Cold Damage is one of the four primary elemental damage types. It performs well against the standard Shields used by most Corpus units as well as the Alloy Armor worn by many high-level Grineer units, but is not very effective against most of the Infested.
As with all damage types effective against armor, Cold damage's type modifier works in two ways: it ignores a percentage of the target's armor, and increases the damage dealt in the same way as a type modifier against hitpoints. Practically speaking, this means that Cold damage is only reduced by 75% of the target's whole Alloy Armor and the base damage is increased by +25%.
Cold damage's status effect is Freeze which halves the target's movement speed and fire/attack rate for 6 seconds. While the visual ice effect of the status proc will disappear at this time, the slow will persist for an additional 2 seconds before finally wearing off. For Warframe abilities, the proc duration can be decreased (but not increased) if Ability Duration is lower than 100%.
When targets are killed by Cold procs, they turn into ice statues which can be shattered or left to melt.
|Grineer Health||Cold Modifier||Corpus Health||Cold Modifier||Infested Health||Cold Modifier|
|Ferrite Armor||Shield||+50%||Infested Flesh||–50%|
|Alloy Armor||+25%||Proto Shield||Fossilized||–25%|
Cold damage mods can be combined with other elemental mods to create a new elemental damage type.
Exhale a deep breath of elemental destruction. Chroma's energy color determines the element.
Energy Drain: 3 s-1
|Strength:100 / 125 / 150 / 200 (damage)|
|Range:4 / 5 / 6.5 / 10 m|
|Misc:40% / 45% / 50% / 60% (status chance)|
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma turns his pelt into a massive sentry that strengthens nearby allies and engulfs enemies in elemental attacks.
Energy Drain: 10 s-1
|Strength:100 / 200 / 300 / 400 (damage/tick)|
500 / 1000 / 1500 / 2000 (damage/second)
1000 / 2000 / 4000 / 8000 (health)
|Misc:20 m (attack range)|
30 m (stun radius)
5 m (knockback radius)
15% / 30% / 45% / 60% (credit chance)
25% / 50% / 75% / 100% (credit bonus)
20% (speed bonus)
50% (armor reduction)
A frigid energy blast that freezes targets in their tracks.
|Strength:150 / 225 / 275 / 350 (initial damage)|
50 / 100 / 125 / 150 (area damage)
|Duration:5 / 7 / 12 / 15 s (freeze duration)|
6 / 8 / 10 / 12 s (ice duration)
Sends a wave of razor sharp, crystallized ice toward an enemy, dealing heavy damage.
|Strength:300 / 445 / 565 / 700|
|Range:30 / 35 / 40 / 45° (angle)|
1.5 / 2 / 2.5 / 3 m (initial width)
10 / 12 / 17 / 20 m (length)
Summons a treacherous landslide of ice that instantly freezes and shatters all enemies in its radius.
|Strength:25 / 30 / 35 / 40% (armor reduction)|
800 / 1000 / 1200 / 1500 (initial damage)
100 / 200 / 300 / 400 (explosion damage)
|Duration:5 / 6 / 7 / 8 s|
|Range:8 / 10 / 12 / 15 m (freeze radius)|
3 / 3.5 / 4 / 4.5 m (explosion radius)
Sources of Cold ResistancesEdit
- Sources of damage that deal innate Cold damage will kill enemies in a special "shatter" animation that produces two corpses, similarly to how Slash damage can cut an enemy's body to produce additional corpses.
- While all other elemental mods utilize the polarity, cold damage mods that aren't associated with secondary effects (like added status chance) use the polarity, which is tied to defensive mods.
|Offense||Critical Hit • Damage • Enemy Body Parts • Multishot • Punch Through|
|Defense||Armor • Health • Shield|
|Physical||Impact • Puncture • Slash|
|Elemental||Cold • Electricity • Heat • Toxin|
|Combined||Blast • Corrosive • Gas • Magnetic • Radiation • Viral|
|Unique||Tau • True • Void|