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Created: October 8th, 2020 | Hotfix 29.2.2

Last Updated: October 8th, 2020 | Hotfix 29.2.2

Hello! Recently our Wiki has been attempting to revamp the maximization sections for Warframes and abilities/augments. While the JS for the maximization is still being overhauled, the layout of of ability pages and tabs for Warframes is also being re-organized.

Right now there are two leading styles that we can't decide between. So we are asking you, as the future users of one of these designs, to help us choose!



EXAMPLE 1


Volt Page Example

Passive

Traveling along the ground between VoltIcon272 Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity b Electricity damage toward Volt's next weapon attack or ability cast.

  • For every 1 meter traveled, 5 points of Electricity b Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
  • Damage is not affected by Ability Strength.
  • Static Discharge can combine with single elements or elemental mods on projectile weapons.
    • However, Static Discharge does not combine with single elements or elemental mods on hit-scan or melee weapons, the bonus Electricity b Electricity damage type remains separate.
  • Is not affected by Damage-Mods (e.g. Mod TT 20pxSerration) or Elemental-Mods (e.g. Mod TT 20pxStormbringer).
  • Is affected by Critical Hits and the combo counter of Sniper Rifles.
  • Even with Multishot only a single hit will gain the damage bonus.

Abilities 

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ShockModU15 Shock
ENERGY
25
KEY
1
Shock
Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.
Strength:75 / 100 / 125 / 200 (Electricity w Electricity damage)
Duration:N/A
Range:7 / 10 / 12 / 15 m (chain link range)
Misc:∞ (cast range)
2 / 3 / 4 / 5 (chain links)
100 % (Electricity w Electricity status chance)

Info
  • Volt releases an arc discharge toward the targeted enemy or location on the aiming reticle over unrestricted range, chaining electricity to enemies within 7 / 10 / 12 / 15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts 75 / 100 / 125 / 200 Electricity b Electricity damage with a 100% status chance to each enemy.
    • Chain link range is affected by Ability Range.
    • Damage is affected by Ability Strength.
    • Electricity b Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
    • Electricity b Electricity status effect chains 50% of Shock's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
    • Cast range and status chance are not affected by mods.
    • Shock's first point of contact can either be a surface or an enemy:
      • By aiming the arc at a surface within the vicinity of nearby enemies, Shock can be used to damage enemies without directly aiming at them.
      • By aiming the arc directly at an enemy, Shock will have the potential to damage and stun a maximum of 3 / 4 / 5 / 6 enemies per cast.
    • Shock can only chain to enemies within the arc's line of sight (e.g., Shock will not phase through obstacles in the environment to reach enemies within range).
  • Can be used while performing many actions without interrupting them, including reloading.
  • Ability Synergy:
    • Casting Shock through an ElectricShield130xDark Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
      • The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
    • Casting Shock against a target under Discharge130xDark Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
  • Subsuming Volt to the Helminth will offer Shock and its augments to be used by other Warframes.

Augment
ShockTrooperMod
Main article: Shock Trooper

Shock Trooper is a Warframe Augment Mod for VoltIcon272 Volt that allows Shock130xDark Shock to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional Electricity b Electricity damage to all attacks.


Rank Electricity w Electricity Damage Duration Range Cost
0 50% 28s 15m 6
1 65% 32s 15m 7
2 80% 36s 15m 8
3 100% 40s 15m 9

Tips & Tricks
  • Shock stuns all affected enemies. This is especially useful against heavy units.
  • Firing Shock directly at enemies may or may not be useful due to its targeting mechanics. Try instead to fire shock at the surfaces near the enemies (the ground, walls, ceiling, etc).
  • Firing Shock at the wall behind a corner will chain damage to nearby enemies around said corner. This can be used to scout for enemies not in your line of sight.
  • Deals 50% more damage to machinery and robotics.

Expand


SpeedModU15 Speed
ENERGY
25
KEY
2
Speed
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

Info
  • 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 movement speed bonuses, lasting for 5 / 6 / 8 / 10 seconds.
    • Speed buff and Reload buff are affected by Ability Strength.
    • The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Mod TT 20pxFury combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.5 × 1.3 + 0.3 = 95%).
    • The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., Mod TT 20pxRush combined with Speed at max rank and +30% Ability Strength will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.5 × 1.3)) − 1 = 114.5%).
    • The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., Mod TT 20pxQuickdraw combined with Speed at max rank and +30% Ability Strength will increase Volt's reload speed by 0.17 × 1.3 + 0.48 = 70.1%).
    • Speed does not affect casting speed, knockdown recovery speed, or holster speed.
    • Duration is affected by Ability Duration.
    • Radius is affected by Ability Range.
  • The effects of Speed are applied to Volt and Tenno.
    • Allies only need to be in range when Speed is cast to be affected.
    • Allies can backflip to remove Speed if they wish to opt-out.
  • Increases the distance of combat maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be recast while active to refresh duration.

Augment
ShockingSpeed2
Main article: Shocking Speed

Shocking Speed is a Warframe Augment Mod for VoltIcon272 Volt's Speed130xDark Speed that causes him and his allies to inflict Electricity b Electricity damage and status to enemies they touch while moving.


Rank Electricity w Electricity Damage Cost
0 75 6
1 100 7
2 125 8
3 175 9

Tips & Tricks
  • Great for catching up with teammates that need to be revived, fleeing from tough enemies, or taking the lead.
  • Excellent skill to use for a cell looking to get through a mission quickly.
  • Can be combined with Mod TT 20pxRush for unrivaled speeds.
  • Combine with Mod TT 20pxFury and Mod TT 20pxBerserker for absurd attack speed on melee weapons.
  • Can be used to avoid enemy fire due to reduced enemy accuracy and to dodge almost all Corpus due to their weapons' projectile travel time.
  • Can reduce recharge delay for Cycron Cycron or a Kitgun equipped with PaxCharge64xPax Charge, however, it does not affect recharge rate.
  • Using Speed before switching to Archwing mode significantly boost Archwing's flight speed

Expand


ElectricShieldModU15 ElectricShield
ENERGY
50
KEY
3
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.

Meters per Energy Drained: 4 m
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:N/A
Misc:50% (damage bonus)
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)

Info
  • Volt creates an electrical energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire, lasting for 10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain 50% Electricity b Electricity damage and 200% critical multiplier.
    • Duration is affected by Ability Duration.
    • Height and width of the shield as well as the damage bonus are not affected by mods.
    • The Electricity b Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity b Electricity damage.
    • Firing through multiple Shields will cause the Electricity b Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity b Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
    • The Electricity b Electricity damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and Electricity b Electricity from Electric Shield.
    • Warframe abilities do not gain bonuses from being fired through the shield, with the exception of EmberIcon272 Ember's Fireball130xDark Fireball, FrostIcon272 Frost's Freeze130xDark Freeze, OberonIcon272 Oberon's Smite130xDark Smite, and VaubanIcon272 Vauban's Flechette Orb.
  • Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
    • The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
    • When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons and will have his speed and mobility reduced.
    • Enemies hit by the Current Shield while Volt is sprinting will be ragdolled.
    • Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
      • Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
    • Only one shield can be equipped at a time.
  • A maximum of 6 separate Electric Shields can be cast at any given time. Casting Electric Shields after reaching the maximum will remove the oldest shield.
  • Electric Shield affects certain weapons differently:
    • All primary and secondary weapons will gain Electricity b Electricity damage and amplified critical damage.
      • Pellets from gunblades, like TnoGunblade Redeemer and TnoGunbladeAuto Sarpa, also gain the buff.
    • Thrown melee weapons, such as the DEGlaive Glaive, are not affected by Electric Shield.
    • Weapons that have additional sources of damage, such as the CrpShockRifle Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a GrineerGrenadeLauncher Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a InfCrpShockSwarm Mutalist Quanta orb through a Shield will not affect the orb's contact damage, but it will affect the orb's explosion damage.
    • Held-trigger weapons will gain hitscan properties.
  • While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate punch through, such as a Scorch's GrineerFlameThrower Ignis, can bypass Electric Shield.
  • Prevents self-stagger from AoE weapons if the player shoots behind the shield.
  • Ability Synergy: Casting Shock130xDark Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
    • The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).

Augment
TransistorShieldMod
Main article: Transistor Shield

Transistor Shield is a Warframe Augment Mod for VoltIcon272 Volt's ElectricShield130xDark Electric Shield that allows allies to pick up and move Electric Shields, with no energy cost for moving them. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.


Rank Damage Absorbed Cost
0 150% 6
1 200% 7
2 250% 8
3 300% 9



RechargeBarrier
Main article: Recharge Barrier

Recharge Barrier is a PvE and Conclave Warframe Augment Mod for VoltIcon272 Volt's ElectricShield130xDark Electric Shield that restores allies' shields when they pass through the barrier.


Rank  % max shields restored Cost
0 20% 6
1 25% 7
2 30% 8
3 35% 9


Tips & Tricks
  • Multiple instances of the Static Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
  • Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.

Bugs
  • The DEPenta Penta does not gain any damage bonuses.
  • The GrineerFlameThrower Ignis, InfestedPistol Embolist and CrpBFG Opticor lose their AoE properties.
  • If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).

  • Expand


    OverloadModU15 Overload
    ENERGY
    100
    KEY
    4
    Discharge
    Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
    Strength:500 / 750 / 1000 / 1200 (Electricity w Electricity damage/second)
    Duration:3 / 4 / 5 / 6 s (stun duration)
    Range:12 / 15 / 18 / 20 m (electric pulse range)
    4 / 4 / 6 / 8 m (electric arc radius)
    Misc:3 / 3 / 4 / 4 s (electric pulse duration)
    4.5 s (damage delay)

    Info
    • Volt emits a powerful electric pulse over 12 / 15 / 18 / 20 meters, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned for the entire 3 / 4 / 5 / 6 second stun duration and emit arcs of electricity like Electricity b Electricity procs, shocking hostiles who come within 4 / 4 / 6 / 8 meters.
      • Stun duration is affected by Ability Duration, but the 3 / 3 / 4 / 4 second electric pulse duration and 4.5 second damage delay are not.
        • Electric arcs are not obstructed by the environment.
      • Electric arcs deal 250 / 375 / 500 / 600 Electricity b Electricity damage per tick to each other hostile within 4 / 4 / 6 / 8 meters of the affected target. Electricity b Electricity damage ticks twice every second.
        • There is no delay of 4.5 seconds and affected targets will not deal self-damage.
      • Affected targets that are not in range of other hostiles will begin to damage themselves after the first 4.5 seconds of Discharge for 250 / 375 / 500 / 600 Electricity b Electricity damage per tick for the remaining 3 / 4 / 5 / 6 second stun duration. Electricity b Electricity damage ticks twice every second.
        • If affected targets die but one is left alive, it will begin to damage itself after another 4.5 seconds.
        • If total stun duration or remaining duration is shorter than 4.5 seconds, affected target will take no damage.
      • Discharge damage, electric arc damage, and stun duration all have falloff over the 12 / 15 / 18 / 20m range.
        • Discharge damage and electric arc damage are affected by Ability Strength.
        • Discharge range and electric arc radius are affected by Ability Range.
        • At the casting point Discharge damage, electric arc damage, and stun duration remain at 100%, linearly decreasing until all reach 50% of their respective values at the maximum range from the cast point.
          • Electric arc damage does not falloff over the electric arc radius from individual enemies, only over the Discharge range.
      • Loot crates can also undergo the Tesla effect, but can only be charged once.
      • Volt's passive does affect Discharge, but the bonus damage is not simply added onto the ability's total damage output. Instead, the current bonus damage value is divided by the damage per tick value, rounded down to the nearest whole number, then multiplied by 0.5 seconds. This new value is then subtracted from the 4.5 second damage delay phase of Discharge, meaning Discharge will begin damaging the target sooner.
        • For example, a rank 3 Discharge with a max rank Mod TT 20pxIntensify and 1,000 bonus damage from Volt's passive will deal:
          $ { \textbf{1,200} \times \textbf{1.3} \times (\textbf{6s} - \textbf{4.5s} + \textbf{0.5s} \times \left\lfloor\frac{\textbf{1000}}{\textbf{600} \times \textbf{1.3}}\right\rfloor) = \textbf{3,120} } $
          • This bonus will be applied only to the first enemy/object Discharge's propagation hits, meaning any other targets hit by Discharge will follow the normal damage calculation without Static Discharge's effects.
    • Ability Synergy: Casting Shock130xDark Shock against a target under Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
    • Can be used while sliding, wall clinging, and in mid-air (e.g. jumping or executing a front flip).
    • Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
    • Cannot be recast within the first 3 / 3 / 4 / 4 seconds of a previous cast, and recasting after said duration will not refresh or stack the effect on already affected enemies.

    Augment
    Capacitance
    Main article: Capacitance

    Capacitance is a Warframe Augment Mod for VoltIcon272 Volt that converts a percentage of damage dealt by Discharge130xDark Discharge into shields, split between himself and allies.


    Rank Shield Bonus Cost
    0 1.5% 6
    1 2% 7
    2 2.5% 8
    3 3% 9

    Tips & Tricks
    • Casting Discharge when targets are in a close proximity to one another and/or to yourself will ensure that enemies take more damage during the Effect Duration.

    Bugs
  • Can proc Arcanes that trigger off of Critical Hits such as ArcaneFury64xArcane Fury.

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    EXAMPLE 2


    Ash Page Example


    Passive

    Any Slash b Slash Procs inflicted by AshIcon272 Ash (from both weapons and abilities) deal 25% more damage and last 50% longer.

    Abilities 

    Expand All
    View Maximization
    Adsfadgadsf
    ShurikenModU15 Shuriken
    ENERGY
    25
    KEY
    1
    Shuriken
    Launches a spinning blade of pain, dealing high damage and impaling enemies to walls.
    Strength:100 / 250 / 350 / 500 (Slash w Slash damage on hit)
    Duration:N/A
    Range:N/A
    Misc:1 / 1 / 2 / 2 (number of shurikens)
    6 m (auto-target radius)
    60 m (targeting range)
    90° (homing angle)
    100 % (Slash w Slash status chance)
    Expand


    SmokeScreenModU15 SmokeScreen
    ENERGY
    35
    KEY
    2
    Smoke Screen
    Drops a smoke bomb that stuns enemies and obscures their vision, rendering Ash invisible for a short time.
    Strength:N/A
    Duration:2 / 4 / 6 / 8 s
    Range:10 m
    Expand


    TeleportModU15 Teleport
    ENERGY
    25
    KEY
    3
    Teleport
    Ash teleports towards the target, bringing him into melee range and making enemies vulnerable to finishers.
    Strength:N/A
    Duration:N/A
    Range:20 / 45 / 45 / 60 m
    Expand


    BladeStormModU15 BladeStorm
    ENERGY
    0
    KEY
    4
    Blade Storm
    Project fierce shadow clones of Ash upon groups of distant enemies. Join the fray using Teleport.


    Energy per Mark: 12
    Energy per Mark (while invisible): 6

    Strength:750 / 1000 / 1500 / 2000 (TrueDmg w True damage)
    Duration:N/A
    Range:50 m
    Misc:3 (max. marks per enemy)
    2 (number of Shadow Clones)
    Expand

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    POLL


    Which of these two examples do you prefer?
     
    22
     
    34
     
    2
     
    0
     

    The poll was created at 16:49 on October 8, 2020, and so far 58 people voted.


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