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[Update 25.7] Ranking of Tanking! - Gauss added


0_The_F00l
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Hey guys ,

Great title eh?

hope you are doing great,

I have been recently doing a lot of number crunching on warframe (mostly to avoid playing the actual game but still do something) and have made some suggestions for mods and stat based leveling in other posts.

I have some data collected and thought i should share and get some views and give players some more knowledge if not already available.

So i have compiled a table (much data very numbers) ranking the potential of a frame to survive direct damage. This is only for taking or absorbing actual damage. i am ceratin there are players with sufficient skill to manage hours of survivals with the least tanky frame in existence.

My initial table was met with skepticism so i made a revised one with more detailing.

This takes into account the frame health , armor , DR skills and innate healing skills if any.

Disclaimer:

I know you can use a combination of equipment and tools to improve survivability of the frame further but will usually be a means to heal (operator arcanes, pads , special weapon mods and augments),

i will not be using them (except exalted if innate to the frame) , this is a ranking of frames , not a ranking of your operators and weapons utility to keep you alive,

The current given ranking is only an indicator of how easy for regular low to middle level of the path player (not the Uber elite 360 no scope backflip with my toes gg wp kind) it is to play as a tank with this frame and this build.

Adaptation wherever used is not considered for calculations of potential EHP as the effective DR can be very varied and situational,

Note:

These are heavy on the investment at times , its an indicator of the frames potential , you can probably drop a few ranks or use non primed / umbral mods with less effectiveness. but results will be different.


So heres the new table:

Let me know what you think and if you think some of the frames should be higher or lower or the modding can be better.

Spoiler

Update 25.7 Gauss added

Rank Name Mods & Playstyle potential Armor Potential
DR
Potential EHP Healing
1 Nidus Umbral Vitality , Umbral Fiber , Umbral Intensify , Transient Fortitude ,Hunter adrenaline , Adaptation, Stretch, Primed continuity.
Cunning drift,
Physique/Steel charge.
Arcane Grace , Arcane Guardian.

Create link with enemy for 90% DR,
Ensure stacks are maxed at all times,
Drop Ravenous if at objective.
Avoid nullifiers but can do a quick pop in and out of the bubble if you can kill nullifier quickly and recast the link.
1627 0.9 103094.5 (x stacks/15) Grace + innate 13/s + 47.2/s in ravenous
2 Revenant* Umbral Vitality , Umbral Intensify , Streamline , Fleeting expertise , Narrowminded , primedflow , transient fortitude , augur secrets.
Power drift.
Corrosive projection / growing power.
Arcane energize .

You only need sufficient strength and efficiency, everything else is utility for other things.
Mesmer skin should be active at all times.
Possible bug that you do not take damage below 2 health from environment if health is at 2.
recasting mesmer skin leaves you vulnerable , so cast when out of danger.
105 1 1147.5 (15 instances of damage denial)  
3 Trinity Prime Umbral Vitality , Umbral Intensify , Primed flow , streamline , quick thinking , stretch ,adaptation, primed continuity.
Cunning drift.
Steel charge / CP.
Arcane Aegis, Arcane Guardian.

Link should always be active,
Blessing should always be active.
Effective 93.75% DR possible if link and blessing active.
There should be always at least one enemy under Energy Vampire.
Energy should always be maxed , health should always be maxed.
Nullifiers should be avoided, Leech can completely ruin strategy if timing is bad.
615 0.935 111676.9231 Burst + energy
4 Trinity Umbral Vitality , Umbral Intensify , Primed flow , streamline , quick thinking , stretch ,adaptation, primed continuity.
Cunning drift.
Steel charge / CP.
Arcane Aegis, Arcane Guardian.

Link should always be active,
Blessing should always be active.
Effective 93.75% DR possible if link and blessing active.
There should be always at least one enemy under Energy Vampire.
Energy should always be maxed , health should always be maxed.
Nullifiers should be avoided, Leech can completely ruin strategy if timing is bad.
615 0.935 111676.9231 Burst + energy
5 Baruuk Umbral Vitality , umbral intensify ,Primed flow , fleeting expertise , Quickthinking , Transient fortitde , augur secrets , adaptation,
Cunning drift / Power drift.
Corrosive projection / steel charge.
Arcane energize , arcane guardian/ultimatum.

Ensure Serene storm and desolate hands is always active,
Cast lull ocassionally to ensure sufficient restraint erosion.
Cast desolate hands whenever dagger count reaches close to 75% max.
Elude only for builiding restraint erosion when back to wall.
Nullifiers to be avoided , leeches to be killed on sight.
750 0.94 156187.5  
6 Hildryn* Fast Deflection , Fortitude , Adaptation , Antitoxin (Needs decaying dragon key).
Arcane Aegis , Arcane barrier/ Arcane deflection / Aacane resistance .


That is all you need adaptation is optional ,
Arcane aegis needs to be active and you need to have soncistent damage recieved.
Can die very easily in beginning if aegis doesnt proc before the shield depletion.
the dumbest (probably soon to be fixed) bug/feature that makes a frame nearly immortal.
Hildryn is completely useless with regards to her abilities with this build though.
Slash and toxin can still kill you ,
Suggest to have some other means of overshields like the rakta dark dagger or Taxon molecular conversion to avoid status effects.
300 1 600 (+ indefinite invulnerable stage)  
7 Mirage Prime* Umbral Intensify , Umbral vitality , primed flow , QT , adaptation , hunter adrenaline , blind rage , narrowminded.
Power drift.
Growing power/ corrosive projection.
Arcane energize , arcane guardian.

Hard to determine the DR ,
its is dependent on the lighting conditions , staying in shadows will grant some DR that can be boosted with strength, but the indicator when using ability is not accurate , it just shows max possible , and finding a dark area in some tiles can be hard (easy in others).
highly sitiuational.
please consider the EHP as max possible in dark areas with max DR.
The clones will divert a lot of the aggro and damage , so that should be teh most reliant means of damage mitigation.
750 0.95 166936  
8 Mirage* Umbral Intensify , Umbral vitality , primed flow , QT , adaptation , hunter adrenaline , blind rage , narrowminded.
Power drift.
Growing power/ corrosive projection.
Arcane energize , arcane guardian.

Hard to determine the DR ,
its is dependent on the lighting conditions , staying in shadows will grant some DR that can be boosted with strength, but the indicator when using ability is not accurate , it just shows max possible , and finding a dark area in some tiles can be hard (easy in others).
highly sitiuational.
please consider the EHP as max possible in dark areas with max DR.
The clones will divert a lot of the aggro and damage , so that should be teh most reliant means of damage mitigation.
665 0.95 153422.1333  
9 Mesa Prime Umbral Intensify , Umbral vitality , Streamline , Primed flow , Primed continuity , Augur message , Narrowminded, Adaptation.
Mesa waltz/ Synth relfex.
Corrosive projection.
Arcane guardian / aegis, Velocity.

Yes aegis is not a popular arcane but the 95% DR from shattershield makes it a lot more effective at mitigating damage.
shooting gallery should be kept up for the pesky melee attackers that get close enough behind you. use waltz if you get those frequently , or synth if you find the delay between peacemaker activation is affecting survivability.
Do not engage in melee directly , DR is only applicable for projectiles , also avoid toxin clouds and environment hazards.
Keep eye on duration , has very little survivability without shatter shields.
Avoid nullifiers.
685 0.95 75352.5  
10 Mesa Umbral Intensify , Umbral vitality , Streamline , Primed flow , Primed continuity , Augur message , Narrowminded, Adaptation.
Mesa waltz/ Synth relfex.
Corrosive projection.
Arcane guardian / aegis, Velocity.

Yes aegis is not a popular arcane but the 95% DR from shattershield makes it a lot more effective at mitigating damage.
shooting gallery should be kept up for the pesky melee attackers that get close enough behind you. use waltz if you get those frequently , or synth if you find the delay between peacemaker activation is affecting survivability.
Do not engage in melee directly , DR is only applicable for projectiles , also avoid toxin clouds and environment hazards.
Keep eye on duration , has very little survivability without shatter shields.
Avoid nullifiers.
665 0.95 68354.16667  
11 Rhino Prime* Umbral Intensfy , Umbral Fiber , Gladiator aegis , Armored agility , Ironclad charge , iron shrapnel, Blind rage , transient fortitude.
Power Drift.
Steel Charge / Growing power.
Any arcane is fine , arcane guardian would work well but needs good timing, arcane energize to counter the low efficiency would be better.

Always have Iron skin active,
Make sure to hit at least 5 enemies in a row whenever not swarmed,
Immediately cast iron skin (or recast and cast again if already active)
Avoid Nullifiers as regaining max ironskin will get difficult.
Kill leeches immediately as they can cause probelms with recasting due to the low efficiency.

Blind rage can be replaced with umbral vitality for buffer if playstyle feels too restrictive.
6730.625 0 7030.625 (+55718.0625 for 10 enemies)  
12 Zephyr Prime* Umbral Vitality , Umbral intensify , Primed continuity , Narrowmided , consititution, streamline , stretch , augur message.
Power drift / cunning drift / aviator.
Aura is personal preference / corrosive projection.
Arcane energize,

Zephyr only needs duration and some range ,
Will only negate damage from projectiles , explosions ,environment and melee enemies can kill quickly.
Suggested to always stay at a distance and be airborne as long as possible.
Turbulence cannot be recasted while active , be sure to be safe when duration reaches low.
Avoid nullifiers and leeches.
75 0.4 (or 1) 2656.25 (or projectile denial for 56 seconds)  
13 Rhino* Umbral Intensfy , Umbral Fiber , Gladiator aegis , Armored agility , Ironclad charge , iron shrapnel, Blind rage , transient fortitude.
Power Drift.
Steel Charge / Growing power.
Any arcane is fine , arcane guardian would work well but needs good timing, arcane energize to counter the low efficiency would be better.

Always have Iron skin active,
Make sure to hit at least 5 enemies in a row whenever not swarmed,
Immediately cast iron skin (or recast and cast again if already active)
Avoid Nullifiers as regaining max ironskin will get difficult.
Kill leeches immediately as they can cause probelms with recasting due to the low efficiency.

Blind rage can be replaced with umbral vitality for buffer if playstyle feels too restrictive.
4650.25 0 4950.25 (+38867 for 10 enemies)  
14 Zephyr* Umbral Vitality , Umbral intensify , Primed continuity , Narrowmided , consititution, streamline , stretch , augur message.
Power drift / cunning drift / aviator.
Aura is personal preference / corrosive projection.
Arcane energize,

Zephyr only needs duration and some range ,
Will only negate damage from projectiles , explosions ,environment and melee enemies can kill quickly.
Suggested to always stay at a distance and be airborne as long as possible.
Turbulence cannot be recasted while active , be sure to be safe when duration reaches low.
Avoid nullifiers and leeches.
15 0.4 2231.25 (or projectile denial for 56 seconds)  
15 Inaros* Umbral Vitality , Umbral Fiber , Umbral Intensify , Gladiator resolve , Stretch, Gladiator Aegis , Hunter adrenaline , Adaptation.
Cunning drift/ Coaction Drift/vigilante pursuit.
Physique/Steel charge/Power donation.
Arcane Grace , Arcane Guardian / ultimatum.

Play however you want , not much is gonna hurt you. Easiest to maintain tank you can have.
Keep armor buff active , but is not essential for most gameplay.
1475 0 46860 Via Grace
16 Nezha Umbral Intensify , Umbral Fiber , Umbral Vitality , Streamline , augur secrets,Transient fortitude, stretch, adaptation.
Power drift /cunning drift.
Steel Charge / growing power.
Arcane Grace/ Arcane avenger/Arcane guardian/Arcane energize.

Halo should always be active for 90% DR,
suggested to have halo health to last slightly less than 9x actual health. so if health is 100 , you should have halo at 900 max (preferrably at half that value).
Reasoning: halo cannot be recast , and you are at 90% DR,if halo stays active while you take lethal damage you will bleed out , having the halo expire grants you immunity that can let you regain some health and recast another halo after an otherwise fatal hit ,
frequent use of blazing chakram to ensure chip damage is healed.
Avoid nullifiers
1111.875 0.9 62922.5625 health orbs
17 Nekros Prime Vitality , Adaptation , Health conversion , Shield of Shadows , Blind rage , equilibrium , despoil , primed continuity.
Power Drift,
Corrosive projection /personal preference.
Arcane Pulse , Arcane guardian .

A very unique mod setup that is atypical from most others.
SOS should always be up , quantity of shadows should not fall below 5.
90% DR along with decent Armor , and near endless health orbs.
Very very difficult to kill.
Equilibrium present to ensure ready cast of SoS (haha) at any time.
2015 0.8988 56426.21871 health orbs
18 Nekros Vitality , Adaptation , Health conversion , Shield of Shadows , Blind rage , equilibrium , despoil , primed continuity.
Power Drift,
Corrosive projection /personal preference.
Arcane Pulse , Arcane guardian .

A very unique mod setup that is atypical from most others.
SOS should always be up , quantity of shadows should not fall below 5.
90% DR along with decent Armor , and near endless health orbs.
Very very difficult to kill.
Equilibrium present to ensure ready cast of SoS (haha) at any time.
Avoid nullifiers.
2015 0.8988 56426.21871 health orbs
19 Gara Umbral Intensify , Umbral Fiber , Umbral Vitality , Streamline, Primed continuity , constituition , Adaptation , Mending splinters.
Cunning drift ,
Steel Charge.
Arcane Guardian/grace , energize.

Splinter storm should always be active for 90% DR,
Try to have it on as many allies (or enemies ) as possible for passive healing.
Splinter storm cannot be recast , but can be refereshed with mass vitrify.
965.625 0.9 45140.625 4.98/sec x instances
20 Wisp* Umbral Intensify , Umbral Vitality , Umbral Fiber, Primed flow , QT , adaptation , blind rage , transient fortitude
*now space for exilus for now*
Steel charge
Arcane guardian , Arcane energize

Very tanky but needs the buff for health to be active ,
can survive hits even without it,
Low efficiency , duration and default range make her CC capability limited ,
cast 2 and teleport away to gain temporary invullnerability
also makes using her other abilities difficult and can reduce her survivability as there will not be much left for QT,
her passive allows for her to get back to a safe reservoir easy.
Avoid nullifiers , leeches will be a minor issue.
1038.75 0 18162.375 (due to the flat health boost of reservoir would) 96/s
21 Wukong Prime* Umbral Vitality , Umbral Fiber , Umbral intensify, Hunter adrenaline/rage, Adaptation, transient fortitude , narrow minded, constitution.
Power drift.
Steel Charge.
Arcane guardian, Arcane grace.

Cast defy to ensure armor is always at bonus 1500 ,
use cloudwalker to heal whenever necessary and reposition away from danger
Avoid nullifiers.

 
2904 0 17141.4 Grace + innate undying + heal per meter
22 Wukong* Umbral Vitality , Umbral Fiber , Umbral intensify, Hunter adrenaline/rage, Adaptation, transient fortitude , narrow minded, constitution.
Power drift.
Steel Charge.
Arcane Energize , Arcane grace.

Cast defy to ensure armor is always at bonus 1500 ,
use cloudwalker to heal whenever necessary and reposition away from danger
Avoid nullifiers.

 
2831 0 16750.85 Grace + innate undying + heal per meter
23 Valkyr Prime* Umbral Intensify , Umbral Fiber , Umbral Vitality , Adaptation, Narrowminded , Blind rage, Hunter adrenaline, eternal war.
Power drift.
Steel Charge.
Arcane Grace , Arcane avenger.

Warcry should always be active , augment is to ensure it stays as long as possible . Hunter adrenaline to ensure war cry or hysteria can be cast in case of nullification.
Use hysteria for emergency healing if health drops to 50% and grace doesnt activate.
Melee playstyle will be most optimum.
Nullifiers will not cause problems until very late game , but ensure energy is maxed before engaging.
3024 0 11855.6 grace , innate lifesteal
24 Valkyr* Umbral Intensify , Umbral Fiber , Umbral Vitality , Adaptation, Narrowminded , Blind rage, Hunter adrenaline, eternal war.
Power drift.
Steel Charge.
Arcane Grace , Arcane avenger.

Warcry should always be active , augment is to ensure it stays as long as possible . Hunter adrenaline to ensure war cry or hysteria can be cast in case of nullification.
Use hysteria for emergency healing if health drops to 50% and grace doesnt activate.
Melee playstyle will be most optimum.
Nullifiers will not cause problems until very late game , but ensure energy is maxed before engaging.
2592 0 10314.8 grace , innate lifesteal
25 Nova Prime Umbral Vitality , Umbral intensify , Primed continuity , Narrowmided , consititution, neutron star, augur message, adaptation.
Power drift.
Aura is personal preference / corrosive projection.
Arcane guardian , arcane energize

Needs all the duration mods to reach 90% DR (18 null stars),
Neutron star is suggested but can be replaced with molecular fission to keep the max number of stars topped.
you will lose stars as you get closer to enemies , suggested to fight from a mid to long range.
MP synergiises well as enemies will shoot less and not get too close
Avoid nullifiers.
665 0.9 27341.66667  
26 Nova Umbral Vitality , Umbral intensify , Primed continuity , Narrowmided , consititution, neutron star, augur message, adaptation.
Power drift.
Aura is personal preference / corrosive projection.
Arcane guardian , arcane energize

Needs all the duration mods to reach 90% DR (18 null stars),
Neutron star is suggested but can be replaced with molecular fission to keep the max number of stars topped.
you will lose stars as you get closer to enemies , suggested to fight from a mid to long range.
MP synergiises well as enemies will shoot less and not get too close
Avoid nullifiers.
665 0.9 27341.66667  
27 Oberon Prime* Umbral Intensify , Umbral Fiber , Umbral Vitality , Fleeting expertise, Streamline, augur secrets, Hunter adrenaline,phoenix renewal.
Power drift.
Steel Charge / growing power.
Arcane Grace , Arcane avenger/Arcane guardian/Arcane energize.

Renewal should always be active,
armor buff should always be up ,
Nullifiers and leeches should be avoided ,
Lack of energy can be countered with unter adrenaline if you are quick enough to cast renewal after taking a few hits.
Umbral fiber can be replaced with adpatation.
1668.125 0 8771.27708333333
(double with phoenix renewal)
82/s
28 Equinox Prime* Umbral Intensify , Umbral Vitality , Adaptation , Fleeting expertise , Streamline , Overextended , stretch , Transient fortitude.
Power drift.
Energy siphon / Corrosive projection/ Steel charge / Growing power.
Arcane guardian , Arcane energize.

You want to stay in night form for most tankiness.
You want to keep pacify and provoke active at all times.
Mend should be activated for maximizing overshields (and recast when OS is down to 50%) and emergency healing of self or team.
Cast animation for mend is very long ,suggest to cast while bullet jumping to minimize risks.
It is not a DR ability , its is an enemy debuff so environment hazrds can still kill you fast.
Debuff becomes less effective with range.
Avoid nullifiers , kill leeches ASAP.
Energy siphon provides energy even when pacify is active (not mend).
Peaceful provocation can provide better returns instead of streamline as enemies will shoot fewer bullets per second.
1132 0.825 28967.3142857143 (depends on range of enemy) % of enemy health
29 Chroma Prime Umbral Intensify , Umbral Fiber , Umbral Vitality , Narrow minded, Constituition , Blind rage, Hunter adrenaline, augur secrets.
Power drift.
Steel Charge / growing power.
Arcane Grace , Arcane avenger/Arcane guardian/Arcane energize.

Vex armor should always be at max , recast whenever duration is near expiring.
Depending on playstyle use arcane energize or acane guardian if you tend to run out of energy frequently or if you keep taking hits frequently to regain energy.
Avoid nullifiers , mostly cause time between recasting and rebuilding armor can cause a significant shift in survivability.

Cold chroma sugegsted due to the armor buff.
7002.625 0 26046.02917 grace
30 Equinox Umbral Intensify , Umbral Vitality , Adaptation , Fleeting expertise , Streamline , Overextended , stretch , Transient fortitude.
Power drift.
Energy siphon / Corrosive projection/ Steel charge / Growing power.
Arcane guardian , Arcane energize.

You want to stay in night form for most tankiness.
You want to keep pacify and provoke active at all times.
Mend should be activated for maximizing overshields (and recast when OS is down to 50%) and emergency healing of self or team.
Cast animation for mend is very long ,suggest to cast while bullet jumping to minimize risks.
It is not a DR ability , its is an enemy debuff so environment hazrds can still kill you fast.
Debuff becomes less effective with range.
Avoid nullifiers , kill leeches ASAP.
Energy siphon provides energy even when pacify is active (not mend).
Peaceful provocation can provide better returns instead of streamline as enemies will shoot fewer bullets per second.
1112 0.825 22860.9523809524 (depends on range of enemy) % of enemy health
31 Oberon* Umbral Intensify , Umbral Fiber , Umbral Vitality , Fleeting expertise, Streamline, augur secrets, Hunter adrenaline,phoenix renewal.
Power drift.
Steel Charge / growing power.
Arcane Grace , Arcane avenger/Arcane guardian/Arcane energize.

Renewal should always be active,
armor buff should always be up ,
Nullifiers and leeches should be avoided ,
Lack of energy can be countered with unter adrenaline if you are quick enough to cast renewal after taking a few hits.
1448.75 0 7793.59583333333
(double with phoenix renewal)
82/s
32 Excalibur Umbra Umbral Intensify , Umbral Fiber , Umbral vitality , Primed flow , hunter Adrenaline , Quickthinking , adaptation , streamline (or chromatic blade).
Power drift.
CP / Growing power / steelcharge.
Arcane guardian, Arcane energize.

The moderate build for the moderate frame.
Exalted blade needs to have either healing returns or lifestrike for maintaining health and energy effectively.
Stances are borked at the moment , EB provides 60% DR from frontal assaults , but is causing frame to lose momentum at times, will probably be fixed with
3.0
It has just enough of everything to be an effective tank in most situations.
 
877.5 0.6 22274.375  
33 Gauss* Umbral Intensify , Umbral Vitality , Primed flow , QT , Adaptation ,Blind Rage , Narrow Minded , Primed continuity
Rush ,
corrosive projection / steel charge.
Arcane guardian , Arcane energize

Always have Kinetic plating and Redline on ,
You will gain energy and DR against only IPS , heat , cold and blast , anything else will do full damage.
The DR is sliding , Unless at Redline 100% you will keep losing DR with every hit,
you will be at 100% redline only for about 40% of the redline duration.
staying within Redline will give atleast 90% DR, Max redline will ensure continous 100% DR.
Odd playstyle , need to keep moving as the damage starts piling if you stop if not at max already.
Avoid nullifiers , toxin clouds and archtraps, keep moving , stopping will reduce survivability significantly.
Elemental sorties may reduce survivability significantly.
750 1 Variable between Infinite(100% DR) to 16668.4 (50% DR) if IPS / H / C / B damage, subject to kinetic battery level.
8334.2 for all others
5% damage to energy for QT purpose
34 Chroma Umbral Intensify , Umbral Fiber , Umbral Vitality , Narrow minded, Constituition , Blind rage, Hunter adrenaline, augur secrets.
Power drift.
Steel Charge / growing power.
Arcane Grace , Arcane avenger/Arcane guardian/Arcane energize.

Vex armor should always be at max ,
Depending on playstyle use arcane energize or acane guardian if you tend to run out of energy frequently or if you keep taking hits frequently to regain energy.
Avoid nullifiers , mostly cause time between recasting and rebuilding armor can cause a significant shift in survivability.

Cold chroma suggested due to the armor buff.
5872.75 0 22016.14167 grace
35 Saryn Prime Umbral Intensify , umbral fiber , umbral vitality , hunter adrenlaine, Regenerative molt, Quick thinking , primed flow , Adaptation.
Power drift.
steelcharge.
Arcane guardian, Arcane energize.

Very tanky but , gimps her spore spreading.
the aggro negation and healing with augment makes her a lot more survivable.
Kill leeches quickly,
1477.5 0 20008.725 90/s for 10 seconds
36 Excalibur Prime Umbral Intensify , Umbral Fiber , Umbral vitality , Primed flow , hunter Adrenaline , Quickthinking , adaptation , streamline (or chromatic blade).
Power drift.
CP / Growing power / steelcharge.
Arcane guardian, Arcane energize.

The moderate build for the moderate frame.
Exalted blade needs to have either healing returns or lifestrike for maintaining health and energy effectively.
Stances are borked at the moment , EB provides 60% DR from frontal assaults , but is causing frame to lose momentum at times, will probably be fixed with
3.0
It has just enough of everything to be an effective tank in most situations.
 
731 0.6 17956.58333  
37 Excalibur Umbral Intensify , Umbral Fiber , Umbral vitality , Primed flow , hunter Adrenaline , Quickthinking , adaptation , streamline (or chromatic blade).
Power drift.
CP / Growing power / steelcharge.
Arcane guardian, Arcane energize.

The moderate build for the moderate frame.
Exalted blade needs to have either healing returns or lifestrike for maintaining health and energy effectively.
Stances are borked at the moment , EB provides 60% DR from frontal assaults , but is causing frame to lose momentum at times, will probably be fixed with
3.0
It has just enough of everything to be an effective tank in most situations.
 
658.13 0.6 17166.49583  
38 Nyx Prime* Vitality, Intensify , Stretch , primed flow , primed continuity , fleeting expertis, narrowminded , assimilate.
Cunning drift.
CP.
Arcane energize

surprise no umbral mods , you can add them if you want but they add very little to the tankiness.
you want to be in absorb as much as possible ,
A secondary energy generation means like sharpshooter/ Dethcube augment would help.
dont forget that energy gets depeleted with incoming damage ,
Mobility is terrible so use for defend objective type locations.
QT wont help as you will have used up your eergy if you are not in absorb , vitality is more effective.
50 0 863.333333333333 (+79K due to how absorb works)  
39 Nyx* Vitality, Intensify , Stretch , primed flow , primed continuity , fleeting expertis, narrowminded , assimilate.
Cunning drift.
CP.
Arcane energize.

surprise no umbral mods , you can add them if you want but they add very little to the tankiness.
you want to be in absorb as much as possible ,
A secondary energy generation means like sharpshooter/ Dethcube augment would help.
dont forget that energy gets depeleted with incoming damage ,
Mobility is terrible so use for defend objective type locations.
QT wont help as you will have used up your energy if you are not in absorb , vitality is more effective.
15 0 777 (+79K due to how absorb works)  
40 Saryn Umbral Intensify , umbral fiber , umbral vitality , hunter adrenaline, Regenerative molt, Quick thinking , primed flow , Adaptation.
Power drift.
steelcharge.
Arcane guardian, Arcane energize.

Very tanky but , gimps her spore spreading.
the aggro negation and healing with augment makes her a lot more survivable.
Kill leeches quickly,
1258.125 0 14884.24875 90/s for 10 s
41 Atlas Umbral Intensify , umbral fiber , umbral vitality , Armored agility , Streamline, fleeting expertise , primed continuity , Adaptation.
Power drift.
Corrosive Projection / steelcharge
Arcane grace, Arcane guardian.

Needs some effort to build up to max effective armor but will have about 3K armor,
need to frequently cast petrify and crush enemies with punch or keep casting rumblers to gain rubble,
nullifiers will cause minor issues , kill leeches.
3416.25 0 13254.625 Rubble , grace
42 Frost Prime* Umbral intensify , Umbral Vitality , Umbral Fiber , Icy avalanche , Overextended ,augur secrets , transient fortitude , fleeting expertise.
Cunning drift
Growing power / steel charge.
Arcane Guardian , Arcane energize.

Provide a coating of damage negation like iron skin with IA augment ,
Recast when it reaches a low value ,
Cast avalanche in middle of a crowd for best effect.
Avoid nullifiers.
1477.5 0 6339.75
(+1260 coating for 10 enemies +19713 Globe health )
 
43 Garuda* Umbral Intensify , Umbral Fiber , Umbral vitality , Primed flow , hunter Adrenaline , Quickthinking , dreadward, dreadward.
Power drift.
CP / Growing power / steelcharge.
Arcane guardian, Arcane energize.

Requires some timing and moderate energy use ,
Not very tanky but synergy can make her hard to kill.
Need to stay within healing field.
Leeches need to be killed immediately.
Enemies below at about 35% health should be killed using the dread ward augment.
Umbral vitality can be replaced with stretch if range feels low , will lose very little overall effectiveness.
1477.5 0 14871.75 45.25% /second
44 Hydroid Prime Umbral Intensify , umbral fiber , umbral vitality , curative undertow, adaptation, augur secrets, fleeting expertise , streamline (or primed continuity),
Power drift.
steelcharge / Corrosive projection.
Arcane guardian, Arcane energize.

an ok tank , but can become invulnerable (but unable to attack) and heal team with augment,
needs moderate use of abilities to stay topped up.
avoid leeches
1331.25 0 5818.125 61.5% / s
45 Frost Umbral intensify , Umbral Vitality , Umbral Fiber , Icy avalanche , Overextended ,augur secrets , transient fortitude , fleeting expertise.
Cunning drift
Growing power / steel charge.
Arcane Guardian , Arcane energize.

Provide a coating of damage negation like iron skin with IA augment ,
Recast when it reaches a low value ,
Cast avalanche in middle of a crowd for best effect.
Avoid nullifiers.
1477.5 0 6339.75
(+1260 coating , 19713 Globe health)
 
46 Hydroid Umbral Intensify , umbral fiber , umbral vitality , curative undertow, adaptation, augur secrets, fleeting expertise , streamline (or primed continuity),
Power drift.
steelcharge / Corrosive projection.
Arcane guardian, Arcane energize.

an ok tank , but can become invulnerable (but unable to attack) and heal team with augment,
needs moderate use of abilities to stay topped up.
avoid leeches.
1185 0 5296.5 61.5% / s
47 Khora Umbral Intensify , umbral fiber , umbral vitality , transient fortuitude , Adaptation , streamline ,stretch ,primed continuity.
Power drift.
steelcharge.
Arcane guardian, Arcane energize.


good tank but not for facetanking , limits her other abilities.
Venari should always be in heal.
not too dependent on abilities , but casting ensnare or strangledome will distract enemies and provide CC.
 
804.38 0 4921.853533 118/s
48 Titania Umbral Intesnify , Umbral Vitality , adaptation , primed continuity , fleeting expertise , narrowminded, stretch.
Agility drift , Aviator (choose either in the exilus and other in the main).
Growing power / Corrosive projection.
Arcane energize , Arcane guardian.

Stay in razorwing form as long as possible ,
high evasion and decent DR combine for good survivability.
Avoid nullifiers and leeches.
665 0.52 5696.18055555556 (and very evasive)  
49 Volt Prime* Umbral Intensify , Umbral Vitality , Streamline, Adaptation , Capacitance , Overextended , stretch ,augur reach ,
Power Drift,
Growing power / Steel Charge / Corrosive projection.
Arcane guardian/Aegis , arcane energize,

You want to stay at max overshields as much as possible ,
Can get a bit energy hungry so can replace augur reach for primed flow.,
Cast ability in middle of a group for maximum shield recharge.
Avoid leeches.

 
700 0 2833.33333333333 (regular replenishing overshields)  
50 Ash Prime* Umbral Intensify , Umbral Vitality , fatal teleport , Hunter adrenaline , QT , Primed flow , primed continuity , stretch,
cunning drift ,
Steel charge ,
Arcane ultimatum x 2.

Surprise srurpise , Ash can tank !
you need to trigger the aranes regularly to have decent chance , the fatal telport augment should be used frequently ,
staying invisible and having decent armor can really decimate anything and provide excellent survivability.
QT and the arcanes work really well.
Stretch can be replaced by adaptation , but i tend to get the adaptation stacks to zero as i manage to stay invisible longer than the adaptation duration.
1350 0 12622.5  
51 Harrow* Umbral Indtesify , Umbral Vitality , Adaptation , stretch , warding thurible , augur message , augur secrets, primed continuity.
Power drift ,
Corrosive projection / Growing power.
Arcane Aegis , Arcane guardian / Arcane energize.

Requires high management of active skills,
Penance and thurible should always be active,
Warding Thurible can be replaced with QT and message with Primed flow , but i did not find it better, wither is situational.
Covenant should be cast before using penance ,
Covenant should be cast frequently if purpose is tanking.
Avoid Nullifiers and leeches.
150 0.4 2125
(regular overshields, energy , invulnerable state)
% of damage
52 Volt* Umbral Intensify , Umbral Vitality , Streamline, Adaptation , Capacitance , Overextended , stretch ,augur reach ,
Power Drift,
Growing power / Steel Charge / Corrosive projection.
Arcane guardian/Aegis , arcane energize,

You want to stay at max overshields as much as possible ,
Can get a bit energy hungry so can replace augur reach for primed flow.,
Cast ability in middle of a group for maximum shield recharge.
Avoid leeches.


Volt has very low energy and armor , hence his effective survivability is very very low as he cant cast abilities as often.
615 0 2592.5 ((regular replenishing overshields))  
53 Ash Umbral Intensify , Umbral Vitality , fatal teleport , Hunter adrenaline , QT , Primed flow , primed continuity , stretch,
cunning drift ,
Steel charge ,
Arcane ultimatum , arcane guardian.

Surprise srurpise , Ash can tank !
you need to trigger the aranes regularly to have decent chance , the fatal telport augment should be used frequently ,
staying invisible and having decent armor can really decimate anything and provide excellent survivability.
QT and the arcanes work really well.
Stretch can be replaced by adaptation , but i tend to get the adaptation stacks to zero as i manage to stay invisible longer than the adaptation duration.
1265 0 11972.25  
54 Mag Prime Umbral Vitality , Umbral intensify , QT , Primed Flow , Streamline , adaptation , stretch, primed continuity.
Cunning drift.
Corrosive projection / growing power/ steel charge.
Arcane guardian, Arcane energize.

Overshields should always be at more than 50% capacity,
Place magnetize as shields to absorb incoming damage.
needs to keep mobility high.
665 0 9179.72333333333 (regular overshields)  
55 Octavia Umbral intensify , umbral vitality , QT , Primed flow , primed continuity , transient fortitude , constitution , narrowminded.
Power drift,
CP / Growing power / Steel charge.
Arcane energize , Arcane guardian.

not a very good tank , but if built gfor QT can manage a bit,
better strategy is to build for duration and invisbility.

 
809.375 0 8801.041667  
56 Banshee Prime Umbral Intesnsify , Umbral Vitality , QT , Primed FLow , Overextended , Stretch ,primed continuity , Savage silence.
Cunning drift / Power drift ,
Energy Siphon.
Arane ultimatum , Arcane energize.

Not tanky , will take few hits but should always be CCing the enemies.
Savage silence will allow for decent CC and chance for ultimatum procs if you are quick with approaching enemies for finishers.
665 0 8475.916667  
57 Mag Umbral Vitality , Umbral intensify , QT , Primed Flow , Streamline , adaptation , stretch, primed continuity.
Cunning drift.
Corrosive projection / growing power/ steel charge.
Arcane guardian, Arcane energize.

Overshields should always be at more than 50% capacity,
Place magnetize as shields to absorb incoming damage.
needs to keep mobility high.
665 0 6155.735 (regular overshields)  
58 Limbo Prime Rolling guard, Vitality , stretch , augur message , primed continuity , primed flow , QT, streamline.
Cunning drift /power drift ,
Corrosive projection / Energy siphon.
Arcane guardian , Arcane energize.

Not tanky but staying in rift will keep you from taking any damage ,
can steadility recover energy to feed QT in multiple ways.
Rolling guard helps to take out leeches and nullifiers and then popping back without having to worry about most enemies.
Needs practice and timing..
685 0 8286.476667  
59 Ember Prime Umbral Intensify , Umbral vitality , Firequake, QT, Primed flow , Fleeting expertise, Primed Continuity , Stretch.
Cunning drift ,
Growing power / Corrosive projection.

Arcane Guardian , arcane energize.


Not tanky , but can survive a few hits ,
Major means of survival is getting enemies knocked down.
725 0 8131.666667  
60 Ember Umbral Intensify , Umbral vitality , Firequake, QT, Primed flow , Fleeting expertise, Primed Continuity , Stretch.
Cunning drift ,
Growing power / Corrosive projection.
Arcane Guardian , arcane energize.


Not tanky , but can survive a few hits ,
Major means of survival is getting enemies knocked down.
700 0 7933.333333  
61 Vauban Prime Umbral Intesnsify , Umbral Vitality , QT , Primed FLow , Overextended , Stretch ,primed continuity , constitution.
Cunning drift / Power drift ,
Energy Siphon.
Arane guardian , Arcane energize.

Not tanky , will take few hits but should always be CCing the enemies.
700 0 7933.333333  
62 Vauban Umbral Intesnsify , Umbral Vitality , QT , Primed FLow , Overextended , Stretch ,primed continuity , constitution.
Cunning drift / Power drift ,
Energy Siphon.
Arane guardian , Arcane energize.

Not tanky , will take few hits but should always be CCing the enemies.
650 0 7536.666667  
63 Ivara Vitality , Primed flow , QT , fleeting expertise , Primed continuity , constituition, Rolling guard, augur message.
Cunning drift,
Energy siphon / Corrosive projection.
Arcane ultimatum , arcane energize/arcane victory.

There is not much possible to make ivara tanky ,
Sleep arrow to get finishers, arcane energize to feed QT.
better to build for a stealth long prowl instead of this,
665 0 7527  
64 Loki Prime QT , Vitality , Primed flow , Primed continuity , constitution , narrowminded, overextended, radial disarm.
Cunning drift.
Energy siphon,
Arcane energize, Arcane guardian.

Not tanky , best choice is to avoid damage altogether , vitality and QT is more for teh AOE / environmental hazards.
Arane ultimatum is not an option as loki has no access to finishers.
665 0 7527  
65 Limbo Rolling guard, Vitality , stretch , augur message , primed continuity , primed flow , QT, streamline.
Cunning drift /power drift ,
Corrosive projection / Energy siphon.
Arcane guardian , Arcane energize.

Not tanky but staying in rift will keep you from taking any damage ,
can steadility recover energy to feed QT in multiple ways.
Rolling guard helps to take out leeches and nullifiers and then popping back without having to worry about most enemies.
Needs practice and timing..
665 0 7301.833333  
66 Banshee Umbral Intesnsify , Umbral Vitality , QT , Primed FLow , Overextended , Stretch ,primed continuity , Savage silence.
Cunning drift / Power drift ,
Energy Siphon.
Arane ultimatum , Arcane energize.

Not tanky , will take few hits but should always be CCing the enemies.
Savage silence will allow for decent CC and chance for ultimatum procs if you are quick with approaching enemies for finishers.
615 0 7259  
67 Loki QT , Vitality , Primed flow , Primed continuity , constitution , narrowminded, overextended, radial disarm.
Cunning drift.
Energy siphon,
Arcane energize, Arcane guardian.

Not tanky , best choice is to avoid damage altogether , vitality and QT is more for teh AOE / environmental hazards.
Arane ultimatum is not an option as loki has no access to finishers.
665 0 6706.75  

 

In case you want to see the older table its here its with only survival mods without any skill modifiers or special builds.:

Spoiler

For reference only:

Number Name Score EHP (with only armor) EHP (with only QT) EHP (with both) Ability desc comments
1 Inaros 5 11088 5340 12816 Yes 100% base armor additive, HoT , Heal on finisher Ultimate face tank in any situation
2 Valkyr Prime 4.5 4366 1820 10738 Yes 50% base armor additive , depends on strength Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels
3 Chroma Prime 4.5 2941.5 2180 8665.5 Yes depends on color, health , additive armor as %of base , strength & damage dependent Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels
4 Valkyr 4.5 3848 1460 7592 Yes 50% base armor, additive , depends on strength Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels - slightly inferior to prime variant
5 Atlas 4 3071 1820 7553 Yes flat additive armor up to 1500 good facetank , needs to be built up , not essential for regular gamplay
6 Saryn Prime 3 2867.5 2365 7331.5 Yes HoT augment good tank , but specialty is dealing damage not taking it
7 Nidus 5 3996 1830 6588 Yes HoT (innate + bonus area healing) , DR based on strength (90% cap reached at 180 str) , undying mechanic, invulnerability phase ultimate facetank , but needs abilities active , nullifier can cause minor problems,
8 Chroma 4.5 2553 1820 6279 Yes depends on color, health , armor boost strength dependent Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels - slightly inferior to prime variant
9 Wukong Prime 4 3246.75 2046 5984.55   Undying mechanic , invulnerability phase.Healing energy and ability dependent , nullifiers can make things difficult fast.healing is quick and allows mobility, has 3 bonus lives
10 Excalibur Prime 2.5 2294 1820 5642 No exalted blade will deflect incoming projectiles moderate
11 Excalibur Umbra 2.5 2294 1820 5642 No exalted blade will deflect incoming projectiles moderate
12 Garuda 2.5 2294 1820 5642 Yes HoT , Frontal damage absorption moderate , good stationary tanking potential
13 Oberon Prime 4 2381.875 2183.8 5623.285 Yes HoT, flat Additive armor depends on strength Excellent tank , needs abilities active to be effective, nullifiers can cause temporary discomfort.
14 Wukong 4 3052.5 1974 5428 Yes Undying mechanic , invulnerability phase.Healing energy and ability dependent , nullifiers can make things difficult fast.healing is quick and allows mobility, has 3 bonus lives
15 Khora 3 2705.625 1826.2 5341.635 Yes HoT, strength based moderate , CC will be main means of avoiding damage
16 Saryn 2.5 2381.875 2005 5162.875 Yes HoT augment good tank , but specialty is dealing damage not taking it
17 Hydroid Prime 2.5 2035 1820 5005 Yes healing (HoT) with augment, damage denial moderate , needs augment to heal and get back in fight, can avoid most of the fight
18 Frost 3 2294 1460 4526 Yes area denial , complete damage absorption augment depends on strength and enemy count good tank , but specialty is area denial
19 Frost Prime 3 2294 1460 4526 Yes area denial , complete damage absorption augment depends on strength and enemy count good tank , but specialty is area denial
20 Wisp 4 1517 2180 4469 Yes falt bonus health , temporary invulnerable , HoT High tanking potential with high strength but needs balancing for best effectiveness
21 Nezha 4 2058.125 2005 4461.125 Yes 90 % Damage reduction, secondary health based, health drop chance increase, invulnerable state Exccellent tank , speed allows good evasion , abilities necessary to be effective tank , nullifier can cause some problems.
22 Gauss 3.5 1517 2090 4284.5 Yes Ability to mitigate IPS , Heat , Cold , Blast, SR dependent on secondary mechanic. Contradictary frame , need to maintain speed to ensure high DR , maintaining speed means you will not be shot often, getting shot reduces the DR so tanking is possible as long as you stay mobile. Feels redundant and unlikely to be used for "tanking" more for insta kill avoidance.
23 Rhino Prime 4.5 2164.5 1460 4270.5 Yes Complete damage absorption depends on total armor , strength and incoming damage, Excellent tank overall , but if dependent on ability alone nullifier can cause problems
24 Oberon 4 1896.25 2005 4110.25 Yes HoT, flat Additive armor depends on strength Excellent tank , needs abilities active to be effective tank- nullidfier can cause moderate discomfort
25 Baruuk 3.5 1137.75 1995 4089.75 Yes Damage instance denial while passive , 2 types of DR 90% cap dependent on active charges of desolate hands , 40% DR when using serene storm good at surviving , but tanking needs management and have to pay attention at abilities and counters
26 Hydroid 2.5 1776 1641.2 3938.88 Yes healing (HoT) with augment moderate low tanking potential , healing and avoiding extended tranking scenario is better option
27 Equinox Prime 3 1702 2114.2 3890.128 Yes Overshields, negative Enemy damage multiplier - dependent on range from equinox and strength moderate , overshields paired with pacfy ability at good range and strength can provide decent survivability - very energy dependnent , only night form has decent tanking capacity
28 Excalibur 3 1905.5 1460 3759.5 No exalted blade will deflect incoming projectiles moderate , can take a few hits but should avoid facetanking
29 Ash Prime 2 2275.5 1830 3751.5 No invisible though weak - try to aoid getting shot , but can take a few hits
30 Volt Prime 3 1258 2180 3706 Yes augment for Overshields, enemy count dependent , strength dependent Moderate to weak tanking potential , enemies will usually be stunned and shields should be topped at all times.
31 Mirage Prime 2 1213.6 1672 3427.6 Yes Evasion , Damage reduction upto 95% , light conditions dependent clones help with evasion , but DR is unpredictable , not suggested for tanking as indicator is not accurate and can cause unexpected hitpoint loss
32 Ember Prime 1.5 1387.5 1820 3412.5 No glass cannon weak tank - no further comments
33 Gara 4 1387.5 1820 3412.5 Yes 90% DR - strength based, horizontal Area damage denial, invulnerable state, augment can provide HoT Exccellent tank , needs abilities active to be effective
34 Octavia 2 1387.5 1820 3412.5 Yes 35% base armor boost, affected by strength weak tank , should stay invisible and avoid direct confronations
35 Rhino 4.5 1724.2 1460 3401.8 Yes Complete damage absorption depends on total armor , strength and incoming damage, slightly inferior to prime Excellent tank overall , but if dependent on ability alone nullifier can cause problems - slightly inferior to prime version
36 Zephyr Prime 3.5 1692.75 2190 3339.75 Yes Projectile damage immunity moderate to good survivability - ensure enemies stay at a distance
37 Limbo Prime 2 1180.3 1998.8 3188.086 No no direct survival , indirectly avoid all damage weak tank - tactical use of rift should be used for avoiding damage , not evry effective if enemies in same pplane of existence and not under stasis
38 Ember 1.5 1258 1820 3094 No glass cannon weak tank - no further comments
39 Equinox 3 1258 1820 3094 Yes negative Enemy damage multiplier - dependent on range from equinox and strength moderate , overshields paired with pacfy ability at good range and strength can provide decent survivability - very energy dependnent , only night form has decent tanking capacity - slightly inferior to primes version
40 Vauban Prime 1.5 1258 1820 3094 No Pure CC weak tank - enemies should always be under CC , any CC immune enemies will destroy vauban
41 Mesa Prime 4 1593.405 1900.2 3030.819 Yes 95% Damage reduction from projectiles, strength dependent good tank - need to ensurre distance is kept from melee enemies, DR is only for projectiles, nullifiers can destroy very quickly
42 Harrow 3 1517 1460 2993 Yes Overshields, healing , Invulnerable state moderate , can take a few hits if overshields full but should avoid facetanking, run and gun while avoiding damage suggested
43 Banshee Prime 1.5 1076.7 1998.8 2908.254 No glass cannon weak tank - avoid getting shot
44 Mag Prime 2 1076.7 1998.8 2908.254 Yes overshields , damage area denial weak tank, can survive by placing magnetize stregically , can take a few hits with overshields but needs to be used tactically
45 Nova Prime 3.5 1076.7 1998.8 2908.254 Yes 90% DR dependent on duration and number of charges , augment can create area denial for projectiles good tank - needs management of charges
46 Revenant 3.5 1283.9 1641.2 2847.482 Yes Projectile & melee Damage instance denial moderate to good tanking , needs management and can be easily killed by indirect damage instances
47 Ash 2 1615.05 1830 2662.65 No invisible though moderate weak - avoid getting shot can take a few hits - slightly inferior to prime version
48 Limbo 2 1076.7 1820 2648.1 No no direct survival , indirectly avoid all damage weak tank - tactical use of rift for avoiding damage , not evry effective if enemies in same plane of existence and not under stasis - not that different from prime
49 Nova 3.5 1076.7 1820 2648.1 Yes 90% DR dependent on duration and number of charges , augment can create area denial for projectiles good tank - needs management of charges - not that different from prime
50 Titania 3 1076.7 1820 2648.1 Yes Evasion, Synergises well with Aviator mod moderate - has good survivability and evasion but tanking is not suiatbel term as aggro is very low and enemies usually miss, aviator and dust works well together
51 Ivara 2 807.525 1813.8 2639.079 No invisible though weak tank - should avoid taking damage
52 Loki Prime 2 807.525 1813.8 2639.079 No invisible though weak tank - should avoid taking damage
53 Nyx Prime 2.5 999 1820 2457 Yes Area damage abosrption, energy and strength and incoming damage based moderate good - assimilate augment allows good tanking but very energy dependent , nullifers will cause destuction
54 Vauban 1.5 999 1820 2457 No Pure CC weak tank - enemies should always be CC - immune enemies can destroy vauban - slightly inferior to prime
55 Mirage 2 861.36 1672 2432.76 Yes Evasion , Damage reduction upto 95% , light conditions dependent clones help with evasion , but DR is unpredictable , not suggested for tanking as indicator is not accurate and can cause unexpected hitpoint loss - slghtly inferior to prime
56 Mesa 4 1345.875 1645 2393.475 Yes 95% Damage reduction from projectiles, strength dependent good tank - need to ensurre distance is kept from melee enemies, DR is only for projectiles, nullifiers can destroy very quickly - not that different than prime
57 Nekros Prime 4 1076.7 1641.2 2387.946 Yes good synergy with health conversion for additive armor , 90% DR dependent on shadows and strength Excellent tank - can keep good armor , DR , and regular health availability along with evasion (Shadows provide distraction) nullifiers can cause problems if causght at bad time
58 Loki 2 807.525 1635 2378.925 No invisible though weak tank - should avoid taking damage
59 Nekros 3.5 1076.7 1460 2124.3 Yes good synergy with health conversion for additive armor , 90% DR dependent on shadows and strength Excellent tank - can keep good armor , DR , and regular health availability along with evasion (Shadows provide distraction) nullifiers can cause problems if causght at bad time - inferior to prime
60 Mag 2 807.525 1456.2 2118.771 Yes overshields , damage area denial weak tank, can survive by placing magnetize stregically , can take a few hits with overshields but needs to be used tactically - slightly inferior to prime
61 Zephyr 3 1226.55 1830 2022.15 Yes Projectile damage immunity moderate to good survivability - ensure enemies stay at a distance - slightly inferior to prime
62 Banshee 1.5 817.7 1820 2011.1 No glass cannon weak tank - avoid getting shot
63 Nyx 2.5 817.7 1820 2011.1 Yes Area damage abosrption, energy and strength and incoming damage based moderate - assimilate augment allows good tanking but very energy dependent , nullifers will cause destuction - slightly inferior to prime
64 Trinity 4 817.7 1820 2011.1 Yes Burst heal, health and energy leeching , two instances of DR of 75% each Excellent tank - multiple instances of DR and healing add up for really high tanking , would be close to ultimate but has very high ability dependency , nullifiers can cause problems - not that different from prime
65 Trinity Prime 4 817.7 1820 2011.1 Yes Burst heal, health and energy leeching , two instances of DR of 75% each Excellent tank - multiple instances of DR and healing add up for really high tanking , would be close to ultimate but has very high ability dependency , nullifiers can cause problems
66 Hildryn 3 1720.5 555 1720.5 Yes Overshields moderate , shield replenish needs to be used regilarly , ability denial will cause problems.
67 Volt 2.5 817.7 1460 1613.3 Yes augment for Overshields, enemy count dependent , strength dependent Moderate to weak tanking potential , enemies will usually be stunned and shields should be topped at all times -inferior to prime due to energy pool

I don't think this would surprise anyone who has played the game for sufficiently long times.

 

You think this ranking is fair?

anything i have missed?

anything you wanna add?

 

Edit: 

Added Gauss - 7 September 2019

Additional comments for wukongs passive mechanic.

Added Wukong prime - 13 July 2019

Added Wisp to the table - 8 June 2019.

Reranked Hildryn to lower value as the invulnerable mechanic is highly dependent on cntinous fire and arcanes.

Added table with new calculations.

Added disclaimer for those whose fav frame is lower on the list. 

Added what mods are considered and what are not for ranking purpose.

Will be updating the table slightly based to feedback in the thread .

Edited by 0_The_F00l
Gauss frame added
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The Rev entry is outdated. He is number one when it comes to taking/ignoring damage. Indirect fire can no longer bring him below 1hp. His only weakness currently is against rapid fire mobs that cannot be CCed, like Orb Vallis Jackals, which there are few of in the game.

Hildryn would probably end up as #2 because she can never get 1-shot, or 2-shot really for that matter. Only infested really poses a threat, the rest of the factions are walking shield batteries for her. Aslong as you can use her pillage you will never die, because either it refills your current shields or gets you from zero to max OS within the 3 sec you are invulnerable.

 

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40 minutes ago, SneakyErvin said:

The Rev entry is outdated. He is number one when it comes to taking/ignoring damage. Indirect fire can no longer bring him below 1hp. His only weakness currently is against rapid fire mobs that cannot be CCed, like Orb Vallis Jackals, which there are few of in the game.

Hildryn would probably end up as #2 because she can never get 1-shot, or 2-shot really for that matter. Only infested really poses a threat, the rest of the factions are walking shield batteries for her. Aslong as you can use her pillage you will never die, because either it refills your current shields or gets you from zero to max OS within the 3 sec you are invulnerable.

 

You certain of Revenant? might need to test it myself as i could have sworn i still took full damage from cold barrels , fire patches and toxin clouds.

I already mentioned hildryn is an exception may probably need to keep her in the top 15 to 10 (top 10 if you ignore the non prime variants) but i do not agree that she would be 2nd.

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44 minutes ago, 0_The_F00l said:

You certain of Revenant? might need to test it myself as i could have sworn i still took full damage from cold barrels , fire patches and toxin clouds

He did take full damage, but it cant make rev HP below 2hp as long as mesmer skin charge is up

Have you tried Garuda's 1st ability augment? The one that made u unkillable

Edited by Gruiz
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Nice list, I can see a lot of time went into it. Although I think you’ve got the Rhino’s the wrong way around 😉

I really need to get Wukong out of the foundry and this is probably my motivation..!

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Hey guys ,

Great title eh?

hope you are doing great,

I have been recently doing a lot of number crunching on warframe (mostly to avoid playing the actual game but still do something) and have made some suggestions for mods and stat based leveling.

I have some data collected and thought i should share and get some views and give players some more knowledge if not already available.

So i have compiled a table (much data very numbers) ranking the potential of a frame to survive direct damage. This is only for taking or absorbing actual damage. i am ceratin there are players with sufficient skill to manage hours of survivals with the least tanky frame in existence.

I have also added a brief description of additional damage mitigation skills the frame may have to justify the rank if the EHP is not high enough.

So without further ado here it is:

Number Name Score EHP (with only armor) EHP (with only QT) EHP (with both) Ability desc comments
1 Inaros 5 11088 5340 12816 Yes 100% base armor additive, HoT , Heal on finisher Ultimate face tank in any situation
2 Nidus 5 3996 1830 6588 Yes HoT (innate + bonus area healing) , DR based on strength (90% cap reached at 180 str) , undying mechanic, invulnerability phase ultimate facetank , but needs abilities active , nullifier can cause minor problems,
3 Wukong 5 1905.5 1460 3759.5 Yes Undying mechanic , invulnerability phase. ultimate tanking potential , but energy and ability dependent , nullifiers can make things difficult fast.
4 Rhino 4.5 1724.2 1460 3401.8 Yes Complete damage absorption depends on total armor , strength and incoming damage, slightly inferior to prime Excellent tank overall , but if dependent on ability alone nullifier can cause problems - slightly inferior to prime version
5 Rhino Prime 4.5 2164.5 1460 4270.5 Yes Complete damage absorption depends on total armor , strength and incoming damage, Excellent tank overall , but if dependent on ability alone nullifier can cause problems
6 Valkyr Prime 4.5 4366 1820 10738 Yes 50% base armor additive , depends on strength Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels
7 Chroma Prime 4.5 2941.5 2180 8665.5 Yes depends on color, health , additive armor as %of base , strength & damage dependent Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels
8 Valkyr 4.5 3848 1460 7592 Yes 50% base armor, additive , depends on strength Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels - slightly inferior to prime variant
9 Chroma 4.5 2553 1820 6279 Yes depends on color, health , armor boost strength dependent Excellent face tank, Abiliies optional for regular gameplay but useful at higher levels - slightly inferior to prime variant
10 Oberon Prime 4 2381.875 2183.8 5623.285 Yes HoT, flat Additive armor depends on strength Excellent tank , needs abilities active to be effective, nullifiers can cause temporary discomfort.
11 Oberon 4 1896.25 2005 4110.25 Yes HoT, flat Additive armor depends on strength Excellent tank , needs abilities active to be effective tank- nullidfier can cause moderate discomfort
12 Nezha 4 2058.125 2005 4461.125 Yes 90 % Damage reduction, secondary health based, health drop chance increase, invulnerable state Exccellent tank , speed allows good evasion , abilities necessary to be effective tank , nullifier can cause some problems.
13 Gara 4 1387.5 1820 3412.5 Yes 90% DR - strength based, horizontal Area damage denial, invulnerable state, augment can provide HoT Exccellent tank , needs abilities active to be effective
14 Mesa Prime 4 1593.405 1900.2 3030.819 Yes 95% Damage reduction from projectiles, strength dependent good tank - need to ensurre distance is kept from melee enemies, DR is only for projectiles, nullifiers can destroy very quickly
15 Nekros Prime 4 1076.7 1641.2 2387.946 Yes good synergy with health conversion for additive armor , 90% DR dependent on shadows and strength Excellent tank - can keep good armor , DR , and regular health availability along with evasion (Shadows provide distraction) nullifiers can cause problems if causght at bad time
16 Trinity Prime 4 817.7 1820 2011.1 Yes Burst heal, health and energy leeching , two instances of DR of 75% each Excellent tank - multiple instances of DR and healing add up for really high tanking , would be close to ultimate but has very high ability dependency , nullifiers can cause problems
17 Mesa 4 1345.875 1645 2393.475 Yes 95% Damage reduction from projectiles, strength dependent good tank - need to ensurre distance is kept from melee enemies, DR is only for projectiles, nullifiers can destroy very quickly - not that different than prime
18 Trinity 4 817.7 1820 2011.1 Yes Burst heal, health and energy leeching , two instances of DR of 75% each Excellent tank - multiple instances of DR and healing add up for really high tanking , would be close to ultimate but has very high ability dependency , nullifiers can cause problems - not that different from prime
19 Baruuk 3.5 1137.75 1995 4089.75 Yes Damage instance denial while passive , 2 types of DR 90% cap dependent on active charges of desolate hands , 40% DR when using serene storm good at surviving , but tanking needs management and have to pay attention at abilities and counters
20 Revenant 3.5 1283.9 1641.2 2847.482 Yes Projectile & melee Damage instance denial moderate to good tanking , needs management and can be easily killed by indirect damage instances
21 Zephyr Prime 3.5 1692.75 2190 3339.75 Yes Projectile damage immunity moderate to good survivability - ensure enemies stay at a distance
22 Nova Prime 3.5 1076.7 1998.8 2908.254 Yes 90% DR dependent on duration and number of charges , augment can create area denial for projectiles good tank - needs management of charges
23 Nova 3.5 1076.7 1820 2648.1 Yes 90% DR dependent on duration and number of charges , augment can create area denial for projectiles good tank - needs management of charges - not that different from prime
24 Nekros 3.5 1076.7 1460 2124.3 Yes good synergy with health conversion for additive armor , 90% DR dependent on shadows and strength Excellent tank - can keep good armor , DR , and regular health availability along with evasion (Shadows provide distraction) nullifiers can cause problems if causght at bad time - inferior to prime
25 Atlas 4 3071 1820 7553 Yes flat additive armor up to 1500 good facetank , needs to be built up , not essential for regular gamplay
26 Saryn Prime 3 2867.5 2365 7331.5 Yes HoT augment good tank , but specialty is dealing damage not taking it
27 Khora 3 2705.625 1826.2 5341.635 Yes HoT, strength based moderate , CC will be main means of avoiding damage
28 Frost Prime 3 2294 1460 4526 Yes area denial , complete damage absorption augment depends on strength and enemy count good tank , but specialty is area denial
29 Frost 3 2294 1460 4526 Yes area denial , complete damage absorption augment depends on strength and enemy count good tank , but specialty is area denial
30 Hildryn* 3 1720.5 555 1720.5 Yes Overshields moderate , shield replenish needs to be used regilarly , ability denial will cause problems.
31 Volt Prime 3 1258 2180 3706 Yes augment for Overshields, enemy count dependent , strength dependent Moderate to weak tanking potential , enemies will usually be stunned and shields should be topped at all times.
32 Equinox Prime 3 1702 2114.2 3890.128 Yes Overshields, negative Enemy damage multiplier - dependent on range from equinox and strength moderate , overshields paired with pacfy ability at good range and strength can provide decent survivability - very energy dependnent , only night form has decent tanking capacity
33 Excalibur 3 1905.5 1460 3759.5 No exalted blade will deflect incoming projectiles moderate , can take a few hits but should avoid facetanking
34 Harrow 3 1517 1460 2993 Yes Overshields, healing , Invulnerable state moderate , can take a few hits if overshields full but should avoid facetanking, run and gun while avoiding damage suggested
35 Equinox 3 1258 1820 3094 Yes negative Enemy damage multiplier - dependent on range from equinox and strength moderate , overshields paired with pacfy ability at good range and strength can provide decent survivability - very energy dependnent , only night form has decent tanking capacity - slightly inferior to primes version
36 Titania 3 1076.7 1820 2648.1 Yes Evasion, Synergises well with Aviator mod moderate - has good survivability and evasion but tanking is not suiatbel term as aggro is very low and enemies usually miss, aviator and dust works well together
37 Zephyr 3 1226.55 1830 2022.15 Yes Projectile damage immunity moderate to good survivability - ensure enemies stay at a distance - slightly inferior to prime
38 Excalibur Prime 2.5 2294 1820 5642 No exalted blade will deflect incoming projectiles moderate
39 Excalibur Umbra 2.5 2294 1820 5642 No exalted blade will deflect incoming projectiles moderate
40 Garuda 2.5 2294 1820 5642 Yes HoT , Frontal damage absorption moderate , good stationary tanking potential
41 Saryn 2.5 2381.875 2005 5162.875 Yes HoT augment good tank , but specialty is dealing damage not taking it
42 Hydroid 2.5 1776 1641.2 3938.88 Yes healing (HoT) with augment moderate low tanking potential , healing and avoiding extended tranking scenario is better option
43 Nyx Prime 2.5 999 1820 2457 Yes Area damage abosrption, energy and strength and incoming damage based moderate good - assimilate augment allows good tanking but very energy dependent , nullifers will cause destuction
44 Nyx 2.5 817.7 1820 2011.1 Yes Area damage abosrption, energy and strength and incoming damage based moderate - assimilate augment allows good tanking but very energy dependent , nullifers will cause destuction - slightly inferior to prime
45 Volt 2.5 817.7 1460 1613.3 Yes augment for Overshields, enemy count dependent , strength dependent Moderate to weak tanking potential , enemies will usually be stunned and shields should be topped at all times -inferior to prime due to energy pool
46 Hydroid Prime 2 2035 1820 5005 Yes healing (HoT) with augment, damage denial moderate , needs augment to heal and get back in fight, can avoid most of the fight
47 Ash Prime 2 2275.5 1830 3751.5 No invisible though weak - try to aoid getting shot , but can take a few hits
48 Mirage Prime 2 1213.6 1672 3427.6 Yes Evasion , Damage reduction upto 95% , light conditions dependent clones help with evasion , but DR is unpredictable , not suggested for tanking as indicator is not accurate and can cause unexpected hitpoint loss
49 Mag Prime 2 1076.7 1998.8 2908.254 Yes overshields , damage area denial weak tank, can survive by placing magnetize stregically , can take a few hits with overshields but needs to be used tactically
50 Octavia 2 1387.5 1820 3412.5 Yes 35% base armor boost, affected by strength weak tank , should stay invisible and avoid direct confronations
51 Limbo Prime 2 1180.3 1998.8 3188.086 No no direct survival , indirectly avoid all damage weak tank - tactical use of rift should be used for avoiding damage , not evry effective if enemies in same pplane of existence and not under stasis
52 Ash 2 1615.05 1830 2662.65 No invisible though moderate weak - avoid getting shot can take a few hits - slightly inferior to prime version
53 Ivara 2 807.525 1813.8 2639.079 No invisible though weak tank - should avoid taking damage
54 Mag 2 807.525 1456.2 2118.771 Yes overshields , damage area denial weak tank, can survive by placing magnetize stregically , can take a few hits with overshields but needs to be used tactically - slightly inferior to prime
55 Limbo 2 1076.7 1820 2648.1 No no direct survival , indirectly avoid all damage weak tank - tactical use of rift for avoiding damage , not evry effective if enemies in same plane of existence and not under stasis - not that different from prime
56 Loki Prime 2 807.525 1813.8 2639.079 No invisible though weak tank - should avoid taking damage
57 Mirage 2 861.36 1672 2432.76 Yes Evasion , Damage reduction upto 95% , light conditions dependent clones help with evasion , but DR is unpredictable , not suggested for tanking as indicator is not accurate and can cause unexpected hitpoint loss - slghtly inferior to prime
58 Loki 2 807.525 1635 2378.925 No invisible though weak tank - should avoid taking damage
59 Ember Prime 1.5 1387.5 1820 3412.5 No glass cannon weak tank - no further comments
60 Ember 1.5 1258 1820 3094 No glass cannon weak tank - no further comments
61 Vauban Prime 1.5 1258 1820 3094 No Pure CC weak tank - enemies should always be under CC , any CC immune enemies will destroy vauban
62 Banshee Prime 1.5 1076.7 1998.8 2908.254 No glass cannon weak tank - avoid getting shot
63 Vauban 1.5 999 1820 2457 No Pure CC weak tank - enemies should always be CC - immune enemies can destroy vauban - slightly inferior to prime
64 Banshee 1.5 817.7 1820 2011.1 No glass cannon weak tank - avoid getting shot

*Hildryn is an exception cause she is very dependent on shields,

I don't think this would surprise anyone who has played the game for sufficiently long times.

 

You think this ranking is fair?

anything i have missed?

anything you wanna add?

You should factor in damage reduction ablities. Some frames like Gara, Mesa, Chroma and Baruuk can easily surpass most of everything on this list by using their powers that you'll usually keep up at all times.

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Armor.....that is a video id love to see an indepth video showing the different levels of damage based on armor amounts. 

I dont see armor as doing jack diddly.  I ran a real basic test of my own in the Simulacrum, though it didnt go as well, because I couldnt fit the mods in.

I took my Oberon Prime, who has 225 armor, then put on Steel Fiber, then my 508 points of  buff armor and then an Arcane Guardians +600 armor and I let a Lvl 50 Corpus Supra gunner shoot me, and he basically dropped me in a matter of seconds, I barely noticed any difference between just 225 armor with nothing and 225 with all those armor buffs.

This game follows the vein that most seem to anymore:  Either the enemy cant hurt you and you basically cant die, or you get 1 shot.  I find that to be oh so true with this game.  There isnt really a gradual increase. Its tickle, tickle, tickle, tickle, tickle, then suddenly after 30 minutes of fighting Grineer, it goes from 5 dmg 5 dmg 5 dmg, 20 dmg from a bombard, to 400 dmg 400 dmg 400 dmg 400 dmg 1500 from a bombard.

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Armor.....that is a video id love to see an indepth video showing the different levels of damage based on armor amounts. 

I dont see armor as doing jack diddly.  I ran a real basic test of my own in the Simulacrum, though it didnt go as well, because I couldnt fit the mods in.

I took my Oberon Prime, who has 225 armor, then put on Steel Fiber, then my 508 points of  buff armor and then an Arcane Guardians +600 armor and I let a Lvl 50 Corpus Supra gunner shoot me, and he basically dropped me in a matter of seconds, I barely noticed any difference between just 225 armor with nothing and 225 with all those armor buffs.

This game follows the vein that most seem to anymore:  Either the enemy cant hurt you and you basically cant die, or you get 1 shot.  I find that to be oh so true with this game.  There isnt really a gradual increase. Its tickle, tickle, tickle, tickle, tickle, then suddenly after 30 minutes of fighting Grineer, it goes from 5 dmg 5 dmg 5 dmg, 20 dmg from a bombard, to 400 dmg 400 dmg 400 dmg 400 dmg 1500 from a bombard.

Because we have barely any armor compared to the AI. You only have 1108 armor with your setup while a level 100 corrupted heavy gunner has 7,332.33 of it! Also the supera is mostly puncture which ignores 25% of Ferrite Armor and does 25% more damage to it.

https://warframe.fandom.com/wiki/Corrupted_Heavy_Gunner

Edited by (XB1)Skiller115
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38 minutes ago, KnightCole said:

Armor.....that is a video id love to see an indepth video showing the different levels of damage based on armor amounts. 

I dont see armor as doing jack diddly.  I ran a real basic test of my own in the Simulacrum, though it didnt go as well, because I couldnt fit the mods in.

I took my Oberon Prime, who has 225 armor, then put on Steel Fiber, then my 508 points of  buff armor and then an Arcane Guardians +600 armor and I let a Lvl 50 Corpus Supra gunner shoot me, and he basically dropped me in a matter of seconds, I barely noticed any difference between just 225 armor with nothing and 225 with all those armor buffs.

This game follows the vein that most seem to anymore:  Either the enemy cant hurt you and you basically cant die, or you get 1 shot.  I find that to be oh so true with this game.  There isnt really a gradual increase. Its tickle, tickle, tickle, tickle, tickle, then suddenly after 30 minutes of fighting Grineer, it goes from 5 dmg 5 dmg 5 dmg, 20 dmg from a bombard, to 400 dmg 400 dmg 400 dmg 400 dmg 1500 from a bombard.

Yeah, you tested on the worst kind of enemy. Most Corpus weaponsdo puncture damage, which means they were the Tech was doing bonus damage to you cause of the Ferrite armor.

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4 minutes ago, (XB1)Skiller115 said:

Because we have barely any armor compared to the AI. You only have 1108 armor with your setup while a level 100 corrupted heavy gunner has 7,332.33 of it! Also the supera is mostly puncture which ignores 25% of Ferrite Armor and does 25% more damage to it.

https://warframe.fandom.com/wiki/Corrupted_Heavy_Gunner

My normal setup is 508 from Oberons dance floor, 600 from Arcane and 225, thats a bit more than 1108. Steelfiber is another 110%.

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4 minutes ago, Atsia said:

Yeah, you tested on the worst kind of enemy. Most Corpus weaponsdo puncture damage, which means they were the Tech was doing bonus damage to you cause of the Ferrite armor.

I did it with them cuz I know they do alot of dmg.  I wanted to do it against a unit that would actually move my health bar.

I think if I do it again, ill do it against a Grineer Sniper chick, though I think imma have to go peeping tom them and get them in my simulacrum first...then I can actually see the difference, with hopefully high, single shot bursts of damage.

Edited by KnightCole
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For Revenant, your comment is:

2 hours ago, (XB1)Skiller115 said:

moderate to good tanking , needs management and can be easily killed by indirect damage instances

But as long as his Mesmer Skin is active, even when he takes indirect damage, he will only be reduced to 2 HP and never below that.

 

Real examples:

Revenant standing next to self-destructing Exploiter Orb (Does not die from explosion, but reduced to 2 HP)

Revenant standing in Void Death Ray (Does not die from Death Ray, but reduced to 2 HP)

Wolf's one shot attack (Does not die, but reduced to 2 HP)

Revenant using self-damage weapons (Does not die, but reduced to 2 HP)

 

Mind you, many of these indirect damage instances strangely never reduce his Mesmer Skin count. Probably an oversight.

 

A quick Enthrall and a Reave and he'll be back to full health.

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Nice work!

I have questions, though:

- Is this a ranking based purely on Effective Health Points? If so, what are the parameters? You have a column marked with "armor", but what exactly does that mean? Every Armor mod available, or just a maxed Steel Fiber? What about Health mods?

- If this ranking takes into account more than just eHP to determine tanking efficacy, are the abilities graded quatitatively against each other, or are they just a matter of your estimates?

- Are outside sources a factor in this comparison? If so, which ones, and how important are they? You seem to be ranking Mirage low on this scale because her DR is "unreliable", due to how light mapping works. However, if you play Mirage stationary (for camp Survivals, Defense missions, or for ehp facetank testing, for example), it'd make sense to stick her in a shadow for 95% DR. Shadows don't move, so it seems for Mirage you're adding outside sources (ie how she could be played in practice) to an otherwise distilled comparison. You even said that mobility is overlooked in this comparison, so what makes Mirage special?

- In terms of Ability Values, is your comparison based on unmodded frames, a standard set of mods, or a build optimized for maximum ehp on each frame?

- How are abilities factored into this? Hildryn is virtually unkillable with use of her 2. Same goes for Nidus if he has Insatiable, use of 4 and a steady supply of enemies. Garuda doesn't last long on paper, but her abilities are tailor-made to escape death for basically ever by sustaining her Energy via Health to continually resupply Health. I asume that "passive" abilities like Scarab Swarm and Iron Skin are included to make Inaros and Rhino effective tanks (Void knows Rhino is tissue without his 2), so are "active" abilities considered?

- If abilities are included, what of Augments?

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14 minutes ago, (XB1)Skiller115 said:

That's still way less than all high level armor. No matter how you put it!

Oh, no damn doubt, DE fell asleep on the keyboard when they were entering in armor amounts for enemies.....

Im just wondering why armor matters at all, cuz I dont notice any difference, not only in the miniscule little bit I did in the simulacrum, but in general battle field conditions.  I either cant die and enemies do like 2-5 points of dmg per hit, or I evaporate and im dead before I can even register what happened....

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I think its more down to personal preference for the ranking, e.g. i would never put inaros at top because he is just a health sponge with no invulnrability mode like nezhra/rhino/harrow. I personally value invulnrability/90% dmg reduction skills over high health/armour. Chroma's vex armour is a special case, because it provides a huge boost to armour which is practicly a 90% dmg reduction.

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Hildryn needs to go way up there. 
Overshields for her = cannot be effected by status procs. which means no toxin, no rad, no slash, etc. She's very easy to keep them up. She should be in the top 5.
as well as never being able to be oneshot. and her shield gate resets at 100% shields which... shield pillage = instant max shields.  

Edited by Vesiga
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40 minutes ago, Sept3var said:

I think its more down to personal preference for the ranking, e.g. i would never put inaros at top because he is just a health sponge with no invulnrability mode like nezhra/rhino/harrow. I personally value invulnrability/90% dmg reduction skills over high health/armour. Chroma's vex armour is a special case, because it provides a huge boost to armour which is practicly a 90% dmg reduction.

Yet as inaros i find myself ressing most of those frames  within 1hr in mot, and then after they are belining for extract makin me sit through host migrations....

mind you i run dual grace adaptation on my inaros

its an exspensive set up but makes him unbeleivably tanky , without the need to care about nullifiers

Edited by (XB1)VaricBreem
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5 hours ago, 0_The_F00l said:

You certain of Revenant? might need to test it myself as i could have sworn i still took full damage from cold barrels , fire patches and toxin clouds.

I already mentioned hildryn is an exception may probably need to keep her in the top 15 to 10 (top 10 if you ignore the non prime variants) but i do not agree that she would be 2nd.

you go down to 2 health but you will not die. Works the same with self damage weapons

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