iron Skin.
11) Once Iron Skin is down, cast Rhino Charge.
12) Immediately after, cast Iron Skin.
13) Allow mobs to shoot you during invulnerability phase (i.e. don't do anything).
14) Enjoy millions of Iron Skin HP.
15) Cast Stomp when needed to replenish Iron Skin health.
Boom, easy 1 million+ HP Iron Skin. Sad that we have to go through hoops for this but it's just hilarious seeing "2.1M" in the top right when Iron Skin is active. The pay off is worth it.
Shield gating should prevent you from dying when re-casting Iron Skin, but watch out for pesky Toxin Ancients/Venomous Eximus.
Rhino Charge can be a bit finicky with detection, expect anywhere between 700k to 1.2m and above.
Meanwhile: iron skin recast and 3s absorb phase does the same and actually scale to levelcap ezpz, 0 effort needed, you don't even need to mod for it, this amount of hp could even make out outtank the revenant even at 1000ish, yes, fun, but he lost a lot what he is originally good at.
You generally don't need to mod armor on rhino. it is a waste of space, wasting 2 arcane slots just for better skin hp, meanwhile augmented and any weapon dmg arcane exists...
Wasting 5 armor shards meanwhile there are so many better stat increase for him...
But i guess this is the best current outcome for his "iron skin hp" setup, unlike the previous one.
People should actually use him not just for tank, his other far more superior part like his batshet broken CC and his godtier roar buff just get outshined by his tank build for 0 reason at all, and haha funny 36 subsume choices, some are straight up OP, some is finnicky,
He is a cc frame, support and gun and nuke + speedrun frame (with subsumes) that just somehow got a very very good tanking ability at his disposal.
-Amolistic.
Yes, dont mod for armor, just spam Iron Skin ith augment and use rolling guard for some extra seconds if needed. godlike 4 ability for cc, affects eximus. roar for dmg, and his 1 is free for helminth like... nourish
Fun and unknown fact: Rhino's iron skin gives Rhino a higher threat level, making him always draw away enemy aggro.
Now you can explain why in archon hunts, that goddamn archon always target you instead of the rest.
the DE needs to consider other factors for the threat level math. higher number of kills and damage in squad percentages is the best metric for threat level as all warframes deal total kill and damage.
And i haven't tell you: Once you recast iron skin, his threat level just spike over anything else, that enemy targeting defense objective? Boom, all on you now.
I just dont care about "buffing" Iron Skin with armor. I use the 3 sec immortality + 3 sec damage absorbtion. More slots for strength, can helminth off 1, get Stomp with huge CC.
Shield gate is enough to recast Iron Skin with some Cast Speed shards, maybe add Rolling Guard.
Finally, someone noticed the uber broken 3s with further invul period strat, Just let the game scale the numbers for you kekw
Still testing that out but i am pretty sure that archon shards modify iron skins base health because they also modify base armor, will update in a couple hour, if i remember
To give an example with the archon shards that i use, i get up to 725 base armor and (also using two power strength shards) with 125% power strength my iron skin base hp is 3.6k
*3.765.63 to be exact
Also if you're using arcane guardian, it affects your base armor and the math is just calculated from there, just fyi
Blocking with a melee weapon does not reduce damage taken while Iron Skin is active.
To be more correct: you can visually block with melee weapons, but it's just visually. You wont even build up combo counter by blocking with iron skin active.
This ability is way, WAY overdue for a QoL buff.
They need to fix that damn Blast proc bug.
It needs a UI indicator akin to what Nezha's Warding Halo has - as-is the info is lost among the bajillion other bits of info shoved in the corner of the screen, which isn't acceptable for something so key to survival.
Last but not least, it needs an audio indicator to help notify you when Iron Skin breaks. Y'know, that audio feedback thing that every other protective ability (Warding Halo/Kinetic Plating/Snowglobe/Covenant/Shatter Shield/Elemental Ward/Vex Armor/Electric Shield/Mass Vitrify/The Vast Untime/Turbulence/ect. ect.) already possesses so you don't get unexpectedly one-shot by level 150 enemies? The fact so many other abilities have come and gone without Iron Skin receiving a similar update is utterly unacceptable and abhorrently lazy.
I'm aware how hyperbolic that last bit sounds, but it has been years that they neglected this shit and I am just so fed up with it.
Just listen to the sound of shield gate procs, ezpz, its not a big deal.
Imagine such overreaction.
If you get one shot by lvl 150 enemies, even bijillion types of unique sound que and UI indicator wont save you, bro.
You don't even have shields to take the hit after iron skin is down, that is just some serious skill issue and dying on Rhino on this low level is just 100% your own misplay, and you procced to blame on DE not giving you every single sound que and UI indicator on iron skin breaking and come here and rant because of some 150 enemies oneshot you while you have 0 shields left before iron skin is down.
And the blast proc bug? nah, it doesn't exist anymore.
Given the above calculation for Rhino Prime, if we add Augur Secrets it should be (1200 + (2.5 × 275 × 2.1)) × 1.54 = 4071.375, yet, in the Simulacrum I'm getting a value of 4069. Surely it should round to 4071 or 4072?
Soz, I meant 4070 or 4071. I would expect 4070.
Anyone else cant get higher than 140k ?
Its full moded + arcane guardian ( even only with arcane active and no Ironclad charge i get to 130k )
Yeah, it hard caps around there as it only adds the damage taken by enemies to your total after everything else, if they made it calculate first to allow actually scaling EHP for iron skin, thatd be great, but DE doesnt care. :(
If you are using [Ironclad Charge] and [Parasitic Armor] you can push the numbers beyond 1 mio. HP
Made a google doc that can calculate Iron Skin and included the most commons ways that factor into it. Feel free to use and improve or even add it to the page.
https://docs.google.com/spreadsheets/d/1rH5nI4oDCLhU_JulTsTJRD-YW8BWLAQuSH8ZpkKHlko/edit?usp=sharing
How does Cold Elemental Ward get calculated here? With 313% str and 275 armor I get 16k Iron skin instead of the 13K i thought I'd get. No outside buffs to armor or str.
Nvm forgot to add "1+" before armor mods. It gets treated as a 470% armor mod in my case.
If someone feels it in them to format it properly: Flat Armor is additive to the modified base armor ((base*mods)+flat)*2.5. Ironclad Charge is a multiplier just like strength is (stuff)*(1+str)*(1+ironclad bonus). Other +% buffs (like Mecha Pulse) are added to the mods (base*(1+mods+buffs)).
(I also went on a loop because it looks like Growing Power adds 25.5% strength instead of just 25% xD)
(Base Health + (Armor Multiplier * ( Base Armor * ( 1 + Armor Mods + Mecha) + Flat bonus ))) * (1 + Ability Strength ) * (1 + Ironclad Charge)
For better readability if someone cares. Flat bonus being things like Arcanes or the new Parasitic armor
Ironclad Charge also scales with strength just like iron skin, while in your equation only the strength scaling from base health is included, not? Also Iron Clad Charge doesn't affect base health, I think that's wrong here, too.
With Ironclad Charge
(Base Health + Armor Multiplier * (Base Armor * ( 1 + Armor Mods) + Flat bonus)) * (1 + Ability Strength) + Armor Multiplier * (Base Armor * ( 1 + Armor Mods) + Flat bonus)) * (1 + Ability Strength) * (1 + Ironclad Charge) * X of enemies hit * (1 + Ability Strength) + absorbed damage
Thus double dipping into strength with Ironclad Charge
With at least 1 enemy hit (X=1):
Base Health * Ability Strength + Armor Multiplier * (Base Armor * ( 1 + Armor Mods) + Flat bonus) * (1 + Ironclad Charge) * X of enemies hit * (1 + Ability Strength)² + absorbed damage
Gosh, I hope i didn't misplace any brackets or other stuff
Edit: "With at least 1 enemy hit (X>=1):"
What if my rhino has higher health than the one that provides iron skin?
That's kind of impossible, as most of the time, your Iron Skin's lowest low is already on par with Inaros' Health Pool at the max. And either way, if it drops that low, it's not gonna change anything, as it'll keep acting as a shield before getting dispeled.
I just did some testing in the Simulacrum to find out how Health Conversion gets calculated into the total Iron Skin hp (since I couldn't find any information about this anywhere else).
The bonus hp from Health Conversion get calculated seperately and added onto the rest.
The formula looks like this:
(see formula for Iron Skin calculation on this page) + (HC bonus armor x armor multiplier x power strength)
Example: at 3 HC stacks, with 254% total power strength:
(1,350 x 2.5 x 2.54) = 8,572.5 bonus hp from Health Conversion.
Adding armor mods (i.e Armored Agility, Steel Fiber) into the mix DOES NOT affect this calculation. So you might want to consider replacing a +45% armor mod with Health Conversion for more Iron Skin hp (unless of course you're going for a Ironclad Charge build and desperately NEED several 100k points)!
My build leaves me with 18k Iron Skin hp that can easily be recasted if necessary, more than enough for the majority of the game.
Another plus for Health Conversion: HC stacks do not get dispelled from Nullifiers or when falling out of bounds. In combination with Iron Shrapnell this works really well in my opinion.
TL:DR
Health conversion 1350 armor on top of modified base armor then all multiplied by power strength etc.
Same with other + armor mods (not %)/ arcanes
I've been playing Rhino for years, and as of today. 2020.07.29 I noticed Rhino losing his hide-armor to a nullifier field. I don't recall it ever happening before today.
What is hide-armor?
It always insantly went away. (As a client with very high latency you could bug it out and enter with Iron Skin staying intact, but it wasn't consistent either)
i remember Rhinos complaining about losing Iron Skin all the time when Nullifiers were implemented
we need to be able to toggle is iron skin on or off. some design are ruined with it. a very limited work arounds.
No. The augment is more than enough.
My go-to is usually to jump out of a map once the mission is done, lol. Being able to tweak the color would be nice least.
You mean toggle visually or gameplay wise?