Modifies melee animation speed. The number of attacks per second varies by weapon type and Stance.

Attack Speed is a statistic that modifies how fast a melee's attack animation plays. True attack speed, the rate at which melee weapons attack, is derived from three attributes:

  1. The attack animation for the given weapon class and the Stance they have equipped
  2. The weapon's listed attack speed multiplier (aka Attack Speed)
  3. Attack Speed bonuses/penalties from sources like mods or abilities

Mechanics[]

Each general melee class follows a standard attack animation which controls baseline striking speed. Polearms have a slower standard attack animation than the swords, for example. Specific weapons (such as the Cronus Cronus of the sword type) each have their own base attack speed multiplier which alters the rate of the attack animation. An Attack Speed of 1.0 runs its attacks at default speed. An Attack Speed of 1.2 executes 20% faster, while a speed of 0.8 runs 20% slower. Attack Speed is then further increased (or decreased) by Attack Speed mods and ability buffs, giving us the following basic equation:

Modified Animation Length = Base Attack Animation Length [ Base Weapon Attack Speed × ( 1 + Attack Speed Bonuses ) ] {\displaystyle \text{Modified Animation Length} = \frac{ \text{Base Attack Animation Length} }{ [{\text{Base Weapon Attack Speed} \times (1 + \text{Attack Speed Bonuses} )}] } } {\displaystyle {\text{Modified Animation Length}}={\frac {\text{Base Attack Animation Length}}{[{{\text{Base Weapon Attack Speed}}\times (1+{\text{Attack Speed Bonuses}})}]}}}

Where Base Attack Animation Length is based on the time it takes to complete an attack at Attack Speed of 1.0

Recall that attack animations vary between weapon types. Despite the Fragor Fragor (Hammer) and Karyst Karyst (Dagger) both having listed speeds of 0.8, the Karyst's actual speed is faster than the Fragor's due to daggers having a faster attack animation.

Faster attack speeds enhance a melee weapon's overall damage potential and utility by:

  • producing more strikes at a given time, increasing damage per second dealt
  • quickening melee Combo Counter gain for Mod TT 20px Blood Rush and Mod TT 20px Weeping Wounds and its heavy attack damage multiplier
  • giving more chances for Status Effect procs
  • hastening Stance attacks which knockback or disable the target through staggers/ragdolls (crowd control)

Changes in Attack Speed apply to finishers, as well as the animation of heavy attacks but not the actual wind-up time (i.e. initial heavy attack charging animation will stay the same but the actual heavy attack swing will be sped up/slowed down). Weapons with ranged charge mechanics such as the Glaive Glaive and Redeemer Redeemer are not affected by Attack Speed and uses Heavy Attack Wind-Up Speed bonuses instead.

All base weapon Attack Speeds are in fractions of X / 60. This means despite Attack Speed values listed in the UI, the true values have longer repeating decimals as they are represented as floating point integers.

Attack Speed Mods[]

The following Mods affect Attack Speed positively, increasing a Melee Weapon's rate of attack:

The following Mods affect Attack Speed negatively, reducing rate of attack:

Attack Speed Abilities[]

The following abilities affect Attack Speed positively, increasing a Melee Weapon's rate of attack:

RedlineModx256 Redline130xWhite
4
EnergyOrb100
Redline

Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.

Introduced in Update 25.7 (2019-08-29)

AbilityStrengthBuff Strength:100 / 200 / 300 / 400 (DmgImpactSmall64 Impact and DmgPunctureSmall64 Puncture area damage)
AbilityDurationBuff Duration:
15 / 20 / 25 / 30 s (duration)6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)

4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (casting speed buff)

AbilityRangeBuff Range:N/A

Misc:

? m (activation knockback radius)+20% (battery limit release)50% (projectile accuracy)50% (energy discount for Mach Rush)100% (melee damage bonus and stagger chance for Kinetic Plating)

100% (DmgColdSmall64 Cold freeze chance and DmgFireSmall64 Heat ignite chance for Thermal Sunder)


≤100% (DmgBlastSmall64 Blast enemy armor reduction for Thermal Sunder)

Info

  • Gauss expends EnergyOrb100 energy to overclock his battery, blasting away enemies within ? meters around him and gaining access to 100% of his battery for AbilityDurationBuff15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon Fire Rate by AbilityDurationBuff6% - 30% / 9% - 45% / 12% - 60% / 15% - 75%, melee Attack Speed by AbilityDurationBuff5% - 25 % / 6% - 30% / 7% - 35% / 8% - 40%, and Reload Speed and Casting Speed by AbilityDurationBuff4% - 20% / 6% - 30% / 8% - 40% / 10% - 50%, based on battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ).
  • Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100%. While the battery level is above 80%, the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated.
    • Redline counter maximum growth scales inversely with AbilityDurationBuff Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ). This means the Redline counter cannot be maxed earlier than 1/3rds of its duration.
    • While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing AbilityStrengthBuff100 / 200 / 300 / 400 damage, with a distribution of 81.25% DmgImpactSmall64 Impact and 18.75% DmgPunctureSmall64 Puncture damage with a moderate status chance and guaranteed RollingDroneAvatar Stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies.
      • Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80%).
      • Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit.
    • When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%).
  • Ability Synergy:
    • MachRush130xWhite Mach Rush energy cost is halved when cast during Redline.
    • While the battery level is boosted during Redline, KineticPlating130xWhite Kinetic Plating also grants Gauss a 100% base melee damage bonus and 100% chance to stagger enemies on hit.
    • ThermalSunder130xWhite Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80%):
      • The DmgColdSmall64 Cold proc freezes enemies solid instantly.
      • The DmgFireSmall64 Heat proc deals full damage-over-time against enemies.
      • The DmgBlastSmall64 Blast proc permanently strips away the current amount of armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage.
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PenanceModx256 Penance130xWhite
2
EnergyOrb50
Penance

Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.

Introduced in Update 21.0 (2017-06-29)

AbilityStrengthBuff Strength:
50% (initial heal)5% (lifesteal on hit)20% / 25% / 30% / 35% (fire rate bonus)

40% / 50% / 60% / 70% (reload speed bonus)

AbilityDurationBuff Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
AbilityRangeBuff Range:N/A

Misc: 50 m (affinity range)
120 s (max duration)

Info

  • Harrow expends EnergyOrb50 energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain AbilityStrengthBuff20% / 25% / 30% / 35% Fire Rate and AbilityStrengthBuff40% / 50% / 60% / 70% Reload Speed while restoring his Health by AbilityStrengthBuff50% of the amount of shields and overshields sacrificed. While active, AbilityStrengthBuff5% of any damage dealt by Harrow to enemies converts into health for Harrow and allies within his Affinity Range. Penance has a base duration of AbilityDurationBuff4 seconds, plus extra duration of AbilityDurationBuff1.25 / 1.33 / 1.43 / 1.54 seconds for every 100 Shield and Overshields points drained, up to a maximum of 120 seconds.
    • Affinity Range is not affected by AbilityRangeBuff Ability Range but is affected by Fosfor and FocusLensVazarin b Vazarin's FocusMendingUnity Mending Unity.
    • The amount of shields to be drained is determined on activation. Shield points from Condemn130xWhite Condemn will not be drained if gained during Penance's casting animation.
    • Each time Harrow flagellates himself, 50% of the total shield points are subtracted.
  • Can be recast while active to stack extra duration to the remaining time.
  • Allies affected by the lifesteal include all Warframes, Companions, Eidolon Lures, summoned allied units such as Specters, allied Invasion units, Hostages, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects.
    • On Defense Objects, Penance restores up to 50 health per second.
  • While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color.
  • Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color.
  • Casting Penance stops all of Harrow's movement and actions.

Tips & Tricks

  • Mod for a higher shield pool to gain more extra duration for Penance by default.
  • Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and Assassination runs, the latter can be useful in endless missions such as Survival, considering the added protection afforded by a Duration-based Covenant130xWhite Covenant.
  • Use Condemn130xWhite Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration.
  • Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer.
  • Mod TT 20px Guardian, Mod TT 20px Protect, Mod TT 20px Brief Respite & ArcaneBarrier Arcane Barrier are useful for this ability as they are capable of restoring Harrow's shields.
  • Cast Covenant130xWhite Covenant before or after using Penance to protect yourself from damage when you are at your most vulnerable state.
  • The fire rate bonus also affects melee weapons.
  • Can reduce recharge delay for Cycron Cycron or a Kitgun equipped with PaxCharge Pax Charge, however, it does not affect recharge rate.
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WarcryModx256 Warcry130xWhite
2
EnergyOrb75
Warcry

Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.

Introduced in Update 11.0 (2013-11-20)

AbilityStrengthBuff Strength:
15 / 20 / 25 / 50 % (speed buff)25 / 35 / 45 / 50 % (armor buff)

15 / 20 / 25 / 30 % (slow)

AbilityDurationBuff Duration:7 / 10 / 12 / 15 s
AbilityRangeBuff Range:15 / 20 / 22 / 25 m

Misc: 75 % (slow cap)

Subsumable to Helminth

Info

  • Valkyr expends EnergyOrb75 energy to let out a rallying cry, affecting her allies and enemies within AbilityRangeBuff15 / 20 / 22 / 25 meters. Affected allies will gain AbilityStrengthBuff15% / 20% / 25% / 50% Attack Speed and AbilityStrengthBuff25% / 35% / 45% / 50% Armor, while affected enemies are UnidentifiedItem Slowed AbilityStrengthBuff15% / 20% / 25% / 30%. The effects last for AbilityDurationBuff7 / 10 / 12 / 15 seconds.
    • Attack Speed bonus is additive to mods (e.g., Mod TT 20px Fury).
      • A maxed Mod TT 20px Fury and Mod TT 20px Intensify with a rank-3 Warcry will increase Valkyr's attack speed by:
        Attack Speed Mods + Warcry Modifier × (1 + Strength Mods) =
        0.3 + 0.5 × (1 + 0.3) = 95%
    • The armor buff is based off of the affected Warframe's base armor value, and therefore stacks additively with other armor bonuses.
      • For example, a Valkyr with a max rank Mod TT 20px Steel Fiber, 130% Ability Strength, and while using Warcry increases her armor to:
        Base Armor × (1 + Armor Mods + Warcry Modifier × (1 + Strength Mods)) =
        600 × (1 + 1 + 0.5 × (1 + 0.3)) = 1,590
    • Slow is capped at 75%.
    • Warcry affects other Warframes, Companions, Hostages, Defense objectives, Shadows, and Specters.
  • Warcry cannot be recast while active.
  • Allies affected by Warcry will not have its buffs dispelled upon entering the field of a Nullifier Crewman. However, if Valkyr herself enters a Nullifier field or falls out-of-bounds, Warcry will be dispelled from the entire squad.
  • Subsuming Valkyr to the Helminth will offer Warcry and its augments to be used by other Warframes.
    • However, Subsumed Warcry's attack speed bonus is reduced to AbilityStrengthBuff9% / 12% / 15% / 30%.

Augment

EternalWarMod
Main article: Eternal War

Eternal War is a Warframe Augment Mod for ValkyrIcon272 Valkyr that extends Warcry130xWhite Warcry's duration for each melee kill.

Eternal War

Tips & Tricks

  • By combining a fully ranked Warcry with a Sentinel with Mod TT 20px Coolant Leak, melee enemies (particularly the melee-focused Infested) will be severely slowed down.
  • Very useful in Defense missions, as enemies are slowed down and the Artifact's armor is greatly enhanced.
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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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Reservoirs Reservoirs130xWhite
1
EnergyOrb25
Reservoirs

Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.

Introduced in Update 25.0 (2019-05-22)

Strength: 300 (max health)
30 s-1 (heal over time)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:
∞ (Reservoir lifespan)6 (max reservoirs active)

25 % (Sol Gate damage buff)

Strength:
20 % (movement speed)20 % (attack speed)

30 % (fire rate)

Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
Misc:
∞ (Reservoir lifespan)6 (max reservoirs active)

100 % (Sol Gate DmgCorrosiveSmall64 Corrosive


status chance)
Strength: 10 (DmgElectricitySmall64 Electricity damage)
Duration: 19 / 22 / 26 / 30 s (Mote lifespan)
Range: 5 m (Reservoir range)
15 m (Shock range)
Misc:
∞ (Reservoir lifespan)6 (max reservoirs active)

100 % (DmgElectricitySmall64 Electricity status chance)

5 (number of targets)3 s (Shock cooldown)

25 % (Sol Gate damage buff)

Info

  • Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for EnergyOrb25 energy, placing the pod directly in front of her. The reservoir pods have a range of AbilityRangeBuff5 meters and last indefinitely, while the motes retrieved from the pods lasts AbilityDurationBuff19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods.
    • Casting additional reservoir pods will replace the oldest pod.
    • Up to three different reservoir types can be unlocked as the ability is ranked up:
      • Vitality: unlocked by default (Unranked Warframe)
      • Haste: unlocked at rank 1 (Warframe Rank 7)
      • Shock: unlocked at rank 2 (Warframe Rank 14)
    • Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the Settings).
  • Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with Nullifier Crewman bubbles.
  • Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, Companions, summoned allied units such as Specters and Railjack Crews, allied Invasion units, Hostages, converted Liches and Sisters, Kavor Defectors, Sortie and Arbitrations Defense Operatives, and Defense Objects coming into the reservoir's range.
    • This includes at least some allies spawned via Warframe abilities such as NidusIcon272 Nidus's Maggots via his Ravenous130xWhite Ravenous ability.
    • Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go.
  • Motes grant the affected entity a specialized buff based on the reservoir type.
  • Motes respawn from their reservoirs after a brief cooldown if taken by an entity.
  • Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type.
  • Reservoir pods take on Wisp's Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely.
  • If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration.
    • A lower-value pod will still refresh the duration of a higher-value pod.
  • Each entity is limited to 1 active Mote buff per reservoir type.
  • The Vitality Mote increases maximum Health by AbilityStrengthBuff300 and restores AbilityStrengthBuff30 health per second.
  • Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown.
  • Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect.
  • The Haste Mote increases Movement Speed and melee Attack Speed by AbilityStrengthBuff20% and Fire Rate by AbilityStrengthBuff30%.
  • Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown.
  • Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect.
  • The Shock Mote stores an electrical charge that zaps up to 5 enemies within AbilityRangeBuff15 meters with chain lightning every 3 seconds, dealing AbilityStrengthBuff10 DmgElectricitySmall64 Electricity damage with a guaranteed Status Effect to stun enemies.
    • The electric charge shows as electricity surging around the Shock Mote when ready to discharge.
  • Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown.
  • Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect.
    • Ability Synergy:
      • Casting BreachSurge130xWhite Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range.
        • Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight.
        • Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows).
        • Wisp cannot teleport to a pod while within less than 10 meters of it.
      • Currently obtained Motes provide additional properties to SolGate130xWhite Sol Gate.
        • Vitality: Provides a 25% damage increase.
        • Haste: Allows Sol Gate to deal DmgCorrosiveSmall64 Corrosive procs on every damage instance.
        • Shock: Provides a 25% damage increase.

    Augment

    FusedReservoirMod
    Main article: Fused Reservoir

    Fused Reservoir is a Warframe Augment Mod/Exilus Mod for WispIcon272 Wisp that allows her to spawn a fourth Reservoirs130xWhite Reservoir with all three buffs at an increased energy cost.

    Fused Reservoir

    Tips & Tricks

    • Avoid using Shock Motes in Spy missions, as it can hit Grineer Sensor Regulators and alert them.
    • Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary Ability Strength buffs such as Growing Power, Energy Conversion, or (especially) the power increase from a Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified).
      • Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered.
    Expand/Collapse

    Other Attack Speed Modifiers[]

    External links[]

    See also[]

    • Fire Rate, the equivalent game mechanic for ranged weapons.