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 CapacityEdit
ModsEdit
These are the only mods currently in the game that increase energy capacity. It is worth noting that Flow and Primed Flow cannot be used together. Auxiliary Power only works on Archwings.
Formula For Modded Energy CapacityEdit
These mods increase the energy capacity of a Warframe with the following the formula:
$ \text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier}) $
So taking Volt Prime as an example, with 200 base energy and 300 max energy he will have:
- With Flow:$ 300 + (200 \times 1.5)=600 $
- With Primed Flow:$ 300+(200 \times 2.75)=850 $
- With Primed Flow and Endurance Drift:$ 300+(200 \times 2.90)=880 $
BuffsEdit
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 Magnetic 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 HelmetsEdit
These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes.
Warframe Starting EnergyEdit
ModsEdit
This is the only mod currently in the game that increases the starting energy of a Warframe.
FormulaEdit
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from death. This amount of energy is calculated based on the Warframe's free mod capacity and a base value specific for each Warframe (differs even between normal and prime variants). The formula followed is:
$ \text{Starting Energy}=\text{Initial Energy}+5(\text{Free Mod Capacity}) $
When Preparation is equipped, the formula becomes:
$ \text{Starting Energy}=\text{Initial Energy}+(5\times \text{Free Mod Capacity})+(\text{Energy Total}\times \text{Mod multiplier}) $
Table of Initial EnergiesEdit
The initial energy of a Warframe is given from the following table. It is still unknown whether these values are calculated off of some other attributes or simply fixed parameters for each Warframe, and are subject to change. This area of research is still very actively worked on.
Warframe | Energy Pool | |||||
---|---|---|---|---|---|---|
Ash | 50 | |||||
Ash Prime | 50 | |||||
Atlas | 50 | |||||
Atlas Prime | ? | |||||
Banshee | 100 | |||||
Banshee Prime | 125 | |||||
Baruuk | 150 | |||||
Chroma | 75 | |||||
Chroma Prime | 100 | |||||
Ember | 75 | |||||
Ember Prime | 75 | |||||
Equinox | 100 | |||||
Equinox Prime | 115 | |||||
Excalibur | 50 | |||||
Excalibur Prime | 100 | |||||
Excalibur Umbra | 100 | |||||
Frost | 50 | |||||
Frost Prime | 50 | |||||
Gara | 75 | |||||
Garuda | 50 | |||||
Gauss | 100 | |||||
Grendel | ? | |||||
Harrow | 50 | |||||
Hildryn | N/A | |||||
Hydroid | 75 | |||||
Hydroid Prime | 100 | |||||
Inaros | 50 | |||||
Ivara | 75 | |||||
Ivara Prime | 75 | |||||
Khora | 75 | |||||
Limbo | 100 | |||||
Limbo Prime | 100 | |||||
Loki | 100 | |||||
Loki Prime | 125 | |||||
Mag | 50 | |||||
Mag Prime | 100 | |||||
Mesa | 50 | |||||
Mesa Prime | 65 | |||||
Mirage | 125 | |||||
Mirage Prime | 125 | |||||
Nekros | 50 | |||||
Nekros Prime | 75 | |||||
Nezha | 125 | |||||
Nidus | 50 | |||||
Nova | 50 | |||||
Nova Prime | 150 | |||||
Nyx | 100 | |||||
Nyx Prime | 150 | |||||
Oberon | 75 | |||||
Oberon Prime | 100 | |||||
Octavia | 100 | |||||
Revenant | 50 | |||||
Rhino | 50 | |||||
Rhino Prime | 50 | |||||
Saryn | 50 | |||||
Saryn Prime | 100 | |||||
Titania | 100 | |||||
Trinity | 75 | |||||
Trinity Prime | 125 | |||||
Valkyr | 50 | |||||
Valkyr Prime | 100 | |||||
Vauban | 75 | |||||
Vauban Prime | 100 | |||||
Volt | 50 | |||||
Volt Prime | 125 | |||||
Wisp | 150 | |||||
Wukong | 50 | |||||
Wukong Prime | 65 | |||||
Zephyr | 50 | |||||
Zephyr Prime | 75 |
Effective Energy CapacityEdit
Casting Effective CapacityEdit
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:
$ \text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}} $
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:
$ \text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity} $
Toggle Effective CapacityEdit
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
$ \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:
$ \text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}} $
$ \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})} $
$ \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.
ExamplesEdit
Suppose a Prowling Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
$ \frac{50}{0.25}=200\text{ seconds} $
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
$ \frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes} $
Restoring EnergyEdit
Energy does not naturally regenerate over time, except when the Energy Siphon aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up an Energy Orb (and Health Orbs with Equilibrium) or by a few other means. Trinity and Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and Nekros can Desecrate nearby corpses for a chance to drop more Energy Orbs. Limbo has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The Zenurik Focus tree grants the Energy Pulse and Energizing Dash abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an added effect for Void Dash which makes it create a dome that restores energy over-time to all Warframes that walk through it.
Besides the Entropy effect from Cephalon Suda, 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 Chroma ( Spectral Scream and Effigy) and partially Equinox ( Pacify & Provoke and Mend & Maim).
AbilitiesEdit
Equinox's Passive
When Equinox collects Health Orbs, 10% of the restored amount is converted into additional Energy.
- Picking up Energy Orbs also restore Health.
- This effect stacks with Equilibrium for up to 120% conversion.
ENERGY 0 KEY 3 | Bloodletting Garuda sacrifices her health to generate energy. | Strength:N/A | |
Duration:N/A | |||
Range:N/A | |||
Misc:-50% (health deducted) 18 / 20 / 22 / 25 % (energy gain) 2 HP (minimum health threshold) |
ENERGY 50 KEY 2 | 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.
| Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) | |
Duration:15 / 20 / 25 / 30 s (duration) | |||
Range:N/A | |||
Misc:1.0 - 6.5% (battery drain per hit) ?% (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% ( Slash status chance for Mach Rush) 100% (base melee damage bonus and stagger chance from Redline) |
ENERGY 25 KEY 3 | 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. | Strength:10% (energy convert) | |
Duration:20 / 25 / 30 / 35 s | |||
Range:13 / 15 / 17 / 20 m | |||
Misc:4.0x (headshot multiplier) |
Octavia's Passive
Casting any ability will inspire Octavia 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.
ModsEdit
ArcanesEdit
Using Energy as HealthEdit
ModsEdit
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 Rage and Hunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.
NotesEdit
Last updated: Update 27.3