This is Ember, destructive and deadly.
Ember's presence on the battlefield is devastating. Mind the heat, Tenno.Release Date: October 25th, 2012
Radiant starfire light our worlds ablaze. Igneous as the burning sun, Ember's fiery rage engulfs her foes and scatters their cinders in the solar wind. Empress of elemental flame, scorch the land with her wildfires. Control her fury or fuel the heat to unleash destructive incineration, leaving charred corpses and ashes adrift in her scarlet sea. Ember's flame first sparked in Vanilla and reignited in Update 26.0 (2019-10-31): The Old Blood.
Acquisition
Ember's main blueprint can be purchased from the Market. Ember's component blueprints are acquired from General Sargas Ruk (Tethys, Saturn).All drop rates data is obtained from DE's official drop tables.
See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information,
visit here.
Alternatively, upon completion of The Duviri Paradox, Ember's main and component blueprints can be earned from The Circuit. By selecting her on the rotating week she is available, players can earn her blueprints after reaching Tier 2 (Neuroptics), 5 (Chassis), 8 (Systems), and 10 (Main) rewards.
Crafting
Trivia
- Ember is the fourth Frame to have a Prime, after
Excalibur,
Frost, and
Mag. - As seen from concept art and beta game footage, Ember was originally male. Ember was changed to a female in Update 5.3 (2013-01-10).
- Ember is based around the Phoenix and Vermilion firebirds as can be seen by the naming of the helmets and deluxe skin, and the way the feet are designed like bird claws.
- Ember's Neuroptics is a requisite ingredient for
Chroma's Neuroptics.
There was a gasp as the light hit her face. Her right eye was bright and blinking, but her left was a greasy slit. Her skin had been burned moon-white. Her mouth was a sagging gash without lips or expression. Her military beret was pulled snug over a scarred and hairless scalp.
The old voice: 'Your name is Kaleen.' Kaleen nodded. 'You were the principal investigator of the Zariman?' Kaleen's voice was a jagged whisper, a rigid face. 'Yes.'
Kaleen coughed, straightened: 'The Zariman was lost making the fold from Saturn to the Outer gates. Mechanical failure. I notified families and filled a report with the inspectors. Nothing ever returns from the fold, so I closed the case.'
'But you reopened the case, days later.'
'I didn't believe it myself until I stepped aboard the ship. It was completely intact, full environmental, as if it had never left.'
'And the crew was gone.'
'Not exactly.' Kaleen hesitated. 'We thought it was empty but we began to find...' Her face twitched at remembered pain, 'We began to find children hiding in the ship.'
'And that is when you violated procedure?'
Kaleen bowed her head, a tear welling in her sightless eye. 'They were children. They were afraid. They needed comfort.'
'So you broke quarantine and this happened to you.'
There was silence as Kaleen touched her face, 'So what have you done with them?'
The old woman gestured for the officer to take Kaleen away. The meeting was over. When Kaleen reached the door she twisted out of his grip and shot back, 'Why would you do that? Why did you put children on a military ship?'
'We didn't. That would violate procedure.'Release Date: November 20th, 2013
Ember Prime is the Primed variant of
Ember, possessing higher shields and armor, as well as a and
polarity. Ember Prime was released alongside
Sicarus Prime and
Glaive Prime.
Acquisition
Vaultings
- On September 29th, 2015, it was announced that Ember Prime would enter the Prime Vault and be retired from the reward tables on October 6th, 2015. Any preexisting components or fully-built frames will remain as is.
- Ember Prime, along with
Frost Prime,
Sicarus Prime,
Glaive Prime,
Latron Prime, and
Reaper Prime, were unvaulted from December 6, 2016 to January 3, 2017. - Ember Prime, with the same line up, were unvaulted from January 29, 2019 to March 26, 2019.
- Ember Prime, with the same line up, were unvaulted from September 29, 2020 to December 15, 2020.
- Ember Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
- Ember Prime, along with
Glaive Prime,
Sicarus Prime,
Rhino Prime,
Boltor Prime, and
Ankyros Prime, were unvaulted from July 20, 2024 to October 24, 2024.
Crafting
Notes
- Ember Prime, compared to
Ember:
- 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.
- Ember Prime is the first Primed frame to come with only 2 polarized slots, all others come with 3.
Trivia
- The golden protrusions on Ember Prime's shoulders are considered customizable Armor parts, and will be removed if any other arm plates are used.
- During Archwing missions, the particle effects of Ember Prime's default helmet may disjoint from the helmet if the player is moving fast enough.
- As of Update 15.11 (2015-01-21), Ember Prime is now the fifth Prime Warframe to have a stat boost over the original, having 125 shield and armor as opposed to the 100 of the original Ember.
- Prior to Update 26.0 (2019-10-31), the debris left behind from a World On Fire explosion was golden, as opposed to the regular debris found on Embers default variant.
- In Primetime #124, [DE]Megan stated that her all-time favorite Warframe is Ember Prime.
- As of July, 2024, Ember Prime is the longest vaulted Prime Warframe, being vaulted January 25 2022.
- The codex entry for Ember Prime was the first reference to the Zariman Ten Zero, although not at that time revealing the end of the ship's name that would etymologically connect the ship to the Tenno.
Media
Vaultings
- On September 29th, 2015, it was announced that Ember Prime would enter the Prime Vault and be retired from the reward tables on October 6th, 2015. Any preexisting components or fully-built frames will remain as is.
- Ember Prime (along with
Sicarus Prime,
Glaive Prime,
Frost Prime,
Latron Prime, and
Reaper Prime) were available from December 6th, 2016 to January 3rd, 2017 as part of the Fire and Ice Prime Vault. - Ember Prime (along with
Sicarus Prime,
Glaive Prime,
Frost Prime,
Latron Prime,
Reaper Prime,
Loki Prime,
Bo Prime, and Wyrm Prime) were available from Cetus Bounties from February 6th, 2018 to April 10th, 2018. - Ember Prime (along with
Sicarus Prime,
Glaive Prime,
Frost Prime,
Latron Prime, and
Reaper Prime) were available from January 29th, 2019 to March 26th, 2019 as part of the Fire and Ice Prime Vault. - Ember Prime (along with
Sicarus Prime,
Glaive Prime,
Frost Prime,
Latron Prime, and
Reaper Prime) was made available on September 29th, 2020 as part of the Fire and Ice Prime Vault.
See also
- Prime, the Orokin enhancement to a Warframe or weapon.
Reveling in the heat of combat,
Ember gains 5% extra
Ability Strength for every enemy burning with an active
Heat status effect within a 50 meters radius.
Buff values appear above
Immolation's heat gauge.
Abilities
Fireball (3)
STR * 400 - Impact Damage
STR * 150 - Area Damage
(2 - EFF) * 25 Energy
Fireball Frenzy (3)
STR * 100% Damage bonus
DUR * 40s Duration
RNG * 15m Range
Accelerant (4)
STR * 2.5x Fire damage multiplier
DUR * 30s Duration
RNG * 20m Range
(2 - EFF) * 50 Energy
Flash Accelerant (1)
STR * 0.5x Fire damage multiplier
Fire Blast (4)
STR * 200 Wave damage
STR * 225/s Ring damage
DUR * 20s Duration
(2 - EFF) * 75 Energy
World On Fire (0)
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![]() 1 |
Fireball Charge and release a fiery projectile that ignites enemies on contact. Introduced in Vanilla (2012-10-25) |
50 / 100 / 125 / 150 ( |
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Misc: 100% (
500% (Damage increase) |
Info
- Ember expends
25 Energy to launch a fiery projectile that inflicts
150 / 275 / 300 / 400
Heat damage with a 100% status chance. On impact, the projectile explodes within a
3 meter radius to inflict
50 / 100 / 125 / 150
Heat damage with a 100% status chance. Final damage is multiplied by 500%.
- Area damage affects the initial target, does not decrease with distance, and can also perform headshots.
- Fireball can be recast within a
1.5 second window to perform a repeating combo chain. Each successive hit in the chain deals increasing damage by 2x to a cap of 8x.
- Damage increase from charging is additive to the increase from combo.
- Projectile has flight time and will continue to travel until it hits a solid object or enemy.
- Ability Synergy:
- Each cast of Fireball increases
Immolation's heat generation by 1% per second. - Immolation increases Fireball's damage up to
300 / 550 / 600 / 800 impact and
100 / 200 / 250 / 300 at maximum heat.
- Each cast of Fireball increases
- Will not disrupt Shade's cloak.
- Casting Fireball is a One-Handed Action that allows the player to perform attacks, movement and parkour Maneuvers.
- Has a delay of 0.5 seconds between uses.
Augment
- Main article: Fireball Frenzy
Fireball Frenzy is a Warframe Augment Mod for
Ember that allows
Fireball to, instead of charging, be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Heat damage to all attacks.
Tips & Tricks
- Can be used as a cheap form of crowd control.
- Modding for high efficiency through the use of
Fleeting Expertise can allow for this ability to be spammed, quickly building up the combo multiplier and damage over time.
Info
- Ember expends
50 Energy to surround herself in a swirling torrent of protective flame that burns stronger with each moment. While immolated, a thermometer appears above the ability icons, gradually rising in temperature. Ember gains
10% / 20% / 30% / 40% Damage Reduction on cast displayed as a percent (%) next to the thermometer, which scales up to
50% / 65% / 75% / 85% damage reduction at maximum heat. Press the ability key (default 2 ) again to deactivate this ability, expending all stored heat instantly.
- Damage reduction is capped 50% - 90%, achievable with 125%
Ability Strength.
- Damage reduction (DR) is related to the current percent heat (H) by the following formula:
DR = H × Min(0.90,0.85 × (1 + Ability Strength)) + (1 - H) × Min(0.50,0.40 × (1 + Ability Strength)) - E.g., with a max rank
Intensify and 75% heat Ember's damage reduction would be:
- 0.75 × Min(0.90,0.85 × (1 + 0.3)) + (1 - 0.75) × Min(0.50,0.40 × (1 + 0.3)) =0.75 × Min(0.90,1.105) + (0.25) × Min(0.50,0.52) =0.75 × 0.9 + (0.25) × 0.5 =
0.8 (80% damage reduction)
- Damage reduction (DR) is related to the current percent heat (H) by the following formula:
- Damage reduction is capped 50% - 90%, achievable with 125%
- Once Immolation reaches maximum heat, Ember drains energy at an increasing rate of

0.4 energy per second2 to sustain Immolation. The energy drain growth is uncapped.
- Example: After 10 seconds at max heat, Immolation will drain 4 energy per second: After 30 seconds at max heat, Immolation will drain 12 energy per second.
- While at maximum heat Ember cannot replenish energy using
Energy Vampire,
Rally Point, Rift Plane's innate energy regeneration, Squad Energy Restores,
Energy Siphon,
Energy Nexus,
Dreamer's Bond and/or
Wellspring. - Energy Orbs, Orokin Void Death Orb's energy restores,
Rage,
Hunter Adrenaline,
Spellbound Harvest,
Arcane Energize, and
Emergence Dissipate's Energy Motes can still replenish Ember's energy at max heat. - Immolation is treated as a channeled ability by Incarnon Genesis perks only while at maximum heat.
- Ability Synergy:
- Immolation's heat generation is affected by her abilities:
- The following values refer to how full the heat bar is, i.e. 0% means the bar is empty and 100% means it is full; these values are not referring to the damage reduction displayed to the left of the bar.
- The bar passively fills at a rate of 0.5% per second.
- Each cast of
Fireball increases the rate of heat generation by 1% per second. - Each cast of
Fire Blast decreases the rate of heat generation by 2% per second, while also removing 50% heat. - Each cast of
Inferno increases the rate of heat generation by 3% per second. - E.g. after casting Fireball three times, Fire Blast once, and Inferno once, Ember would be gaining 0.5% + (1% × 3) - 2% + 3% = 4.5% heat per second, and the heat bar would take 22.2 seconds to completely fill.
- Immolation increases Fireball's damage up to
300 / 550 / 600 / 800 impact and
100 / 200 / 250 / 300 at maximum heat. - Fire Blast:
- Inferno gains bonus damage in percent (%) equal to the current Immolation heat level.
- Immolation's heat generation is affected by her abilities:
Augment
- Main article: Immolated Radiance
Immolated Radiance is a Warframe Augment Mod for
Ember that allows
Immolation to affect friendly players within affinity range, reducing incoming damage.
Tips & Tricks
- When at max heat quickly cast Fire Blast in order to negate the energy drain for being at full heat.
- In order to quickly build up Ember's heat (and the damage reduction that comes along with it) cast Inferno while there are no enemies in rage, increasing heat generation for zero energy cost.
- Only 105.8% Strength is needed to reach 90% damage reduction. This is nearly met by having a single enemy affected by a
Heat proc within Conflagration's range, providing +5% Strength.
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![]() 3 |
Fire Blast Slam the ground to create a wave of incinerating plasma that knocks back enemies and strips their armor. Introduced in Vanilla (2012-10-25) |
50-100% (armor reduction) |
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Misc: 100% (
-50% (total heat removal for Immolation) | |||
| Subsumable to Helminth |
Info
- Ember expends
75 Energy to slam the ground, creating a wave of fire that expands outwards to a radius of
25 meters. Enemies that are on-screen or are in Line of Sight from Ember and within range are dealt
66 / 100 / 141 / 200
Heat damage with a 100% status chance, have their Armor permanently reduced by
50% - 100%, and suffer
Knockdown and are violently pushed back.
- Armor reduction per cast is capped at 50% - 100%, achievable with 100%
Ability Strength. As such only values below 100% will have effect. - Hit detection consists of the following:
- An enemy that is visible on-screen will be hit.
- An enemy that has direct line of sight from Ember will be hit, even if off-screen.
- Armor reduction per cast is capped at 50% - 100%, achievable with 100%
- Ability Synergy:
- Each cast of Fire Blast decreases
Immolation's rate of heat generation by 2% per second, while also removing 50% heat. - Fire Blast's enemy armor reduction scales linearly with Immolation's heat level, with 0 percent heat resulting in the minimum value being removed and 100 percent heat resulting in the maximum.
- Fire Blast's energy cost decreases with Immolation's heat down to
25 energy cost at maximum heat.
- Each cast of Fire Blast decreases
- Has a cast delay of about 0.7 seconds.
- Subsuming Ember to the Helminth will offer Fire Blast and its augments to be used by other Warframes.
Augment
- Main article: Healing Flame
Healing Flame is a Warframe Augment Mod for
Ember that heals the player for each enemy hit by
Fire Blast. Any healing received at maximum health will accumulate Overguard.
Healing Flame
- Main article: Purifying Flames
Purifying Flames is a PvE and Conclave Warframe Augment Mod for
Ember's
Fire Blast that causes Ember and her allies who enter the fire to have debuffs removed and grant them temporary status immunity.
Tips & Tricks
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![]() 4 +10/enemy (max 10x) |
Inferno Command a flaming comet to crash down in front of ember, engulfing enemies with a fire that can spread through their ranks. Introduced in Update 26.0 (2019-10-31) |
200 - 400 / 350 - 500 / 300 - 600 / 350 - 700 ( |
5 m (ring radius) | |||
|
Misc: 10 (energy cost target cap)
100% ( 67.5° (targeting angle) |
Info
- Ember summons fiery meteorites to descend from above, crashing into all on-screen enemies at a 67.5° within
10 / 15 / 20 / 25 meters. On impact, enemies receive
1000 / 1500 / 2000 / 2500
Impact and
Heat damage distributed evenly, with a 100%
Heat status chance. The enemies are then surrounded by a ring of fire for
7 / 10 / 12 / 15 seconds, which grows to a radius of
5m, dealing
200 - 400 / 350 - 500 / 300 - 600 / 350 - 700
Heat damage and status per second. The rings will spread to unaffected enemies caught in their radius, causing the newly affected enemies to suffer the
Heat damage and status over time. Rings on newly affected enemies have their own fresh duration, independent of any other rings. Enemies can only be affected by a single ring per cast of Inferno, however will still take damage from the rings of other affected enemies.
- Ring radius growth rate is affected inversely by
Ability Duration. - Does not require Line of Sight from Ember; enemies only need to be within view of the camera to be affected.
- An enemy that has line of sight but is off-screen will not be hit.
- Ring radius growth rate is affected inversely by
- Inferno costs 0 energy to cast. If enemies are within range, it consumes
10 energy per enemy. Energy is consumed for at most 10 targets, for a total of
100 energy.
- While only consuming energy for up to 10 targets, Inferno will still target and drop a meteor on any number of targets. For example, if 20 enemies are hit by Inferno, at base
Ability Efficiency only 100 energy is consumed.
- While only consuming energy for up to 10 targets, Inferno will still target and drop a meteor on any number of targets. For example, if 20 enemies are hit by Inferno, at base
- Damage from multiple casts does stack.
- Ability Synergy:
- Inferno raises
Immolation's heat generation by 3% per second per cast. - Inferno gains bonus damage in percent (%) equal to the current heat level, dealing double damage at max heat.
- Inferno raises
- Can be cast without any targets on screen.
Augment
- Main article: Exothermic
Exothermic is a Warframe Augment Mod for
Ember that gives enemies affected by
Inferno a chance to drop Energy Orbs when killed.
Tips & Tricks
- If there are no enemies nearby casting Inferno will cost no energy, but will still increase the rate of heat generation, allowing you to reach max heat quickly.
- If you wish to build up heat quickly equipping Fleeting Expertise can be a good idea, as it will allow you to cast Inferno more often. Conversely, if you wish to build heat more slowly equipping Blind Rage would be ideal, as it allows for fewer, but more powerful, casts of Inferno.
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Hotfix 36.0.4 (2024-06-26)
- Updated Ember’s Fireball ability preview video to showcase its new version from the Jade Shadow’s update.
Update 36.0 (2024-06-18)
- Warframe Changes
Ember Changes
We’ve made changes to the Heat-incarnate Warframe Ember to stoke the flames of her power and give her some more firepower.
Fireball (1st Ability):
- Removed the hold to charge to get the maximum damage. The damage increase (500%) from the previous hold charge is now applied to the now default tap cast.
- Its AOE now has a 100% guaranteed Heat Status Effect.
- Previously, it only had a 50% chance to apply this effect.
- Increased radius from 2m to 3m.
- Previously, its max range with fully charged cast was 2.4m. So we’ve bumped it up to 3m for all casts.
- Added an “Immolation Meter” stat to inform of the amount of Heat Fireball generates for Immolation.
Immolation (2nd Ability):
- Reduced the Energy Per Second cost when at max Heat from 10 to 4.
- We want to make it easier for players to maintain its Heat gauge at max.
- Added an “Immolation Meter” stat to inform of the amount of Heat that is passively generated by Immolation.
Fire Blast (3rd Ability):
- Energy cost now scales based on the Immolation’s Heat gauge
- 75 Energy (at lowest) all the way down to 25 (at max).
- Fireblast’s Heat Damage and Armor reduction now affects bosses that are by default vulnerable to Armor stripping abilities (ex: Captain Vor), as well as Acolytes and Demolishers.
- Its knockdown effect will not affect those listed above that are CC immune.
- Improved hit detection so that enemies at varying heights in relation to you (above or below) are hit by Fire Blast.
- Added an “Immolation Meter” stat to inform of the decrease in Heat generation overtime.
- Added an “Immolation Meter on Cast” stat to inform of the % of Heat Fire Blast removed from Immolation when cast.
- Augment Mod Changes:
- Healing Flame: Now converts all over healing (gaining Health points while as max Health) into Overguard.
- Description now reads: “Each enemy hit heals by 25 to 50 depending on current Immolation level. With Ember, over healing grants you Overguard.”
- This only applies to Ember herself and not to Fire Blast on other Warframes via Helminth.
- Purifying Flame: Ember will now also benefit from the Status Effect cleansing and Status Immunity when hit by the ring of fire.
- Healing Flame: Now converts all over healing (gaining Health points while as max Health) into Overguard.
Inferno (4th Ability):
- The Heat damage per second from ring of fire can now trigger Heat Status Effects.
- For a boost in its CC effect and to give it a more lasting effect on impacted enemies.
- Added an “Angle” stat to better inform of the on-screen LOS checks.
- Added an “Immolation Meter” stat to inform of the amount of Inferno generated for Immolation.
Other Ember Changes/Fixes:
- Moved Ember’s Passive icon from the Buffs Bar to be above the Immolation Gauge.
Hotfix 35.5.7 (2024-04-17)
- Line of Sight (LoS) Changes & Fixes
As mentioned in our last Hotfix 35.5.6, the team continues to address and assess player reports of further LoS issues. While the quality and consistency of LoS checks has improved significantly, we're still not 100% satisfied and sometimes the results are still unpredictable. The team is investigating LoS checks at large occasionally having odd interactions with terrain, enemies, etc. which is causing inconsistencies in the checks. We are looking to have this resolved in the next Cert update (more info on what that means here).
For today, we have made LoS improvements to the following Warframe abilities:
- Ember’s Inferno (Rendered Check)
- In addition to rendered checking, it is also no longer FOV dependent, which was causing issues where enemies outside of FOV (low FOV settings) were not considered in the checks.
Update 35.0 (2023-12-13)
- Fixed Ember’s Inferno not earning Shields from Energy spent when used with Augur Set Mods or Brief Respite.
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. Here are a few outliers before we get into the nitty-gritty of it:
- Lavos, Nidus, Nidus Prime, and Kullervo all have buffs to their Armor values as a result of this change.
- Ex: Nidus Prime’s Armor stat increased from 910 (previous) to 1,050 (new with this update) with max Steel Fiber Equipped. With all 3 Umbral Warframe Mods equipped, this buff results in a difference of 1198 Armor (previous) to 1470 Armor (new with this update).
- Garuda and Garuda Prime’s received buffs to their Modded Energy pool.
- ie. Garuda Prime’s Energy stat has been increased from 800 (previous) to 912 (new with this update) with max Primed Flow equipped.
Warframe Stat Changes:
EMBER Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Shields: Base Rank - 270 (from 100) / Max Rank - 370 (from 300) Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 175 (from 150) / Max Rank - 225 (from 225)






























