Hunter Adrenaline is a set mod dropped from the Hemocyte during Operation: Plague Star and Ghoul Purge bounties that converts a percentage of Health damage received into Energy. If the user has no Shields, damage taken to Overguard granted from an ally is converted into Energy.
Stats[]
Rank | Efficiency | Cost |
---|---|---|
0 | +7.5% | 6 |
1 | +15% | 7 |
2 | +22.5% | 8 |
3 | +30% | 9 |
4 | +37.5% | 10 |
5 | +45% | 11 |
Set Bonus[]
This mod is part of a set, whose set bonus increases with each additional mod equipped from that set.
Hunter Set: Companions gain X% additional damage to targets affected by a Slash status effect.
Mods Equipped | Bonus Damage |
---|---|
1 | 25% |
2 | 50% |
3 | 75% |
4 | 100% |
5 | 125% |
6 | 150% |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|---|---|---|---|---|---|
Ghoul Bounty | Ghoul Purge Bounty Lvl 15-25 Stages 2 & 3 | A | 12.14% | 1 | 0.1214 |
|
Ghoul Bounty | Ghoul Purge Bounty Lvl 15-25 Stage 1 | A | 36.76% | 1 | 0.3676 |
|
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
Ghoul Rictus Alpha | 50% | 75.88% | 37.94% | 3 | 1 | 0.3794 |
Hemocyte | 100% | 28.95% | 28.95% | 3 | 1 | 0.2895 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- The amount of Energy gained from damage taken to health is affected by Warframe Armor.
- Stacks with
Rage for a total of 85% damage conversion.
- Applies to Status Effects that deal damage over time and damage that bypasses shields.
- Damage taken to Overguard only applies energy if the user does not have Shields (
Inaros and
Nidus).
- The Overguard must also come from an ally. As such,
Kullervo's
Recompense does not receive this benefit despite his lack of shields.
- The Overguard must also come from an ally. As such,
- Does not apply to the following sources of damage:
- Self-inflicted damage, such as
Nekros's
Despoil or
Combat Discipline.
- Laser traps encountered in the Orokin Void and Orokin Derelicts.
- Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support.
- Self-inflicted damage, such as
Tips[]
- Hunter Adrenaline gains more mileage when equipped to Warframes with high Health such as
Ash,
Inaros,
Mesa,
Saryn or
Nidus.
- Hunter Adrenaline can be used alongside healing effects to create a renewable source of energy.
- Examples of healing include
Life Strike or
Healing Return for melee weapons, Valkyr's
Hysteria ability, and the healing abilities of
Trinity and
Oberon.
- Note that Trinity already possesses a primary means of generating energy via
Energy Vampire.
- Note that Trinity already possesses a primary means of generating energy via
- Many Warframe ability Augments (such as Saryn's
Regenerative Molt) create healing effects which can be employed in the same fashion.
- Beware of high amounts of burst damage which may overwhelm a Warframe before they can heal themselves.
- Examples of healing include
- If the player has
Quick Thinking equipped and suffers lethal damage, the gain in energy will be converted back over as emergency health.
- When hunting for vaults in the Orokin Derelict, or even outside of the derelict, equipping the Decaying Dragon Key handicap to sacrifice shields will reduce the time needed before Hunter Adrenaline can take effect.
Patch History[]
Hotfix 35.5.6 (2024-04-10)
- Updated Overguard Interactions With Hunter Adrenaline
As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, the Hunter Adrenaline Mod. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Hunter Adrenaline.
The following changes are in addition to their existing functionality.
Hunter Adrenaline
Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change:
Now, Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive.
More specifically, they will trigger when the last source of Overguard originates from an ally (includes spawned allies, such as Specters). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies.
Here are the exact stat details:
- Hunter Adrenaline: +45% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.
NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Hunter Adrenaline from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus).
Update 22.3 (2017-11-15)
- Introduced.
See also[]
Rage - another mod with the same functionality.
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(Defense) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
(Utility) | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)