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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 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 and cannot be used together. only works on Archwings.

### 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:

• With :$300 + (200 \times 1.5)=600$
• With :$300+(200 \times 2.75)=850$
• With and :$300+(200 \times 2.90)=880$

### 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  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

This is the only mod currently in the game that increases the starting energy of a Warframe.

### 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 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: This does not apply for Sanctuary Onslaught, where energy is reset to a nominal level (EX: 125 for Nova and Volt) when entering each portal. In this environment, the Preparation effect is lost to the energy level reset.

### 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
50
Ash Prime 50
50
Atlas Prime  ?
100
Banshee Prime 125
150
75
Chroma Prime 100
75
Ember Prime 75
100
Equinox Prime 115
50
Excalibur Prime 100
Excalibur Umbra 100
50
Frost Prime 50
75
50
100
?
50
N/A
75
Hydroid Prime 100
50
75
Ivara Prime 75
75
100
Limbo Prime 100
100
Loki Prime 125
50
Mag Prime 100
50
Mesa Prime 65
125
Mirage Prime 125
50
Nekros Prime 75
125
50
50
Nova Prime 150
100
Nyx Prime 150
75
Oberon Prime 100
100
50
50
Rhino Prime 50
50
Saryn Prime 100
100
75
Trinity Prime 125
50
Valkyr Prime 100
75
Vauban Prime 100
50
Volt Prime 125
150
50
Wukong Prime 65
50
Zephyr Prime 75
As of U27.3.5, most of these values need confirmation, namely Atlas and Excalibur Prime, as well as those 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 ing 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

Energy does not naturally regenerate over time, except when the 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 ) or by a few other means. and are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and can nearby corpses for a chance to drop more Energy Orbs. 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 ( and ) and partially ( and ).

### Equinox's Passive

When collects Health Orbs, 10% of the restored amount is converted into additional Energy.

• Picking up Energy Orbs also restore Health.
• This effect stacks with for up to 120% conversion.

 ENERGY0KEY3 BloodlettingGaruda 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)

 ENERGY50KEY2 Kinetic PlatingGenerate 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% ( status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline)

 ENERGY25KEY3 ThuribleChannel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Strength:10% (energy convert) Duration:20 / 25 / 30 / 35 s Range:13 / 15 / 17 / 20 m Misc:4.0x (headshot multiplier)

### Octavia's Passive

Casting any ability will inspire 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.

 ENERGY50KEY2 Energy VampireAllies will gain energy over time when enemies are marked with Energy Vampire. Strength:15 / 17 / 20 / 25 (energy restored per pulse)6.25 % (damage percentage)≥25% (damage health threshold) Duration:5 / 6 / 7 / 9 s Range:100 m (cast range)15 / 17 / 20 / 25 m (pulse radius) Misc:4 (number of pulses)5 (min damage)1 (max target limit)

## 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 and since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume.

## Notes

Last updated: Update 27.3

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