Toxin Damage is one of the four primary elemental damage types. It is effective against Corpus Flesh and Grineer Ferrite Armor, but is less effective against Machinery and Robotic enemies as well as Fossilized Infested creatures, exacerbated by Toxic Ancients which completely nullifies Toxin damage. Against the large majority of enemies (and against Tenno) this damage bypasses shields to directly affect health, although it does not completely bypass armor.
As with all damage types effective against armor, Toxin 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 Toxin damage is only reduced by 75% of a target's whole Ferrite Armor and the base damage is increased by +25%.
Toxin damage's status effect is Poison, which infects an enemy with a damage over time that deals ( + ) ÷ 2 per tick for 9 ticks over 8 seconds as Toxin damage. Multiple instances of the effect can stack on the same target with each instance having its own timer.
Mods adding base or Toxin damage and combo multipliers will increase the damage of the Poison ticks. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the ticks are also affected by their respective multipliers. However, innate Toxin damage from weapons such as the Paracyst does not contribute to the damage-over-time ticks.
Enemies killed by a Toxin proc will be covered in a green liquid-like substance.
|Grineer Health||Toxin Modifier||Corpus Health||Toxin Modifier||Infested Health||Toxin Modifier|
|Ferrite Armor||+25%||Shield||N/A||Infested Flesh|
|Alloy Armor||Proto Shield||N/A*||Fossilized||–50%|
* The codex indicates it does +25% against Proto Shield, but as the damage completely bypasses shields, the vulnerability is meaningless.
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)
Shedding her skin like a snake, Saryn leaves a decoy behind to draw fire from enemies.
|Strength:150 / 300 / 400 / 500 (health)|
240 / 300 / 350 / 400 (explosion damage)
1.3 / 1.35 / 1.4 / 1.5 x (speed multiplier)
|Duration:14 / 24 / 32 / 40 s (decoy)|
3.5 / 4 / 4.5 / 5 s (speed buff)
|Range:5 / 6 / 7 / 10 m|
|Misc:1.5 / 2 / 3 / 3 s (invuln. time)|
400 (decoy shields)
100% ( Toxin status chance)
While active, attacks deal additional Toxin damage; this effect is doubled for melee strikes. Instantly burst spores when attacking afflicted enemies.
|Strength:20% / 24% / 26% / 30% (added gun damage)|
40% / 48% / 52% / 60% (added melee damage)
25% / 30% / 35% / 40% (damage block)
|Duration:20 / 25 / 35 / 45 s|
|Misc:100% ( Toxin status chance)|
100% (Spores burst chance)
|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|