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Rage is a Warframe mod 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 Effect Cost
0 +10% 6
1 +20% 7
2 +30% 8
3 +40% 9

Drop Locations[]

Mission Drop Tables

Mission Type Source Rotations
or
Drop Table
Chance[1] Quantity[2] Avg. per roll[3] Star Chart Nodes
The Circuit Tier 4 The Circuit (Normal) A 1.49% 1 0.0149

Accessed through Duviri's The Circuit gamemode

The Circuit Tier 6 The Circuit (Normal) A 1.03% 1 0.0103

Accessed through Duviri's The Circuit gamemode

Enemy Drop Tables

Enemy Drop Table Chance[4] Item Chance[5] Chance[6] Expected Kills[7] Quantity[8] Avg. per roll attempt[9]
Infested Chroma 3% 20% 0.6% 167 1 0.006
Infested Mesa 3% 20% 0.6% 167 1 0.006
Kuva Napalm 3% 2.01% 0.0603% 1658 1 0.000603
Napalm 3% 2.01% 0.0603% 1658 1 0.000603
Narmer Napalm 3% 2.01% 0.0603% 1658 1 0.000603
Tenno Specter 3% 20% 0.6% 167 1 0.006
Tusk Napalm 3% 2.01% 0.0603% 1658 1 0.000603

Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.

Notes[]

Tips[]

  • Rage gains more mileage when equipped to Warframes with high Health such as AshIcon272 Ash, GrendelIcon272 Grendel, InarosIcon272 Inaros, MesaIcon272 MesaSarynIcon272 Saryn, NidusIcon272 Nidus, or ValkyrIcon272 Valkyr.
    • In particular, InarosIcon272 Inaros and NidusIcon272 Nidus benefit greatly from Rage due to their lack of shields and significantly high health.
  • Damage reduction from things like armor have mixed value with Rage, since it allows you take survive more damage, but reduces energy gained as well. Damage reduction which applies to shields, such as Mod TT 20px Adaptation and various warframe abilities, are particularly bad due to them making it harder to lose health at all.
    • This means that frames with low health and high damage reduction and/or shields are usually a poor choice for Rage.
  • Rage can be used alongside healing effects to create a renewable source of energy.
    • Examples of healing include Mod TT 20px Life Strike for melee weapons, melee weapons such as Hirudo HirudoValkyr's Hysteria130xWhite Hysteria ability, and the healing abilities of TrinityIcon272 Trinity and OberonIcon272 Oberon
      • Note that Trinity already possesses a primary means of generating energy.
    • Many Warframe ability Augments (such as Saryn's Mod TT 20px 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.
  • If the player has Mod TT 20px 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 Rage can take effect.
  • Rage converts 5% less energy than Mod TT 20px Hunter Adrenaline, but costs 2 less Capacity at max rank. This makes Rage preferable in builds that are tight on Capacity, particularly ones that utilize Umbral mods.

Bugs[]

  • Rage does not provide energy if attacked by Arc Traps

Gallery[]

Patch History[]

Hotfix 35.5.6 (2024-04-10)

Updated Overguard Interactions With Rage

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 Rage 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 Rage.

The following changes are in addition to their existing functionality.

Rage

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, Rage and 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:

  • Rage: +40% (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 Rage 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 11.1 (2013-11-27)

  • Reduced effectiveness of the interaction between Rage/Quick Thinking mods to prevent indefinite immortality in all game modes.

Update 10.2 (2013-09-27)

  • Rage mod no longer converts oxygen-depletion damage in Survival mode to energy and will not convert asphyxiation or vampire damage to energy.

Hotfix 8.0.6 (2013-05-31)

  • Fixed Rage mod not having a polarity.

Update 8.0 (2013-05-23)

  • Introduced

See also[]

  1. Chance to roll item within drop table
  2. Amount rewarded on successful roll
  3. (Quantity × Chance)
  4. Chance to roll drop table
  5. Chance to roll item within drop table
  6. (Drop Table Chance × Item Chance)
  7. (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
  8. Amount rewarded on successful roll
  9. (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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