NS2 Wiki

Armor

How armor absorbs damage, why it is worth double, how much of each class's toughness is armor, armor upgrades, Carapace, exosuits, Crush, and what restores armor.

Armor is the blue bar. It protects health, but not completely, and it is repaired differently from health. This page covers how it works in a fight and how to get it back. For the damage side see Damage types.

How armor works#

Armor tries to absorb 70% of each hit (exosuits: 100%). Each armor point absorbs 2 damage, so armor is worth twice its number. When armor runs out, everything goes to health.

A fresh marine has 100 health and 30 armor: 160 effective HP against normal damage. Here is a skulk biting one, hit by hit:

3× Skulk bite vs Marine A0 Kill
Start
100hp 30ar
Skulk bite
77.5hp 3.8ar
−22.5 hp · −26.2 ar
Skulk bite
10hp 0ar
−67.5 hp · −3.8 ar
Skulk bite
0hp 0ar
−75 hp · −0 ar

The first bite mostly hits armor. By the second, armor is nearly gone and almost all of it lands on health. That is why a cheap hit first (parasite + 2 bites) can save a whole bite.

How much of each class is armor#

Health and armor at their real worth (armor counts 2 damage per point), fresh and fully upgraded:

TargetHealth and armor (armor drawn at its worth, 2 damage per point)
Marine A010030160 effective HP · 38% of it is armor
Marine A310090280 effective HP · 64% of it is armor
Exo A0100320740 effective HP · 86% of it is armor
Exo A3100410920 effective HP · 89% of it is armor
Skulk fresh7595 effective HP · 21% of it is armor
Skulk biomass 9, 3 Shells9924147 effective HP · 33% of it is armor
Gorge fresh16050260 effective HP · 38% of it is armor
Gorge biomass 9, 3 Shells17680336 effective HP · 48% of it is armor
Lerk fresh18030240 effective HP · 25% of it is armor
Lerk biomass 9, 3 Shells19651298 effective HP · 34% of it is armor
Fade fresh25080410 effective HP · 39% of it is armor
Fade biomass 9, 3 Shells290122.5535 effective HP · 46% of it is armor
Onos fresh7004501600 effective HP · 56% of it is armor
Onos biomass 9, 3 Shells11006802460 effective HP · 55% of it is armor

What this shows:

  • Marines become armor-heavy with upgrades. A fresh marine is mostly health; at A3 most of the marine's toughness is armor. Armor upgrades are what make a marine hard to bite down.
  • Exosuits are almost pure armor, and exo armor absorbs every point of damage until it runs out (armor use 100%), so only welders and MACs can keep an exo alive.
  • Small lifeforms are health: a skulk is mostly health even with Carapace, so Carapace matters less to a skulk than biomass health does to an onos. The onos is the most armored alien by far.

Effective HP#

How much damage each class takes to kill:

Health
Skulk75
Gorge160
Lerk180
Fade250
Onos700
Armor
Skulk10
Gorge50
Lerk30
Fade80
Onos450
Effective HP
Skulk95
Gorge260
Lerk240
Fade410
Onos1600
Effective HP, biomass 12 + Carapace
Skulk162
Gorge354
Lerk310
Fade565
Onos2730
Cost (pres)
Skulk0
Gorge10
Lerk21
Fade35
Onos55
Gestation (s)
Skulk3
Gorge7
Lerk15
Fade25
Onos30
Health
Marine100
Jetpack100
Exo100
Armor
Marine30
Jetpack30
Exo320
Effective HP
Marine160
Jetpack160
Exo740
Effective HP at armor 3
Marine280
Jetpack280
Exo920
Cost (pres)
Marine0
Jetpack15
Exo55

The full table, with biomass and Carapace, is on Hits to kill.

Armor upgrades#

Marine armor (Arms Lab)#

Each level adds 20 armor (30 for exos), 40 effective HP. A1 breaks parasite + 2 bites, A2 makes skulks need 4 bites; see what each level breaks.

Exosuits#

An exo has 100 health and 320 armor, plus 30 armor per armor level. Because exo armor takes the whole hit, it is a 740-point wall at A0. Crush adds 7% damage per Spur against exos.

Alien armor: Carapace#

Carapace adds armor that grows with biomass and the number of Shells: bonus = (base + per-biomass × biomass) × shells ÷ 3. The charts on Hits to kill show what it does to every lifeform's effective HP.

Crush against marines#

Each armor point still absorbs 2 damage, so the total damage needed to kill a marine doesn't change and Crush almost never changes a bite or swipe count (compare the Crush columns in Hits to kill). What it changes is where the damage goes: more of it lands on armor, which med packs and the Armory can't restore (they heal health only); only welders and MACs repair armor. So Crush makes marines that survive a fight need a welder, but it is not a damage upgrade against them.

Healed by#

What restores health and armor, at a glance. Exact rules are on Health and healing.

Marines#

health
25 instantly + 25 over time. Dropped by the commander.
healthammo
25 health every 0.8 s while you stand at it, plus ammo.
armor
20 armor per second from a teammate's welder. The only way to repair an exosuit besides MACs.
armorstructures
Welds armor and structures (50/s on structures).

Aliens#

health
2% of max health every 2 s out of combat, every alien.
health
6% of max health every 2 s at 3 Shells, out of combat.
health
8% of max health per second within 12.7 m. Also heals eggs.
healtharmor
10–80 per 2 s by lifeform, within 14 m. Not capped by the healing limit.
healtharmor
Crag heals ×1.3 for 8 s.
healtharmorstructures
8 + 3% of max health per spray, 60 per spray on structures.
health
Overshield on every hit on a marine, scaled by Shells.
health
15 health per Metabolize.

Structures#

structures
90 per second on marine structures and power nodes.
structures
50 per second.
structures
60 per spray on alien structures.
structures
Up to 42 every 2 s.

Fire halves alien healing (×0.5) while it burns.

See also#

Damage types · Health and healing · Hits to kill · Kill combos · Welder

Hover any number to see where in the game code it comes from.
Page source: content/mechanics/armor.md · Natural Selection 2 © Unknown Worlds Entertainment. Fan wiki, not affiliated.