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.
Acquisition
Volt is one of the three starter Warframes, alongside Excalibur and
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 60,000 Standing once players have achieved Typhoon rank in the Conclave.
Historical
Crafting
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Tenno Lab Research
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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
Mag due to a desire of the developers to have a female starter. Volt then replaced
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
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 is the first Warframe to receive 5 Augment Mods, 2 of them being Conclave exclusive.
- Volt's Neuroptics is a requisite ingredient for
Chroma.
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.
Acquisition
Vaultings
- 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.
Crafting
Notes
- Volt Prime, compared to
Volt:
- 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.
Trivia
- Unlike the other starter frames (
Excalibur,
Mag, and formerly
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,
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
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.
Media
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.
Abilities
Info
- Volt expends
15 energy 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 / 200
Electricity 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.
- Casting Shock through an
- Subsuming Volt to the Helminth will offer Shock and its augments to be used by other Warframes.
Augment
- Main article: Shock Trooper
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.
Tips & Tricks
- 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.
- Deals 50% more damage to machinery and robotics.
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Speed 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) |
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Info
- Volt expends
25 energy 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%).
- The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g.,
- 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.
- Can be recast while active.
Augment
- Main article: Shocking Speed
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.
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 (now called squad or team) looking to get through a mission quickly.
- Can be combined with
Rush for speed only rivaled by the likes of Gauss, Titania, etc.
- Combine with
Fury and
Berserker Fury 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 or a Kitgun equipped with
Pax Charge, however, it does not affect recharge rate.
- Using Speed before switching to Archwing mode significantly boost Archwing's flight speed
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Electric Shield Volt deploys an obstacle of energy, providing cover in any situation. Introduced in Update 5.3 (2013-01-10) |
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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) |
Info
- Volt expends
50 energy 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 weapon mods.
- 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 50
Electricity 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.
- Firing through multiple Shields will cause the
- 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.
- Only one shield can be equipped at a time.
- Transference will unequip the shield.
- 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.
- 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.
- 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).
Augment
- Main article: Recharge Barrier
Recharge Barrier is a PvE and Conclave Warframe Augment Mod for Volt's
Electric Shield that restores allies' shields when they pass through the barrier.
- Main article: Transistor Shield
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.
Tips & Tricks
- 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
- The
Penta does not gain any damage bonuses.
- The
Ignis,
Embolist and
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).
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Discharge Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies. Introduced in Update 18.13 (2016-05-27) |
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Misc:
3 / 3 / 4 / 4 s (electric pulse duration) |
Info
- Volt expends
100 energy 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 / 600
Electricity 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.
- For example, a rank 3 Discharge with a max rank
- 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.
Augment
- Main article: Capacitance
Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by
Discharge into shields, split between himself and allies.
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
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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:
VOLT 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)