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Orb Shields or simply Shields are rechargeable Shield generators that prevent characters from receiving damage to their health, including projectile weapon damage, elemental, melee or even damage from falling, until a Shield's charge is depleted.

Contents

AppearanceEdit

43 PNG-50XC IMPENETRABLE ENDURING SHIELD .png
EffedupAdded by Effedup
Shields are invisible when not active, however once a character takes damage a colored hexagonal grid contours to the character's figure as the bullets are blocked. The color of the Shield (as it takes damage) denotes what kind of Shield it is and what kind of special ability it has. Shields with fire resistance will be red, Shields with shock resistance will be purplish-blue, Shields with corrosive resistance will be green, non-elemental Shields will be white. There are no shields that offer protection from explosive damage.

Gameplay Edit

Shields are essential to any player as they recharge much faster than conventional health regeneration. An equipped Shield will gradually recharge to full power during periods when the wearer is not sustaining damage. It does however take a slight delay after the last time damage was taken to initiate the recharge effect. When mostly depleted, a blue exclamation alert flashes above a character's Health bar to warn the player.

  • Shields are acquired in the same manner as all other loot: dropped by enemies and chests, purchased at vending machines or rewarded by missions.
  • Shield rarity is similar to that of all weapons, except that the rarity found among Shields goes from purple to pearlescent with no yellow or orange rarity in between.
  • Shield capacity can be increased by some character skills or COMs.
  • Shield recharge rates (energy recharged per second) directly affect the time it takes to recharge to 100% capacity - the higher the recharge rate, the faster the Shield recharges to full.
  • Shield recharge delay is a hidden value that determines the number of seconds after taking damage that the Shield begins to recharge. This delay is NOT directly related to the recharge rate. The only way of finding this rate is either through the debug info for PC users, or timing with a grenade. A bit of reverse engineering with gear-calc can also help.
  • Shield recharge delay may simply be a dividend of capacity divided by recharge rate with the result measured in seconds.
  • Shields with elemental resistances reduce damage taken by that element. 66% damage received for regular resistant Shields, 50% damage received for high resistant Shields & 33% damage received for extreme resistant Shields. For example if a shock bullet were to hit a player for 120 damage (100%), then they would only receive 80 damage (66%) with a regular shock resistant Shield, 60 damage (50%) for a high shock resistant Shield, and 40 damage (33%) for an extreme shock resistant Shield.(Note that different elements naturally have different affinity for shields, for example, shock is 200% effective against shields, thus a shock bullet will actually do 33% x 2 = 66% damage to an extreme shock resistant shield)
  • Shields which create Elemental Bursts when depleted will do so only if the Shield was recharging or full before being depleted. However the skills Quick Charge, Girl Power and Unbreakable will not cause such Shields to continuously emit Elemental Bursts if they are repeatedly depleted when the skill is active.

Shields are an effective defense against projectile attacks like bullets and rockets and will also protect against any melee attack. They are, however, extremely vulnerable to shock attacks and will diminish quickly if under constant fire.

Unique ShieldsEdit

Pearlescent ShieldsEdit

These Shields are only available from The Secret Armory of General Knoxx DLC. They are the first Shields in the game to have red text abilities.

  • Ironclad - "I stand unvanquished!" - Boosted Shield capacity.
  • Omega - "The alpha and that other thing" - High recharge rate, buffed capacity.
  • Rose - "Beauty and life" - Gives massive Health regeneration when depleted, super fast recharge rate.

Special EffectsEdit

All Shields1 in Borderlands are outfitted with special modules, giving them various effects, from offensive elemental properties to extra health or healing. The effects are chosen by the Manufacturer, and the intensity of the effect by the Material Grade. As a general rule, effects or higher quality effects do not come at any trade-off to Shield stats. You do not "pay" to have the effect (unlike, for example, weapons that "pay" reduced damage, to have Elemental ability).


Finally, note that this effect is responsible for the Shield's name.


Shield Prefixes from Materials
Manufacturer Name Description Effect
Anshin Guerrilla Fast Recharge Recharge Delay -30%,
Recharge Rate +20%
Skirmisher Very Fast Recharge Recharge Delay -40%,
Recharge Rate +27%
Ambush Super Fast Recharge! Recharge Delay -60%,
Recharge Rate +54%
Atlas Grounded Shock Resistance Only 66% of shock damage taken
Anionic High Shock Resistance Only 50% of shock damage taken
Cationic Extreme Shock Resistance! Only 33% of shock damage taken
Dahl Neutralizing Corrosive Resistance Only 66% of corrosive damage taken
Dilution High Corrosive Resistance Only 50% of corrosive damage taken
Hazmat Extreme Corrosive Resistance! Only 33% of corrosive damage taken
Hyperion Thermal Fire Resistance Only 66% of fire damage taken
Asbestic High Fire Resistance Only 55% of fire damage taken
Endothermic Extreme Fire Resistance! Only 33% of fire damage taken
Maliwan Shock Burst Creates a small Shock Burst when depleted Shock Burst radius 256
Shock Wave Creates a Shock Wave when depleted Shock Wave radius 384
Shock Nova Creates a large Shock Nova when depleted Shock Nova radius 512
Pangolin Unyielding High Capacity +30% Capacity,
+30% Recharge Delay
Enduring Very High Capacity +40% Capacity,
+20% Recharge Delay
Fortified Overcharge Capacity! +60% Capacity,
+10% Recharge Delay
S&S Munitions Acid Burst Creates a small Acid Burst when depleted Acid Burst radius 256
Acid Wave Creates an Acid Wave when depleted Acid Wave radius 384
Acid Nova Creates a large Acid Nova when depleted Acid Nova radius 512
Tediore Healing Slow / Very slow health regeneration +(0.4 Base + 0.04 per Shield Level)
Health Regeneration/Second
Restorative Slow health regeneration +(1.0 Base + 0.08 per Shield Level)
Health Regeneration/Second
Panacea Quick / Very quick Health Regeneration! +(2.4 Base + 0.2 per Shield Level)
Health Regeneration/Second
Torgue Tough Guy Health Boost 30% Health Boost 30%
Muscleman Health Boost 40% Health Boost 40%
Macho Health Boost 60% Health Boost 60%
Vladof Fire Burst Creates a small Fire Burst when depleted2 Fire Burst radius 256
Fire Wave Creates a Fire Wave when depleted Fire Wave radius 384
Fire Nova Creates a large Fire Nova when depleted Fire Nova radius 512

1With the exception of Tediore Standard Shields found in the very first Med Vendor in Playthrough 1 Fyrestone.


2This Shield's name is bugged, in-game it will be only called a Shield instead of a Fire Burst Shield (eg. VDF-10FRR Quick Charge Shield). Vladof's other Shields are named correctly.

Shield AnatomyEdit

All shields have the same base stats that are entirely determined only by their level. The recharge rate is always 15% of the capacity, and the Recharge Delay is of 7 seconds.

Shields are constituted of 4 parts: The the body, the left side, the right side and the manufacturer material. The Shield stats are then modified by its parts. Shield effects have no effect on Shield stats, apart from Anshin and Pangolin Shields. Notice that part modifiers stack additively.

The Left Side and Right Side of the Shield improves the Shield's Speed and Capacity respectively. There is no trade-off: Higher quality is better.

Note: the parts of the shield known as "left" and "right" are relative to the shield's point of view. This means that on screen, the shield's "left part" appears on the right, and the "right part" appears on the left.
Left & Right Side Effects
Part Name Effect Graphics Part Name Effect
rightside1 - Shield side1.png leftside1 -
rightside2 Capacity +10% Shield side2.png leftside2 Recharge Delay: -15%
Recharge Rate: +13%
rightside3 Capacity +20% Shield side3.png leftside3 Recharge Delay: -25%
Recharge Rate: +27%
rightside4 Capacity +35% Shield side4.png leftside4 Recharge Delay: -45%
Recharge Rate: +47%

The Body is the most defining feature of the Shield. The parts come in three categories: Balanced, High Capacity, and Fast Recharge. There is a choice to be made, as each have their ups and down:

  • body1 and body1_balanced are of type rounded balance, with body1_balanced substantially better than body1.
  • body2 and body4 are of type fast recharge, with body4 substantially better than body2.
  • body3 and body3b_power are of type high capacity, with body3b_power being substantially better than body 3.
Note:The only way to tell apart two shields with the same body type is to use the shield code
Body Effects
Part Name type Effect Prefix Graphic
body1 Balanced - OBS Shield body1.png
body1_balanced Balanced +20% Capacity
-25% Recharge Delay
+33% Recharge Rate
OS Shield body1 balanced.png
body2 Fast Recharge -25% Recharge Delay
+33% Recharge Rate
FRR Shield body2.png
body3 High Capacity +25% Capacity
+30% Recharge Delay
OC Shield body3.png
body3b_power High Capacity +40% Capacity
+30% Recharge Delay
XC Shield body3 power.png
body4 Fast Recharge -50% Recharge Delay
+66% Recharge Rate
AWE Shield body4.png

Shield NameEdit

Unlike weapons, the name of the Shield has no incidence on the stats of the Shield. An Alacritous Shield will recharge quite fast, but this is just an indication, not an extra effect.

The Shield's name is determined by the Manufacturer and Material Quality. The shield's prefix is determined by the body type and the quality/rarity of the shield (and not by any actual stats):

Shield Prefixes from Modules
Obtained From Prefix Denotes Requirements
All body types Standard No Particular Quality No requirements
body1 or body1_balanced Balanced Good Quality Rarity > 4
Symmetrical High Quality Rarity > 7
Sterling Higher Quality Rarity > 10
Harmonious Highest Quality Rarity > 14
body3 or body3b_power Reinforced Good Max Capacity Rarity > 4
Hardened High Max Capacity Rarity > 7
Unbreakable Higher Max Capacity Rarity > 10
Impenetrable Highest Max Capacity Rarity > 14
body2 or body4 Quick Charge Good Recharge Speed Rarity > 4
Accelerated High Recharge Speed Rarity > 7
Rapid Higher Recharge Speed Rarity > 10
Alacritous Highest Recharge Speed Rarity > 14

The shield code is determined by all of the above. It starts with manufacturer code, an hyphen, then the sum of the left and right side code3, and finally body code, as follows:

Shield Codes
Manufact. Prefix Left Side Prefix Right Side Prefix Body Prefix
Tediore TDR leftside1 - rightside1 - body1 OBS
Dahl DHL leftside2 200 rightside2 100 body1_balanced OS
Vladof VDF leftside3 400 rightside3 300 body2 FRR
S&S SnS leftside4 50 rightside4 500 body3 OC
Maliwan MLN body3_power XC
Anshin4 ANS body4 AWE
Pangolin5 PNG
Torgue TRG
Hyperion HYP
Atlas ATL

3When the rightside is rightside1, or the leftside is leftside1, a 0 is removed from the code. For example, rightside1+leftside3 becomes 40.
4When material2 or material3 is used, Anshin shields are promoted to ANS2
5When material3 is used, Pangolin shields are promoted to PNG2

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