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Ammunition (or ammo for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all Primary and Secondary weapons to be fired. The only weapons that do not use ammo are Melee weapons.

Remaining ammunition for the currently active weapon is indicated in the bottom right corner as two numbers with a divider between them. On the left side, the number indicates how much ammo is currently loaded inside the weapon's magazine. On the right side of that division, the number indicates how much more of that type of ammo the player is carrying.

Ammo Maximum[]

For a list of max ammo counts of all weapons, see Weapon Comparison.

There is a maximum amount of ammunition that can be carried for each specific weapon: for example, Warframes can carry 540 units of fuel for the Ignis.png Ignis, but only 20 rockets for the Ogris.png Ogris. Enemies do not track or run out of ammunition, though their weapons do have a magazine size and they must reload accordingly.

Ammo Maximum has no effect on weapons that lack an ammo pool, such as FluxRifle.png Flux Rifle, Cycron.png Cycron, Plinx.png Plinx, and all Arch-guns in atmospheric mode.

Magazine Capacity[]

The number of ammo rounds a weapon holds.
—In-game Description

Weapons have a magazine capacity or clip size that limits their ammo expenditure. Weapons can load ammo up to their magazine size; after shooting the whole magazine, the weapon must be reloaded. Because reloading takes time, a low magazine size can significantly reduce the sustained DPS of a weapon in relation to its expected burst DPS.

Increasing magazine capacity[]

Decreasing magazine capacity[]

Conclave mods[]

In addition, there are some Conclave Sigil Black.pngPvP-exclusive mods which affect magazine size:

Ammo Efficiency[]

In-game, ammo efficiency determines to the number of shots that occur before consuming ammo, hence being more "ammo efficient". For example, if a weapon has 75% ammo efficiency and each shot originally costs one ammo, every four shots will use one ammo. Sources that grant no ammo consumption for the duration of its buff can essentially be treated as 100% ammo efficiency.

Number of shots per ammo consumption = 1 / (1 - Ammo Efficiency Bonus)

Sources of ammo efficiency stack multiplicatively with each other and includes:

EnergizedMunitions130xWhite.png EnergizedMunitions130xWhite.png
Energized Munitions
Imbue your weapons with ammo efficiency.

Metamorphosis: Tier 5
Infusion Costs:
5% Oxides, 15% Calx, 10% Synthetics

Duration:3 / 3.5 / 4 / 5 s
Misc:75 % (ammo efficiency)

Ammo Economy[]

Ammo Economy is a metagame measurement of how effective a weapon is in using its ammo to damage enemies. In many cases, ammo economy is considered irrelevant because a sufficient amount of ammo packs drop from fallen enemies—but there are a number of weapons with poor ammo economy which can easily cause a player to run out of ammo faster than they can replenish their stocks. It can be derived from the following calulations:

Note that mod refers to the modulo operation
See Damage#Gun Damage Per Second for full calculation

The longer it takes to deplete a weapon's ammo reserves and the higher the average damage per ammo, the better ammo economy it has.

Ammo economy is most relevant on weapons with high fire rate. Modding a weapon with damage mods (like Mod TT 20px.png Serration) increases both damage per second and damage per ammo, while increasing fire rate (through Mod TT 20px.png Speed Trigger) only improves damage per second. When playing missions against tough enemies that require many shots to be killed, players should consider eschewing fire rate for straight damage because of this reason.

Increasing Ammo From Pickups[]

To compensate for poor ammo economy, all ammo types have a corresponding Aura mod; these are the scavenger mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack.

And lastly, all weapons can equip a mutation mod for their respective ammo type. Ammo mutation mods convert the ammo packs of other weapon types into those for the active weapon, as long as the other ammo pool is full.

Ammo Packs[]

Picking up an ammo pack will refill only the ammo pool of their respective weapon. However, with the introduction of the ammo mutation mods in the Sling-Stone Event, one can convert different ammo packs as ammunition for the weapon equipped with one of these mods. The conversion will only happen if such modded weapon is equipped (not holstered) and the other weapon ammo is full (e.g. will not convert rifle ammo if your rifle ammunition is not full).

Drop Chances[]

Drop chances for all pickup variants.[1] These drop chances are independent from an enemy's loot drop table.

Source Pickup
Rifle Ammo Pistol Ammo Shotgun Ammo Sniper Ammo Heavy Ammo
Heavy Unit
(e.g. Heavy Gunners,
Corpus Techs,
Ancient Disruptors)
24.41% 24.41% 9.7% 6.47% 5.01%
Normal/Light Unit
(e.g. Lancers,
26.29% 26.29% 10.45% 6.97% 0%


  • Orange lighting.
  • Refills 20 rounds of secondary ammo for regular weapons or 1.25 rounds per ammo mutation rank of converted ammo.
  • Refills 10 rounds for "special" secondary weapons (e.g. hand-held grenade/rocket launchers)
  • Mod TT 20px.png Pistol Scavenger increases the amount of pistol ammo recovered per drop.


  • Green lighting.
  • Refills 10 rounds of shotgun ammo or 2.5 rounds per ammo mutation rank of converted ammo.
  • Mod TT 20px.png Shotgun Scavenger increases the amount of shotgun ammo recovered per drop.


  • Blue lighting.
  • Refills 60 rounds of rifle ammo or 1.25 rounds per ammo mutation rank of converted ammo.
  • Mod TT 20px.png Rifle Scavenger increases the amount of rifle ammo recovered per drop.


  • Purple lighting.
  • Refills 10 rounds of sniper rifle ammo or arrows or 2.5 rounds per ammo mutation rank of converted ammo.
  • Mod TT 20px.png Sniper Scavenger increases the amount of sniper/bow ammo recovered per drop.


  • Yellow lighting.
  • Refills 1000 rounds of atmospheric Arch-gun ammo, or resets its cooldown when not equipped.
  • Dropped by Terra Mankers that appear during Heists, as well as Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion MOAs, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards during normal play.



Sources of Ammo[]

DispensaryModx256.png Dispensary130xWhite.png
Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.
Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)
Duration:10 / 15 / 20 / 25 s
Misc:3 s (initial pickup drop delay)
100 HP (empowered health orb restore)
10 % (universal ammo pack restore)
5 s (pickup replenish cooldown)
1 (limit of active caches)
Subsumable to Helminth

TransmutationProbeModx256.png TransmutationProbe130xWhite.png
10 s
Transmutation Probe
Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other ability cooldowns by one and a half second. Hold to imbue the next ability cast with DmgElectricitySmall64.png Electricity damage.
Strength:100 / 150 / 200 / 250 /s (DmgElectricitySmall64.png Electricity damage per second)
100 / 150 / 200 / 250 /s (imbued elemental damage per second)
Range:3 / 4 / 5 / 6 m
Efficiency:1.5 s (Cooldown Reduction per enemy shocked)
Misc:15 m/s (probe speed)
3 s (probe duration)
DmgElectricitySmall64.png Electricity and imbued elemental status proc per second
0.5 s (halt delay)
25 HP/EP (Universal Orb restore)
10 % (Universal Ammo restore)

Patch History[]

Update 25.0 (2019-05-22)

  • Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards.


See Also[]