Warframe | Status Tier List (and Breakdown) (OUTDATED)

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i just want to say before starting that i have been living on the warframe wiki's damage page for like two weeks now and i feel like a crazy person when making this video i quickly realized that it's very hard to explain why something is bad without explaining what outclasses it and inversely it is hard to explain why something is good without pointing out what it outclasses so what i'm saying is i'm sorry if this doesn't make a lot of sense i'm going to do my best to be as comprehensive as i can and to explain as i go but things will admittedly be hard to understand until we have the full picture also i just want to remind everybody that this tier list is just my opinion based on how i play the game this is by no means objective and it is always good to keep in mind that different statuses are better against different factions or suit different play styles this list is just my attempt to look at all of them in the broadest scope possible ok so before we start i do want to establish some ground rules one the tiers on this list are not ordered however if i do think a damage type is better than another that is in the same tier i will bring it up two we will only be talking about player to enemy interactions not enemy to player three we won't be covering how status affects function or stack up in rail jack because honestly nobody [ __ ] cares and four i am not going to drop a status down in tears because of what you can't run alongside it i want to view these effects as is but i will bring up if they combo well with any other elements a lot of people in the iceberg video told me that i should actually explain the format i'm going to be using but who the [ __ ] doesn't know what a tier list is its name is entirely self-explanatory it's a list of various tiers showing things relative viability when stacked up against one another the way i tiered damage types on this list was mostly based on their status effect but i will also talk about their damage matchup chart in fact in order to understand a lot of this list you'll need to understand those two concepts i'm going to explain them briefly and broadly here so while this is generally correct it won't go into any special cases or anything damage as a whole is split up into two categories elemental damage and physical damage certain primary elements can be combined to create combo elements which have their own properties important to note here is that bar some specific exceptions you generally cannot have a primary element and one of its combo elements on a weapon at the same time likewise you also can't typically have two combo elements on a weapon that use a matching primary damage type then there's physical damage which is present on most weapons and cannot be combined into other elements they still do possess their own status effects and match up charts though moving on to match-up charts different damage types can deal bonus or reduce damage against certain types of health armor or shields these are collectively referred to as health classes all of the collective bonuses and reductions of a certain damage type can be listed as a match-up chart sort of like type matchups in pokemon this means that certain elements are better against specific factions while others are worse leading to a sort of rock paper scissors status effects are various debuffs that can be applied to enemies when damaged by either a weapon or certain warframe abilities and are dependent on the damage types present on the weapon or ability the more prevalent a damage type is in the total damage of a weapon the higher chance it has of procking whenever a status effect does occur these effects can stack several times usually up to 10 and enemies can also be affected by multiple status effects at once alright without further ado let's get this moving we'll be starting from the bottom of the list and working our way up to the best of the best starting off strong with arguably the weakest element we've got blast if we look at its matchup chart we can quickly see that it [ __ ] sucks it is weak to ferrite armor and infested sinew which are both armor classes but strong against machinery and fossilized so the thing about machinery is that it is a grineer health type and one of the rarest in the entire game it really only shows up on rail jack and arcwing enemies i'll show on screen now the handful of terrestrial enemies that actually use it as for fossilized that's for infested special units but corrosive is better than blast against that health type anyway and is just a much better damage type all around blast status effect is called inaccuracy and it reduces enemy accuracy by thirty percent for six seconds up to seventy five percent at ten stacks stacks have their own duration which means that each individual sack of blast lasts for 6 seconds and they are not refreshed whenever you apply a new stack you might have noticed that it says nowhere in there that blast damage actually makes things explode i don't know why it doesn't either but let's talk about the status effect real quick enemy accuracy reduction that shit's barely even noticeable in normal gameplay and also extremely unreliable enemies with aoe weapons are especially good against blasts as they don't even have to hit you dead on and beyond that status effects that stun enemies outright are better because they just stopped them from attacking you to begin with i know i said that the tiers weren't ordered but blast honestly makes a strong case for the worst element in the entire game i even considered making an entirely separate tier just for this god awful [ __ ] damage type the last status effect in the unusably bad tier is puncture looking at its matchup chart we can actually see that it's really [ __ ] good being strong against all types of armor as well as robots as a quick note damage types that are good against armor have an important property they both ignore a percentage of the enemy's armor and deal bonus damage to the health class damage types that are bad against armor work in reverse being more affected by enemy armor and dealing less damage to it so all things considered puncture seems pretty good right well it is as a damage type but what makes it really bad in my eyes it's it's [ __ ] awful status effect puncture status effect is that on proc enemy damage is reduced by 30 percent up to 75 percent at 10 stacks this is bad for many of the same reasons as blast as it is borderline unnoticeable and outclassed by other statuses that stun enemies outright the reason puncture is down here at rock bottom despite its fantastic matchup chart is because of how status distribution works like i mentioned earlier the larger percentage of your total damage is taken up by a specific damage type the higher chance it has rocking its status when you damage an enemy so basically if you mod for puncture to boost your armor damage you are also increasing your odds of getting a puncture proc this subsequently reduces your odds of getting other more useful procs likewise trying to play into puncture's greatest strength wraps around into handicapping yourself with its most glaring weakness if you're using a pretty hard crit weapon like lex prime then puncture is great as you aren't relying on status effects almost at all but on a weapon with even just a reasonable status chance it starts to feel like a waste of a proc putting impact in this tier is going to upset some people as i think a lot of people are going to want it lower i think that impact actually does have some potential it's just that its best effects are entirely situational to explain what i mean let's start with the old matchup chart you'll notice here that it is strong against shields and the rare machinery type we talked about earlier it loses to corpus and grineer health not too harshly but it is still worth considering impact status effect is called stagger and it actually does two things one it raises the minimum hp required to execute a finisher from forty percent hp with zero stacks to eighty percent at ten stacks i think the wiki hasn't updated it yet so i'm just going off of what was said in the devstream and two it staggers the enemy each time a proc is taken and this occurs even if the enemy is at 10 stacks more stacks increase the stagger's duration as well the parazon element is actually pretty strong if you play around finisher mods two notable examples of this are out of sight and hard reset for those who don't know out of sight is a mod that blinds enemies in a massive 18 meter radius after getting a mercy kill this is super helpful as it stuns entire groups of enemies just for taking down a single heavy target and opens them all up to finishers [Applause] hard reset makes it so that getting three mercy kills in 40 seconds revives a dead companion which is also very useful as in high level content companions are constantly dying the stagger is also surprisingly helpful as you can stunlock heavy opponents as you whittle their health down into mercy range funnily enough though the parazon is also impact's greatest drawback if the enemy is not one that can normally be affected by a parazon finisher then the parazon element of the status just does nothing and even enemies that you can pair as on finisher often just die before you can even use the mercy kill in the first place enemies that have their impact procs expire can also have your ability to mercy them taken away which can put you in a really bad spot if you're right up next to a bombard who you suddenly can't insta-kill anymore now a lot of people have told me that they thought that impact should actually be higher on this list because of mods like internal bleeding and hemorrhage which turn it into slash but i think that's kind of dishonest when evaluating impact as a status if the best quality of the status is that it can be turned into a better status i think that's indicative of a larger issue it's also part of why i left shattering impact off of here as well don't get me wrong because a forced impact procs on some weapons these mods are still very good but i think they speak more to slash's viability than impacts controversially up next is gas looking at the match-up chart for gas we can see that it's really good against lesser infested and garbage against everything else i mean it literally just deals less damage to grineer and corpus health in my honest opinion though being good against infested doesn't really mean [ __ ] like honestly what isn't good against infested outside of deimos and like i said it deals more damage against lesser infested you know the easiest ones to kill any special infested units that you actually want the bonus damage against use the fossilized health type which gas has no effect on as for the status effect it's the first one on our list that is a dot so i'd like to quickly explain how those work dot stands for damage over time and it is a type of status effect that well damages an enemy over time there are currently 5 dots and each shares some common attributes they work by dealing a percentage of a weapon's modded base damage over time dots also consider things like matching elemental mods faction damage modifiers crits and body part multipliers when calculating how much damage they will deal you might have noticed that they actually double dip with faction damage mods which is a big part of why those mods are so popular right now all dots have a duration of 6 seconds at base and come in two flavors single target and multi-target single target dots begin dealing damage after a 1 second delay while multi-target dots begin dealing damage immediately dots are also an exception to the 10 stack rule as these status effects don't have a cap on their number of stacks except for one and that brings us back to gas gas damage is currently the only dot in the game that caps at 10 stacks the full status effect works like this on proc a gas cloud with a 3 meter radius appears on the affected enemy and deals 50 modded base damage over 6 seconds at 10 stacks the radius increases to 6 meters and enemies that die will have their gas clouds linger until its duration expires unfortunately though gas doesn't go beyond 10 stacks like i said which is the main strength of most other dots this also means that if you have 10 stacks of gas and you apply another stack it overrides the oldest gas rock on the enemy meaning that you can actually deal less damage by continuing to attack a target if you land body shots or non-crits on other dots all damage boosts your status effect strength also when it comes to enemies having gas clouds actually attached oftentimes they can just use the tried and true technique of moving away from each other to avoid taking damage typically the best way to use gas is to proc it on a bunch of enemies and then have said enemies take damage from both their own gas status as well as the status of those near them however they're usually too far away from one another for this to work reliably you can group enemies up with abilities like vortex or tornadoes to get around this but for that i'd rather go with electric electric is the other aoe dot and it is actually uncapped so for that reason alone i find it better than gas however you can use both gas and electric at the same time which can be potent under the right circumstances i feel like if you want this damage to work you have to bend over backwards to get it to do so you have to proc it on as many enemies as possible you have to group them prop pretty tightly so they damage each other it can definitely work under the right circumstances but i find that in a lot of those same circumstances i prefer electric outright this one's going to piss a lot of people off because next up is void before talking about what void actually does i want to talk about some of its special properties void is a damage type that can only be accessed in two ways by using an operator or by casting zata's whisper either on zaku or a frame that you've placed it on void damage is able to reset sentient resistances and can also do a bunch of other stuff but only if it comes from an amp for some reason void also has no stacks for its status effect instead just applying once it's not considered a physical or elemental damage type either so sorties with physical or elemental enhancement don't affect void at all this sort of neutral status is even more evident when we look at its match-up chart void isn't good against anything sure but it also isn't bad against anything either which is honestly really good void status effect is bullet attractor which spawns a bubble on the enemy kind of like mag or scourge for three seconds this bullet attractor will pull bullets toward whatever part of the body it hits and subsequent procs of void will refresh the duration weapons with punch through will hit the enemy multiple times until they're punched through expires enemies caught in the bubble will also shoot themselves whenever they try to attack you so catching heavy targets in this sort of void snare can actually be pretty useful although therein kinda lies the status's biggest strength and weakness if you land one headshot into procs all of your next shots will be headshots until the enemy dies or the void status expires but if you hit them in the torso all of your shots will be body shots this means if you want to avoid perpetuating the body shots you basically have to take your hand off the mouse and wait for the void proc to go away so that you don't refresh it i also want to go back to the acquisition method for a second void doesn't stop you from running any other statuses because it isn't tied to the weapon however if you weren't playing zaku you have to sacrifice a whole warframe ability in order to use it or you can use an amp but those honestly don't deal [ __ ] for damage anyways i know i said at the start i wasn't going to criticize the status because of what it prevents you from running but void is a special case while it may be borderline mandatory when going up against sentience it's just not worth the effort to use outside of that niche considering how at worst it can actually become a detriment kicking off this tier is surprisingly magnetic magnetic's matchup chart shows that it is really strong against shields and the more advanced proto shields but loses pretty hard to alloy armor which is a very common armor type while being strong against shields is good against corpus it's pretty much useless against every other faction and as we'll see with the status effect this lack of flexibility is a recurring problem for magnetic magnetic status effect disrupt actually does a few different things firstly it increases the damage enemy shields take by one hundred percent for six seconds up to three hundred and twenty five percent of ten stacks second it prevents enemies from regenerating shields naturally however shield drones can trump this magnetic's effect sounds pretty sweet right i mean it stomps on enemy's shields which is really good against the corpus but therein lies the problem it's only good against the corpus and either neutral or actively bad against most enemies from other factions the status effect does nothing to unshielded targets and the damage type itself will only ever lose or break even if it doesn't hit a shield not only that but enemy shields don't have any innate damage reduction so they aren't that hard to beat even without magnetic outside of augmented shield sorties or the steel path and of course if the enemy does have shields the status is still pretty damn good especially against enemies like sisters and liches but toxin is better than magnetic for dealing with shields because it completely ignores them and it also works on enemies that don't have shields at all like i said magnetic is pretty strong in its niche but it does nothing outside of it and still even loses to toxin within its own wheelhouse next up we have cold damage cold's matchup chart is admittedly a weird one it's strong against shields alloy armor and infested sinew but weak against a lesser infested and special infested that use fossilized basically cold's a good choice against anything non-infested from a match-up standpoint cold status effect is freeze which causes enemy fire rate move speed and attack speed to be lowered by 25 for 6 seconds up to 70 at 10 stacks i also read once that cold procs prolong the duration of other status effects but from my testing it seems like that doesn't appear to be the case anymore i actually really like this status effect from a defensive or crowd control type standpoint slowed enemies have their dps massively reduced as they attack far less often and slowed enemies are much easier to hit which makes lining up tough shots a lot easier a lot of people have posited that cold is outclassed by electric heat and impact as they straight up stun enemies but i disagree [Music] [Applause] you see stones from those elements only last for 3 seconds while cold slow lasts for six not only that but you can't refresh the stun on an enemy unless they are finished with the animation of the previous stun for cold that doesn't matter you can just layer on the slow with no worries overall not super special but when paired with aoe weapons you can really effectively defend yourself and objectives through the sheer reduction in enemy damage and movement potential i do think that from a pure cc standpoint though radiation outclasses cold while the slow is arguably outclassed by other effects stun last for this tier is electric i was actually going to drop this damage type of tier but i have a friend who really likes electric and convinced me to test it further and i gotta say i was actually pretty impressed when i put it under some stress electric's match-up chart is arguably the worst of the primary elements though its bonuses are robotic and the rare machinery but weak to alloy armor which is very common like i mentioned earlier so basically against non-armored targets and especially against robots it's potent but against anything armored it at best breaks even and at worst struggles immensely electric status effect is tesla chain which is a d.o.t it deals fifty percent of modded base damage over six seconds and a three meter radius around the target on proc the target is also stunned for 3 seconds and stuns can be refreshed once the target finishes the previous stun animation electric is also uncapped unlike the other aoe dot in the game gas gas does certainly have a range advantage over electric though i mean three meters is so small that enemies right next to each other in the simulacrum don't even damage one another on the bright side because enemies are stunned on proc they can't get away from each other nearly as easily as they can with gas i think that electric shines in the same circumstances as gas where enemies can be tightly grouped via external means however because electric is uncapped it scales much better electric damage and its status effect will absolutely tear through robots and machines but its bad matchup against armor makes it lose to heat which can deal with armor much better it also loses against infested as heat has a better matchup and against corpus as toxin is better against their shields so in general electric is good in its own right just outclassed seems like that's kind of a recurring theme for this tier honestly alright now we're getting into the good stuff starting with toxin toxins match-up chart is another weird one it's good against corpus flesh and proto-shields but weak to robots machines and special infested but then there's this n a for shields what's up with that well like i mentioned earlier toxin possesses the unique ability to just ignore shields entirely going straight to enemy health this is why i said that toxin is better than magnetic earlier toxin status effect poison carries the straightforward it's a generic dot dealing fifty percent of modded base damages toxin damage over six seconds stacks are uncapped have their own duration yada yada but what makes it really good is that as toxin damage the status effect also completely ignores shields toxin also has the benefit of still being a generic dot on enemies without shields so while it really shines against shielded enemies it can still hold its own against unshielded targets provided they aren't a robot or an infested big boy this is in contrast to the other shield killer magnetic where if you recall i detested it because it only worked against shields the biggest drawback to this is that only the toxin damage on a weapon will bypass shields so you can lose quite a bit of damage as all of your physical damage and other elements will still be stopped by the shield regardless though between the positive corpus flesh match up and the generally low health pool of most corpus anyways toxin absolutely shreds them and even outside of corpus it can still hold its own just fine alright next we've got radiation radiation's matchup char shows off a very interesting property it is super good against alloy armor like compared to cold and puncture it isn't even close it's also good against infested sinew and robotic but weak to shields fossilized and infested so basically don't use this against infested unless you're running it specifically for the status effect speaking of the status effect it's called confusion and it causes enemies to attack and be attacked by allies for a whopping 12 seconds it also gives affected enemies 100 more damage against allies at one stack going up to 550 to 10 stacks the reason i think radiation status effect is really good is because of its crowd control potential coupled with its monstrous duration when under the effects of radiation enemies will prioritize fighting their allies over you your teammates even defense objectives they'll pretty much pick a fight with anything that isn't important if they can this means that in large groups you can distract them from trying to impede your progress add that to the 12 second duration and it lasts for ages also units like ancients eczema and shield ospreys won't affect enemies who are under the effects of radiation and if you hit the support unit itself with radiation they will only buff themselves admittedly though radiation does have a glaring weakness low enemy density when there aren't a ton of enemies around they can often be too far apart to fight each other and of course the more enemies under confusion the more damage that will be exchanged between enemies and their allies less enemies means less damage getting thrown around too despite this drawback though i think the general crowd control viability and excellent matchup chart make radiation a very valuable status although these days i rarely mod specifically for it having it on an aoe weapon can basically shut off enemy ai for as long as you can keep hitting them last one for this tier is corrosive looking at the chart we can see that corrosive [ __ ] slaps against ferrite armor and fossilized but is weak against proto shields so while not great against corpus corrosive is very good against special infested and a ton of grineer units even sentient armor is ferrite so it works against them too corrosive status effect is called corrosion and it reduces enemy armor by 26 percent for eight seconds up to 80 to 10 stacks this works on all armor types even though corrosive's only positive armor match up is ferrite this armor reduction also increases the damage of other dots such as heat and toxin corrosive can actually strip up to 90 percent of armor with a heap proc in play and when possible being combined with viral turns corrosive into an absolute monster while this status effect is really good against armored targets viral still outpaces it until very high levels corrosive also can't full strip armor like it used to and when enemies get into the millions of effective health territory stripping 80 can still only do so much and of course corrosive only works against armored targets with its status effect doing nothing against unarmored targets still though despite these drawbacks i think corrosive is very good especially on crit weapons where damage matchups will be the main thing you're considering to start this tier we've got heat my dog is [ __ ] snoring i've seen a lot of people talk [ __ ] about heat's matchup chart but i honestly don't see it heat's matchup claps lesser infested outright and deals bonus damage to grineer health only losing to proto shields where heat gets really spicy though is its status effect heat status ignite actually does three different things firstly it causes enemies to panic when they suffer a status effect being stunned for three seconds this stun follows the same rules as electric and impact where it can't be refreshed until the previous one ends and certain enemy animations such as slams can prevent it from taking the effect second heat procs will strip fifty percent of enemy armor over a duration of two seconds and this armor will remain stripped as long as a heat proc is in play lastly heat has a fire dot that deals 50 percent of modded base damage as heat over six seconds stacks have no cap like normal but the interesting thing here is that stacks don't take damage separately instead all of the stacks deal damage at one second intervals and all at the same time so in short heat is a dot that stuns enemies like electric and reduces armor like corrosive at this point we're entering territory where i have very little bad to say about these damage types heat is absolutely amazing the only place i can't wholeheartedly recommend it is against the corpus and that is only because i think toxin is better against them a lot of people told me that slash should actually be higher on this list and i do think that slash really tows the line between this tier and the final one slash's match-up chart is an interesting one it is really good against all flesh but loses to armor and robots it especially sucks against alloy armor though which is bad because it is very common but against unarmored targets the damage type is very powerful then there's slash's status effect which makes it good even against armored targets attentive viewers will have noticed that slash is our last dod and it possesses some very interesting properties slash's status effect is called bleed and it deals 35 percent of modded base damage as true damage over 6 seconds stacks have their own duration are uncapped yeah yeah you get it by now important to note though is that slash's damage calculation doesn't consider elemental or physical damage bonuses so what makes it so good that many people would put slash even higher well what makes slash phenomenal is that it deals true damage true damage is a special damage type normally reserved for finishers that bypasses armor entirely bleed is also extremely easy to access with mods like hunter munitions and the aforementioned internal bleeding and hemorrhage making slashes already fantastic proc extremely easy to access even on crit and impact heavy weapons with slash ignoring armor entirely and still tearing through enemy health when no armor is involved it is arguably the best d.o.t and maybe even the best status in the entire game but there is still one i think is better one i'm sure many of you suspected from the very start yeah it's viral i assume this surprises nobody but in my view viral is the best status in the entire game it has an alright matchup chart but the most incredible status effect out there viral deals bonus damage to corpus and grineer health but suffers against machinery and lower level infested already this is quite good in my view but like i said the status effect is where [ __ ] flies off the handle viral status effect is called virus and at one proc it makes enemies take 100 percent more damage to their health from all sources capping out at 325 bonus damage at max stacks this status effect makes pretty much everything better crits do more damage dots do more damage abilities do more damage it's just a straight up damage boost and when combined with slash heat or corrosive armor targets do not stand a chance another thing that makes it fantastic is that its status effect works against health and everything has health and even the aforementioned infested health class isn't safe from viral because all it takes is one viral proc for the matchup to reset to even and the grineer and corpus flush health types get [ __ ] on even harder because they already lose the matchup and are now taking at best over 4 times normal damage from the status effect alone there is one major drawback to viral though and that is deimos you see special infested on the cambium drift are impervious to the viral status effect and some enemies are just outright immune to viral damage entirely but still being worthless on one node throughout the entire star chart is still pretty alright even if it is an open world basically use corrosive and heat if you're out and about on the drift maybe it's because i'm a monkey but i run viral on pretty much everything that isn't super hard stuck crit hybrid builds status builds even weapons with just an okay status chance get this damage type for me because all it takes is one proc to instantly double all of my health damage which is worth taking even if the normal matchup chart isn't incredible alright that's the whole tier list done congrats if you made it this far and thank you for watching be sure to like if you enjoyed dislike if you think this video sucks and subscribe if you want to see more i'd also like to remind everybody that like i said this is my opinion based on how i play the game if i place the status effect you like low don't let that stop you from using it and conversely just because i think a status effect is good doesn't mean you'll love it in warframe you can make pretty much anything work and the last thing i want to do is stifle your build creativity i know that is a pretty cop-out thing to say but in a game like warframe i think it's important to bring up different elements excel against different factions and are good at different things so who you're fighting and how you fight are both major factors to that point making a tier list of all the statuses like this was admittedly not a great idea as it is like comparing apples to oranges in a sense if you have any disagreements feel free to make them known politely and i'll do my best to get back to you ultimately i do want this to be an open discussion anyways that's everything thanks again and i'll see you all the same time next year yes say hello to your legions of adoring fans yes
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Channel: CoolKid369
Views: 282,670
Rating: undefined out of 5
Keywords: warframe, status effects, warframe status, warframe blast, warframe puncture, warframe gas, warframe impact, warframe void, warframe magnetic, warframe cold, warframe electric, warframe toxin, warframe radiation, warframe corrosive, warframe heat, warframe slash, warframe viral, warframe damage, warframe tier list, warframe status tier list, warframe damage over time, warframe dot, warframe damage explained, warframe status explained, warframe explained, tags are hard
Id: N7EWZH05NSI
Channel Id: undefined
Length: 29min 42sec (1782 seconds)
Published: Fri Sep 10 2021
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