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Used to cast Warframe Abilities and can be replenished during missions.
—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.png Hildryn, who has no energy but uses shields, and LavosIcon272.png 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.png Flow and Mod TT 20px.png Primed Flow cannot be used together. Mod TT 20px.png Auxiliary Power only works on Archwings, and Mod TT 20px.png 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 Prime as an example, with 200 base energy and 300 max energy he will have:

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.png 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.

Warframe Starting Energy[]

Mods[]

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).

Formula[]

Warframes have a fixed amount of energy that they start any mission with, when reviving from death, and after going through a conduit in Sanctuary Onslaught. 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:

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

Initial Energies[]

The initial or starting Energy is a hidden value associated with each Warframe that is separate from max energy capacity. It can be increased by equipping Mod TT 20px.png Preparation or having unused mod capacity points in the Warframe's modding configuration.

Warframe Initial Energy
(energy on spawn)
Rank 0 Energy Capacity
(base capacity)
Rank 30 Energy Capacity
(after ranking bonus applied)
AshIcon272.png Ash 50 100 150
Ash PrimeIcon272.png Ash Prime 50 100 150
AtlasIcon272.png Atlas 50 150 225
Atlas PrimeIcon272.png Atlas Prime 75 175 262.5
BansheeIcon272.png Banshee 100 150 225
Banshee PrimeIcon272.png Banshee Prime 125 175 262.5
BaruukIcon272.png Baruuk 150 200 300
CalibanIcon.png Caliban 75 125 187.5
ChromaIcon272.png Chroma 75 150 225
Chroma PrimeIcon272.png Chroma Prime 100 200 300
EmberIcon272.png Ember 75 150 225
Ember PrimeIcon272.png Ember Prime 75 150 225
EquinoxIcon272.png Equinox 100 150 225
EquinoxPrimeIcon.png Equinox Prime 115 165 247.5
ExcaliburIcon272.png Excalibur 50 100 150
Excalibur PrimeIcon272.png Excalibur Prime 100 150 225
Excalibur UmbraIcon272.png Excalibur Umbra 100 150 225
FrostIcon272.png Frost 50 100 150
Frost PrimeIcon272.png Frost Prime 50 100 150
GaraIcon272.png Gara 75 150 225
GaraPrimeIcon.png Gara Prime 75 150 225
GarudaIcon272.png Garuda 50 120 270
GarudaPrimeIcon.png Garuda Prime 100 160 360
GaussIcon272.png Gauss 100 150 225
GrendelIcon272.png Grendel 100 150 225
GyreIcon272.png Gyre 100 160 240
HarrowIcon272.png Harrow 50 100 150
HarrowPrimeIcon.png Harrow Prime 125 125 187.5
HildrynIcon272.png Hildryn 0 0 0
HydroidIcon272.png Hydroid 75 125 187.5
Hydroid PrimeIcon272.png Hydroid Prime 100 150 225
InarosIcon272.png Inaros 50 100 150
InarosPrimeIcon272.png Inaros Prime 50 125 187.5
IvaraIcon272.png Ivara 75 175 262.5
Ivara PrimeIcon272.png Ivara Prime 75 200 300
KhoraIcon272.png Khora 75 125 187.5
KhoraPrimeIcon272.png Khora Prime 75 150 225
LavosIcon272.png Lavos 0 0 0
LimboIcon272.png Limbo 100 150 225
Limbo PrimeIcon272.png Limbo Prime 100 175 262.5
LokiIcon272.png Loki 100 150 225
Loki PrimeIcon272.png Loki Prime 125 175 262.5
MagIcon272.png Mag 75 125 187.5
Mag PrimeIcon272.png Mag Prime 100 175 262.5
MesaIcon272.png Mesa 50 100 150
MesaPrimeIcon272.png Mesa Prime 65 125 187.5
MirageIcon272.png Mirage 125 150 225
Mirage PrimeIcon272.png Mirage Prime 125 150 225
NekrosIcon272.png Nekros 50 100 150
Nekros PrimeIcon272.png Nekros Prime 75 125 187.5
NezhaIcon272.png Nezha 125 150 225
NezhaPrimeIcon272.png Nezha Prime 125 150 225
NidusIcon272.png Nidus 50 100 150
NidusPrimeIcon272.png Nidus Prime 50 125 187.5
NovaIcon272.png Nova 100 150 225
Nova PrimeIcon272.png Nova Prime 150 175 262.5
NyxIcon272.png Nyx 100 150 225
Nyx PrimeIcon272.png Nyx Prime 150 150 225
OberonIcon272.png Oberon 75 150 225
Oberon PrimeIcon272.png Oberon Prime 100 175 262.5
OctaviaIcon272.png Octavia 100 150 225
Octavia PrimeIcon272.png Octavia Prime 100 175 262.5
ProteaIcon272.png Protea 50 150 225
RevenantIcon272.png Revenant 50 125 187.5
RhinoIcon272.png Rhino 50 100 150
Rhino PrimeIcon272.png Rhino Prime 50 100 150
SarynIcon272.png Saryn 50 150 225
Saryn PrimeIcon272.png Saryn Prime 100 200 300
SevagothIcon272.png Sevagoth 75 125 187.5
TitaniaIcon272.png Titania 100 150 225
TitaniaPrimeIcon272.png Titania Prime 100 175 262.5
TrinityIcon272.png Trinity 75 150 225
Trinity PrimeIcon272.png Trinity Prime 125 150 225
ValkyrIcon272.png Valkyr 50 100 150
Valkyr PrimeIcon272.png Valkyr Prime 100 150 225
VaubanIcon272.png Vauban 75 150 225
Vauban PrimeIcon272.png Vauban Prime 100 150 225
VoltIcon272.png Volt 50 100 150
Volt PrimeIcon272.png Volt Prime 125 200 300
WispIcon272.png Wisp 150 200 300
WukongIcon272.png Wukong 50 120 180
Wukong PrimeIcon272.png Wukong Prime 65 130 195
XakuIcon272.png Xaku 50 153 229.5
YareliIcon272.png Yareli 50 200 300
ZephyrIcon272.png Zephyr 50 100 150
Zephyr PrimeIcon272.png Zephyr Prime 75 150 225

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 efficiency is currently capped at 175%, the highest possible upper-bound for the casting 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 Prowl130xDark.png Prowling IvaraIcon272.png 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.png
EquilibriumModU145.png

Energy does not naturally regenerate over time unless the Mod TT 20px.png 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.png Equilibrium) or by a few other means. TrinityIcon272.png Trinity and HarrowIcon272.png Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and NekrosIcon272.png Nekros can Desecrate130xDark.png Desecrate nearby corpses for a chance to drop more Energy Orbs. LimboIcon272.png 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 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.png Hunter Adrenaline and Mod TT 20px.png 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 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.png Chroma (SpectralScream130xDark.png Spectral Scream and Effigy130xDark.png Effigy) and partially EquinoxIcon272.png Equinox (PacifyProvoke130xDark.png Pacify & Provoke and MendMaim130xDark.png Mend & Maim).

Abilities[]

Edit

Equinox's Passive

When EquinoxIcon272.png 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.png Equilibrium for up to 120% conversion.

BloodlettingModx256.png Bloodletting130xWhite.png
ENERGY:
0
KEY
3
Bloodletting
Garuda sacrifices her health to generate energy and clear Status Effects.
Strength:N/A
Duration:N/A
Range:N/A
Efficiency:18 / 22 / 30 / 40 % (energy gain)
Misc:-50% (health deducted)
100% (status cleanse)
2 HP (minimum health threshold)
Expand/Collapse

KineticPlatingModx256.png KineticPlating130xWhite.png
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.


Battery drain per second: 1% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1 - 5% (battery drain per hit)
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.png Slash status chance for Mach Rush)
100% (base melee damage bonus and stagger chance from Redline)
Expand/Collapse

CathodeGraceModx256.png CathodeGrace130xWhite.png
ENERGY:
75
KEY
3
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.
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)
Duration:8 s (initial timer)
3 s (extra time per kill)
Range:N/A
Misc:60 s (casting cooldown and max duration cap)
Expand/Collapse

Thurible.png HarrowThurible.png
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 / 10.83 / 12.5 / 15% (energy convert)
Duration:20 / 25 / 30 / 35 s
Range:13 / 15 / 17 / 20 m
Misc:4.0x (headshot multiplier)
Expand/Collapse

VoraciousMetastasis130xWhite.png VoraciousMetastasis130xWhite.png
ENERGY:
50
KEY
hotkey
Voracious Metastasis
Consume Energy to heal yourself and grant matching Energy to each ally.


Metamorphosis: Tier 13
Infusion Costs:
12.5% Calx, 35% Biotics, 25% Synthetics

Strength:200 / 300 / 400 / 500 (health restored)
Duration:16 / 14 / 12 / 10 s
Range:N/A
Efficiency:50 (energy restored, equal to cost)
Expand/Collapse

Edit

Limbo's Passive

Rolling (default Shift ) lets LimboIcon272.png 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.png 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.

EnergyVampireModU15.jpeg TrinityEnergyVampire.png
ENERGY:
50
KEY
2
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 DmgTrueSmall64.png 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.png AegisStorm130xWhite.png
SHIELD:
100
KEY
4
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 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 (DmgRadiationSmall64.png Radiation damage per second)
100 / 300 / 400 / 500 (DmgImpactSmall64.png Impact damage on deactivation)
Duration:N/A
Range:8 / 10 / 12 / 15 m (energy field max radius)
Misc:8-18 s (energy orb drop interval)
Expand/Collapse

PullModU15.jpeg Pull.png
ENERGY:
25
KEY
1
Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (DmgMagneticSmall64.png Magnetic damage)
? m/s (pull velocity)
10 / 15 / 20 / 25 % (energy drop chance)
Duration:N/A
Range:15 / 20 / 22 / 25 m (target range)
Misc:6 m (radial pull)
90° (angle)
200 % (damage on Magnetized target)
Subsumable to Helminth
Expand/Collapse

DesecrateModU15.jpeg Nekros3.png
ENERGY:
10
KEY
3
Desecrate
Forces fallen enemies around you to drop additional loot.


Energy per Corpse: 10

Strength:N/A
Duration:N/A
Range:10 / 15 / 20 / 25 m
Misc:22.5% / 32% / 42.5% / 54% (drop table chance)
Expand/Collapse

BlazingChakram.png BlazingChakramIcon.png
ENERGY:
25
KEY
2
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 (DmgFireSmall64.png Heat damage)
400 / 600 / 800 / 1000 (boosted DmgFireSmall64.png Heat damage)
60% / 75% / 85% / 100% (vulnerability)
Duration:10 / 11 / 13 / 15 s
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.png Dispensary130xWhite.png
ENERGY:
75
KEY
3
Dispensary
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
Range:N/A
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)
Subsumable to Helminth
Expand/Collapse


While not restoring energy directly nor indirectly, GrendelIcon272.png 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.png Nourish130xWhite.png
ENERGY:
50
KEY
2
Nourish
Inflict DmgToxinSmall64.png 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 (DmgToxinSmall64.png 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 DmgToxinSmall64.png Toxin damage on hit)
+20% / +30% / +40% / +50% (Nourished Strike DmgToxinSmall64.png Toxin damage buff)
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)
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.png Energy Siphon and FocusLensZenurik b.png 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.png Magnetic proc will drains 100 energy over 4 seconds, or 20 energy per tick (including the initial starting tick). In Conclave, Mod TT 20px.png 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.png Rage and Mod TT 20px.png Hunter 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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