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Damage is a game mechanic in Horizon Zero Dawn and Horizon Forbidden West that measures the impact of attacks or harmful behaviors, such as falling. Taking damage will reduce Aloy's health and delivering damage to humans or machines will reduce theirs.

As in most games, death occurs when a health bar is fully depleted.

Damage Types in Horizon Zero Dawn[]

There are different types of damage, depending on the method of attack.

Type Effect on Machines Effect on Humans
Damage Damage-Icon Reduces health with no secondary effects.
Tear Tear-Icon Dislodges components, possibly dealing preset amounts of damage depending on the component that is severed. Heavy knockdown; sends regular enemies flying.
Fire Fire-Icon Deals damage over time based on target's size. Forces Corruptors and Deathbringers to expose their Cooling Rods. Deals damage over time.
Freeze Freeze-Icon Slows the target's movement and increases susceptibility to Direct Damage by up to 300%. Negates additional defense provided by armor. Slows the target's movement and increases susceptibility to Direct Damage by 50%.
Shock Shock-Icon Causes temporary paralysis, immobilizing the target and enabling Critical Hits.
Corruption Corruption-Icon Causes targets to become hostile to all units, including allies. Corrupted and Daemonic machines are immune. Causes targets to become hostile to all units, including allies. If inflicted on Aloy, causes massive damage over time and prevents her from running until it wears off.
  • Note: Especially in Aloy's case, direct Damage can be divided into several categories: Explosive, Laser, Melee, and Ranged. None of the outfits or weaves she has can provide damage mitigation to explosives, while she does for the rest.

Elemental Damage in Horizon Zero Dawn[]

In addition to traditional impact damage, several weapons and ammunition types can impose element-based status effects on enemies by reaching set severity thresholds. "Severity" refers generally to the build-up to these status effects and applies to Freeze, Fire, Shock, and Corruption attacks.[1] Each of the four attack types produce a different status effect with varying impact on enemies. In addition to elemental attacks, severity thresholds indicate the amount of damage required to trip a sprinting enemy or knock one down with explosives.

When an enemy is hit by an elemental attack, an elemental icon will appear above them indicating the current severity build-up. Only one type of severity build-up can be charged at once (Freeze, Fire, Shock, or Corruption); and it will naturally decay unless subsequent elemental attacks are landed, or the severity threshold is reached. Once a severity threshold is reached, a white ring will appear around the elemental icon and the status effect will be applied. The white ring will indicate the remaining duration of the inflicted status effect as it depletes.

Status effects cannot be prolonged by performing additional elemental attacks. Similarly, elemental attacks that are the same as an applied status effect will not contribute towards a new severity build-up, however a different elemental severity build-up can be initiated. If a severity threshold is reached while an inflicted status effect has duration remaining, the existing status effect will be removed and the new status effect will be applied.

Severity Thresholds[]

Normal Machines Corrupted Machines Humans
Damage Type Small Medium Large Small Medium Large Normal Heavy/Elite
Fire-Icon Fire 75* 150 300 113 225 450 50 75
Freeze-Icon Freeze 75* 150 300 113 225 450 25 75
Shock-Icon Shock 75* 150 300 113 225 450 25 75
Corruption-Icon Corruption 50 100 150 - - - 50 100

* 70 for Watchers

Every weapon with stats that include one of the four elemental damage types contributes to the build-up of a status effect. For example, if a weapon has a Freeze attack with a value of 25, it would need to hit an enemy with a 100 Freeze severity threshold four times in order to apply the Frozen status effect. Likewise, a weapon with a Freeze attack value of 50 would reach the threshold twice as fast.

Fire Damage[]

Fire damage can be dealt using Fire Arrows from the Hunter Bow, Fire Bombs from the Sling, fire wires from the Tripcaster, and all ammo types used by the Forgefire. Applying Fire damage to an enemy's status threshold will produce the Burning effect, dealing damage over time.

Fire-Icon BURNING STATUS EFFECT

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 10 Sec. 5 dmg/sec = 50 dmg
MEDIUM MACHINE 15 Sec. 12 dmg/sec = 180 dmg
LARGE MACHINE 20 Sec. 18 dmg/sec = 360 dmg
ALL HUMANS 3 Sec. 15 dmg/sec = 45 dmg

Freeze Damage[]

Freeze damage can be dealt using Freeze Arrows from the War Bow, Freeze Bombs from the Sling, Freeze Bolts from the Rattler, and all ammo types used by the Icerail. Applying Freeze damage to an enemy's status threshold will produce the Frozen effect, slowing their movement speed and making them more susceptible to direct damage.

Freeze-Icon FROZEN STATUS EFFECT

ENEMY TYPE DURATION RESULTING EFFECT
ALL MACHINES 30 Sec. Up to 300% additional damage
ALL HUMANS 15 Sec. 3 dmg/3 sec = 15 dmg + 50% dmg

Shock Damage[]

Shock damage can be dealt using Shock Arrows from the War Bow, Shock Bombs from the Sling, Shock Wires from the Tripcaster, Shock Bolts from the Rattler, and all ammo types used by the Stormslinger. In addition to weapon ammunition, Shock Traps also apply shock damage. Applying Shock damage to an enemy's status threshold will produce the Stunned effect, temporarily immobilizing the target.

Shock-Icon STUNNED STATUS EFFECT

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 10 Sec. Stunned / Immobilized
MEDIUM MACHINE 15 Sec. Stunned / Immobilized
LARGE MACHINE 20 Sec. Stunned / Immobilized
ALL HUMANS 3 Sec. Stunned / Immobilized

Corruption Damage[]

Corruption damage can be dealt using Corruption Arrows from the War Bow. Applying Corruption damage to an enemy's status threshold will produce the Corrupted effect, turning enemies hostile to all other targets. In Aloy's case, stepping in pools of Corruption, receiving melee attacks from Corrupted machines, or getting hit with Corruption projectiles builds up a Corruption meter next to her health meter. Once this is filled, she will suffer damage over time and cannot run until the effect wears off or she uses an Antidote. The damage over time effect scales with the difficulty setting.

Corruption-Icon CORRUPTED STATUS EFFECT

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 10 Sec. Target turns hostile to all others
MEDIUM MACHINE 15 Sec. Target turns hostile to all others
LARGE MACHINE 20 Sec. Target turns hostile to all others
ALL HUMANS 30 Sec. Target turns hostile to all others

Damage Types in Horizon Forbidden West[]

Type Effect on Machines Effect on Humans
Melee Melee icon Reduces health with no secondary effects. Considered direct damage.
Ranged Damage-Icon Reduces health with no secondary effects. Considered direct damage.
Tear Tear-Icon Dislodges components, possibly dealing preset amounts of damage depending on the component that is severed. Heavy knockdown; sends regular enemies flying.
Fire Fire-Icon Deals damage over time based on target's size. Forces Corruptors to expose their Cooling Rods. Deals damage over time.
Frost Freeze-Icon Slows the target's movement and increases susceptibility to Direct Damage by up to 300%. Negates additional defense provided by armor. Slows the target's movement and increases susceptibility to Direct Damage by 50%.
Shock Shock-Icon Causes temporary paralysis, immobilizing the target and enabling Critical Hits.
Purgewater Purgewater Icon Target is more susceptible to elemental attacks. Disables elemental attacks.
Acid Corruption-Icon Weakens armor and deals damage over time.
Plasma Plasma Time delayed explosion. Explosion deals more damage if direct damage is applied during the time delay.
Explosive Explosive-Icon Deals damage over a wide area. Considered direct damage.
Adhesive Adhesive-Icon Slows movement of target and disables certain attacks. Slows movement, prevents running or dodging, and disables acrobatic attacks.
Berserk Berserk-icon Deals no damage, but forces a target to attack anything.

Forbidden West also introduces additional non-elemental status effects, which are referred to as Afflicted States.

Elemental Damage in Horizon Forbidden West[]

Just like in Zero Dawn, several weapons and ammunition types can impose element-based status effects on enemies by reaching set elemental limits. New effects include Acid, Purgewater, and Plasma. In addition to elemental attacks, severity thresholds indicate the amount of damage required to trip a sprinting enemy or knock one down with explosives.

When an enemy is hit by an elemental attack, an elemental icon will appear above them indicating the current severity build-up. It will naturally decay unless subsequent elemental attacks are landed, or the severity threshold is reached. While multiple types of severity build-up can be charged at once only one limit can be triggered at a time. Once a limit is reached, a white ring will appear around the elemental icon and the status effect will be applied. The white ring will indicate the remaining duration of the inflicted status effect as it depletes.

Status effects cannot be prolonged by performing additional elemental attacks. Similarly, elemental attacks that are the same as an applied status effect will not contribute towards a new severity build-up, however a different elemental severity build-up can be initiated. If a severity threshold is reached while an inflicted status effect has duration remaining, the existing status effect will be removed and the new status effect will be applied.

New are multiple tiers of elemental weaknesses and resistances, which affect the damage and buildup modifiers against machines and humans. These are indicated by the number of arrows when scanned by the Focus.

Note that the Difficulty setting will also affect the amount of damage Aloy takes after entering an elemental state (e.g. Burning), along with scaling enemy elemental/status limits.

Resistance Level Damage Modifier Buildup Modifier
Very Weak +50% +100%
Weak +25% +50%
Neutral 0% 0%
Strong -50% -25%
Very Strong -80% -50%
Immune -80% Immune

Elemental/Status Limit[]

Machines[2] Humans****[3]
Damage Type Light 1 Light 2* Mid 1** Mid 2 Mid 3 Heavy 1 Heavy 2 Heavy 3 Soldier/Rider Archer Heavy/Champion
Tier 1 Tier 2 Tier 3 Tier 4 Tier 1 Tier 2 Tier 3 Tier 4 Tier 1 Tier 2 Tier 3 Tier 4
Fire-Icon Fire 63 88 250 350 450 525 735 945 105 167 278 834 105 167 278 417 179 313 625 834
Freeze-Icon Frost 63 88 250 350 450 525 735 945 105 167 278 834 105 167 278 417 179 313 625 834
Shock-Icon Shock 63 88 300 420*** 540 612 857 1102 105 167 278 834 105 167 278 417 179 313 625 834
Corruption-Icon Acid 63 88 250 350 450 525 735 945 105 167 278 834 105 167 278 417 179 313 625 834
Plasma Plasma 63 88 250 350 450 525 735 945 105 167 278 834 105 167 278 417 179 313 625 834
Purgewater Icon Purgewater 63 88 250 350 450 525 735 945 105 167 278 834 105 167 278 417 179 313 625 834
Adhesive-Icon Adhesive 50 50 250 312 375 450 525 600 50 90 136 179 50 90 136 179 83 136 200 239
Berserk-icon Berserk 25 38 150 250 350 437 735 945 209 334 556 834 209 334 556 834 358 625 1250 1667

*Tracker Burrowers have a 113 Elemental Limit, 100 Adhesive, and 63 Berserk

**Stalkers share the same limits as a Midweight machine, despite being classed as a Lightweight.

***350 for Ravagers

****Humans have a base 25 Elemental limit and 50 for Adhesive/Berserk, but have innate modifiers for each class and tier, effectively increasing the threshold.

Fire Damage[]

Fire damage can be dealt using Fire Arrows from the Hunter Bow or Warrior Bow, Fire Bombs from the Blastsling, Fire Tripwires from the Tripcaster, Fire Spikes from Spike Throwers, and Fire Canister Harpoons from Ropecasters. Heavy weapons such as the Fire Repeater, Inferno Bomb Launcher, Blaze Bomb Launcher, and Firespitter also inflict Fire damage and buildup. Applying Fire damage to an enemy's status threshold will produce the Burning effect, dealing damage over time.

In Aloy's case, taking fire-based attacks and stepping in pools of fire or lava builds up the Burning state. Once applied, she will take ~150 damage over a 12 second duration.

Fire-Icon BURNING STATE

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 10 Sec. 5 dmg/sec = 50 dmg
MEDIUM MACHINE 15 Sec. 12 dmg/sec = 180 dmg
LARGE MACHINE 20 Sec. 18 dmg/sec = 360 dmg
ALL HUMANS 12 Sec. 2 dmg/sec = 24 dmg

Frost Damage[]

Frost damage can be dealt using Frost Arrows from the Hunter or Warrior Bow, Frost Bombs from the Blastsling, Frost Bolts from the Boltblaster, and Frost Canister Harpoons from the Ropecaster. Applying Frost damage to an enemy's status threshold will produce the Brittle state, slowing their movement speed and making them more susceptible to direct damage.

In Aloy's case, taking Frost damage builds up the Brittle state. Once applied, she takes 20% additional damage for 25 seconds.

Freeze-Icon BRITTLE STATE

ENEMY TYPE DURATION RESULTING EFFECT
ALL MACHINES 25 Sec. Damage increased up to 200%
ALL HUMANS 15 Sec. Increased damage taken

Shock Damage[]

Shock damage can be dealt using Shock Arrows from the Hunter or Warrior Bow, Shock Shredders from the Shredder Gauntlet, Shock Tripwires from the Tripcaster, Shock Bolts from the Boltblaster, and Shock Ropes or Shock Canister Harpoons from the Ropecaster. In addition to weapon ammunition, Vertical Shock Traps also apply shock damage, along with the Tremortusk Shock Cannon and Slitherfang Electric Rattle. Applying Shock damage to an enemy's status threshold will produce the Stunned effect, temporarily immobilizing the target.

In Aloy's case, taking Shock damage or stepping in pools of electricity will build up the Shocked state. Once applied, she will be stunned for a second, knocking her to the ground.

Shock-Icon SHOCKED STATE

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 10 Sec. Stunned / Immobilized
MEDIUM MACHINE 15 Sec. Stunned / Immobilized
LARGE MACHINE 20 Sec. Stunned / Immobilized
ALL HUMANS 3 Sec. Stunned / Immobilized

Acid Damage[]

Acid damage can be dealt using Acid Arrows from the Hunter or Warrior Bow, Acid Shredders from Shredder Gauntlet, Acid Bombs from the Blastsling, and Acid Canister Harpoons from the Ropecaster. Additionally, the Acidspitter, Acid Bomb Launcher, and Acid Traps also inflict Acid damage. Applying Acid to an enemy's status limit produces the Corroding effect, which deals damage over time to its health and armor plating. The additional protection from armor plating is reduced, and critical hit chance is increased. Spikes from the Spike Thrower and Ropes and Canister Harpoons from the Ropecaster will also penetrate armor without having to be fully drawn.

In Aloy's case, taking Acid damage or stepping in pools of Acid builds up the Corroded state. Once in it, she will take 100 damage over 30 seconds and all outfit resistances are reduced by 40%.


Corruption-Icon CORRODING STATE

ENEMY TYPE DURATION RESULTING EFFECT
SMALL MACHINE 25 Sec.
  • 50% damage received to armor plates
  • 80% damage passed through to core health when armor hit
  • x2 Critical hit chance
1 dmg/sec to HP

2-6 dmg/sec to 75% of armor plating

MEDIUM MACHINE 30 Sec. 3 dmg/sec to HP

2.5-5.5 dmg/sec to 75% of armor plating

LARGE MACHINE 35 Sec. 5 dmg/sec to HP

2.8-3.8 dmg/sec to 75% of armor plating

ALL HUMANS 30 Sec.

Plasma Damage[]

Plasma damage can be dealt using Plasma Precision Arrows from the Sharpshot Bow, Plasma Bolts from the Boltblaster, Plasma Spikes from the Spike Thrower, and Plasma Ropes and Plasma Canister Harpoons from the Ropecaster. Additionally, Plasma damage can be inflicted with the Plasma Bomb Launcher, Plasma Cannon, Plasma Spine Launcher, and Plasma Lancer. Applying Plasma damage to an enemy's status limit produces the Plasma Blast state, which after the state wears off, explodes and deals additional damage to the target. The explosion damage and radius can be increased by dealing additional damage for the duration of the state, which is represented by a bar next to the Plasma Blast state icon.

In Aloy's case, taking Plasma damage or stepping in pools of Plasma builds up to the Plasma Blast state. In it, the state lasts for 12 seconds before detonating and dealing 35% damage of her maximum health.


Plasma PLASMA BLAST STATE

ENEMY TYPE DURATION RESULTING EFFECT DAMAGE TO TRIGGER LEVEL 2
SMALL MACHINE 15 Sec.
  • Level 1: 35 dmg, stagger
  • Level 2: 100 dmg, stagger and plasma explosion (16m radius, 75 dmg, 35 buildup)
50
MEDIUM MACHINE
  • Level 1: 80 dmg, stagger
  • Level 2: 240 dmg, stagger and plasma explosion (16m radius, 150 dmg, 70 buildup)
120
LARGE MACHINE
  • Level 1: 200 dmg, stagger
  • Level 2: 600 dmg, stagger and plasma explosion (16m radius, 250 dmg, 100 buildup)
300
ALL HUMANS Delayed explosion

Purgewater Damage[]

Purgewater damage can be dealt using Purgewater Arrows from the Hunter Bow, Purgewater Bombs from the Blastsling, and Purgewater Canister Harpoons from the Ropecaster. In addition to weapon ammunition, Purgewater Traps also apply Purgewater Damage. Applying Purgewater damage to an enemy's status limit produces the Drenched state, which removes all elemental resistances, removes elemental damage from most attacks that incorporate it, and disables specific elemental attacks.

In Aloy's case, taking Purgewater damage or stepping in pools of Purgewater builds up to the Drenched state. In it, all elemental weapons deal reduced damage and cannot inflict elemental buildup over the course of 25 seconds.

Purgewater Icon DRENCHED STATE

Enemy Type Duration Resulting Effect
Small Machine 20 Sec.
  • Elemental resistances removed
  • Elemental damage removed from specific attacks
  • Specific elemental attacks disabled
Medium Machine 25 Sec.
Large Machine 30 Sec.
All Humans 25 Sec. Elemental damage removed

References[]

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