Personal Shield

All infantry come equipped standard with a Personal Shield, a high density particle field that helps protect the user from injury.

By default, all non-MAX infantry feature a 500 health personal shield, with exception to the Infiltrator whose personal shield is only 400 health without external modifiers. Personal shielding regenerates at a rate of 83.33 shielding per second, paused for six seconds whenever the player's shield or health layers receives direct damage. Damage to overshields will also trigger this delay.

Personal shields are subject to all the same damage modifiers as health, receiving increased damage from headshots, and reduced damage from leg shots or where other modifiers are in use such as Nanoweave Armor.

Maximum Shielding
All personal shields feature a standard health pool of 500 health, except that of Infiltrators whose shield health is at a reduced 400 health maximum. There are several methods through which players can increase the size of their personal shield's health pool.

Percentage-based increases to personal shielding, such as the Jockey implant, will only take into account the classes' default shield pool, and will not factor in other increases to their calculations.

When the Carapace implant is in use, all personal shielding is removed and none of the following effects will provide any shielding.
 * -|Auxiliary Shield =
 * -|Auxiliary Shield =

Auxiliary Shield
Auxiliary Shield is a utility slot buff available to all non-MAX infantry classes.

When equipped, an auxiliary shield provides a simple 50 health increase to the user's personal shields.


 * -|Bionics =

Bionics
Bionics is an exceptional implant that removes 400 health from the player's health pool, and increases the player's personal shield by 400 in turn.

If this implant is used in tandem with the Carapace implant, the two effects will cancel each other out and the user will be left with 600 health and no personal shield.


 * -|Jockey =

Jockey
Jockey is a common implant that grants the user a percentage increase to the health of their personal shielding whenever they are riding on an exposed vehicle seat or mounting any MANA Turret (Anti-Infantry or Anti-Vehicle).

As this increase is based on each classes' default shield pool, the increase will be between 150 and 250 shield health for most classes or 120 and 200 shield health for Infiltrators—based on the rank of the implant.

At rank 5, this benefit is also applied at reduced efficacy to any squadmates who would otherwise fulfil the criteria of the implant within 50 meters—providing a 20% increase to their default shield pool (100 or 80 shield health respectively).

Recharge Delay
All personal shielding suffer a 6 second "shield recharge delay" upon receiving direct damage, requiring this duration to be waited out without receiving additional damage to the player's shielding or health layers. There are several methods through which this delay can be reduced.
 * -|Advanced Shield Capacitor =
 * -|Advanced Shield Capacitor =

Advanced Shield Capacitor
Advanced Shield Capacitor is a suit slot enhancement available to all non-MAX infantry classes.

While equipped, an advanced shield capacitor reduces the shield recharge delay by 1 second, alongside its other effects. This benefit does not stack with the same effect found on the Survivalist implant, and only the highest value will be used.


 * -|Quick Shield Recovery =

Quick Shield Recovery
Quick Shield Recovery is a passive system available to the Engineer.

Quick Shield Recovery is unlocked by default, and thus always active on the Engineer class. It reduces the shield recharge delay by 2 seconds.
 * -|Survivalist=

Survivalist
Survivalist is a common implant that passively reduces the user's shield recharge delay by the listed amount of seconds, and provides a temporary sprint speed boost when the user's shield is broken.

While equipped, Survivalist reduces the shield recharge delay by between 0.5 and 1 seconds, based on the rank of the implant. This benefit does not stack with the same effect found on the Advanced Shield Capacitor suit slot, and only the highest value will be used.

Recharge Speed
All personal shielding, regardless of shield pool size, recharges at a rate of 83.33 shielding per second by default. There is only one method through which recharging can be directly increased.
 * -|Advanced Shield Capacitor=
 * -|Advanced Shield Capacitor=

Advanced Shield Capacitor
Advanced Shield Capacitor is a suit slot enhancement available to all non-MAX infantry classes.

While equipped, an advanced shield capacitor increases the rate at which the user's personal shields recharge, alongside its other effects. This increase is an additional between 41.67 and 83.34 shielding per second based on the rank of the ability, for a total of between 125 shielding and 166.67 shielding per second when combined with the base value.

Shield Replenishment
Separate from the player's shield recharging mechanics, there are several sources of shield replenishment—instant or over-time restoration effects to the player's shielding that aren't affected in any way by receiving damage.
 * -|Assimilate =
 * -|Assimilate =

Assimilate
Assimilate is an uncommon implant that immediately restores the listed amount of shielding to the user when they score a headshot kill.

The implant restores between 120 and 200 shielding each time the player is awarded a headshot kill, based on the rank of the implant.


 * -|Safeguard =

Safeguard
Safeguard is a starting implant that provides a 20% damage resistance effect to the player for the listed duration upon being revived.

At rank 5, the implant will also immediately restore 200 shielding to the player upon accepting a revive, where they would typically revive with zero shielding.


 * -|Shield Recharging Field =

Shield Recharging Field
Shield Recharging Field is a deployable ability available to the Combat Medic.

When deployed, the generator begins emitting a shield recharging field around itself, constantly replenishing the shielding of all nearby allies within 4.5 to 7 meters by 42.5 to 50 shielding per second, both dependent on the rank of the ability.

Players can only receive replenishment from one field at a time, with only the highest rank field taking effect.

Maximum Shielding
Some effects sourced from locations other than the player themselves can increase the size of their maximum shielding pool.
 * -|Jockey =
 * -|Jockey =

Jockey
Jockey is a common implant that grants the user a percentage increase to the health of their personal shielding whenever they are riding on an exposed vehicle seat or mounting any MANA Turret (Anti-Infantry or Anti-Vehicle).

If a nearby squadmate has this implant at rank 5 and is in an eligible vehicle seat they will be able to provide this effect, at reduced efficacy—providing a 20% increase to their default shield pool, to the player if they are within 50 meters and also meet the implant's criteria.

Shield Replenishment
Separate from the personal shield's natural recharging and recharge delay, some effects can replenish the player's shield even if they are actively receiving damage.
 * -|Shield Recharging Field =
 * -|Shield Recharging Field =

Shield Recharging Field
Shield Recharging Field is a deployable ability available to the Combat Medic.

When deployed, the generator begins emitting a shield recharging field around itself, constantly replenishing the shielding of all nearby allies within 4.5 to 7 meters by 42.5 to 50 shielding per second, both dependent on the rank of the ability.

Players can only receive replenishment from one field at a time, with only the highest rank field taking effect.