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Damage Types & Status Effects

Overview

In Warframe, there are so many different damage types, each with their own strengths, limitations, and unique status effects. What damage types you pick will directly impact how you mod and how your builds perform, so understanding this system is very important. This page covers the many damage types in Warframe, how elements combine, what status procs do, and finally some tips when modding for specific status effects.


Damage Types

Warframe's damage system is broken down into three categories: physical, elemental, and special damage types.

Physical (IPS):

Physical damage consists of three types: Impact, Puncture, and Slash, collectively referred to as IPS. Unlike elemental damage, IPS damage types cannot be added to a weapon through mods if it wasn't already present on the weapon. As a general rule of thumb, IPS mods are not recommended because they have limited scaling and do not boost status proc damage.

Primary Elemental:

The four primary elements are Heat, Cold, Toxin, and Electricity. These can be added to any weapon through mods and are the building blocks for secondary elemental damage types.

Secondary Elemental:

Secondary elements are created by combining two primary elements. The six secondary elements are:

Secondary Element Combination
Blast Heat + Cold
Corrosive Toxin + Electricity
Radiation Heat + Electricity
Viral Cold + Toxin
Gas Heat + Toxin
Magnetic Cold + Electricity
Damage Wheel

Special

There are 3 special damage types currently in Warframe: True, Void, and Tau damage. These cannot be added through standard mods and are typically tied to specific weapons, abilities, or mechanics. True damage bypasses all resistances and damage reduction. Void damage is associated with Xaku and Operator abilities, and Tau damage is tied to Caliban and the Sentients.


How Elements Combine

Mod Order

When using multiple elemental mods, elements combine from left to right and top to bottom (just like you're currently reading this). Two primary elements that are next to each other in this order will combine into their secondary element, so misordering your mods can lead to unintended elemental combinations.

Additionally, once two elements have been combined they cannot be split again. If you add a third mod for one of the primary elements used to create a secondary element, that mod will simply boost the existing secondary element rather than create a new instance of the primary.

Mod Order
Elemental combining exclusivity
Adding a second Cold mod to an existing Cold + Toxin (Viral) combo will increase Viral damage rather than create a separate Cold damage type.

Innate Elements & Progenitors

Additionally, some weapons have innate elemental damage built in, like the Trumna, or have progenitor bonus elements, like the Kuva, Tenet, and Coda weapons. These innate and progenitor elements behave as imaginary 'last' slots at the end of your mod page, combining with whatever elements precede them.


Status Effects

Each damage type has an associated status proc that gets applied when a weapon triggers a status. As previously mentioned, these status effects can be a large factor in determining how you want to mod. The following covers what each status proc does.

Physical (IPS):

Physical

Status Effect Max Stacks Duration Refreshable
Impact Staggers enemy; lowers mercy kill threshold 5 6s Yes
Puncture Reduces target's damage by 40-80%; +5-25% flat crit chance vs target 5 10s Yes
Slash Bleed DoT dealing true damage None 6s per stack No

Elemental

Primary Elements

Status Effect Max Stacks Duration Refreshable
Heat Panics enemy; strips up to 50% armor; burn DoT None 6s Yes
Cold Slows enemy; +0.05x to +0.45x crit damage vs target; freezes at 10 stacks (+1x crit damage) 10 6s (3s Freeze) No
Electricity Stuns, shock DoT chains to targets within 3m; shocks can headshot None 6s per stack No
Toxin Poison DoT that bypasses shields None 6s per stack No

Secondary Elements

Status Elements Effect Max Stacks Duration Refreshable
Blast Heat + Cold Delayed detonation; at 10 stacks or kill, larger AOE 10 1.5s per stack No
Corrosive Toxin + Electricity Strips 26-80% armor 10 8s per stack No
Radiation Heat + Electricity Confuses enemies; targets deal 100-550% damage to non-Tenno 10 12s per stack No
Viral Cold + Toxin Amplifies health damage by 100-325% (2x-4.25x) 10 6s per stack No
Gas Heat + Toxin Poisonous 3-6m gas cloud DoT around target 10 6s per stack No
Magnetic Cold + Electricity Amplifies shield and Overguard damage by 100-325%, forced elec proc on shield/OG break 10 6s per stack No

Special

Status Effect Max Stacks Duration Refreshable
Void Bullet attractor bubble on hit body part 1 3s Yes
Tau Increases status chance against target by 10-100% 10 8s per stack No

Status Effect Tips

I've put together a list of a few practical notes on some status effects:

  • Blast works best with high status, high fire rate weapons that can apply 10 stacks reliably or is best with one-shot weapons that can apply a stack and trigger the on-kill detonation. Blast is also not good against bosses, who often limit the number of stacks a status can apply.
  • Gas pairs nicely with high damage weapons with average status chance since the cloud caps at 10 stacks. It's great for chokepoints where you can reliably drag multiple people into the clouds.
  • Toxin is very effective against the Corpus since all Toxin damage bypasses shields.
  • Enemies on the Cambion Drift are immune to Viral procs and have Viral resistance.
  • Elemental DoTs scale with their elemental modifier. Having a 90% Heat mod means your Heat procs will do 90% more
  • Secondary elemental DoTs don't scale with their component's elemental modifiers. For example, Blast procs will scale with Blast modifiers but not with Heat or Cold modifiers
  • Viral + Heat is a pretty generic elemental combo that will do decently against a lot of factions
  • Slash procs do not scale with Slash damage modifiers, which is partially why IPS mods are rarely recommended on builds.

Faction Bonuses

As a final note, each faction in Warframe has its own damage type vulnerabilities and resistances, applying a 50% damage bonus or reduction to specific damage types. While status effects are very impactful, these modifiers are worth keeping in mind, especially for builds that do not rely as heavily on status application. The table below covers the four major factions you'll encounter most frequently early on.

Faction Weaknesses Resistances
Grineer Impact, Corrosive None
Corpus Puncture, Magnetic None
Infested Slash, Heat None
Orokin Puncture, Viral Radiation

You can check a faction's modifiers in game by checking enemies in the Codex or by hovering over a mission node on the Star Chart, which displays recommended damage types.

Faction Damage Display

Note: For a full breakdown of all faction modifiers, check out the wiki's Damage/Overview Table.

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