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Electricity flows through Volt. His attacks deal high damage. Enemies will be shocked.

This is Volt, a versatile warrior.

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

Release Date: October 25th, 2012

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.


Volt is one of the three starter Warframes, alongside ExcaliburIcon272 Excalibur and MagIcon272 Mag, during Awakening.

Volt's blueprints can be researched from the Tenno Lab in the dojo.

Volt can also be bought complete from Teshin for ReputationLarge 60,000 once players have achieved Typhoon rank in the Conclave.



Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 75 Blueprint2 Blueprints Price: Credits35,000
Volt Neuroptics Blueprint
AlloyPlate Alloy Plate
NeuralSensors Neural Sensors
PolymerBundle Polymer Bundle
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Chassis Blueprint
Morphics Morphics
Ferrite Ferrite
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Systems Blueprint
ControlModule Control Module
Morphics Morphics
Salvage Salvage
Plastids Plastids
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
MutagenMass Mutagen Mass
DetoniteInjector Detonite Injector
Fieldron Fieldron
OrokinCell Orokin Cell
Time: 3 Day(s)
Prereq: N/A
Neuroptics • ClanAffinity641,500
DetoniteInjector Detonite Injector
NeuralSensors Neural Sensors
NanoSpores Nano Spores
PolymerBundle Polymer Bundle
Time: 3 Day(s)
Prereq: Volt
Chassis • ClanAffinity641,500
MutagenMass Mutagen Mass
ControlModule Control Module
Ferrite Ferrite
Rubedo Rubedo
Time: 3 Day(s)
Prereq: Volt
Systems • ClanAffinity641,500
Fieldron Fieldron
Morphics Morphics
Salvage Salvage
Plastids Plastids
Time: 3 Day(s)
Prereq: Volt
Ghost Clan x1 Shadow Clan x3 Storm Clan x10 Mountain Clan x30 Moon Clan x100


  • 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 MagIcon272 Mag due to a desire of the developers to have a female starter. Volt then replaced LokiIcon272 Loki 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 BansheeIcon272 Banshee). 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 ChromaIcon272 Chroma.

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AladVPortrait d
“Market forces dictate that you need to evolve or die.”
Volt Prime is Vaulted.
The Void Relics for this item have been removed from the drop tables and do not drop during missions at this time. Check the current Prime Resurgence rotation to see if Varzia offers relics for this item. Vaulted Void Relics already contained in player inventories are not affected and can still be either opened or traded between players.
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 VoltIcon272 Volt, possessing higher armor and energy capacity, as well as an additional Madurai Pol polarity. Volt Prime was released alongside OdonataPrime Odonata Prime.


Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic
Volt Prime's Relic Drops
Chassis Blueprint Volt PrimeIcon272 Blueprint Systems Blueprint Neuroptics Blueprint
AxiRelicIntact Axi V8 Uncommon (B)
MesoRelicIntact Meso O3 Uncommon (V)
MesoRelicIntact Meso V2 Uncommon (V)
MesoRelicIntact Meso V3 Uncommon (V)
NeoRelicIntact Neo O1 Common (B)
AxiRelicIntact Axi N3 Uncommon (V)
LithRelicIntact Lith O2 Common (V)
NeoRelicIntact Neo V1 Uncommon (V)
NeoRelicIntact Neo O1 Uncommon (B)
AxiRelicIntact Axi L4 Uncommon (V)
LithRelicIntact Lith V1 Uncommon (V)
AxiRelicIntact Axi V8 Rare (B)
AxiRelicIntact Axi V1 Uncommon (V)
NeoRelicIntact Neo V8 Rare (V)


  • On February 22nd, 2017, it was announced that Volt Prime, alongside Odonata 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.
  • Baro Ki'Teer would sometimes bring relics containing Volt Prime and Odonata Prime.
  • Volt Prime, alongside Odonata Prime, was again available from April 30, 2019 to July 2nd 2019.
  • Volt Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.


Manufacturing Requirements
📝 Edit blueprint requirements
OrokinCell Orokin Cell
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price: N/A
Volt Prime Neuroptics Blueprint
AlloyPlate Alloy Plate
Neurodes Neurodes
PolymerBundle Polymer Bundle
Circuits Circuits
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Prime Chassis Blueprint
NeuralSensors Neural Sensors
AlloyPlate Alloy Plate
Rubedo Rubedo
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Prime Systems Blueprint
ControlModule Control Module
OrokinCell Orokin Cell
Salvage Salvage
Circuits Circuits
Time: 12 Hour(s)
Rush: PlatinumLarge 25


  • Volt Prime, compared to VoltIcon272 Volt:
    • Higher Armor (135 vs. 105)
    • Higher Energy (200/300 vs. 100/150)
    • Higher Starting Energy (125 vs. 50)
    • Additional Madurai Pol Polarity (Naramon PolMadurai PolMadurai Pol vs. Naramon PolMadurai Pol)
  • As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
  • Volt Prime possesses Appearance Arm Attachments titled Volt Prime Armor.


  • Unlike the other starter frames (ExcaliburIcon272 Excalibur, MagIcon272 Mag, and formerly LokiIcon272 Loki) 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 PrimeIcon272 Frost, Ember PrimeIcon272 Ember, Rhino PrimeIcon272 Rhino) either, instead having his own unique black and yellow scheme.
  • His appearance was seen in the PvP mod Mod TT 20px Relentless Assault before his release.
  • When using his Shock130xWhite Shock 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.


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Traveling along the ground between VoltIcon272 Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus DmgElectricitySmall64 Electricity damage toward Volt's next weapon attack or ability cast. For every 1 meter traveled, 10 points of DmgElectricitySmall64 Electricity damage are added, accumulating to a maximum of 1000 bonus damage.


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This section is transcluded from Shock . To change it, please edit the transcluded page.
ShockModx256 Shock130xWhite

Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.

Introduced in Update 5.3 (2013-01-10)

AbilityStrengthBuff Strength:75 / 100 / 125 / 200 (DmgElectricitySmall64 Electricity damage)
AbilityDurationBuff Duration:N/A
AbilityRangeBuff Range:15 m (chain link range)

Misc: ∞ (cast range)
2 / 3 / 4 / 5 (chain links)
100 % (DmgElectricitySmall64 Electricity status chance)

Subsumable to Helminth
This section is transcluded from Speed . To change it, please edit the transcluded page.
SpeedModx256 Speed130xWhite

Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time.

Introduced in Update 5.3 (2013-01-10)

AbilityStrengthBuff Strength:75% (speed buff)
10% / 15% / 20% / 25% (reload speed buff)
AbilityDurationBuff Duration:9 / 10 / 11 / 12 s
AbilityRangeBuff Range:25 m
This section is transcluded from Electric Shield . To change it, please edit the transcluded page.
ElectricShieldModx256 ElectricShield130xWhite
Electric Shield

Volt deploys an obstacle of energy, providing cover in any situation.

Introduced in Update 5.3 (2013-01-10)

AbilityStrengthBuff Strength:N/A
AbilityDurationBuff Duration:10 / 15 / 20 / 25 s
AbilityRangeBuff Range:N/A

Misc: +50% (damage bonus)
+100% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)

This section is transcluded from Discharge . To change it, please edit the transcluded page.
DischargeModx256 Discharge130xWhite

Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.

Introduced in Update 18.13 (2016-05-27)

AbilityStrengthBuff Strength:500 / 750 / 1000 / 1200 (DmgElectricitySmall64 Electricity damage/second)
AbilityDurationBuff Duration:3 / 4 / 5 / 6 s (stun duration)
AbilityRangeBuff Range:20 m (electric pulse range)
8 m (electric arc radius)

Misc: 3 / 3 / 4 / 4 s (electric pulse duration)
4.5 s (damage delay)


Strength Mods


Duration Mods


Range Mods


Shock Shock
Speed Speed Speed
Overload Overload Overload

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Patch History

Update 34.0 (2023-10-18)

Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul

If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.

Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.

Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.

In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.

With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.

To remedy this, we approached this problem in two ways:

1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:

  • Vitality: Reduced from +440% to +100% Health
  • Redirection: Reduced from +440% to +100% Shield Capacity
  • Steel Fiber: Reduced from +110% to +100% Armor
  • Flow: Reduced from +150% to +100% Energy Max

Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.

Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.

So, our next step:

2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.

With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.

While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.

In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.

For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.

Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.

Warframe Stat Changes:

Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)

Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)

While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!

General Fixes:
  • Fixed Volt Prime’s details on his lower back flailing around while you run.

Update 33.0 (2023-04-26)

Hotfix 32.2.9 (2023-01-11)

  • Fixed script errors caused by Volt’s Electric Shield and Discharge.

Update 32.2 (2022-11-30)


In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.

*Stats below are all at Max Rank.

Shocking Speed

  • Was: Enemies touched while sprinting under the effects of speed will take 175 electrical damage with guaranteed Status Effect.
  • Changes:
    • Exposed the radius range stat (3m) and made it scale with Ability Range.
    • Increased Electricity Damage to 300.

Transistor Shield

  • Was: Allies can pick up Electric Shield. 300% of damage absorbed will be added to Volt’s Static Discharge.
  • Changes:
    • More than one ally can now pick up an Electric Shield. Previously, if a second ally picked up a Shield, the first would be forcibly dropped. Now, everyone in the squad can carry around a Shield simultaneously.
    • Volt can now cast more Electric Shields while carrying one. This change applies to the base ability as well!

Hotfix 32.0.9 (2022-10-05)

  • Fixed Volt being unable to pick up or carry his Shield after his Energy drops to 0.

Update 32.0 (2022-09-07)


The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows:



  • Increased the points of Electricity Damage added for every 1 meter traveled from 5 to 10.
  • Updated passive to also include bonus damage to ‘Shock’ on attacks that bounce.


  • Reduced cost from 25 to 15 energy.
  • Unified range across all ranks to 15m.


  • Increased base speed from 50% to 75%, and unified across all ranks.
  • Increased duration from 5/10s to 9/12s (base/max).
  • Increased the reload speed buff from 17.5% to 25%.
  • Unified the range for all ranks to 25m.

Electric Shield (all changes below are specific to its carrying mechanic)

  • Removed Speed reduction while carrying the Shield.
  • Removed Energy Drain for every 4 meters traveled while carrying the Shield..
  • Removed Secondary weapon restriction. Primary and Melee weapons can now be used while carrying Shield.
  • Updated sound FX for picking up and dropping Shield.


  • Unified Electric Pulse Range to 20m across all ranks, and Electric Arc Radius to 8m across all ranks.
  • Fixed duration timer in HUD for Volt’s Speed disappearing if another member of the squad is playing Volt and casts Speed at the same time.

Hotfix 31.7.2 (2022-08-17)

  • Fixed a crash when Volt’s Speed ability expires.

Hotfix 31.5.6 (2022-05-04)

  • Fixed script error related to Volt’s Shock ability.

Update 31.5 (2022-04-27)


The Void Jump transmogrified lifeforms and materials alike. In the Void’s clutches, even threads were imbued with adaptive properties. Suddenly, Zariman uniforms seemed to change from cloth, to stone, to metal, to liquid and back again as if of their own free will. The colonists realized materials had manifested new chemical structures, and a character you have yet to meet soon learned to control the transformations. Voidshell imbues cosmetics with the morphic material created in the Void Jump.

Introducing a brand new customization system that allows you to change the Material Structures on Voidshell Skins. There are Primary, Secondary, Tertiary, and Accent slots that can be swapped to materials of your choosing. They can also be color customized for the ultimate tailored look!

In this update, we are debuting the first round of Voidshell Skins featuring Saryn, Volt, and Rhino! Each of these following skins are available in the in-game Market and come with their own Material Structure:

Volt Voidshell Collection

Adorn Volt in the morphic material created during the Zariman Void Jump. This collection includes the Volt Voidshell Skin and Crimzian Opulence, a material structure for exclusive use on Voidshell skins.

  • We have updated certain Warframe abilities to now affect allied NPCs! In the past, these abilities used to work to varying degrees of effectiveness, we now fixed some lingering issues with each of the abilities and they should be far more effective at assisting these allies in mission.
    • Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors, Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
      • Volt’s Speed

Update 30.9 (2021-11-11)

  • Fixed playing as Volt during the tutorial allowing Electric Melee Damage to occur as a result of the passive.

Update 30.7 (2021-09-08)

  • Fixed the Tenet Envoy's guided rockets being unable to pass through Volt's Shield.

Hotfix 30.5.5 (2021-07-29)

  • Fixed a script error that could occur when using Transference next to a Volt Electric Shield with the Transistor Shield Augment equipped.

Hotfix 30.5.4 (2021-07-17)

  • Fixed Transferring to the Operator while standing beside Volt’s Electric Shield resulting in auto picking up the Shield.

Update 29.10 (2021-03-19)

  • Fixed Akarius’ projectiles detonating on Volt’s Electric Shield instead of passing through it.

Hotfix 27.3.14 (2020-04-15)

  • Fixed a script error when casting Volt’s Discharge ability right when another player was joining-in-progress.

Update 27.2 (2020-03-05)

  • Armor Change:
    • Volt: 15 to 100
    • Volt Prime: 100 to 125
    • Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.

Hotfix 27.0.12 (2020-01-23)

  • Fixed Volt visually missing his arm rings in his Codex/Market diorama.

Hotfix 27.0.11 (2020-01-16)

  • Fixed incorrect Electricity FX above Volt’s Electric Shield when Shock is cast through it.

Hotfix 27.0.10 (2020-01-11)

Hotfix 25.7.2 (2019-08-30)

  • Fixed the Prime Details toggle not behaving properly for TennoGen Skins on Volt Prime.
  • Fixed Volt’s electricity FX appearing as lines instead of lightning beams.

Update 25.7 (2019-08-29)

  • (Undocumented) Volt now has cloth physics.
  • Adjusted appearance of Volt’s Transistor Shield to make it clearer that squadmates can pick it up.

Update 25.6 (2019-08-08)

Transistor Shield - Electric Shield Augment - Volt
  • No additional energy drain when a shield is picked up by another player
  • Increase damage conversion %
Shock Trooper - Shock Augment - Volt
  • Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster

Update 25.2 (2019-06-19)

  • Warframe Ability Augment stats are now displayed in the Ability screen for Volt!

Update 25.1 (2019-06-05)

  • Fixed Zanuka being unable to capture Volt.

Update 22.12 (2018-02-09)

  • 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).

Update 22.6 (2017-12-07)

  • Change:
    • Reduced Electric Shield’s Energy Cost per meter to 1 Energy per 4 meters (down from 1 per 1 meter)

Update 22.5 (2017-11-30)

  • 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.

Update 19.8 (2017-01-25)

  • 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.

Hotfix 19.5.4 (2017-01-03)

  • 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.

Hotfix: The Index Preview 4 (2016-10-25)

  • Conclave: Fixed a couple Dedicated Server script errors with Overload.

Hotfix: The Index Preview 3 (2016-10-21)

  • Removed the smudge motion blur from Speed ability.

Update: The Silver Grove (2016-08-19)

  • 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.

Hotfix: Specters of the Rail 0.13 (2016-07-26)

  • Fixed meshes getting distorted when Field of View was increased by Speed.

Update: Specters of the Rail 0.0 (2016-07-08)

  • 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.

Hotfix: Lunaro 6 (2016-06-28)

  • Fixed Speed trail FX disappearing when recasted.

Hotfix: Lunaro 5 (2016-06-23)

  • 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.

Update: Lunaro (2016-06-15)

  • Other context actions will now take priority over picking up Electric Shield.

Hotfix 18.14.2 (2016-06-09)

  • Fixed Speed FX trail lingering after the ability had ended if you were a Client.

Update 18.14 (2016-06-08)

  • 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.

Hotfix 18.13.2 (2016-06-01)

  • Increased the sound radius on Speed pickup for allies.
  • Fixed Electric Shield lingering for other players after disappearing for the caster.

Update 18.13 (2016-05-27)

  • 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.
  • Overload Changes:
    • 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: Mod TT 20px Capacitance rebalanced for rework of Discharge.
  • Passive: Physical ground-travel distance between attacks causes bonus Electrical damage on next attack.

Hotfix 18.5.5 (2016-03-08)

  • Fixed projectiles creating a Hit FX when shot through Electric Shield.

Update 18.5 (2016-03-04)

  • 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.

Update 18.4 (2016-01-22)

  • Conclave: Fixed Castanas not having a duration if they pass through Electric Shield.

Update 18.3 (2016-01-13)

  • Fixed an issue where Shock would shoot into the sky when not targeting an enemy.

Update 18.0 (2015-12-03)

  • 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.

Hotfix 17.10.1 (2015-11-05)

  • Fixed Electric Shield Abilities being cancelled when you enter a Nullifier Bubble.

Update 17.9.1 (2015-10-29)

  • Fixed Electric Shield not functioning on guns with punch through.

Hotfix 17.4.2 (2015-09-11)

  • Fixed Electric Shield giving every ranged projectile a 70m default range.

Update 17.2.4 (2015-08-26)

  • Conclave: Shock damage increased.

Hotfix 17.0.5 (2015-08-07)

  • Augment: Fixed Shocking Speed not breaking open containers.

Update 17.0 (2015-07-31)

  • Conclave: Shock damage has been reduced.
  • Conclave: Overload damage has been reduced.

Hotfix 16.11.3 (2015-07-10)

  • Prime: Fixed some users having un-Arcaneable Volt Prime helmets.

Update 16.9 (2015-06-17)

  • Overload will now cause destructive visual effects on nearby active light fixtures when used.

Update 16.6 (2015-05-27)

  • Conclave: Volt's Shock damage has been reduced in PvP.
  • Fixed an issue that allowed the Dera Dera to retain damage bonuses from Electric Shield, resulting in higher than normal damage.

Hotfix 16.4.5 (2015-05-06)

  • Fixed the Tonkor Tonkor and Penta Penta not being affected by Electric Shield.

Hotfix 16.4.4 (2015-04-28)

  • Fixed Electric Shield giving improper damage multipliers.

Update 16.4 (2015-04-23)

  • 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.

Update 16.2 (2015-04-01)

  • Conclave: Increased Overload field expansion speed, but reduced its range and duration.
  • Augment: Shocking Speed effect now has accompanying audio.
  • Augment: Overload - Mod TT 20px Capacitance
  • Prime: Fixed blurry textures.

Hotfix 16.1.5 (2015-03-31)

  • Prime: Improved the texture details.

Hotfix 16.1.3 (2015-03-26)

  • Volt’s Shock will now apply his energy color to the electrocuted proc that targets receive.
  • Fixed broken Harkonar physics on Volt.

Update 16.1 (2015-03-25)

  • Introduced Volt Prime.
  • Conclave: Overload is now more noticeable, particularly for players using black energy.

Hotfix 16.0.4 (2015-03-23)

  • Conclave: Reduced the damage of Shock ability.

Update 16.0 (2015-03-19)

  • Conclave: Volt can now be used in Conclave.
  • Conclave: Speed - Mod TT 20px Kinetic Collision
  • Conclave: Electric Shield - Mod TT 20px Recharge Barrier
  • Improved Overload FX to more accurately show the range of the attack.
  • Improved the quality of Shock FX.

Hotfix 15.13.7 (2015-02-10)

  • Restored Volt’s speed trail visuals.

Hotfix 15.13.3 (2015-02-06)

Update 15.13 (2015-02-05)

  • Updated audio and visual FX on Volt’s Shock Ability.
  • Augment: Mod TT 20px Shock Trooper has its duration increased from 24 seconds to 40 seconds, and their damage reduced from 125% to 100%.

Update 15.9 (2015-01-08)

  • Fixed minor color issues occurring on electric procs within Overload sphere.

Update 15.6 (2014-12-11)

Hotfix 15.0.1 (2014-10-24)

  • Fixed an issue with Overload not showing up on the Abilities screen.

Update 15.0 (2014-10-24)

Hotfix 14.1.3 (2014-08-02)

  • Fixed an issue with Shield ability not amplifying the damage of client projectiles that pass through them.

Update 14.0 (2014-07-18)

  • 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.

Update 13.9 (2014-06-25)

  • Shield Changes:
    • Damage multiplier returned to its normal value.
    • Multiple Shields no longer stack this multiplier.

Hotfix 13.6.1 (2014-06-06)

  • Tweaked the visual effects of Shock ability.
  • Fixes self-inflicted death wounds being caused by throwing Glaives through Shield Ability.

Update 13.3 (2014-05-14)

  • 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.

Hotfix 13.2.4 (2014-05-09)

  • Reduced the amount of distortion seen in Shield ability.

Hotfix 13.0.2 (2014-04-10)

  • Fixed graphical issues with Shield ability.

Update 13.0 (2014-04-09)

  • Fixed Ogris Ogris rounds not passing through Shield ability correctly

Update 12.0 (2014-02-05)

  • Volt parts can now be researched in the new Dojo Labs!

Update 11.6 (2014-01-08)

  • Fixed issue with Volt being unable to melee if Overload was active or lingering.

Update 11.2 (2013-12-04)

  • Armor buffed to 15 (from 10).

Hotfix 11.1.2 (2013-11-29)

  • Fixed Volt Chassis dropping instead of Volt Chassis Blueprint.

Update 11.1 (2013-11-27)

  • Volt’s blueprints added to Mission Reward tables.

Hotfix 11.0.3 (2013-11-22)

  • Volt's electric effects will now create a dynamic light that matches your energy colour.

Update 11.0 (2013-11-20)

  • Volt component blueprints now drop from J-3 Golem.

Update 10.4 (2013-10-16)

  • Speed boost won't affect other player's FOV.
  • Small performance improvements to Overload.

Update 10.3 (2013-10-09)

  • Added new Shield ability sounds.
  • Updated Overload charge sounds to match animation.

Update 10.0 (2013-09-13)

  • Added idle FX.
  • Fixed Miter Miter disk projectile to behave like other projectiles that pass through Shield ability.

Update 9.8 (2013-09-03)

  • Speed trail FX now last the duration of the power.

Hotfix 9.6.1 (2013-08-23)

  • Fixed Speed not being affected by power duration mods for clients.

Update 9.6 (2013-08-16)

  • Fix Overload creating two effects on clients.

Update 9.3 (2013-07-26)

  • Volt audio revisions on abilities.

Update 9.2 (2013-07-19)

  • Fix Shock chains not using correct energy colour.
  • Fix Speed FX not using correct energy colour.

Update 9.0 (2013-07-13)

  • Fixed Speed not making you jog faster.
  • Fixed Shock to chain properly off turrets and cameras.

Hotfix 8.3.3 (2013-07-09)

  • Fix for Speed not making you jog faster.

Hotfix 8.3.2 (2013-07-08)

  • Fix for Shock "Power in Use" bug.

Hotfix 8.3.1 (2013-07-05)

  • 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.

Update 8.3 (2013-07-04)

  • 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).
  • Overload Changes
    • 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.

Update 8.1 (2013-06-07)

  • Fix for Volt getting up from bleedout when speed ends.

Hotfix (2013-05-29)

  • Volt in Void Missions fixed.

Update 7.5 (2013-03-28)

  • Bolt projectiles can now pass through Electric Shield power.

Hotfix 5.4.1 (2013-01-18)

  • Fixes for Overload being over-powered, then under-powered. Does radial damage as well.
  • Energy cost changes.

Update 5.3 (2013-01-10)

  • Introduced.

Edit Tab






Post-Update 18.13 (2016-05-27) Rework

Abilities Only

Pre-Update 18.13 (2016-05-27)

  1. "Volt's blueprints added to Mission Reward tables. We would like to clarify here that the original U11 notes suggested that his former Boss, J3Golem, would be dropping them in systemic invasions. This is no longer the case, and his parts can be found by playing various missions." - Update 11.1 (2013-11-27) notes