Script error: The function "Proc" does not exist. Damage is one of the four primary elemental damage types. It performs well against Script error: The function "Faction" does not exist.Machinery and Script error: The function "Faction" does not exist.Robotics, but is mitigated by the Alloy Armor worn by many high-level Grineer units.
Status Effects
Script error: The function "Proc" does not exist. damage's status effect is Tesla Chain, which sends an electrical surge dealing damage equal to Base Damage × (Electricity Mod Multiplier ÷ 2) as Script error: The function "Proc" does not exist. to all enemies within a 3-meter radius. 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 headshots' bonus to apply twice (which also affects the added headshot damage of some sniper rifles' zoom bonuses and Target Acquired). It should also be noted that due to the nature of Faction damage mods, their bonuses are applied twice during the calculation of Tesla Chain damage. For example, the Tesla Chain damage of a weapon with an innate 100 damage, Serration, Stormbringer, and Bane of Grineer will be:
Shocked enemies will also be standing up stunned, exposing them from cover and preventing them from attacking for about 3 seconds (though 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. The target will have electricity running through their body over the duration, which disappears after 6 seconds.
Type Effectiveness
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Faction" does not exist. Health
Script error: The function "Proc" does not exist. Modifier
Script error: The function "Proc" does not exist. damage mods can be combined with other elemental mods to create a new elemental damage type.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
Script error: The function "Proc" does not exist. + Script error: The function "Proc" does not exist. = Script error: The function "Proc" does not exist.
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 10Energy 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 ?%Stagger chance; 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.
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 ).
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 MOAs 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.
Spectral Scream's conical area of effect can also break containers, as well as hazards such as explosive barrels. Regardless, increasing range, and having Elemental Ward active along with Spectral Scream will make it easier to clear rooms of containers.
Chroma expends 50Energy to emit an aura of elemental energy, empowering himself and nearby allies within 6 / 8 / 10 / 12 meters for 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs.
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.
Generates a flame aura around Chroma and affected allies that increases base Health by 15% / 20% / 30% / 55% and inflicts 25 / 50 / 75 / 100Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10%status chance.
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 270 health at rank 0, a rank-3 Elemental Ward with a maxed Vitality and Intensify will increase Chroma's health at rank 30 to 270 × (1 + 2 + 1 + 0.55 × 1.3) = 1,273.05.
Damage bypasses obstacles in the environment and decreases with distance.
Electricity
Infuses Chroma and affected allies with an electric current that increases base Shields by 10% / 15% / 20% / 30% 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 270 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 270 × (1 + 2 + 1 + 0.3 × 1.3) = 1,185.3.
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.
When infused into Hildryn by the Helminth, the Shield drained by skills is also converted into damage, but the base multiplier is 1x instead of 10x.
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.
Toxin
Emits an aura of noxious fumes around Chroma and affected allies that increases base Reload Speed by 15% / 25% / 30% / 35%, as well as weapon damage when Holstering by 15% / 25% / 30% / 35% for ? / ? / 3 / 3 seconds. 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.
Cold
Encases Chroma and affected allies in a layer of frost that increases base Armor by 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming fire back to its source. Reflected damage is increased by 150% / 200% / 250% / 300% and has a 10% / 15% / 20% / 25%status chance.
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 370 base armor, a rank-3 Elemental Ward with a maxed Steel Fiber and Intensify will increase Chroma's armor to 370 × (1 + 1 + 1.45 × (1 + 0.3)) = 1,437.45.
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 after hitting Chroma. 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.
Does not prevent damage to Chroma aside from the additional armor bonus and other damage reduction rules; Chroma will be hit normally before reflecting weapons fire.
Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two Heat auras do not increase damage nor health values, and possessing a Heat aura will negate receiving a Cold aura.
Has a casting delay of 1 second. The animation interrupts movement and other actions.
Elemental Ward cannot be recast while active.
Elemental Ward does not work on Nekros' Shadows.
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.
The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it.
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.
Its dmg increase is considered as a Universal base dmg increase, same as Vex Armor and Arcane Arachne
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.
The damage reflection is calculated using the damage before any damage reduction.
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 expends 50Energy to shed his outer pelt, imbued with elemental energy while sprouting 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 and Ragdoll. The sentry can also unleash a radial roar to temporarily stun all enemies within 30 meters.
Damage type is based on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of Spectral Scream.
Enemies killed by the sentry have a 15% / 30% / 45% / 60% chance to drop additional credits. In addition, all credits that drop within 10 meters of the sentry yield 25% / 50% / 75% / 100% additional credits.
For enemies killed by the sentry within the percentage credit bonus range, credit income is increased by an average of 43.75% / 95% / 153.75% / 220%. This assumes the credit chance on kill results in double credits from that enemy.
While Effigy is active, Chroma can fight in his lightened form, gaining 20% movement speed but with a 50% armor reduction.
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.
Effigy will only maintain the damage increase from Fury so long as Chroma's Effigy is within range 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 while recovering energy and stunning enemies at the destination.
The pelt 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.
As the pelt will not move from the spot it is cast on (unless the Guided Effigy mod is equipped), it would serve quite well as an impromptu turret. As such, it is recommended to place the pelt on top of an objective that needs to be defended such as in a Defense mission. If that is the case, then it is recommended to equip energy-regenerating mods such as Rage or Hunter Adrenaline to keep the pelt active for as long as possible.
Vauban releases an electrically-charged grenade that adheres to any surface. On contact with an enemy, the grenade will deal 15Blast damage. If an enemy approaches the grenade within 7 / 8 / 10 / 12 meters, the grenade will discharge. A single grenade holds a maximum of 5 / 6 / 7 / 10 charges, and each charge inflicts 80 / 100 / 120 / 150Electricity damage. Charges are fired once every 3 seconds. Each grenade has a duration of 40 seconds; when a grenade uses a charge, its duration is paused for 0.75 seconds. The ability can be held for a short time and released, doubling damage and increasing status chance to 100%.
Arc damage and contact damage are affected by Ability Strength, and the contact damage can be increased by body-part multipliers.
The arc damage has a low status chance. An Electricity proc will chain 50% of the initial damage to surrounding enemies in a small area of effect while briefly stunning the initial target.
For more information about the contact damage, see this blog and this follow-up.
Each grenade can deal a total of 400 / 600 / 840 / 1500 damage. Sticking a grenade directly on an enemy can potentially deal that entire amount to the enemy for its duration.
Electricity status effect chains 50% of Tesla's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
Number of charges is affected by Ability Duration, while the grenade duration is not.
Because of this, the maximum number of usable charges is capped at 18.
A grenade can only target one enemy at a time, expending a single charge per attack.
Grenades can only attack enemies in line of sight (cannot shoot through walls or corners).
When the ability is charged, damage is doubled and status chance increases to 100%. Both the uncharged 10% status and charged 100% status are unaffected by mods.
Damage is further increased by 25% when a charged Tesla shocks an enemy under various forms of immobilizing crowd control, such as Bastille or Vortex.
Can be used while performing many actions without interrupting them, including reloading.
Can be cast multiple times while active.
Tips & Tricks
Place on allies such as hostages, fellow Warframes, or even sentinels to create a sort of melee protection sphere. Best used on Rhino/Excalibur Warframe with their Rhino Charge/Slash Dash ability.
Placing several Tesla in exactly the same spot will result in the charges being released at nearly the same time, and placing them in a line will result in each firing one at a time as an enemy approaches, dealing more constant damage.
Placing several Tesla on a rotating body allows the Teslas to possibly "orbit" into range of an enemy, and giving them all a chance to fire at said enemy. This effectively increases the range and increases the Tesla group's overall rate of fire.
Works best against Corpus and less effective against other factions, while still acting as a moderate damage tool.
Electrical damage deals normal damage to shields, and only deals extra damage to unshielded MOAs, so it is realistically best for Infested.
Grineer armor will reduce the damage dealt considerably.
Bugs
Even after the Update 23.3 (2018-08-09) rework, the maximum allotted charges per grenade is still capped at 18 charges. Going over this by increasing duration further has no effect.
Volt releases an arc discharge toward the targeted enemy or location on the aiming reticle over unrestricted range, chaining electricity to enemies within 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.
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 critical multiplier is multiplied after weapon mods, meaning it will take your modded critical damage and double it.
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 (default X ). Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile as a hovering frontal shield that reorients itself to face the player's camera direction. Activating the context action again will revert the Current Shield back into a Static Shield.
Enemies hit by the Current Shield while Volt is sprinting will be ragdolled.
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. 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 Electric 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.
As Electric Shield doesn't buff Warframes directly but instead the weapons fired through it, it's one of the only ways to increase Operator damage output. This is particularly useful for Eidolon hunts.
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).
Volt emits a powerful electric pulse over 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 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.
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.
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.
A lower-value pod will still refresh the duration of a higher-value pod.
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.
Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
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. They can also be useful at distracting enemies away from a defense target such as a satellite in a Mobile Defense mission.
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.