When Shields break, gain invulnerability for |AMOUNT|s. Increasing max Shields lengthens the invulnerability time.
They automatically regenerate but can also be replenished manually and stacked to gain Overshields, which offer additional protection on top of base Shields.
Shields are invisible barriers that absorb incoming damage and protects the player from taking Health damage against enemy attacks. Unlike health, shields regenerate after a few seconds of not taking damage, making them a naturally replenishing defense. In addition, Warframe's shields have an innate -50% damage type modifier to all sources of damage.
All Warframes, except Inaros, Kullervo, and Nidus, possess shields, whose values can be seen in the upper right of the player's UI as a blue number, with each Warframe possessing different amounts of maximum shields. Corpus units also make extensive use of shielding, along with certain bosses. When a player's shields are depleted, the player's HUD will briefly flash with blue and red lines, and the player will be surrounded by a red aura. A pulsing blue outline will envelop the player once shields begin to recharge.
Effects[]
Shields follow the Damage system – they are simply a special type of hit points that can take increased or reduced damage based on the type of incoming damage. What differentiates them from health, though, is their recharge and shield gating mechanics.
Shields receive no damage mitigation from armor and are significantly less effective at absorbing damage as a result, especially for well-armored Warframes. On the other hand, their regeneration makes them more useful for frames with high potential maximum shields but below-average potential maximum health such as Hildryn.
MagneticStatus Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. Toxin damage completely ignores normal shields, dealing damage directly to the health points underneath.
Shield Types[]
There are three shield types, which are partitioned into just two Factions, the Corrupted and Narmer factions borrows from these.
A Warframe's maximum shield value increases after every few ranks until rank 30 is reached (see Warframes#Leveling Up for more details). Beyond this, shields can only be enhanced by installing mods like Redirection or Vigor, or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: Calculated Redirection. Kubrows can instead be equipped with Link Redirection, which increases their shields by a value based on the Warframe's maximum shields.
Shields work broadly similar to additive damage mods for weapons (e.g. Serration) where effects like Chroma's Elemental Ward (electricity) simply add their %-value to the combined multiplier bonus that already exists:
Where the Relative Mod Bonus and Relative Ability Bonus is the sum of all the applicable bonuses from mods and Warframe abilities respectively.
Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. Warm Coat can be equipped in anticipation of this random possibility in order to reduce the loss of shields, but it is not recommended due to its niche use.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 270 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 270 × (1 + 2 + 1 + 0.55 × 1.3) = 1,273.05.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 270 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 270 × (1 + 2 + 1 + 0.3 × 1.3) = 1,185.3.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming fire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 370 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 370 × (1 + 1 + 1.45 × (1 + 0.3)) = 1,437.45.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
The damage reflection is calculated using the damage before any damage reduction.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Equinox expends 25Energy to transform between her night or day forms. She acquires abilities exclusive to each form and gains bonuses that diminish over 10 / 15 / 20 / 25 seconds.
These bonuses decay linearly every second until they equal zero on ability expiration.
Upon switching to Night Form, Equinox can use Rest, Pacify, and Mend.
She gains 100 / 150 / 200 / 250armor and 50 / 75 / 100 / 150shields.
Both are additive with Equinox's current armor and shield capacity (e.g., a level-30 Equinox with a maxed Redirection, Steel Fiber, and Intensify will have 370 + 100 × 1 + 150 × 1.3 = 665 shields and 135 × 1 + 250 × 1.3 = 460 armor within the first second of a rank-3 Metamorphosis after the initial transformation is complete).
On missions with ice hazards, the shield decay rate is halved. When the ability ends, Equinox will be left with overshields equal to 50% of the listed maximum shield bonuses.
Day form
Upon switching to Day Form, Equinox can use Rage, Provoke, and Maim.
She gains 10% / 15% / 20% / 25% weapon damage and 5% / 10% / 12% / 15% movement speed.
The damage buff is additive with the base damage of weapons (e.g., with a maxed Heavy Caliber and Intensify, a weapon that inflicts 250 base damage will be increased to 250 × (1 + 1.65 + 0.25 × 1.3) = 743.75 within the first second of a rank-3 Metamorphosis after the initial transformation is complete).
Does not work on melee weapons
The movement speed buff is multiplicative with other movement speed modifiers (e.g., with a maxed Rush and Intensify, a rank-3 Metamorphosis will increase Equinox's sprint speed to (1 × 1.3) × (1 + 0.15 × 1.3) = 1.5535 within the first second after the initial transformation is complete).
Form switch takes about 1 second to complete.
Switching between forms removes any bonuses granted by the previous form. Only a single set of Metamorphosis buffs can be active at any given time.
While switching, Equinox cannot cast any abilities but can perform all other actions such as moving and using weapons.
Pacify & Provoke and Mend & Maim are deactivated upon casting Metamorphosis. However, casting Metamorphosis in Day Form while Provoke is active will increase the armor and shield bonuses for Equinox's Night Form.
During the transformation, Equinox momentarily becomes whole with her night and day features merged together, then separates into the opposite form.
Duality is a Warframe Augment Mod for Equinox that causes her opposite form to split from her when casting Metamorphosis, creating a Specter armed with the weapon Equinox was using during casting.
Hildryn expends 250shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a 8 / 10 / 12 / 15 meter radius, Hildryn drains 5 Overshield/Shield points per second for every ally linked, and 25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
Has no effect on Inaros or Nidus, due to their lack of shields.
While linked, enemies receive 100 / 125 / 150 / 200Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
Ability Synergy:
Enemies affected by Haven when Blazing Pillage passes through them will inflict Heat damage with a guaranteed status effect and restore additional shields.
Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Regaining Shields[]
Passive Restoration[]
Shields naturally recharge, but there is a recharge delay imposed whenever struck. Partial Tenno shields regenerate after 1 second of not taking damage, while fully depleted Tenno shields require 4 seconds of not taking damage before regenerating, and enemy shields take 3 seconds regardless of depleted amount. Restoring some shields after fully depleting them or during the 4-second shield recharge delay (e.g. with Augur Mods set bonus) will not lower the recharge delay. In addition, damage from Status Effects like Slash or Heat do not reset the delay timer.
Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:
To calculate the time needed for depleted shields to regenerate to max shields:
This delayed full-recharge penalty is also less noticeable with higher shielding. Despite taking longer to fully recharge shields at higher values, the relative increase in recharge time begins to taper off after around 900 maximum shield capacity, where it takes 15 seconds to fully recharge. After this point, additional shield capacity will cause a less noticeable increase in the time it takes to fully recharge shields compared to lower values. Even with over 10,000 maximum shields, it will never take more than 20 seconds to fully restore shields.
Hildryn expends 250shields or overshields to overcharge her Shield Matrix to continuously link to allies and enemies alike. When targets are in her direct line of sight and within a 8 / 10 / 12 / 15 meter radius, Hildryn drains 5 Overshield/Shield points per second for every ally linked, and 25 Overshield/Shield points per second for every enemy linked. Deactivate the ability by pressing the ability key (default 3 ) again.
While linked, allies gain extra maximum shield capacity by 150 / 250 / 300 / 500 points, 50% / 60% / 70% / 80% faster shield recharge rate, and 3.5 seconds of invulnerability on their shield gate; when the link is broken, excess shield points from the maximum shield capacity bonus become Overshields lasting until used.
When the shield gate invulnerability is ready to protect an ally, the ally's shield bar appears energized by lightning.
Has no effect on Inaros or Nidus, due to their lack of shields.
While linked, enemies receive 100 / 125 / 150 / 200Radiation damage per second, doubled when Hildryn has overshield. Light and medium enemy types are staggered when first linked, with a chance to be staggered again per damage instance. Heavy enemy types do not appear to suffer staggers from this ability.
Ability Synergy:
Enemies affected by Haven when Blazing Pillage passes through them will inflict Heat damage with a guaranteed status effect and restore additional shields.
Casting Haven is a full body animation that stops Hildryn's grounded movement and other actions, while deactivating Haven does not play an animation nor stop Hildryn's actions.
While Haven is active, Hildryn's upper body is enveloped in a fluctuating energy barrier, while her thigh-mounted shield pads become constantly visible.
Upon linking with a target, a shield beam connects the target to Hildryn with audible humming.
Energy barrier, shield pads, and shield beam colors are affected by Hildryn's chosen Warframe energy color.
Passively gains bonus shield recharge rate and shield recharge delay reduction for every point of battery stored in his gauge, up to a maximum of 120% for recharge rate and 80% for recharge delay when the battery is full.
In the event of persistent enemy fire, a Warframe's shields may be hit too frequently for the natural regeneration to activate. In such cases, shields can be restored via several alternative methods as listed below:
Caliban expends 50Energy to call down Sentient reinforcements from above, deploying a single Conculyst at an available space up to 5 meters away toward the aiming reticle. The Conculyst is summoned at a variable rank level depending on Caliban's own Warframe Rank multiplied by his Ability Strength, with a damage multiplier of 1x / 1.5x / 2x / 2.5x and a Health multiplier of 1x / 1.33x / 1.66x / 2x, as it fights alongside Caliban for 10 / 15 / 20 / 25 seconds before self detonation. While within 25 meters and in soft line-of-sight of Caliban, the Conculyst constantly recharges its progenitor's Shields at 10 / 15 / 20 / 25 shield points per second which overflows into Overshields. The Conculyst will teleport within a radius of 10 meters around Caliban if it wanders beyond 40 meters away from him. Caliban can have up to 3 Conculysts active at a time.
Conculyst's melee strikes deal 225Impact damage before level scaling or the ability's damage multiplier.
Conculysts can deploy on any given space that is available, both on a surface or in midair.
Shield recharge per progeny stacks with the number of Conculysts in range of Caliban.
Amount of total shield recharge per second is shown under a Lethal Progeny buff icon displayed beside Caliban's shield and health indicators.
Shield recharge from Progeny is disabled when Shield Gate is triggered and will resume when Caliban's shields begin to recharge itself.
Shield recharge can be resumed by recovering any shield amount, including by the Augur Set.
Ability Synergy:
Sentient Wrath's damage vulnerability on enemies increases Lethal Progeny's damage.
Lethal Progeny's Conculysts behave similarly to regular Sentient Conculysts. They will first unfold their baton arms after deployment, proceed to seek out nearby enemies, perform their cyclone spin attack at least once, and strike enemies with melee attacks.
Conculysts will follow Caliban when not engaged in combat.
Conculysts possess high Threat Levels comparible to Tenno, therefore enemies will target Conculysts first if they are closer than Caliban and other Warframes.
Conculysts also possess their innate Damage Adaptation, which includes health gating and damage reduction for adapted damage types.
Conculysts have collision with players unlike other summoned units.
Lethal Progeny's Conculysts will receive percentage damage to their hitpoints and repeated Staggering when inside an ability-nullifying field, such as those of the Nullifier Crewman.
Can be recast while active up to max amount of Conculysts.
Casting Lethal Progeny is a full-body animation that stops Caliban's ground movement and other actions.
Caliban visually raises his left arm toward the sky to summon the Conculyst that descends immediately from high orbit above. The Conculyst's appearance colors match Caliban's appearance, except for their baton arms which remain Sentient red.
When receiving shields from a Conculyst, Caliban is visually linked to that Conculyst via a continuous stream of blue shielding energy.
Tips & Tricks
The Conculyst support crew excel at crowd control due to their high threat level, improving the survivability of Caliban's party. Investing on high Ability Strength and decent Duration further give these Conculysts better survivability and thus prolonged ability to keep enemies at bay.
The Conculysts are also surprisingly tough in Steel Path missions even at base 100% Ability Strength, providing Caliban and allies additional breathing space in managing the increased difficulty setup.
Equinox calls forth the serenity of night or calamity of day, surrounding herself in an aura of moonlight's gleam or sunlight's glare with a radius of 10 / 12 / 15 / 18 meters.
Mend & Maim expends 50Energy to activate, then drains 3.5 energy per second while active. Mend & Maim will end when Equinox's energy is depleted, Equinox is incapacitated, Mend & Maim is deactivated by casting Metamorphosis, or by pressing the ability key again (default 4 ).
Night Equinox emits a regenerative aura that grants 10 / 15 / 20 / 25Shield per enemy killed within range to Equinox and her allies inside the aura. Mend accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius. Upon deactivating Mend, all stored hitpoints are evenly distributed to the shields and health of Equinox and her allies within range.
Shields gained from enemies killed can accumulate Overshields.
The total amount of accumulated hitpoints is visible under Mend's icon beside Equinox's shield and health indicators.
Hitpoints restored per ally is calculated with the following expression: HP Restored per Ally = Total Accumulated HP ÷ (Equinox + Number of Allies).
When Equinox and her allies are healed, health restoration is prioritized over shield restoration (i.e., Mend will fully restore health before it can fully restore shields). This becomes apparent should there be an insufficient amount of stored hitpoints to completely heal Equinox and her allies within range when Mend is deactivated.
Allies are only healed up to their maximum shields and health; therefore, any excess accumulated hitpoints are effectively lost.
On Defense Objects, Mend restores up to 500 shields over 5 seconds which does not stack with similar restoration effects.
Day form
Day Equinox emits a lacerating aura that deals 75 / 100 / 125 / 150Slash damage with a 100% status chance and Stagger to all enemies within range. Maim accumulates 50% / 55% / 60% / 75% of damage dealt to killed enemies' shield and health while they are within the aura radius as Slash damage. Upon deactivating Maim, all stored damage is released in a violent burst that affects all enemies within range.
Aura damage is affected by Ability Strength, while the damage conversion percentage is not.
Enemies damaged by the aura are temporarily stunned.
The aura damage, proc, and stun will only apply once to each individual enemy.
The total amount of accumulated damage is visible under Maim's icon beside Equinox's shield and health indicators.
Upon deactivation the total accumulated damage is transformed into an area of effect Slash damage, which bypasses obstacles in the environment, against all enemies currently within the aura. Damage diminishes with distance but is not divided among the enemies.
AoE Damage (for each enemy) = Accumulated Damage × (1 - Distance to the Enemy ÷ Aura Radius)
Damage calculation here is before enemy's damage reduction
Casting Maim while Provoke is active will increase the aura damage.
Affected enemies are visually lashed by energy whips as they receive damage.
Maim can be recast to apply the aura damage, proc, and stun on previously affected enemies; however, recasting requires deactivation which will discharge all stored damage.
Aura range is visibly determined by the glistening wave-like energy on all surfaces around Equinox.
Enemies in range are highlighted in Equinox's energy color at its highest color intensity.
Cast delay of 2 seconds and deactivation delay of 1 second are affected by Casting Speed.
Energy Transfer is a Warframe Augment Mod for Equinox that allows Mend & Maim to remain active when switching forms via Metamorphosis, transforming the stored damage OR health charge into the corresponding opposite.
Mend can easily acquire a sufficient amount of charge to heal any allies and recover shields.
Mend & Maim will only absorb allies' damage on enemy health if a Warframe ability is involved.[citation needed]
While active, Mend & Maim will continue to store damage even in operator mode.
As Maim deals only Slash damage, it is less effective against heavily armored enemies like Grineer.
Maim is, however, quite effective against the Infested as they possess no armor and their health classes, except for Sinew, are vulnerable to Slash damage.
As damage accumulation/health conversion rate is not affected by Ability Strength, Mend & Maim wouldn't require high Ability Strength to be effective, especialy if built for effect upon deactivation.
Note that Mend's shield restored per kill is still affected by Ability Strength.
Harrow swings his thurible to cast a spectral afterimage forward that travels along the ground for 15 / 16 / 18 / 20 meters with a width of 2.5 meters. As the afterimage travels, it emits a growing wave of ghastly energy that completely immobilizes enemies in chains for 3 / 4 / 5 / 6 seconds. Each enemy enchained restores 100 / 110 / 125 / 150Shield points to Harrow which can accumulate Overshields.
Shield points are only granted on Condemn applying its chaining effect on unaffected enemies.
The spectral afterimage resembles Harrow's thurible being swung perpetually in motion. The thurible and its afterimage are affected by Harrow's chosen appearance and energy colors.
Affected enemies stagger backward to expose their head, then become locked in suspended animation.
Chained enemies glow in Harrow's chosen Warframe energy color, while covered in black chains that erupt from cracks formed on nearby surfaces.
Chained enemies will flinch in agony briefly when taking damage.
Casting Condemn is a One-Handed Action that allows firing Weapons and player movement during the animation.
Afterimage spawns from the ground at Harrow's current position and dissipates on direct impact with terrain obstructions.
Condemn affects mini-bosses such as Sprag and Ven'kra Tel, with diminishing returns.
If cast in midair, Harrow will instantly drop to the ground to perform this ability.
Subsuming Harrow to the Helminth will offer Condemn and its augments to be used by other Warframes.
Other Warframes cannot make use of the Tribunal augment, due to their inability to cast Penance and Thurible.
Chain enemies in place for easy headshots, while replenishing your shields and building Overshields for increased durability.
Combine with Penance to stack extra duration and quickly refill your shields after casting.
Because Condemn's wave has travel time and shield points are gained at the moment when enemies are chained, you can preemptively cast Condemn toward enemies then immediately cast Penance, protecting your health pool from damage with newly earned shield points.
Condemn's wave grows in height and width as it travels, allowing it to chain airborne enemies such as Shield Ospreys when cast from a distance.
You can cast Condemn while aiming, firing, and reloading weapons, as well as when moving and maneuvering with parkour, without interruption.
Thurible and Condemn share the same Ability Range value at max rank. Since Thurible's aura is constantly visible while active, it can be used as a range indicator for how far Condemn's wave will travel from your position.
Shield points can be gained while you are invulnerable under Covenant's protection.
Condemn will affect the Stalker for about a second or so, which may be helpful for newer players using Harrow to get an advantage.
Hildryn expends 150shields or overshields to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by 10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Defenses are fully removed at 400% Ability Strength. When using Corrosive Projection, it only requires 328% Ability Strength to fully strip armor.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Does not steal from enemies without shields or armor stats.
Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
Pillage cannot be cast while Aegis Storm is active.
Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
Subsumed Pillage uses 50 energy instead of shields.
Blazing Pillage is a Warframe Augment Mod for Hildryn that makes enemies affected by Haven receive Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by Pillage.
Similar to Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
Modding for Corrosive Projection or Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Mag emits a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
Shield/armor damage and shield restoration are affected by Ability Strength.
Initial radius and traveled distance are summed to: Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
Cast animation of 1 second is affected by Casting Speed.
Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
Enemies with both innate shields and armor can not have their armor drained by Polarize.
All drained enemies will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of them.
Explosion damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
Explosion can hit objects, such as Containers and Resource Nodes.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 25Slash damage and 25Puncture damage, scaling with the total shields or armor drained, and with a guaranteed status effect.[1]
Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
Shards will return to their previous state when Magnetize ends.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
Pairing this combo with Nourish will grant Shards Viral damage and status, allowing you increase their Bleed damage even further.
The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Magnetizing the bones of all enemies within a 18 meter radius, Mag suspends her victims in the air and forcefully compresses their bodies inflicting 800 / 1000 / 1250 / 1500Magnetic damage over three segments. Additionally, Mag and her allies recover 10 / 15 / 20 / 25shields per enemy hit per tick, to a maximum of 30 / 45 / 60 / 75 per enemy.
Damage and shield restore per hit are affected by Ability Strength.
Damage is evenly divided into three ticks (each tick dealing 1/3 of the total damage) that are inflicted in succession over the course of the cast animation, whereas extra damage is fully dealt on each tick.
With a maxed Blind Rage and Intensify, a rank-3 Crush will deal ((Base Damage ÷ 3) + Extra Damage ) × (1 + Strength Mods)Magnetize bonus damage =((1500 ÷ 3) + 1500 ) × (1 + 0.30)^2 = 3,380 damage for each tick. Totaling to 10,140 damage.
Enemies that walk into the area of effect after the ability has been cast will be caught and damaged by the remaining damage ticks, and will contribute to restore shields.
Suspended enemies are incapacitated and suffer a Knockdown when the final damage tick is applied.
Ability Synergy: The main target of Magnetize receives an additional 800 / 1000 / 1250 / 1500Magnetic damage from Crush.
Crush deals less damage against the Grineer but deals extra to shielded Corpus units, due to the traditional effects of Magnetic damage.
Crush does not rely on line of sight, using mods for enemy radar such Enemy Sense makes it relatively easy to Crush large groups of enemies through floors, walls and ceilings.
Bugs
Sliding while casting Crush causes enemies that left the AoE to crumple permanently until a stagger source is made to reset their animation, however damage taken by enemies no longer in range have been cancelled normally.
Dying while casting crush will cause all affected enemies to drop to the ground in a ragdoll state similar to enemies broken while frozen. The enemies in this state will still be able to attack despite missing several limbs and being tied to the ground.
Overshields will apply to allied Operators as well, up to a maximum of 500shields.
(TAP) SHRAPNEL VORTEX
Creates a slashing, staggering swirl of shrapnel.
(HOLD) SHIELD SATELLITES
Protea reconfigures 3 Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break a Satellite is destroyed to extend the period of invulnerability.
Tap the ability key to scatter 3 grenades horizontally offset from the reticle by -45°, 0°, and +45° in the Shrapnel Vortex configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a vortex of flying shrapnel for 13 seconds. Each shrapnel vortex has a 2 / 3 / 4 / 5 meter radius, inflicts 200 / 250 / 350 / 500Slash damage per second with a 33% status chance, and a 100% chance to stagger enemies slightly or strongly on each tick.
Shrapnel Vortexes do not require line of sight to damage and stun enemies within range.
Shrapnel grenade uses a custom model that resembles the shape and pattern of a baseball. When deployed, the grenade spins rapidly in place while emitting a glow of energy particles.
Shrapnel Vortex visually creates a sphere consisting of multiple trails of energy particles that encircle the grenade at high speed.
Shield Satellite
Hold down the ability key to scatter 4 grenades horizontally offset from the reticle by -45°, -25°, +25°, and +45° in the Shield Satellite configuration. Each grenade will bounce off of surfaces and objects until they land on a horizontal surface, where it will release a floating shield satellite with a lifetime of 13 seconds. The satellite will attach to the first nearest ally without an attached satellite that comes within 2 / 3 / 4 / 5 meters of it and instantly restore 200 / 300 / 400 / 500shield points to them. While attached, it constantly provides 25 / 30 / 40 / 50 shield points per second for the ally, capping at their Overshields limit. If the ally's shield gate is triggered while it is attached, the satellite will grant 2x minimum shield gate invincibility duration and immediately terminate.
Satellites do not require line of sight to be picked up by allies in range.
Each satellite's pickup radius will briefly appear when first deployed. While standing outside of the pickup radius, active satellites appear surrounded by an energy sphere to guide allies toward them.
Shield points per second is constant throughout a satellite's lifetime, allowing shields and overshields to regenerate immediately following damage.
Shield satellite uses a custom model that resembles a spherical device with visible mechanical parts. When deployed on the ground, the satellite floats and weaves around the air several meters above while an energy stream anchors it to the surface.
Shield satellites visually orbit their target in a steady clockwise motion, directly facing it while funneling an energy stream to reinforce shields, represented by a translucent cluster of connected hexagons.
Ability Synergy:
Shrapnel vortexes contribute damage to Temporal Anchor's recorded damage pool for the implosion on rewind.
Can be recast while active to deploy multiple instances of shrapnel vortexes and shield satellites.
Casting Grenade Fan is a full-body animation that allows movement with enforced height displacement.
Tips & Tricks
Grenades travel along separate angles and in an arc. Aim at the ground to quickly deploy them in close proximity, or aim high to throw and scatter them over a long range, far apart from each other.
Protea will always jump before throwing her grenades, even while she is airborne. Take into account the height difference when casting to land your grenades where you intend.
Jump into the air and use Aim Glide while casting Grenade Fan repeatedly. This allows Protea to reorient herself by moving the reticle between throws to create lines of Shrapnel Vortexes facing different directions.
Shrapnel Vortexes stun and push enemies away by staggering them on hit. Throw close together to quickly stack damage, procs, and stuns.
Shield Satellites persist on allies even after Overshield cap is reached. Throw multiple times to provide autonomous cover for your team, that replaces destroyed satellites to protect allies as their shield gates are triggered by enemy damage.
Shield gating does not provide any protection for shields itself, and consequently cannot protect shield satellites. Thus, heavy fire can cause a single ally (ex. Protea herself) to acquire and lose a series of shield satellites very quickly.
Activate Temporal Anchor and throw multiple Shrapnel Vortexes at groups of enemies. Direct damage from the vortexes, including damage over time from the Slash status effects, are all recorded to fuel the temporal implosion.
Energy points spent on casting Grenade Fan will be restored by Temporal Anchor's rewind.
Grenade Fan is the least expensive ability in Protea's kit, making it ideal to power up her passive Ability Strength bonus on every fourth cast.
Shield Satellites persist on allies who transition into Archwing (either in open world areas or exiting a Railjack), extending their survivability.
Erupt with a multitude of Eidolon energy beams and sweep a circle of death around Revenant. The beams will modify their Damage Type to target select defenses, while incoming damage is redirected back into the beams. Hold fire to boost Status Effects and Damage, at the cost of increased energy consumption. Thralls killed by this leave overshield pickups.
Revenant unleashes the might of the Eidolon essence emanating from his left arm, dispersing the Sentient energy into 9 energy beams as he levitates and spins counterclockwise. Energy beams oscillate in angle vertically as Revenant rotates, rapidly sweeping across a 100 meter radius area with rotation speed 1 rev/sec in a pentagonal shape. Each energy beam has a thickness of 0.03 / 0.05 / 0.08 / 0.1 meter radius and continuously inflicts 500 / 750 / 1,000 / 1,250 damage per second with a 20% status chance to all enemies caught in its path.
Number of energy beams and sweep area are not affected by mods.
Energy beams possess innate Punch Through, allowing them to bypass terrain and obstacles in the environment.
Energy beams cannot hit enemies standing above Revenant's left arm due to the oscillation pattern.
While active, all damage received by Revenant is stored into a total damage pool. The stored damage is displayed as a buff. The current displayed value is added to each beam as a flat damage bonus.
Stored damage decays at a rate of ~23.33% current damage per second, which equates to ~39.5% every 2 seconds, ~52.1% every 3 seconds, etc.
Damage resisted by Mesmer Skin is stored, despite not injuring Revenant.
Revenant is able to move with reduced movement speed while channeling Danse Macabre. Speed the same as Revenant's running speed (without sprint) and affected only by Hobbled Dragon Key, Volt's Speed, and Wisp's Reservoirs Haste Mote.
Holding the fire button (default LMB ) increases the beams' damage per second to 1,000 / 1,500 / 2,000 / 2,500, status chance to 40%, and beam radius to 0.05 / 0.1 / 0.15 / 0.2 meters, while also increasing energy drain to 40 energy per second.
Boosted damage per second is affected by Ability Strength.
Boosted beam radius is affected by Ability Range.
Boosted energy drain is affected by both Ability Efficiency and Ability Duration.
Energy beams autonomously adapt their damage type to the attributes of the enemies they hit: Corrosive against armored enemies, Magnetic against shielded enemies, and Gas against enemies with Infested Flesh.
Danse Macabre consumes 20 energy per second while active and will remain active until Revenant's energy is depleted, or the ability is deactivated by pressing the ability key again.
Damage reflected by Mesmer Skin also accumulates into Danse Macabre's energy beam damage pool.
Reave has 50% reduced energy cost during Danse Macabre. Casting speed becomes instantaneous and Danse Macabre's stopping animation can be skipped if deactivated during Reave.
Revenant cannot cast Enthrall, Mesmer Skin, subsumed abilities over Enthrall or Mesmer Skin via the Helminth system, perform parkour Maneuvers or general interactions while channeling this ability.
Revenant can cast Reave or a subsumed ability over Reave via the Helminth system while channeling this ability.
Revenant is immune to knockdown while channeling this ability.
Casting Danse Macabre is a full body animation that interrupts grounded movement and other actions.
Revenant visually extends his left arm outward and his right arm upward, as he hovers and rotates in place. Energy beams are generated and spread throughout his left arm, while droplets and gaseous energy particles emit from both hands. When the fire button is held, a surge of Sentient energy resembling Enthrall's energy pillars continuously erupt skyward from beneath Revenant's feet.
Energy beams, energy particles, and energy surge color tinting are affected by Revenant's chosen Warframe energy color.
Bugs
Beam punch through is inconsistent, often failing to penetrate terrain to hit enemies in range. No known causes nor workarounds, unfortunately.
Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute.
Styanax expends 75energy to stand his ground and sound a gallant call, increasing his Threat Level while raising his own and his allies' morale within 30 meters. Rally Point grants affected Warframes and Companions3 Energy points regeneration per second, with each kill or assisted kill by rallied allies restoring their personal Shield pool by 20 / 30 / 40 / 50 shield points, which overflow into Overshields. Once cast, Rally Point persists on affected allies, lasting for 30 seconds.
The amount of energy regenerated and shields restored are affected by Ability Strength.
Energy regeneration does not occur during channeled abilities.
If Styanax himself is the caster, shields per kill and energy regen values are displayed as an ability Buff icon beside Styanax's hitpoint indicators.
Rally Point from another Styanax displays only the shields per kill and remaining duration timer on the ability buff icon.
When Rally Point expires, a war-time drumbeat sound effect plays to alert all rallied players.
Can be recast while active to refresh duration to full and buff new allies in range.
If there are multiple Styanax players in a squad, the highest buff value will take effect and cannot be overriden by lower valued buffs, unless the timer has less than 10 seconds remaining.
Casting Rally Point is a full-body animation that interrupts Styanax's grounded movement and other actions.
When cast while airborne, it is a one-handed animation that still allows shooting and movement.
Styanax and rallied allies visually pulse with energy lines, while enveloped by a shield-like form-fitting barrier. When a direct kill or kill assist occurs on an enemy by a rallied ally, a wisp of Void energy bursts from the enemy and rapidly flies to that ally to replenish shields.
Void wisps are affected by the chosen energy colors on each individual rallied ally.
Multiple Void wisps can appear from an enemy when kill-assisted by multiple rallied allies.
Tips & Tricks
Rally Point builds up Styanax's shields into Overshields to fuel his passive Hoplite weapon Critical Chance bonus.
Axios Javelin's vortex assists in grouping enemies and Tharros Strike's defense reduction cripples them for rapid shield recovery to Styanax and rallied allies on kills/assists.
Final Stand's javelin barrage rapidly inflicts damage to secure kills/assists to strengthen Styanax's shields.
Trinity invokes potent restorative and defensive power from within, restoring 40% / 50% / 75% / 80% of her and her allies' maximum Shields and Health capacity within her own shared Affinity Range. Trinity and all affected allies will be granted 25% / 30% / 40% / 50% damage reduction against incoming enemy damage for 3 / 5 / 7 / 10 seconds.
Shield/health restoration and damage reduction are affected by Ability Strength.
On Defense Objects, Blessing restores up to 500 health over 5 seconds which does not stack with similar restoration effects. The damage reduction is also capped at 50%.
Blessing is uninterruptable. Even if Trinity enters bleedout while casting, the healing and damage resistance will still be granted.
After life support has completely drained in Survival, losing all shields will prevent Blessing from restoring them similar to No Shields Nightmare mode.
Blessing's damage reduction increases the effectiveness of her Vampire Leech augment's overshields.
Fosfor flares greatly increase affinity range and Blessing range by 200m. Try them in open world Landscapes.
Narrow Minded does not decrease the range of Blessing, but does impact Trinity's other abilities.
125% Ability Strength or higher allows Blessing to completely restore shields from 0% and reliably reset shield gate invulnerability.
Bugs
Casting Blessing after a Nova casts Molecular Prime will cause the explosions to have your energy color.
Blessing's healing doesn't consistently heal Kavor Defectors within affinity range. This bug seems to be more prominent when the Defectors are buffed by mote(s) from Wisp's Reservoirs
Expend 50Energy to restore Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
Remaining cooldown time is displayed on the ability icon during its countdown.
Shields are restored after the casting animation finishes.
Allied Shield Ospreys will increase players maximum shield capacity by 100, plus 35% of base shields.
Additional Ospreys will give an additional +35% bonus, but not the +100 bonus.
The Sequence Syndicate Effect from The Perrin Sequence restores 25% of the players max shields upon activation and increases the base shields by 50% for 30 seconds.
Overshield[]
Overshields are extra shield points on top of the normal maximum shielding, which are acquired through the use of active shield restoration items or abilities that would restore shields beyond the maximum shield capacity. The shield counter changes from blue to purple while possessing overshields.
Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding, allowing even those with low maximum shield values to gain substantial shield defenses. Overshields have a maximum value of 1,200 for Warframes (with the exception of Harrow who instead has 2,400 due to his Passive) and 600 for Companions, and this value cannot be increased in any way (with the exception of using Blast Shield for MOAs). Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.
Catalyzing Shields sets the maximum invulnerability window to 1.33 seconds upon fully recovering shields, at the cost of reducing maximum shields by 80%.
Equipping the Decaying Dragon Key caps the invulnerability window to 0.33 seconds regardless of maximum shield value.
Enemies have a shield gate that lasts 0.1 seconds, during which only 5% of the damage dealt will damage their health. However, targeting weakspots will completely bypass their shield gate.
Shield Reduction[]
Equipping a Decaying Dragon Key reduces shields by 75%. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).
In addition, the Cryogenic Leakage environment hazard reduces shields by 50%.
For shields, the ranges of level differences at which scaling transitions from exponential growth to a plateau is between 70 & 80. The formula by which enemy shields scale is as follows:
For Eximus enemies the same curves are used for scaling with smoothstep interpolation between level difference 70 and 80, but the base shields are also increased between certain breakpoints:
Where the Shield Multiplier is the value that multiplies an enemy's base shields to its current shields.
Removing Enemy Shields[]
All shield strip effects removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. For example, with an ability that removes 50% shields, the first cast will bring shields down from 100% to 50%, and the second cast will bring the 50% down to 25%.
Magnetic status effects amplifies damage dealt to shields by 100% for 6 seconds. This stacks up to 10 times, with each subsequent proc increasing damage by 25% for a total of 325%.
Converge three streams of raw energy upon a single point, causing a massive reactive blast. The fallout from the blast will strip the armor and shields from all enemies that touch it.
Caliban expends 100Energy to expel 3 concentrated streams of pure energy from his chest core and hands, carving a swathe of energized destruction over a range of 15 / 20 / 25 / 30 meters as he converges them into one toward the location on the aiming reticle. Each stream inflicts 2,500 / 3,000 / 4,000 / 5,000Blast damage to all enemies it contacts. Upon full convergence, the streams collapse into an explosion that inflicts 2,500 / 3,000 / 4,000 / 5,000Blast damage and violently pulls in enemies within a radius of 5 / 6 / 8 / 10 meters and in direct line-of-sight, while leaving behind a field of fallout that envelops the targeted area spanning the same radius as the explosion and lingers for 6 / 9 / 12 / 15 seconds; all enemies that wander within the fallout field lose 20% / 25% / 35% / 50% of their Armor and Shields permanently.
Enemy armor and shields are fully removed at 200%Ability Strength.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Enemy shields can still regenerate with natural shield regeneration (such as Armis Ulta, Kuva Lich, or Sisters of Parvos) or while affected by regeneration buffs (such as Shield Ospreys), even while inside the fallout field.
Damage from the streams only applies once per cast to enemies. Multiple streams hitting the same enemy will not inflict double or triple the listed damage.
Explosion's line of sight restriction is centered on the middle of the fallout field, regardless if Caliban himself sees the enemy or not. Explosion damage diminishes with distance from the center.
Caliban can freely reorient his aiming reticle during the convergence to sweep the streams along damaging more enemies, then create the fallout field at the end of the casting animation.
Fallout field is created at the first contact point with a solid surface within the stream range, or at the maximum stream range. Fields can be created without a surface and hovering in midair.
Ability Synergy:
Sentient Wrath's damage vulnerability on enemies increases Fusion Strike's damage.
Can be recast while active to create new fallout fields.
Casting Fusion Strike is a full-body animation that stops Caliban's grounded movement and other actions, except reticle and camera movement.
Nullifiers cannot nullify the fields by passing over them or Caliban, and they cannot nullify the effects inflicted by the field.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 168% Ability Strength.
Bugs
Fallout zone visual effects are not visible to Caliban when playing as client.
This ability converges three beams that implodes, leaving a field that strips the target's current shields by 50% permanently. Ability Strength can increase this shield reduction percentage, removing all shields if Ability Strength is increased above 200%.
Dagath expends 100Energy to summon 5 spectral remnants of Rakhali's soul in a cavalry charge formation 5 meters away. During the casting time of 1.5 seconds, Dagath becomes Invulnerable then commands the cavalry of phantom Kaithes to continuously charge forward for 2 / 2 / 3 / 3 seconds. Each spectral Kaithe inflicts 15,000 / 20,000 / 25,000 / 30,000Viral damage and Stagger per 0.15 seconds to all enemies in its path; damage is dealt in full on each interval and continues for as long as enemies remain in physical contact with the phantom Kaithes.
All effects apply to enemies in contact with Kaithes during the summoning animation.
Enemies touched by Kaithes emit a burst of ghostly light on every hit.
Phantom Kaithes charge in a V formation, with the leading Kaithe in the center. Each Kaithe has a sizable hitbox to strike multiple enemies, aided by the stagger effect.
When cast while Dagath is on the ground, phantom Kaithes' formation is aligned with the leading Kaithe summoned on the nearest available horizontal surface, regardless of Dagath's own elevation.
When cast from the air, the Kaithes align toward the exact direction of Dagath's aiming reticle and can fly through the air. If they touch the ground, they charge forward wherever their head is facing and run along the surface, adhering to any changes in the terrain.
Phantom Kaithes will phase through vertical terrain and obstacles as they travel, by visually passing through a ghostly portal aligned with the wall.
Phantom Kaithes damage and break destructible Objects such as crates and resource caches.
Ability Synergy:
Stampede Doomed foes with Rakhali's Cavalry to trigger Phantom Wrath, and induce 20% / 25% / 30% / 35% permanent Shields and Armor reduction. Defense reduction on Doomed foes occurs on everyViral damage instance from individual Kaithes.
Defenses are fully removed at 286% Ability Strength from a single hit. However, because the Cavalry deals multiple instances of damage, far less Strength is necessary, with 143% Ability Strength fully removing defenses after two hits.
Can be recast while active to summon all Kaithes toward a new direction. Previous cavalry charge is removed on recast.
This ability sends forth five spectral horses that charge forward; enemies affected by Doom are permanently stripped of their shields by 35% per hit. Ability Strength increases debuff percentage, removing all shields if Ability Strength is increased above 286%; however because the ability strikes multiple times, far less Strength is needed, with 143% removing all shields from just two hits.
Hildryn expends 150shields or overshields to emit a radial pulse with an initial radius of 5 / 6 / 7 / 8 meters, which follows her as an aura and rapidly expands outward by ? / ? / 6 / 20 meters per second over a duration of 2 seconds. Hildryn and allies touched by the expanding pulse are instantly cleansed of all negative Status Effects. Enemies in direct line of sight of Hildryn and within range of her aura are marked for pillage, reducing their current Shields or total Armor by 10% / 15% / 20% / 25%. When Pillage expires or when the ability key (default 2 ) is pressed again while the ability is active, the pulse instantly retracts to Hildryn to restore her missing shields and produce Overshields based on the amount of shields and/or armor stolen from all pillaged enemies.
Roar, Magnetic procs, and enemy weakspots on the "chest" area will increase the shield strip, but not shield return or armor strip.
Defenses are fully removed at 400% Ability Strength. When using Corrosive Projection, it only requires 328% Ability Strength to fully strip armor.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring four casts at base strength to fully strip.
Does not steal from enemies without shields or armor stats.
Enemies that possess both shields and armor will need to have their shields broken before armor can be pillaged.
Pillaged enemies leaving Pillage's pulse and/or Hildryn's line of sight will still return shields to her.
Casting Pillage is a full body animation that stops Hildryn's grounded movement and other actions.
Pillage cannot be cast while Aegis Storm is active.
Hildryn's shoulder-mounted shield pads briefly become visible when Pillage is cast.
Enemies affected by Pillage glow in an upward stream of energy particles. Pillaged shields return to Hildryn as energy missiles once the ability expires or is recast while active.
Pulse, energy stream, and energy missiles are affected by Hildryn's chosen Warframe energy color.
Subsuming Hildryn to the Helminth will offer Pillage and its augments to be used by other Warframes.
Subsumed Pillage uses 50 energy instead of shields.
Blazing Pillage is a Warframe Augment Mod for Hildryn that makes enemies affected by Haven receive Heat damage with a guaranteed proc and restore Shields to Hildryn when hit by Pillage.
Similar to Molecular Prime, ability duration is far more effective at increasing this ability's range than ability range itself. Increasing duration also provides more time for Hildryn to move around and tag enemies with the aura.
Modding for Corrosive Projection or Shield Disruption is useful in certain scenarios, as the armor/shield strips are additive with Pillage. For example, the 18% reduced armor from Corrosive Projection equates to 72% power strength that is no longer needed, bringing down the power strength requirement for a full armor strip from 400% to 328%.
Bugs
Visually, the ability only expands at 17-17.5 meters/second, but actually expands at 20 meters/second
This ability releases a pulse that removes shields by 25% to all enemies hit by the pulse. Ability Strength increases debuff percentage.
Emit an energy pulse that depletes enemy shields and armor as it restores ally shields. Debris left over from the pulse becomes Polarize Shards. Nearby Polarize Shards orbit Mag and cut enemies, inflicting bleed status.
Mag emits a spherical pulse of magnetic energy from herself with an initial radius of 8 meters. The pulse expands outwards for 5 seconds, at a constant rate of 5.9 meters per second, reaching a total radius of 37.5 meters. If the pulse comes into contact with an enemy that has shields, the pulse will drain up to 250 / 300 / 350 / 400 of them. If the enemy has armor, it will be permanently drained by up to 250 / 300 / 350 / 400 with the enemy additionally suffering True damage equal to the amount removed. Any allies that come into contact with the pulse will have their shields restored by up to 250 / 300 / 350 / 400.
Shield/armor damage and shield restoration are affected by Ability Strength.
Initial radius and traveled distance are summed to: Total Radius = (1 + Ability Range) × 8 + (1 + Ability Duration) × 5 × 5.9.
With maxed Stretch and Continuity, rank-3 Polarize will have a total radius of (1 + 0.45) × 8 + (1 + 0.3) × 29.5 = 49.95 meters.
Cast animation of 1 second is affected by Casting Speed.
Shields must be completely drained from a target before a new Polarize cast can deplete armor as well.
Enemies with both innate shields and armor can not have their armor drained by Polarize.
All drained enemies will produce a violent outburst of magnetic energy inflicting 100% / 150% / 200% / 250% of the drained shields or armor as Magnetic damage to all other enemies within a 2.5 / 3 / 3.5 / 4 meter radius of them.
Explosion damage multiplier is affected by Ability Strength, and the explosion damage diminishes with distance.
Damage bypasses obstacles in the environment.
Explosion radius is increased by 0.5̅5 meters for each meter the pulse grows outwards after the initial radius.
Explosion can hit objects, such as Containers and Resource Nodes.
Enemies who have been drained are not damaged by their own explosion, but they can be damaged by nearby enemies who were also drained.
All drained enemies drop one Polarize Shard that lingers for 30 seconds, with a 50% chance to drop two. These Shards are automatically picked up by Mag once she is within 3 meters of them, and will rapidly orbit her to attack enemies within 1 meter. Polarize Shards inflict 25Slash damage and 25Puncture damage, scaling with the total shields or armor drained, and with a guaranteed status effect.[3]
Magnetize will absorb Polarize Shards, trapping the Shards within and allowing them to do immense damage.
Shards will return to their previous state when Magnetize ends.
Polarize's visual effects, including shards, are affected by Mag's chosen energy color.
Casting Polarize is a One-Handed Action that can be done while performing many actions without interrupting them, including reloading, charging, shooting, and moving (either sprinting or sliding).
Can be used in mid-air, but not while on a zipline.
Can be used to restore shields to stationary defense objectives such as Cryopods and Excavators.
Explosions can damage or break objects such as Containers, Resource Nodes, Laser Plates, and Rotation Plates in the Orokin Tower, given a drained enemy was close enough to them.
Shards can inflict high amounts of Slash procs, if used in conjunction with Magnetize they can cause immense Bleed damage.
Pairing this combo with Nourish will grant Shards Viral damage and status, allowing you increase their Bleed damage even further.
The damage portion of Polarize is useless in missions where enemies completely lack shields and armor.
Due to the high base shield replenishment, using Catalyzing Shields will drop down your shields to 111 on max rank, making negative strength still fully replenish at percentages as low as 30% strength.
Nyx launches 3 / 4 / 5 / 6 flying bolts of telekinetic energy toward her aiming reticle, which psychically seek out nearby enemies within her line of sight and 60 meters. Each psychic bolt dissipates and applies a Stagger on successful hit, weakening its target for 5 / 7 / 9 / 11 seconds. Affected enemies have 20% / 40% / 60% / 80% of their maximum Armor and Shields temporarily removed, while Infested enemies' movement speed are also slowed by 5% / 10% / 15% / 20% for the duration. Ancients also cannot emit their defensive auras while affected.
Defense reduction and Infested speed penalty are affected by Ability Strength. Defense strip is capped at 100% at 125% Ability Strength.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total.
Enemies can still gain bonus shield buffs (such as from Shield Ospreys), which are added after the shield strip value. This bonus shield buff can not be removed by Psychic Bolts.
Psychic Bolts can only do one of the following to an enemy at once, with the priority following the list order:
Remove armor and shields
Disable an Ancient's aura
Disable an Eximus's aura.
Bolts phase through obstacles in the environment.
Bolts will disappear after traveling for a few seconds if they do not strike targets.
Number of bolts in flight is shown on the ability icon (e.g. 6x). Once the bolts expire, the number on the ability icon will indicate how many enemies are currently debuffed.
Psychic Bolts will not target enemies behind obstacles in the environment unless Nyx has line of sight, or unless the enemy is aware of Nyx within a short period of time (e.g., an enemy that spots Nyx and runs out of view can still be targeted by Psychic Bolts if the ability is used within a small time frame).
Can be recast while enemies are still debuffed. Recasting will cancel the effect on previous remaining target(s).
Targeted enemies will briefly radiate energy as a visual indicator, and an audio cue will be played.
Psychic Bolts is a one-handed action. As such, it can be used while performing various maneuvers and actions without interruption.
With one player using Corrosive Projection, 100% armor strip can be achieved at 103% Ability Strength.
Psychic Bolts synergizes well with damage types that are effective against health classes (e.g. Cloned Flesh and Flesh), like Slash and/or Viral.
On the other hand, Corrosive or Magnetic, which is effective against armor/shield classes, gains less benefit from Psychic Bolts' full debuff.
A max rank Augur Secrets will put your Ability Strength at 124%, stripping defenses by 99% without removing their damage weaknesses to Corrosive, Radiation, and Magnetic.
This ability releases 6 telekinetic bolts that removes shields by 80% from up to 6 enemies in a single cast. Ability Strength increases debuff percentage; at 125%, Psychic Bolts can remove all shields.
Psychic Bolts will be active for its duration until all affected enemies die. It can be recasted at any time but doing so will cancel debuff on currently affected enemies.
Summon Tharros, the shield of Styanax. Swing Tharros to repel enemies and reduce their shields and armor. Styanax regenerates health for every enemy struck.
Styanax expends 25energy to sweep his shield Tharros before him to release a horizontal fan of 9 shield projections, which travels a distance of 9 meters toward the reticle, bashing away enemies within a 135 degrees horizontal spread and 160 degrees vertical spread. With a heavy shove, Styanax also knocks back enemies within a 2.5 meter radius around him.
According to the actual test, 9 shield projectiles are only visual effects. The real hit range is a cone shape with a horizontal direction of about 135° and a vertical direction of about 160°. The radius is the skill range.
Each shield projectile is 15° apart horizontally. The strike edge overlaps with the shield projectile on the right side and extends an additional 15° on the left side.
Shield projections possess infinite Punch Through, hitting enemies along their flight path until they fade away at maximum distance.
Styanax's shove and the shield projections inflict pushback for 5 meters, stun for 2 seconds prompting melee Finisher (default X ), 50%Armor and Shields permanent defense reduction, and 250 / 500 / 750 / 1,000Impact damage on enemies. For each enemy struck, Styanax restores 50 / 65 / 80 / 100Health points.
Shield strip removes a percentage of the current maximum value, as such it has diminishing returns on subsequent casts against the same enemies. Armor strip, however, is a percentage of an enemy's total, requiring only two casts at base strength to fully strip.
Defense reduction, Health restore, and damage affect enemies protected by Overguard, but pushback does not, nor are they opened to Finishers.
Casting Tharros Strike is a full-body animation that interrupts Styanax's grounded movement and other actions.
Subsuming Styanax to the Helminth will offer Tharros Strike and its augments to be used by other Warframes.
Tips & Tricks
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Tharros Strike opens enemies to finishers briefly. Taking advantage of this requires using the ability at point blank or enemies pinned against a wall.
Axios Javelin's vortex assists Tharros Strike in en-masse enemy defense reduction and rapid health recovery for Styanax.
Rally Point taunts enemies to aggressively approach Styanax, potentially grouping inside Tharros Strike's area of effect. Energy regen recovers Tharros Strike's low cost quickly. Tharros Strike's defense reduction permanently cripples enemies for Styanax and rallied allies to kill them for shield recovery.
Final Stand's Slash and Blast damage effectiveness are enhanced by Tharros Strike's defense reduction.
This ability hurls shields in a cone in front of Styanax that strips the target's shields by 50% permanently. Ability Strength can increase this armor reduction percentage, removing all shields if Ability Strength is increased above 200%.
Heeding the voices within to harness their powers, Xaku selectively casts one of three abilities originating from the three fallen Warframes. Tapping the ability key freely cycles the selection wheel between the Accuse, Gaze, and Deny sub-abilities. Holding down the ability key (default 3 ) expends 75 energy to cast the selected power.
Tap/hold cast can be inverted in the Settings menu.
The Lost's cycle selection wheel appears above Xaku's ability icons. Each ability's duration timer is displayed below their associated sub-ability icons in the wheel.
Channel the Void to access their lost components' unique powers:
Distorting reality with Accuse, Xaku manifests a Void fissure at the targeted location on the aiming reticle over unrestricted range. Up to 5 / 6 / 7 / 8 enemies within 5 / 7 / 9 / 11 meters from the fissure become corrupted by Void energy for 4 / 8 / 12 / 16 seconds, stunning them in place then causing them to fight for Xaku and turn on their former allies.
Accused enemies appear on the minimap as allied blue dots.
The number of active Accused units is displayed as an icon beside Xaku's shield and health indicators.
Accused enemies do count toward mission progression (e.g. Defense). They must be slain or their ability duration ended to progress.
Can be recast while active if under the max targets cap. Recasting on new enemies adds them to the existing number of Accused units up to the cap. Each new Accused unit has its own separate full ability duration.
Cannot be recast while at max targets count.
Casting Accuse is a full-body animation that restricts movement and other actions.
Xaku's shoulder and arm pieces visually detach and return to position, as Xaku reaches out with their right hand sending the right side pieces into the Void fissure forming at the targeted location. As the Void fissure forms, Void lightning strikes nearby enemies as the ability's area radius becomes briefly visible then fades with the breach's closing, while Xaku's pieces return to their positions on their body.
Enemies affected by Accuse glow with an upward stream of Void energy that resembles the Vengeful Trickster Ephemera, as well as emitting a Void energy cloud around the shoulders.
Gaze
Screeching in anguish with voices long lost, Xaku's Gaze freezes an enemy target within 10 / 15 / 20 / 25 meters and a ?° angle cone centered on the aiming reticle. Gazed target becomes entangled in Void tendrils, during which it is disabled, immobile, and invulnerable to damage for 5 / 8 / 11 / 14 seconds; while captive, the victim stores all damage prevented by its invulnerability and receives it in full when the ability expires. Gazed target also emits a defense reduction aura with a ? / 8 / ? / 12 meter radius, which weakens other enemies' current maximum Shields and Armor by 20% / 30% / 40% / 50% while within range. Up to 2 Gazed targets may exist at once.
Range and aura radius are affected by Ability Range.
Defense reduction is affected by Ability Strength, capped at 100% at 200% Ability Strength.
Cone angle and max targets are not affected by mods.
While invulnerable, the Gazed target is still susceptible to Status Effects, with exception of the inability to proc Void status.
Gaze defense reduction auras stack their effects with diminishing returns if overlapping on enemies, due to affecting the current amount of shields and armor (e.g. first Gaze reduces 50%, second Gaze reduces 50% of the new armor or shield total value)
Enemies regain their reduced shields and armor once they move outside of Gaze's aura.
If the enemy target dies before Gaze's entanglement fully takes effect, the casting energy cost is refunded to Xaku.
If an enemy that has both shields and armor wanders into Gaze's aura, such as an Oxium Osprey, then shields will be prioritized over armor.
Holding down the ability key (default 3 ) while aiming directly at a Gazed target releases the victim early, causing it to receive all accumulated damage prevented by its brief invulnerability.
Gazed enemies do not count towards mission progression.
Can be recast while active to entangle a new enemy, freeing the oldest affected enemy if cast at max number of targets.
Casting Gaze is a full-body animation that restricts movement and other actions.
Xaku's head, face, chest, shoulder and arm pieces visually detach, as Xaku screams into the air above while blob-like substances fly out from their torso. The enemy target is frozen in place as it becomes entangled in a mass of rapidly growing Void tendrils.
While affected, the enemy target emits a radial aura visual effect and emits a Void energy cloud around the shoulders.
Deny
Discharging a torrent of Void energy, Xaku unleashes a ray of piercing light toward the aiming reticle that travels up to ? / 30 / ? / 40 meters away. Enemies struck directly or within a ? meters radius from Deny's Void beam receive 1,000 / 2,000 / 3,000 / 4,000Void damage, reset damage resistances if used against Sentient faction, and become suspended in aerial stasis for 5 / 8 / 11 / 14 seconds.
At ability rank 3 with a maxed Intensify equipped, stolen 6 Void replicas, against an enemy affected by The Vast Untime, Xaku will deal 4,000 × (1 + 0.3) × (6 + 1) × 1.5 = 54,600Void damage.
Deny's damage can be further amplified by Enemy Body Parts multipliers.
Deny's Void beam possesses infinite Punch Through against enemy bodies, but can be obstructed by solid obstacles.
Beam radius and Sentient resistance reset on hit are not affected by mods.
Enemies with selective crowd control effect immunity such as the Battalyst and Conculyst are unaffected by Deny's aerial stasis.
Can be recast while active to strike new targets, or damage and refresh all effects on already affected enemies.
Casting Deny is an upper-body animation that allows reticle repositioning and movement, while restricting other actions.
Xaku's shoulder and arm pieces visually shiver then detach to hover above Xaku, as a beam of Void energy travels forward from Xaku's left hand, after which the pieces return to their positions.
Enemies affected by Deny are suspended in the air by an upward stream of Void energy that resembles the Lifted status effect.
Ability Synergy:
Xata's Whisper does not grant additional Void damage to The Lost's sub-abilities.
Grasp of Lohk can disarm and steal the weapons of enemies affected by all sub-abilities of The Lost.
Void replicas will not attack enemies corrupted by Accuse, unless affected by Radiation status effect or other faction modifier abilities (e.g. Chaos)
Void replicas will not attack an enemy trapped by Gaze.
Void replicas amplify Deny's damage, based on the number of stolen weapons hovering around Xaku.
The Lost's sub-abilities interact with each other in various ways:
Accuse can corrupt enemies into allies while they are lifted by Deny. However, it cannot corrupt a Gazed enemy target. Accused units will attack a Gazed enemy target, storing damage to inflict to the victim once released from the Void tendrils.
Gaze may be cast on an enemy affected by either Accuse or Deny. Gaze reduces the defenses of Accused units in range. Gazing an Accused unit creates an invulnerable decoy that draws enemy aggro until Accuse expires.
Deny does not affect Accused units, but will contribute damage to Gazed enemy targets.
The Vast Untime affects enemies crippled by all sub-abilities of The Lost and pauses all sub-abilities' ability duration timers while active.
Each active sub-ability is a separate instance from Xaku. As such, the ability nullifying effects of special enemies (e.g. Nullifier Crewman) will not dispel The Lost's sub-abilities if only Xaku is affected.
With one player using Corrosive Projection, 100% armor strip can be achieved at 164% Ability Strength.
Cast Accuse on a nearby surface or the ground below you to quickly corrupt surrounding enemies to help fight alongside you, or cast on a group of enemies off in the distance to create a distraction when faced with ranged threats.
Accused enemies are allied units to the Tenno, therefore their special auras (such as those of Shield Osprey, Ancient Healer, Eximus, etc) or abilities will be used to briefly benefit you and your team.
Cast Accuse on or near a mission objective to enlist the enemy to defend them for you.
Cast Gaze on up to two enemies to completely disable them for the duration, while emitting an aura that reduces the defenses of other enemies in range.
All damage prevented by the Gazed target's invulnerability will be dealt in full when the ability ends.
Gazed targets do not halt mission progression such as Defense waves, allowing your defense reduction auras to persist in an area until you release the targets.
Gazed targets are still susceptible to status effects. Inflict Radiation procs to create an invulnerable distraction for nearby enemies.
Cast on enemies in different locations to encompass a larger area with the defense reduction auras, or close to each other to stack the defense reduction on enemies within the overlapping auras if the modded amount is below 100% defense strip, a full armor strip otherwise can be achieved with approx. 200% ability strength.
Gaze is cast within a cone centered on the aiming reticle. The closest enemy near the sides of the reticle will be automatically targeted by the ability.
During an Interception mission, when an enemy is using a control console to regain control of the point, cast Gaze upon them. Doing so will keep the control console occupied without giving the enemy control of the tower.
Continuously cast The Vast Untime to keep this enemy in stasis nearly indefinitely. If/when the tower is recaptured, to prevent conflict on the point, look at the suspended enemy and cast Gaze on them again to release them.
Cast Deny against enemies packed in a tight line to maximize its effect.
Deny's damage is greatly amplified by the number of stolen weapons from Grasp of Lohk. Steal and maintain a large amount of weapons to deal devastating damage with Deny's Void beam.
Enemies lifted by Deny are made easy targets for headshots from your weapons.
Activate The Vast Untime to freeze all sub-abilities' duration timers. Accused enemies will remain on your side, Gazed targets stay trapped and emit their auras, and Denied enemies stay lifted airborne for an extended period of time. Strike enemies hit by the Void blast with Deny's Void beam to deal increased damage. This ability also slows enemies, making them easier to keep inside of Gaze's aura radius.
Gaze binds one enemy to produce an aura that reduces enemy shields by 50% while they are within its aura. Ability Strength increases shield reduction percentage, removing all shields if Ability Strength is increased above 200%. Enemies will regain their shields if they leave the debuff field or the ability ends.
Media[]
An Excalibur Utilizing The Shield Osprey Specter To Boost Shields
An Excalibur Utilizing A Squad Shield Restore To Restore Shields
A Nyx Using Mind Control On A Guardian Eximus To Increase Shield Recharge + Delay
There are many avenues for Tenno to approach Warframe survivability. Usually, it’s through increasing Health and Armor values, or making use of damage resistance features of certain Mods or Abilities, etc. For Shields, however, there is an incentive to do the opposite: the meta prior to this update encouraged players to reduce Shield values as much as possible to make use of Shield Gating mechanics.
As Developers, we’re stuck in a strange position. On one hand, we see player ingenuity and creative ways of engaging with mechanics, but on the other, we see proof that Shields are not offering the same value to players as other survivability tools - to the point where you are rewarded for having the lowest Shield stat possible.
We have changed this so that Tenno are incentivized to increase their Shield stat instead of reducing it. To do so, we have approached this challenge in two key ways:
Firstly - we’ve buffed Tenno Shields overall! Previously: Tenno Shields offered a 25% resistance to all damage types. Now: Tenno Shields will offer a 50% resistance to all damage types.
Secondly - we’ve reworked Shield Gating!
Shield Gating was added to the game back in 2020 with Update 27.2.0 as a way to prevent one-shots, especially at higher-level content. We feel that this mechanic accomplished that goal, but the implementation of it had an unintended side-effect: players were rewarded for having the smallest Shield stat and fastest Shield Recharge stat to make use of the Full Shield Break mechanic.
As mentioned above, our intention is to offer players more benefits for having larger Shield values, so Shield Gating has been reworked. The core mechanic is staying: when you lose all Shields, you gain a period of invulnerability. What has changed is how this period of invulnerability scales with the amount of Shields you have.
The changes outlined below have been made with that vision in mind:
Part 1 - Shield Gate Duration will scale with the amount of Shields you had upon Shield Break.
Previously: Full Shields upon Shield break offered a 1.3-second window of invulnerability.
Now, depending on your Modded values, this window could be anywhere from 0.33 seconds (minimum duration) to 2.5 seconds (capped at 1150 Shields). To receive the original 1.3-second Shield Gate, players will now need around 325 Shields upon Shield Break.
You can see a full overview of the Gate Duration vs. Shields Depleted in the graph below:
Part 2 - Partially Depleted Shields do not have a separate Shield Gate Duration.
Previously, shield breaks on Shields that were not fully regenerated offered 0.33 seconds of Shield Gating.
Now, Partially Depleted Shields are treated with the same scaling values outlined above. For example, if you had a max Shield value of 1200, but your Shields were broken with only 350 available, you would receive ~1.3 seconds of Shield Gating!
With these changes, the more Shields you have and the faster they regenerate, the more you’ll get out of the Shield Gating system!
Part 3 - We’ve added a new Corrupted Mod: Catalyzing Shields
With the changes to Shield Gating, we still wanted to offer players different ways to interact with this system without always having to Mod for the most Shields possible. To accomplish this, we have introduced a new Corrupted Mod: Catalyzing Shields.
This Mod reduces your maximum Shields by 80% but also changes how Shield Gating Scaling works for your Warframe with a guaranteed 1.33 seconds of Shield Gating upon full Shield depletion. With this Mod equipped, Shield Gating duration scales from 0.33 to 1.33 based on your maximum Shield values, regardless of what they are.
For example, if my maximum Shields are 100 with Catalyzing Shields equipped, I would expect the following Shield Gating durations:
100 Shields at Shield Break: 1.33s of Shield Gating
75 Shields at Shield Break: 1.0s of Shield Gating
50 Shields at Shield Break: 0.67s of Shield Gating
25 Shields at Shield Break: 0.34s of Shield Gating
10 Shields at Shield Break: 0.33s of Shield Gating
As a reminder, 0.33s is the absolute minimum duration for Shield Gating!
How to acquire Catalyzing Shields:
Since this is a new Corrupted Mod, it is obtainable via Orokin Vaults on Deimos.
An Alert for the Catalyzing Shields Mod is now will be available in the near future to give players faster access to this Mod to test in their builds. We will share start/end dates for that Alert soon! An Alert for the Catalyzing Shields Mod is now live!
Part 4 - Decaying Dragon Keys have been updated to debuff both Shields and Shield Gating.
With revised Shield Gating, we felt it was important to update Decaying Dragon Keys as well. These Gear items were previously used to lower the threshold needed for Full Shield Breaks with Shield Gating, and while we loved to see players finding unique interactions between various mechanics, Dragon Keys are intended to increase difficulty when equipped.
With that intention in mind, Decaying Dragon Keys now cap player Shield Gates to 0.33s maximum.
Part 5 - A few other details to cover!
Hildryn’s Passive has been buffed from 3s Shield Gating Duration to 3.5s Shield Gating Duration!
Updated Grenade Fan’s description to better communicate how Shield Satellites work with Shield Gating.
“(HOLD) SHIELD SATELLITES - Protea reconfigures Grenades to work as overcharging shield generators, protecting her, her allies and companions. When Shields break, a Satellite is destroyed to double minimum Shield Gate invincibility time.”
Shield Regeneration Delay Reduction is now capped at 80%. Many Mods have now been updated to offer this benefit, leading to the possibility of stacking Shield Regen to be faster than Shield Gate expiring. Now, players should have easier access to reducing the regeneration time, without risking issues with permanent invulnerability.
Guardian Break Shield Regeneration delay reduction has been decreased from 90% to 80% at max rank as a result. We have buffed this effect’s duration 8s to 12s at max rank to compensate!
Updated the Shield stat on-hover description in the Upgrade Screen to describe Shield break functionality and include Shield Gate duration for your current modded max Shields.
There are many variables that will impact the overall outcome of these Shield changes with Abyss of Dagath, and we’ll be keeping a close eye on player feedback now that this is in the community’s hands.
Changes:
Gaining Shields now provide more gradual feedback in the health bar instead of instantly changing.
Fixed Shield Gating mechanic being ignored by weapons that fire multiple projectiles at once for Clients. This resulted in some enemies shot by the Host will survive due to Shield Gating negating most of the damage, while enemies shot by the Client are not protected by the Shield Gate.
Fixed certain boss attacks (Ropalolyst’s laser attack and Profit Taker’s missile for example) not respecting Shield Gating and killing players in one hit.
This section will go over before and after scenarios with our enemy Armor, Health, and Shield changes. Reading this section should give you a conceptual and on-paper understanding of what we’re changing and why, but practical experiences will tell the full story here. You may need to refresh some aspects of your Builds to truly optimize your power against your enemies.
Before: Armor, Shields and Health on an Exponential Curve
After: Armor Shields and Health on an S curve
Damage-Type Changes
Slash Status now does not bypass Shields and instead deals damage over time to Shields. Slash Status still bypasses Armor.
Player Changes
Player Shields, Health, and Armor used to be shared with all AI, so they had all the weaknesses and resistances that their AI counterparts did.
Now Players have their own unique Shield, Health, and Armor type classified as TENNO! These have all weaknesses and resistances neutralized (for now). Player Shields now reduce 25% of incoming damage. Player Shields now recharge with custom player-only logic. Shield recharge delays are based on depleted or partial depleted shields. Partially depleted shields (any amount) is a 1 second recharge delay. Full depletion is a 4 second recharge delay.
These changes to Player shields are in addition to coming Shield Gating changes, which you can read about in our Shield Gating section!
Why: Armor Scaling and enemy Damage Reduction was the nucleus for this change. For years Tenno have had the tools to deal with these things, but the tools were uniform: Use Corrosive Projection, or else. While this is a simplification, it removed the feeling of choice. With these changes, we hope players experience a feeling of variety and choice when taking on enemies. By changing the scaling for Armor, we could consistently change the scaling for all!
Shield Gating
Friend and Foe
Friend: First, let’s answer ‘What is Shield Gating?’ when it applies to you as a player. In this implementation, Shield Gating is the mechanic of preventing an instance of lethal (‘1-shot’) damage if you have Shields active. Simply put, the goal is to reduce the number of ‘1-shots’ you take when your shields are up, particularly for Shield-based frames. When any shields are active, an incoming hit that depletes your last bit of Shields will not continue into your Health pool, and also triggers a brief time where your Health is protected. Once that period is over you can take Health damage normally. Additionally, you will no longer take Slash Status Effect damage to your Health while Shields are up.
Foe: Enemies - Corpus in particular - also have received a bit of a Shield Gating, but with skillful gameplay you can overcome this. Any Headshots or shots to Weakspots completely bypass Corpus enemy Shield Gating. In addition, 5% of the damage dealt when hitting the shield gate will target enemy Health - this allows you to take your Forma fueled weapons back to low level enemies and hit them hard instead of hitting the shield gate. The goal here is to make Shields a mechanic you want to play against with Mods (Auras, Elemental) or to bypass with skill (Headshots). Slash Status Effects will now deal damage over time to Shields, Toxin damage remains as-is (bypassing Shields to directly affect enemy Health). Damage from Warframe Abilities will ignore the enemy Shield Gate (i.e if an instance of Damage from an ability is greater than the Shield value, it will go into health as well).
Why: Giving both Friend and Foe shield gating has two purposes: we want to reward skill a bit more in all Corpus missions, and give the ‘squishier’ frames a bit more viable edge and a chance to really explore Shield-focused builds. Toxin Damage and Status Effects are still your friend against Corpus or Shielded enemies!
Shields and HP are two critical elements to keep track of in Warframe, but when fighting enemies it can be difficult to keep track of how much damage you’ve taken in the heat of combat. This Update contains new visual and audio cues for when your Warframe takes damage in combat.
When taking damage in combat damage will sound different depending on if your shields are down or intact. Additionally shields ‘breaking’ have a new audio cue to help you better keep track of when your health is exposed to enemy fire.
Overshields have been added to Warframe! Overshields are an extra layer of protection on your existing shield that must be destroyed before your Warframe’s shields can be damaged.
Overshields can be obtained when using Shield Restore items when you are at maximum shield capacity. Overshields cannot be regenerated, and this extra protective shield is noted by a color change (purple) in the UI.