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Total amount of Damage a Warframe can take before going into Bleedout.

—In-game Description

Health is a value that represents how much damage an entity can sustain; if the value is reduced to zero, the entity will be incapacitated in some manner. Warframes, Kubrows, Kavats, Rescue targets, and Alad V will enter "bleedout" when their health values are reduced to zero, while all other entities will instead be killed.

A Warframe's health is indicated as a red number at the top right of the screen. The health of other entities can be displayed over their heads, should the player aim directly at them. While a Warframe is losing health, the screen's edges will begin to flash red at a pulse. Once the Warframe reaches 10% health or below, a loud, heartbeat-like sound will play, and a slight ringing can be heard. This sound also plays when bleeding out and when dead.

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

## Health TypesEdit

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

Faction Health Types
Grineer Cloned Flesh Machinery
Corpus Flesh Robotic
Infested Infested Infested Flesh Fossilized
Tenno Tenno Flesh
Corrupted Corrupted units are copies from other factions; they have identical health to their originals.
Special Object Health

Cloned Flesh
-25%
+25%
+25%
-50%
+75%
-50%

Machinery
+25%
+50%
-25%
+75%
-25%

Flesh
-25%
+25%
+50%
-25%
+50%

Robotic
+25%
-25%
+50%
-25%
+25%

Infested
+25%
+25%
+75%
-50%
-50%

Infested Flesh
+50%
-50%
+50%
+50%

Fossilized
+15%
-25%
-50%
+50%
+75%
-75%
-50%

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

## Modifying Maximum HealthEdit

Like most attribute values, Health is increased by single multiplier formed from effects that additively stack with each other. The health gained from leveling does not interact at all with these multipliers.

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

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

### Health ReductionEdit

Having equipped a Bleeding Dragon Key reduces total health by 75%, after all other calculations. During missions, this is indicated by a symbol to the left of the shield/health bar (shown on the right).

## HealingEdit

Main article: Healing

Unlike shields, health does not naturally regenerate over time, except when the Aura mod is equipped by at least one member of the squad. Otherwise, damage inflicted upon health must actively be healed by picking up Health Orbs, by receiving the effects of certain Warframe abilities, or by using certain mods, weapons, consumable equipment, or Arcane Enhancements.

## Bleedout & DeathEdit

Main article: Death

When health is reduced to 0, Warframes enter the Bleedout state. In bleedout, Warframes can barely move and are restricted to firing their sidearm. If they do not receive the appropriate attention from an ally within 20 seconds, they are killed in action. It is quite difficult to complete missions successfully when all players are dead, so players typically strive to keep health above 0 at all times.

## Effective HealthEdit

Damage calculations get complicated when damage resistances are involved. Effective health (EHP) is a common metagame concept which states that because each hit point you have actually absorbs more than one point of damage, you effectively have more hit points than indicated. In WARFRAME, effective health can be increased by armor, resistance mods, and health classes.

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

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

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

Depending on how you build your Warframe and use its abilities, you can experience a drastic difference in survival between different types of enemies. (A specific build of has been shown to have ~3800 effective health against most Grineer but only ~850 effective health against typical Corpus enemies.)[1]

## Enemy Health ScalingEdit

Main article: Enemy Level Scaling

The formula enemy health scales at is as follows:

$f_1(x) = 1 + 0.015(x - \text{Base Level})^2$ (Original scaling pre-Update 27.2)

$f_2(x) = 1 + 10.75(x - \text{Base Level})^{0.5}$

$f_3(x) = min\left(1, \frac{max(x, 70 + \text{Base Level}) - (70 + \text{Base Level})}{15} \right)$
Where the $min()$ and $max()$ functions simply take the smallest or largest of the two values in their arguments, respectively.

\begin{align}\text{Health Multiplier} = 1 + (f_1(\text{Current Level}) - 1)\times(1 - f_3(\text{Current Level}))\\+ (f_2(\text{Current Level}) - 1)\times f_3(\text{Current Level})\end{align}
Where the Health Multiplier is the value that multiplies an enemy's base health to its current health.

### Enemy EHPEdit

#### For Enemies with Health only Edit

For targets without shields and armor, the standardized effective hit-point scaling is synonymous with standardized health scaling, the health graph and formula apply.

#### For Enemies with Health and Shield Edit

The standardized effective hit-points of shielded enemies are simply the sum of their shields and health, except for the case when the damage portion of the gross damage depletes the target's health faster than the rest of the gross damage depletes its shield. Exact effective hit-point calculations considering damage types also become significantly more complex if Toxin damage is involved, but this is disregarded here. The level scaling of standardized effective hit-points of shielded enemies is influenced by the ratio of base shields to base health:

$\text{EHP Multiplier} = \text{Health Multiplier} + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}$

#### For Enemies with Health and Armor Edit

The standardized effective hit-points of armored enemies are simply the health divided by the compliment of the damage reduction granted from armor. Because armor adds damage reduction to incoming damage on health the level scaling of standardized effective hit-points of armored enemies is influenced by the base armor itself:

$\text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right)$

#### For Enemies with Health, Shield and Armor Edit

The standardized effective hit-points of enemies that are both armored and shielded are more complex than the simple EHP cases from the previous sections above. The level scaling of standardized effective hit-points of these enemies is influenced by the ratio of base shields to base health and base armor, making the formula at least 3 variable:

$\text{EHP Multiplier} = \text{Health Multiplier}\times\left( 1 + \frac{\text{Base Armor}\times\text{Armor Multiplier}}{300} \right) + \text{Shield Multiplier}\times\frac{\text{Base Shields}}{\text{Base Health}}$

## ReferencesEdit

1. Blog: Determining Enemy Damage Type Distributions
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