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For the title of shields manufactured by Tediore, see Shield (Tediore).

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.

Borderlands[]

Main article: Shields in Borderlands

Borderlands 2 and Borderlands: The Pre-Sequel[]

In Borderlands 2 and Borderlands: The Pre-Sequel a shield's effects are determined by its manufacturer, while its stats are determined by its rarity and combination of parts.

Manufacturer[]

Manufacturer Model Effect
Anshin Adaptive Increases maximum health. Temporary resistance to elemental damage based on the last type taken.
Bandit / Scav Roid Bonus melee damage while depleted.
Dahl Booster Chance to drop shield booster when hit.
Hyperion Amplify Partially drains shield (if fully charged) to empower a shot.
Jakobs None See The Rough Rider
Maliwan Elemental Spike Melee attackers take elemental damage when hitting the shield. May reduce or negate corresponding elemental damage (burn, corrode, shock).
Maliwan Elemental Nova Elemental area damage when depleted; must fully recharge between novas. May reduce or negate corresponding elemental damage (burn, corrode, shock).
Pangolin Turtle Significantly increased shield capacity, but lowers maximum health.
Tediore Shield Lower capacity, higher recharge rates, shorter recharge delays.
Torgue Explosive Spike Melee attackers take explosive damage when hitting the shield. May reduce or negate explosive damage.
Torgue Explosive Nova Explosive area damage when depleted; must fully recharge between novas. May reduce or negate explosive damage.
Vladof Absorb Chance to absorb bullets that hit the shield. Damage is negated and the bullet is added to the character's stock.

Shield Components[]

This is a table of shield components and their stat modifiers. All three parts of the shield from the same manufacturer have the same stat modifier. Red values indicate the grade of the undesirable effect, green values represent the grade of a good effect; for example, Vladof parts have a grade 1 reduction in shield capacity, a grade 1 increase in recharge delay, and a grade 3 increase in recharge rate. Special 01 and 02 are the special effect variables of the shield, e.g.: on an adaptive shield, "Special01" is the elemental resistance and "Special02" is the boost of maximum health; Vladof parts have no effect on the Special variables. Any given part has the same effect on both variables.

Manufacturer Body Battery Capacitor Capacity Recharge Delay Recharge Rate Special 01+02
Anshin Shield Body Anshin Shield Battery Anshin Shield Capacitor Anshin 5 7 8 2
Bandit /
Scav
Shield Body Bandit Shield Battery Bandit Shield Capacitor Bandit 1 2 8 6
Dahl Shield Body Dahl Shield Battery Dahl Shield Capacitor Dahl 2 7 1 1
Hyperion Shield Body Hyperion Shield Battery Hyperion Shield Capacitor Hyperion 4 8 2 3
Maliwan Shield Body Maliwan Shield Battery Maliwan Shield Capacitor Maliwan 5 No change 1 8
Pangolin Shield Body Pangolin Shield Battery Pangolin Shield Capacitor Pangolin 8 8 7 3
Tediore Shield Body Tediore Shield Battery Tediore Shield Capacitor Tediore 4 4 4 1
Torgue Shield Body Torgue Shield Battery Torgue Shield Capacitor Torgue 3 2 2 5
Vladof Shield Body Vladof Shield Battery Vladof Shield Capacitor Vladof 1 1 3 No change

Source: http://www.bl2.parts/shields

Capacity-based Effects[]

Certain skills, abilities, relics, class mods, or other effects are percentage-based, calculated off the capacity of the currently worn shield. In most cases the percentage is calculated as would be expected, but shield-based calculations in Borderlands 2 have a maximum allowed value based on the level requirement of the shield in question. The specific formula is 1.13L × 64, where L is the shield's level. If a shield's capacity exceeds this value, then all percentage calculations based on the shield's capacity will use this maximum allowed value instead.

As an example, a Maya character has five points in the Ward skill and is wearing a level 50 Turtle Shield with a capacity of 50,482. Ward will provide a 25% bonus to shield capacity; however, the maximum calculation value for a level 50 shield is 28,847. Because of this, Ward will only increase Maya's shield capacity by 7,212 - 25% of 28,847 - rather than the expected 12,621 - 25% of 50,482.

A small number of class skills and other effects are exempt from this calculation cap. This is typically limited to effects which require an accurate measure of current shield capacity, such as Axton's Quick Charge or Gaige's Blood Soaked Shields.

Shield-based calculations in Borderlands: The Pre-Sequel, such as the capacity bonus from Nisha's Law skill, do not use this capacity cap.

See also[]

Borderlands 3[]

In Borderlands 3 shields can appear with multiple different effects, while the shield's manufacturer only determines its base stats. There are only three shield manufacturers in Borderlands 3: Anshin shields have average capacity, average recharge delay, and low recharge rate; Hyperion shields have high capacity, long recharge delay, and average recharge rate; Pangolin shields have low capacity, short recharge delay, and high recharge rate.

A shield's additional properties are determined by its parts, and the number of parts is determined by a shield's rarity. It is possible for a shield to have multiples of a part, in which case the effect will stack, although some effects experience diminishing returns.

  • Common: None
  • Uncommon: 1 part
  • Rare: 2 parts
  • Very Rare: 3 parts
  • Legendary and Unique: One or two unique parts conferring a special effect, with a chance for additional parts up to a maximum of three total.

Additionally, shields of Uncommon rarity and higher can spawn with an element, which grants resistance to that element and determines the damage type of effects such as Nova or Spike.

Parts[]

Note: Stat values depend on the number of occurrences of the listed augment on a shield.

Part Description
Absorb While shielded, 15-40% chance to absorb incoming bullets as ammo.
Adaptive Increases Max Health by 8-23% and grants 17-41% resistance to the last damage type received for several seconds.
Adrenaline While depleted, increases Reload Speed by 23-50%.
Amp While full, shots drain 20-30% Shields for +20-100% Amp Damage.
Brimming While full, restores 5-15% Health per second.
Capacity Increases maximum Capacity by 25-75%.
Delay Decreases Recharge Delay by 25-50%.
Fleet While depleted, increased Movement Speed by 10-24%.
Fortify Charge When damaged, 15-25% chance to drop a Fortify Charge which provides 10-25% Damage Reduction for a few seconds.
Health Increases Max Health by 10-50%.
Health Charge When damaged, 15-25% chance to drop a Health Charge which restores 15-35% Health.
Nova On break, triggers a damaging Nova that also knocks back enemies.
Power Charge When damaged, 15-25% chance to drop a Power Charge which increases Weapon Damage by 10-30%.
Projected Crouching projects shield forward, granting 20-50% Damage Reduction.
Recharge Increases Recharge Rate by 15-45%.
Reflect While shielded, 15-40% Chance to reflect projectiles.
Resistant Increases elemental resistance by 27-53%.
Roid While depleted, increases Melee Damage by 80-300%.
Safe-Space On break, knocks back enemies.
Shield Charge When shields are damaged, 15-25% chance to drop a Shield Charge which restores shields by 8-23%.
Spike While shielded, damages enemy melee attackers.
Trigger Happy While depleted, increases Fire Rate by 10-24%.
Turtle Increases Capacity by 40-120%, but lowers Max Health by 10-30%.
Vagabond While full, increases Movement Speed by 10-24%.

Tiny Tina's Wonderlands[]

Main article: Shields in Tiny Tina's Wonderlands
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