Warframe Damage Type Tier List

This guide covers the damage level in Warframe. If you are one of those players who are curious about the details of damage, then this is for you.

Based on a combination of factors, including:

  • Applicability of the type to different fractions
  • Quality Rejection Type of damage
  • Other unique bonus features of the types

This is my personal opinion and experience with the different types of damage in Warframe, and which one is best to use.

General assessment level

  • Upper level (S) : Viral, concise.
  • Excellent (A) level : Heat, radiation, corrosion, toxins…
  • Good level (B) : Cold, percussive
  • Situation level (C) : Electricity, magnetic
  • Bad level (D): Gas, explosion, perforation.

Types of property damage

Physical damage types are built into the type of weapon you customize. Mods that alter physical damage scale from the base value on the weapon, so mods like Piercing Hit or Sawtooth Clip are only really useful for specific purposes. You usually get a lot more damage out of your weapons when you use elemental mods.

Instead, the base weapon can take into account the properties of the physical hit to decide which elemental effects can best be combined with it.

oblique stroke

Overflow Effect: Causes bleeding damage to the target over time as true damage that ignores armor and is neither strong nor weak against any health.

Increased damage:

  • Clone meat (Griner)
  • Meat (dead bodies and other persons)
  • All health types that belong to affected enemies (except Sinew, which belongs to Cambrion Drift enemies).
    • Infected flesh inflicts extremely high bonus damage (infected crew members).

Damage control:

  • Ferrite armor (mostly Grineer, but pretty common with all enemy types that have armor).
  • Alloy armor (used by elite Griner units and robot shields – very ineffective).
  • Robot Health (for robots that are under a harness)

General indicators by group :

  • Grignier – Fortress
  • Body – Moderate
  • Infected – Very strong

Slash is, by my standards, a widely used and very effective damage type – aside from being on the weapon stack, most of its drawbacks are quickly remedied by the properties of the status effect, such as the blood rush it causes can do a lot of damage to enemies that would theoretically be resistant to it (especially Grineer). It’s the way Sweat works that makes it the main tool for light damage in the steal lane, where the effect of enemy armor is greatly multiplied – Sweat can completely bypass that. Specializing in both status chances and hits, this is a weapon to keep.

Slash can also be a good option if you have the ability to remove armor from your targets (either with corrosion damage or Warframe’s special abilities) – once armor is removed, only one health type (robot) can withstand it. Otherwise, biological targets are quickly torn apart by this kind of damage.

Even with all his bonuses, Slash falls a bit flat against the Corps due to the combination of his bleeders having to go through their shields first and their multitude of bots having no weaknesses against this guy. Yet the effect of his status remains effective in most situations.

Impact

Attrition Effect – Has a stun effect that prevents targets from attacking for a short time, and can unlock Mercy Kills from your Parazon.

Increased damage:

  • Equipment (except robot grinders)
  • Shields and protoshells
    • Proto-armor is used by almost every faction outside the Corporation when it comes to armor.
    • Shields are ironically much weaker than proto-shields!
    • Infected flesh inflicts extremely high bonus damage (infected crew members).

Damage control:

  • Flesh and cloned flesh (grumpy and humanoid bodies only – infected are exempt and still take the full damage of the move).

General indicators by group :

  • Grignier – Bad
  • Carcass – Solid
  • Infected is good.

Exposure, among all the different weapons and abilities you can use, is probably the most common form of damage, so it’s impossible to avoid it. However, it has the advantage of not being particularly bad against any type of armor or defense, while being impressive at damaging shields. Despite the reduced damage to flesh, it also doesn’t have strong armor resistance, so the damage to a heavily armored fleshly target can sometimes be better than if you tried to slice it.

The debuff effect of the move is decent and can be used for good soft crowd control that denies opponents the ability to attack. However, there is nothing exceptional about it. Impact has several mods that allow you to pass on your effects for better status effects, such as B. Internal Bleeding.

The effect is widespread and usually well justified, but it’s usually not something you want (or need) to maximize. This balances most weapons in terms of effectiveness against all types of targets, and is certainly not a bad thing when shields are involved.

Piercing

Attenuation effect: Weakened targets by reducing their damage by up to 75%.

Increased damage:

  • Ferrite and alloy armor (if you see something with a yellow health bar? That could be effective).
    • Proportionally much more effective on ferrite armor than alloy armor, so expect it to work much better against lighter Grineer targets.
  • Robot health (effective on Corpus robots after armor removal).
  • Giant infected Cambrion Drift

Damage control:

  • Shields and proto-shields (proto-shields are much more stable!).

General indicators by group :

  • Grignier – Fur
  • The body’s not right.
  • Infected is good.

A type of damage usually found on weapons that are strong against armor. If you want to use it against a heavily armored target, it usually wears alloy armor, which happens to be the type of damage against which Pierce has the least advantage (+15%). Against a typical elite caster on the steel path (who invests heavily in army armor and damage reduction), this type of damage misses the mark.

The weakening effect can seem useful if you really need the extra survivability, but in many cases, most warframes have more robust mechanisms they can use to increase their own survivability (some, like Neja, Gara, and Gauss, can reduce incoming damage up to 90% with a single skill, as opposed to the 75% you have to build up and maintain as you go through a condition). If you make 10 stacks of the status effect, you probably want your target to be dead, not just disabled or taking 25% damage as before.

The damage type is also theoretically good against bodybots and infected targets, but weak against shields, and almost all bodybots have shields in addition to health and armor, so it’s a bit of a moot point if the piercing damage type is clearly terrible against shields. In the case of the infected, who by nature have no resistance to penetration – frankly, minimizing one type of damage against them is a total failure.

Types of pure elements

Elemental damage mods like Vicious Force or Thermite Spheres work very differently than physical damage mods. Instead, they apply their damage type multiplied to your weapon’s existing collective base damage, making these mods a big bonus to your damage and able to drastically change the type of damage inflicted.

Using pure damage types, while useful, is also a sacrifice and a challenge, as using multiple elemental mods tends to combine them. Reading the rule from left to right, each successive elementary mode is in turn combined with the previous one. An example is explained in the section on combined elements.

Heat

Overflow Effect – Flame targets that are instantly stunned when they panic with armor reduction for 2 seconds, reducing their armor by 50%(!) and dealing additional fire damage over time.

Special Notice: Heat is the only status effect where the status application updates the duration of all batteries. This means that the heat stacks do not gradually decrease in the time between attacks, but suddenly decrease after about 6 seconds. However, if you constantly apply heat from the status, it is very easy to keep this value at 10 full batteries.

Increased damage:

  • Clone meat
  • Contaminated and infected meat (very effective against the latter!).

Damage control:

General indicators by group :

  • Grignette – Very efficient
  • Body? – Ok.
  • Infected – Extremely Effective

If there’s one type of pure elemental you need in your build, it’s this one – one that almost nothing is strong against and that combines fluid crowd control with time-reduced defense and damage? In fact, heat can be considered an effect and a kind of versatile status. There is no situation where it is not welcome and effective, and its unique features make it easy to keep the benefits active.

It may be a versatile device, but that also means it’s a versatile device. 50% more damage is still not as good as more armor when it comes to large amounts of armor. Heat is probably the second priority for the kind of damage you want to get after virus (and it can fit well into a viral cold/toxin-like combo), and you’ll probably want to use it in a context like this, because the lone benefits can only go so far.

Toxin

Debuff Effect – Has a poison effect that inflicts additional poison damage on the target (unlike swell, which is actual damage, this IU is armor damage).

Special Note – Due to the aforementioned weakening and the inherent nature of the toxic damage itself, shields are completely bypassed and ignored, making it a sort of reverse hit and bleed.

Increased damage:

  • Meat. He’s very strong against General Flesh. However, this is the only type of damage he is strong against. It is neutral to most other non-native health species).

Damage control:

  • Machinery (Grineer)
  • Robots (Botshells)
  • Petrified (health infected by large creatures and elders – much less effective here).

General indicators by group :

  • Attic – Medium
  • Body? – Ok.
  • Infected – Bad

In any situation where you have to deal with targets with shields, especially on missions, this will be your man, as his unique ability to bypass all shields means he can take out targets that would otherwise be impregnable against their shields very quickly. Like collisions, it’s a type of damage that doesn’t meet that much resistance, but at the same time it doesn’t have that many weaknesses to exploit, other than the mechanical ones mentioned above. The innate characteristics of his damage type mean that he is one of the few types that can absolutely thrive when placed on crit-based weapons, rather than just emphasizing static values.

Even with most robots, the resistance to this kind of damage is not so great that it becomes exorbitant. Since almost all Corpus bots are shielded, it may be useful to do some initial damage while their shield is active, but using heavy physical damage and corrosive agents will likely prove more effective.

The toxin is quite effective, but difficult to modify, as it is a component of some types of highly effective compound damage! This can make it difficult to include a poison effect in your weapon design, unless the weapon you are using has inherent poison damage.

Cold

Weakening Effect – Chills enemies, slowing them down by 70% in all actions.

Increased damage:

  • Alloyed armor
  • Shields (very effective! Same effectiveness as impact damage).
  • Contaminated sediment

Damage control:

  • Contaminated meat (high resistance)
  • Petrified Health

General indicators by group :

  • Grignier – Masse
  • Housing – Highly efficient
  • Infected is bad

A useful type of crowd control with good applicability against the more problematic factions. Cold is pretty good at what it does, and can be the absolute answer to what you want to bring to body combat if shields turn out to be a real problem (and you wanted to break the shield, not just poison it by going around it).

He’s very easy to combine with an impactor, so he’s ideal for crushing the bone corpus, but otherwise you won’t see him very often. As mentioned above, this is usually a part of the formulation of a terrible form of viral damage.

Electricity

Spillover Effect – Creates arcs of electricity that stun the first target hit by the spillover effect, followed by shocks to enemies near the affected target.

Increased damage:

  • Machinery (Grineer)
  • Robotics (housing)
    • Both cause serious additional electrical damage.

Damage control:

  • Alloy Armor (Lots of heavily armored targets … and the resistance is tough).

General indicators by group :

  • Grinier. Poor thing.
  • Hull – Medium
  • Infected – Good/Maybe It’s Good ?

The use of electricity as an anti-robot agent is seriously hampered by the fact that it is totally ineffective against alloy armor, which most robots use. In fact, alloy armor is the most difficult type of armor for enemies to use. So the use of electricity in the game is very bad on a high level! This goes hand in hand with the attenuation effect, which while providing crowd control benefits similar to Fire’s stun animation, does not allow for AoE damage (a problem we will see later with Gas).

His ability to stun, combined with his effectiveness in combined enemy formations and the fact that the faction as a whole has no resistance to this guy, ironically means that he might be best suited to fight the infected – which is a damn shame, because he’s not the best guy for that either.

Electricity is thus happily used to formulate much better radiation and corrosion effects. Outside of situations with armor, it is normal for electricity to cause damage.

Combination of damage types (good thing)

To determine exactly how the different damage types combine, the order in which you apply the mods is important, especially if you’re trying to get more than one damage type on your weapon.

Slots are applied in order of priority, read from left to right, on all mode lines.

In this example, we have heat and electricity at points 1 and 2, and cold and poison at points 3 and 5 (in the next row). Starting at the upper left edge, heat is applied. The second slot contains electricity, which then combines with existing heat to form radiation. The next module found is the Toxic module, which is then combined with the Cold Damage module in the next row, in slot 5, creating the Virus. Any additional damage modifiers are simply combined with existing damage types.

If you prefer a pure damage type over a combined damage type, make sure the item you want is the last one in the list.

Viral

Recipe – Toxin+Cold

Overflow Effect – Destroys enemy health and increases target health damage by up to 325% ( !????) when stacked. This is more effective against armored targets than shielded targets – armored targets take less health damage, while shielded targets don’t take as much health damage until the shield is disabled (or until the shield is surrounded….!).

Increased damage:

  • Clone meat
    • This is probably one of the most extreme bugs in the game, as Grineer humanoids take 75% more damage from this type.
  • Flesh (does 50% more damage here, so our non-native friends aren’t immune to it either)!

Damage control:

  • Cars (but for some reason not robots)
  • Infected

General indicators by group :

  • Griner – IMMEDIATELY GOOD
  • Body – Very good
  • Infected. Good or bad, depending on what you’re dealing with.

This is some kind of divine damage in the game right now. I guarantee you will succeed against almost 90% of the enemies in the game if you install virus damage weapons. Everything has health, so a state effect that triples the damage you do to that health invalidates all other mitigation mechanisms (without foreclosure) after it takes effect.

That said, Virus is not the ultimate damage type, as there are several cases where enemies actively resist the Viral status effect (the main selling point of this type):

  • A large number of infected Cambrion Drift’s are resistant to the status. (Note that most normal infected don’t have this advantage. So even if they have no obvious weakness for this guy, they will still be completely destroyed by him in most situations)!
  • The Ambulas Corpus robot is resistant to type.
  • The wrecker class, infected in the destruction missions, is in some cases completely immune to viral damage. That makes the Saturn Disruption mission probably the only place you took a virus weapon in an unsafe manner.

In cases where shields are heavily applied to targets, using a pure virus is usually not enough either – theoretically you can get around this by applying a virus followed by a toxin, but since the toxin is a component that creates the virus in the first place, you’ll either have to find very specific weapons for this setup, or switch between them to apply this trick to Corpus enemies.

Radiation

Revenue – Heat + Electricity

Spillover Effect – Irradiated enemies get confused and try to hit random targets with their weapons. When they hit their allies, they also deal double (base) damage, which then increases with each subsequent stack until they deal 550% more damage (!?) to their allies.

Increased damage:

  • Alloy armor (it’s GREAT – both literally 75% and meta-maxed for any use of this armor).
  • Robot
  • Contaminated sediment

Damage control:

  • Shields (but no proto-shields)
  • Infected
  • Petrified

General indicators by group :

  • Grenier is great.
  • Body? – Great.
  • Infected – Bad

Radiance has a spectacularly stupid debuff, but that’s not even the main benefit of using this guy. Instead, its extreme power against alloy armor means you’ll use the damage type the most against some of the hardest bosses and enemies in the game – Eidolons and Profiteers are the big ones that hit this damage type the hardest. And since these huge targets are mostly immune to stats (including one particular stat that tends to increase damage by 325%…), this is the guy we choose to take down our big bosses.

The combination of properties also makes it extremely effective against powerful Corps robots, and even lets you inflict cold damage to counter their shields!

A strong damage type combined with a stat that can cause chaos and turmoil among enemies (despite enemies that can be resistant to this type) – making it an excellent damage type to fight big bosses and deflect the blow.

Corrosive

Recipe – Poison + electricity

The Corroded Armor opening effect reduces the effectiveness of the target’s armor by up to 80%, and can go even further when combined with the Fire effect.

Increased damage:

  • Ferrite armor (very strong, 75% bonus!)
  • Petrified (also a 75% bonus).

Damage control:

  • Proto shield (50% penalty)

General indicators by group :

  • Greener. Good.
  • Body? – Ok.
  • Infected is friendly.

A solid damage type to deal with armored opponents. Its status effect is combined with a good damage profile that very few targets can withstand. It can serve as a solid alternative to viral substances in situations where its effect is not relevant.

While he is still very effective against the infected, I note a good point here, as almost no opponents of this faction use armor, so the advantage his status provides is essentially a moot point. In general : If something has a yellow health bar (indicating armor), cauterization works very well.

Combined damage types (bad substance)

Magnetic

Reception – Electricity + Cooling

Chopper Effect – Takes down targets, deals up to 325% bonus damage and prevents the target’s shields from reloading.

Increased damage:

  • Shields and proto-shields (+75%!)

Damage control:

General indicators by group :

  • More green is bad.
  • Body – Effective
  • Infected… It’s all right, it’s all right.

A damage type with a situational start combined with damage resistance against one of the most radical armor types in the game? It’s pretty clear how and why this kind of damage can occur. Magnetic damage serves only one purpose, and that is to destroy shields. ….. But remember that we already have two other types of damage that are equally effective against shields (one of which is consumed to do this), and that shields also have no inherent benefit from having their own armor applied to them like health does – in fact, the benefit of the viral effect for shields is completely insignificant because such a small percentage of the enemy uses them at all.

Against the corps, it might be absurd to take down the house, but otherwise you probably don’t want to get caught with a magnetic weapon.

Explosion

Recipe – hot + cold

Opening Effect – The explosion causes inaccuracies (for whatever reason) causing intended targets to fall and be reduced to 75%.

Increased damage:

  • Green technology
  • Fossil Contaminated Health

Damage control:

  • Ferrite armor
  • Contaminated sediment

General indicators by group :

  • Grignier – Fur
  • The body’s fine.
  • Infected is bad.

A strange and questionably useful debuff combined with unimpressive damage bonuses. In some cases, for example. B. With infected, weakening isn’t even useful because aiming doesn’t count in melee.

Judging by the numbers, it’s best against the Corps, because of the effects and resistance – they use a lot of ranged weapons and have no resistance to those types of weapons, so the blast is probably just as effective as you’d think. Is that all? I still don’t. Overall, this is a neutral interaction.

Like Pierce, this is a defensive debuff, but unlike Pierce, it’s not guaranteed to reduce damage, and it’s not even that effective against good or widespread health types. Is that a blessing in disguise? There are many effective long-range weapons that use the blast, and they’re not much worse for it. But if you have a choice in mods, don’t build things that are meant to explode. Heat and cold can be used for much better things.

Gas

Recipe – heat + toxicity

Spillover Effect – The gas creates clouds that continue to cause damage to surrounding targets. If you stack it, it can reach a radius of 6 meters. Unlike all other DoT state effects, this effect does not adjust the damage or base effect of the elemental weapon that had this state. This means that it does far less damage than any other DoT, even taking into account that the various gas clouds of confused enemies can all stack and overlap.

Increased damage:

  • Infected
  • Tainted meat (yes, these are clearly different things).

Damage control:

  • Cloned meat (-75%)
  • Meat (-50%)

General indicators by group :

  • More green is bad.
  • Hull – Bad
  • Infected – Waited

Gas is the perfect solution to a group of enemies that wasn’t even a problem, and like Magnetic it has much simpler alternatives that work just as well (in this case using pure heat is just as effective and causes more crowd control with stuns), and also suffers from its hyperfocus being practically useless against everything else.

To make matters worse, the condition and damage properties of gas can’t do much against even the biggest infested monsters, and a single cloud of gas around a meaty target won’t do you much good unless it takes at least 1% of its health every second you shoot at it.

If you really want to make an anti-infection weapon, it’s probably best to forgo the normal virus-fire combination – the weakly infected are still vulnerable to the viral effect and therefore die much faster, while those who would theoretically be immune to the virus are still affected by your firepower.

And that’s it for this Warframe manual. All credits go to Blooman.

frequently asked questions

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