Electricity Damage is one of the four primary elemental damage types. It performs well against GrineerMachinery and CorpusRobotics, but is mitigated by the Alloy Armor worn by many high-level Grineer units.
The status effect of Electricity damage is Tesla Chain. It stuns the affected target and deals a tick of damage every second for 6 seconds to all enemies in a 3-meter radius. Each tick dealing damage equal to 0.5 × Base Damage × (1 + %Electric Damage from mods) × Faction damage mods as Electricity. Multiple instances of the effect can stack with each instance having its own timer. If a proc occurs together with a headshot, stealth bonus, and/or critical hit, the damage is also affected by their respective multipliers. The Tesla Chain is able to hit heads and other body parts by itself, potentially allowing headshot bonuses to apply twice (which is also affected by the added headshot damage from Target Acquired and zoom bonuses on some sniper rifles).
For example, tick damage for a weapon with an innate 100 damage, Serration, Stormbringer, and Bane of Grineer will be:
Electric Mod Multiplier = (1 + 0.9) × (1 + 0.3) = 2.47x
Tick Damage = 0.5 × 344.5 × 2.47 = 425.4575
As can be seen in the above calculations for tick damage, Faction Damage is applied twice, making their effective bonus = (1 + Faction Damage bonus)2. Which is +69% for the 30% Faction Damage mods and +140.25% for the 55% Primed Faction Damage mods.
Enemies affected by this status effect will also be standing up stunned, preventing them from taking any other action for about 3 seconds (Ospreys, Bosses, and Tenno are immune to this). Note that only the original target will be stunned, and others around it will only take damage.
Enemies affected by an Electricity proc have their bodies covered in blue electricity, with electric lines connecting to each afflicted.
The Empyrean game mode version of Electricity is called Ionic. Its status effect is Scramble, causing enemy ships to spiral erratically in a forward direction while being unable to use weaponry for 6 seconds, with subsequent procs refreshing the duration. Against the Tenno's Railjack, it causes an Electricity Hazard which reduces the ship's max shields by 10%.
As with all damage types ineffective against armor, Electricity damage's type modifier works in two ways: it decreases the damage dealt in the same way as a type modifier against hitpoints and increases the armor's value by a percentage of the target's armor for the damage calculation. Practically speaking, this means that Electricity damage is reduced by -50% and damage is further reduced by 150% of a target's whole Alloy Armor.
Spectral Scream Exhale a deep breath of elemental destruction. Tap to cycle through elements, hold to cast. The chosen element applies to all of Chroma's abilities.
Wielding mastery over the deadly elements, Chroma can selectively change his elemental alignment, by tapping the ability key to freely cycle the selection wheel between Heat, Electricity, Toxin, or Cold.
Chroma's initial element once he enters a mission is determined by the primary emissive color in his Appearance customization, otherwise it will default to Heat.
Hold down the ability key (default 1 ) to expend 10 energy to activate Spectral Scream. While active, Chroma holsters his weapons away and continuously exhales elemental energy in a cone 4 / 5 / 6.5 / 10 meters long that inflicts 200 / 250 / 300 / 400Heat, Electricity, Toxin, or Cold damage per second with a 100%status chance and a ?% chance to stagger lightly; each enemy hit directly by Spectral Scream's cone will also spread its ability effects via an elemental energy stream to one other enemy within 10 meters.
Damage bypasses obstacles in the environment and does not decrease with distance.
Damage type is based on Chroma's current elemental alignment which is determined by Chroma's emissive color.
Cone length is affected by Ability Range, following the expression: 10 × (1 + Ability Range)1/3.
At max rank, with a maxed Narrow Minded the range would be reduced to 6.97 meters, while a maxed Overextended would instead increase it to 12.38 meters.
Status chance, stagger chance, and spread range are not affected by mods.
Spectral Scream's cone emits from Chroma's mouth, which changes direction based on where Chroma's model is facing (not the player camera) and can only be aimed within 90 degrees to each side and 45 degrees above or below Chroma.
While Chroma cannot use his weapons with Spectral Scream active, he is still able to cast abilities or maneuver just as freely.
Spectral Scream drains 3 energy per second and will remain active as long as Chroma has energy. Spectral Scream will end if Chroma runs out of energy or if deactivated by holding down the ability key again (default 1 ).
Channeling energy cost is affected by Ability Efficiency and Ability Duration.
This ability can come in handy when used as a form of Crowd Control and can both be used as a damage ability, or with Heat or Electricity elemental damage creating a continuous crowd control stun.
This ability can be used to resist knockdowns, making it usable for walking through corpus laser doors or shockwaves caused by MOA or death orbs.
Rolling can be used to counteract the movement speed reduction and cover a large area in a short period of time.
Having a Limbo with a high duration build on your team can be very useful, as Spectral Scream will be able to damage all enemies even while Chroma is in the rift. With a build with maximum efficiency, this will also cause Spectral Scream to cost no energy to use, while actually gaining energy at a minute rate.
Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.
Chroma emits an aura of elemental energy, by expending 50 energy to empower himself and nearby allies as long as they remain within 6 / 8 / 10 / 12 meters, providing both offensive and defensive buffs. Elemental Ward lasts for 10 / 15 / 20 / 25 seconds.
Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Heat
Generates a flame aura around Chroma and affected allies that increases base Health by 50% / 75% / 100% / 200% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
Health bonus and damage per second are affected by Ability Strength.
The health bonus stacks additively with base health modifiers, and the amount of health gained is determined by the affected Warframe's base health at rank 0. Since Chroma has 100 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 100 × (1 + 2 + 4.4 + 2 × 1.3) = 1,000.
Damage bypasses obstacles in the environment and decreases with distance.
Burn radius and status chance are not affected by mods.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 50% / 65% / 75% / 100% and converts incoming damage into arc discharges. An arc discharge inflicts 250% / 300% / 500% / 1,000% incoming damage as Electricity damage to a single target within 5 / 6 / 8 / 10 meters with a 10% / 15% / 20% / 25%status chance. Arc discharges will inflict a minimum of 50 / 60 / 100 / 200Electricity damage.
The shield bonus stacks additively with base shield modifiers, and the amount of shields gained is determined by the affected Warframe's base shields at rank 0. Since Chroma has 100 shields at rank 0, a rank-3 Elemental Ward with a maxed Redirection and Intensify will increase Chroma's shield capacity at rank 30 to 100 × (1 + 2 + 4.4 + 1 × 1.3) = 870.
Arc damage bypasses obstacles in the environment.
The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed Intensify, losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300Electricity damage at rank 3 to a single target as long as it's within range.
Damage from environmental hazards can also be converted into arc discharges.
Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold.
Emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin damage with a 100%status chance.
The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds.
Damage bypasses obstacles in the environment and does not decrease with distance.
Reload speed and holster rate bonuses are affected by Ability Duration.
The amount of reload speed gained is determined by the affected weapon's base reload speed.
Poison radius, enemy health to Toxin damage, and status chance are not affected by mods.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 75% / 100% / 150% and creates an ice shield that reflects incoming fire back to their source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
Armor bonus, damage multiplier, and status chance are affected by Ability Strength.
The armor bonus stacks additively with base armor modifiers, and the amount of armor gained is determined by the affected Warframe's base armor, according to the following formula: Base Armor × (1 + Armor Mods + Ability Modifier × (1 + Strength Mods)).
Since Chroma has 350 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 350 × (1 + 1.1 + 1.5 × (1 + 0.3)) = 1,417.5.
As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses.
Incoming hitscan and non-hitscan projectiles are physically redirected. As such, obstacles in the environment can prevent reflected damage from hitting enemies.
Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected.
Non-hitscan projectiles are reflected in the direction of the source enemy.
Elemental Auras of any type from two or more Chromas do not stack, i.e. two Heat auras do not increase damage nor health values, and if you had both a Heat and Cold aura, only one of them would be active on allies, the first aura stays until you move out of range or it expires.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Subsuming Chroma to the Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color.
Everlasting Ward is a Warframe Augment Mod for Chroma that allows allies to retain Elemental Ward's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration.
In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off.
Electricity
Can be used to great effect on Survival and Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors.
Toxin
Works very well with weapons that require you to reload frequently or have long reload times.
Can reduce recharge delay for Cycron or a Kitgun equipped with Pax Charge, however, it does not affect recharge rate.
Cold
Properly modded, a Cold-oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting Effigy.
Bugs
Allies who enter, leave, then re-enter the radius of Heat-oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all.
This causes Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process.
The in-game UI shows the armor bonus from the Cold aura as a flat bonus rather than a percentage.
Chroma sheds his outer pelt by expending 50 energy to activate the ability, imbuing the pelt with elemental energy to sprout wings and converting it into a stationary floating sentry with 1000 / 2000 / 4000 / 8000Fleshhealth and 140Ferrite Armor. The sentry will attack all enemies within 20 meters with a continuous stream of elemental energy, dealing 100 / 200 / 300 / 400Heat, Electricity, Toxin, or Cold damage per tick with a ?% status chance at 5 ticks per second. If enemies come within 5 meters of the sentry, it will periodically unleash a radial knockback that inflicts 200Heat, Electricity, Toxin, or Cold damage while blasting the affected enemies away. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
Sentry health and continuous damage are affected by Ability Strength.
Effigy's elemental breath attack does 5 ticks of damage within 1 second making the base damage per second 2000.
Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Sentry armor, attack range, status chance, damage ticks per second, knockback radius, knockback damage and stun radius are not affected by mods.
Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. All credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
Credit chance, credit bonus drop zone, and credit bonus are not affected by mods.
Technically increases credits income by 3.75% / 15% / 33.75% / 60% while the Sentry is active.
While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
Speed bonus and armor reduction percentages are not affected by mods.
The armor reduction is a multiplicative penalty that's applied to Chroma's total armor (e.g., with a maxed Steel Fiber and Intensify, Chroma with Vex Armor at full capacity will have his armor lowered to 350 × (1 + 1.1 + 3.5 × 1.3) × 0.5 = 1,163.75 when Effigy is activated).
Effigy drains 10 energy per second while active, and will deactivate if Chroma runs out of energy, sentry health is depleted, or if manually deactivated by pressing the ability key again (default 4 ).
Ability Synergy: Effigy's damage per tick and knockback damage can be boosted by the Fury aspect of Vex Armor.
When deactivated, Chroma can teleport his pelt from anywhere onto himself. This will stop movement and interrupt any action Chroma is doing, such as reloading, leaving a player vulnerable.
When deactivated while sliding, Chroma's pelt will be reapplied to him without triggering the animation, even if the player immediately cancels his slide.
Both the initial cast and the return of Chroma's pelt will cease any actions as they are a two-handed ability.
Guided Effigy is a Warframe Augment Mod for Chroma's Effigy that allows him to control the Effigy, dealing rapid damage to enemies in its path and stunning enemies at the destination.
The sentry usually unleashes its roar a few seconds after deploying. This allows you to quickly deploy the sentry for a temporary stun to all nearby enemies.
The pelt can be Banished, preventing damage from non-banished enemies while still being able to damage all enemies normally.
The pelt gains shields from the Shield Osprey Eximus Specter.
Misc:? % (Blast status chance) 1 s (discharge interval) 50 % (Electricity status chance) 4 (limit of active drones)
Info
Vauban throws a capsule in an arcing trajectory toward the aiming reticle. On impact with an enemy, the capsule inflicts 15Blast damage with a ?% status chance; on impact with an enemy or a surface, the capsule releases a Tesla Nervos. The Tesla Nervos is an invulnerable Latcher Specter that follows Vauban and seeks to latch onto a nearby enemy, shocking the target and stunning it in place as long as the Tesla Nervos remains attached. The stunned target receives 10 / 15 / 20 / 25Electricity damage per second, while discharging an electric burst every 1 second to inflict 80 / 100 / 120 / 150Electricity damage with 50%Status Chance to all enemies within a 4 / 4 / 5 / 6 meter radius; each Tesla Nervos holds 5 / 6 / 7 / 10 electrical charges that last until used.
Capsule damage on hit, damage per second and damage per discharge are affected by Ability Strength.
Discharge interval and status chances are not affected by Mods.
If the stunned target is killed before the Tesla Nervos uses up its charges, the Tesla Nervos will detach and look for another enemy.
If the Tesla Nervos uses up all of its charges, it will dissipate and release its stunned target.
Tesla Nervos will teleport to Vauban provided it is too far away and not currently attached to an enemy.
Multiple Tesla Nervos can attach to the same enemy target.
Holding down the ability key (default 1 ) causes Vauban to juggle up to 4 Tesla Nervos capsules once fully charged. Release the hotkey to throw and scatter them toward the direction of the aiming reticle, deploying multiple drones in one cast for no extra energy cost.
Limit of active drones is not affected by mods.
Deploying new Tesla Nervos past the drone limit causes older drones to dissipate, even when they are still attached to enemies.
Number of active drones is displayed on the ability icon.
Ability Synergy:
Tesla Nervos is affected by Minelayer's Vector Pad and will be propelled toward the pad's direction on contact.
Tesla Nervos can attach to enemies already affected by Minelayer's Tether Coil and Bastille.
Can be recast while active to deploy new drones with full charges.
While Tesla Nervos are moving, they emit a mechanical clicking sound to indicate their presence.
Tesla Nervos do not show minimap icons or waypoints to track their position.
Tesla Nervos features a unique model apart from the Grineer Roller and Latcher. Vauban's Appearance colors affect the Tesla Nervos' appearance as well.
Subsuming Vauban to the Helminth will offer Tesla Nervos and its augments to be used by other Warframes.
Tesla Bank is a Warframe Augment Mod for Vauban that allows a Tesla Nervos mine that has attached itself to an enemy to release absorbed damage on death in a burst of Electricity.
If Vauban is playing as client, Tesla Nervos will use its default model rather than their custom models depending on the equipped skin (normal, Prime, or Vauban Citadel Skin).
Volt releases an arc discharge toward the targeted enemy or location on the aiming reticle over unrestricted range, chaining electricity to enemies within 7 / 10 / 12 / 15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts 75 / 100 / 125 / 200Electricity damage with a 100%status chance to each enemy.
Electricity status effect chains 50% of Shock's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
Cast range and status chance are not affected by mods.
Shock's first point of contact can either be a surface or an enemy:
By aiming the arc at a surface within the vicinity of nearby enemies, Shock can be used to damage enemies without directly aiming at them.
By aiming the arc directly at an enemy, Shock will have the potential to damage and stun a maximum of 3 / 4 / 5 / 6 enemies per cast.
Shock can only chain to enemies within the arc's line of sight (e.g., Shock will not phase through obstacles in the environment to reach enemies within range).
Can be used while performing many actions without interrupting them, including reloading.
Ability Synergy:
Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 760 damage if Shock's modified damage is 260 and the Passive bonus is 500 at the time Shock is cast).
Casting Shock against a target under Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
Subsuming Volt to the Helminth will offer Shock and its augments to be used by other Warframes.
Shock Trooper is a Warframe Augment Mod for Volt that allows Shock to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Electricity damage to all attacks.
Shock stuns all affected enemies. This is especially useful against heavy units.
Firing Shock directly at enemies may or may not be useful due to its targeting mechanics. Try instead to fire shock at the surfaces near the enemies (the ground, walls, ceiling, etc).
Firing Shock at the wall behind a corner will chain damage to nearby enemies around said corner. This can be used to scout for enemies not in your line of sight.
Misc:50% (damage bonus) 200% (critical damage bonus) 6 m x 4.25 m (static shield) 2 m x 3 m (current shield) 6 (shields limit)
Info
Volt creates an electrical energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire, lasting for 10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain 50%Electricity damage and 200%critical multiplier.
Height and width of the shield as well as the damage bonus are not affected by mods.
The Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50Electricity damage.
Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150%Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
The Electricity damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Electricity from Electric Shield.
Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons and will have his speed and mobility reduced.
Enemies hit by the Current Shield while Volt is sprinting will be ragdolled.
Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
Only one shield can be equipped at a time.
A maximum of 6 separate Electric Shields can be cast at any given time. Casting Electric Shields after reaching the maximum will remove the oldest shield.
Electric Shield affects certain weapons differently:
All primary and secondary weapons will gain Electricity damage and amplified critical damage.
Pellets from gunblades, like Redeemer and Sarpa, also gain the buff.
Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage, but it will affect the orb's explosion damage.
Held-trigger weapons will gain hitscan properties.
While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate punch through, such as a Scorch's Ignis, can bypass Electric Shield.
Prevents self-stagger from AoE weapons if the player shoots behind the shield.
Ability Synergy: Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields, with no energy cost for moving them. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.
Multiple instances of the Static Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.
If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).
Misc:3 / 3 / 4 / 4 s (electric pulse duration) 4.5 s (damage delay)
Info
Volt emits a powerful electric pulse over 12 / 15 / 18 / 20 meters, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned for the entire 3 / 4 / 5 / 6 second stun duration and emit arcs of electricity like Electricity procs, shocking hostiles who come within 4 / 4 / 6 / 8 meters.
Stun duration is affected by Ability Duration, but the 3 / 3 / 4 / 4 second electric pulse duration and 4.5 second damage delay are not.
Electric arcs are not obstructed by the environment.
Electric arcs deal 250 / 375 / 500 / 600Electricity damage per tick to each other hostile within 4 / 4 / 6 / 8 meters of the affected target. Electricity damage ticks twice every second.
There is no delay of 4.5 seconds and affected targets will not deal self-damage.
Affected targets that are not in range of other hostiles will begin to damage themselves after the first 4.5 seconds of Discharge for 250 / 375 / 500 / 600Electricity damage per tick for the remaining 3 / 4 / 5 / 6 second stun duration. Electricity damage ticks twice every second.
If affected targets die but one is left alive, it will begin to damage itself after another 4.5 seconds.
If total stun duration or remaining duration is shorter than 4.5 seconds, affected target will take no damage.
Discharge damage, electric arc damage, and stun duration all have falloff over the 12 / 15 / 18 / 20m range.
Discharge damage and electric arc damage are affected by Ability Strength.
Discharge range and electric arc radius are affected by Ability Range.
At the casting point Discharge damage, electric arc damage, and stun duration remain at 100%, linearly decreasing until all reach 50% of their respective values at the maximum range from the cast point.
Electric arc damage does not falloff over the electric arc radius from individual enemies, only over the Discharge range.
Loot crates can also undergo the Tesla effect, but can only be charged once.
Volt's passive does affect Discharge, but the bonus damage is not simply added onto the ability's total damage output. Instead, the current bonus damage value is divided by the damage per tick value, rounded down to the nearest whole number, then multiplied by 0.5 seconds. This new value is then subtracted from the 4.5 second damage delay phase of Discharge, meaning Discharge will begin damaging the target sooner.
For example, a rank 3 Discharge with a max rank Intensify and 1,000 bonus damage from Volt's passive will deal:
This bonus will be applied only to the first enemy/object Discharge's propagation hits, meaning any other targets hit by Discharge will follow the normal damage calculation without Static Discharge's effects.
Ability Synergy: Casting Shock against a target under Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
Can be used while sliding, wall clinging, and in mid-air (e.g. jumping or executing a front flip).
Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
Cannot be recast within the first 3 / 3 / 4 / 4 seconds of a previous cast, and recasting after said duration will not refresh or stack the effect on already affected enemies.
Casting Discharge when targets are in a close proximity to one another and/or to yourself will ensure that enemies take more damage during the Effect Duration.
Reservoirs Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.
Misc:∞ (Reservoir lifespan) 6 (max reservoirs active) 100 % (Electricity status chance) 5 (number of targets) 3 s (Shock cooldown) 25 % (Sol Gate damage buff)
Info
Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for 25 energy, placing the pod directly in front of her. The reservoir pods have a range of 5 meters and last indefinitely, while the motes retrieved from the pods lasts 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
Casting additional reservoir pods will replace the oldest pod.
Up to three different reservoir types can be unlocked as the ability is ranked up:
Vitality: unlocked by default (Unranked Warframe)
Haste: unlocked at rank 1 (Warframe Rank 7)
Shock: unlocked at rank 2 (Warframe Rank 14)
Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
This includes at least some allies spawned via Warframe abilities such as Nidus's Maggots via his Ravenous ability.
Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
Motes grant the affected entity a specialized buff based on the reservoir type.
Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
Each entity is limited to 1 active Mote buff per reservoir type.
The Vitality Mote increases maximum Health by 300 and restores 30 health per second.
Maximum health and health regeneration are affected by Ability Strength.
Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
The Haste Mote increases movement speed and melee attack speed by 20% and fire rate by 30%.
Movement speed, melee attack speed, and fire rate buffs are affected by Ability Strength.
Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
The Shock Mote stores an electrical charge that zaps up to 5 enemies within 15 meters with chain lightning, dealing 10Electricity damage with 100%status chance to stun enemies.
Shock damage is affected by Ability Strength.
Shock range is affected by Ability Range.
Number of targets, stun duration and stun frequency are not affected by mods.
Stun duration and frequency cooldown are both 3 seconds long. The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
Ability Synergy:
Casting Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
Wisp cannot teleport to a pod while within less than 10 meters of it.
Currently obtained Motes provide additional properties to Sol Gate.
Vitality: Provides a 25% damage increase.
Haste: Allows Sol Gate to deal Corrosive procs on every damage instance.
Range:60 / 100 / 120 / 160 m (explosion radius) 80 m (beam range)
Info
In Archwing missions, the Itzal launches 2 / 4 / 6 / 8 Locust Drones that independently attack enemies within a range of 80 meters using lasers that deal continuous Electricity damage. These drones will disappear after 15 / 20 / 25 / 30 seconds. If a drone is destroyed by enemy fire or detonates after the ability's duration expires, it will deal 1000 / 1500 / 2000 / 2500Blast damage within a radius of 60 / 100 / 120 / 160 meters.
In Landscape missions, the range of this ability is reduced down to 8 meters of beam range and 6 / 10 / 12 / 16 meters of detonation radius.
Number of drones, beam damage (pending confirmation), and explosion damage are affected by Ability Strength.
Explosion damage does not bypass obstacles in the environment and decreases with distance.
Electricity status effect chains 50% of Fighter Escort's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
Drones require line-of-sight for targeting acquisition.
Drones will not be transported by Blink, will not open fire while under the effects of Penumbra, and will not attack during a sprint.
Cannot be recast while active.
Tips & Tricks
The drones can distract enemies trying to attack you, drawing fire away from you (giving your shields time to regenerate) and dealing a little extra damage. Whilst they are fairly easily destroyed they are also small and agile, which means enemies without beam weapons will have a hard time hitting them.
Whilst ineffective against high-level enemies, the drones can easily destroy lower-level targets by focusing their fire.
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.
AoE Electric Damage that is part of the Status Effect can now reoccur while the target is still under the stun animation of another Electric Status Effect.