Time in seconds to refill the Magazine from empty.

—In-game Description

Reloading occurs either automatically when a non-melee weapon has just fired its last unit of ammo and therefore now has an empty magazine, or manually if the player presses the manual reload button (default: R ) with less than full ammo left in the magazine. In either case reloading will only occur if the player still has ammo reserves for this type of weapon, i.e. either primary or secondary. While the reloading animation occurs, the player cannot attempt to fire the weapon. The length of time spent on reloading is based on the individual weapon's Reload Speed, which can be altered by mods. Reload time functions as a period of disadvantage for the player, and the reloading process can be interrupted by actions like rolling, hard landings, being knocked down, meleeing, and using non-one handed abilities. However, certain other actions such as running can still be taken without interrupting the reloading process to compensate for the inability to shoot.

Manual Reload[edit | edit source]

Combomousewht.png R   Combops4wht.png Combops4sq.png

When firing a weapon until it is empty, the game does not actually immediately initiate a reload. There is a short but very real delay of roughly half a second,[1] which significantly reduces the sustained DPS of a weapon. This delay can be averted by pressing the reload key as soon as the weapon's magazine is about to run out, assuming the firing trigger is being held down or rapidly pressed in the case of semi-auto weapons. All of the following calculations on reload speed's effects on DPS are only accurate assuming that manual reloading is being used; otherwise, your benefit from using these mods will be diminished.

Automated reloading with significant delay.

Manual reloading with increased speed.

Reload Mods[edit | edit source]

For balancing purposes (especially in the case of Riven Mods where effects of over 100% are achievable when used with regular mods), the total "Reload Time" of weapons is not targeted by mods. Having a +100% "Reload Speed" bonus on a 2 second reload weapon does not make reloading instant (i.e. a 0 second reload time) but instead makes the weapon reload twice as fast, resulting in a reload time of 1 second.

Reload time is calculated following this formula:

Reload Time = Weapon Reload Time ÷ (1 + Mod Reload Bonus)

For example, a Braton.png Braton with a 2.0 second reload time and a rank 5 Mod TT 20px.pngFast Hands (+30% Reload Speed) would have a new reload time of:

2.0 ÷ (1 + 0.30) = 1.54s

  • Weapon Reload Time: This refers to the base amount of time indicated on an unmodified weapon card.
  • Mod Reload Bonus: This refers to the speed increase marked as a percentage on mod cards, expressed as a decimal to two places.

Note that while you may successfully install both Quickdraw and Stunning Speed onto a single sidearm with no discrepancies, Mod TT 20px.pngFast Hands cannot be placed onto a weapon with Mod TT 20px.pngPrimed Fast Hands, and vice-versa. Bows, snipers, and launchers benefit from the Rifle-type reload mods. Mod TT 20px.pngAmalgam Ripkas True Steel increases roload speed on shotguns but can only be equipped on the Ripkas. In addition, there are some FactionSigilConclave black.png PvP-exclusive mods which affect reload:

The mods listed below do not affect reload speed, but do make the weapon gradually reload while it is holstered. The first three mods listed can be used in both PvP and PvE:

On a final note, Smeeta Kavats equipped with Mod TT 20px.pngCharm has a chance to give the player an instant reload buff. This only occurs for one reload.

Warframe Abilities[edit | edit source]

The following abilities affect Reload Speed positively, reducing a firearm's reload time:

ElementalWard.png ElementalWardIcon.png
Elemental Ward
Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy.

Strength:25 / 50 / 75 / 100 (Heat w.png Heat damage per second)
50 / 75 / 100 / 200 % (health bonus)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
Misc:2 / 5 / 7 / 10 % (Heat w.png Heat status chance)
5 m (burn radius)

Strength:2.5 / 3 / 5 / 10 x (damage reflection multiplier)
50 / 65 / 75 / 100 % (shield bonus)
10 / 15 / 20 / 25 % (Electricity w.png Electricity status chance)
50 / 60 / 100 / 200 (minimum Electricity w.png Electricity damage)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)
5 / 6 / 8 / 10 m (discharge range)

Strength:25 / 35 / 40 / 50 % (Toxin w.png Toxin damage chance per second)
Duration:10 / 15 / 20 / 25 s
15 / 25 / 30 / 35 % (holster rate bonus)
15 / 25 / 30 / 35 % (reload speed bonus)
Range:6 / 8 / 10 / 12 m (aura range)
Misc:5 m (poison radius)
5 % (enemy health to Toxin w.png Toxin damage)
100 % (Toxin w.png Toxin status chance)

Strength:1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)
25 / 75 / 100 / 150 % (armor bonus)
10 / 15 / 20 / 25 % (Cold w.png Cold status chance)
Duration:10 / 15 / 20 / 25 s
Range:6 / 8 / 10 / 12 m (aura range)


Elemental Ward's Toxin b.png Toxin alignment emits an aura of noxious fumes around Chroma and affected allies that increases base reload speed by 15% / 25% / 30% / 35% and holster rate by 15% / 25% / 30% / 35%. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as Toxin b.png Toxin damage with a 100% status chance.

RedlineModx256.png Redline130xWhite.png
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Speed into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.

Battery drain per second: 2% s-1

Strength:100 / 200 / 300 / 400 (Impact w.svg Impact Puncture w.svg Puncture area damage)
Duration:15 / 20 / 25 / 30 s (duration)
6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)
5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)
4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)
8 - 40% / 12 - 60% / 16 - 80% / 20 - 100% (holster speed buff)
Misc:? m (activation knockback radius)
+20% (battery limit release)
50% (projectile accuracy)
50% (energy discount for Mach Rush)
100% (melee damage bonus and stagger chance for Kinetic Plating)
100% (Cold w.png Cold freeze chance and Heat w.png Heat ignite chance for Thermal Sunder)
≤100% (Blast w.png Blast enemy armor reduction for Thermal Sunder)

Penance.png HarrowPenance.png
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.

Shield Cost: 100% of shields & overshields on cast

Strength:5% (lifesteal on hit)
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
Misc:50 m (affinity range)

Harrow flagellates himself twice with his thurible, sacrificing all of his shields and Overshields to gain 20% / 25% / 30% / 35% ranged and melee weapons fire rate and 40% / 50% / 60% / 70% reload speed bonuses.

SpeedModU15.jpeg Speed.png
Gain a brief boost of movement speed which affects all allies in range.
Strength:10% / 15% / 25% / 50% (speed buff)
8% / 13% / 15% / 17% (reload speed buff)
Duration:5 / 6 / 8 / 10 s
Range:15 / 20 / 22 / 25 m

Volt energizes the surrounding area, increasing the mobility of his allies within 15 / 20 / 22 / 25 meters. Affected players will gain 8% / 13% / 15% / 17% weapon Reload Speed and 10% / 15% / 25% / 50% melee Attack Speed and Sprint Speed bonuses, lasting for 5 / 6 / 8 / 10 seconds.

Arcanes[edit | edit source]

Weapons[edit | edit source]

The following firarms have passive or signature weapon synergy that positively affects Reload Speed, reducing reload time:

One-Handed Action[edit | edit source]

Main article: One-Handed Action

One-Handed Actions are actions that can be done while reloading or charging. They are called such because the animations to cast these abilities generally use up to one hand each, leaving the other hand free to reload weapons. This does not imply that all ability animations which show only one hand doing things are one-handed abilities; it only refers to the fact that a hand is still able to be reloading a weapon while the ability is being cast. One can take advantage of this mechanic to further increase their efficiency and flow of actions.

Sustained Damage Per Second[edit | edit source]

Players looking to achieve as high as single-target damage as possible might wish to consider the effects of reload speed modifiers on their weapons. Burst damage considers damage as an instantaneous sample of averages, relying purely on the damage dealt by each attack and how many attacks can be dealt per second. Sustained damage, on the other hand, relates to encounters that last beyond a single clip and therefore must include reload time into its average.

Currently, modding for reload speed is a poor choice on almost every weapon in this regard, due to the opportunity cost of using the same mod slot for elemental damage or the like. There are some conditions where reload speed can be considered valuable, however.

Reload Speed vs Fire Rate[edit | edit source]

Sustained DPS works as a function of total damage dealt over the combined period of firing the weapon and finishing the reload. If the combined period is split into two parts, then an increase in either can be easily compared the other. For example:

  • Viper.png Viper is a pistol that spends its entire clip in 0.97 seconds. It then needs 1.1 seconds to be reloaded.
  • For 7 mod capacity, a player can install either a rank 5 Quickdraw or a rank 3 Mod TT 20px.pngGunslinger.
  • Rank 3 Gunslinger increases the Viper's fire rate from 14.4 to 21.31, reducing time spent firing from 0.97 seconds to .66 seconds. Combined with the reload time, the viper deals 224 damage over 1.76 seconds, assuming no crits or damage modifiers, for a sustained DPS of 127.27.
  • Rank 5 Quickdraw decreases the Viper's reload time from 1.1 to 0.74 seconds. Combined with the firing time, the viper deals 224 damage over 1.71 seconds, for a sustained DPS of 131.99.

The Viper is a rare instance of a weapon with nearly-equal firing and reload times. The vast majority of weapons have a greater percentage of time spent firing compared to reloading. Furthermore, as players progress in the game, their limiting factor becomes mod slots, not mod capacity, and so a more apt version of the above comparison would be a rank 5 Gunslinger (at 9 capacity) where its 72% increase in fire rate far outperforms the 48% increase in reload speed. Only weapons where the reload time significantly dominates the firing time (the Tigris, for example, spends 1 second shooting and 1.8 seconds reloading) should one even consider choosing Reload Speed mods in opposition to Fire Rate mods.

Reload Speed vs Magazine Capacity[edit | edit source]

Magazine capacity increases the amount of ammo in a single clip while keeping fire rate constant. Therefore, if any weapon of any fire rate has its magazine of any capacity increased by 60%, it will take 60% more time to finish off its clip, except for rounding discrepancies, or weapons with spool-up. Because sustained DPS considers both the time spent firing and the time spent reloading, magazine size also acts nearly identical to reload speed, by reducing the percentage of total time spent reloading as opposed to firing. For example:

  • GrineerAssaultRifle.png Grakata spends its entire clip in 3 seconds, and then spends 2.4 seconds reloading. As a percentage, ~55% of sustained Grakata usage is firing time, while ~45% is reloading time.
  • Max rank Mod TT 20px.pngFast Hands reduces the reload time to ~1.85 seconds, making firing time represent ~61% of sustained Grakata DPS.
  • Max rank Mod TT 20px.pngMagazine Warp increases firing time to 3.9 seconds, making firing time represent ~62% of sustained Grakata DPS.

Without even calculating the resulting DPS, it can be shown that a 30% increase in magazine capacity has almost the same effect as a 30% increase in reload speed. That means that, if ever in the situation to choose between the two effects, consider the other factors.

  • For rifles, a maxed Mod TT 20px.pngFast Hands drains 2 fewer mod capacity points than a maxed Mod TT 20px.pngMagazine Warp for the same DPS change.
  • For shotguns, the Mod TT 20px.pngTactical Pump mod drains the same as Mod TT 20px.pngAmmo Stock but the latter makes a 60% magazine increase while the former only makes a 30% reload speed increase.
    • However, the Strun.png Strun and TnHeavyShotgun.png Corinth reload one shot at a time, meaning a larger magazine takes proportionally longer to reload. Therefore, Tactical Pump is better for these two.

References[edit | edit source]

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