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Unused Mod Capacity increases the Warframe's Energy at the start of missions.

> Start missions with |AMOUNT| Energy

> Energy recovers at |AMOUNT| per second
—In-game Description

Energy of a Warframe is a resource used mainly to cast abilities. Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exceptions of , who has no energy but uses shields, and , having no energy but instead using a cooldown system.

Like health and shields, a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community.

## Increasing Energy Capacity

### Mods

These are the only mods currently in the game that increase energy capacity. It is worth noting that , , and cannot be used together. only works on Archwings, and in Conclave.

### Formula For Modded Energy Capacity

These mods increase the energy capacity of a Warframe with the following the formula:

${\displaystyle \text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})}$

So taking as an example, with 200 base energy and 300 max energy he will have:

• With :${\displaystyle 300 \times (1+1.0)=600}$
• With :${\displaystyle 300 \times (1+1.85)=855}$
• With and :${\displaystyle 300 \times (1+1.85+0.10)= 885}$

### Buffs

The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000 damage and applying the Magnetic Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.

### Arcane Helmets

These Arcane Helmets are retired helmets that in the past used to grant increased energy capacity to their respective Warframes.

### Azure Archon Shard

“You're not supposed to be in here! You're going to ruin the surprise!”
The following article/section contains spoilers.

The Azure Archon Shard is a guaranteed reward from defeating Archon Boreal that can provide a flat increase to Energy Capacity after all bonuses are taken into account. Regular Shards provide 50 additional Energy Max, while Tauforged Shards provide 75.

Archon Shards can only be obtained through Archon Hunts, which are unlocked after completing Veilbreaker, or through activities in Albrecht's Laboratories like Netracells, which are unlocked after completing Whispers in the Walls, and Deep Archimedea, after obtaining Rank 5 for the Cavia Syndicate

## Starting Energy

Starting Energy refers to how much energy a Warframe starts a mission with, when reviving from Death, or going through a Sanctuary Onslaught conduit.

Warframe Starting Energy
(energy on spawn)
Rank 0 Energy Capacity
(base capacity)
Rank 30 Energy Capacity
(after ranking bonus applied)
50 100 150
50 100 150
50 175 225
75 215 265
100 175 225
125 215 265
150 200 300
150 200 300
75 140 190
75 175 225
100 200 300
50 130 180
50 175 225
50 200 270
75 175 225
75 175 225
100 175 225
115 200 250
50 100 150
100 175 225
100 175 225
50 100 150
50 100 150
75 175 225
75 175 225
50 140 240
100 220 320
100 175 225
100 175 225
100 175 225
115 200 250
100 190 240
50 100 150
125 140 190
0 0 0
0 0 0
75 140 190
100 175 225
50 100 150
75 140 190
75 215 265
100 250 300
125 150 200
75 140 190
100 175 225
150 175 225
0 0 0
100 175 225
125 215 265
100 175 225
125 215 265
75 140 190
100 215 265
50 100 150
65 140 190
125 175 225
125 175 225
50 100 150
75 140 190
125 175 225
125 175 225
50 100 150
75 140 190
100 175 225
150 215 265
100 175 225
150 175 225
75 175 225
100 215 265
100 215 265
100 215 265
50 175 225
50 200 250
50 150 200
50 140 190
100 175 225
50 100 150
50 100 150
50 175 225
100 200 300
75 140 190
50 175 225
100 175 225
125 215 265
75 175 225
125 175 225
50 100 150
100 175 225
75 175 225
100 175 225
50 100 150
125 200 300
50 100 150
150 200 300
150 200 300
50 130 180
65 145 195
50 160 230
50 200 300
50 100 150
75 175 225

### Formula

Starting Energy can be increased with unspent mod capacity.

The formula followed is:

${\displaystyle \text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}}$

When is equipped, the formula becomes:

${\displaystyle \text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}+(\text{Energy Total}\times \text{Mod Multiplier})}$

## Effective Energy Capacity

### Casting Effective Capacity

Similarly to how one can define the concept of "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the Ability Efficiency factor:

${\displaystyle \text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}}$

Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is:

${\displaystyle \text{Effective Energy Capacity}\leq 4\times\text{Energy Capacity}}$

### Toggle Effective Capacity

Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:

${\displaystyle \text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}}$

For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows:

${\displaystyle \text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}}$

${\displaystyle \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}}$

${\displaystyle \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}}$

Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.

Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.

### Examples

Suppose a has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:

${\displaystyle \frac{50}{0.25}=200\text{ seconds}}$

Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:

${\displaystyle \frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}}$

## Restoring Energy

Energy does not naturally regenerate over time unless the aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up Energy Orbs (and Health Orbs with ) or by a few other means. and are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and can nearby corpses for a chance to drop more Energy Orbs. has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The Focus tree grants the and abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an active ability that creates a dome that restores energy over-time to all Warframes that walk through it.

Two other mods can allow for what can be significant energy restoration by converting a portion of the damage received by enemy attacks on a Warframe's Health into energy: and . However, these are obviously very risky for many frames and are only suitable for those that are rather "health-tough" with strong base Health, Armor and self-healing; frames that typically rely on constant Stealth or a Shield-Gating defense will not be able to benefit much from these mods.

Besides the Entropy effect from , the Blight effect from Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. Squad Energy Restores are consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a Prime Warframe, moving close to a Death Orb will cause it to release a radial wave that restores 250 energy to all nearby Warframes within a small radius, this effect can only occur once per orb.

It is important to note that on most occasions, toggled abilities disable energy generation from team abilities, consumables, or passive regeneration methods. Some exceptions to this are ( and ) and partially ( and ).

***Casting any abilities will temporary stop any passive energy regeneration methods from working, due to the the "drain" needs to be accounted for, it is suspected that this draining is coded to be treated like any toggled/channeled abilities. Frames that casts frequently will benefit from passive energy regeneration far lesser than those who casts lesser due to this mechanic.

### Equinox's Passive

When collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.

• This effect stacks with for up to 120% conversion.

 3 Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08) :N/A :N/A :N/A : 18 / 22 / 30 / 40 % (energy gain) Misc: -50% (health deducted)100% (status cleanse)2 HP (minimum health threshold)

 250 Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level. Introduced in Update 25.7 (2019-08-29) :14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) :15 / 20 / 25 / 30 s (duration) :N/A Misc: 0.1% (battery drain per hit)1% (battery drain per second)0.25% (battery charge per melee attack)2 / 3 / 4 / 5 % (energy restore per hit)50% (damage reduction cap at empty battery)100% (damage reduction cap at full battery)100% ( status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline)

 375 Cathode Grace Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. Introduced in Update 31.5 (2022-04-27) :x 25 / 30 / 40 / 50 % (weapon crit chance)+ 25 / 30 / 40 / 50 % (ability crit chance)1 / 1.15 / 1.3 / 1.5 EP/s (energy regen) :8 s (initial timer)3 s (extra time per kill) :N/A Misc: 60 s (casting cooldown and max duration cap)

 325 Thurible Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Introduced in Update 21.0 (2017-06-29) :10 / 10.83 / 12.5 / 15% (energy convert) :20 / 25 / 30 / 35 s :13 / 15 / 17 / 20 m Misc: 4.0x (headshot multiplier)

 N/A50 Voracious Metastasis Consume Energy to heal yourself and grant matching Energy to each ally. Introduced in Update 30.5 (2021-07-06) :200 / 300 / 400 / 500 (health restored) :16 / 14 / 12 / 10 s :N/A : 50 (energy restored, equal to cost) Subsumable to Helminth

### Limbo's Passive

Rolling (default Shift ) lets enter and exit the Rift plane.

• Entering leaves behind a small Rift portal lasting 5 seconds for allies to enter along.
• Warframes regenerate 2 Energy per second while in the Rift.
• Each enemy killed in the Rift by Limbo also grants him 10 Energy.

### Octavia's Passive

Casting any ability will inspire and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will also receive the Inspiration buff.

• Octavia recasting any ability will also refresh the active Inspiration buff's duration.

 375 Rally Point Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute. Introduced in Update 32.0 (2022-09-07) :20 / 30 / 40 / 50 SP (shields per kill)3 EP/s (energy regen) :30 s :30 m Misc: Threat level priority

 250 Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) :15 / 17 / 20 / 25 (energy restored per pulse)6.25% (damage percentage)≥25% (damage health threshold) :5 / 6 / 7 / 9 s :100 m (cast range)15 / 17 / 20 / 25 m (pulse radius) Misc: 4 (number of pulses)5 (min  True damage)1 (max target limit)

Aside from the aforementioned abilities, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad.

 4100+25/s+25/s/enemy+50/dodge Aegis Storm Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground. Introduced in Update 24.4 (2019-03-08) :100 / 125 / 150 / 200 ( damage per second)100 / 300 / 400 / 500 ( damage on deactivation) :N/A :8 / 10 / 12 / 15 m (energy field max radius) Misc: 8-18 s (energy orb drop interval)

 310+10/corpse Desecrate Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13) :N/A :N/A :10 / 15 / 20 / 25 m Misc: 30% / 40% / 50% / 60% (health orb drop chance)22.5% / 32% / 42.5% / 54% (drop table chance)

 225 Blazing Chakram Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in Update 18.1 (2015-12-16) :100 / 150 / 200 / 250 ( damage)400 / 600 / 800 / 1000 (boosted damage)60% / 75% / 85% / 100% (vulnerability) :10 / 11 / 13 / 15 s :N/A Misc: 50% / 65% / 80% / 100% (health orb chance)20% / 25% / 30% / 35% (energy orb chance)30 m (uncharged throw distance)70 m (charged throw distance)

 375 Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in Update 28.0 (2020-06-11) :10 / 15 / 20 / 25 % (extra pickup drop chance) :10 / 15 / 20 / 25 s :N/A Misc: 2 s (pickup spawn interval)100 HP (empowered health orb restore)1x (universal ammo pack restore)1 (limit of active caches) Subsumable to Helminth

While not restoring energy directly nor indirectly, has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.

 250 Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Viral Damage and energy sources provide more energy. These buffs extend to squad mates. Introduced in Update 26.0 (2019-10-31) :20% (damage on digestion)600 / 700 / 800 / 1000 (self heal on cast)1.5 / 1.65 / 1.8 / 2 x (energy multiplier)100 / 150 / 200 / 250 ( damage on hit)+40% / +50% / +60% / +75% ( damage buff) :10 / 15 / 20 / 25 s (buff duration) :10 / 15 / 20 / 25 m (buff radius)12 m (splash radius) Misc: 10 ( status stacks)2 s (explosion cooldown) Subsumable to Helminth

## Energy Reduction

Sorties with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity. This also reduces passive energy regeneration effects, like and 's abilities.

There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. Nightmare Mode's Energy Drain condition slowly drains 15 energy per second throughout the mission. On top of its regular effects, a proc will drain 90 energy over 3 seconds, or 30 energy per tick. In Conclave, nullifies passive energy regeneration in exchange for increased mobility.

## Using Energy as Health

### Mods

These mods stop lethal damage by allowing hits to drain your energy after your Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with and since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.

## Patch History

Update 35.0 (2023-12-13)

• Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
• Grendel Prime from 100 to 115
• Inaros Prime from 50 to 75
• Ivara Prime from 75 to 100
• Khora Prime from 75 to 100
• Limbo Prime from 100 to 125
• Nidus Prime from 50 to 75
• Titania Prime from 100 to 125

Update 33.0 (2023-04-26)

• Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time.
• Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.

Update 32.3 (2023-02-15)

• Removed the “Starting Energy” stat that was added in Hotfix 32.2.9 and merged it with the existing “Energy” tooltip.
• Also fixed incorrect calculation of Mod upgrade to Energy drain, which resulted in incorrect calculation of Energy players receive on spawn.

Hotfix 32.2.9 (2023-01-11)

• Added a new “Starting Energy” stat (affected by Mods like Preparation) in the Arsenal to indicate the amount of Energy a Warframe will start a mission with.
• Hot Tip: Unspent Mod capacity increases how much Energy you have at the start of missions.
• Harrow will always show 100% Energy filled thanks to his passive.

Update 32.0 (2022-09-07)

• Operator Energy pickups will now be shared with Warframe.
• Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion).