Damage type (ground)


 *  For information on space/starship damage, see Damage type (space).

Damage during ground combat in Star Trek Online can be divided into several different categories:


 * Weapon damage is caused by Ground Weapons.
 * Ranged weapon damage is boosted by the skill and the [WpnDmg] mod on kit frames, and affected by the  skill unlock.
 * All flanking weapon damage is boosted by the Outmaneuver Foe and Improved Flank Damage skill unlocks.
 * Ranged and melee criticals are boosted by the skill, and the [WpnCrit] mod on kit frames.
 * Kit damage is caused by kit module abilities, including grenades, bombs, mines, turrets, drones, and assorted science abilities. It is the ground combat equivalent of Exotic damage in space.
 * This damage is boosted by the skill, and the [KPerf] mod on kit frames.
 * The [Kp/Wpn] mod on kit frames boosts both Weapon Proficiency and Kit Performance.

The Command, Intel, Temporal Operative and Commando Captain Specialization trees also affect weapon and kit damage in various ways.

In addition to those two categories above, damage can also be placed into these other categories, which overlap with the ones above:


 * Energy damage is the common name for the type damage dealt by direct fire ranged energy weapons.
 * Kinetic damage is dealt by deployed, thrown or self-propellant explosive devices, and also by certain abilities.
 * Physical damage is dealt in ground combat by armed and unarmed melee attacks, and a small handful of other sources.
 * Environmental damage is a catch-all term for cold, fire, radiation and toxic damage, which can be sustained from natural ambient conditions on a planet, or alien atmospheres, as well as a few special weapons and kit abilities.
 * Other damage types exist as well for a few specific weapons and abilities, some exclusive to enemies.

Lastly, damage can be divided into 16 different attribute modifiers or "elements": Phaser, Disruptor, Plasma, Tetryon, Polaron, Antiproton, Proton, Kinetic, Physical, Cold, Fire, Radiation, Toxic, Electrical, Psionic and FeedbackPulse.

Overview
There are six primary Energy Damage types, each having a bonus effect, known as a Proc. Most weapons come with one of these bonuses, while some rarer weapons may contain multiple.

Most Ground Weapons deal Energy Damage, and include Pistols, Rifles, and Assault Weapons; your damage can be boosted when using these weapons with the personal traits, and  respectively. See the Ground Weapon and Special Ground Weapons pages for details about how each type of weapon functions. Some deployable Turrets through the use of Kits can also deal Energy Damage, depending on the turret used.

Energy Harness Armor boosts outgoing Energy Damage. The [Ene] modifier on Personal Shields provides an energy damage buff when you take damage.

Personal Shields and Body Armor may come with one or more damage resistance modifiers, each giving 20% resistance against the damage type indicated by the suffix(es) in the item name: [Pha], [Dis], [Pla], [Tet], [Pol] and [Ap]. Body armor (but not shields) may also have a hybrid damage resistance modifier, which splits it among two types: [PhaDis], [PlaTet] and [PolAp].

Most body armor also provide overall energy damage resistance, though Environmental Suits generally do not, in addition to Kinetic and Physical damage resistance. Energy Dampening Armor provides the highest base energy resistance, with Polyalloy Weave Armor second. Any other item that states it has "All Energy Damage resistance" in its description will do the same.

All energy damage boosts:


 * from the K.H.G and Adapted M.A.C.O. sets
 * from the Jem'Hadar Armored Shroud

Note: The Threat Control Commander rank skill provided resistance against Energy Damage, but has since been removed from the game with the skill revamp.

Phaser
Phaser damage is displayed as orange in color, or sometimes pale yellow. Andorian and 23rd century Federation phasers are a blue or sometimes pink in color. The term "phaser" is an acronym for Phased Energy Rectification. A type of particle weapon, phasers damage targets with streams of nadion particles, the same underlying technology as disruptor weaponry. Against living targets, this can be to either lethal or non-lethal effect, depending on the power of the stream. Federation bridge officers by default are equipped with phaser pistols.

Energy bonus: 5% chance: +2 Hold

Kit frames with the [+Pha] mod increase Phaser weapon damage by 20%. Shields and armor with the [Pha] suffix modifier take 20% less Phaser damage than usual. [PhaDis] can be found on Armor only and provides resistance to both Phaser and Disruptor damage. Diburnium Reinforced Body Armor is another choice.

Phaser-based kit abilities:


 * (Starfleet players)
 * (Starfleet players)
 * (Starfleet players)
 * (Starfleet players)
 * 's DOT-7 Short-Ranged Fusion Welder attack

Phaser damage boosts:


 * from the 8472 Counter-Command Elite set

Disruptor
Disruptors are a type of directed energy used in weapons, and are green or dark green in color. Disruptors cause damage to the target by breaking the bonds of atoms. Klingon Defense Force bridge officers by default are equipped with Disruptor pistols.

Energy bonus: 5% chance: -10% Damage Resistance Debuff

Kit frames with the {+Dis] mod increase Disruptor weapon damage by 20%. Shields and armor with the [Dis] suffix modifier take 20% less Disruptor damage than usual. [PhaDis] can be found on Armor only and provides resistance to both Phaser and Disruptor damage. Diburnium Reinforced Body Armor is another choice.

Disruptor-based abilities:


 * (KDF players)
 * (KDF players)
 * (KDF players)
 * (KDF players)
 * Engineering Kit Module - Override Shield Safeties
 * Terran Task Force Personal Shield passive proc

Disruptor damage boosts:


 * from the 8472 Counter-Command Elite set
 * 2-piece set bonus from the Terran Task Force Special Ops set (also boosts Physical damage).

Plasma
Plasma energy beams are green/cyan in color. Romulan Republic bridge officers by default are equipped with Plasma pistols.

Energy bonus: 5% chance: Applies a non-stacking DoT

Kit frames with the {+Pla] mod increase Plasma weapon damage by 20%. Shields and armor with the [Pla] suffix modifier take 20% less Plasma damage than usual. [PlaTet] can be found on Armor only and provides resistance to both Plasma and Tetryon damage. Exo-Plating Armor is another option.

Note that Plasma-based Weapon Damage is separate from Plasma damage caused by Kit abilities.

Plasma-based kit abilities:

-- Tactical --



-- Engineering --


 * (Romulan Republic players)
 * (Romulan Republic players)
 * (Romulan Republic players)
 * (Romulan Republic players)
 * Phaser, Disruptor, Plasma and Polaron Flamethrower turrets produced by an quality  will deal Plasma damage at close range with their Plasma Incinerator flamethrower attack, and may also proc an Intense Plasma Fire DoT, regardless of the player captain's faction.

-- Universal Kit Modules --


 * Universal Kit Module - Plasma Feedback Cascade
 * Universal Kit Module - Plasma Blastwave Turret

Plasma damage boosts:


 * , a Romulan character trait.
 * , a Romulan character trait.

Tetryon
Tetryon energy beams are blue in color. Tetryons are subatomic particles that exist outside of normal space. When brought into normal space from subspace (artificially or naturally) they become highly unstable.

Energy bonus: 5% chance damage to Shields

Kit frames with the {+Tet] mod increase Tetyon weapon damage by 20%. Shields and armor with the [Tet] suffix modifier take 20% less Tetryon damage than usual. [PlaTet] can be found on Armor only and provides resistance to both Plasma and Tetryon damage. Photonic lifeforms are more susceptible to Tetryon damage.

Other sources of Tetryon damage on the ground:


 * , which also summons the above drone.
 * , which also summons the above drone.

Polaron
Polaron are pink/purple/magenta in color. These weapons were heavily utilized by the Jem'Hadar and Breen during the. Some Jem'Hadar Polaron ground weaponry can have bonus effects based on the Nanoenergy cell used.

Energy bonus: 5% chance: Weapons Malfunction for 5 sec

Kit frames with the {+Pol] mod increase Polaron weapon damage by 20%. Shields and armor with the [Pol] suffix modifier take 20% less Polaron damage than usual. [PolAp] can be found on Armor only and provides resistance to both Polaron and Antiproton damage.

Polaron-based kit abilities:


 * (Dominion players)
 * (Dominion players)
 * (Dominion players)
 * (Dominion players)

Antiproton
Antiprotons, when confined into a beam, are normally crimson with a black void border. Up close, the energy looks a lot more unstable, similar to Plasma and Tetryon energy. Undine antiproton weapons are pale yellow in color.

Energy bonus: +20% Critical Severity

Kit frames with the {+Ap] mod increase Antiproton weapon damage by 20%. Shields with the [Ap] suffix modifier take 20% less Antiproton damage than usual. [PolAp] can be found on Armor only and provides resistance to both Polaron and Antiproton damage. A 2-piece set bonus from the Dyson Joint Command ground set also boosts Antiproton resistance.

Antiproton-based kit abilities:


 * Engineering Kit Module - Biotech Turret
 * Universal Kit Module - Overcharge Turret
 * Universal Kit Module - Overcharge Turret

Antiproton damage boosts:


 * from the Temporal Defense Initiative Operative set (also boosts Antiproton resistance)

Proton
Protons, are whitish-blue in color. It is rare and experimental, used by very few weapons, primarily utilizing reverse-engineered Voth technology. Should a Proton Weapon land a critical hit, it has a high chance of dealing additional proton damage that completely bypasses the target's shields.

Energy bonus: 50% chance: on critical: Additional Proton Damage (Ignores Shields)

No NPCs currently use Proton damage against the player.

Sources of proton damage available to players:


 * Protonic Polaron weapons from the Dyson Joint Command Reputation Store
 * the Secondary Fire mode of the
 * the Secondary Fire mode of the

Players standing within the range of a or using an  (or both) will take increased Proton damage.

Proton damage boosts:


 * 2-piece set bonus from the Dyson Joint Command ground set

Damage Types per faction
The various Factions deal damage types specific to them in ground combat. Since defensive equipment may provide resistance against only a subset of all damage types, knowing in advance what damage to expect from a given foe and using the right equipment to counter it can increase the chances of survival.

Kinetic damage
Kinetic damage is dealt by explosive devices of various kinds. In addition to the Kinetic Damage, these weapons often have secondary effects, in some cases dealing additional Energy Damage or Exotic Damage to the target in a single hit or as a DoT or AoE.

On the ground, Kinetic Damage is dealt by Mines, Bombs and Mortar type turrets deployable by the use of Kits, and Grenades thrown by using Kits or abilities. The TR-116A and TR-116B rifles also deal kinetic damage.

Kinetic Damage is more effective against armor than shields, and there is a dedicated resistance against Kinetic Damage. All Body Armor types provide varying levels of resistance against Kinetic Damage.

''Note: Melee attacks such as martial arts or with the Bat'leth do NOT count as Kinetic damage. Instead, this is  Physical  damage.''

Grenades
There are four basic types of Grenade--Photon, Plasma, Smoke and Stun--though Smoke grenades do not cause kinetic damage. There are also other types of grenade which are specially obtained. It is important to note that shields drastically reduce the damage of grenades.


 * - Causes AoE kinetic damage upon contact, causing damage and knockback to the enemies within the blast radius at the point of contact. It has a large blast radius, however enemies can enter and exit the blast radius before the AoE kinetic damage occurs.
 * - A specialty photon grenade that partially ignores shields, reduces runspeed and causes radiation damage.
 * - A specialty photon grenade that partially ignores shields, and debuffs the enemies' outgoing energy damage and movement speed.
 * - Causes small AoE kinetic damage, but also leaves a plasma damage hazard at the point of detonation.
 * - A specialty "plasma" grenade that partially ignores shields, causing kinetic and cold damage and leaves a freezing hazard.
 * - Low kinetic damage in the AoE, however it explodes on contact and causes all enemies within the AoE which holds them in place for a period of time. This hold is not fragile, so won’t break upon being damaged by character and allies.
 * Cryo Grenade - a ground device that deals kinetic and cold damage.
 * - A specialty grenade that partially ignores shields, reduces runspeed and causes toxic damage, with a chance to spread the infection.
 * Tactical Kit Module - Corrosive Grenade - A specialty grenade that partially ignores shields, does shield-penetrating toxic damage, reduces damage output and leaves a toxic DoT.
 * Universal Kit Module - Crystalline Spike - not a grenade per se, but is thrown like one and causes kinetic damage and knockback when it expires or explodes.

The following grenades do not actually cause any damage, and so are outside the scope of this article:



Mines
Similar to grenades, mines are placed by Engineering or Intel officers on the ground and only detonate either when an enemy walks over them, or after a set amount of time.


 * - Kinetic damage and runspeed reduction.
 * Engineering Kit Module - Active Immunity Mine Field - a mine version of the Active Immunity Grenade, dealing Kinetic and infectious Toxic damage.
 * - an Intel ability. Unlock Anesthezine grenades, these deal Kinetic damage and inflict numerous debuffs.
 * Engineering Kit Module - Flash Bombs
 * Universal Kit Module - Crawler Swarm
 * from the Na'kuhl Temporal Operative set (also leaves a toxic hazard)
 * spec_commando_t1_wrecking_ball_icon.png Wrecking Ball from the Commando specialization tree leaves behind a kinetic damage mine whenever you roll.

Bombs
Bombs act like mines, except they explode on your command, not due to proximity.


 * Engineering Kit Module - Transphasic Bomb, which arm after 3 seconds.
 * Engineering Kit Module - Flash Freeze Bomb, which deals both Kinetic and Cold damage.

Mortar

 * Engineering Kit Module - Neutronic Mortar
 * Engineering Kit Module - Neutronic Mortar
 * Engineering Kit Module - Neutronic Mortar

Other sources

 * Tactical Kit Module - Chroniton Micro-Torpedo Spread
 * (part Kinetic, part Cold damage)
 * (part Kinetic, part Physical damage)
 * - Creates a kinetic damage hazard that knocks those in range toward the center, and causes them to stumble.
 * (part Kinetic, part Cold damage)
 * (part Kinetic, part Physical damage)
 * - Creates a kinetic damage hazard that knocks those in range toward the center, and causes them to stumble.

Physical damage
Physical damage is dealt by unarmed martial arts attacks, melee weapons, or using a ranged weapon's "bash" melee attack to shove away enemies in close proximity. The majority of sources of non-weapon Physical damage have 100% shield penetration. Physical, like Kinetic, is damage the Borg cannot adapt to.

Other sources of Physical damage:


 * Special melee weapons:
 * Furiadon Fangs
 * Shattering Harmonics Crystalline Sword
 * Tholian Crystalline Sword
 * Ranged weapons:
 * Terran Empire Sonic Phaser High Density Beam Rifle
 * Terran Empire Sonic Phaser Stun Pistol
 * Replica Thompson Submachine Gun
 * Zefram Cochrane Shotgun
 * Kit modules:
 * from the Summer Event's Science Kit Module - Sonic Disruption
 * (also deals Kinetic damage)
 * Engineering Kit Module - Vaadwaur Anchor Drone
 * Temporal Operative Bridge Officer and Kit abilities:
 * Other:
 * , a trait for Gorn players and bridge officers
 * , a trait for Caitian players and bridge officers
 * 3-piece set bonus ability from the Temporal Defense Initiative Operative set
 * Temporal Operative _t1 Imminent Decay icon.png Imminent Decay from the Temporal Operative skill tree.
 * Tzenkethi Retrofit Armor's ability, which deals physical damage and boosts physical melee damage
 * Other:
 * , a trait for Gorn players and bridge officers
 * , a trait for Caitian players and bridge officers
 * 3-piece set bonus ability from the Temporal Defense Initiative Operative set
 * Temporal Operative _t1 Imminent Decay icon.png Imminent Decay from the Temporal Operative skill tree.
 * Tzenkethi Retrofit Armor's ability, which deals physical damage and boosts physical melee damage
 * , a trait for Gorn players and bridge officers
 * , a trait for Caitian players and bridge officers
 * 3-piece set bonus ability from the Temporal Defense Initiative Operative set
 * Temporal Operative _t1 Imminent Decay icon.png Imminent Decay from the Temporal Operative skill tree.
 * Tzenkethi Retrofit Armor's ability, which deals physical damage and boosts physical melee damage

Note that Nanopulse Edge Bat'leths and Lirpas cause Plasma damage, and Sonic Antiproton weapons from the Nukara Strikeforce Reputation Store deal extra Kinetic damage, not Physical.

Physical damage on the ground can be boosted by the two-piece set bonus from set Terran Task Force Special Ops set. Except the Energy Dampening type, all other Body Armor types provide varying levels of resistance against Physical Damage. Note: Damage dealt by any kind of explosion is Kinetic Damage and thus reduced by Kinetic Resistance, and NOT by Physical Resistance.

Environmental damage
Environmental Damage, mentioned in such places as the ability, collectively refers to Cold, Fire, Radiation and Toxic damage. Environmental Suits provide resistance to these kinds of damage. The [Temp] modifier gives additional Cold and Fire resistance, while [RadTox] gives additional Radiation and Toxic resistance. Both Joined and unjoined Trill players and bridge officers have innate Radiation and Toxic resistance.

Cold
Cold damage can be sustained during ground combat. The Breen are known to deal this type of damage frequently, and Cold damage is also caused by Fek'Ihri Tortured Souls. Most Cold damage attacks can inflict Slow and DoT debuffs, as well as Holds. This makes them incredibly useful for halting approaching enemies. Most Cold damage attacks are either light blue or white, with a fog effect.

Sources of Cold damage on the ground available to the player:


 * Equipment:
 * Dielectric Oscillation Personal Shield - when hit by a melee attack
 * Weapons:
 * CRM 200
 * Hyper-Compressed Cryo Launcher
 * Nukara Strikeforce Elite Cryo Full Auto Rifle
 * Devices:
 * Cryo Grenades
 * Fire Suppression Device, when used on Tholians that are not wearing an EV suit.
 * Kit modules from the Holiday Item Vendor:
 * (Summer Event)
 * Traits:
 * , a trait from the Nukara Strike Force reputation
 * , available on Breen bridge officers
 * (Summer Event)
 * Traits:
 * , a trait from the Nukara Strike Force reputation
 * , available on Breen bridge officers
 * (Summer Event)
 * Traits:
 * , a trait from the Nukara Strike Force reputation
 * , available on Breen bridge officers
 * , available on Breen bridge officers

Cold damage can be resisted by:


 * Devices:
 * Cryo Tribble
 * Winter Tribble

Fire
Fires on the ground can sometimes cause fire damage if walked into, depending on the map. Fire damage sources available to the player:


 * Weapons:
 * Martian Mining Laser


 * Abilities:
 * creates a fire damage hazard.
 * creates a fire damage hazard and confuses foes.
 * from the Summer Event

Fire damage resistance:


 * Traits:
 * (Saurians)
 * (Gorn, Saurians and Aliens)
 * Other:
 * The Damage Resist Beta (Ground) Endeavor Perk

Note that Plasma fires do not necessarily deal Fire damage, but rather energy, kinetic, or kit damage depending on the source.

Radiation
Radiation damage can be dealt by weapons with the [DoT1], [DoT2], and [DoT3] modifiers, as well as these sources:


 * Weapons
 * the Crystal Radiation Projector Assault weapon claimed with Crystal Shards in late 2016
 * Bio-Molecular Phaser and Disruptor weapons from the 8472 Counter-Command Reputation Store
 * Counter-Command Bio-Molecular Phaser and Disruptor Rifles from the 8472 Counter-Command Elite set.
 * Withering Disruptor weapons from the Terran Task Force Reputation Store
 * Terran Task Force Disruptor High Density Beam Rifle
 * Thoron Infused Polaron weapons from the Delta Alliance Reputation Store
 * Kit modules and other:
 * from the three-piece set bonus, and the increased proc chance from the same bonus.
 * , a passive reputation ground trait
 * from the three-piece set bonus, and the increased proc chance from the same bonus.
 * , a passive reputation ground trait
 * from the three-piece set bonus, and the increased proc chance from the same bonus.
 * , a passive reputation ground trait
 * from the three-piece set bonus, and the increased proc chance from the same bonus.
 * , a passive reputation ground trait
 * from the three-piece set bonus, and the increased proc chance from the same bonus.
 * , a passive reputation ground trait

Other Radiation-related factors:


 * , a ground trait that heals HP and removes Damage-over-time effects when receiving Radiation damage
 * , a ground trait causes outgoing Radiation damage to slow your target's run speed

Toxic
Bluegills and Hortas deal this type of damage. Bluegill Ravagers use an Acid Spew toxic hazard, and both Ravagers and Pestilants use Acid Spit for direct toxic damage (not Acid damage; see below). Hortas use a Corrosive Acid ability that also does toxic damage. The Fek%27Ihri can also deal this type of damage during ground combat. You may also encounter Toxic damage as an environmental hazard on certain missions, such as the Neurocine Gas during the mission. Modified Regalian Fleaspiders during the same mission also deal Toxic damage with a Ravishing Toxic Spit attack, as do the Orithian Creepers during the mission.


 * If you walk into insect swarms, such as the Vihranen Swarms on New Romulus, they will deal Toxic Damage with their Insect Swarm attack.

Toxic damage sources available to the player include:


 * , a trait for Gorn players and bridge officers
 * , an innate trait of Bolian players and bridge officers
 * Na'kuhl Temporal Operative Minigun and the from the 3-piece set bonus
 * Horta (combat pet)
 * Dilithium Horta
 * Eisilum Crystal Horta
 * Polytrinic Acid Horta
 * Na'kuhl Temporal Operative Minigun and the from the 3-piece set bonus
 * Horta (combat pet)
 * Dilithium Horta
 * Eisilum Crystal Horta
 * Polytrinic Acid Horta
 * Polytrinic Acid Horta

Toxic damage resistance:


 * , mentioned above, also provides Toxic resistance to Bolians
 * Counter-Command Exo-Armor with a [Tox] modifier at quality and the 4-piece set bonus.
 * M.A.C.O. Armor, Adapted M.A.C.O. Armor, Klingon Honor Guard Armor, and Adapted K.H.G. Armor get a [Tox] modifier at.
 * Na'kuhl Temporal Operative Armor
 * Undine Biotech Battle Armor
 * Undine Biotech Battle Armor

Other damage types
These less common damage types may be inflicted with Special Ground Weapons and kit modules, including explosives or other abilities.

Electrical
Sources of Electrical damage on the ground include:


 * Weapons
 * Ferengi Energy Whip
 * Jaylah's Staff
 * Lukari Piezo-Electric Wrist Apparatus - 2pc set bonus also boosts Electrical Damage
 * Sompek Pulsewave
 * Terran Task Force Bat'leth and the associated 3-piece set bonus
 * Vaadwaur Polaron Assault Debilitator
 * Voth Antiproton Shocktrooper Cannon
 * Kit abilities
 * from the Lohlunat Festival
 * using with the Electrical damage Research Lab Scientist
 * using with the Electrical damage Assault Squad Officer
 * using with the Electrical damage Damage Control Engineer
 * using on a non-living target wit the Electrical damage Technician
 * Devices, traits, set bonuses, etc.
 * Experimental Anti-Borg Device
 * the from the Crystalline Nanofiber Shell
 * from the Terran Task Force reputation
 * using with the Electrical damage Assault Squad Officer
 * using with the Electrical damage Damage Control Engineer
 * using on a non-living target wit the Electrical damage Technician
 * Devices, traits, set bonuses, etc.
 * Experimental Anti-Borg Device
 * the from the Crystalline Nanofiber Shell
 * from the Terran Task Force reputation

Psionic
Devidian, Lethean, Reman and Undine foes can deal this type of damage. Psionic damage attacks are known to ignore personal shielding and deal direct damage to a player's health, but notably do not affect non-biological targets such as turrets. Psionic damage can be dealt by:


 * Lethean players and NPCs can use the ability
 * Reman players and NPCs can use the ability
 * Psionic damage modifiers found on the Fluidic Kit frames from the Special Equipment Pack - Fluidic Kits
 * add psionic damage to ranged weapons
 * , rewarded from the mission
 * reflects some incoming Psionic and Energy damage back as Psionic damage
 * 's
 * Ophidian Cane deals AoE psionic damage

The, a reward from the mission , provides protection from psionic damage, scaling by level. The from the 8472 reputation does as well. gives Bonus Psionic (and Toxic) resistance rating.

Bleeding
Certain melee weapons deal bleeding damage over 10 seconds and ignores shields, including;