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(Restoring Energy: added a gallery)
m (Table of Initial Energies)
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{{tocright}}
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{{tocright}}'''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 {{WF|Hildryn}} which has no energy but uses [[shield]]s instead.
'''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.
 
   
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 [[shield]]s, 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}}
   
 
==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">
  +
EnduranceDriftMod.png|link=Endurance Drift
 
FlowModU145.png|link=Flow
 
FlowModU145.png|link=Flow
 
PrimedFlow.png|link=Primed Flow
 
PrimedFlow.png|link=Primed Flow
EnduranceDriftMod.png|link=Endurance Drift
+
AuxiliaryPowerMod.png|link=Auxiliary Power
  +
Adrenaline_Boost_(1).png|link=Adrenaline Boost
 
</gallery>
 
</gallery>
   
These are the mods currently available in the game. It is worth noting that {{M|Flow}} and {{M|Primed Flow}} cannot be used in the same build.
+
These are the only mods currently in the game that increase energy capacity. It is worth noting that {{M|Flow}} and {{M|Primed Flow}} cannot be used together. {{M|Auxiliary Power}} only works on [[Archwing]]s, and {{M|Adrenaline Boost}} in [[Conclave]].
   
 
===Formula For Modded Energy Capacity===
 
===Formula For Modded Energy Capacity===
These mods increase the energy capacity of a Warframe following the following formula:
+
These mods increase the energy capacity of a Warframe with the following the formula:
   
<p style="text-align:center;"><math>\text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})</math></p>
+
<p style="text-align:center;">
  +
<math>\text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})</math>
  +
</p>
   
So as an example taking [[Volt/Prime|Volt Prime]] with 200 base energy and 300 max energy he will have:
+
So taking [[Volt/Prime|Volt Prime]] as an example, with 200 base energy and 300 max energy he will have:
*With {{M|Flow}}: <math> 300 + (200 \times 1.5)=600</math>
+
*With {{M|Flow}}:<math> 300 + (200 \times 1.5)=600</math>
*With {{M|Primed Flow}}: <math>300+(200 \times 2.75)=850</math>
+
*With {{M|Primed Flow}}:<math>300+(200 \times 2.75)=850</math>
*With {{M|Primed Flow}} and {{M|Endurance Drift}}: <math>300+(200 \times 2.90)=880</math>
+
*With {{M|Primed Flow}} and {{M|Endurance Drift}}:<math>300+(200 \times 2.90)=880</math>
   
 
===Buffs===
 
===Buffs===
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 a 25-meter [[Syndicate Radial Effects|AoE radial attack]] around the player, dealing 1000 {{Icon|Proc|Magnetic|Text}} 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.
   
<gallery hideaddbutton="true" navigation="true">
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<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
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SynoidGammacor.png|link=Synoid Gammacor|{{Weapon|Synoid Gammacor}}
SyndicateCSSimulor.png|link=Synoid Simulor
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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">
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<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
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</gallery>
 
</gallery>
   
==Warframe Starting Energy In a Mission==
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==Warframe Starting Energy==
  +
===Mods===
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
PreparationMod.png|link=Preparation
  +
FollowThroughMod.png|link=Follow Through
  +
</gallery>
  +
  +
These are the only mods currently in the game that increase the Starting Energy of a Warframe in their respective gamemods (PvE and PvP, respectively).
  +
 
===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 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:
+
Warframes have a fixed amount of energy that they start any mission with, and also when reviving from [[Death#Death|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:
<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>
  +
  +
When {{M|Preparation}} is equipped, the formula becomes:
  +
  +
<p style="text-align:center;">
  +
<math>\text{Starting Energy}=\text{Initial Energy}+(5\times \text{Free Mod Capacity})+(\text{Energy Total}\times \text{Mod multiplier})</math>
  +
</p>
   
  +
'''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 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.
+
<!---All Warframes' Initial Energy confirmed as of U27.3.11, except for the following (please remove the name if confirmed): Ash, Atlas, Banshee, Baruuk, Chroma, Ember, Equinox, Excalibur, Excalibur Prime, Frost, Garuda, Gauss, Hydroid, Ivara, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Oberon, Revenant, Rhino, Saryn, Trinity, Valkyr, Vauban, Volt, Wukong, Zephyr--->
  +
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.
   
 
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}}
 
{{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}}
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! colspan="6" | Energy Pool
 
! colspan="6" | Energy Pool
 
|-
 
|-
! {{WF|Ash}} !! ??
+
! {{WF|Ash}} !! 50
 
|-
 
|-
! [[Ash/Prime|Ash Prime]] !! 50
+
! {{WF|Ash Prime}} !! 50
 
|-
 
|-
 
! {{WF|Atlas}} !! 50
 
! {{WF|Atlas}} !! 50
  +
|-
  +
! {{WF|Atlas Prime}} !! 75
 
|-
 
|-
 
! {{WF|Banshee}} !! 100
 
! {{WF|Banshee}} !! 100
 
|-
 
|-
! [[Banshee/Prime|Banshee Prime]] !! 125
+
! {{WF|Banshee Prime}} !! 125
  +
|-
  +
! {{WF|Baruuk}} !! 150
 
|-
 
|-
 
! {{WF|Chroma}} !! 75
 
! {{WF|Chroma}} !! 75
  +
|-
  +
! {{WF|Chroma Prime}} !! 100
 
|-
 
|-
 
! {{WF|Ember}} !! 75
 
! {{WF|Ember}} !! 75
 
|-
 
|-
! [[Ember/Prime|Ember Prime]] !! 75
+
! {{WF|Ember Prime}} !! 75
 
|-
 
|-
 
! {{WF|Equinox}} !! 100
 
! {{WF|Equinox}} !! 100
  +
|-
  +
! {{WF|Equinox Prime}} !! 115
 
|-
 
|-
 
! {{WF|Excalibur}} !! 50
 
! {{WF|Excalibur}} !! 50
 
|-
 
|-
! [[Excalibur/Prime|Excalibur Prime]] !! 100
+
! {{WF|Excalibur Prime}} !! 100
 
|-
 
|-
! {{WF|Frost}} !! ??
+
! {{WF|Excalibur Umbra}} !! 100
 
|-
 
|-
! [[Frost/Prime|Frost Prime]] !! 50
+
! {{WF|Frost}} !! 50
  +
|-
  +
! {{WF|Frost Prime}} !! 50
 
|-
 
|-
 
! {{WF|Gara}} !! 75
 
! {{WF|Gara}} !! 75
  +
|-
  +
! {{WF|Garuda}} !! 50
  +
|-
  +
! {{WF|Gauss}} !! 100
  +
|-
  +
! {{WF|Grendel}} !! 100
 
|-
 
|-
 
! {{WF|Harrow}} !! 50
 
! {{WF|Harrow}} !! 50
 
|-
 
|-
! {{WF|Hydroid}} !! ??
+
! {{WF|Hildryn}} !! N/A
  +
|-
  +
! {{WF|Hydroid}} !! 75
 
|-
 
|-
! [[Hydroid/Prime|Hydroid Prime]] !! 100
+
! {{WF|Hydroid Prime}} !! 100
 
|-
 
|-
 
! {{WF|Inaros}} !! 50
 
! {{WF|Inaros}} !! 50
 
|-
 
|-
 
! {{WF|Ivara}} !! 75
 
! {{WF|Ivara}} !! 75
  +
|-
  +
! {{WF|Ivara Prime}} !! 75
  +
|-
  +
! {{WF|Khora}} !! 75
 
|-
 
|-
 
! {{WF|Limbo}} !! 100
 
! {{WF|Limbo}} !! 100
  +
|-
  +
! {{WF|Limbo Prime}} !! 100
 
|-
 
|-
 
! {{WF|Loki}} !! 100
 
! {{WF|Loki}} !! 100
 
|-
 
|-
! [[Loki/Prime|Loki Prime]] !! 125
+
! {{WF|Loki Prime}} !! 125
 
|-
 
|-
 
! {{WF|Mag}} !! 50
 
! {{WF|Mag}} !! 50
 
|-
 
|-
! [[Mag/Prime|Mag Prime]] !! 50
+
! {{WF|Mag Prime}} !! 100
 
|-
 
|-
 
! {{WF|Mesa}} !! 50
 
! {{WF|Mesa}} !! 50
 
|-
 
|-
! {{WF|Mirage}} !! ??
+
! {{WF|Mesa Prime}} !! 65
  +
|-
  +
! {{WF|Mirage}} !! 125
 
|-
 
|-
! [[Mirage/Prime|Mirage Prime]] !! 125
+
! {{WF|Mirage Prime}} !! 125
 
|-
 
|-
 
! {{WF|Nekros}} !! 50
 
! {{WF|Nekros}} !! 50
 
|-
 
|-
! [[Nekros/Prime|Nekros Prime]] !! 75
+
! {{WF|Nekros Prime}} !! 75
 
|-
 
|-
 
! {{WF|Nezha}} !! 125
 
! {{WF|Nezha}} !! 125
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! {{WF|Nova}} !! 50
 
! {{WF|Nova}} !! 50
 
|-
 
|-
! [[Nova/Prime|Nova Prime]] !! 150
+
! {{WF|Nova Prime}} !! 150
 
|-
 
|-
 
! {{WF|Nyx}} !! 100
 
! {{WF|Nyx}} !! 100
 
|-
 
|-
! [[Nyx/Prime|Nyx Prime]] !! 150
+
! {{WF|Nyx Prime}} !! 150
 
|-
 
|-
! {{WF|Oberon}} !! ??
+
! {{WF|Oberon}} !! 75
 
|-
 
|-
! [[Oberon/Prime|Oberon Prime]] !! 150
+
! {{WF|Oberon Prime}} !! 100
 
|-
 
|-
 
! {{WF|Octavia}} !! 100
 
! {{WF|Octavia}} !! 100
  +
|-
  +
! {{WF|Revenant}} !! 50
 
|-
 
|-
 
! {{WF|Rhino}} !! 50
 
! {{WF|Rhino}} !! 50
 
|-
 
|-
! [[Rhino/Prime|Rhino Prime]] !! 50
+
! {{WF|Rhino Prime}} !! 50
 
|-
 
|-
! {{WF|Saryn}} !! ??
+
! {{WF|Saryn}} !! 50
 
|-
 
|-
! [[Saryn/Prime|Saryn Prime]] !! 100
+
! {{WF|Saryn Prime}} !! 100
 
|-
 
|-
! {{WF|Titania}} !! 50
+
! {{WF|Titania}} !! 100
 
|-
 
|-
! {{WF|Trinity}} !! ??
+
! {{WF|Titania Prime}} !! 100
 
|-
 
|-
! [[Trinity/Prime|Trinity Prime]] !! 125
+
! {{WF|Trinity}} !! 75
 
|-
 
|-
! {{WF|Valkyr}} !! ??
+
! {{WF|Trinity Prime}} !! 125
 
|-
 
|-
! [[Valkyr/Prime|Valkyr Prime]] !! 100
+
! {{WF|Valkyr}} !! 50
 
|-
 
|-
! {{WF|Vauban}} !! ??
+
! {{WF|Valkyr Prime}} !! 100
 
|-
 
|-
! [[Vauban/Prime|Vauban Prime]] !! 100
+
! {{WF|Vauban}} !! 75
  +
|-
  +
! {{WF|Vauban Prime}} !! 100
 
|-
 
|-
 
! {{WF|Volt}} !! 50
 
! {{WF|Volt}} !! 50
 
|-
 
|-
! [[Volt/Prime|Volt Prime]] !! 125
+
! {{WF|Volt Prime}} !! 125
  +
|-
  +
! {{WF|Wisp}} !! 150
 
|-
 
|-
 
! {{WF|Wukong}} !! 50
 
! {{WF|Wukong}} !! 50
  +
|-
  +
! {{WF|Wukong Prime}} !! 65
 
|-
 
|-
 
! {{WF|Zephyr}} !! 50
 
! {{WF|Zephyr}} !! 50
  +
|-
  +
! {{WF|Zephyr Prime}} !! 75
 
|}
 
|}
  +
  +
<div align=center; text-align=center><sup>As of U27.3.11, most of these values need confirmation, namely Excalibur Prime and most of regular Warframes.</sup></div>
 
{{CustomCollapsible/End}}
 
{{CustomCollapsible/End}}
   
 
==Effective Energy Capacity==
 
==Effective Energy Capacity==
 
===Casting Effective Capacity===
 
===Casting Effective Capacity===
Similarly to how one can define the concept of [[Health|"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:
+
Similarly to how one can define the concept of [[Health#Effective Health|"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:
<p style="text-align:center;"><math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math></p>
+
  +
<p style="text-align:center;">
  +
<math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math>
  +
</p>
   
 
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:
 
Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is:
<p style="text-align:center;"><math>\text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity}</math></p>
+
  +
<p style="text-align:center;">
  +
<math>\text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity}</math>
  +
</p>
   
 
===Toggle Effective Capacity===
 
===Toggle Effective Capacity===
 
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
 
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
<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:
 
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math>
 
   
  +
<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>
   
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math>
+
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:
   
  +
<p style="text-align:center;">
  +
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math>
  +
</p>
   
  +
<p style="text-align:center;">
  +
<math>\text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math>
  +
</p>
  +
  +
<p style="text-align:center;">
 
<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>
  +
</p>
   
 
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
 
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
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Suppose a {{A|Prowl}}ing {{WF|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:
   
  +
<p style="text-align:center;">
 
<math>\frac{50}{0.25}=200\text{ seconds}</math>
 
<math>\frac{50}{0.25}=200\text{ seconds}</math>
  +
</p>
   
 
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
 
Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for:
   
<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math>{{clr}}
+
<p style="text-align:center;">
  +
<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math>
  +
</p>
  +
{{clr}}
   
 
==Restoring Energy==
 
==Restoring Energy==
In missions, there are various ways to restore energy:
+
[[File:EnergySiphonModU145.png|left|thumb|120px|link=Energy Siphon]]
*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.
+
[[File:EquilibriumModU145.png|thumb|120px|link=Equilibrium]]
*{{WF|Harrow}}'s {{A|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.
+
Energy does not naturally regenerate over time, except when the {{M|Energy Siphon}} aura mod is equipped by at least one member of the [[squad]]. Otherwise, energy must be restored either by picking up an [[Pickups#Energy|Energy Orb]] (and Health Orbs with {{M|Equilibrium}}) or by a few other means. {{WF|Trinity}} and {{WF|Harrow}} are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and {{WF|Nekros}} can {{A|Desecrate}} nearby corpses for a chance to drop more Energy Orbs. {{WF|Limbo}} has, and grants, access to the [[Rift Plane]], a dimension in which Warframes regenerate energy over time consistently. The [[Focus/Zenurik|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.
*{{WF|Trinity}}'s {{A|Energy Vampire}} allows a player to regain energy by standing inside the energy pulses the target releases (target is stunned the entire time).
+
*{{WF|Limbo}}'s [[Rift Plane]] slowly restores energy for all players within it. Can stack with Energy Siphon.
+
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 Restore]]s are [[Team Bonus Consumables|consumables]] that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a [[Prime]] Warframe, moving close to a [[Orokin_Tower#Death_Orbs|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.
*{{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.
+
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 {{WF|Chroma}} ({{A|Spectral Scream}} and {{A|Effigy}}) and partially {{WF|Equinox}} ({{A|Pacify & Provoke}} and {{A|Mend & Maim}}).
*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 a [[Blight]] effect restore 25% of the player's base Energy, and provide a (base) movement speed boost of +10% for 30 seconds.
+
===Abilities===
*[[Focus 2.0/Zenurik|Zenurik]]'s focus nodes have multiple ways in which a player can regenerate energy.
+
<div class="tabbertab-borderless">
*Notable mods that affect energy generation:
+
{{#tag:tabber|
**{{M|Rage}} and {{M|Hunter Adrenaline}} - Converts damage on health to energy.
+
Equinox=
**{{M|Kinetic Diversion}} - Converts damage on health to energy for [[Archwing]].
+
{{PassivesHeader|Equinox|true|NoAnchor=true}}
**{{M|Equilibrium}} - Health pickups restore a certain amount of energy alongside health recovery (but only if the Orb is picked up).
+
When {{WF|Equinox}} collects Health Orbs, '''10%''' of the restored amount is converted into additional Energy.
**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.
+
*Picking up Energy Orbs also restore Health.
**{{M|Coaction Drift}} - Improves the Warframe's equipped Aura, including {{M|Energy Siphon}}.
+
*This effect stacks with {{M|Equilibrium}} for up to '''120%''' conversion.
*Notable arcanes that affect energy generation:
+
----
**{{Arcane|Arcane Energize}}
+
{{!}}-{{!}}
**{{Arcane|Exodia Brave}}
+
  +
Garuda=
  +
{{:Bloodletting|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Gauss=
  +
{{:Kinetic Plating|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Harrow=
  +
{{:Thurible|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Octavia=
  +
{{PassivesHeader|Octavia|true|NoAnchor=true}}
  +
Casting any ability will inspire {{WF|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.
  +
----
  +
{{!}}-{{!}}
  +
  +
Trinity=
  +
{{:Energy Vampire|cardonly}}
  +
  +
}}
  +
</div><br>
  +
  +
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.
  +
  +
<div class="tabbertab-borderless">
  +
{{#tag:tabber|
  +
Hildryn=
  +
{{:Aegis Storm|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Mag=
  +
{{:Pull|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Nekros=
  +
{{:Desecrate|cardonly}}
  +
{{!}}-{{!}}
  +
  +
Nezha=
  +
{{:Blazing Chakram|cardonly}}
  +
  +
}}
  +
</div><br>
  +
  +
While not restoring energy directly nor indirectly, {{WF|Grendel}} has the ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.
  +
{{:Nourish|cardonly}}
   
 
===Mods===
 
===Mods===
<div class="tabbertab-borderless">{{#tag:tabber|
+
<div class="tabbertab-borderless">
  +
{{#tag:tabber|
  +
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">
  +
ExothermicMod.png|link=Exothermic|{{A|Inferno}}
  +
PoolOfLife3.png|link=Pool of Life|{{A|Well Of Life}}
  +
WardingThuribleMod.png|link=Warding Thurible|{{A|Thurible}}
  +
SpectrosiphonMod.png|link=Spectrosiphon|{{A|Spectrorage}}
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Companions=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
EnergyGenerator.png|link=Energy Generator|For [[Dethcube]]
  +
</gallery>
  +
{{!}}-{{!}}
  +
  +
Conclave=
  +
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
  +
RelentlessAssaultMod.png|link=Relentless Assault
  +
SappingReach.png|link=Sapping Reach|{{A|Pull}}
  +
SurplusDiverters.png|link=Surplus Diverters
  +
</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>
  +
{{!}}-{{!}}
  +
 
Warframes=
 
Warframes=
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
Line 234: Line 273:
 
{{!}}-{{!}}
 
{{!}}-{{!}}
   
Archwing=
+
Weapons=
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
KineticDiversionMod.png|link=Kinetic Diversion
+
EnergizingShotMod.png|link=Energizing Shot|Counts as picking up Energy Orbs.
  +
Sharpshooter.png|link=Sharpshooter|Can restore energy with channeled abilities active.
 
</gallery>
 
</gallery>
{{!}}-{{!}}
+
}}
+
</div>
Augments=
 
<gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF">
 
SpectrosiphonMod.png|link=Spectrosiphon
 
   
  +
===Arcanes===
  +
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center">
  +
ArcaneEnergize.png|link=Arcane Energize|{{Arcane|Arcane Energize}}
  +
ExodiaBrave.png|link=Exodia Brave|{{Arcane|Exodia Brave}}
 
</gallery>
 
</gallery>
}}</div>
 
   
It is important to note that on most occasions, toggle abilities disable energy generation from team abilities, consumables, or passive regeneration methods
+
==Energy Reduction==
  +
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 {{M|Energy Siphon}} and [[Focus/Zenurik|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 {{Icon|Proc|Magnetic|Text}} [[Status Effect|proc]] will consume a considerable amount of energy over its duration and prevent any type of energy restoration. In [[Conclave]], {{M|No Current Leap}} nullifies passive energy regeneration in exchange for increased mobility.
   
 
==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">
  +
GladiatorFinesseMod.png|link=Gladiator Finesse
 
QuickThinkingNew.png|link=Quick Thinking
 
QuickThinkingNew.png|link=Quick Thinking
GladiatorFinesseMod.png|link=Gladiator Finesse
 
 
</gallery>
 
</gallery>
   
These mods stop lethal damage by allowing hits to drain your energy after your [[health]] is depleted in exchange for occasionally staggering the player
+
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 {{M|Rage}} and {{M|Hunter Adrenaline}} since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.
 
===Notes===
 
*These mods synergize extremely well with {{M|Rage}} and {{M|Hunter Adrenaline}} since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.
 
   
<!-- More content to be added to this section soon -->
 
   
 
{{MechNav}}
 
{{MechNav}}
  +
__NOTOC__
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[[es:Capacidad de energía]]
 
[[Category:Mechanics]]
 
[[Category:Mechanics]]

Revision as of 21:58, April 9, 2020

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 Capacity

Mods

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 Capacity

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:

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 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 Helmets

These 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 gamemods (PvE and PvP, respectively).

Formula

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 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 Energies

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 N/A
HydroidIcon272 Hydroid 75
Hydroid PrimeIcon272 Hydroid Prime 100
InarosIcon272 Inaros 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
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
ZephyrIcon272 Zephyr 50
Zephyr PrimeIcon272 Zephyr Prime 75
As of U27.3.11, most of these values need confirmation, namely Excalibur Prime and most of regular Warframes.

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:

$ \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 Capacity

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.

Examples

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 Energy

EnergySiphonModU145
EquilibriumModU145

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).

Abilities

Edit

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
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)
Expand

KineticPlatingModx256 KineticPlating130xWhite
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: 1.28% s-1

Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)
Duration:15 / 20 / 25 / 30 s (duration)
Range:N/A
Misc:1.0 - 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)
Expand

Thurible HarrowThurible
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)
Expand

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.

EnergyVampireModU15 TrinityEnergyVampire
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 thresholds)
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)
Expand


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
ENERGY
0
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 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)
Duration:N/A
Range:8 / 10 / 12 / 15 m (energy field max radius)
Misc:? s (energy orb drop interval)
Expand

PullModU15 Pull
ENERGY
25
KEY
1
Pull
Magnetic force pulls enemies toward you, stunning them and bringing them into melee range.
Strength:100 / 125 / 150 / 300 (damage)
10% / 15% / 20% / 25% (energy drop chance)
Duration:N/A
Range:15 / 20 / 22 / 25 m
Expand

DesecrateModU15 Nekros3
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

BlazingChakram BlazingChakramIcon
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 (damage)
400 / 600 / 800 / 1000 (boosted 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


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
ENERGY
50
KEY
2
Nourish
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)
Expand


Mods

Arcanes

Energy Reduction

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 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 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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