Shield

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.
All Warframes, except , , and , 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 recharge after a couple seconds when not being damaged. In addition, when shields are fully depleted, the user experiences a brief period of invulnerability known as shield gating.
The shields of player's Warframes, Operators, Archwings, Railjacks and Necramechs enjoy a 50% Damage Reduction. However, shields receive no damage mitigation from armor and are overall 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 .
 Status Effect increases damage dealt towards shields, as well as preventing shield regeneration for its duration. damage completely ignores normal shields, dealing damage directly to the health points underneath.
==Increasing Maximum Shields==
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  or , or both if larger shield amounts are desired. A similar mod exists for Sentinels to increase their maximum shields: . Kubrows can instead be equipped with , 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. ) where effects like 's (electricity) simply add their %-value to the combined multiplier bonus that already exists:
\begin{aligned}
\text{Total Shields} &= \text{Base Shields} * (1 + \text{Relative Mod Bonus} + \text{Relative Ability Bonus})
\end{aligned}
Where the Relative Mod Bonus and Relative Ability Bonus is the sum of all the applicable bonuses from mods and Warframe abilities respectively.
\text{Relative Mod Bonus or Relative Ability Bonus} = \text{Bonus}_{1} + \text{Bonus}_{2} + \text{Bonus}_{3} + \cdots
Using as an example who's equipped with , , and has an unmodded, max rank active:
\begin{aligned}
\text{Total Shields} &= \text{Base Shields} * (1 + \text{Redirection Bonus} + \text{Primed Vigor Bonus} + \text{Relative Ability Bonus}) \\
&= 1780 * (1 + 1 + 0.75 + 0.3) \\
&= 5429
\end{aligned}
Missions may randomly have the cryogenic leakage hazard present, which reduces the maximum shield capacity of all Warframes by half. 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.
===Mods===
RedirectionMod.png|link=Redirection|
PrimedRedirectionMod.png|link=Primed Redirection|
VigorMod.png|link=Vigor|
PrimedVigorMod.png|link=Primed Vigor|
AugurAccordMod.png|link=Augur Accord|
ShieldChargerMod.png|link=Shield Charger|
CalculatedRedirectionMod.png|link=Calculated Redirection| (Companion only)
LinkRedirectionMod.png|link=Link Redirection| (Companion only)
RisingSkillMod.png|link=Rising Skill| (Conclave only)
TemperedBoundMod.png|link=Tempered Bound| (Conclave only)
Boreal'sHatredMod.png|
===Abilities===
==Regaining Shields==
===Passive Restoration (Warframe)===
Shields naturally recharge, but there is a recharge delay imposed whenever struck. Partial Tenno shields begin to regenerate after 1 second of not taking damage. Fully depleted Tenno shields begin to regenerate 4 seconds after the last hit taken during Shield Gate. 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 or do not reset the delay timer.
The delay timer is only reduced by , , 's Passive, 's , the ability , and the mod. Recharge Delay reduction is capped at 80%. The delay is only increased by . Both and can only be used in Conclave matches.
Shields recharge at 15 units per second, plus 5% of the Warframe's maximum shields:
:\text{Shield Recharge Rate} = (15 + 0.05(\text{Maximum Shields})) * (1+\text{Shield Recharge Bonus})
To calculate the time needed for depleted shields to regenerate to max shields:
:\text{Shield Recharge Time (s)} = \frac{\text{Maximum Shields}}{\text{Shield Recharge Rate}}
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.
===Passive Restoration (Enemy)===
Enemy shields take a maximum of 3 seconds to begin regenerating, depending on depleted amount.
====Mods====
FastDeflectionMod.png|link=Fast Deflection|
FortitudeMod.png||link=Fortitude|
VigilanteVigorMod.png|link=Vigilante Vigor|
ShieldChargerMod.png|link=Shield Charger|
AcceleratedDeflectionMod.png|link=Accelerated Deflection| (Companion only)
HastenedDeflectionMod.png|link=Hastened Deflection | (Companion only)
MechaRechargeMod.png|link=Mecha Recharge| (Companion only)
QuickChargeMod.png|link=Quick Charge| (Conclave only)
VitalSystemsBypassMod.png|link=Vital Systems Bypass| (Conclave only)
====Abilities====
===Active Restoration===
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:
====Items====
TeamShieldRestore.png|link = Squad Shield Restore (Small)|Squad Shield Restore
ShieldTotemMediumBundle.png|link = Squad Shield Restore (Medium)|Squad Shield Restore (Medium)
LargeTeamShieldPack.png|link = Squad Shield Restore (Large)|Squad Shield Restore (Large)
Shield Restore.png|link =Shield Restore|Shield Restore (retired item)
====Abilities====
====Mods====
BriefRespiteMod.png|link=Brief Respite|
AugurAccordMod.png|link=Augur Accord|
AugurMessageMod.png|link=Augur Message|
AugurPactMod.png|link=Augur Pact|
AugurReachMod.png|link=Augur Reach|
AugurSecretsMod.png|link=Augur Secrets|
AugurSeekerMod.png|link=Augur Seeker|
====Companions====
CharmMod.png|link=Charm|
GuardianMod.png|link=Guardian|
MolecularConversionMod.png|link=Molecular Conversion|
ProtectMod.png|link=Protect|
====Arcanes====
ArcaneAegis.png|link=Arcane Aegis|
ArcaneBarrier.png|link=Arcane Barrier|
====Other====
*'s effect.
*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. Allied NPCs, such as Rescue targets or Defense Objects, are incapable of gaining overshields.
Unlike normal shields, overshields do not regenerate and instead stack on top of normal shielding. Overshields have a maximum value of 1,200 for Warframes and 600 for Companions. This value cannot be increased except for the following:
* 's Passive increases maximum by 1,200
* for MOAs increases maximum by 3,000
* 's increases maximum by 900
Overshields can be obtained from:
*Squad Shield Restores Small, Medium and Large
*'s 
*'s 
*'s 
*'s 
*'s 
*'s 
*'s overshield pickups
*'s and 
*'s 
*'s 
*'s 
*'s effect
* effect
*'s effect
*'s 
*The Augur Mod Set
*
Some Incarnon weapon evolutions can grant Overshields, or provide conditional weapon buffs when Overshields are present: 
*Fortifying Bloodshed: On Status kill: Gain 100 Overshields.
**Evolution II for .
*Guardian's Promise: +80% Heavy Attack Efficiency with Overshields.
**Evolution II for and .
*Haven Foray: Increased weapon damage with Overshields.
**Evolution II for , and .
*Guardian's Might: Increased weapon damage with Overshields. 
**Evolution II for .
==Shield Gating==
Shield Gating is an effect that occurs when shields are fully depleted, which prevents any excess damage leaking into the health pool.
Warframes, Companions, Archwings, Necramechs, and Railjacks gain Invulnerability when their shields are fully depleted. Invulnerability duration can be approximated with the following:
:
t(shield) = 
\begin{cases}
\frac{\text{Shield}}{180} + \frac{1}{3},\; & \text{Shield} < 53 \\
\left(\frac{\text{Shield}}{350}\right)^{0.65} + \frac{1}{3},\; & 53 \leq \text{Shield} \leq 1150 \\
2.5,\; & \text{Shield} > 1150
\end{cases}
 
:
Invulnerability duration will scale based on the maximum shields replenished since the last shield gate occurred.
*Invulnerability period scales from 0.33 seconds minimum to a maximum of 2.5 seconds at 1,150 shields.
**Overshields are not meant to affect the invulnerability period although they currently do as .
**The invulnerability duration of and allies protected by her instead last for 3.5 seconds.
**'s doubles minimum shield gating duration, lasting anywhere between 0.66 - 5 seconds.
** 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.
*Restoring any amount of shields during the invulnerability period will immediately end it.
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%.
==Enemy Shield Scaling==
==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%.
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).
===Magnetic Status Procs===
 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%.
===Mods===
=== Abilities===
==Media==
File:ShieldOspreyExample.png|An Excalibur Utilizing The Shield Osprey Specter To Boost Shields
File:ShieldRestoreExample.png|An Excalibur Utilizing A Squad Shield Restore To Restore Shields 
NyxEximusExample.png|A Nyx Using Mind Control On A Guardian Eximus To Increase Shield Recharge + Delay
==Patch History==
==References==
es:Escudo
fr:Bouclier
Category:Mechanics
Category:Damage 2.0
Category:Closed Beta