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Total amount of Damage a Warframe can take before going into Bleedout.
—In-game Description
Critical to Railjack integrity. When the Hull goes, the Railjack goes.
—In-game Description

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, Kubrows, Kavats, Rescue targets, and Alad V 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.

Most attacks will only damage health after the entity's shields have been fully drained, but there are a few exceptions. DmgToxinSmall64 Toxin damage, which is commonly dealt by units like Toxic Ancients, Toxic Crawlers and Venomous Eximus, will bypass shields and strike the target's health directly, which can also proc a DmgToxinSmall64 Toxin damage-over-time effect. DmgViralSmall64 Viral procs, such as those dealt by Grineer Powerfists, will temporarily increase the damage to the victim's health (+100% with 1 stack, up to +325% with 10 stacks) even if the attack itself is absorbed by shields).

Health Types[]

There are ten health types, three shield types, and four armor types—these seven act differently from health and are covered on the Shields and Armor pages. The nine health types are partitioned into four standard Factions, the IconOrokinOn Corrupted and IconNarmer Narmer factions borrows from these.

Faction Health Types
IconGrineerOn Grineer Cloned Flesh Machinery
IconCorpusOn Corpus Flesh Robotic
Infestation w Infested Infested Infested Flesh Fossilized
SentientFactionIcon Sentient Robotic Flesh
TennoIcon Tenno Tenno Flesh
IconOrokinOn Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
IconNarmer Narmer Narmer units are copies from other factions; they have identical health to their originals.
MurmurIcon Murmur Indifferent Facade
Special Overguard (unique to Eximus) • Object Health


Flesh
DmgImpactSmall64 Impact -25%
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash +25%
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin +50%
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas -25%
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral +50%
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Machinery
DmgImpactSmall64 Impact +25%
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity +50%
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin -25%
DmgBlastSmall64 Blast +75%
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral -25%
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Cloned Flesh
DmgImpactSmall64 Impact -25%
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash +25%
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat +25%
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas -50%
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral +75%
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Infested Flesh
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash +50%
DmgColdSmall64 Cold -50%
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat +50%
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas +50%
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Infested
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash +25%
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat +25%
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas +75%
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation -50%
DmgViralSmall64 Viral -50%
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Robotic
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture +25%
DmgSlashSmall64 Slash -25%
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity +50%
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin -25%
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation +25%
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Tenno Flesh
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash
DmgColdSmall64 Cold
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin
DmgBlastSmall64 Blast
DmgCorrosiveSmall64 Corrosive
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau
Fossilized
DmgImpactSmall64 Impact
DmgPunctureSmall64 Puncture
DmgSlashSmall64 Slash +15%
DmgColdSmall64 Cold -25%
DmgElectricitySmall64 Electricity
DmgFireSmall64 Heat
DmgToxinSmall64 Toxin -50%
DmgBlastSmall64 Blast +50%
DmgCorrosiveSmall64 Corrosive +75%
DmgGasSmall64 Gas
DmgMagneticSmall64 Magnetic
DmgRadiationSmall64 Radiation -75%
DmgViralSmall64 Viral
DmgTrueSmall64 True
DmgVoidSmall64 Void
DmgTauSmall64 Tau

* Tenno Flesh and Object Health have no resistances or vulnerabilities.

Modifying Maximum Health[]

Mods[]

Abilities[]

ElementalWardModx256 ElementalWard130xWhite
2
EnergyOrb50
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)

Strength: 25 / 50 / 75 / 100 (DmgFireSmall64 Heat damage per second)
15 / 20 / 30 / 55 % (health bonus)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (DmgFireSmall64 Heat status chance)
5 m (burn radius)

Strength: 2.5 / 3 / 5 / 10 x (damage reflection multiplier)
10 / 15 / 20 / 30 % (shield bonus)
10 / 15 / 20 / 25 % (DmgElectricitySmall64 Electricity status chance)
50 / 60 / 100 / 200 (minimum DmgElectricitySmall64 Electricity damage)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength: 25 / 35 / 40 / 50 % (DmgToxinSmall64 Toxin damage chance per second)
15 / 25 / 30 / 35 % (holster damage)
Duration: 10 / 15 / 20 / 25 s
? / ? / 3 / 3 s (holster damage duration)
15 / 25 / 30 / 35 % (reload speed bonus)
Range: 6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to DmgToxinSmall64 Toxin damage)
100 % (DmgToxinSmall64 Toxin status chance)

Strength: 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 70 / 90 / 145 % (armor bonus)
10 / 15 / 20 / 25 % (DmgColdSmall64 Cold status chance)
Duration: 10 / 15 / 20 / 25 s
Range: 6 / 8 / 10 / 12 m (aura range)

Subsumable to Helminth
Expand/Collapse

Reservoirs Reservoirs130xWhite
1
EnergyOrb25
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 DmgCorrosiveSmall64 Corrosive
status chance)

Strength: 10 (DmgElectricitySmall64 Electricity damage)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
15 m (Shock range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (DmgElectricitySmall64 Electricity status chance)
5 (number of targets)
3 s (Shock cooldown)
25 % (Sol Gate damage buff)

Expand/Collapse

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 does not interact at all with these multipliers.

Total Health = Base Health × (1 + Modifier from Warframe Level + Modifier from Mods)

  • Base Health refers to the Warframe's health at Rank 0.
  • Modifier from Warframe Level will be the difference between your rank 30 health and your rank 0 health. For most Warframes, it is 0% at rank 0 , and 200% at rank 30.
  • Modifier from Mods is from mods such as Mod TT 20px Vitality and Mod TT 20px Vigor, increasing the Health by 440% and 120% at their maximum ranks, respectively. The Mod TT 20px Physique Aura mod increases it by 90% at maximum rank. Each additional squad member that brings Physique will increase your Modifier by an additional 90%, to a maximum 360% addition in a four-player mission, which can be further increased with Mod TT 20px Coaction Drift. Lastly, the bonus from some Arcane helmets contribute to this modifier.

Health Reduction[]

BleedingDragonKeySymbol

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 the Mod TT 20px Rejuvenation 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.

A noticable exception to this is Inaros. While he still goes in bleedout, he is unable to fire any weapon. Instead he goes in his immobile sacrophagus, and starts draining nearby enemies from health. Once enough health is drained, Inaros automatically revives himself.

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.

For example, an armorless Grineer enemy has 300 health and uses the Flesh health class, and you attack that enemy using DmgImpactSmall64 Impact damage:

  1. DmgImpactSmall64 Impact attacks deal 25% less damage to Flesh health; if the attack would normally cause 100 damage, it would only deal 75 damage to this enemy.
  2. Therefore, to deal 300 damage to this enemy, you would have to output 400 total points of damage.

In reference to DmgImpactSmall64 Impact damage, this hypothetical enemy has 400 effective health even though it has only 300 nominal health. Effective health can only ever be considered in the context of damage because its value depends on the bonuses and penalties of the incoming damage as much as it does on the damage type modifiers of armor, mods, and health.

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 from exponential growth to a plateau is between 70 & 80. The formula by which enemy health scales is as follows:

(Original scaling pre-Update 27.2 (2020-03-05))
When Current Level - Base Level < 70
When Current Level - Base Level > 80

For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base health is also increased between certain breakpoints:

Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.
HealthScaling

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 DmgToxinSmall64 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 DmgToxinSmall64 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 DmgToxinSmall64 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.

ShieldEHP

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:

ArmorEHP

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[]


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