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Volt can create and harness electrical elements. This is a high-damage Warframe perfect for players looking for a potent alternative to gunplay.

This is Volt, a versatile warrior.

Volt's arsenal is powerful and electrifying. Handle with care, Tenno.

Volt has the power to wield and bend electricity. He is highly versatile, armed with powerful abilities that can damage enemies, provide cover and complement the ranged and melee combat of his cell. The electrical nature of his abilities make him highly effective against the Corpus, with their robots in particular. He is one of three starter options for new players.

Manufacturing Requirements

25,000

1

1

1

1
Time: 72 hrs
Rush: 50
Market Price: 75 Blueprint Price: 35,000
Neuroptics

15,000

150

1

150

500
Time: 12 hrs
Rush: 25
Chassis

15,000

1

1000

300

Time: 12 hrs
Rush: 25
Systems

15,000

1

1

500

220
Time: 12 hrs
Rush: 25
Tenno Lab Research
 Blueprint • 5,000 5,000 1 1 1 1 Time: 72 hrs Prereq: N/A Neuroptics • 1,500 10,000 1 1 1,000 500 Time: 72 hrs Prereq: Volt Chassis • 1,500 10,000 1 1 1,000 500 Time: 72 hrs Prereq: Volt Systems • 1,500 10,000 1 1 1,000 500 Time: 72 hrs Prereq: Volt x1   x3   x10   x30   x100

## Acquisition

Volt's blueprint and components can be researched and purchased from the Tenno Research Lab. Volt can also be bought complete from Teshin for 60,000 once players have achieved Typhoon rank in the Conclave.

## Warframe Guides

See Category:Volt Guides to read user-made guides on how to play this Warframe.

## Trivia

• The volt is a measure of electrical potential, a type of potential energy that could be released if an electrical current is allowed to flow, hence Volt's electrical essence.
• During closed beta, Overload was notoriously overpowered as a result of a bug that would allow the lightning to daisy-chain throughout a level, killing any enemy that had spawned.
• Before Update 7 Volt was one of the 3 initial starter Frames. He was replaced by due to a desire of the developers to have a female starter. Volt then replaced as a starting Warframe in Update 14.
• Volt has had three drop changes since Update 11; prior to Update 11 his components dropped from the J3-Golem on Jupiter. After The Hunt For Alad V, his components were moved to Survival mission rewards, making him the second Warframe obtainable through regular mission rewards (the first was ). Update 12 moved Volt and Banshee to the Tenno Research Labs, and the both of them have remained there since.
• The rings on Volt's arms are considered customizable armor parts and will be removed if any other arm plates are used.
• Volt's default energy color appears as deep orange-yellow on his body, but the color of any electricity he emits is a darker blue/purple.
• The back of Volt's tunic stretches when Volt's legs move apart.
• Volt is the first Warframe to receive 5 Augment Mods, 2 of them being Conclave exclusive.
• Volt's Neuroptics is a requisite ingredient for .

A glorious warrior from the past, Volt Prime features the same abilities as Volt, but with unique mod polarities for greater customization.

Release Date: March 24th, 2015

Volt Prime is the Primed variant of Volt, possessing higher armor and energy capacity, as well as an additional polarity. Volt Prime was released alongside Odonata Prime.

Manufacturing Requirements

25,000

1
Time: 72 hrs
Rush: 50
Market Price: N/A Blueprint Price: N/A
Neuroptics

15,000

150

2

1000

750
Time: 12 hrs
Rush: 25
Chassis

15,000

3

1000

400

Time: 12 hrs
Rush: 25
Systems

15,000

3

1

1000

500
Time: 12 hrs
Rush: 25
Drop Locations

 Blueprint Neo O1 Common (B)Neo V1 Uncommon (V)Axi N3 Uncommon (V) Neuroptics Axi V8 Rare (B)Axi V1 Uncommon (V) Chassis Axi V8 Uncommon (B)Meso V2 Uncommon (V)Meso V3 Uncommon (V) Systems Neo O1 Uncommon (B)Lith V1 Uncommon (V)

 Blueprint Neo O1 Common (B)Neo V1 Uncommon (V)Axi N3 Uncommon (V) Neuroptics Axi V8 Rare (B)Axi V1 Uncommon (V) Chassis Axi V8 Uncommon (B)Meso V2 Uncommon (V)Meso V3 Uncommon (V) Systems Neo O1 Uncommon (B)Lith V1 Uncommon (V)

 Blueprint Neo O1 Common (B)Neo V1 Uncommon (V)Axi N3 Uncommon (V) Neuroptics Axi V8 Rare (B)Axi V1 Uncommon (V) Chassis Axi V8 Uncommon (B)Meso V2 Uncommon (V)Meso V3 Uncommon (V) Systems Neo O1 Uncommon (B)Lith V1 Uncommon (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics
(B) Denotes Baro Ki'Teer Exclusive Void Relic

## Notes

• Volt Prime, compared to Volt:
• Higher Armor (100 vs. 15)
• Higher Energy (200/300 vs. 100/150)
• Different Polarities ( vs. )
• As a Prime Warframe, Volt Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
• Volt Prime, along with , , and , possess the highest energy pool of all Warframes in the game: 200 at rank 0 and 300 at rank 30.

## Trivia

• Unlike the other starter frames (, , and formerly ) with their Prime counterparts, he does not possess their white and olive default color scheme. He also does not have the black and olive default scheme of the dark-colored Primes (Frost, Ember, Rhino) either, instead having his own unique black and yellow scheme.
• His appearance was seen in the PvP mod Relentless Assault before his release.
• When using his ability, Volt Prime summons a lightning bolt to strike an enemy from above, along with releasing a bolt from his hand. This effect, however, does not apply to chained enemies and is purely visual. The aerial lightning strike is also unaffected by energy color and will remain white.

## Vaultings

• On February 22nd, 2017, it was announced that Volt Prime would enter the Prime Vault and be retired from the reward tables on February 28th, 2017. Any preexisting components or fully-built frames will remain as is. However, relics exclusive to Baro Ki'Teer become available on rare occasion that contain parts.
• On April 30, 2019, Volt Prime will be unvaulted.

## Static Discharge

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

• For every 1 meter traveled, 5 points of 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 damage type remains separate.
• Is not affected by Damage-Mods (e.g. Serration) or Elemental-Mods (e.g. Stormbringer).
• 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

 ENERGY25KEY1 ShockLaunches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies. Strength:75 / 100 / 125 / 200 (damage) Duration:N/A Range:7 / 10 / 12 / 15 m (chain link range) Misc:2 / 3 / 4 / 5 (chain links)∞ (cast range)

• Volt releases an arc discharge at a specified location that can chain 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 damage with a 100% status chance to each enemy.
• Damage is affected by Ability Strength.
• damage is effective against Machinery and Robotics but less effective against Alloy Armor.
• 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.
• Chain link range is affected by Ability Range.
• 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.

Main article: Shock Trooper

Shock Trooper is a Warframe Augment Mod for Volt that allows to be cast on allies, temporarily granting them additional damage to all attacks.

Rank Electric Damage Duration Cost
0 50% 28 6
1 65% 32 7
2 80% 36 8
3 100% 40 9

• 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

 ENERGY25KEY2 SpeedGain 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 attack speed and 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. The effects last 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., Fury 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., Rush 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., Quickdraw 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.

Main article: Shocking Speed

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

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

• 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 Rush for unrivaled speeds.
• Combine with Fury and Berserker 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 or a Kitgun equipped with , however, it does not affect recharge rate.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

 ENERGY50KEY3 Electric ShieldVolt 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)

• Shots fired through Electric Shield by Volt and his allies will gain 50% damage, and critical damage will be multiplied by 200%.
• Duration for both shield types is affected by Ability Duration.
• Height and width of both shield types are not affected by Ability Range.
• Bonuses are not affected by Ability Strength.
• damage is effective against Machinery and Robotics but less effective against Alloy Armor.
• The 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 damage.
• The damage bonus combines with other elemental types to create secondary elements on non-hitscan weapons. Hitscan weapons will separately proc both elements present on the weapon and from Electric Shield.
• Firing through multiple Shields will cause the damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% damage bonus). The critical damage bonus on the other hand does not stack with additional shields.

• "Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
• Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.
• As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
• The Static Shield can only be cast a maximum of 6 times. Casting after the maximum will remove the earliest Static Shield and create a new one where cast.
• A Static Shield cannot be cast while a Current Shield is equipped.

• "Current" refers to an electrical current, which is the flow or movement of electrons.
• 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 ragdoll-ed.
• Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
• Note that despite the drain rate the Current Shield will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
• Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
• Only one Current Shield can be equipped at a time.

• Casting 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).
• The 50% damage buff can apply to 's Regulator pistols as well.
• Casting 's Fireball through an Electric Shield will change its damage type to .
• Electric Shield affects certain weapons differently
• All primary and secondary weapons will gain damage and amplified critical damage.
• Thrown melee weapons, such as the , are not affected by Electric Shield.
• Weapons that have additional sources of damage, such as the , will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a grenade through a Shield will affect the projectile damage and the area damage. Firing a 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 , can bypass Electric Shield.

Main article: Transistor Shield

Transistor Shield is a Warframe Augment Mod for Volt's that allows allies to pick up and move Electric Shields. 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 25% 6
1 50% 7
2 75% 8
3 100% 9

• 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

• The does not gain any damage bonuses.
• The , and 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).

 ENERGY100KEY4 DischargeParalyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies. Strength:500 / 750 / 1000 / 1200 Duration:3 / 4 / 5 / 6 s (Effect Duration) Range:12 / 15 / 18 / 20 m (Ability Range)4 / 4 / 6 / 8 m (Tesla Radius) Misc:3 / 3 / 4 / 4 s (Ability Duration)4.5 s (Damage Delay)

• 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 Effect Duration and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 / 4 / 6 / 8 meters.
• Effect Duration is affected by Ability Duration, but the 3 / 3 / 4 / 4 second Ability and 4.5 second Damage Delay durations are not.
• Discharge range and Tesla radius are affected by Ability Range.
• Tesla Arcs are not obstructed by the environment.
• Affected enemies will remain undamaged by Discharge itself for the first 4.5 seconds, then begin to damage themselves for 250 / 375 / 500 / 600 damage per tick for the remaining Effect Duration. damage ticks twice every second.
• Enemies can still receive damage from outside sources during the initial 4.5 seconds of Discharge (e.g. Tesla Damage from other nearby enemies).
• Discharge Damage is affected by Ability Strength.
• Tesla Damage deals 250 / 375 / 500 / 600 damage per tick to hostiles within 4 / 4 / 6 / 8 meters of each other. damage ticks twice every second.
• Discharge Damage, Tesla Damage, and Effect Duration all have falloff over the 20m range.
• At the casting point Discharge Damage, Tesla Damage, and Effect Duration remain at 100%, linearly decreasing until all reach 50% of their respective values at 20 meters from the cast point.
• Tesla Damage does not falloff over 8 meter range of enemies as well, only the 20m Ability Range.
• Loot crates can also undergo the Tesla effect, but can only be charged once.
• damage is effective against Machinery and Robotics but less effective against Alloy Armor.
• 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 Intensify 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 only be applied 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.
• Casting Shock on a Tesla Coil-ed target 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 the effect on already affected enemies.

Main article: Capacitance

Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by 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

• 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Strength Mods

Duration Mods

Range Mods

Volt can be equipped with the following items:

## Augments

Update 22.12
• Discharge
• Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).
• Change:
• Reduced Electric Shield’s Energy Cost per meter to 1 Energy per 4 meters (down from 1 per 1 meter)
• Changes:
• Since Volt has a new cosmetic entry, we've reviewed some long-requested QoL tweaks to his abilities to go along with it!
• Added a minimum Duration for enemies affected by Discharge under the 'coil' CC effect. This could allow for possible modding diversity knowing minimum Duration for the 'coil' CC effect won't fall below 4 seconds.
• Removed the passive 5 Energy per second drain from Volt’s Electric Shield when moving with it. The 1 Energy per meter drain remains.
• Increased the base DPS of Discharge (from 450 at max rank to 750).
• Discharge is now castable in the air.
• Change
• Volt’s Discharge no longer causes damage to Golem’s weak points in The Jordas Verdict. This was allowing Nerves to be destroyed without completing the prerequisite puzzles.
• Change:
• Removed 'Hasten Coil' from Volt’s Speed ability description as the Hasten Coil was removed awhile back.
• Fix:
• Fixed very fast Volts not building up Static Discharge.
• Conclave: Fixed a couple Dedicated Server script errors with Overload.
• Removed the smudge motion blur from Speed ability.
• Conclave: Decreased duration of Shield.
• Conclave: Removed duration reduction and reduced Energy drain when picking up Shield.
• Fixed Discharge not applying diminishing returns to duration.
• Fixed meshes getting distorted when Field of View was increased by Speed.
• Conclave: Reduced Conclave Mobility base stat to 0.8
• Conclave: Decreased damage of Shock.
• Passive: Fixed an issue with Static Discharge not contributing additional Electricity damage to his Electric Shields.
• Fixed an issue with Paracyst and Radial Javelin attacks not properly passing through or being amplified by Electric Shield.
• Fixed Speed trail FX disappearing when recasted.
• Electric Shield will now ragdoll enemies when being carried while sprinting.
• Speed has been reverted to instantly affect allies in the cast radius, rather than create a pick-up.
• Allies can now backflip to remove Speed if they wish to opt-out.
• Other context actions will now take priority over picking up Electric Shield.
• Fixed Speed FX trail lingering after the ability had ended if you were a Client.
• Volt can now place up to 6 Electric Shields (was 4).
• Volt will be able to see the Speed pickup he creates.
• Volt can now recast Speed.
• Each recast will replace the prior speed pickup to the new casting location.
• Tweaked the animation of Speed pickup to spin more.
• Increased the sound radius on Speed pickup for allies.
• Fixed Electric Shield lingering for other players after disappearing for the caster.
• Speed Changes:
• FOV reduced.
• Addition of Hasten Coil pickup upon cast of Speed, granting allies the choice to undergo Speed's effects or not.
• Electric Shield Changes:
• Graphic overhaul to improve the look of casting, ambient effects, and its effect on projectiles that pass through it.
• Addition of synergy between Shock being cast through Electric Shield, adding electricity proc to enemies that then pass through Electric Shield.
• Addition of ability of Volt to interact with Electric Shield, making it act as a riot shield.
• Renamed 'Discharge'
• Addition of 'Tesla Coil' effect to targets hit by Discharge.
• Addition of Shock being cast on Tesla Coils to overload them and cause an "AoE burst".
• Augment: Capacitance rebalanced for rework of Discharge.
• Passive: Physical ground-travel distance between attacks causes bonus Electrical damage on next attack.
• Fixed projectiles creating a Hit FX when shot through Electric Shield.
• Conclave: Increased the range of Overload.
• Shock and Overload will no longer be able to electrocute boss-type enemies.
• Volt has been given a PBR update.
• Conclave: Fixed Castanas not having a duration if they pass through Electric Shield.
• Fixed an issue where Shock would shoot into the sky when not targeting an enemy.
• Volt is now purchasable through Teshin's Conclave Offerings at the Typhoon rank.
• Conclave: Increased the damage of Shock.
• Volt has been given a fresh PBR upgrade.
• Fixed Electric Shield Abilities being cancelled when you enter a Nullifier Bubble.
• Fixed Electric Shield not functioning on guns with punch through.
• Fixed Electric Shield giving every ranged projectile a 70m default range.
• Conclave: Shock damage increased.
• Augment: Fixed Shocking Speed not breaking open containers.
• Conclave: Shock damage has been reduced.
• Conclave: Overload damage has been reduced.
• Prime: Fixed some users having un-Arcaneable Volt Prime helmets.
• Overload will now cause destructive visual effects on nearby active light fixtures when used.
• Conclave: Volt's Shock damage has been reduced in PvP.
• Fixed an issue that allowed the to retain damage bonuses from Electric Shield, resulting in higher than normal damage.
• Fixed the and not being affected by Electric Shield.
• Fixed Electric Shield giving improper damage multipliers.
• Electric Shield is now more visible when used with dark/black energy.
• Fixed error that would allow Punch Through Mods to create unlimited multishot when a weapon is fired through Electric Shield.
• Conclave: Increased Overload field expansion speed, but reduced its range and duration.
• Augment: Shocking Speed effect now has accompanying audio.
• Prime: Fixed blurry textures.
• Prime: Improved the texture details.
• Volt’s Shock will now apply his energy color to the electrocuted proc that targets receive.
• Fixed broken Harkonar physics on Volt.
• Prime: Added Volt Prime into drop tables.
• Conclave: Overload is now more noticeable, particularly for players using black energy.
• Conclave: Reduced the damage of Shock ability.
• Conclave: Volt can now be used in Conclave.
• Conclave: Speed - Kinetic Collision
• Conclave: Electric Shield - Recharge Barrier
• Improved Overload FX to more accurately show the range of the attack.
• Improved the quality of Shock FX.
• Restored Volt’s speed trail visuals.
• Updated audio and visual FX on Volt’s Shock Ability.
• Augment: Shock Trooper has its duration increased from 24 seconds to 40 seconds, and their damage reduced from 125% to 100%.
• Fixed minor color issues occurring on electric procs within Overload sphere.
• Fixed an issue with Overload not showing up on the Abilities screen.
• Fixed an issue with Shield ability not amplifying the damage of client projectiles that pass through them.
• Volt now make up one of the starter Warframe options.
• Electric Shield now has a countdown timer.
• In the case of multiple spawned shields, the time for the last spawned one will be displayed.
• Improved the cast sound for Speed.
• Shield Changes:
• Damage multiplier returned to its normal value.
• Multiple Shields no longer stack this multiplier.
• Tweaked the visual effects of Shock ability.
• Fixes self-inflicted death wounds being caused by throwing Glaives through Shield Ability.
• Increased size of Shield Ability for better team usage.
• Reduced the amount of motion blur seen from Speed.
• Tweaked the ability and energy visuals on Volt.
• Reduced the amount of distortion seen in Shield ability.
• Fixed graphical issues with Shield ability.
• Fixed rounds not passing through Shield ability correctly
• Volt parts can now be researched in the new Dojo Labs!
• Fixed issue with Volt being unable to melee if Overload was active or lingering.
• Armor buffed to 15 (from 10).
• Fixed Volt Chassis dropping instead of Volt Chassis Blueprint.
• Volt’s blueprints added to Mission Reward tables.
• Volt's electric effects will now create a dynamic light that matches your energy colour.
• Volt component blueprints now drop from J-3 Golem.
• Speed boost won't affect other player's FOV.
• Small performance improvements to Overload.
• Added new Shield ability sounds.
• Updated Overload charge sounds to match animation.
• Fixed disk projectile to behave like other projectiles that pass through Shield ability.
• Speed trail FX now last the duration of the power.
• Fixed Speed not being affected by power duration mods for clients.
• Fix Overload creating two effects on clients.
• Volt audio revisions on abilities.
• Fix Shock chains not using correct energy colour.
• Fix Speed FX not using correct energy colour.
• Fixed Speed not making you jog faster.
• Fixed Shock to chain properly off turrets and cameras.
• Fix for Speed not making you jog faster.
• Fix for Shock "Power in Use" bug.
• Overload DPS increased and casting time reduced.
• Fixed Shield ability – it now functions as intended which is to allow shots to fire through from Warframes with increased damage.
• Speed Changes
• Now a radial group buff, All Tenno in a radius around the caster will get a speed and melee weapon speed increase.
• Speed, range, duration all increase with fusion level.
• Range (15,20,22,25)
• Speed (10%,15%,25%,50%)
• Duration (5,6,8,10).
• Higher damage output during entire animation.
• Shock Changes
• Has proper chaining.
• Fusion now increases the number of chains and the radius it looks for further chaining targets.
• Fixed missing animation with Overload.
• Fixed lag and FX issues when shooting through Shield ability.
• Fix for Volt getting up from bleedout when speed ends.
• Volt in Void Missions fixed.
• Bolt projectiles can now pass through Electric Shield power.
• Fixes for Overload being over-powered, then under-powered. Does radial damage as well.
• Energy cost changes.
• Introduced.
Last udpated: Update 22.12

## Start a Discussion Discussions about Volt

• #### buffed volt?

11 messages
• A maxed out Steel Fiber will only give you a 5% reduction from damage on Volt... its not exactly a thrilling investment of a mod slot, especia...
• 213.65.190.246 wrote:He is still arguably the crapiest frame in the game, but yes he did get buffed. Overload no longer leaves you suspended...
• #### The undestroyable shield

10 messages
• FLUX2226 wrote:Is electric shield really unpenetrable as it's discription says? A Moa nearly killed my while I was hacking the lockdown...
• FLUX2226 wrote: Perrin Sequence Moa (accident or fate?) killed me. Shot through my electric shield. Seriously, what is this? DE plz did you ...