Modifies the Duration of Warframe Abilities and the Energy cost of toggled Abilities. Hover over each Ability to see how its stats are affected.

—In-game Description

Ability Duration linearly affects the duration of many Warframe and Archwing abilities. Increased Ability Duration usually extends the length of time that an ability is active, but there are some unorthodox or otherwise counter-intuitive interactions the stat gives: for example, the maximum amount of charges for Tesla NervosTeslaNervos130xDark.png Tesla Nervos increases as a factor of added Ability Duration. There are some instances where negative Ability Duration is desirable, usually because it speeds up periodic effects like TrinityTrinityIcon272.png Trinity's Energy VampireEnergyVampire130xDark.png Energy Vampire or MesaMesaIcon272.png Mesa's Shooting GalleryShootingGallery130xDark.png Shooting Gallery when augmented with Muzzle Flash12?cb=20190608095452 Muzzle Flash.

All Warframes and Archwings have a base stat of 100% Ability Duration.

Final Ability Duration = Base Ability Duration × Ability Duration bonus

The remaining duration of an ability is displayed on the ability's icon in the bottom right corner as a number with two places. Hence, if the remaining duration of an ability is greater than 10 seconds, it displays to the nearest second. If the duration is less than 10 seconds, it displays down to the nearest tenth of a second.

Energy Drain for Toggled Abilities[]


There are abilities like GaussGaussIcon272.png Gauss's Mach RushMachRush130xDark.png Mach Rush or ChromaChromaIcon272.png Chroma's Spectral ScreamSpectralScream130xDark.png Spectral Scream which last for an indefinite amount of time but drain energy with each passing tick until canceled or if no energy remains. As of Update 18.0 (2015-12-03), Ability Duration affects the energy drain for these abilities: if, for example, an ability normally has an energy drain of 1.0 energy per second, at 200% Ability Duration that ability would drain a point of energy every 2.0 seconds - resulting in a total of 0.5 energy per second drain.

Final Drain Rate = Drain Rate ÷ Ability Duration

  • The Drain Rate is the amount of energy that gets drained per second.
  • When energy drain is less than about 10 per second, energy will be drained once per tick, and the time between ticks will depend on the drain rate. For example, with an ability that drains 2.5 energy per second, the game will actually consume 1 energy every 0.4 seconds. It is unknown what the minimum time is between ticks (for especially high drain rates).
  • This mechanism behaves essentially opposite of how Ability Efficiency affects the cost of abilities.
  • Without any other mods to compensate for the reduced Duration, a "High Strength and High Efficiency" build - achieved by slotting a maxed Blind Rage12?cb=20190608095452 Blind Rage (+99% Strength, -55% Efficiency), a maxed Fleeting Expertise12?cb=20190608095452 Fleeting Expertise (+60% Efficiency, -60% Duration), a maxed Transient Fortitude12?cb=20190608095452 Transient Fortitude (+55% Strength, -27.5% Duration), and a maxed Streamline12?cb=20190608095452 Streamline (+30% Efficiency) - will have a very high energy drain.
  • The resulting Duration penalty is -87.5%, leaving a Duration stat of only 12.5%, which results in a penalty of 800% before calculating efficiency. At 135% efficiency, this results in a final 520% penalty.
Final rate = Base rate × (100% - 35%) ÷ 0.125 = Base rate × 5.2
  • If efficiency mods are not included in the build, then the resulting increase is even greater: a massive 762% (without Streamline), 1000% (without Fleeting Expertise), or 1240% (without either).

Because energy drain is also affected by Ability Efficiency, the chart to the right can be consulted to determine a Warframe ability's real energy drain per second. [1]

Similar to Ability Strength, energy drain is calculated when the ability is first used. If something later changes the value of Ability Efficiency or Ability Duration, it will not affect energy drain unless the ability is re-cast.


Most abilities do not have a "cooldown" period, which is a mechanic in many similar games that disallow a player from recasting the same ability too frequently. However, abilities in WARFRAME can often instead prevent you from recasting while the first instance is still active. Hence, if you have an ability that lasts 5 seconds long, you can only cast it once every five seconds. If you extend its duration to 8 seconds, you will not be able to cast it more frequently than once every eight seconds. This increase in uptime can be undesirable for certain abilities, such as SilenceSilence130xDark.png Silence, which can be used as an on-demand stun.

If a player casts an ability too frequently in Elite Sanctuary Onslaught, then the game will put an explicit cooldown by disabling abilities from 8-15 seconds, depending on the ability slot (i.e. second, third, or fourth abilities will experience a cooldown timer).

As of Update 29.2 (2020-09-29), the only ability with a cooldown timer is Rebuild ShieldsRebuildShields130xDark.png Rebuild Shields.


Modifiers combine additively to the Ability Duration stat.

Final Ability Duration = Ability Duration + Modifier 1 + Modifier 2 + Modifier 3 + ...


Continuity12?cb=20190608095452 Continuity, Primed Continuity12?cb=20190608095452 Primed Continuity, Constitution12?cb=20190608095452 Constitution, Narrow Minded12?cb=20190608095452 Narrow Minded, Augur Message12?cb=20190608095452 Augur Message and Efficient Transferral12?cb=20190608095452 Efficient Transferral can each be equipped to increase Ability Duration. Note that as a primed mod, Primed Continuity cannot be equipped simultaneously with Continuity on the same Warframe.

Fleeting Expertise12?cb=20190608095452 Fleeting Expertise and Transient Fortitude12?cb=20190608095452 Transient Fortitude both reduce duration of abilities.

Arcane Helmets[]

Arcane helmets can also reduce (or increase) ability durations. The following helmets affect Ability Duration:


There are no Warframe abilities that increase or decrease ability duration.

The following Archwing ability increases ability duration:

VengefulRushMod.png VengefulRush.png
Vengeful Rush
All damage taken is transformed into Energy, while abilities gain enhanced range, duration and power. Affects the caster and nearby allies.
Strength:100% Conversion
10% Ability Range/Strength/Duration bonus
Duration:15 / 20 / 25 / 30 s
Range:160 / 240 / 320 / 400 m

  • While active, Vengeful Rush creates an energy field that lasts 15 / 20 / 25 / 30 seconds which converts 100% of all damage taken by Amesha into Energy. Additionally, both Amesha and all allies within 160 / 240 / 320 / 400 meters will receive a 10% bonus to Ability Range, Ability Strength, and Ability Duration.
    • In Landscape missions, the range of Vengeful Rush is reduced down to 16 / 24 / 32 / 40 meters.
    • Vengeful Rush itself does not benefit from its own ability enhancements; however, the ability enhancements will apply to Amesha's three other abilities.
    • Damage to energy conversion percent is affected by Ability Strength.
    • Ability radius is affected by Ability Range.
    • Duration is affected by Ability Duration.
  • The ability makes Amesha invulnerable as long as its energy pool isn't full.
  • When the Amesha's energy pool is full, the damage conversion stops, making the Amesha vulnerable again.

Tips & Tricks
  • The player can cast Vengeful Rush before, or while in an environmental trap to quickly max out their energy pool.
  • The player can use Warding Grace or other abilities to stay below max energy to remain invulnerable.

  • Maximization

    Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.



    Patch History[]

    Update 17.5 (2015-10-01)

    • Duration Mods now have an effect on toggled Abilities.
      • For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain.
      • The minimum energy cost of an Ability cannot go below 25% of the base cost.