Read about the future of the Fandom platform and the WARFRAME wiki! Any feedback would be appreciated! User blog:Cephalon Scientia/2022 Fandom Community Connect. - 06:11, 6 June 2022 (UTC)



Quick Thinking is a mod that uses the Warframe's residual energy pool as an emergency buffer to prevent death whenever a player drops to 2 Health.


Rank Efficiency Cost
0 40% 10
1 80% 11
2 120% 12
3 160% 13
4 200% 14
5 240% 15

Rank Efficiency Additional damage reduction Multiplier on incoming damage
0 40% -150% x2.5
1 80% -25% x1.25
2 120% 16.667% x0.833
3 160% 37.5% x0.625
4 200% 50% x0.5
5 240% 58.333% x0.41667

Effective Health applied with Quick Thinking
Energy Effective Health
R0 R1 R2 R3 R4 R5
100 40 80 120 160 200 240
150 60 120 180 240 300 360
175 70 140 210 280 350 420
225 90 180 270 360 450 540
262.5 105 210 315 420 525 630
300 120 240 360 480 600 720


  • Stacks with Mod TT 20px.png Gladiator Finesse for a total of 300% efficiency.
  • The Warframe's Armor and any sources of damage reduction will still reduce incoming damage and as such, the amount of energy drain.
  • While under the effects of Quick Thinking (2 HP and losing energy instead), strong hits will cause the Warframe to stagger. Be wary, as repeated strong hits can effectively stun-lock you in place until you die. Weak hits will not induce this effect.
  • Damage taken while Quick Thinking is in effect does not count as taking Health damage; as such, Mod TT 20px.png Rage and Mod TT 20px.png Hunter Adrenaline do not convert incoming damage into energy, and VexArmor130xDark.png Vex Armor and Mod TT 20px.png Vexing Retaliation do not trigger their effects.
  • Quick Thinking has the lowest priority of all death prevention effects, such as NidusIcon272.png Nidus' or WukongIcon272.png Wukong's passives or Mod TT 20px.png Phoenix Renewal. Only after all other means of preventing lethal damage are exhausted, Quick Thinking will start draining energy.
  • If a single attack is sufficiently strong enough to kill in one strike (i.e. damage value in excess of the total available health after armor damage reduction, plus the possible energy-converted buffer), the player will instead enter bleedout immediately and not lose any energy. This is to avoid wasting energy, as the player would've been killed regardless.
  • Ability Efficiency has no effect on the amount of energy lost while under the effects of Quick Thinking.
  • Will not work on HildrynIcon272.png Hildryn or LavosIcon272.png Lavos since they do not have energy capacity.


  • Using Mod TT 20px.png Flow or Mod TT 20px.png Primed Flow is more or less a necessity to take full advantage of Quick Thinking.
  • Using Zenurik school's FocusEnergizingDash.png Wellspring is very useful for keeping your energy and thus your effective health up.
  • Mod TT 20px.png Energy Siphon aura can also help regain lost energy.
  • This mod is a good defense against damage that bypasses shields such as DmgToxinSmall64.png Toxin damage, which can take down a player by surprise.
  • Quick Thinking works exceptionally well with TrinityIcon272.png Trinity, as she can spam EnergyVampire130xDark.png Energy Vampire for an endless supply of energy.
  • BaruukIcon272.png Baruuk, Chroma PrimeIcon272.png Chroma Prime, Ivara PrimeIcon272.png Ivara Prime, Saryn PrimeIcon272.png Saryn Prime, Volt PrimeIcon272.png Volt Prime, and WispIcon272.png Wisp are all tied for second largest energy pools at max rank after GarudaPrimeIcon.png Garuda Prime. Utilizing Mod TT 20px.png Primed Flow alongside Quick Thinking will allow them to reach 850 energy which can grant up to 2,040 extra EHP.
    • With Garuda Prime, who has the largest energy reserves with 360 at max rank, the equivalent extra EHP is at 2448.
  • Desecrate130xDark.png Desecrate helps recover health and energy orbs, and the mod itself works well with NekrosIcon272.png Nekros because of this.
  • This mod also works well with LimboIcon272.png Limbo due to the Rift Plane's ability to restore energy, as well as his increased energy pool.
  • DmgMagneticSmall64.png Magnetic procs, such as those from an Ancient Disruptor or Sensor Bar, will instantly drain energy to 0 for several seconds, rendering this mod useless during that time. Also, Mod TT 20px.png Rage and Mod TT 20px.png Hunter Adrenaline will not replenish energy if a portion of health is lost during a Magnetic proc.
  • GarudaIcon272.png Garuda can make good use out of Quick Thinking due to her third ability Bloodletting130xDark.png Bloodletting which allows her to restore upto 40% energy by sacrificing HP, which can in turn be restored by BloodAltar130xDark.png Blood Altar.


  • Prior to Update 11.1 (2013-11-27), it could be combined with Mod TT 20px.png Rage, to convert energy to health for your Warframe many times in a row with 96% efficiency.

Patch History[]

Update 31.5 (2022-04-27)

  • Fixed Quick Thinking damage ejecting players from Yareli’s Merulina.
    • This also fixes getting kicked off other vehicles when you are at 2hp and take any damage (even shield only) despite having Quick Thinking equipped.

Update 21.3 (2017-08-02)

  • Reduced the frequency that Quick Thinking can stagger lock a player. This is actually undoing a bug fix where Quick Thinking wasn't staggering players as often as it was intended to, but this is the new intention now! Essentially Quick Thinking is back to the way it was pre Update 21.

Update 17.10 (2015-11-04)

  • Fixed the Quick Thinking Mod not properly taking damage reduction into account before removing energy from a Client.

Hotfix 14.6.1 (2014-09-11)

  • The 14.6.0 fix resolves issues where Rage + Quick Thinking gave effective permanent invulnerability because energy was being added to pool that was never dealt to player. With this change in mind, the combination of Rage and Quick Thinking may seem less efficient as before due to no longer giving effective invulnerability. The scope of this change is being monitored to ensure the usefulness of these Mods as a combination.

Hotfix 14.0.8 (2014-07-24)

  • Fixed Quick Thinking not working as described or intended.

Update 11.6 (2014-01-08)

  • Increased stagger threshold and made stagger only occur on big hits instead of on accumulated damage; this should prevent situations where Quick Thinking would save you only to let you get knocked down and killed again.

Update 11.1 (2013-11-27)

  • Reduced effectiveness of the interaction between Rage/Quick Thinking mods to prevent indefinite immortality in all game modes.
  • The Quick Thinking mod no longer saves you from suicide damage.

Update 10.3 (2013-10-09)

  • Added missing mod card image for Quick Thinking.

See Also[]