(General cleanup. Updated initial energy values according to my tests. Added/moved/removed some elements.) |
Tag: source edit |
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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. |
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+ | {{Quote|Used to cast Warframe Abilities and can be replenished during missions. |
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+ | |||
+ | You will start the mission with [Starting Energy] Energy. Unspent mod capacity increases how much energy you have at the start of missions.|In-game Description}} |
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+ | '''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 {{WF|Hildryn}}, who has no energy but uses [[shield]]s, and {{WF|Lavos}}, having no energy but instead using a cooldown system. |
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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. |
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. |
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===Mods=== |
===Mods=== |
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<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"> |
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+ | EnduranceDriftMod.png|link=Endurance Drift|{{M|Endurance Drift}} |
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− | AuxiliaryPowerMod.png|link=Auxiliary Power |
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− | + | FlowMod.png|link=Flow|{{M|Flow}} |
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− | + | PrimedFlowMod.png|link=Primed Flow|{{M|Primed Flow}} |
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− | + | ArchonFlowMod.png|link=Archon Flow|{{M|Archon Flow}} |
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+ | AuxiliaryPowerMod.png|link=Auxiliary Power|{{M|Auxiliary Power}} |
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+ | AdrenalineBoostMod.png|link=Adrenaline Boost|{{M|Adrenaline Boost}} |
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</gallery> |
</gallery> |
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− | These are the only mods currently in the game that increase energy capacity. It is worth noting that {{M|Flow}} and {{M| |
+ | These are the only mods currently in the game that increase energy capacity. It is worth noting that {{M|Flow}}, {{M|Primed Flow}}, and {{M|Archon 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=== |
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<p style="text-align:center;"> |
<p style="text-align:center;"> |
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+ | <math>\text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})</math> |
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</p> |
</p> |
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+ | So taking {{WF|Volt Prime}} as an example, with 200 base energy and 300 max energy he will have: |
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− | <math>\text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})</math> |
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+ | *With {{M|Flow}}:<math> 300 \times (1+1.0) =600</math> |
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− | |||
+ | *With {{M|Primed Flow}}:<math>300 \times (1+1.85)= 855</math> |
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− | |||
+ | *With {{M|Primed Flow}} and {{M|Endurance Drift}}:<math>300 \times (1+1.85+0.10)= 885</math> |
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− | |||
− | So taking [[Volt/Prime|Volt Prime]] as an example, with 200 base energy and 300 max energy he will have: |
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− | *With {{M|Flow}}:<math> 300 + (200 \times 1.5)=600</math> |
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− | *With {{M|Primed Flow}}:<math>300+(200 \times 2.75)=850</math> |
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− | *With {{M|Primed Flow}} and {{M|Endurance Drift}}:<math>300+(200 \times 2.90)=880</math> |
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===Buffs=== |
===Buffs=== |
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− | The only buff currently available to increase energy capacity is [[Cephalon Suda]]'s [[Entropy]] effect. |
+ | 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 {{D|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. |
<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"> |
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− | + | EntropySpikeMod.png|link=Entropy Spike|{{M|Entropy Spike}} |
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− | + | EntropyFlightMod.png|link=Entropy Flight|{{M|Entropy Flight}} |
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− | + | EntropyBurstMod.png|link=Entropy Burst|{{M|Entropy Burst}} |
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− | EntropyDetonationMod.png|link=Entropy Detonation |
+ | EntropyDetonationMod.png|link=Entropy Detonation|{{M|Entropy Detonation}} |
SynoidGammacor.png|link=Synoid Gammacor|{{Weapon|Synoid Gammacor}} |
SynoidGammacor.png|link=Synoid Gammacor|{{Weapon|Synoid Gammacor}} |
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− | + | SynoidSimulor.png|link=Synoid Simulor|{{Weapon|Synoid Simulor}} |
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</gallery> |
</gallery> |
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===Arcane Helmets=== |
===Arcane Helmets=== |
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− | These are retired helmets that in the past used to grant increased energy capacity to their respective Warframes. |
+ | These [[:Category:Arcane Helmet|Arcane Helmet]]s are retired helmets that in the past used to grant increased energy capacity to their respective 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"> |
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− | + | AshLocustHelmet.png|link=Ash Locust Helmet|[[Ash Locust Helmet]] |
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− | + | BansheeReverbHelmet.png|link=Banshee Reverb Helmet|[[Banshee Reverb Helmet]] |
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− | + | EmberPhoenixHelmet.png|link=Ember Phoenix Helmet|[[Ember Phoenix Helmet]] |
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− | + | MagGaussHelmet.png|link=Mag Gauss Helmet|[[Mag Gauss Helmet]] |
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− | + | VaubanEspritHelmet.png|link=Vauban Esprit Helmet|[[Vauban Esprit Helmet]] |
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</gallery> |
</gallery> |
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− | == |
+ | ===Azure Archon Shard=== |
+ | {{Spoiler}} |
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− | ===Mods=== |
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+ | [[File:AzureArchonShard.png|frameless|right]] |
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− | <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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+ | The Azure [[Archon Shard]] is a guaranteed reward from defeating [[Archon Boreal]] that can provide a flat increase to Energy Capacity after all bonuses are taken into account. Regular Shards provide '''50''' additional Energy Max, while Tauforged Shards provide '''75'''. |
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− | PreparationMod.png|link=Preparation |
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− | </gallery> |
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+ | Archon Shards can only be obtained through [[Archon Hunt]]s, which are unlocked after completing [[Veilbreaker]], or through activities in [[Albrecht's Laboratories]] like [[Netracells]], which are unlocked after completing [[Whispers in the Walls]], and [[Deep Archimedea]], after obtaining Rank 5 for the [[Cavia]] Syndicate |
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− | This is the only mod currently in the game that increases the starting energy of a Warframe. |
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+ | |||
+ | ==Starting Energy== |
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+ | '''Starting Energy''' refers to how much energy a Warframe starts a mission with, when reviving from [[Death]], or going through a [[Sanctuary Onslaught]] conduit. |
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+ | {{#invoke:Warframes|getEnergyTable}} |
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===Formula=== |
===Formula=== |
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+ | Starting Energy can be increased with unspent [[mod]] capacity. |
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− | 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: |
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− | <p style="text-align:center;"> |
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− | </p> |
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+ | The formula followed is: |
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− | <math>\text{Starting Energy}=\text{Initial Energy}+5(\text{Free Mod Capacity})</math> |
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+ | <math>\text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}</math> |
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When {{M|Preparation}} is equipped, the formula becomes: |
When {{M|Preparation}} is equipped, the formula becomes: |
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− | <math>\text{Starting Energy}=\text{ |
+ | <math>\text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}+(\text{Energy Total}\times \text{Mod Multiplier})</math> |
+ | ===Mods=== |
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− | |||
+ | <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
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− | |||
+ | PreparationMod.png|link=Preparation|{{M|Preparation}} |
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− | ===Table of Initial Energies=== |
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+ | FollowThroughMod.png|link=Follow Through|{{M|Follow Through}} |
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− | <!---All Warframes' initial energy confirmed as of U17.3.5, except for the following (please remove the name if confirmed): Ash, Atlas, Atlas Prime, Banshee, Baruuk, Chroma, Ember, Equinox, Excalibur, Excalibur Prime, Frost, Garuda, Gauss, Grendel, Hydroid, Ivara, Loki, Mag, Mesa, Mirage, Nekros, Nova, Nyx, Oberon, Revenant, Rhino, Saryn, Trinity, Valkyr, Vauban, Volt, Wukong, Zephyr---> |
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+ | </gallery> |
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− | 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. |
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− | |||
− | {{CustomCollapsible|Initial Energy of Rank 30 Warframes at 0 Mod Capacity|InitNrg}} |
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− | {| 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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− | |- |
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− | ! style="text-align: center;" | Warframe |
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− | ! colspan="6" | Energy Pool |
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− | |- |
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− | ! {{WF|Ash}} !! 50 |
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− | |- |
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− | ! [[Ash/Prime|Ash Prime]] !! 50 |
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− | |- |
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− | ! {{WF|Atlas}} !! 50 |
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− | |- |
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− | ! [[Atlas/Prime|Atlas Prime]] !! ? |
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− | |- |
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− | ! {{WF|Banshee}} !! 100 |
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− | |- |
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− | ! [[Banshee/Prime|Banshee Prime]] !! 125 |
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− | |- |
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− | ! {{WF|Baruuk}} !! 150 |
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− | |- |
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− | ! {{WF|Chroma}} !! 75 |
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− | |- |
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− | ! [[Chroma/Prime|Chroma Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Ember}} !! 75 |
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− | |- |
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− | ! [[Ember/Prime|Ember Prime]] !! 75 |
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− | |- |
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− | ! {{WF|Equinox}} !! 100 |
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− | |- |
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− | ! [[Equinox/Prime|Equinox Prime]] !! 115 |
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− | |- |
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− | ! {{WF|Excalibur}} !! 50 |
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− | |- |
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− | ! [[Excalibur/Prime|Excalibur Prime]] !! 100 |
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− | |- |
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− | ! [[Excalibur/Umbra|Excalibur Umbra]] !! 100 |
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− | |- |
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− | ! {{WF|Frost}} !! 50 |
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− | |- |
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− | ! [[Frost/Prime|Frost Prime]] !! 50 |
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− | |- |
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− | ! {{WF|Gara}} !! 75 |
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− | |- |
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− | ! {{WF|Garuda}} !! 50 |
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− | |- |
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− | ! {{WF|Gauss}} !! 100 |
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− | |- |
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− | ! {{WF|Grendel}} !! ? |
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− | |- |
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− | ! {{WF|Harrow}} !! 50 |
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− | |- |
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− | ! {{WF|Hildryn}} !! N/A |
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− | |- |
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− | ! {{WF|Hydroid}} !! 75 |
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− | |- |
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− | ! [[Hydroid/Prime|Hydroid Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Inaros}} !! 50 |
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− | |- |
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− | ! {{WF|Ivara}} !! 75 |
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− | |- |
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− | ! [[Ivara/Prime|Ivara Prime]] !! 75 |
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− | |- |
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− | ! {{WF|Khora}} !! 75 |
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− | |- |
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− | ! {{WF|Limbo}} !! 100 |
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− | |- |
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− | ! [[Limbo/Prime|Limbo Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Loki}} !! 100 |
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− | |- |
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− | ! [[Loki/Prime|Loki Prime]] !! 125 |
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− | |- |
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− | ! {{WF|Mag}} !! 50 |
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− | |- |
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− | ! [[Mag/Prime|Mag Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Mesa}} !! 50 |
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− | |- |
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− | ! [[Mesa/Prime|Mesa Prime]] !! 65 |
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− | |- |
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− | ! {{WF|Mirage}} !! 125 |
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− | |- |
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− | ! [[Mirage/Prime|Mirage Prime]] !! 125 |
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− | |- |
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− | ! {{WF|Nekros}} !! 50 |
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− | |- |
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− | ! [[Nekros/Prime|Nekros Prime]] !! 75 |
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− | |- |
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− | ! {{WF|Nezha}} !! 125 |
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− | |- |
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− | ! {{WF|Nidus}} !! 50 |
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− | |- |
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− | ! {{WF|Nova}} !! 50 |
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− | |- |
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− | ! [[Nova/Prime|Nova Prime]] !! 150 |
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− | |- |
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− | ! {{WF|Nyx}} !! 100 |
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− | |- |
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− | ! [[Nyx/Prime|Nyx Prime]] !! 150 |
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− | |- |
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− | ! {{WF|Oberon}} !! 75 |
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− | |- |
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− | ! [[Oberon/Prime|Oberon Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Octavia}} !! 100 |
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− | |- |
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− | ! {{WF|Revenant}} !! 50 |
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− | |- |
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− | ! {{WF|Rhino}} !! 50 |
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− | |- |
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− | ! [[Rhino/Prime|Rhino Prime]] !! 50 |
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− | |- |
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− | ! {{WF|Saryn}} !! 50 |
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− | |- |
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− | ! [[Saryn/Prime|Saryn Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Titania}} !! 100 |
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− | |- |
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− | ! {{WF|Trinity}} !! 75 |
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− | |- |
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− | ! [[Trinity/Prime|Trinity Prime]] !! 125 |
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− | |- |
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− | ! {{WF|Valkyr}} !! 50 |
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− | |- |
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− | ! [[Valkyr/Prime|Valkyr Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Vauban}} !! 75 |
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− | |- |
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− | ! [[Vauban/Prime|Vauban Prime]] !! 100 |
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− | |- |
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− | ! {{WF|Volt}} !! 50 |
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− | |- |
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− | ! [[Volt/Prime|Volt Prime]] !! 125 |
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− | |- |
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− | ! {{WF|Wisp}} !! 150 |
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− | |- |
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− | ! {{WF|Wukong}} !! 50 |
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− | |- |
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− | ! [[Wukong/Prime|Wukong Prime]] !! 65 |
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− | |- |
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− | ! {{WF|Zephyr}} !! 50 |
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− | |- |
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− | ! [[Zephyr/Prime|Zephyr Prime]] !! 75 |
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− | |} |
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− | <div align=center; text-align=center><sup>As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those of regular Warframes.</sup></div> |
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− | {{CustomCollapsible/End}} |
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==Effective Energy Capacity== |
==Effective Energy Capacity== |
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===Casting Effective Capacity=== |
===Casting Effective Capacity=== |
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− | Similarly to how one can define the concept of [[Health|" |
+ | 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;"> |
<p style="text-align:center;"> |
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+ | <math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math> |
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</p> |
</p> |
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+ | Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is: |
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− | <math>\text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}</math> |
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− | |||
− | |||
− | Since casting efficiency is currently capped at 175%, the highest possible upper-bound for the casting effective energy capacity is: |
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<p style="text-align:center;"> |
<p style="text-align:center;"> |
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+ | <math>\text{Effective Energy Capacity}\leq 4\times\text{Energy Capacity}</math> |
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</p> |
</p> |
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− | |||
− | <math>\text{Effective Energy Capacity}_{casting}\leq 4\times\text{Energy Capacity}</math> |
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− | |||
− | |||
===Toggle Effective Capacity=== |
===Toggle Effective Capacity=== |
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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: |
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+ | |||
<p style="text-align:center;"> |
<p style="text-align:center;"> |
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+ | <math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math> |
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</p> |
</p> |
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− | |||
− | <math>\text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}</math> |
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− | |||
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: |
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: |
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+ | <p style="text-align:center;"> |
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<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math> |
<math>\text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}</math> |
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+ | </p> |
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+ | <p style="text-align:center;"> |
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− | |||
− | |||
<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}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}</math> |
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+ | </p> |
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+ | <p style="text-align:center;"> |
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− | |||
− | |||
<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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+ | </p> |
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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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===Examples=== |
===Examples=== |
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− | Suppose a {{A|Prowl}} |
+ | Suppose a {{A|Prowl|Prowling}} {{WF|Ivara}} has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide: |
+ | <p style="text-align:center;"> |
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<math>\frac{50}{0.25}=200\text{ seconds}</math> |
<math>\frac{50}{0.25}=200\text{ seconds}</math> |
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+ | </p> |
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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: |
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+ | <p style="text-align:center;"> |
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<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math> |
<math>\frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}</math> |
||
+ | </p> |
||
{{clr}} |
{{clr}} |
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==Restoring Energy== |
==Restoring Energy== |
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− | [[File: |
+ | [[File:EnergySiphonMod.png|right|thumb|120px|link=Energy Siphon]] |
− | [[File: |
+ | [[File:EquilibriumMod.png|right|thumb|120px|link=Equilibrium]] |
− | Energy does not naturally regenerate over time |
+ | Energy does not naturally regenerate over time unless 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 [[Energy Orb]]s (and [[Health Orb]]s 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}} Focus tree grants the {{Focus|Energy Pulse}} and {{Focus|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: {{M|Hunter Adrenaline}} and {{M|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. |
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− | 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. |
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+ | |||
+ | Besides the [[Entropy]] effect from {{Faction|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. |
||
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}}). |
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}}). |
||
+ | |||
+ | '''***Casting any abilities will temporary stop any passive energy regeneration methods from working,''' due to the the '''"drain" needs to be accounted for''', it is suspected that this draining is '''coded to be treated like any toggled/channeled abilities'''. Frames that casts frequently will benefit from passive energy regeneration far lesser than those who casts lesser due to this mechanic. |
||
===Abilities=== |
===Abilities=== |
||
− | <div class=" |
+ | <div class="tabber-borderless"> |
{{#tag:tabber| |
{{#tag:tabber| |
||
Equinox= |
Equinox= |
||
{{PassivesHeader|Equinox|true|NoAnchor=true}} |
{{PassivesHeader|Equinox|true|NoAnchor=true}} |
||
− | When {{WF|Equinox}} collects Health Orbs, '''10%''' of the restored amount is converted into additional Energy. |
+ | When {{WF|Equinox}} collects Health Orbs or Energy Orbs, '''10%''' of the restored amount is converted into additional Energy and Health respectively. |
− | *Picking up Energy Orbs also restore Health. |
||
*This effect stacks with {{M|Equilibrium}} for up to '''120%''' conversion. |
*This effect stacks with {{M|Equilibrium}} for up to '''120%''' conversion. |
||
+ | ---- |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Garuda= |
Garuda= |
||
− | {{:Bloodletting |
+ | {{:Bloodletting}} |
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Gauss= |
Gauss= |
||
− | {{:Kinetic Plating |
+ | {{:Kinetic Plating}} |
+ | {{!}}-{{!}} |
||
+ | |||
+ | Gyre= |
||
+ | {{:Cathode Grace}} |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Harrow= |
Harrow= |
||
− | {{:Thurible |
+ | {{:Thurible}} |
+ | {{!}}-{{!}} |
||
+ | |||
+ | Helminth= |
||
+ | {{:Voracious Metastasis}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Limbo= |
||
+ | {{PassivesHeader|Limbo|true|NoAnchor=true}} |
||
+ | Rolling (default {{Key|Shift}}) lets {{WF|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. |
||
+ | ---- |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 316: | Line 194: | ||
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. |
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. |
*Octavia recasting any ability will also refresh the active Inspiration buff's duration. |
||
+ | ---- |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Styanax= |
||
+ | {{:Rally Point}} |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Trinity= |
Trinity= |
||
− | {{:Energy Vampire |
+ | {{:Energy Vampire}} |
}} |
}} |
||
</div> |
</div> |
||
+ | |||
+ | 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. |
||
+ | |||
+ | <div class="tabber-borderless"> |
||
+ | {{#tag:tabber| |
||
+ | Hildryn= |
||
+ | {{:Aegis Storm}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Nekros= |
||
+ | {{:Desecrate}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Nezha= |
||
+ | {{:Blazing Chakram}} |
||
+ | {{!}}-{{!}} |
||
+ | |||
+ | Protea= |
||
+ | {{:Dispensary}} |
||
+ | |||
+ | }} |
||
+ | </div> |
||
+ | |||
+ | While not restoring energy directly nor indirectly, {{WF|Grendel}} has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies. |
||
+ | {{:Nourish}} |
||
===Mods=== |
===Mods=== |
||
− | <div class=" |
+ | <div class="tabber-borderless"> |
{{#tag:tabber| |
{{#tag:tabber| |
||
+ | Warframes= |
||
− | Archwing= |
||
<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"> |
||
+ | Dreamer'sBondMod.png|link=Dreamer's Bond|{{M|Dreamer's Bond}} |
||
− | KineticDiversionMod.png|link=Kinetic Diversion |
||
+ | EnergyNexusMod.png|link=Energy Nexus|{{M|Energy Nexus}} |
||
+ | EnergySiphonMod.png|link=Energy Siphon|{{M|Energy Siphon}} |
||
+ | EquilibriumMod.png|link=Equilibrium|{{M|Equilibrium}} |
||
+ | HunterAdrenalineMod.png|link=Hunter Adrenaline|{{M|Hunter Adrenaline}} |
||
+ | RageMod.png|link=Rage|{{M|Rage}} |
||
+ | </gallery> |
||
+ | {{!}}-{{!}} |
||
+ | Weapons= |
||
+ | <gallery captionposition="below" captionalign="center" hideaddbutton="true" spacing="small" navigation="false" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
||
+ | EnergizingShotMod.png|link=Energizing Shot|{{M|Energizing Shot}}<br />Counts as picking up Energy Orbs. |
||
+ | XataInvocationMod.png|link=Xata Invocation|{{M|Xata Invocation}} |
||
+ | SharpshooterMod.png|link=Sharpshooter|{{M|Sharpshooter}}<br />Can restore energy with channeled abilities active. |
||
+ | </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|{{M|Kinetic Diversion}} |
||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 337: | Line 263: | ||
<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"> |
||
ExothermicMod.png|link=Exothermic|{{A|Inferno}} |
ExothermicMod.png|link=Exothermic|{{A|Inferno}} |
||
− | + | GuidedEffigyMod.png|link=Guided Effigy|{{A|Effigy}} |
|
− | + | PoolofLifeMod.png|link=Pool of Life|{{A|Well of Life}} |
|
SpectrosiphonMod.png|link=Spectrosiphon|{{A|Spectrorage}} |
SpectrosiphonMod.png|link=Spectrosiphon|{{A|Spectrorage}} |
||
+ | SpellboundHarvestMod.png|link=Spellbound Harvest|{{A|Spellbind}} |
||
+ | WardingThuribleMod.png|link=Warding Thurible|{{A|Thurible}} |
||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
Line 345: | Line 273: | ||
Companions= |
Companions= |
||
<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"> |
||
− | + | EnergyGeneratorMod.png|link=Energy Generator|{{M|Energy Generator}} |
|
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
+ | Conclave= |
||
− | 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= |
||
<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"> |
||
+ | RelentlessAssaultMod.png|link=Relentless Assault|{{M|Relentless Assault}} |
||
− | EnergySiphonModU145.png|link=Energy Siphon |
||
+ | SappingReachMod.png|link=Sapping Reach|{{M|Sapping Reach}} |
||
− | EquilibriumModU145.png|link=Equilibrium |
||
+ | SurplusDivertersMod.png|link=Surplus Diverters|{{M|Surplus Diverters}} |
||
− | HunterAdrenalineMod.png|link=Hunter Adrenaline |
||
− | RageModU145.png|link=Rage |
||
</gallery> |
</gallery> |
||
{{!}}-{{!}} |
{{!}}-{{!}} |
||
+ | Syndicate= |
||
− | 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" perrow="3" column="3" position="center" bordersize="none" bordercolor="#FFFFFF"> |
+ | EntropyBurstMod.png|link=Entropy Burst|{{M|Entropy Burst}} |
||
− | EnergizingShotMod.png|link=Energizing Shot|Counts as picking up Energy Orbs. |
||
+ | EntropyDetonationMod.png|link=Entropy Detonation|{{M|Entropy Detonation}} |
||
− | Sharpshooter.png|link=Sharpshooter|Can restore energy with channeled abilities active. |
||
+ | EntropyFlightMod.png|link=Entropy Flight|{{M|Entropy Flight}} |
||
+ | EntropySpikeMod.png|link=Entropy Spike|{{M|Entropy Spike}} |
||
+ | ErodingBlightMod.png|link=Eroding Blight|{{M|Eroding Blight}} |
||
+ | GleamingBlightMod.png|link=Gleaming Blight|{{M|Gleaming Blight}} |
||
+ | StockpiledBlightMod.png|link=Stockpiled Blight|{{M|Stockpiled Blight}} |
||
+ | ToxicBlightMod.png|link=Toxic Blight|{{M|Toxic Blight}} |
||
</gallery> |
</gallery> |
||
}} |
}} |
||
Line 382: | Line 302: | ||
<gallery captionposition="below" hideaddbutton="true" spacing="small" navigation="true" position="center" bordersize="none" bordercolor="#FFFFFF" captionalign="center"> |
<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}} |
ArcaneEnergize.png|link=Arcane Energize|{{Arcane|Arcane Energize}} |
||
+ | EmergenceDissipate.png|link=Emergence Dissipate|{{Arcane|Emergence Dissipate}} |
||
ExodiaBrave.png|link=Exodia Brave|{{Arcane|Exodia Brave}} |
ExodiaBrave.png|link=Exodia Brave|{{Arcane|Exodia Brave}} |
||
+ | PrimaryExhilarate.png|link=Primary Exhilarate|{{Arcane|Primary Exhilarate}} |
||
</gallery> |
</gallery> |
||
+ | |||
+ | ==Energy Reduction== |
||
+ | [[Sortie]]s 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 {{M|Energy Siphon}} and {{Focus|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 {{D|Magnetic}} [[Status Effect|proc]] will drains 100 energy over 4 seconds, or 20 energy per tick (including the initial starting tick). 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 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"> |
||
− | GladiatorFinesseMod.png|link=Gladiator Finesse |
+ | GladiatorFinesseMod.png|link=Gladiator Finesse|{{M|Gladiator Finesse}} |
+ | QuickThinkingMod.png|link=Quick Thinking|{{M|Quick Thinking}} |
||
− | KineticDiversionMod.png|link=Kinetic Diversion |
||
− | QuickThinkingNew.png|link=Quick Thinking |
||
</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. 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. |
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. |
||
− | == |
+ | ==Patch History== |
+ | {{Scrollbox/Article| |
||
− | <!-- More content to be added to this section soon --> |
||
+ | {{ver|35}} |
||
+ | *Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version: |
||
+ | **Grendel Prime from 100 to 115 |
||
+ | **Inaros Prime from 50 to 75 |
||
+ | **Ivara Prime from 75 to 100 |
||
+ | **Khora Prime from 75 to 100 |
||
+ | **Limbo Prime from 100 to 125 |
||
+ | **Nidus Prime from 50 to 75 |
||
+ | **Titania Prime from 100 to 125 |
||
+ | |||
+ | {{ver|33}} |
||
+ | *Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time. |
||
+ | *Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped. |
||
+ | |||
+ | {{ver|32.3}} |
||
+ | *Removed the “Starting Energy” stat that was added in Hotfix 32.2.9 and merged it with the existing “Energy” tooltip. |
||
+ | **Also fixed incorrect calculation of Mod upgrade to Energy drain, which resulted in incorrect calculation of Energy players receive on spawn. |
||
+ | |||
+ | {{ver|32.2.9}} |
||
+ | *Added a new “Starting Energy” stat (affected by Mods like Preparation) in the Arsenal to indicate the amount of Energy a Warframe will start a mission with. |
||
+ | **''Hot Tip: Unspent Mod capacity increases how much Energy you have at the start of missions.'' |
||
+ | **''Harrow will always show 100% Energy filled thanks to his passive.'' |
||
+ | |||
+ | {{ver|32}} |
||
+ | *Operator Energy pickups will now be shared with Warframe. |
||
+ | **Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion).'' |
||
+ | }} |
||
− | {{Ver/Lu|27.3}} |
||
{{MechNav}} |
{{MechNav}} |
||
__NOTOC__ |
__NOTOC__ |
Latest revision as of 15:38, 13 April 2024
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 Hildryn, who has no energy but uses shields, and 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 Flow, Primed Flow, and Archon Flow cannot be used together. Auxiliary Power only works on Archwings, and 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:
- With Flow:
- With Primed Flow:
- With Primed Flow and Endurance Drift:
Buffs[]
The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000 Magnetic damage and applying the Magnetic Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds.
Arcane Helmets[]
These Arcane Helmets are retired helmets that in the past used to grant increased energy capacity to their respective Warframes.
Azure Archon Shard[]
The Azure Archon Shard is a guaranteed reward from defeating Archon Boreal that can provide a flat increase to Energy Capacity after all bonuses are taken into account. Regular Shards provide 50 additional Energy Max, while Tauforged Shards provide 75.
Archon Shards can only be obtained through Archon Hunts, which are unlocked after completing Veilbreaker, or through activities in Albrecht's Laboratories like Netracells, which are unlocked after completing Whispers in the Walls, and Deep Archimedea, after obtaining Rank 5 for the Cavia Syndicate
Starting Energy[]
Starting Energy refers to how much energy a Warframe starts a mission with, when reviving from Death, or going through a Sanctuary Onslaught conduit.
Warframe | Starting Energy (energy on spawn) |
Rank 0 Energy Capacity (base capacity) |
Rank 30 Energy Capacity (after ranking bonus applied) |
---|---|---|---|
Ash | 50 | 100 | 150 |
Ash Prime | 50 | 100 | 150 |
Atlas | 50 | 175 | 225 |
Atlas Prime | 75 | 215 | 265 |
Banshee | 100 | 175 | 225 |
Banshee Prime | 125 | 215 | 265 |
Baruuk | 150 | 200 | 300 |
Baruuk Prime | 150 | 200 | 300 |
Caliban | 75 | 140 | 190 |
Chroma | 75 | 175 | 225 |
Chroma Prime | 100 | 200 | 300 |
Citrine | 50 | 130 | 180 |
Dagath | 50 | 175 | 225 |
Dante | 50 | 200 | 270 |
Ember | 75 | 175 | 225 |
Ember Prime | 75 | 175 | 225 |
Equinox | 100 | 175 | 225 |
Equinox Prime | 115 | 200 | 250 |
Excalibur | 50 | 100 | 150 |
Excalibur Prime | 100 | 175 | 225 |
Excalibur Umbra | 100 | 175 | 225 |
Frost | 50 | 100 | 150 |
Frost Prime | 50 | 100 | 150 |
Gara | 75 | 175 | 225 |
Gara Prime | 75 | 175 | 225 |
Garuda | 50 | 140 | 240 |
Garuda Prime | 100 | 220 | 320 |
Gauss | 100 | 175 | 225 |
Gauss Prime | 100 | 175 | 225 |
Grendel | 100 | 175 | 225 |
Grendel Prime | 115 | 200 | 250 |
Gyre | 100 | 190 | 240 |
Harrow | 50 | 100 | 150 |
Harrow Prime | 125 | 140 | 190 |
Hildryn | 0 | 0 | 0 |
Hildryn Prime | 0 | 0 | 0 |
Hydroid | 75 | 140 | 190 |
Hydroid Prime | 100 | 175 | 225 |
Inaros | 50 | 100 | 150 |
Inaros Prime | 75 | 140 | 190 |
Ivara | 75 | 215 | 265 |
Ivara Prime | 100 | 250 | 300 |
Khora | 75 | 140 | 190 |
Khora Prime | 100 | 175 | 225 |
Kullervo | 150 | 175 | 225 |
Lavos | 0 | 0 | 0 |
Limbo | 100 | 175 | 225 |
Limbo Prime | 125 | 215 | 265 |
Loki | 100 | 175 | 225 |
Loki Prime | 125 | 215 | 265 |
Mag | 75 | 140 | 190 |
Mag Prime | 100 | 215 | 265 |
Mesa | 50 | 100 | 150 |
Mesa Prime | 65 | 140 | 190 |
Mirage | 125 | 175 | 225 |
Mirage Prime | 125 | 175 | 225 |
Nekros | 50 | 100 | 150 |
Nekros Prime | 75 | 140 | 190 |
Nezha | 125 | 175 | 225 |
Nezha Prime | 125 | 175 | 225 |
Nidus | 50 | 100 | 150 |
Nidus Prime | 75 | 140 | 190 |
Nova | 100 | 175 | 225 |
Nova Prime | 150 | 215 | 265 |
Nyx | 100 | 175 | 225 |
Nyx Prime | 150 | 175 | 225 |
Oberon | 75 | 175 | 225 |
Oberon Prime | 100 | 215 | 265 |
Octavia | 100 | 215 | 265 |
Octavia Prime | 100 | 215 | 265 |
Protea | 50 | 175 | 225 |
Qorvex | 50 | 150 | 200 |
Revenant | 50 | 140 | 190 |
Revenant Prime | 100 | 175 | 225 |
Rhino | 50 | 100 | 150 |
Rhino Prime | 50 | 100 | 150 |
Saryn | 50 | 175 | 225 |
Saryn Prime | 100 | 200 | 300 |
Sevagoth | 75 | 140 | 190 |
Styanax | 50 | 175 | 225 |
Titania | 100 | 175 | 225 |
Titania Prime | 125 | 215 | 265 |
Trinity | 75 | 175 | 225 |
Trinity Prime | 125 | 175 | 225 |
Valkyr | 50 | 100 | 150 |
Valkyr Prime | 100 | 175 | 225 |
Vauban | 75 | 175 | 225 |
Vauban Prime | 100 | 175 | 225 |
Volt | 50 | 100 | 150 |
Volt Prime | 125 | 200 | 300 |
Voruna | 50 | 100 | 150 |
Wisp | 150 | 200 | 300 |
Wisp Prime | 150 | 200 | 300 |
Wukong | 50 | 130 | 180 |
Wukong Prime | 65 | 145 | 195 |
Xaku | 50 | 160 | 230 |
Yareli | 50 | 200 | 300 |
Zephyr | 50 | 100 | 150 |
Zephyr Prime | 75 | 175 | 225 |
Formula[]
Starting Energy can be increased with unspent mod capacity.
The formula followed is:
When Preparation is equipped, the formula becomes:
Mods[]
Effective Energy Capacity[]
Casting Effective Capacity[]
Similarly to how one can define the concept of "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the Ability Efficiency factor:
Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is:
Toggle Effective Capacity[]
Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes:
For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows:
Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed.
Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up.
Examples[]
Suppose a Prowling 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[]
Energy does not naturally regenerate over time unless the 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 Equilibrium) or by a few other means. Trinity and Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and Nekros can Desecrate nearby corpses for a chance to drop more Energy Orbs. 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: Hunter Adrenaline and 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 Chroma ( Spectral Scream and Effigy) and partially Equinox ( Pacify & Provoke and Mend & Maim).
***Casting any abilities will temporary stop any passive energy regeneration methods from working, due to the the "drain" needs to be accounted for, it is suspected that this draining is coded to be treated like any toggled/channeled abilities. Frames that casts frequently will benefit from passive energy regeneration far lesser than those who casts lesser due to this mechanic.
Abilities[]
Equinox's Passive
When Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively.
- This effect stacks with Equilibrium for up to 120% conversion.
3 |
Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08) |
Strength:N/A | |
Duration:N/A | |||
Range:N/A | |||
Efficiency:
18 / 22 / 30 / 40 % (energy gain) | |||
Misc:
-50% (health deducted) |
2 50 |
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. Introduced in Update 25.7 (2019-08-29) |
Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) | |
Duration:15 / 20 / 25 / 30 s (duration) | |||
Range:N/A | |||
Misc:
0.1% (battery drain per hit) |
3 75 |
Cathode Grace Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. Introduced in Update 31.5 (2022-04-27) |
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) |
3 25 |
Thurible Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Introduced in Update 21.0 (2017-06-29) |
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) |
N/A 50 |
Voracious Metastasis Consume Energy to heal yourself and grant matching Energy to each ally. Introduced in Update 30.5 (2021-07-06) |
Strength:200 / 300 / 400 / 500 (health restored) | |
Duration:16 / 14 / 12 / 10 s | |||
Range:N/A | |||
Efficiency:
50 (energy restored, equal to cost) | |||
Subsumable to Helminth |
Limbo's Passive
Rolling (default Shift ) lets 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.
Octavia's Passive
Casting any ability will inspire 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.
3 75 |
Rally Point Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute. Introduced in Update 32.0 (2022-09-07) |
Strength:20 / 30 / 40 / 50 SP (shields per kill) 3 EP/s (energy regen) | |
Duration:30 s | |||
Range:30 m | |||
Misc: Threat level priority |
2 50 |
Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02) |
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) |
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.
4 100 +25/s +25/s/enemy +50/dodge |
Aegis Storm Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground. Introduced in Update 24.4 (2019-03-08) |
Strength:100 / 125 / 150 / 200 ( Radiation damage per second) 100 / 300 / 400 / 500 ( 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) |
3 10 +10/corpse |
Desecrate Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13) |
Strength:N/A | |
Duration:N/A | |||
Range:10 / 15 / 20 / 25 m | |||
Misc:
30% / 40% / 50% / 60% (health orb drop chance) |
2 25 |
Blazing Chakram Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in Update 18.1 (2015-12-16) |
Strength:100 / 150 / 200 / 250 ( Heat damage) 400 / 600 / 800 / 1000 (boosted Heat damage) 60% / 75% / 85% / 100% (vulnerability) | |
Duration:10 / 11 / 13 / 15 s | |||
Range:N/A | |||
Misc:
50% / 65% / 80% / 100% (health orb chance) |
3 75 |
Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in Update 28.0 (2020-06-11) |
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) | |||
Subsumable to Helminth |
While not restoring energy directly nor indirectly, Grendel has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies.
2 50 |
Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Viral Damage and energy sources provide more energy. These buffs extend to squad mates. Introduced in Update 26.0 (2019-10-31) |
Strength:20% (damage on digestion) 600 / 700 / 800 / 1000 (self heal on cast) 1.5 / 1.65 / 1.8 / 2 x (energy multiplier) 100 / 150 / 200 / 250 ( Viral damage on hit) +40% / +50% / +60% / +75% ( Viral damage buff) | |
Duration:10 / 15 / 20 / 25 s (buff duration) | |||
Range:10 / 15 / 20 / 25 m (buff radius) 12 m (splash radius) | |||
Misc:
10 ( Viral status stacks) | |||
Subsumable to Helminth |
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 Energy 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 drains 15 energy per second throughout the mission. On top of its regular effects, a Magnetic proc will drains 100 energy over 4 seconds, or 20 energy per tick (including the initial starting tick). In Conclave, 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 Rage and Hunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.
Patch History[]
Update 35.0 (2023-12-13)
- Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version:
- Grendel Prime from 100 to 115
- Inaros Prime from 50 to 75
- Ivara Prime from 75 to 100
- Khora Prime from 75 to 100
- Limbo Prime from 100 to 125
- Nidus Prime from 50 to 75
- Titania Prime from 100 to 125
Update 33.0 (2023-04-26)
- Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time.
- Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped.
Update 32.3 (2023-02-15)
- Removed the “Starting Energy” stat that was added in Hotfix 32.2.9 and merged it with the existing “Energy” tooltip.
- Also fixed incorrect calculation of Mod upgrade to Energy drain, which resulted in incorrect calculation of Energy players receive on spawn.
Hotfix 32.2.9 (2023-01-11)
- Added a new “Starting Energy” stat (affected by Mods like Preparation) in the Arsenal to indicate the amount of Energy a Warframe will start a mission with.
- Hot Tip: Unspent Mod capacity increases how much Energy you have at the start of missions.
- Harrow will always show 100% Energy filled thanks to his passive.
Update 32.0 (2022-09-07)
- Operator Energy pickups will now be shared with Warframe.
- Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion).