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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 5 7 8 2
Bandit /
Scav
1 2 8 6
Dahl 2 7 1 1
Hyperion 4 8 2 3
Maliwan 5 No change 1 8
Pangolin 8 8 7 3
Tediore 4 4 4 1
Torgue 3 2 2 5
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 Notable shields
Health +10%/25%/50% Max Health. Mendel's Multivitamin (3x)
Capacity +25%/50%/75% Max Capacity.
Delay -25%/40% Recharge Delay.
Recharge +15%/30%/45% Recharge Rate.
Resistant +27%/53% resistance against certain element. The Transformer (100% shock resistance)
Red Suit (100% radiation resistance)
Ember's Blaze (64% incendiary resistance)
Turtle +40%/80%/120% Capacity, -10%/20%/30% Max Health.
Projected Crouching projects your shield forward, granting +20%/35%/50% damage reduction.
Absorb 15%/30%/40% chance to absorb bullets as ammo. The Transformer (40% chance)
Reflect 15%/30%/40% Chance to Reflect projectiles while shielded. Back Ham (40% chance)
Rico (50% chance; 80% chance if depleted)
Spike Returns 9902/19805 elemental damage (level 72) if melee'd While shielded. Impaler (2x)
Amp While full, shots drain 30%/25%/20% Shields for +20%/50%/100% Amp Damage. Re-Router (drain 50% shield for 120% AMP damage and return as health)
Brimming While full, restores 5%/10%/15% Health per second.
Vagabond +10%/17%/24% Movement Speed while shields are full.
Adaptive +8%/15%/23% Health and 17%/33%/41% resistance to the last damage type received for 3/4/5 seconds.
Health Charge When damaged, has a 15%/20%/25% chance to drop a Health Charge that restores 15%/25%/35% Health.
Booster When damaged, has a 15%/20%/25% chance to drop a Shield Charge that restores 8%/15%/23% Shields. Big Boom Blaster (60% chance; restores 60% shield, a grenade, and heavy ammo)
Power Charge When damaged, has a 15%/20%/25% chance to drop a Power Charge that increases Weapon Damage by 10%/20%/30%.
Fortify Charge When damaged, has a 15%/20% chance to drop a Fortify Charge that grants 10%/15% Damage Reduction.
Adrenaline +23%/38%/50% Reload Speed while shield is depleted.
Fleet +10%/17%/24% Movement Speed while shield is depleted.
Roid +80%/180%/300% Melee Damage while shield is depleted. Unpaler (2x)
Trigger Happy +10%/17%/24% Fire Rate while shield is depleted.
Nova Triggers 34658/74268 elemental Damage Nova (at level 72) when shield breaks. Nova Berner (148535 incendiary damage on break and full)
Safe-Space Deals area-knockback on shield break.

Tiny Tina's Wonderlands[]

Main article: Shields in Tiny Tina's Wonderlands
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