Used to cast Warframe Abilities and can be replenished during missions.

—In-game Description

Energy of a Warframe is a resource used mainly to power 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 exception of HildrynIcon272 Hildryn which has no energy but uses shields instead.

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


These are the only mods currently in the game that increase energy capacity. It is worth noting that Mod TT 20pxFlow and Mod TT 20pxPrimed Flow cannot be used together. Mod TT 20pxAuxiliary Power only works on Archwings, and Mod TT 20pxAdrenaline Boost in Conclave.

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:


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 b 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


These are the only mods currently in the game that increase the Starting Energy of a Warframe in their respective gamemodes (PvE and PvP, respectively).


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\times \text{Free Mod Capacity}) $

When Mod TT 20pxPreparation is equipped, the formula becomes:

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

Note: When entering a conduit in Sanctuary Onslaught, a Warframe's energy is reset to their respective Initial value (see below), regardless of mods or mod capacity.

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.

View Initial Energy of Rank 30 Warframes at 0 Mod Capacity List
Warframe Energy Pool
AshIcon272 Ash 50
Ash PrimeIcon272 Ash Prime 50
AtlasIcon272 Atlas 50
Atlas PrimeIcon272 Atlas Prime 75
BansheeIcon272 Banshee 100
Banshee PrimeIcon272 Banshee Prime 125
BaruukIcon272 Baruuk 150
ChromaIcon272 Chroma 75
Chroma PrimeIcon272 Chroma Prime 100
EmberIcon272 Ember 75
Ember PrimeIcon272 Ember Prime 75
EquinoxIcon272 Equinox 100
EquinoxPrimeIcon Equinox Prime 115
ExcaliburIcon272 Excalibur 50
Excalibur PrimeIcon272 Excalibur Prime 100
Excalibur UmbraIcon272 Excalibur Umbra 100
FrostIcon272 Frost 50
Frost PrimeIcon272 Frost Prime 50
GaraIcon272 Gara 75
GarudaIcon272 Garuda 50
GaussIcon272 Gauss 100
GrendelIcon272 Grendel 100
HarrowIcon272 Harrow 50
HildrynIcon272 Hildryn 0
HydroidIcon272 Hydroid 75
Hydroid PrimeIcon272 Hydroid Prime 100
InarosIcon272 Inaros 50
InarosPrimeIcon272 Inaros Prime 50
IvaraIcon272 Ivara 75
Ivara PrimeIcon272 Ivara Prime 75
KhoraIcon272 Khora 75
LimboIcon272 Limbo 100
Limbo PrimeIcon272 Limbo Prime 100
LokiIcon272 Loki 100
Loki PrimeIcon272 Loki Prime 125
MagIcon272 Mag 50
Mag PrimeIcon272 Mag Prime 100
MesaIcon272 Mesa 50
MesaPrimeIcon272 Mesa Prime 65
MirageIcon272 Mirage 125
Mirage PrimeIcon272 Mirage Prime 125
NekrosIcon272 Nekros 50
Nekros PrimeIcon272 Nekros Prime 75
NezhaIcon272 Nezha 125
NidusIcon272 Nidus 50
NovaIcon272 Nova 50
Nova PrimeIcon272 Nova Prime 150
NyxIcon272 Nyx 100
Nyx PrimeIcon272 Nyx Prime 150
OberonIcon272 Oberon 75
Oberon PrimeIcon272 Oberon Prime 100
OctaviaIcon272 Octavia 100
ProteaIcon272 Protea 50
RevenantIcon272 Revenant 50
RhinoIcon272 Rhino 50
Rhino PrimeIcon272 Rhino Prime 50
SarynIcon272 Saryn 50
Saryn PrimeIcon272 Saryn Prime 100
TitaniaIcon272 Titania 100
TitaniaPrimeMain Titania Prime 100
TrinityIcon272 Trinity 75
Trinity PrimeIcon272 Trinity Prime 125
ValkyrIcon272 Valkyr 50
Valkyr PrimeIcon272 Valkyr Prime 100
VaubanIcon272 Vauban 75
Vauban PrimeIcon272 Vauban Prime 100
VoltIcon272 Volt 50
Volt PrimeIcon272 Volt Prime 125
WispIcon272 Wisp 150
WukongIcon272 Wukong 50
Wukong PrimeIcon272 Wukong Prime 65
XakuIcon272 Xaku 50
ZephyrIcon272 Zephyr 50
Zephyr PrimeIcon272 Zephyr Prime 75

As of Hotfix 27.3.11, most of these values need confirmation, namely Excalibur Prime and most of regular Warframes.

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.


Suppose a Prowl130xDark Prowling IvaraIcon272 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 Mod TT 20pxEnergy 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 Mod TT 20pxEquilibrium) 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 Desecrate130xDark 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 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 ChromaIcon272 Chroma (SpectralScream130xDark Spectral Scream and Effigy130xDark Effigy) and partially EquinoxIcon272 Equinox (PacifyProvoke130xDark Pacify & Provoke and MendMaim130xDark Mend & Maim).



Equinox's Passive

When EquinoxIcon272 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 Mod TT 20pxEquilibrium for up to 120% conversion.

BloodlettingModx256 Bloodletting130xWhite
Garuda sacrifices her health to generate energy.
Misc:-50% (health deducted)
18 / 20 / 22 / 25 % (energy gain)
2 HP (minimum health threshold)

KineticPlatingModx256 KineticPlating130xWhite
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.

Battery drain per second: 1.28% s-1

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

Thurible HarrowThurible
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 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.

DispensaryModx256 Dispensary130xWhite
Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb.
Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)
Duration:10 / 15 / 20 / 25 s
Misc:3 s (initial pickup drop delay)
100 HP (empowered health orb restore)
10 % (universal ammo pack restore)
5 s (pickup replenish cooldown)
1 (limit of active caches)

EnergyVampireModU15 TrinityEnergyVampire
Energy Vampire
Allies will gain energy over time when enemies are marked with Energy Vampire.
Strength:15 / 17 / 20 / 25 (energy restored per pulse)
6.25 % (damage percentage)
≥25% (damage health threshold)
Duration:5 / 6 / 7 / 9 s
Range:100 m (cast range)
15 / 17 / 20 / 25 m (pulse radius)
Misc:4 (number of pulses)
5 (min TrueDmg w True damage)
1 (max target limit)

Aside from the abilities mentioned above, 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
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.

Overshield/Shield Cost to Activate: 100
OS/S Drain per Second: 25 s-1
OS/S Drain per Enemy: 25 s-1
OS/S Drain per Dodge: 50

Strength:100 / 125 / 150 / 200 (Radiation w Radiation damage per second)
100 / 300 / 400 / 500 (Impact w Impact damage on deactivation)
Range:8 / 10 / 12 / 15 m (energy field max radius)
Misc:? s (energy orb drop interval)

PullModU15 Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (Magnetic w Magnetic damage)
? m/s (pull velocity)
10 / 15 / 20 / 25 % (energy drop chance)
Range:15 / 20 / 22 / 25 m
Misc:6 m (radial pull)
90° (angle)
200 % (damage on Magnetized target)

DesecrateModU15 Nekros3
Forces fallen enemies around you to drop additional loot.

Energy per Corpse: 10

Range:10 / 15 / 20 / 25 m
Misc:22.5% / 32% / 42.5% / 54% (drop table chance)

BlazingChakram BlazingChakramIcon
Blazing Chakram
Hurl a flaming ring that sets enemies ablaze making them vulnerable to any damage. Flaming enemies drop Restorative Orbs on death. Charge to amplify the power of the ring, and reactivate to instantly travel to the ring's location.
Strength:100 / 150 / 200 / 250 (damage)
400 / 600 / 800 / 1000 (boosted damage)
60% / 75% / 85% / 100% (vulnerability)
Duration:10 / 11 / 13 / 15 s
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)

While not restoring energy directly nor indirectly, GrendelIcon272 Grendel has the ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.

FeastModx256 Nourish130xWhite
Inflict Toxin w Toxin damage on Feasted enemies in Grendel's gut one by one, absorbing nourishment to buff allies. Tap to cycle through buffs and hold to cast.

Cycle select energy cost: 0
Activation prerequisite: 1 eaten enemy

Strength:1000 / 1500 / 2000 / 2500 (Toxin w Toxin damage on digestion)
20 / 30 / 40 / 50 (self heal on cast)
1.1 / 1.15 / 1.2 / 1.25 x (Nourished Energy multiplier)
100 / 150 / 200 / 250 (Nourished Armor Toxin w Toxin damage on hit)
1.2 / 1.3 / 1.4 / 1.5 x (Nourished Strike Toxin w Toxin damage multiplier)
Duration:10 / 15 / 20 / 25 s (buff duration)
Range:10 / 15 / 20 / 25 m (buff radius)
5 / 6 / 7 / 8 m (splash radius)
Misc:1 s (splash cooldown)
?% (speed boost for Pulverize)



Energy ReductionEdit

Currently, doing a Sortie mission with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity (this also reduces passive regeneration effects, like Mod TT 20pxEnergy Siphon and 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 depletes the energy pool throughout a mission. On top of its regular effects, a Magnetic b Magnetic proc will consume a considerable amount of energy over its duration and prevent any type of energy restoration. In Conclave, Mod TT 20pxNo Current Leap nullifies passive energy regeneration in exchange for increased mobility.

Using Energy as HealthEdit


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 20pxRage and Mod TT 20pxHunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.

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