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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.

Acquisition

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 60,000 Standing once players have achieved Typhoon rank in the Conclave.

Historical

Crafting

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Helmet
1
Chassis
1
Systems
1
OrokinCell Orokin Cell
1
Time: 3 Day(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 75 Blueprint2 Blueprints Price: Credits35,000
Volt Neuroptics Blueprint
Credits
15,000
AlloyPlate Alloy Plate
150
NeuralSensors Neural Sensors
1
PolymerBundle Polymer Bundle
150
Rubedo Rubedo
500
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Chassis Blueprint
Credits
15,000
Morphics Morphics
1
Ferrite Ferrite
1,000
Rubedo Rubedo
300
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Volt Systems Blueprint
Credits
15,000
ControlModule Control Module
1
Morphics Morphics
1
Salvage Salvage
500
Plastids Plastids
220
Time: 12 Hour(s)
Rush: PlatinumLarge 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
Credits
5,000
MutagenMass Mutagen Mass
1
DetoniteInjector Detonite Injector
1
Fieldron Fieldron
1
OrokinCell Orokin Cell
1
Time: 3 Day(s)
Prereq: N/A
Neuroptics • ClanAffinity641,500
Credits
10,000
DetoniteInjector Detonite Injector
1
NeuralSensors Neural Sensors
1
NanoSpores Nano Spores
1,000
PolymerBundle Polymer Bundle
500
Time: 3 Day(s)
Prereq: Volt
Chassis • ClanAffinity641,500
Credits
10,000
MutagenMass Mutagen Mass
1
ControlModule Control Module
1
Ferrite Ferrite
1,000
Rubedo Rubedo
500
Time: 3 Day(s)
Prereq: Volt
Systems • ClanAffinity641,500
Credits
10,000
Fieldron Fieldron
1
Morphics Morphics
1
Salvage Salvage
1,000
Plastids Plastids
500
Time: 3 Day(s)
Prereq: Volt
Ghost Clan x1 Shadow Clan x3 Storm Clan x10 Mountain Clan x30 Moon Clan x100

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 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 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.

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 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.

Trivia

  • 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.

Media

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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.

Abilities 

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Info

  • Volt expends EnergyOrb15 energy to release an arc discharge toward the aiming reticle over infinite range, chaining electricity to enemies within AbilityRangeBuff15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts AbilityStrengthBuff75 / 100 / 125 / 200 DmgElectricitySmall64 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 ElectricShield130xWhite 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 Discharge130xWhite Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
  • Subsuming Volt to the Helminth will offer Shock and its augments to be used by other Warframes.

Augment

ShockTrooperMod
Main article: Shock Trooper

Shock Trooper is a Warframe Augment Mod for VoltIcon272 Volt that allows Shock130xWhite 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 DmgElectricitySmall64 Electricity damage to all attacks.

Shock Trooper

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 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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SpeedModx256 Speed130xWhite
2
EnergyOrb25
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)

AbilityStrengthBuff Strength:75% (speed buff)
10% / 15% / 20% / 25% (reload speed buff)
AbilityDurationBuff Duration:9 / 10 / 11 / 12 s
AbilityRangeBuff Range:25 m

Info

  • Volt expends EnergyOrb25 energy to energize the surrounding area, increasing the mobility of himself and his allies within AbilityRangeBuff25 meters. Affected players will gain AbilityStrengthBuff10% / 15% / 20% / 25% weapon Reload Speed and AbilityStrengthBuff75% melee Attack Speed and Movement Speed bonuses, lasting for AbilityDurationBuff9 / 10 / 11 / 12 seconds.
    • The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Mod TT 20px 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., Mod TT 20px Rush combined with Speed at max rank and +30% Ability Strength from Mod TT 20px Intensify will increase Volt's sprint speed by (1 × Mod TT 20px 1.3) × (1 + (Speed130xWhite 0.75 × Mod TT 20px 1.3)) − 1 = 156.75%).
    • The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., Mod TT 20px Quickdraw combined with Speed at max rank and +30% Ability Strength from Mod TT 20px Intensify will increase Volt's reload speed by Speed130xWhite 0.25 × Mod TT 20px 1.3 + Mod TT 20px 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.
  • Can be recast while active.

Augment

ShockingSpeedMod
Main article: Shocking Speed

Shocking Speed is a Warframe Augment Mod for VoltIcon272 Volt's Speed130xWhite Speed that causes him and his allies to inflict DmgElectricitySmall64 Electricity damage and status to enemies within close proximity while moving.

Shocking Speed

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 Mod TT 20px Rush for speed only rivaled by the likes of Gauss, Titania, etc.
  • Combine with Mod TT 20px Fury and Mod TT 20px 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 Cycron or a Kitgun equipped with PaxCharge 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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ElectricShieldModx256 ElectricShield130xWhite
3
EnergyOrb50
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)

Info

  • Volt expends EnergyOrb50 energy to create an electrical energy barrier 4.25 meters high and 6 meters wide that blocks enemy fire, lasting for AbilityDurationBuff10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain +50% DmgElectricitySmall64 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 DmgElectricitySmall64 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 DmgElectricitySmall64 Electricity damage.
      • Firing through multiple Shields will cause the DmgElectricitySmall64 Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% DmgElectricitySmall64 Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
      • The DmgElectricitySmall64 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 DmgElectricitySmall64 Electricity from Electric Shield.
    • 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 Ragdoll b 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.
      • Projectile based melee attacks such as Warfan heavy attack projectiles, Gunblade shots, Syam Syam's shockwave, TenetAgendus Tenet Agendus's energy disk, and Nepheri 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.
  • Prevents self-stagger from area of effect weapons if the player shoots behind the shield.
  • Ability Synergy: Casting Shock130xWhite 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

RechargeBarrierMod
Main article: Recharge Barrier

Recharge Barrier is a PvE and Conclave Warframe Augment Mod for VoltIcon272 Volt's ElectricShield130xWhite Electric Shield that restores allies' shields when they pass through the barrier.

Recharge Barrier

TransistorShieldMod
Main article: Transistor Shield

Transistor Shield is a Warframe Augment Mod for VoltIcon272 Volt's ElectricShield130xWhite 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.

Transistor Shield

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 Penta does not gain any damage bonuses.
  • The Ignis Ignis, Embolist Embolist and Opticor 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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DischargeModx256 Discharge130xWhite
4
EnergyOrb100
Discharge

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)

Info

  • Volt expends EnergyOrb100 energy to emit a powerful electric pulse over AbilityRangeBuff20 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 AbilityDurationBuff3 / 4 / 5 / 6 seconds and emit arcs of electricity, shocking hostiles who come within AbilityRangeBuff8 meters to inflict AbilityStrengthBuff250 / 375 / 500 / 600 DmgElectricitySmall64 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 Mod TT 20px Intensify and 1,000 bonus damage from Volt's passive will deal:
        1,200 × 1.3 × ( 6s 4.5s + 0.5s × 1000 600 × 1.3 ) = 3,120 {\displaystyle { \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} }} {\displaystyle {{\textbf {1,200}}\times {\textbf {1.3}}\times ({\textbf {6s}}-{\textbf {4.5s}}+{\textbf {0.5s}}\times \left\lfloor {\frac {\textbf {1000}}{{\textbf {600}}\times {\textbf {1.3}}}}\right\rfloor )={\textbf {3,120}}}}
        • This bonus will be applied only to the first enemy/object Discharge's propagation hits, meaning any other targets hit by Discharge will follow the normal damage calculation without Static Discharge's effects.
  • Ability Synergy: Casting Shock130xWhite 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

CapacitanceMod
Main article: Capacitance

Capacitance is a Warframe Augment Mod for VoltIcon272 Volt that converts a percentage of damage dealt by Discharge130xWhite Discharge into shields, split between himself and allies.

Capacitance

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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Strength Mods

IntensifyMod

Duration Mods

ContinuityMod

Range Mods

StretchMod

Shock Shock
Speed Speed Speed
ElectricShield
Overload Overload Overload
Edit Tab

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)

VOLT PRIME 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:

Update 33.0 (2023-04-26)

Hotfix 32.2.9 (2023-01-11)

Update 32.2 (2022-11-30)

WARFRAME AUGMENT BUFFS - PART 3 (FINAL)

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.

VOLT
Shocking Speed

Transistor Shield

Hotfix 32.0.9 (2022-10-05)

Update 32.0 (2022-09-07)

STARTER WARFRAME ABILITY CHANGES: VOLT

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:

VOLT

Passive:

Shock

Speed

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

Discharge:

FIXES:

Hotfix 31.7.2 (2022-08-17)

Hotfix 31.5.6 (2022-05-04)

Update 31.5 (2022-04-27)

VOIDSHELL SKINS

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.

Changes:

Update 30.9 (2021-11-11)

Update 30.7 (2021-09-08)

Hotfix 30.5.5 (2021-07-29)

Hotfix 30.5.4 (2021-07-17)

Update 29.10 (2021-03-19)

Hotfix 27.3.14 (2020-04-15)

Update 27.2 (2020-03-05)

Hotfix 27.0.12 (2020-01-23)

Hotfix 27.0.11 (2020-01-16)

Hotfix 27.0.10 (2020-01-11)

Hotfix 25.7.2 (2019-08-30)

Update 25.7 (2019-08-29)

Update 25.6 (2019-08-08)

Transistor Shield - Electric Shield Augment - Volt
Shock Trooper - Shock Augment - Volt

Update 25.2 (2019-06-19)

Update 25.1 (2019-06-05)

Update 22.12 (2018-02-09)

Update 22.6 (2017-12-07)

Update 22.5 (2017-11-30)

Update 19.8 (2017-01-25)

Hotfix 19.5.4 (2017-01-03)

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

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

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

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

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

Hotfix: Lunaro 6 (2016-06-28)

Hotfix: Lunaro 5 (2016-06-23)

Update: Lunaro (2016-06-15)

Hotfix 18.14.2 (2016-06-09)

Update 18.14 (2016-06-08)

Hotfix 18.13.2 (2016-06-01)

Update 18.13 (2016-05-27)

Hotfix 18.5.5 (2016-03-08)

Update 18.5 (2016-03-04)

Update 18.4 (2016-01-22)

Update 18.3 (2016-01-13)

Update 18.0 (2015-12-03)

Hotfix 17.10.1 (2015-11-05)

Update 17.9.1 (2015-10-29)

Hotfix 17.4.2 (2015-09-11)

Update 17.2.4 (2015-08-26)

Hotfix 17.0.5 (2015-08-07)

Update 17.0 (2015-07-31)

Hotfix 16.11.3 (2015-07-10)

Update 16.9 (2015-06-17)

Update 16.6 (2015-05-27)

Hotfix 16.4.5 (2015-05-06)

Hotfix 16.4.4 (2015-04-28)

Update 16.4 (2015-04-23)

Update 16.2 (2015-04-01)

Hotfix 16.1.5 (2015-03-31)

Hotfix 16.1.3 (2015-03-26)

Update 16.1 (2015-03-25)

Hotfix 16.0.4 (2015-03-23)

Update 16.0 (2015-03-19)

Hotfix 15.13.7 (2015-02-10)

Hotfix 15.13.3 (2015-02-06)

Update 15.13 (2015-02-05)

Update 15.9 (2015-01-08)

Update 15.6 (2014-12-11)

Hotfix 15.0.1 (2014-10-24)

Update 15.0 (2014-10-24)

Hotfix 14.1.3 (2014-08-02)

Update 14.0 (2014-07-18)

Update 13.9 (2014-06-25)

Hotfix 13.6.1 (2014-06-06)

Update 13.3 (2014-05-14)

Hotfix 13.2.4 (2014-05-09)

Hotfix 13.0.2 (2014-04-10)

Update 13.0 (2014-04-09)

Update 12.0 (2014-02-05)

Update 11.6 (2014-01-08)

Update 11.2 (2013-12-04)

Hotfix 11.1.2 (2013-11-29)

Update 11.1 (2013-11-27)

Hotfix 11.0.3 (2013-11-22)

Update 11.0 (2013-11-20)

Update 10.4 (2013-10-16)

Update 10.3 (2013-10-09)

Update 10.0 (2013-09-13)

Update 9.8 (2013-09-03)

Hotfix 9.6.1 (2013-08-23)

Update 9.6 (2013-08-16)

Update 9.3 (2013-07-26)

Update 9.2 (2013-07-19)

Update 9.0 (2013-07-13)

Hotfix 8.3.3 (2013-07-09)

Hotfix 8.3.2 (2013-07-08)

Hotfix 8.3.1 (2013-07-05)

Update 8.3 (2013-07-04)

Update 8.1 (2013-06-07)

Hotfix 8.0.5.1 (2013-05-29)

Update 7.5 (2013-03-28)

Hotfix 5.4.1 (2013-01-18)

Update 5.3 (2013-01-10)

Edit Tab
  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