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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 HildrynIcon272 Hildryn, who has no energy but uses shields, and LavosIcon272 Lavos, 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 Mod TT 20px Flow, Mod TT 20px Primed Flow, and Mod TT 20px Archon Flow cannot be used together. Mod TT 20px Auxiliary Power only works on Archwings, and Mod TT 20px Adrenaline Boost in Conclave.

Formula For Modded Energy Capacity[]

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

So taking Volt PrimeIcon272 Volt Prime as an example, with 200 base energy and 300 max energy he will have:

  • With Mod TT 20px Flow:
  • With Mod TT 20px Primed Flow:
  • With Mod TT 20px Primed Flow and Mod TT 20px Endurance Drift:

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 DmgMagneticSmall64 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 Helmets[]

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

Azure Archon Shard[]

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

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)
AshIcon272 Ash 50 100 150
Ash PrimeIcon272 Ash Prime 50 100 150
AtlasIcon272 Atlas 50 175 225
Atlas PrimeIcon272 Atlas Prime 75 215 265
BansheeIcon272 Banshee 100 175 225
Banshee PrimeIcon272 Banshee Prime 125 215 265
BaruukIcon272 Baruuk 150 200 300
BaruukPrimeIcon272 Baruuk Prime 150 200 300
CalibanIcon Caliban 75 140 190
ChromaIcon272 Chroma 75 175 225
Chroma PrimeIcon272 Chroma Prime 100 200 300
CitrineIcon272 Citrine 50 130 180
DagathIcon272 Dagath 50 175 225
DanteIcon272 Dante 50 200 270
EmberIcon272 Ember 75 175 225
Ember PrimeIcon272 Ember Prime 75 175 225
EquinoxIcon272 Equinox 100 175 225
EquinoxPrimeIcon Equinox Prime 115 200 250
ExcaliburIcon272 Excalibur 50 100 150
Excalibur PrimeIcon272 Excalibur Prime 100 175 225
Excalibur UmbraIcon272 Excalibur Umbra 100 175 225
FrostIcon272 Frost 50 100 150
Frost PrimeIcon272 Frost Prime 50 100 150
GaraIcon272 Gara 75 175 225
GaraPrimeIcon Gara Prime 75 175 225
GarudaIcon272 Garuda 50 140 240
GarudaPrimeIcon Garuda Prime 100 220 320
GaussIcon272 Gauss 100 175 225
GaussPrimeIcon272 Gauss Prime 100 175 225
GrendelIcon272 Grendel 100 175 225
GrendelPrimeIcon272 Grendel Prime 115 200 250
GyreIcon272 Gyre 100 190 240
HarrowIcon272 Harrow 50 100 150
HarrowPrimeIcon Harrow Prime 125 140 190
HildrynIcon272 Hildryn 0 0 0
HildrynPrimeIcon272 Hildryn Prime 0 0 0
HydroidIcon272 Hydroid 75 140 190
Hydroid PrimeIcon272 Hydroid Prime 100 175 225
InarosIcon272 Inaros 50 100 150
InarosPrimeIcon272 Inaros Prime 75 140 190
IvaraIcon272 Ivara 75 215 265
Ivara PrimeIcon272 Ivara Prime 100 250 300
JadeIcon272 Jade 125 150 200
KhoraIcon272 Khora 75 140 190
KhoraPrimeIcon272 Khora Prime 100 175 225
KullervoIcon272 Kullervo 150 175 225
LavosIcon272 Lavos 0 0 0
LimboIcon272 Limbo 100 175 225
Limbo PrimeIcon272 Limbo Prime 125 215 265
LokiIcon272 Loki 100 175 225
Loki PrimeIcon272 Loki Prime 125 215 265
MagIcon272 Mag 75 140 190
Mag PrimeIcon272 Mag Prime 100 215 265
MesaIcon272 Mesa 50 100 150
MesaPrimeIcon272 Mesa Prime 65 140 190
MirageIcon272 Mirage 125 175 225
Mirage PrimeIcon272 Mirage Prime 125 175 225
NekrosIcon272 Nekros 50 100 150
Nekros PrimeIcon272 Nekros Prime 75 140 190
NezhaIcon272 Nezha 125 175 225
NezhaPrimeIcon272 Nezha Prime 125 175 225
NidusIcon272 Nidus 50 100 150
NidusPrimeIcon272 Nidus Prime 75 140 190
NovaIcon272 Nova 100 175 225
Nova PrimeIcon272 Nova Prime 150 215 265
NyxIcon272 Nyx 100 175 225
Nyx PrimeIcon272 Nyx Prime 150 175 225
OberonIcon272 Oberon 75 175 225
Oberon PrimeIcon272 Oberon Prime 100 215 265
OctaviaIcon272 Octavia 100 215 265
OctaviaPrimeIcon64 Octavia Prime 100 215 265
ProteaIcon272 Protea 50 175 225
ProteaPrimeIcon272 Protea Prime 50 200 250
QorvexIcon272 Qorvex 50 150 200
RevenantIcon272 Revenant 50 140 190
RevenantPrimeIcon272 Revenant Prime 100 175 225
RhinoIcon272 Rhino 50 100 150
Rhino PrimeIcon272 Rhino Prime 50 100 150
SarynIcon272 Saryn 50 175 225
Saryn PrimeIcon272 Saryn Prime 100 200 300
SevagothIcon272 Sevagoth 75 140 190
StyanaxIcon272 Styanax 50 175 225
TitaniaIcon272 Titania 100 175 225
TitaniaPrimeIcon272 Titania Prime 125 215 265
TrinityIcon272 Trinity 75 175 225
Trinity PrimeIcon272 Trinity Prime 125 175 225
ValkyrIcon272 Valkyr 50 100 150
Valkyr PrimeIcon272 Valkyr Prime 100 175 225
VaubanIcon272 Vauban 75 175 225
Vauban PrimeIcon272 Vauban Prime 100 175 225
VoltIcon272 Volt 50 100 150
Volt PrimeIcon272 Volt Prime 125 200 300
VorunaIcon272 Voruna 50 100 150
WispIcon272 Wisp 150 200 300
WispPrimeIcon272 Wisp Prime 150 200 300
WukongIcon272 Wukong 50 130 180
Wukong PrimeIcon272 Wukong Prime 65 145 195
XakuIcon272 Xaku 50 160 230
YareliIcon272 Yareli 50 200 300
ZephyrIcon272 Zephyr 50 100 150
Zephyr PrimeIcon272 Zephyr Prime 75 175 225

Formula[]

Starting Energy can be increased with unspent mod capacity.

The formula followed is:

When Mod TT 20px Preparation is equipped, the formula becomes:

Mods[]

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:

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

Toggle Effective Capacity[]

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

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:

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 Prowl130xWhite Prowling IvaraIcon272 Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:

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

Restoring Energy[]

EnergySiphonMod
EquilibriumMod

Energy does not naturally regenerate over time unless the Mod TT 20px Energy Siphon 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 Mod TT 20px Equilibrium) or by a few other means. TrinityIcon272 Trinity and HarrowIcon272 Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and NekrosIcon272 Nekros can Desecrate130xWhite Desecrate nearby corpses for a chance to drop more Energy Orbs. LimboIcon272 Limbo has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The FocusLensZenurik b Zenurik Focus tree grants the FocusEnergyPulse Energy Pulse and FocusEnergizingDash Wellspring 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: Mod TT 20px Hunter Adrenaline and Mod TT 20px Rage. 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 CephalonSudaSigil 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 ChromaIcon272 Chroma (SpectralScream130xWhite Spectral Scream and Effigy130xWhite Effigy) and partially EquinoxIcon272 Equinox (PacifyProvoke130xWhite Pacify & Provoke and MendMaim130xWhite Mend & Maim).

***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.

Abilities[]

Edit

Equinox's Passive

When EquinoxIcon272 Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.

  • This effect stacks with Mod TT 20px Equilibrium for up to 120% conversion.

BloodlettingModx256 Bloodletting130xWhite
3
Bloodletting

Garuda sacrifices her health to generate energy.


Introduced in Update 24.0 (2018-11-08)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:N/A
EnergyOrb Efficiency:

18 / 22 / 30 / 40 % (energy gain)

Misc: -50% (health deducted)
100% (status cleanse)
2 HP (minimum health threshold)

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KineticPlatingModx256 KineticPlating130xWhite
2
EnergyOrb50
Kinetic Plating

Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, DmgFireSmall64Heat, DmgColdSmall64Cold, and DmgBlastSmall64Blast) 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)

AbilityStrengthBuff Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
AbilityDurationBuff Duration:15 / 20 / 25 / 30 s (duration)
AbilityRangeBuff Range: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% (DmgSlashSmall64 Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)

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CathodeGraceModx256 CathodeGrace130xWhite
3
EnergyOrb75
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)

AbilityStrengthBuff Strength: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)
AbilityDurationBuff Duration:8 s (initial timer)
3 s (extra time per kill)
AbilityRangeBuff Range:N/A

Misc: 60 s (casting cooldown and max duration cap)

Expand/Collapse

ThuribleModx256 Thurible130xWhite
3
EnergyOrb25
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)

AbilityStrengthBuff Strength:10 / 10.83 / 12.5 / 15% (energy convert)
AbilityDurationBuff Duration:20 / 25 / 30 / 35 s
AbilityRangeBuff Range:13 / 15 / 17 / 20 m

Misc: 4.0x (headshot multiplier)

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VoraciousMetastasis130xWhite VoraciousMetastasis130xWhite
N/A
EnergyOrb50
Voracious Metastasis

Consume Energy to heal yourself and grant matching Energy to each ally.


Introduced in Update 30.5 (2021-07-06)

AbilityStrengthBuff Strength:200 / 300 / 400 / 500 (health restored)
AbilityDurationBuff Duration:16 / 14 / 12 / 10 s
AbilityRangeBuff Range:N/A
EnergyOrb Efficiency:

50 (energy restored, equal to cost)

Subsumable to Helminth
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Edit

Limbo's Passive

Rolling (default Shift ) lets LimboIcon272 Limbo 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.

Edit

Octavia's Passive

Casting any ability will inspire OctaviaIcon272 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.

RallyPointModx256 RallyPoint130xWhite
3
EnergyOrb75
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)

AbilityStrengthBuff Strength:20 / 30 / 40 / 50 SP (shields per kill)
3 EP/s (energy regen)
AbilityDurationBuff Duration:30 s
AbilityRangeBuff Range:30 m

Misc: Threat level priority

Expand/Collapse

EnergyVampireModx256 EnergyVampire130xWhite
2
EnergyOrb50
Energy Vampire

Allies will gain energy over time when enemies are marked with Energy Vampire.


Introduced in Update 4 (2012-11-02)

AbilityStrengthBuff Strength:15 / 17 / 20 / 25 (energy restored per pulse)
6.25% (damage percentage)
≥25% (damage health threshold)
AbilityDurationBuff Duration:5 / 6 / 7 / 9 s
AbilityRangeBuff Range:100 m (cast range)
15 / 17 / 20 / 25 m (pulse radius)

Misc: 4 (number of pulses)
5 (min DmgTrueSmall64 True damage)
1 (max target limit)

Expand/Collapse

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.

AegisStormModx256 AegisStorm130xWhite
4
IconShield100
+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)

AbilityStrengthBuff Strength:100 / 125 / 150 / 200 (DmgRadiationSmall64 Radiation damage per second)
100 / 300 / 400 / 500 (DmgImpactSmall64 Impact damage on deactivation)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:8 / 10 / 12 / 15 m (energy field max radius)

Misc: 8-18 s (energy orb drop interval)

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DesecrateModx256 Desecrate130xWhite
3
EnergyOrb10
+10/corpse
Desecrate

Forces fallen enemies around you to drop additional loot.


Introduced in Update 10.0 (2013-09-13)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:10 / 15 / 20 / 25 m

Misc: 30% / 40% / 50% / 60% (health orb drop chance)
22.5% / 32% / 42.5% / 54% (drop table chance)

Expand/Collapse

BlazingChakramModx256 BlazingChakram130xWhite
2
EnergyOrb25
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)

AbilityStrengthBuff Strength:100 / 150 / 200 / 250 (DmgFireSmall64 Heat damage)
400 / 600 / 800 / 1000 (boosted DmgFireSmall64 Heat damage)
60% / 75% / 85% / 100% (vulnerability)
AbilityDurationBuff Duration:10 / 11 / 13 / 15 s
AbilityRangeBuff Range: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)

Expand/Collapse

DispensaryModx256 Dispensary130xWhite
3
EnergyOrb75
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)

AbilityStrengthBuff Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range: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
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While not restoring energy directly nor indirectly, GrendelIcon272 Grendel has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.

NourishModx256 Nourish130xWhite
2
EnergyOrb50
Nourish

Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer DmgViralSmall64Viral Damage and energy sources provide more energy. These buffs extend to squad mates.


Introduced in Update 26.0 (2019-10-31)

AbilityStrengthBuff Strength: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 (DmgViralSmall64 Viral damage on hit)
+40% / +50% / +60% / +75% (DmgViralSmall64 Viral damage buff)
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s (buff duration)
AbilityRangeBuff Range:10 / 15 / 20 / 25 m (buff radius)
12 m (splash radius)

Misc: 10 (DmgViralSmall64 Viral status stacks)
2 s (explosion cooldown)

Subsumable to Helminth
Expand/Collapse


Mods[]

Arcanes[]

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 Mod TT 20px Energy Siphon and FocusLensZenurik b Zenurik'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 DmgMagneticSmall64 Magnetic proc will drain 90 energy over 3 seconds, or 30 energy per tick. In Conclave, Mod TT 20px No Current Leap 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 Mod TT 20px Rage and Mod TT 20px Hunter Adrenaline 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).


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