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.

Stats[edit | edit source]

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

Notes[edit | edit source]

  • Stacks with Mod TT 20px.pngGladiator 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.
    • Mod TT 20px.pngPain Threshold drastically reduces the stagger duration, allowing one to avoid being stun-locked.
    • A max rank Mod TT 20px.pngPrimed Sure Footed will not affect the stagger.
  • Damage taken while Quick Thinking is in effect does not count as taking Health damage; as such, Mod TT 20px.pngRage and Mod TT 20px.pngHunter Adrenaline do not convert incoming damage into energy, and VexArmor130xDark.pngVex Armor and Mod TT 20px.pngVexing Retaliation do not trigger their effects.
  • Quick Thinking has the lowest priority of all death prevention effects, such as NidusIcon272.pngNidus' or WukongIcon272.pngWukong's passives or Mod TT 20px.pngPhoenix 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.
  • Due to Hildryn's unique mechanic of using her shields to power her abilities instead of having an energy pool, this type of mod does not work with Hildryn.

Tips[edit | edit source]

  • Using Mod TT 20px.pngFlow or Mod TT 20px.pngPrimed Flow is more or less a necessity to take full advantage of Quick Thinking.
  • Using Zenurik school's Void Dash upgrade Energizing Dash is very useful for keeping your energy and thus your effective health up.
  • Mod TT 20px.pngEnergy Siphon aura can also help regain lost energy.
  • This mod is a good defense against damage that bypasses shields such as DmgToxinSmall64.pngToxin damage, which can take down a player by surprise.
  • Quick Thinking works exceptionally well with TrinityIcon272.pngTrinity, as she can spam EnergyVampire130xDark.pngEnergy Vampire for an endless supply of energy.
  • Desecrate130xDark.pngDesecrate helps recover health and energy orbs, and the mod itself works well with NekrosIcon272.pngNekros because of this. 
  • This mod also works well with LimboIcon272.pngLimbo due to the Rift Plane's ability to restore energy, as well as his increased energy pool. 
  • DmgMagneticSmall64.pngMagnetic 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.pngRage and Mod TT 20px.pngHunter Adrenaline will not replenish energy if a portion of health is lost during a Magnetic proc.  
  • Garuda works well with Quick Thinking thanks to her passive, allowing her to work at maximum damage potential for longer periods of time

Trivia[edit | edit source]

  • Prior to Update 11.1, it could be combined with Mod TT 20px.pngRage, to convert energy to health for your Warframe many times in a row with 96% efficiency.

Patch History[edit | edit source]

Update 21.3

  • 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

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

Hotfix 14.6.1

  • 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

  • Fixed Quick Thinking not working as described or intended.

Update 11.6

  • 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

  • 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

  • Added missing mod card image for Quick Thinking.

See Also[edit | edit source]

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