Enemy Vulnerabilities

These tables show how vulnerable enemies are to various damage types. 100% is unmodified damage, 200% is double damage, and 0% means no damage. Most enemies become less vulnerable to damage as they increase in level, the difference in level is shown by "-XX%". A level 10 with "100% -1.5%" shown will take 100% - 10 x 1.5% = 85% damage. Most headshots simply deal 2x body shot damage, but not always.

In practise each enemy type has a base armor which then increases non linearly as a power function of level. This armor value is then used in the same damage calculation as for player armor found here: Armor. As such the information on this page can only be used as a very rough approximation to the true function. See this spreadsheet  for data collected for the infested charger compared with the existing wiki data and true derived function.

As a rule of thumb, Armor Pierce is best against Grineer and worst against Infested, Electrical is best against Corpus and worst against Infested and Fire is best against Infested and equally good/bad against the other two factions. Freeze is good against all types (slow) and especially against shields.

The Normal damage is only correct for Bullet based weapons. Check out Weapon Types for Bolt and Melee weapon research.

Click to show/hide individual enemies and their pictures

Grineer - Light Armor



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head 200% !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 300%
 * 200%
 * 200%
 * 200%
 * 200%
 * -style="text-align:center;"
 * 100%
 * 100%
 * 100%
 * 100%
 * 100%
 * 100%
 * }

Grineer - Medium Armor



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 100% -1.5%
 * 300%
 * 82% -1.2%
 * 82% -1.2%
 * 66% -1.0%
 * 66% -1.0%
 * -style="text-align:center;"
 * 33% -0.5%
 * 150%
 * 41% -0.6%
 * 41% -0.6%
 * 33% -0.5%
 * 33% -0.5%
 * }

Grineer - Heavy Armor



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 200% -1.0%
 * 200%
 * 133% -0.9%
 * 133% -1.1%
 * 133% -1%
 * 133% -1%
 * -style="text-align:center;"
 * 66% -0.35%
 * 100%
 * 66% -0.45%
 * 66% -0.55%
 * 66% -0.5%
 * 66% -0.5%
 * }
 * Their reduced damage per level can vary (non-linear?); higher level Grineer recieve more reduction per level, I think. Hard to find all the types of heavies at various levels. Looks like they may start becoming more resistant to damage until level 10 or so, which would make defining them harder than any other group.

Corpus - Crewman



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 0%
 * 400%
 * 400%
 * 100%
 * 200%
 * 200%
 * ~80% -0.5%
 * 100%
 * 160% -1.0%
 * 40% -0.3%
 * 80% -0.5%
 * 80% -0.5%
 * }

Corpus - MOA



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Midsection (black) !Gun !Legs (Yellow/Green/Blue)
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 200%
 * 200%
 * 400%
 * 100%
 * 200%
 * 200%
 * 50%
 * 50%
 * 100%
 * 25%
 * 50%
 * 50%
 * 100%
 * 100%
 * 200%
 * 50%
 * 100%
 * 100%
 * }

Corpus - Osprey



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 100%
 * 100%
 * 200%
 * 50%
 * 100%
 * 100%
 * }

Infested - Charger



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 160% -1.0%
 * 100%
 * 80% -0.6%
 * 320% -2.0%
 * 150% -0.7%
 * 150% -0.7%
 * -style="text-align:center;"
 * 80% -0.5%
 * 50%
 * 40% -0.40%
 * 160% -1.0%
 * 75% -0.4%
 * 75% -0.4%
 * }

Infested - Walker



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Head !Body
 * -style="text-align:center;"
 * -style="text-align:center;"
 * 200%
 * 100%
 * 100%
 * 400%
 * 200%
 * 200%
 * -style="text-align:center;"
 * 100%
 * 50%
 * 50%
 * 200%
 * 100%
 * 100%
 * }
 * Infested Leapers take 10x damage when leaping.

Infested - Ancient



 * {| border="0" cellpadding="1" cellspacing="1" class="article-table" style="font-size:12px; text-align:center;"

! !Normal !Armor Pierce !Electrical !Fire !Freeze !Laser !Lower Leg/Arm !Head !Body
 * -style="text-align:center;"
 * 100%
 * 100%
 * 0%
 * 200%
 * 100%
 * 100%
 * 75% -1.1%
 * 200%
 * 0%
 * 100% -1.45%
 * 50% -0.75%
 * 50% -0.75%
 * 25% -0.4%
 * 100%
 * 0%
 * 50% -0.7%
 * 25% -0.375%
 * 25% -0.375%
 * }

Note: Infested Walkers, Crawlers and Ancients have a vulnerable zone on top of their head. It takes 200% normal damage, I don't know other percentages. So, if you're targeting Ancient's back, or Ancients charges at you, try to hit this zone and Ancient will die much faster.

Other
Shields take 200% damage from Freeze and 100% from all other sources, including the otherwise identical Laser.