Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity damage toward Volt's next weapon attack or ability cast. For every 1 meter traveled, 10 points of Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
Does not combine with single elements or elemental mods on weapons, the bonus Electricity damage type remains separate.
Is not affected by damage mods (e.g. Serration) or elemental mods (e.g. Stormbringer).
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Volt expends 15energy to release an arc discharge toward the aiming reticle over infinite range, chaining electricity to enemies within 15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts 75 / 100 / 125 / 200Electricity damage with a guaranteed Status Effect.
Shock chain requires Line of Sight and does not bypass the environment.
Can be used while performing many actions without interrupting them, including reloading.
Ability Synergy:
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 760 damage if Shock's modified damage is 260 and the Passive bonus is 500 at the time Shock is cast).
Casting Shock against a target under 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.
Shock Trooper is a Warframe Augment Mod for Volt that allows 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 damage to all attacks.
New players may find Shock more useful, due to it's moderate range and chaining effect. This makes it useful in clearing out lower-priority groups quickly.
Shock stuns all affected enemies. This is also useful against heavy units, as most enemies will have their weak points (E.g. Moa Backpacks or Heavy Gunner Heads) exposed during it's stun.
Since Shock can be used during reloading, it can be used as a mild crowd control when reloading weapons with longer reloads such as the Strun.
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.
Volt expends 25energy to energize the surrounding area, increasing the mobility of himself and his allies within 25 meters. Affected players will gain 10% / 15% / 20% / 25% weapon Reload Speed and 75% melee Attack Speed and Movement Speed bonuses, lasting for 9 / 10 / 11 / 12 seconds.
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 0.75 × 1.3 + 0.3 = 127.5%).
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 from Intensify will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.75 × 1.3)) − 1 = 156.75%).
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 from Intensify will increase Volt's reload speed by 0.25 × 1.3 + 0.48 = 80.5%).
Allies can backflip to remove Speed if they wish to opt-out.
Increases the distance of 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.
Shocking Speed is a Warframe Augment Mod for Volt's Speed that causes him and his allies to inflict Electricity damage and status to enemies within close proximity while moving.
Volt expends 50energy to create an electrical energy barrier 4.25 meters high and 6 meters wide that blocks enemy fire, lasting for 10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain +50%Electricity damage and +100%critical multiplier. A maximum of 6 Electric Shields can be created at a time.
The critical multiplier is applied after and multiplies other sources of critical damage.
The 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 50Electricity damage.
Firing through multiple Shields will cause the Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150%Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
The 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 from Electric Shield. Electricity damage bonus from the shield does not increase Electricity status effect damage.
Casting Electric Shields after reaching the maximum will remove the oldest shield.
Volt has the ability to pickup one of his Electric Shields through a context action (default X ). Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile as a hovering frontal shield that reorients itself to face the player's camera direction, as well as Ragdolling enemies that come into contact with it. Activating the context action again will place down the shield and revert its size.
Picking up the shield will prevent Volt from gaining energy from sources such as Squad Energy Restore.
Electric Shield affects things that pass through it differently:
Melee attacks do not gain bonuses from passing through the shield.
Projectile based melee attacks such as Warfan heavy attack projectiles, Gunblade shots, Syam's shockwave, Tenet Agendus's energy disk, and Nepheri's fireballs can benefit from Electric Shield's bonuses.
Glaive throws do not benefit from Electric Shield.
AoE attacks require the main projectile to pass through the shield to gain the bonuses; AoE attacks where only the AoE passes through the shield but not the main projectile will not gain the bonuses.
Warframe abilities do not gain bonuses from passing through the shield.
Certain projectile based abilities such as Fireball, Smite, and Flechette Orb can benefit from Electric Shield's bonuses.
Prevents self-stagger from area of effect weapons if the player shoots behind the shield.
Ability Synergy: 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).
Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield 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.
Multiple instances of the Electric 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.
As Electric Shield doesn't buff Warframes directly but instead the weapons fired through it, it's one of the only ways to increase Operator damage output. This is particularly useful for Eidolon hunts.
Bugs
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).
Volt expends 100energy to emit a powerful electric pulse over 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 3 / 4 / 5 / 6 seconds and emit arcs of electricity, shocking hostiles who come within 8 meters to inflict 250 / 375 / 500 / 600Electricity damage per half second.
Does not require Line of Sight and bypasses the environment.
Affected targets that are not in range of other hostiles will begin to damage themselves after the first 4.5 seconds of Discharge.
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.
At the casting point, the 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 Intensify and 1,000 bonus damage from Volt's passive will deal:
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 Shock against a target under Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
Has a cast time of ~1 second, affected by Casting Speed.
Cannot be recast during the pulse's duration, and recasting will not refresh or stack the effect on already affected enemies.
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.