WARFRAME Wiki
WARFRAME Wiki
(→‎Mods: 3 syndicate mods per row instead of 4)
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'''Energy''' of a Warframe is used mainly to power [[abilities]] and [[Melee 2.0|melee channeling]]. All Warframes have 4 abilities that at base, cost up to 100 energy to cast. Every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities. For channeling, energy is used to provide bonus damage and other effects such as {{M|Life Strike|life steal}}, and to enable [[Melee|parrying]] while blocking which will nullify all incoming damage, reflect some damage back, and open up melee attackers for finishers, but will drain energy on every blocked attack.
+
'''Energy''' of a Warframe is used mainly to power [[abilities]] and [[Melee|melee channeling]]. All Warframes have 4 abilities that at base, cost up to 100 energy to cast. Every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exception of {{WF|Hildryn}} who has no energy but draws from her [[shield]] pool instead. For channeling, energy is used to provide bonus damage and other effects such as {{M|Life Strike|life steal}}, and to enable [[Melee|parrying]] while blocking which will nullify all incoming damage, reflect some damage back, and open up melee attackers for finishers, but will drain energy on every blocked attack.
   
 
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.{{clr}}
 
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.{{clr}}
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==Increasing Energy Capacity==
 
==Increasing Energy Capacity==
 
===Mods===
 
===Mods===
<gallery hideaddbutton="true" navigation="true">
+
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
FlowModU145.png|link=Flow
 
FlowModU145.png|link=Flow
 
PrimedFlow.png|link=Primed Flow
 
PrimedFlow.png|link=Primed Flow
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The only buff currently available to increase energy capacity is [[Cephalon Suda]]'s [[Entropy]] effect. Entropy will release an [[Syndicate Radial Effects|AoE radial attack]] 25m around the player, dealing 1000 {{Icon|Proc|Magnetic|Text}} damage and applying the Magnetic [[Status Effect]] to enemies in range reducing their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
 
The only buff currently available to increase energy capacity is [[Cephalon Suda]]'s [[Entropy]] effect. Entropy will release an [[Syndicate Radial Effects|AoE radial attack]] 25m around the player, dealing 1000 {{Icon|Proc|Magnetic|Text}} damage and applying the Magnetic [[Status Effect]] to enemies in range reducing their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
   
<gallery hideaddbutton="true" navigation="true">
+
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
EntropySpike.png|link=Entropy Spike
 
EntropySpike.png|link=Entropy Spike
 
EntropyFlight.png|link=Entropy Flight
 
EntropyFlight.png|link=Entropy Flight
 
EntropyBurst.png|link=Entropy Burst
 
EntropyBurst.png|link=Entropy Burst
 
EntropyDetonationMod.png|link=Entropy Detonation
 
EntropyDetonationMod.png|link=Entropy Detonation
SynoidGammacor.png|link=Synoid Gammacor
+
SynoidGammacor.png|link=Synoid Gammacor|{{Weapon|Synoid Gammacor}}
SyndicateCSSimulor.png|link=Synoid Simulor
+
SyndicateCSSimulor.png|link=Synoid Simulor|{{Weapon|Synoid Simulor}}
 
</gallery>
 
</gallery>
  +
 
===Arcane Helmets===
 
===Arcane Helmets===
 
These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes
 
These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes
   
<gallery hideaddbutton="true" navigation="true">
+
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
AshSeries3Helmet.png|link=Category:Arcane Helmet|Ash Locust Helmet
 
AshSeries3Helmet.png|link=Category:Arcane Helmet|Ash Locust Helmet
 
Reverb.png|link=Category:Arcane Helmet|Banshee Reverb Helmet
 
Reverb.png|link=Category:Arcane Helmet|Banshee Reverb Helmet
EmberPhoenixHelm.png|link=Category:Arcane Helmet|Ember Pheonix Helmet
+
EmberPhoenixHelm.png|link=Category:Arcane Helmet|Ember Phoenix Helmet
 
MagSeries3Helmet.png|link=Category:Arcane Helmet|Mag Gauss Helmet
 
MagSeries3Helmet.png|link=Category:Arcane Helmet|Mag Gauss Helmet
 
EngineerAltHelmet.png|link=Category:Arcane Helmet|Vauban Esprit Helmet
 
EngineerAltHelmet.png|link=Category:Arcane Helmet|Vauban Esprit Helmet
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==Warframe Starting Energy In a Mission==
 
==Warframe Starting Energy In a Mission==
 
===Formula===
 
===Formula===
Upon loading into any mission, each Warframe has a fixed amount of energy that they start with. This amount of energy is calculated based off of 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:
+
Upon loading into any mission, each Warframe has a fixed amount of energy that they start with. 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:
 
<p style="text-align:center;"><math>\text{Starting Energy}=\text{Initial Energy}+5(\text{Free Mod Capacity})</math></p>
 
<p style="text-align:center;"><math>\text{Starting Energy}=\text{Initial Energy}+5(\text{Free Mod Capacity})</math></p>
   
 
===Table of Initial Energies===
 
===Table of Initial Energies===
 
The initial energy of a Warframe is given from the following table. Do note that this table is currently still under construction and it is still unknown whether these values are calculated off some other attributes or simply fixed parameters for each Warframe. This area of research is still very actively pursued.
 
The initial energy of a Warframe is given from the following table. Do note that this table is currently still under construction and it is still unknown whether these values are calculated off some other attributes or simply fixed parameters for each Warframe. This area of research is still very actively pursued.
  +
 
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}}
 
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}}
 
{| class="article-table article-table-selected" align="center" border="0" cellpadding="0" cellspacing="0" style="width:60%; font-size:11px; text-align: center;"
 
{| class="article-table article-table-selected" align="center" border="0" cellpadding="0" cellspacing="0" style="width:60%; font-size:11px; text-align: center;"
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! colspan="6" | Energy Pool
 
! colspan="6" | Energy Pool
 
|-
 
|-
! [[Ash]] !! ??
+
! {{WF|Ash}} !! ??
 
|-
 
|-
 
! [[Ash/Prime|Ash Prime]] !! 50
 
! [[Ash/Prime|Ash Prime]] !! 50
 
|-
 
|-
! [[Atlas]] !! 50
+
! {{WF|Atlas}} !! 50
 
|-
 
|-
! [[Banshee]] !! 100
+
! {{WF|Banshee}} !! 100
 
|-
 
|-
 
! [[Banshee/Prime|Banshee Prime]] !! 125
 
! [[Banshee/Prime|Banshee Prime]] !! 125
 
|-
 
|-
! [[Chroma]] !! 75
+
! {{WF|Baruuk}} !! 150
 
|-
 
|-
! [[Ember]] !! ??
+
! {{WF|Chroma}} !! 75
  +
|-
  +
! [[Chroma/Prime|Chroma Prime]] !! 100
  +
|-
  +
! {{WF|Ember}} !! 75
 
|-
 
|-
 
! [[Ember/Prime|Ember Prime]] !! 75
 
! [[Ember/Prime|Ember Prime]] !! 75
 
|-
 
|-
! [[Equinox]] !! 100
+
! {{WF|Equinox}} !! 100
 
|-
 
|-
! [[Excalibur]] !! 50
+
! [[Equinox/Prime|Equinox Prime]] !! 115
 
|-
 
|-
! [[Excalibur/Prime|Excalibur Prime]] !! ??
+
! {{WF|Excalibur}} !! 50
 
|-
 
|-
! [[Frost]] !! ??
+
! [[Excalibur/Prime|Excalibur Prime]] !! 100
  +
|-
  +
! [[Excalibur/Umbra|Excalibur Umbra]] !! 100
  +
|-
  +
! {{WF|Frost}} !! ??
 
|-
 
|-
 
! [[Frost/Prime|Frost Prime]] !! 50
 
! [[Frost/Prime|Frost Prime]] !! 50
 
|-
 
|-
! [[Gara]] !! 75
+
! {{WF|Gara}} !! 75
 
|-
 
|-
! [[Harrow]] !! 50
+
! {{WF|Garuda}} !! 50
 
|-
 
|-
! [[Hydroid]] !! ??
+
! {{WF|Gauss}} !! 100
  +
|-
  +
! {{WF|Harrow}} !! 50
  +
|-
  +
! {{WF|Hildryn}} !! N/A
  +
|-
  +
! {{WF|Hydroid}} !! ??
 
|-
 
|-
 
! [[Hydroid/Prime|Hydroid Prime]] !! 100
 
! [[Hydroid/Prime|Hydroid Prime]] !! 100
 
|-
 
|-
! [[Inaros]] !! 50
+
! {{WF|Inaros}} !! 50
  +
|-
  +
! {{WF|Ivara}} !! 75
 
|-
 
|-
! [[Ivara]] !! 75
+
! {{WF|Limbo}} !! 100
 
|-
 
|-
! [[Limbo]] !! 100
+
! [[Limbo/Prime|Limbo Prime]] !! 100
 
|-
 
|-
! [[Loki]] !! ??
+
! {{WF|Loki}} !! 100
 
|-
 
|-
 
! [[Loki/Prime|Loki Prime]] !! 125
 
! [[Loki/Prime|Loki Prime]] !! 125
 
|-
 
|-
! [[Mag]] !! 50
+
! {{WF|Mag}} !! 50
 
|-
 
|-
 
! [[Mag/Prime|Mag Prime]] !! 50
 
! [[Mag/Prime|Mag Prime]] !! 50
 
|-
 
|-
! [[Mesa]] !! 50
+
! {{WF|Mesa}} !! 50
 
|-
 
|-
! [[Mirage]] !! ??
+
! [[Mesa/Prime|Mesa Prime]] !! 65
  +
|-
  +
! {{WF|Mirage}} !! ??
 
|-
 
|-
 
! [[Mirage/Prime|Mirage Prime]] !! 125
 
! [[Mirage/Prime|Mirage Prime]] !! 125
 
|-
 
|-
! [[Nekros]] !! 50
+
! {{WF|Nekros}} !! 50
 
|-
 
|-
 
! [[Nekros/Prime|Nekros Prime]] !! 75
 
! [[Nekros/Prime|Nekros Prime]] !! 75
 
|-
 
|-
! [[Nezha]] !! 125
+
! {{WF|Nezha}} !! 125
 
|-
 
|-
! [[Nidus]] !! 50
+
! {{WF|Nidus}} !! 50
 
|-
 
|-
! [[Nova]] !! 50
+
! {{WF|Nova}} !! 50
 
|-
 
|-
 
! [[Nova/Prime|Nova Prime]] !! 150
 
! [[Nova/Prime|Nova Prime]] !! 150
 
|-
 
|-
! [[Nyx]] !! ??
+
! {{WF|Nyx}} !! 100
 
|-
 
|-
 
! [[Nyx/Prime|Nyx Prime]] !! 150
 
! [[Nyx/Prime|Nyx Prime]] !! 150
 
|-
 
|-
! [[Oberon]] !! ??
+
! {{WF|Oberon}} !! ??
 
|-
 
|-
 
! [[Oberon/Prime|Oberon Prime]] !! 150
 
! [[Oberon/Prime|Oberon Prime]] !! 150
 
|-
 
|-
! [[Octavia]] !! 100
+
! {{WF|Octavia}} !! 100
 
|-
 
|-
! [[Rhino]] !! ??
+
! {{WF|Revenant}} !! 50
  +
|-
  +
! {{WF|Rhino}} !! 50
 
|-
 
|-
 
! [[Rhino/Prime|Rhino Prime]] !! 50
 
! [[Rhino/Prime|Rhino Prime]] !! 50
 
|-
 
|-
! [[Saryn]] !! ??
+
! {{WF|Saryn}} !! ??
 
|-
 
|-
 
! [[Saryn/Prime|Saryn Prime]] !! 100
 
! [[Saryn/Prime|Saryn Prime]] !! 100
 
|-
 
|-
! [[Titania]] !! 50
+
! {{WF|Titania}} !! 50
 
|-
 
|-
! [[Trinity]] !! ??
+
! {{WF|Trinity}} !! ??
 
|-
 
|-
 
! [[Trinity/Prime|Trinity Prime]] !! 125
 
! [[Trinity/Prime|Trinity Prime]] !! 125
 
|-
 
|-
! [[Valkyr]] !! ??
+
! {{WF|Valkyr}} !! ??
 
|-
 
|-
 
! [[Valkyr/Prime|Valkyr Prime]] !! 100
 
! [[Valkyr/Prime|Valkyr Prime]] !! 100
 
|-
 
|-
! [[Vauban]] !! ??
+
! {{WF|Vauban}} !! ??
 
|-
 
|-
 
! [[Vauban/Prime|Vauban Prime]] !! 100
 
! [[Vauban/Prime|Vauban Prime]] !! 100
 
|-
 
|-
! [[Volt]] !! ??
+
! {{WF|Volt}} !! 50
 
|-
 
|-
 
! [[Volt/Prime|Volt Prime]] !! 125
 
! [[Volt/Prime|Volt Prime]] !! 125
 
|-
 
|-
! [[Wukong]] !! 50
+
! {{WF|Wisp}} !! 150
 
|-
 
|-
! [[Zephyr]] !! 50
+
! {{WF|Wukong}} !! 50
  +
|-
  +
! [[Wukong/Prime|Wukong Prime]] !! 65
  +
|-
  +
! {{WF|Zephyr}} !! 50
  +
|-
  +
! [[Zephyr/Prime|Zephyr Prime]] !! 75
 
|}
 
|}
 
{{CustomCollapsible/End}}
 
{{CustomCollapsible/End}}
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<p style="text-align:center;"><math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math></p>
 
<p style="text-align:center;"><math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math></p>
 
For the case where no energy is recovered and a constant rate of energy drain, one can also consider the effective toggle duration as follows:
 
For the case where no energy is recovered and a constant rate of energy drain, one can also consider the effective toggle duration as follows:
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math><br /><br />
+
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math>
  +
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math><br /><br />
 
  +
 
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math>
  +
  +
 
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}</math>
 
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}</math>
   
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===Examples===
 
===Examples===
Suppose a [[prowl]]ing [[Ivara]] has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
+
Suppose a {{A|Prowl}}ing {{WF|Ivara}} has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide:
   
 
<math>\frac{50}{0.25}=200\text{ seconds}</math>
 
<math>\frac{50}{0.25}=200\text{ seconds}</math>
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==Restoring Energy==
 
==Restoring Energy==
 
In missions, there are various ways to restore energy:
 
In missions, there are various ways to restore energy:
*Energy can be picked up during a mission from [[Pickups#Energy|Blue Orbs]]. Blue Orbs dropped by enemies restore 25 energy while containers drops will restore 50 Energy.
+
*Energy can be picked up during a mission from [[Pickups#Energy|Blue Orbs]]. Blue Orbs dropped by enemies restore 25 energy, while containers drops will restore 50 Energy.
 
*The Aura {{M|Energy Siphon}} slowly restores energy for all players. A squad running multiple Energy Siphon auras allow for faster energy recovery.
*[[Harrow]]'s [[Thurible]] grants players inside its aura a variable amount of energy from kills made by Harrow, depending on how long the ability was charged and whether the enemies were killed by bodyshot or headshot.
+
*{{WF|Harrow}}'s {{A|Thurible}} grants players inside the aura a variable amount of energy from kills made by Harrow, depending on how long the ability was charged and whether the enemies were killed by body shot or headshot.
*[[Trinity]]'s [[Energy Vampire]] allows a player to regain energy by standing inside the energy pulses the target releases (target is stunned the entire time).
+
*{{WF|Trinity}}'s {{A|Energy Vampire}} allows Warframes to regain energy through the four energy pulses the target releases.
*[[Limbo]]'s [[Rift Plane]] slowly restores energy for all players within it. Can stack with Energy Siphon.
 
*[[Octavia]]'s [[Octavia/Abilities|Inspiration]] passive slowly restores energy over time for all players that were near Octavia when she cast an ability.
+
*{{WF|Limbo}}'s [[Rift Plane]] slowly restores energy for all players within it.
  +
*{{WF|Octavia}}'s [[Octavia/Abilities|Inspiration]] passive slowly restores energy over-time for all players that were near Octavia when she cast an ability.
 
*[[Team Bonus Consumables|Team Energy Restores]] are consumables that grant Energy to nearby teammates in varying amounts, up to 400 total.
 
*[[Team Bonus Consumables|Team Energy Restores]] are consumables that grant Energy to nearby teammates in varying amounts, up to 400 total.
*Weapons triggering an [[Entropy]] effect restore 25% of the player's base Energy, and provide a base Energy boost of +25% for 30 seconds.
+
*Weapons triggering an [[Entropy]] (Syndicate: [[Cephalon Suda]]) effect restore 25% of the player's base [[Energy Capacity|energy]], and provide a base energy boost of +25% for 30 seconds.
*Weapons triggering a [[Blight]] effect restore 25% of the player's base Energy, and provide a (base) movement speed boost of +10% for 30 seconds.
+
*Weapons triggering a [[Blight]] (Syndicate: [[Red Veil]]) effect restore 25% of the player's base energy, and provide a base movement speed boost of +10% for 30 seconds.
*[[Focus 2.0/Zenurik|Zenurik]]'s focus nodes have multiple ways in which a player can regenerate energy.
+
*[[Focus/Zenurik|Zenurik Focus]]:
  +
**Energy Pulse passively restores additional energy over-time on picking up blue orbs.
  +
**Energizing Dash creates a dome on [[Void Dash]] that restores energy over-time for all Warframes that walk through it.
 
*Notable mods that affect energy generation:
 
*Notable mods that affect energy generation:
**{{M|Rage}} and {{M|Hunter Adrenaline}} - Converts damage on health to energy.
+
**{{M|Rage}} or {{M|Hunter Adrenaline}}: Converts damage on health to energy.
**{{M|Kinetic Diversion}} - Converts damage on health to energy for [[Archwing]].
+
**{{M|Kinetic Diversion}}: Converts damage on health to energy for Archwing.
**{{M|Equilibrium}} - Health pickups restore a certain amount of energy alongside health recovery (but only if the Orb is picked up).
+
**{{M|Equilibrium}}: Health pickups restore a certain amount of energy alongside health recovery.
  +
**{{M|Quick Thinking}} or {{M|Gladiator Finesse}}: Converts energy into health to provide a last resort buffer against death.
**The Aura {{M|Energy Siphon}} slowly restores energy for all players based on its mod rank. Multiple copies of this aura allow for faster energy recovery.
 
  +
**{{M|Endurance Drift}}: Increases maximum energy and parkour velocity.
**{{M|Coaction Drift}} - Improves the Warframe's equipped Aura, including {{M|Energy Siphon}}.
 
  +
**{{M|Energy Siphon}}: Slowly restores energy for all players. Multiple copies of this aura allow for faster energy recovery.
*Notable arcanes that affect energy generation:
 
 
***{{M|Coaction Drift}}: Improves the Warframe's equipped aura, including Energy Siphon.
**{{Arcane|Arcane Energize}}
 
**{{Arcane|Exodia Brave}}
+
*[[Arcane Enhancement]]s:
  +
**{{Arcane|Arcane Energize}} has a chance to replenish energy for the user and nearby allies on picking up blue orbs.
  +
**{{Arcane|Exodia Brave}} restores energy on melee channeling kill.
   
  +
===Mods===
It is important to note that on most occasions, toggle abilities disable energy generation from team abilities, consumables, or passive regeneration methods
 
  +
<div class="tabbertab-borderless">{{#tag:tabber|
  +
Warframes=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
EnergySiphonModU145.png|link=Energy Siphon
  +
EquilibriumModU145.png|link=Equilibrium
  +
HunterAdrenalineMod.png|link=Hunter Adrenaline
  +
RageModU145.png|link=Rage
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Archwing=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
KineticDiversionMod.png|link=Kinetic Diversion
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Augments=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
SpectrosiphonMod.png|link=Spectrosiphon
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Syndicate=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" perrow="3" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
EntropyBurst.png|link=Entropy Burst
  +
EntropyDetonationMod.png|link=Entropy Detonation
  +
EntropyFlight.png|link=Entropy Flight
  +
EntropySpike.png|link=Entropy Spike
  +
ErodingBlight.png|link=Eroding Blight
  +
GleamingBlight.png|link=Gleaming Blight
  +
StockpiledBlightMod.png|link=Stockpiled Blight
  +
ToxicBlight.png|link=Toxic Blight
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Weapons=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" perrow="4" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
Sharpshooter.png|link=Sharpshooter|Can restore energy with channeled abilities active
  +
</gallery>
  +
}}</div>
  +
 
It is important to note that on most occasions, toggle abilities disable energy generation from team abilities, consumables, or passive regeneration methods.
   
 
==Using Energy as Health==
 
==Using Energy as Health==
 
===Mods===
 
===Mods===
<gallery hideaddbutton="true" navigation="true">
+
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
QuickThinkingNew.png|link=Quick Thinking
 
QuickThinkingNew.png|link=Quick Thinking
 
GladiatorFinesseMod.png|link=Gladiator Finesse
 
GladiatorFinesseMod.png|link=Gladiator Finesse
Line 233: Line 311:
   
 
<!-- More content to be added to this section soon -->
 
<!-- More content to be added to this section soon -->
  +
  +
{{Ver/Lu|25.7.8}}
   
 
{{MechNav}}
 
{{MechNav}}
  +
__NOTOC__
  +
[[es:Capacidad de energía]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 03:07, 30 September 2019

Energy of a Warframe is used mainly to power abilities and melee channeling. All Warframes have 4 abilities that at base, cost up to 100 energy to cast. 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 who has no energy but draws from her shield pool instead. For channeling, energy is used to provide bonus damage and other effects such as Mod TT 20px life steal, and to enable parrying while blocking which will nullify all incoming damage, reflect some damage back, and open up melee attackers for finishers, but will drain energy on every blocked attack.

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 mods currently available in the game. It is worth noting that Mod TT 20px Flow and Mod TT 20px Primed Flow cannot be used in the same build.

Formula For Modded Energy Capacity

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

So as an example taking Volt Prime 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 an AoE radial attack 25m around the player, dealing 1000 Script error: The function "Proc" does not exist. damage and applying the Magnetic Status Effect to enemies in range reducing 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 are retired helmets that in the past used to grant increased energy capacity to their respective Warframes

Warframe Starting Energy In a Mission

Formula

Upon loading into any mission, each Warframe has a fixed amount of energy that they start with. 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:

Table of Initial Energies

The initial energy of a Warframe is given from the following table. Do note that this table is currently still under construction and it is still unknown whether these values are calculated off some other attributes or simply fixed parameters for each Warframe. This area of research is still very actively pursued.

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

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 drain, 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

In missions, there are various ways to restore energy:

  • Energy can be picked up during a mission from Blue Orbs. Blue Orbs dropped by enemies restore 25 energy, while containers drops will restore 50 Energy.
  • The Aura Mod TT 20px Energy Siphon slowly restores energy for all players. A squad running multiple Energy Siphon auras allow for faster energy recovery.
  • HarrowIcon272 Harrow's Thurible130xWhite Thurible grants players inside the aura a variable amount of energy from kills made by Harrow, depending on how long the ability was charged and whether the enemies were killed by body shot or headshot.
  • TrinityIcon272 Trinity's EnergyVampire130xWhite Energy Vampire allows Warframes to regain energy through the four energy pulses the target releases.
  • LimboIcon272 Limbo's Rift Plane slowly restores energy for all players within it.
  • OctaviaIcon272 Octavia's Inspiration passive slowly restores energy over-time for all players that were near Octavia when she cast an ability.
  • Team Energy Restores are consumables that grant Energy to nearby teammates in varying amounts, up to 400 total.
  • Weapons triggering an Entropy (Syndicate: Cephalon Suda) effect restore 25% of the player's base energy, and provide a base energy boost of +25% for 30 seconds.
  • Weapons triggering a Blight (Syndicate: Red Veil) effect restore 25% of the player's base energy, and provide a base movement speed boost of +10% for 30 seconds.
  • Zenurik Focus:
    • Energy Pulse passively restores additional energy over-time on picking up blue orbs.
    • Energizing Dash creates a dome on Void Dash that restores energy over-time for all Warframes that walk through it.
  • Notable mods that affect energy generation:
  • Arcane Enhancements:
    • ArcaneEnergize Arcane Energize has a chance to replenish energy for the user and nearby allies on picking up blue orbs.
    • ExodiaBrave Exodia Brave restores energy on melee channeling kill.

Mods

It is important to note that on most occasions, toggle abilities disable energy generation from team abilities, consumables, or passive regeneration methods.

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

Notes

  • These mods 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.


Last updated: Hotfix 25.7.8 (2019-09-26)