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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Increasing Energy Capacity 1.1 Mods 1.2 Formula For Modded Energy Capacity 1.3 Buffs 1.4 Arcane Helmets 1.5 Azure Archon Shard 2 Starting Energy 2.1 Formula 2.2 Mods 3 Effective Energy Capacity 3.1 Casting Effective Capacity 3.2 Toggle Effective Capacity 3.3 Examples 4 Restoring Energy 4.1 Abilities 4.2 Mods 4.3 Arcanes 5 Energy Reduction 6 Using Energy as Health 6.1 Mods 7 Patch History (/wiki/Energy_Capacity?veaction=edit) in: (/wiki/Category:Lore) (Category:Lore) Lore , (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics English (https://warframe.fandom.com/es/wiki/Capacidad_de_energ%C3%ADa) Español Energy Capacity 19 (/wiki/Energy_Capacity?veaction=edit) Edit (/wiki/Energy_Capacity?action=edit) Edit source (/wiki/Energy_Capacity?action=history) History (/wiki/Talk:Energy_Capacity?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Contents 1 Increasing Energy Capacity 1.1 Mods 1.2 Formula For Modded Energy Capacity 1.3 Buffs 1.4 Arcane Helmets 1.5 Azure Archon Shard 2 Starting Energy 2.1 Formula 2.2 Mods 3 Effective Energy Capacity 3.1 Casting Effective Capacity 3.2 Toggle Effective Capacity 3.3 Examples 4 Restoring Energy 4.1 Abilities 4.2 Mods 4.3 Arcanes 5 Energy Reduction 6 Using Energy as Health 6.1 Mods 7 Patch History Unused Mod Capacity increases the Warframe's Energy at the start of missions. > Start missions with |AMOUNT| Energy > Energy recovers at |AMOUNT| per second —In-game Description Energy of a (/wiki/Warframe) (Warframe) Warframe is a resource used mainly to cast (/wiki/Abilities) (Abilities) abilities . Warframes have 4 abilities that at base, cost up to 100 energy to cast. Almost every Warframe has their own energy-pool with varying capacities depending on the types and costs of their various abilities, with the exceptions of (/wiki/Hildryn) (HildrynIcon272) (/wiki/Hildryn) Hildryn , who has no energy but uses (/wiki/Shield) (Shield) shields , and (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos , having no energy but instead using a cooldown system. Like (/wiki/Health) (Health) health and (/wiki/Shield) (Shield) shields , a Warframe's energy capacity scales with their rank and through the use of mods or buffs. It is also worth noting that the words "power" and "energy" are often used interchangeably by members of the community. Increasing Energy Capacity [ (/wiki/Energy_Capacity?veaction=edit§ion=1) (Edit section: Increasing Energy Capacity) ] Mods [ (/wiki/Energy_Capacity?veaction=edit§ion=2) (Edit section: Mods) ] (/wiki/Endurance_Drift) (Endurance Drift (162 KB)) (Endurance Drift (162 KB)) (Endurance Drift) (Endurance Drift (162 KB)) (Endurance Drift) (/wiki/Endurance_Drift) (Mod TT 20px) (/wiki/Endurance_Drift) Endurance Drift (/wiki/Flow) (Flow (155 KB)) (Flow (155 KB)) (Flow) (Flow (155 KB)) (Flow) (/wiki/Flow) (Mod TT 20px) (/wiki/Flow) Flow (/wiki/Primed_Flow) (Primed Flow (153 KB)) (Primed Flow (153 KB)) (Primed Flow) (Primed Flow (153 KB)) (Primed Flow) (/wiki/Primed_Flow) (Mod TT 20px) (/wiki/Primed_Flow) Primed Flow (/wiki/Archon_Flow) (Archon Flow (182 KB)) (Archon Flow (182 KB)) (Archon Flow) (Archon Flow (182 KB)) (Archon Flow) (/wiki/Archon_Flow) (Mod TT 20px) (/wiki/Archon_Flow) Archon Flow (/wiki/Auxiliary_Power) (Auxiliary Power (145 KB)) (Auxiliary Power (145 KB)) (Auxiliary Power) (Auxiliary Power (145 KB)) (Auxiliary Power) (/wiki/Auxiliary_Power) (Mod TT 20px) (/wiki/Auxiliary_Power) Auxiliary Power (/wiki/Adrenaline_Boost) (Adrenaline Boost (172 KB)) (Adrenaline Boost (172 KB)) (Adrenaline Boost) (Adrenaline Boost (172 KB)) (Adrenaline Boost) (/wiki/Adrenaline_Boost) (Mod TT 20px) (/wiki/Adrenaline_Boost) Adrenaline Boost These are the only mods currently in the game that increase energy capacity. It is worth noting that (/wiki/Flow) (Mod TT 20px) (/wiki/Flow) Flow , (/wiki/Primed_Flow) (Mod TT 20px) (/wiki/Primed_Flow) Primed Flow , and (/wiki/Archon_Flow) (Mod TT 20px) (/wiki/Archon_Flow) Archon Flow cannot be used together. (/wiki/Auxiliary_Power) (Mod TT 20px) (/wiki/Auxiliary_Power) Auxiliary Power only works on (/wiki/Archwing) (Archwing) Archwings , and (/wiki/Adrenaline_Boost) (Mod TT 20px) (/wiki/Adrenaline_Boost) Adrenaline Boost in (/wiki/Conclave) (Conclave) Conclave . Formula For Modded Energy Capacity [ (/wiki/Energy_Capacity?veaction=edit§ion=3) (Edit section: Formula For Modded Energy Capacity) ] These mods increase the energy capacity of a Warframe with the following the formula: Energy t o t a l = Energy m a x + ( Energy b a s e × Mod Multiplier ) {\displaystyle \text{Energy}_{total}=\text{Energy}_{max}+(\text{Energy}_{base}\times \text{Mod Multiplier})} ({\displaystyle {\text{Energy}}_{total}={\text{Energy}}_{max}+({\text{Energy}}_{base}\times {\text{Mod Multiplier}})}) So taking (/wiki/Volt/Prime) (Volt PrimeIcon272) (/wiki/Volt/Prime) Volt Prime as an example, with 200 base energy and 300 max energy he will have: With (/wiki/Flow) (Mod TT 20px) (/wiki/Flow) Flow :300 × ( 1 + 1.0 ) = 600 {\displaystyle 300 \times (1+1.0)=600} ({\displaystyle 300\times (1+1.0)=600}) With (/wiki/Primed_Flow) (Mod TT 20px) (/wiki/Primed_Flow) Primed Flow :300 × ( 1 + 1.85 ) = 855 {\displaystyle 300 \times (1+1.85)=855} ({\displaystyle 300\times (1+1.85)=855}) With (/wiki/Primed_Flow) (Mod TT 20px) (/wiki/Primed_Flow) Primed Flow and (/wiki/Endurance_Drift) (Mod TT 20px) (/wiki/Endurance_Drift) Endurance Drift :300 × ( 1 + 1.85 + 0.10 ) = 885 {\displaystyle 300 \times (1+1.85+0.10)= 885} ({\displaystyle 300\times (1+1.85+0.10)=885}) Buffs [ (/wiki/Energy_Capacity?veaction=edit§ion=4) (Edit section: Buffs) ] The only buff currently available to increase energy capacity is (/wiki/Cephalon_Suda) (Cephalon Suda) Cephalon Suda 's (/wiki/Entropy) (Entropy) Entropy effect. Entropy will release a 25-meter (/wiki/Syndicate_Radial_Effects) (Syndicate Radial Effects) AoE radial attack around the player, dealing 1000 (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic damage and applying the Magnetic (/wiki/Status_Effect) (Status Effect) Status Effect to enemies in range, increasing damage dealt to their shields. It will also restore 25% of the player's base Energy, and provide a (base) Energy boost of +25% for 30 seconds. (/wiki/Entropy_Spike) (Entropy Spike (41 KB)) (Entropy Spike (41 KB)) (Entropy Spike) (Entropy Spike (41 KB)) (Entropy Spike) (/wiki/Entropy_Spike) (Mod TT 20px) (/wiki/Entropy_Spike) Entropy Spike (/wiki/Entropy_Flight) (Entropy Flight (40 KB)) (Entropy Flight (40 KB)) (Entropy Flight) (Entropy Flight (40 KB)) (Entropy Flight) (/wiki/Entropy_Flight) (Mod TT 20px) (/wiki/Entropy_Flight) Entropy Flight (/wiki/Entropy_Burst) (Entropy Burst (161 KB)) (Entropy Burst (161 KB)) (Entropy Burst) (Entropy Burst (161 KB)) (Entropy Burst) (/wiki/Entropy_Burst) (Mod TT 20px) (/wiki/Entropy_Burst) Entropy Burst (/wiki/Entropy_Detonation) (Entropy Detonation (168 KB)) (Entropy Detonation (168 KB)) (Entropy Detonation) (Entropy Detonation (168 KB)) (Entropy Detonation) (/wiki/Entropy_Detonation) (Mod TT 20px) (/wiki/Entropy_Detonation) Entropy Detonation (/wiki/Synoid_Gammacor) (Synoid Gammacor (43 KB)) (Synoid Gammacor (43 KB)) (Synoid Gammacor) (Synoid Gammacor (43 KB)) (Synoid Gammacor) (/wiki/Synoid_Gammacor) (SynoidGammacor) (/wiki/Synoid_Gammacor) Synoid Gammacor (/wiki/Synoid_Simulor) (Synoid Simulor (27 KB)) (Synoid Simulor (27 KB)) (Synoid Simulor) (Synoid Simulor (27 KB)) (Synoid Simulor) (/wiki/Synoid_Simulor) (SynoidSimulor) (/wiki/Synoid_Simulor) Synoid Simulor Arcane Helmets [ (/wiki/Energy_Capacity?veaction=edit§ion=5) (Edit section: Arcane Helmets) ] These (/wiki/Category:Arcane_Helmet) (Category:Arcane Helmet) Arcane Helmets are retired helmets that in the past used to grant increased energy capacity to their respective Warframes. (/wiki/Ash_Locust_Helmet) (Ash Locust Helmet (223 KB)) (Ash Locust Helmet (223 KB)) (Ash Locust Helmet) (Ash Locust Helmet (223 KB)) (Ash Locust Helmet) (/wiki/Ash_Locust_Helmet) (Ash Locust Helmet) Ash Locust Helmet (/wiki/Banshee_Reverb_Helmet) (Banshee Reverb Helmet (145 KB)) (Banshee Reverb Helmet (145 KB)) (Banshee Reverb Helmet) (Banshee Reverb Helmet (145 KB)) (Banshee Reverb Helmet) (/wiki/Banshee_Reverb_Helmet) (Banshee Reverb Helmet) Banshee Reverb Helmet (/wiki/Ember_Phoenix_Helmet) (Ember Phoenix Helmet (211 KB)) (Ember Phoenix Helmet (211 KB)) (Ember Phoenix Helmet) (Ember Phoenix Helmet (211 KB)) (Ember Phoenix Helmet) (/wiki/Ember_Phoenix_Helmet) (Ember Phoenix Helmet) Ember Phoenix Helmet (/wiki/Mag_Gauss_Helmet) (Mag Gauss Helmet (173 KB)) (Mag Gauss Helmet (173 KB)) (Mag Gauss Helmet) (Mag Gauss Helmet (173 KB)) (Mag Gauss Helmet) (/wiki/Mag_Gauss_Helmet) (Mag Gauss Helmet) Mag Gauss Helmet (/wiki/Vauban_Esprit_Helmet) (Vauban Esprit Helmet (235 KB)) (Vauban Esprit Helmet (235 KB)) (Vauban Esprit Helmet) (Vauban Esprit Helmet (235 KB)) (Vauban Esprit Helmet) (/wiki/Vauban_Esprit_Helmet) (Vauban Esprit Helmet) Vauban Esprit Helmet Azure Archon Shard [ (/wiki/Energy_Capacity?veaction=edit§ion=6) (Edit section: Azure Archon Shard) ] (/wiki/Alad_V) (Alad V) (AladVPortrait d) “You're not supposed to be in here! You're going to ruin the surprise!” The following article/section contains spoilers. (Minimize) (Dismiss) x (https://static.wikia.nocookie.net/warframe/images/9/93/AzureArchonShard.png/revision/latest?cb=20231216170841) (AzureArchonShard) The Azure (/wiki/Archon_Shard) (Archon Shard) Archon Shard is a guaranteed reward from defeating (/wiki/Archon_Boreal) (Archon Boreal) Archon Boreal that can provide a flat increase to Energy Capacity after all bonuses are taken into account. Regular Shards provide 50 additional Energy Max, while Tauforged Shards provide 75 . Archon Shards can only be obtained through (/wiki/Archon_Hunt) (Archon Hunt) Archon Hunts , which are unlocked after completing (/wiki/Veilbreaker) (Veilbreaker) Veilbreaker , or through activities in (/wiki/Albrecht%27s_Laboratories) (Albrecht's Laboratories) Albrecht's Laboratories like (/wiki/Netracells) (Netracells) Netracells , which are unlocked after completing (/wiki/Whispers_in_the_Walls) (Whispers in the Walls) Whispers in the Walls , and (/wiki/Deep_Archimedea) (Deep Archimedea) Deep Archimedea , after obtaining Rank 5 for the (/wiki/Cavia) (Cavia) Cavia Syndicate Starting Energy [ (/wiki/Energy_Capacity?veaction=edit§ion=7) (Edit section: Starting Energy) ] Starting Energy refers to how much energy a Warframe starts a mission with, when reviving from (/wiki/Death) (Death) Death , or going through a (/wiki/Sanctuary_Onslaught) (Sanctuary Onslaught) Sanctuary Onslaught conduit. (Sort ascending) Warframe (Sort ascending) Starting Energy(energy on spawn) (Sort ascending) Rank 0 Energy Capacity(base capacity) (Sort ascending) Rank 30 Energy Capacity(after ranking bonus applied) (/wiki/Ash) (AshIcon272) (/wiki/Ash) Ash 50 100 150 (/wiki/Ash/Prime) (Ash PrimeIcon272) (/wiki/Ash/Prime) Ash Prime 50 100 150 (/wiki/Atlas) (AtlasIcon272) (/wiki/Atlas) Atlas 50 175 225 (/wiki/Atlas/Prime) (Atlas PrimeIcon272) (/wiki/Atlas/Prime) Atlas Prime 75 215 265 (/wiki/Banshee) (BansheeIcon272) (/wiki/Banshee) Banshee 100 175 225 (/wiki/Banshee/Prime) (Banshee PrimeIcon272) (/wiki/Banshee/Prime) Banshee Prime 125 215 265 (/wiki/Baruuk) (BaruukIcon272) (/wiki/Baruuk) Baruuk 150 200 300 (/wiki/Baruuk/Prime) (BaruukPrimeIcon272) (/wiki/Baruuk/Prime) Baruuk Prime 150 200 300 (/wiki/Caliban) (CalibanIcon) (/wiki/Caliban) Caliban 75 140 190 (/wiki/Chroma) (ChromaIcon272) (/wiki/Chroma) Chroma 75 175 225 (/wiki/Chroma/Prime) (Chroma PrimeIcon272) (/wiki/Chroma/Prime) Chroma Prime 100 200 300 (/wiki/Citrine) (CitrineIcon272) (/wiki/Citrine) Citrine 50 130 180 (/wiki/Dagath) (DagathIcon272) (/wiki/Dagath) Dagath 50 175 225 (/wiki/Dante) (DanteIcon272) (/wiki/Dante) Dante 50 200 270 (/wiki/Ember) (EmberIcon272) (/wiki/Ember) Ember 75 175 225 (/wiki/Ember/Prime) (Ember PrimeIcon272) (/wiki/Ember/Prime) Ember Prime 75 175 225 (/wiki/Equinox) (EquinoxIcon272) (/wiki/Equinox) Equinox 100 175 225 (/wiki/Equinox/Prime) (EquinoxPrimeIcon) (/wiki/Equinox/Prime) Equinox Prime 115 200 250 (/wiki/Excalibur) (ExcaliburIcon272) (/wiki/Excalibur) Excalibur 50 100 150 (/wiki/Excalibur/Prime) (Excalibur PrimeIcon272) (/wiki/Excalibur/Prime) Excalibur Prime 100 175 225 (/wiki/Excalibur/Umbra) (Excalibur UmbraIcon272) (/wiki/Excalibur/Umbra) Excalibur Umbra 100 175 225 (/wiki/Frost) (FrostIcon272) (/wiki/Frost) Frost 50 100 150 (/wiki/Frost/Prime) (Frost PrimeIcon272) (/wiki/Frost/Prime) Frost Prime 50 100 150 (/wiki/Gara) (GaraIcon272) (/wiki/Gara) Gara 75 175 225 (/wiki/Gara/Prime) (GaraPrimeIcon) (/wiki/Gara/Prime) Gara Prime 75 175 225 (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda 50 140 240 (/wiki/Garuda/Prime) (GarudaPrimeIcon) (/wiki/Garuda/Prime) Garuda Prime 100 220 320 (/wiki/Gauss) (GaussIcon272) (/wiki/Gauss) Gauss 100 175 225 (/wiki/Gauss/Prime) (GaussPrimeIcon272) (/wiki/Gauss/Prime) Gauss Prime 100 175 225 (/wiki/Grendel) (GrendelIcon272) (/wiki/Grendel) Grendel 100 175 225 (/wiki/Grendel/Prime) (GrendelPrimeIcon272) (/wiki/Grendel/Prime) Grendel Prime 115 200 250 (/wiki/Gyre) (GyreIcon272) (/wiki/Gyre) Gyre 100 190 240 (/wiki/Harrow) (HarrowIcon272) (/wiki/Harrow) Harrow 50 100 150 (/wiki/Harrow/Prime) (HarrowPrimeIcon) (/wiki/Harrow/Prime) Harrow Prime 125 140 190 (/wiki/Hildryn) (HildrynIcon272) (/wiki/Hildryn) Hildryn 0 0 0 (/wiki/Hildryn/Prime) (HildrynPrimeIcon272) (/wiki/Hildryn/Prime) Hildryn Prime 0 0 0 (/wiki/Hydroid) (HydroidIcon272) (/wiki/Hydroid) Hydroid 75 140 190 (/wiki/Hydroid/Prime) (Hydroid PrimeIcon272) (/wiki/Hydroid/Prime) Hydroid Prime 100 175 225 (/wiki/Inaros) (InarosIcon272) (/wiki/Inaros) Inaros 50 100 150 (/wiki/Inaros/Prime) (InarosPrimeIcon272) (/wiki/Inaros/Prime) Inaros Prime 75 140 190 (/wiki/Ivara) (IvaraIcon272) (/wiki/Ivara) Ivara 75 215 265 (/wiki/Ivara/Prime) (Ivara PrimeIcon272) (/wiki/Ivara/Prime) Ivara Prime 100 250 300 (/wiki/Jade) (JadeIcon272) (/wiki/Jade) Jade 125 150 200 (/wiki/Khora) (KhoraIcon272) (/wiki/Khora) Khora 75 140 190 (/wiki/Khora/Prime) (KhoraPrimeIcon272) (/wiki/Khora/Prime) Khora Prime 100 175 225 (/wiki/Kullervo) (KullervoIcon272) (/wiki/Kullervo) Kullervo 150 175 225 (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos 0 0 0 (/wiki/Limbo) (LimboIcon272) (/wiki/Limbo) Limbo 100 175 225 (/wiki/Limbo/Prime) (Limbo PrimeIcon272) (/wiki/Limbo/Prime) Limbo Prime 125 215 265 (/wiki/Loki) (LokiIcon272) (/wiki/Loki) Loki 100 175 225 (/wiki/Loki/Prime) (Loki PrimeIcon272) (/wiki/Loki/Prime) Loki Prime 125 215 265 (/wiki/Mag) (MagIcon272) (/wiki/Mag) Mag 75 140 190 (/wiki/Mag/Prime) (Mag PrimeIcon272) (/wiki/Mag/Prime) Mag Prime 100 215 265 (/wiki/Mesa) (MesaIcon272) (/wiki/Mesa) Mesa 50 100 150 (/wiki/Mesa/Prime) (MesaPrimeIcon272) (/wiki/Mesa/Prime) Mesa Prime 65 140 190 (/wiki/Mirage) (MirageIcon272) (/wiki/Mirage) Mirage 125 175 225 (/wiki/Mirage/Prime) (Mirage PrimeIcon272) (/wiki/Mirage/Prime) Mirage Prime 125 175 225 (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros 50 100 150 (/wiki/Nekros/Prime) (Nekros PrimeIcon272) (/wiki/Nekros/Prime) Nekros Prime 75 140 190 (/wiki/Nezha) (NezhaIcon272) (/wiki/Nezha) Nezha 125 175 225 (/wiki/Nezha/Prime) (NezhaPrimeIcon272) (/wiki/Nezha/Prime) Nezha Prime 125 175 225 (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus 50 100 150 (/wiki/Nidus/Prime) (NidusPrimeIcon272) (/wiki/Nidus/Prime) Nidus Prime 75 140 190 (/wiki/Nova) (NovaIcon272) (/wiki/Nova) Nova 100 175 225 (/wiki/Nova/Prime) (Nova PrimeIcon272) (/wiki/Nova/Prime) Nova Prime 150 215 265 (/wiki/Nyx) (NyxIcon272) (/wiki/Nyx) Nyx 100 175 225 (/wiki/Nyx/Prime) (Nyx PrimeIcon272) (/wiki/Nyx/Prime) Nyx Prime 150 175 225 (/wiki/Oberon) (OberonIcon272) (/wiki/Oberon) Oberon 75 175 225 (/wiki/Oberon/Prime) (Oberon PrimeIcon272) (/wiki/Oberon/Prime) Oberon Prime 100 215 265 (/wiki/Octavia) (OctaviaIcon272) (/wiki/Octavia) Octavia 100 175 225 (/wiki/Octavia/Prime) (OctaviaPrimeIcon64) (/wiki/Octavia/Prime) Octavia Prime 100 215 265 (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea 50 175 225 (/wiki/Protea/Prime) (ProteaPrimeIcon272) (/wiki/Protea/Prime) Protea Prime 50 200 250 (/wiki/Qorvex) (QorvexIcon272) (/wiki/Qorvex) Qorvex 50 150 200 (/wiki/Revenant) (RevenantIcon272) (/wiki/Revenant) Revenant 50 140 190 (/wiki/Revenant/Prime) (RevenantPrimeIcon272) (/wiki/Revenant/Prime) Revenant Prime 100 175 225 (/wiki/Rhino) (RhinoIcon272) (/wiki/Rhino) Rhino 50 100 150 (/wiki/Rhino/Prime) (Rhino PrimeIcon272) (/wiki/Rhino/Prime) Rhino Prime 50 100 150 (/wiki/Saryn) (SarynIcon272) (/wiki/Saryn) Saryn 50 175 225 (/wiki/Saryn/Prime) (Saryn PrimeIcon272) (/wiki/Saryn/Prime) Saryn Prime 100 200 300 (/wiki/Sevagoth) (SevagothIcon272) (/wiki/Sevagoth) Sevagoth 75 140 190 (/wiki/Sevagoth/Prime) (SevagothPrimeIcon272) (/wiki/Sevagoth/Prime) Sevagoth Prime 100 175 225 (/wiki/Styanax) (StyanaxIcon272) (/wiki/Styanax) Styanax 50 175 225 (/wiki/Titania) (TitaniaIcon272) (/wiki/Titania) Titania 100 175 225 (/wiki/Titania/Prime) (TitaniaPrimeIcon272) (/wiki/Titania/Prime) Titania Prime 125 215 265 (/wiki/Trinity) (TrinityIcon272) (/wiki/Trinity) Trinity 75 175 225 (/wiki/Trinity/Prime) (Trinity PrimeIcon272) (/wiki/Trinity/Prime) Trinity Prime 125 175 225 (/wiki/Valkyr) (ValkyrIcon272) (/wiki/Valkyr) Valkyr 50 100 150 (/wiki/Valkyr/Prime) (Valkyr PrimeIcon272) (/wiki/Valkyr/Prime) Valkyr Prime 100 175 225 (/wiki/Vauban) (VaubanIcon272) (/wiki/Vauban) Vauban 75 175 225 (/wiki/Vauban/Prime) (Vauban PrimeIcon272) (/wiki/Vauban/Prime) Vauban Prime 100 175 225 (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt 50 100 150 (/wiki/Volt/Prime) (Volt PrimeIcon272) (/wiki/Volt/Prime) Volt Prime 125 200 300 (/wiki/Voruna) (VorunaIcon272) (/wiki/Voruna) Voruna 50 100 150 (/wiki/Wisp) (WispIcon272) (/wiki/Wisp) Wisp 150 200 300 (/wiki/Wisp/Prime) (WispPrimeIcon272) (/wiki/Wisp/Prime) Wisp Prime 150 200 300 (/wiki/Wukong) (WukongIcon272) (/wiki/Wukong) Wukong 50 130 180 (/wiki/Wukong/Prime) (Wukong PrimeIcon272) (/wiki/Wukong/Prime) Wukong Prime 65 145 195 (/wiki/Xaku) (XakuIcon272) (/wiki/Xaku) Xaku 50 160 230 (/wiki/Yareli) (YareliIcon272) (/wiki/Yareli) Yareli 50 200 300 (/wiki/Zephyr) (ZephyrIcon272) (/wiki/Zephyr) Zephyr 50 100 150 (/wiki/Zephyr/Prime) (Zephyr PrimeIcon272) (/wiki/Zephyr/Prime) Zephyr Prime 75 175 225 Formula [ (/wiki/Energy_Capacity?veaction=edit§ion=8) (Edit section: Formula) ] Starting Energy can be increased with unspent (/wiki/Mod) (Mod) mod capacity. The formula followed is: Final Starting Energy = Starting Energy + 5 × Free Mod Capacity {\displaystyle \text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}} ({\displaystyle {\text{Final Starting Energy}}={\text{Starting Energy}}+5\times {\text{Free Mod Capacity}}}) When (/wiki/Preparation) (Mod TT 20px) (/wiki/Preparation) Preparation is equipped, the formula becomes: Final Starting Energy = Starting Energy + 5 × Free Mod Capacity + ( Energy Total × Mod Multiplier ) {\displaystyle \text{Final Starting Energy}=\text{Starting Energy}+5\times \text{Free Mod Capacity}+(\text{Energy Total}\times \text{Mod Multiplier})} ({\displaystyle {\text{Final Starting Energy}}={\text{Starting Energy}}+5\times {\text{Free Mod Capacity}}+({\text{Energy Total}}\times {\text{Mod Multiplier}})}) Mods [ (/wiki/Energy_Capacity?veaction=edit§ion=9) (Edit section: Mods) ] (/wiki/Preparation) (Preparation (220 KB)) (Preparation (220 KB)) (Preparation) (Preparation (220 KB)) (Preparation) (/wiki/Preparation) (Mod TT 20px) (/wiki/Preparation) Preparation (/wiki/Follow_Through) (Follow Through (75 KB)) (Follow Through (75 KB)) (Follow Through) (Follow Through (75 KB)) (Follow Through) (/wiki/Follow_Through) (Mod TT 20px) (/wiki/Follow_Through) Follow Through Effective Energy Capacity [ (/wiki/Energy_Capacity?veaction=edit§ion=10) (Edit section: Effective Energy Capacity) ] Casting Effective Capacity [ (/wiki/Energy_Capacity?veaction=edit§ion=11) (Edit section: Casting Effective Capacity) ] Similarly to how one can define the concept of (/wiki/Health#Effective_Health) (Health) "Effective Health" by weighting the number of hit-points with the corresponding damage reduction, one can also define the concept of casting effective energy capacity by weighting the energy capacity using the (/wiki/Ability_Efficiency) (Ability Efficiency) Ability Efficiency factor: Effective Energy Capacity c a s t i n g = Energy Capacity 2 − Ability Efficiency {\displaystyle \text{Effective Energy Capacity}_{casting}=\frac{\text{Energy Capacity}}{2-\text{Ability Efficiency}}} ({\displaystyle {\text{Effective Energy Capacity}}_{casting}={\frac {\text{Energy Capacity}}{2-{\text{Ability Efficiency}}}}}) Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is: Effective Energy Capacity ≤ 4 × Energy Capacity {\displaystyle \text{Effective Energy Capacity}\leq 4\times\text{Energy Capacity}} ({\displaystyle {\text{Effective Energy Capacity}}\leq 4\times {\text{Energy Capacity}}}) Toggle Effective Capacity [ (/wiki/Energy_Capacity?veaction=edit§ion=12) (Edit section: Toggle Effective Capacity) ] Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes: Effective Energy Capacity t o g g l e = Energy Capacity × Ability Duration 2 − Ability Efficiency {\displaystyle \text{Effective Energy Capacity}_{toggle}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{2-\text{Ability Efficiency}}} ({\displaystyle {\text{Effective Energy Capacity}}_{toggle}={\frac {{\text{Energy Capacity}}\times {\text{Ability Duration}}}{2-{\text{Ability Efficiency}}}}}) For the case where no energy is recovered and a constant rate of energy is drained, one can also consider the effective toggle duration as follows: Effective Toggle Duration = Effective Energy Capacity t o g g l e Base Drain Rate {\displaystyle \text{Effective Toggle Duration}=\frac{\text{Effective Energy Capacity}_{toggle}}{\text{Base Drain Rate}}} ({\displaystyle {\text{Effective Toggle Duration}}={\frac {{\text{Effective Energy Capacity}}_{toggle}}{\text{Base Drain Rate}}}}) Effective Toggle Duration = Energy Capacity × Ability Duration Base Drain Rate ( 2 − Ability Efficiency ) {\displaystyle \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}\times\text{Ability Duration}}{\text{Base Drain Rate}(2-\text{Ability Efficiency})}} ({\displaystyle {\text{Effective Toggle Duration}}={\frac {{\text{Energy Capacity}}\times {\text{Ability Duration}}}{{\text{Base Drain Rate}}(2-{\text{Ability Efficiency}})}}}) Effective Toggle Duration = Energy Capacity Modified Drain Rate {\displaystyle \text{Effective Toggle Duration}=\frac{\text{Energy Capacity}}{\text{Modified Drain Rate}}} ({\displaystyle {\text{Effective Toggle Duration}}={\frac {\text{Energy Capacity}}{\text{Modified Drain Rate}}}}) Due to the definition of the terms, there are many ways in-which the formula for effective toggle duration can be expressed. Apart from toggle duration, this can be used to work out the effective duration granted per energy pick up. Examples [ (/wiki/Energy_Capacity?veaction=edit§ion=13) (Edit section: Examples) ] Suppose a (/wiki/Prowl) (Prowl130xWhite) (/wiki/Prowl) Prowling (/wiki/Ivara) (IvaraIcon272) (/wiki/Ivara) Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide: 50 0.25 = 200 seconds {\displaystyle \frac{50}{0.25}=200\text{ seconds}} ({\displaystyle {\frac {50}{0.25}}=200{\text{ seconds}}}) Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for: 744 0.25 = 2 , 976 seconds ≈ 50 minutes {\displaystyle \frac{744}{0.25}=2,976\text{ seconds}\approx 50\text{ minutes}} ({\displaystyle {\frac {744}{0.25}}=2,976{\text{ seconds}}\approx 50{\text{ minutes}}}) Restoring Energy [ (/wiki/Energy_Capacity?veaction=edit§ion=14) (Edit section: Restoring Energy) ] (/wiki/Energy_Siphon) (Energy Siphon) (EnergySiphonMod) (/wiki/Energy_Siphon) (Energy Siphon) (EnergySiphonMod) (/wiki/Equilibrium) (Equilibrium) (EquilibriumMod) (/wiki/Equilibrium) (Equilibrium) (EquilibriumMod) Energy does not naturally regenerate over time unless the (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon aura mod is equipped by at least one member of the (/wiki/Squad) (Squad) squad . Otherwise, energy must be restored either by picking up (/wiki/Energy_Orb) (Energy Orb) Energy Orbs (and (/wiki/Health_Orb) (Health Orb) Health Orbs with (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium ) or by a few other means. (/wiki/Trinity) (TrinityIcon272) (/wiki/Trinity) Trinity and (/wiki/Harrow) (HarrowIcon272) (/wiki/Harrow) Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros can (/wiki/Desecrate) (Desecrate130xWhite) (/wiki/Desecrate) Desecrate nearby corpses for a chance to drop more Energy Orbs. (/wiki/Limbo) (LimboIcon272) (/wiki/Limbo) Limbo has, and grants, access to the (/wiki/Rift_Plane) (Rift Plane) Rift Plane , a dimension in which Warframes regenerate energy over time consistently. The (/wiki/Focus/Zenurik) (FocusLensZenurik b) (/wiki/Focus/Zenurik) Zenurik Focus tree grants the (/wiki/Focus/Zenurik#Energy_Pulse) (FocusEnergyPulse) (/wiki/Focus/Zenurik#Energy_Pulse) Energy Pulse and (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring abilities; the former being a passive that restores additional energy over-time when picking up Energy Orbs, and the latter being an active ability that creates a dome that restores energy over-time to all Warframes that walk through it. Two other mods can allow for what can be significant energy restoration by converting a portion of the damage received by enemy attacks on a Warframe's Health into energy: (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline and (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage . However, these are obviously very risky for many frames and are only suitable for those that are rather "health-tough" with strong base Health, Armor and self-healing; frames that typically rely on constant Stealth or a Shield-Gating defense will not be able to benefit much from these mods. Besides the (/wiki/Entropy) (Entropy) Entropy effect from (/wiki/Cephalon_Suda) (CephalonSudaSigil) (/wiki/Cephalon_Suda) Cephalon Suda , the (/wiki/Blight) (Blight) Blight effect from (/wiki/Red_Veil) (Red Veil) Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. (/wiki/Squad_Energy_Restore) (Squad Energy Restore) Squad Energy Restores are (/wiki/Team_Bonus_Consumables) (Team Bonus Consumables) consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a (/wiki/Prime) (Prime) Prime Warframe, moving close to a (/wiki/Orokin_Tower#Death_Orbs) (Orokin Tower) Death Orb will cause it to release a radial wave that restores 250 energy to all nearby Warframes within a small radius, this effect can only occur once per orb. It is important to note that on most occasions, toggled abilities disable energy generation from team abilities, consumables, or passive regeneration methods. Some exceptions to this are (/wiki/Chroma) (ChromaIcon272) (/wiki/Chroma) Chroma ((/wiki/Spectral_Scream) (SpectralScream130xWhite) (/wiki/Spectral_Scream) Spectral Scream and (/wiki/Effigy) (Effigy130xWhite) (/wiki/Effigy) Effigy ) and partially (/wiki/Equinox) (EquinoxIcon272) (/wiki/Equinox) Equinox ((/wiki/Pacify_%26_Provoke) (PacifyProvoke130xWhite) (/wiki/Pacify_%26_Provoke) Pacify & Provoke and (/wiki/Mend_%26_Maim) (MendMaim130xWhite) (/wiki/Mend_%26_Maim) Mend & Maim ). ***Casting any abilities will temporary stop any passive energy regeneration methods from working, due to the the "drain" needs to be accounted for , it is suspected that this draining is coded to be treated like any toggled/channeled abilities . Frames that casts frequently will benefit from passive energy regeneration far lesser than those who casts lesser due to this mechanic. Abilities [ (/wiki/Energy_Capacity?veaction=edit§ion=15) (Edit section: Abilities) ] Equinox Garuda Gauss Gyre Harrow Helminth Limbo Octavia Styanax Trinity (https://warframe.fandom.com/wiki/Equinox/Abilities?action=edit§ion=1) Edit (/wiki/Equinox) (Equinox) Equinox 's Passive When (/wiki/Equinox) (EquinoxIcon272) (/wiki/Equinox) Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively. This effect stacks with (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium for up to 120% conversion. (/wiki/Bloodletting) (Bloodletting) (BloodlettingModx256) (/wiki/Bloodletting) (Bloodletting) (Bloodletting130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Bloodletting) Bloodletting Garuda sacrifices her health to generate energy. Introduced in (/wiki/Update_24#Update_24.0) (Update 24) Update 24.0 (2018-11-08) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Efficiency : 18 / 22 / 30 / 40 % (energy gain) (Stats unlisted in-game, not affected by Mods) Misc : -50% (health deducted)100% (status cleanse)2 HP (minimum health threshold) Info Augment Tips & Tricks Info Garuda slashes herself with her talons as she spins into the air, sacrificing up to 50% of her maximum (/wiki/Health) (Health) Health to cleanse all (/wiki/Status_Effect) (Status Effect) status effects and restore up to (/wiki/Ability_Efficiency) (EnergyOrb) 18% / 22% / 30% / 40% of her maximum (/wiki/Energy) (Energy) Energy capacity. Garuda cannot reduce her health below 2 health points using Bloodletting. Health cost is 50% of Garuda's maximum HP , including mods. Energy gain is the listed % of her maximum energy , including mods, (/wiki/Helminth#Invigoration) (Helminth) Helminth invigorations and slotted (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shards . Energy gain follows the formula: Total Energy Gain = Base Energy Gain ÷ (2 - Ability Efficiency) . Bloodletting can be cast if Garuda has less than 50% of her maximum HP remaining, but will only restore energy proportionate to the amount of HP sacrificed. For example, if she has 25% of her health left (or 50% of 50%) when Bloodletting, the energy gain will be halved. Cannot be cast if Garuda has 2 or less health points. This ability does not trigger health damage into energy conversion mods like (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage or (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline . Augment (https://static.wikia.nocookie.net/warframe/images/a/a3/BloodForgeMod.png/revision/latest?cb=20200205022216) (BloodForgeMod) Main article: (/wiki/Blood_Forge) (Blood Forge) Blood Forge Blood Forge is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda 's (/wiki/Bloodletting) (Bloodletting130xWhite) (/wiki/Bloodletting) Bloodletting to reload her equipped weapon up to a percentage. (/wiki/Blood_Forge) (Blood Forge) Blood Forge Tips & Tricks This ability gains no benefits from increasing health. Having lower max health allows flat HP regeneration such as health orbs or (/wiki/Oberon) (OberonIcon272) (/wiki/Oberon) Oberon 's (/wiki/Renewal) (Renewal130xWhite) (/wiki/Renewal) Renewal to generate more energy more quickly. Synergizes with (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar 's continuous healing to give Garuda a near infinite supply of energy. Despite sacrificing HP, Bloodletting is an effective way of shedding off any harmful status effects (especially slowing effects and DoT procs from (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash and (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage), possibly improving her survivability better than not removing the procs. Bloodletting is a powerful ability to combine with (/wiki/Helminth) (Helminth) Helminth -infused toggled abilities that constantly drain energy, the most notable being (/wiki/Sevagoth) (SevagothIcon272) (/wiki/Sevagoth) Sevagoth 's (/wiki/Gloom) (Gloom130xWhite) (/wiki/Gloom) Gloom as it provides Garuda with another self-healing ability besides (/wiki/Blood_Altar) (BloodAltar130xWhite) (/wiki/Blood_Altar) Blood Altar to constantly regenerate her energy reserves. The Gloom and Bloodletting combo makes Garuda viable at completing (/wiki/The_Steel_Path) (The Steel Path) Steel Path missions alone, including missions not normally frequented by players such as the (/wiki/Rathuum) (Rathuum) Rathuum nodes and the (/wiki/Zealoid_Prelate) (Zealoid Prelate) Zealoid Prelate battle in (/wiki/Deimos) (Deimos) Deimos . (/wiki/Seeking_Talons) (SeekingTalons130xWhite) (/wiki/Seeking_Talons) Seeking Talons also synergize extremely well with this build as the damage-over-time of her quills also triggers Gloom healing and, subsequently, powers Bloodletting. The quills' homing ability also offers little chance for enemies to escape and can even track and hit hiding enemies, ensuring Garuda can be healed by Gloom as long as they stay within the aura. (/wiki/Molt_Reconstruct) (MoltReconstruct) (/wiki/Molt_Reconstruct) Molt Reconstruct can work as a stand-in for Gloom's regeneration by allowing any energy spent to heal a large portion of Garuda's health. Often healing her to full in a single cast. Bloodletting itself will not restore health however, as it does not expend any Energy. Equipping (/wiki/Blood_Forge) (Mod TT 20px) (/wiki/Blood_Forge) Blood Forge and using Bloodletting allows Garuda to quickly reload otherwise slow-reloading weapons (such as the (/wiki/Strun) (Strun) (/wiki/Strun) Strun , (/wiki/Nagantaka) (Nagantaka) (/wiki/Nagantaka) Nagantaka , (/wiki/Tenet_Envoy) (TenetEnvoy) (/wiki/Tenet_Envoy) Tenet Envoy and (/wiki/Kuva_Zarr) (KuvaZarr) (/wiki/Kuva_Zarr) Kuva Zarr ) and increase their overall DPS potential. It comes at the risk of getting struck while already losing her Health to reload, thus she should consider safeguards such as a nearby Blood Altar or equipping (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking and/or (/wiki/Gladiator_Finesse) (Mod TT 20px) (/wiki/Gladiator_Finesse) Gladiator Finesse , the mods accounting for her replenished Energy while using Bloodletting. Slotting (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shard s for extra Energy while also equipping Quick Thinking will make Garuda deceptively durable due to the resulting increased efficiency of regaining Energy via Bloodletting. Slotting (/wiki/Archon_Shard) (AzureArchonShard) (/wiki/Archon_Shard) Azure Archon Shard s for extra Armor instead of extra Energy grants Garuda more effective hitpoints since (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking benefits from Armor. If a Garuda player wishes to take advantage of the reworked passive to further amplify damage output, Helminth can replace Bloodletting with another damage-related self buff ability, such as (/wiki/Xaku) (XakuIcon272) (/wiki/Xaku) Xaku 's (/wiki/Xata%27s_Whisper) (Xata'sWhisper130xWhite) (/wiki/Xata%27s_Whisper) Xata's Whisper or (/wiki/Mirage) (MirageIcon272) (/wiki/Mirage) Mirage 's (/wiki/Eclipse) (Eclipse130xWhite) (/wiki/Eclipse) Eclipse , as these abilities synergize well with the damage buff and Garuda's own (/wiki/Seeking_Talons) (SeekingTalons130xWhite) (/wiki/Seeking_Talons) Seeking Talons , while still maintaining self-survival options with (/wiki/Dread_Mirror) (DreadMirror130xWhite) (/wiki/Dread_Mirror) Dread Mirror and Blood Altar. In exchange for losing this ability to generate Energy, Garuda can equip (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage or (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline so she gains Energy while taking damage - which will be offset by a nearby Blood Altar. (Expand/Collapse) (Expand/Collapse) (/wiki/Kinetic_Plating) (Kinetic Plating) (KineticPlatingModx256) (/wiki/Kinetic_Plating) (Kinetic Plating) (KineticPlating130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Kinetic_Plating) Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, (/wiki/Damage/Heat_Damage) (DmgFireSmall64) Heat, (/wiki/Damage/Cold_Damage) (DmgColdSmall64) Cold, and (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level. Introduced in (/wiki/Update_25#Update_25.7) (Update 25) Update 25.7 (2019-08-29) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 15 / 20 / 25 / 30 s (duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 0.1% (battery drain per hit)1% (battery drain per second)0.25% (battery charge per melee attack)2 / 3 / 4 / 5 % (energy restore per hit)50% (damage reduction cap at empty battery)100% (damage reduction cap at full battery)100% ((/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline) Info Tips & Tricks Info Gauss expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to shield himself in a barrier of kinetic energy with one swift motion, protecting himself against incoming (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact , (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture , (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , and (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast damage types, while also becoming immune to (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat , (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold , (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast , (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger , and (/wiki/Knockdown) (Knockdown b) (/wiki/Knockdown) Knockdown statuses for (/wiki/Ability_Duration) (AbilityDurationBuff) 15 / 20 / 25 / 30 seconds. While active, Kinetic Plating drains 1% battery power per second and 0.1 % ⋅ Hit Damage {\displaystyle 0.1\%\cdot {\sqrt {\text{Hit Damage}}}} ({\displaystyle 0.1\%\cdot {\sqrt {\text{Hit Damage}}}}) battery power per hit received, to reduce affected damage by a minimum of (/wiki/Ability_Strength) (AbilityStrengthBuff) 14% / 16% / 18% / 20% at empty battery, up to a maximum of (/wiki/Ability_Strength) (AbilityStrengthBuff) 70% / 80% / 90% / 100% at full battery. 2% / 3% / 4% / 5% of incoming damage is converted into extra (/wiki/Energy) (Energy) Energy for Gauss. Melee attacks while Kinetic Plating is active will restore 0.25% battery. Kinetic Plating deactivates on duration end or by manually pressing the ability key again (default 2 ). Maximum damage reduction cannot exceed 100% . Minimum damage reduction cannot exceed 50% . Damage reduction is calculated as:Min Damage Reduction + (Max Damage Reduction - Min Damage Reduction) × Current Battery Level For example, with Kinetic Plating at rank 3, 100% Ability Strength, and battery level at 80%, the damage reduction will be: 20% + (100% - 20%) × 80% = 84% Battery drain per second, battery drain per hit, energy restore per hit, and battery charge per melee attack are not affected by (/wiki/Mods) (Mods) Mods . Both damage reduction and energy restoration still function even when the battery is empty. Energy restoration is calculated before all damage mitigation. Ability Synergy: While Kinetic Plating is active, it adds 100% (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage to (/wiki/Mach_Rush) (MachRush130xWhite) (/wiki/Mach_Rush) Mach Rush 's shockwave, and makes it inflict a (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash proc on enemies caught in the explosion radius. While the battery level is boosted during (/wiki/Redline) (Redline130xWhite) (/wiki/Redline) Redline , Kinetic Plating also grants Gauss a (Additive with +damage mods such as Pressure Point) 100% base melee damage bonus and 100% chance to stagger enemies on hit. Tips & Tricks Kinetic Plating stacks and synergizes well with (/wiki/Adaptation) (Mod TT 20px) (/wiki/Adaptation) Adaptation . Kinetic Plating provides initial protection while Adaptation builds up damage resistance from 0% to 90%. Though Kinetic Plating's damage resistance can reach 100% at full battery, it cannot cover all damage types, making it possible to get instantly killed by high level toxin damage. Adaptation's damage reduction can alleviate this downside. Kinetic Plating stacks with (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline and, when combined, can quickly restore energy while under heavy fire. Kinetic Plating synergizes well with (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking as it reduces energy drain upon fatal hit, and also compensates with its energy restoration. Kinetic Plating does not require high Ability Strength to be viable as its damage reduction is primarily scaled with battery level. Damage reduction will be 84% with 100% Ability Strength at 80% battery level. This can be scaled up to 90% , which requires 250% Ability Strength. However, at full battery, damage reduction will reach 100% if Ability Strength is 100% or more. (Expand/Collapse) (Expand/Collapse) (/wiki/Cathode_Grace) (Cathode Grace) (CathodeGraceModx256) (/wiki/Cathode_Grace) (Cathode Grace) (CathodeGrace130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Cathode_Grace) Cathode Grace Gain a brief burst of increased Critical Chance and Energy Regen, with each kill extending duration of Cathode Grace. Casting is on a cooldown. Introduced in (/wiki/Update_31#Update_31.5) (Update 31) Update 31.5 (2022-04-27) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : x 25 / 30 / 40 / 50 % (weapon crit chance)+ 25 / 30 / 40 / 50 % (ability crit chance)1 / 1.15 / 1.3 / 1.5 EP/s (energy regen) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 8 s (initial timer)3 s (extra time per kill) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 60 s (casting cooldown and max duration cap) Info Augment Tips & Tricks Info Gyre expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy as she surges a potent electric current through herself as Gyral Blocks envelop her forearms. Cathode Grace grants Gyre a (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% / 30% / 40% / 50% (/wiki/Critical_Chance) (Critical Chance) Critical Chance bonus to her weapons and abilities, as she constantly recharges (/wiki/Ability_Strength) (AbilityStrengthBuff) 1 / 1.15 / 1.3 / 1.5 Energy points per second, lasting for an initial duration of (/wiki/Ability_Duration) (AbilityDurationBuff) 8 seconds. For each enemy killed directly by Gyre, or killed by any source while affected by a (/wiki/Status_Effect) (Status Effect) Status Effect inflicted by Gyre, Cathode Grace's remaining duration is extended by (/wiki/Ability_Duration) (AbilityDurationBuff) 3 seconds, up to a maximum duration capped at 60 seconds . In addition to the energy cost requirement, casting the ability triggers a 60 seconds cooldown before the next activation is allowed. Casting Cathode Grace is a full-body animation that interrupts Gyre's grounded movement and other actions. Cannot be recast while active or on cooldown. Critical Chance bonus for weapons is additive to the bonus from mods such as (/wiki/Point_Strike) (Mod TT 20px) (/wiki/Point_Strike) Point Strike , (/wiki/Pistol_Gambit) (Mod TT 20px) (/wiki/Pistol_Gambit) Pistol Gambit , and (/wiki/True_Steel) (Mod TT 20px) (/wiki/True_Steel) True Steel . Critical Chance bonus for Gyre's abilities is a percentage point increase. Bonus is additive to Gyre's passive. Casting an ability will stop the energy regeneration for 1 second. Cathode Grace's remaining duration is shown on the ability icon. Once duration elapses, the remaining cooldown timer replaces the duration timer on the ability icon. The ability's cooldown starts immediately when Cathode Grace's duration timer begins to count down. Audible cues play when Cathode Grace's duration ends, and when its cooldown is complete. Kills made while manning a (/wiki/Railjack) (Railjack) Railjack turret, be it with direct fire or abilities such as (/wiki/Shatter_Burst) (Mod TT 20px) (/wiki/Shatter_Burst) Shatter Burst , also extend Cathode Grace duration. When the ability is cancelled (falling out of bounds) it takes the highest duration it gained from kills/assists and subtracts it from the Cooldown. Example: You reached 59 seconds on the ability icon and later on you fall out of bounds with 20 seconds on (/wiki/Cathode_Grace) (CathodeGrace130xWhite) (/wiki/Cathode_Grace) Cathode Grace 's timer, (/wiki/Cathode_Grace) (CathodeGrace130xWhite) (/wiki/Cathode_Grace) Cathode Grace subtracts 59 seconds from the cooldown instead of the 20 seconds and your (/wiki/Cathode_Grace) (CathodeGrace130xWhite) (/wiki/Cathode_Grace) Cathode Grace will have no cooldown. Ability Synergy: Gyre's passive and Cathode Grace enable ability critical hits by granting 0% to 300% critical chance to damage and status effects dealt by (/wiki/Arcsphere) (Arcsphere130xWhite) (/wiki/Arcsphere) Arcsphere , (/wiki/Coil_Horizon) (CoilHorizon130xWhite) (/wiki/Coil_Horizon) Coil Horizon , and (/wiki/Rotorswell) (Rotorswell130xWhite) (/wiki/Rotorswell) Rotorswell . Direct kills by Gyre's abilities, their (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity status effects, and kill assists from allies extend Cathode Grace's duration. Gyre visually bows gracefully with hand gestures as hundreds of Gyral Blocks detach from her coil gown, electromagnetically levitating into the air. Gyre finishes her bow, culminating in a powerful posture that attracts and concentrates all Gyral Blocks to encircle her forearms in two spherical clusters. The Gyral Blocks rhythmically pulse in a wave-like pattern, while Gyre's body is enveloped in electricity. Augment (https://static.wikia.nocookie.net/warframe/images/2/27/CathodeCurrentMod.png/revision/latest?cb=20230215230752) (CathodeCurrentMod) Main article: (/wiki/Cathode_Current) (Cathode Current) Cathode Current Cathode Current is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Gyre) (GyreIcon272) (/wiki/Gyre) Gyre 's (/wiki/Cathode_Grace) (CathodeGrace130xWhite) (/wiki/Cathode_Grace) Cathode Grace that causes enemies killed to release an additional discharge from (/wiki/Rotorswell) (Rotorswell130xWhite) (/wiki/Rotorswell) Rotorswell and extend its duration. (/wiki/Cathode_Current) (Cathode Current) Cathode Current Tips & Tricks As Gyre already generates her own Energy while Cathode Grace is active, she can forego of, or even sacrifice, Ability Efficiency stats in exchange for amplifying other stats, such as increased Duration with (/wiki/Constitution) (Mod TT 20px) (/wiki/Constitution) Constitution or firepower such as by equipping (/wiki/Blind_Rage) (Mod TT 20px) (/wiki/Blind_Rage) Blind Rage . As Cathode Grace has a rather long animation time, Gyre is vulnerable while activating the ability. Equipping (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking not only gives her a safeguard, it also can make her tankier by expending energy to prevent lethal damage - which she can quickly replenish by constantly attacking and keeping Cathode Grace up. This ability's energy regeneration is paused during channeled abilities, such as (/wiki/Gloom) (Gloom) Gloom (while affecting enemies) added via the Helminth system, (Expand/Collapse) (Expand/Collapse) (/wiki/Thurible) (Thurible) (ThuribleModx256) (/wiki/Thurible) (Thurible) (Thurible130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Thurible) Thurible Channel Harrow’s energy into the Thurible to generate a buff. Once finished, kill enemies to bestow nearby allies with bursts of energy. The more energy channeled the greater the reward for each kill. Headshots produce extra energy. Introduced in (/wiki/Update_21#Update_21.0) (Update 21) Update 21.0 (2017-06-29) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 10 / 10.83 / 12.5 / 15% (energy convert) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 20 / 25 / 30 / 35 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 13 / 15 / 17 / 20 m (Stats unlisted in-game, not affected by Mods) Misc : 4.0x (headshot multiplier) Info Augment Tips & Tricks Info Harrow chants in ritual to channel (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) Energy into the thurible at a rate of (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 / 10.83 / 12.5 / 15% of the base energy consumed per tick. (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Ability Efficiency will not reduce the stored energy gained per tick. Pressing the ability key again (default 3 ) or running out of energy stops the channeling, causing the thurible to generate an aura of incense around Harrow with a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 13 / 15 / 17 / 20 meters that lasts for (/wiki/Ability_Duration) (AbilityDurationBuff) 20 / 25 / 30 / 35 seconds. While active, each enemy killed by Harrow restores the charged amount of energy to Harrow and all allies inside his aura; if an enemy is killed by headshot, the amount of energy restored per player is multiplied by 4 . Energy per kill uses the following expression when accounting for Ability Strength and Ability Efficiency:Energy Per Kill = 1 + [Energy Channeled × 15% ÷ (2 - Ability Efficiency)] × Ability Strength With a maxed (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and maxed (/wiki/Streamline) (Mod TT 20px) (/wiki/Streamline) Streamline , draining 25 energy will yield 1 + [25 × 15% ÷ (2 - 130%)] × 130% = 7.9643 energy per kill and ~7.9 × 4 = 31.8 energy per headshot kill. Duration is affected by (/wiki/Ability_Duration) (Ability Duration) Ability Duration . Aura radius is affected by (/wiki/Ability_Range) (Ability Range) Ability Range . Channeling speed is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Enemies killed anywhere by Harrow using ranged and melee weapons will reward energy; weapons with deployables such as the (/wiki/Zenistar) (Zenistar) (/wiki/Zenistar) Zenistar are also eligible to reward energy from indirect kills. Players using toggled abilities that drain energy per second can not gain energy from Thurible. While channeling energy into the thurible, the current amount of energy per kill is displayed to the right of the aiming reticle. The color of the text and stylized art are affected by Harrow's chosen Warframe energy color. Thurible's buff icon is displayed beside the shield and health indicators on the HUD, with the amount of energy per kill indicated below the buff icon. Upon killing an enemy via body-shot or headshot, a brief message displays above the ability icons indicating the total amount of energy restored per kill or per headshot kill. Channeling Thurible is a two-handed upper body animation that disables weapon use, casting other abilities and (/wiki/Pickups) (Pickups) Pickups collection, but allows player movement and parkour (/wiki/Maneuvers) (Maneuvers) Maneuvers . Can be recast while aura is active to channel energy. Channeling ends the previous instance of Thurible. While active, Harrow is surrounded in a glow of energy and his incense aura is constantly visible to all players. Both visual effects are affected by his chosen Warframe energy color. Augment (https://static.wikia.nocookie.net/warframe/images/4/41/WardingThuribleMod.png/revision/latest?cb=20220321205456) (WardingThuribleMod) Main article: (/wiki/Warding_Thurible) (Warding Thurible) Warding Thurible Warding Thurible is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Harrow) (HarrowIcon272) (/wiki/Harrow) Harrow that reduces damage taken by allies within (/wiki/Thurible) (Thurible130xWhite) (/wiki/Thurible) Thurible 's range when channeled, and grants extra energy charge if those Allies are hit. (/wiki/Warding_Thurible) (Warding Thurible) Warding Thurible Tips & Tricks While channeling Thurible, you can still move and use parkour maneuvers such as roll, slide, bullet jump, aim glide, wall hop and wall cling to evade incoming enemy attacks. Mod for Ability Strength and Ability Efficiency to increase the conversion rate per energy point spent. Natural Talent and Speed Drift greatly increase the speed at which each energy point is drained. (/wiki/Flow) (Mod TT 20px) (/wiki/Flow) Flow (and (/wiki/Primed_Flow) (Mod TT 20px) (/wiki/Primed_Flow) Primed Flow ) synergize with this ability. Higher maximum energy allows you to channel even stronger buffs, at the cost of longer channeling time. Use (/wiki/Condemn) (Condemn130xWhite) (/wiki/Condemn) Condemn to stop enemies in their tracks, allowing for easy headshot kills to maximize energy gain. When under heavy fire, channel Thurible while under the protection of (/wiki/Covenant) (Covenant130xWhite) (/wiki/Covenant) Covenant to guarantee your safety. Dark energy colors can greatly improve visibility for long range shooting due to Thurible's incense aura being constantly visible to you and your team. However, lighter energy colors can allow teammates to spot the area of effect at a glance and rally to your position for energy restoration. This is most likely a bug, but channeling the Thurible allows Harrow to use his melee with a (/wiki/Gravimag) (Gravimag) Gravimag deployed Arch-Gun. (Expand/Collapse) (Expand/Collapse) (/wiki/Voracious_Metastasis) (Voracious Metastasis) (VoraciousMetastasis130xWhite) (/wiki/Voracious_Metastasis) (Voracious Metastasis) (VoraciousMetastasis130xWhite) (/wiki/Key_Bindings) (Key Bindings) N/A (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Voracious_Metastasis) Voracious Metastasis Consume Energy to heal yourself and grant matching Energy to each ally. Introduced in (/wiki/Update_30#Update_30.5) (Update 30) Update 30.5 (2021-07-06) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 200 / 300 / 400 / 500 (health restored) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 16 / 14 / 12 / 10 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Efficiency : 50 (energy restored, equal to cost) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Tips & Tricks Info Expend (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to self-heal by (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 (/wiki/Health) (Health) Health points over the course of (/wiki/Ability_Duration) (AbilityDurationBuff) 10 seconds. Allies within (/wiki/Affinity#Affinity_Range) (Affinity) Affinity Range receive a total of (/wiki/Ability_Efficiency) (EnergyOrb) 50 energy over the course of the same duration. Energy restored is negatively affected by increasing Ability Efficiency (or positively in case of reduced Efficiency via (/wiki/Blind_Rage) (Mod TT 20px) (/wiki/Blind_Rage) Blind Rage ). The extended affinity range in (/wiki/Railjack) (Railjack) Railjack missions does not apply. Total Health and energy restored are not affected by Ability Duration - Voracious Metastasis will restore the same total amount regardless of duration. If it restores 500 health and 50 energy with a duration of 10 seconds, it will restore 50 health and 5 energy per second. Reducing that duration to 5 seconds will restore 100 health and 10 energy per second. This means Voracious Metastasis will restore more health and energy per second with lower Ability Duration. When subsumed onto (/wiki/Hildryn) (HildrynIcon272) (/wiki/Hildryn) Hildryn , the ability will still grant energy to allies equal to the amount of shields sacrificed. Subsuming this ability onto (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos will not allow him to grant energy to allies, as he cannot spend energy. Tips & Tricks This ability is incredibly effective on Hildryn as she can quickly restore any spent shields via (/wiki/Pillage) (Pillage130xWhite) (/wiki/Pillage) Pillage , and assuming her Ability Efficiency is unmodified she generates up to 500 energy for her allies; for reference the highest base Energy Capacity on any Warframe is (/wiki/Garuda/Prime) (GarudaPrimeIcon) (/wiki/Garuda/Prime) Garuda Prime 's 320 , with (/wiki/Flow) (Mod TT 20px) (/wiki/Flow) Flow bringing this up to 640 . This ability synergizes well with (/wiki/Garuda) (GarudaIcon272) (/wiki/Garuda) Garuda as she can sacrifice health for energy with (/wiki/Bloodletting) (Bloodletting130xWhite) (/wiki/Bloodletting) Bloodletting and then regain the health back by casting this ability, essentially providing unlimited energy to allies with no downtime. This is an alternative option to consider for (/wiki/Saryn) (SarynIcon272) (/wiki/Saryn) Saryn and (/wiki/Regenerative_Molt) (Mod TT 20px) (/wiki/Regenerative_Molt) Regenerative Molt . Both have identical Energy Costs and sum total health restored, but while (/wiki/Molt) (Molt130xWhite) (/wiki/Molt) Molt provides a decoy, debuff removal, and a brief speed boost, Voracious Metastasis can heal Saryn without using up a mod slot and provides some energy for Saryn's allies. (/wiki/Blind_Rage) (Mod TT 20px) (/wiki/Blind_Rage) Blind Rage synergizes well with this ability, as the increased Ability Strength increases self-heal amount and the increased Energy cost also translates to increased Energy restore to allies. (Expand/Collapse) (Expand/Collapse) (https://warframe.fandom.com/wiki/Limbo/Abilities?action=edit§ion=1) Edit (/wiki/Limbo) (Limbo) Limbo 's Passive Rolling (default Shift ) lets (/wiki/Limbo) (LimboIcon272) (/wiki/Limbo) Limbo enter and exit the Rift plane. Entering leaves behind a small Rift portal lasting 5 seconds for allies to enter along. Warframes regenerate 2 Energy per second while in the Rift. Each enemy killed in the Rift by Limbo also grants him 10 Energy. (https://warframe.fandom.com/wiki/Octavia/Abilities?action=edit§ion=1) Edit (/wiki/Octavia) (Octavia) Octavia 's Passive Casting any ability will inspire (/wiki/Octavia) (OctaviaIcon272) (/wiki/Octavia) Octavia and nearby allies with her music, granting the Inspiration buff that replenishes 1 energy per second for 30 seconds. Allies within 15 meters will also receive the Inspiration buff. Octavia recasting any ability will also refresh the active Inspiration buff's duration. (/wiki/Rally_Point) (Rally Point) (RallyPointModx256) (/wiki/Rally_Point) (Rally Point) (RallyPoint130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Rally_Point) Rally Point Draw enemy attention to Styanax. His resolve uplifts nearby allies, regenerating the squad’s energy over time. Styanax and his allies also regenerate shields for every kill assist they contribute. Introduced in (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 20 / 30 / 40 / 50 SP (shields per kill)3 EP/s (energy regen) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 30 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 30 m (Stats unlisted in-game, not affected by Mods) Misc : Threat level priority Info Tips & Tricks Info Styanax expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to stand his ground and sound a gallant call, increasing his (/wiki/Threat_Level) (Threat Level) Threat Level while raising his own and his allies' morale within (/wiki/Ability_Range) (AbilityRangeBuff) 30 meters. Rally Point grants affected (/wiki/Warframes) (Warframes) Warframes and (/wiki/Companions) (Companions) Companions (/wiki/Ability_Strength) (AbilityStrengthBuff) 3 Energy points regeneration per second, with each kill or assisted kill by rallied allies restoring their personal (/wiki/Shield) (Shield) Shield pool by (/wiki/Ability_Strength) (AbilityStrengthBuff) 20 / 30 / 40 / 50 shield points, which overflow into Overshields. Once cast, Rally Point persists on affected allies, lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 30 seconds. The amount of energy regenerated and shields restored are affected by (/wiki/Ability_Strength) (Ability Strength) Ability Strength . Energy regeneration does not occur during channeled abilities. If Styanax himself is the caster, shields per kill and energy regen values are displayed as an ability (/wiki/Buff) (Buff) Buff icon beside Styanax's hitpoint indicators. Rally Point from another Styanax displays only the shields per kill and remaining duration timer on the ability buff icon. When Rally Point expires, a war-time drumbeat sound effect plays to alert all rallied players. Can be recast while active to refresh duration to full and buff new allies in range. If there are multiple Styanax players in a squad, the highest buff value will take effect and cannot be overriden by lower valued buffs, unless the timer has less than 10 seconds remaining. Casting Rally Point is a full-body animation that interrupts Styanax's grounded movement and other actions. When cast while airborne, it is a one-handed animation that still allows shooting and movement. Styanax and rallied allies visually pulse with energy lines, while enveloped by a shield-like form-fitting barrier. When a direct kill or kill assist occurs on an enemy by a rallied ally, a wisp of Void energy bursts from the enemy and rapidly flies to that ally to replenish shields. Void wisps are affected by the chosen energy colors on each individual rallied ally. Multiple Void wisps can appear from an enemy when kill-assisted by multiple rallied allies. Tips & Tricks Rally Point builds up Styanax's shields into Overshields to fuel his passive Hoplite weapon (/wiki/Critical_Chance) (Critical Chance) Critical Chance bonus. Energy regen recovers the low costs of (/wiki/Axios_Javelin) (AxiosJavelin130xWhite) (/wiki/Axios_Javelin) Axios Javelin and (/wiki/Tharros_Strike) (TharrosStrike130xWhite) (/wiki/Tharros_Strike) Tharros Strike quickly. Axios Javelin's vortex assists in grouping enemies and Tharros Strike's defense reduction cripples them for rapid shield recovery to Styanax and rallied allies on kills/assists. (/wiki/Final_Stand) (FinalStand130xWhite) (/wiki/Final_Stand) Final Stand 's javelin barrage rapidly inflicts damage to secure kills/assists to strengthen Styanax's shields. (Expand/Collapse) (Expand/Collapse) (/wiki/Energy_Vampire) (Energy Vampire) (EnergyVampireModx256) (/wiki/Energy_Vampire) (Energy Vampire) (EnergyVampire130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Energy_Vampire) Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in (/wiki/Closed_Beta_Updates#Update_4) (Closed Beta Updates) Update 4 (2012-11-02) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 15 / 17 / 20 / 25 (energy restored per pulse)6.25% (damage percentage)≥25% (damage health threshold) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 5 / 6 / 7 / 9 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 100 m (cast range)15 / 17 / 20 / 25 m (pulse radius) (Stats unlisted in-game, not affected by Mods) Misc : 4 (number of pulses)5 (min (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage)1 (max target limit) Info Augment Tips & Tricks Bugs Info Trinity expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to extract pure energy from a single enemy target within (/wiki/Ability_Range) (AbilityRangeBuff) 100 meters. The target is incapacitated in place, glows bright blue and emits 4 energy pulses over (/wiki/Ability_Duration) (AbilityDurationBuff) 5 / 6 / 7 / 9 seconds. Each energy pulse restores (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 / 15 / 20 / 25 energy points to Trinity and allied (/wiki/Warframes) (Warframes) Warframes within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 15 / 17 / 20 / 25 meters, while the target is constantly (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Staggered . During this time, (/wiki/Ability_Strength) (AbilityStrengthBuff) 6.25% of the target's current health is dealt to it as (/wiki/Damage/True_Damage) (DmgTrueSmall64) True Damage each pulse, bypassing the target's (/wiki/Shield) (Shield) Shields . If the target's health drops, or is already, below (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% of its maximum value the target will instead be dealt 6.25% × 25% = 1.5625% of the its maximum health as (/wiki/Damage/True_Damage) (DmgTrueSmall64) True Damage each pulse. If a marked target dies, all remaining pulses are released at once. Pulses are emitted at every quarter of the duration, the first occurring immediately on cast. The final pulse occurs when three-quarters of the duration has elapsed. Increasing (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Ability Duration will cause the pulses to take longer to come out, while decreasing Ability Duration quickens the pulses. The 6.25% damage percentage is applied to either the target's remaining health or to 25% of its maximum health - whichever is greater at the time of each pulse. Each energy pulse inflicts at least 5 (/wiki/Damage/True_Damage) (DmgTrueSmall64) True damage if the resulting damage is below 5 damage points. Cast time of 1.2 seconds is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . The pulses' stagger will not interrupt the attacks of heavy enemy units. It also does not affect enemies immune to stagger, such as (/wiki/Roller) (Roller) Grineer Rollers , (/wiki/Osprey) (Osprey) Corpus Ospreys , or certain bosses. Energy Vampire cannot be recast on the same target until its duration has expired. Energy Vampire cannot be cast on invulnerable targets. If Energy Vampire is cast on a (/wiki/Manic) (Manic) Manic during its vulnerable phase, pulses can continue through its invulnerable phase. Players with (/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) channeled abilities active do not gain energy from Energy Vampire. Players channeling (/wiki/Effigy) (Effigy130xWhite) (/wiki/Effigy) Effigy and (/wiki/Mend_%26_Maim) (MendMaim130xWhite) (/wiki/Mend_%26_Maim) Mend & Maim still do benefit from Energy Vampire. Augment (https://static.wikia.nocookie.net/warframe/images/1/1d/VampireLeechMod.png/revision/latest?cb=20230116090847) (VampireLeechMod) Main article: (/wiki/Vampire_Leech) (Vampire Leech) Vampire Leech Vampire Leech is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Trinity) (TrinityIcon272) (/wiki/Trinity) Trinity that causes (/wiki/Energy_Vampire) (EnergyVampire130xWhite) (/wiki/Energy_Vampire) Energy Vampire to convert excess energy into (/wiki/Shields) (Shields) Shields , and will even boost into (/wiki/Shields#Overshield) (Shields) Overshields . (/wiki/Vampire_Leech) (Vampire Leech) Vampire Leech Tips & Tricks Casting Energy Vampire on a weak enemy and killing it will grant players a quick burst of energy. While increased duration slows energy gain by spreading the pulses over a longer period, killing the target quickly negates this penalty, allowing Trinity's other abilities to benefit from increased duration. Decreasing Energy Vampire's duration via (/wiki/Corrupted_Mods) (Corrupted Mods) Corrupted Mods will quicken the energy restoration at the cost of a shortened span of stagger control per cast. With a maxed (/wiki/Transient_Fortitude) (Mod TT 20px) (/wiki/Transient_Fortitude) Transient Fortitude and (/wiki/Fleeting_Expertise) (Mod TT 20px) (/wiki/Fleeting_Expertise) Fleeting Expertise , a rank-3 Energy Vampire will trigger all four pulses over 1.125 seconds, staggering the target only once at most. A low duration build will allow Trinity to cast Energy Vampire multiple times on a single target, providing a large source of energy and quickly dealing true damage. If used on (/wiki/Latcher) (Latcher) Grineer Latchers , the Latcher will not be destroyed by the pulses and Energy Vampire can be cast upon it repeatedly for more energy. The effect will stop if it latches onto a player. Energy Vampire can be used on Sortie Bosses to make quick work of them, as it deals percentage based damage. Bugs If Energy Vampire is cast on a Shockwave MOA readying to stomp the ground, it will still produce a shockwave and won't be stunned. In Corpus levels, if the player targets something outside of the above-mentioned target tracking range, the nearest turret (and possibly cameras) will be targeted. If Energy Vampire is cast on an (/wiki/Eidolon_Vomvalyst) (Eidolon Vomvalyst) Eidolon Vomvalsyt , it will not emit the remaining energy pulses if their physical form is destroyed before the effect wears off. (Expand/Collapse) (Expand/Collapse) Aside from the aforementioned abilities, there are a few others that have varying chances to drop/spawn Energy Orbs which can be picked up by anyone in a squad. Hildryn Nekros Nezha Protea (/wiki/Aegis_Storm) (Aegis Storm) (AegisStormModx256) (/wiki/Aegis_Storm) (Aegis Storm) (AegisStorm130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Shield) (Shield) (IconShield) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 25/s +(/wiki/Category:Channeled_Abilities) (Category:Channeled Abilities) 25/s/enemy +(/wiki/Ability_Efficiency) (Ability Efficiency) 50/dodge (/wiki/Aegis_Storm) Aegis Storm Take the skies and rain Balefire rockets down on the enemy. Nearby enemies are blasted into the air where they will create an Energy Orb every few seconds. When shields run out the enemies are smashed into the ground. Introduced in (/wiki/Update_24#Update_24.4) (Update 24) Update 24.4 (2019-03-08) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 125 / 150 / 200 ((/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage per second)100 / 300 / 400 / 500 ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage on deactivation) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 8 / 10 / 12 / 15 m (energy field max radius) (Stats unlisted in-game, not affected by Mods) Misc : 8-18 s (energy orb drop interval) Info Tips & Tricks Info Hildryn expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Shield) (Shield) shields or overshields to activate her jet thrusters as she lifts off from the ground. Hildryn gains vertical and horizontal flight capabilities using the movement (W A S D ), crouch (Ctrl ), and jump (Spacebar ) hotkeys, similar to (/wiki/Archwing_Maneuvers) (Archwing Maneuvers) Archwing Maneuvers but without the Afterburner. While active, her shield matrix drains (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Range) (AbilityRangeBuff) 25 shield points per second to continuously generate a energy field with a range of (/wiki/Ability_Range) (AbilityRangeBuff) 8 / 10 / 12 / 15 meters; the energy field shrinks as Hildryn gains vertical height and expands as she is closer to the ground. Enemies inside the energy field and within Hildryn's line of sight drain (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Range) (AbilityRangeBuff) 25 shield points per second per enemy, causing a fiery energy geyser to erupt from beneath them; enemies burned by energy geysers are suspended in midair, receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 125 / 150 / 200 (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage per second, and drop an (/wiki/Energy_Orb) (Energy Orb) Energy Orb every 8-18 seconds. Deactivating Aegis Storm (default 4 ) causes Hildryn to slam into the ground, knocking down and dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 300 / 400 / 500 (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact damage against all enemies inside the energy field. Geyser damage is increased as the energy field's radius becomes smaller. Hildryn in Aegis Storm cannot ascend higher than 10 meters above the horizontal surface underneath her. If Hildryn is above this threshold when activating the ability or due to descending changes in elevation, she will float downward. If Hildryn moves onto terrain that has a higher elevation than her original casting location, she will not maintain her current altitude limit and will rise to match the terrain. Hildryn's (/wiki/Balefire_Charger) (BalefireCharger) (/wiki/Balefire_Charger) Balefire Charger is the only weapon usable while this ability is active. Primary, Secondary, and Melee weapons cannot be used with Aegis Storm. However, Hildryn cannot (/wiki/Zoom) (Zoom) zoom in with her Balefire Charger during Aegis Storm. While Hildryn holds two Balefire Chargers instead of one while Aegis Storm is active, this is a purely cosmetic feature and has no effect on the weapon's effectiveness. (/wiki/Pillage) (Pillage130xWhite) (/wiki/Pillage) Pillage and (/wiki/Helminth) (Helminth) Helminth subsumed abilities cannot be cast while Aegis Storm is active. Hildryn can perform (/wiki/Maneuvers#Rolling) (Maneuvers) dodging while Aegis Storm is active, at the cost of using (/wiki/Ability_Efficiency) (EnergyOrb) 50 shields per dodge. Dodge distance is increased by Parkour Velocity bonuses from (/wiki/Arcane_Agility) (ArcaneAgility) (/wiki/Arcane_Agility) Arcane Agility , (/wiki/Arcane_Consequence) (ArcaneConsequence) (/wiki/Arcane_Consequence) Arcane Consequence , (/wiki/Telos_Boltace) (TelosBoltace) (/wiki/Telos_Boltace) Telos Boltace , and (/wiki/Infested_Mobility) (Infested Mobility) Infested Mobility , but not (/wiki/Endurance_Drift) (Mod TT 20px) (/wiki/Endurance_Drift) Endurance Drift . (/wiki/Amalgam_Barrel_Diffusion) (Mod TT 20px) (/wiki/Amalgam_Barrel_Diffusion) Amalgam Barrel Diffusion reduces animation time at the cost of ~27%±3% reduced distance. Aegis Storm's movement speed is affected by movement speed increases such as (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt 's (/wiki/Speed) (Speed130xWhite) (/wiki/Speed) Speed and (/wiki/Wisp) (WispIcon272) (/wiki/Wisp) Wisp 's Haste (/wiki/Reservoirs) (Reservoirs130xWhite) (/wiki/Reservoirs) Reservoirs . Hildryn is unable to accomplish any action that requires the Use key (default X ) while Aegis Storm is active, thus cannot interact with consoles, pick up datamasses, or revive allies from (/wiki/Death#Bleedout) (Death) bleedout . The (/wiki/Operator) (Operator) Operator can still be used while in Aegis Storm, and be able to do these actions without deactivating the ability. While Aegis Storm is active large shield pads appear above each of Hildryn's shoulders. These pads appear above the pads that are briefly visible when Hildryn casts Pillage. Unlike the pads that appear for Pillage and (/wiki/Haven) (Haven130xWhite) (/wiki/Haven) Haven ; which appear to be generated by small spheres; the pads visible when Aegis Storm is active appear to be generated by two Balefire Chargers, Hildryn's Exalted Weapon. The Balefire Charger visible in Hildryn's hand when she casts Balefire appears to have five energy streams coming out of it. These are not visible in the Balefire Chargers generating her shield pads when Aegis Storm is active. Tips & Tricks While channeling Aegis Storm, Hildryn can benefit from damage reduction from both (/wiki/Agility_Drift) (Mod TT 20px) (/wiki/Agility_Drift) Agility Drift and (/wiki/Aviator) (Mod TT 20px) (/wiki/Aviator) Aviator . Even though they can't be used, weapons with Weapon Augments can still trigger their (/wiki/Syndicate_Radial_Effect) (Syndicate Radial Effect) Syndicate Radial Effects , as long as they were the equipped weapon when activating Aegis Storm. Using Balefire Charger will prevent these effects, as that then becomes the equipped weapon. This is useful with the Perrin Sequences' Sequence effect, which recovers 25% of the warframe's shield, which is especially effective for Hildryn. Operator Mode can be used without cancelling Aegis Storm, allowing Hildryn to crowd-control a large area of the battlefield while the operator uses their Amp or resurrects teammates. This also supplies affinity to an operator's Amp. However, take care not to die as operator, as Transference Static's shield depletion is particularly crippling for Hildryn. While channeling, Hildryn's shields can be restored by (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt 's (/wiki/Capacitance) (Mod TT 20px) (/wiki/Capacitance) Capacitance , (/wiki/Trinity) (TrinityIcon272) (/wiki/Trinity) Trinity 's (/wiki/Blessing) (Blessing130xWhite) (/wiki/Blessing) Blessing , Night (/wiki/Equinox) (EquinoxIcon272) (/wiki/Equinox) Equinox 's (/wiki/Mend_%26_Maim) (MendMaim130xWhite) (/wiki/Mend_%26_Maim) Mend & Maim , and (/wiki/Mag) (MagIcon272) (/wiki/Mag) Mag 's (/wiki/Polarize) (Polarize130xWhite) (/wiki/Polarize) Polarize . Trinity's (/wiki/Vampire_Leech) (Mod TT 20px) (/wiki/Vampire_Leech) Vampire Leech will not restore shields. (/wiki/Balefire_Surge) (Mod TT 20px) (/wiki/Balefire_Surge) Balefire Surge can replenish Hildryn's own shields during Aegis Storm. (Expand/Collapse) (Expand/Collapse) (/wiki/Desecrate) (Desecrate) (DesecrateModx256) (/wiki/Desecrate) (Desecrate) (Desecrate130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 10 +(/wiki/Ability_Efficiency) (Ability Efficiency) 10/corpse (/wiki/Desecrate) Desecrate Forces fallen enemies around you to drop additional loot. Introduced in (/wiki/Update_10#Update_10.0) (Update 10) Update 10.0 (2013-09-13) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 10 / 15 / 20 / 25 m (Stats unlisted in-game, not affected by Mods) Misc : 30% / 40% / 50% / 60% (health orb drop chance)22.5% / 32% / 42.5% / 54% (drop table chance) Info Augment Tips & Tricks Info Nekros emits an aura of dark power that affects every corpse within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 10 / 15 / 20 / 25 meters, consuming the corpses and granting a 30% / 40% / 50% / 60% chance to spawn a health orb and a 22.5% / 32% / 42.5% / 54% chance to roll the corpse's drop table again to produce additional loot. After a 2 second delay on the first corpse within range, corpses are consumed one at a time in random order, with subsequent corpses consumed at a rate of 3 corpses per second. Each corpse consumed drains (/wiki/Ability_Efficiency) (EnergyOrb) 10 (/wiki/Energy) (Energy) energy ; the ability will remain active until toggled off or Nekros runs out of energy. Additional loot includes all items normally found on the original enemy's (/wiki/Drop_Tables) (Drop Tables) Drop Tables , such as (/wiki/Pickups#Mods) (Pickups) Mods , plus (/wiki/Pickups#Credits) (Pickups) Credits , (/wiki/Pickups#Resources) (Pickups) Resources , (/wiki/Pickups#Ammo) (Pickups) Ammo Pickups , (/wiki/Health_Orb) (Health Orb) Health Orbs , (/wiki/Energy_Orb) (Energy Orb) Energy Orbs , (/wiki/Pigment) (Pigment) Pigments , (/wiki/Life_Support_Modules) (Life Support Modules) Life Support Modules and (/wiki/Power_Carrier) (Power Carrier) Power Cells . Enemies that normally drop (/wiki/Affinity_Orb) (Affinity Orb) Affinity Orbs , such as (/wiki/Feral_Kubrow) (Feral Kubrow) Feral Kubrow will drop more. This does not cause extra (/wiki/Void_Fissure#Gameplay) (Void Fissure) Reactant to drop. Technically, the corpse's loot table is rolled again at a 75% / 80% / 85% / 90% success rate, but only after a health orb has successfully been spawned. Combined with the 30% / 40% / 50% / 60% chance to spawn a health orb at all, this leads to the 22.5% / 32% / 42.5% / 54% drop table chance. Therefore, there will always be an additional health orb if there is additional loot. This also implies that a single enemy may drop up to three health orbs, one as regular loot, one from Desecrate proccing and another from rerolling its loot table. Even enemies with an empty drop table, like Corpus Security Cameras, may drop health orbs this way. (/wiki/Drop_Tables#Rerolling_Drop_Tables) (Drop Tables) Additional loot retrieval stacks with other loot abilities that loot while alive ((/wiki/Ivara) (IvaraIcon272) (/wiki/Ivara) Ivara 's (/wiki/Prowl) (Prowl130xWhite) (/wiki/Prowl) Prowl ), loot while petrified ((/wiki/Atlas) (AtlasIcon272) (/wiki/Atlas) Atlas 's (/wiki/Ore_Gaze) (Mod TT 20px) (/wiki/Ore_Gaze) Ore Gaze ), and loot on death ((/wiki/Hydroid) (HydroidIcon272) (/wiki/Hydroid) Hydroid 's (/wiki/Pilfering_Swarm) (Mod TT 20px) (/wiki/Pilfering_Swarm) Pilfering Swarm , (/wiki/Khora) (KhoraIcon272) (/wiki/Khora) Khora 's (/wiki/Pilfering_Strangledome) (Mod TT 20px) (/wiki/Pilfering_Strangledome) Pilfering Strangledome , and (/wiki/Wukong) (WukongIcon272) (/wiki/Wukong) Wukong 's (/wiki/Wukong/Abilities#Five_Levels_of_Immortality) (Wukong/Abilities) Monkey Luck passive )). However, it does not stack with other loot corpse abilities ((/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros 's (/wiki/Desecrate) (Desecrate130xWhite) (/wiki/Desecrate) Desecrate and (/wiki/Chesa_Kubrow) (Chesa Kubrow) Chesa Kubrow 's (/wiki/Retrieve) (Mod TT 20px) (/wiki/Retrieve) Retrieve ). Despite being a channeled ability, this does not interrupt energy regeneration from any source including (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon and (/wiki/Focus/Zenurik#Wellspring) (FocusEnergizingDash) (/wiki/Focus/Zenurik#Wellspring) Wellspring , and it is unaffected by (/wiki/Ability_Duration) (Ability Duration) Ability Duration . Desecrate does not activate channeling-based (/wiki/Incarnon#Genesis) (Incarnon) Incarnon Genesis perk bonuses. Bodies that are cut in half before or after death by taking (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage to the torso are each treated as distinct "corpses", each part with their own chance to yield additional loot. This does not apply to individual limbs that have been removed, but only the large sections of corpses. Previously, (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold procs being on a target when they died would result in an ice statue, which could then be shattered into two parts to desecrate. Currently this no longer functions in game, and results only in a frozen torso that cannot be broken down further, and therefore can only be desecrated once. Desecrate affects the corpses of most enemies as well as dead faction allies from (/wiki/Invasion) (Invasion) Invasions , (/wiki/The_Grustrag_Three) (The Grustrag Three) The Grustrag Three , (/wiki/Eximus) (Eximus) Eximus enemy corpses, and (/wiki/Corrupted_Vor) (Corrupted Vor) Corrupted Vor 's corpse if it is left behind. Desecrate also affects the following: Vaporized enemies as long as Desecrate is cast before they fully disappear. Enemies vaporized by Nova's (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime even after the corpses have disappeared. When Desecrate is cast, the corpses appear and disappear quickly. Shadow corpses from (/wiki/Shadows_of_the_Dead) (ShadowsOfTheDead130xWhite) (/wiki/Shadows_of_the_Dead) Shadows of the Dead . Desecrating shadow corpses will only yield health orbs. Desecrate does not work on enemies that explode on death, such as (/wiki/Volatile_Runner) (Volatile Runner) Volatile Runners , or on certain bosses including (/wiki/Sprag) (Sprag) Sprag and (/wiki/Ven%27kra_Tel) (Ven'kra Tel) Ven'kra Tel . Sometimes, corpses may yield no drops even if Desecrate's attempt at the extra loot roll was successful, because the enemy's loot table can include a chance to drop nothing. Successfully desecrated corpses will glow with the chosen energy color and turn into smoke before fading away. At the start of a desecration, there is a small time frame where corpses can be dismembered. The corpse (or bisected corpse) will then reappear, ready to be desecrated again. Up to four Desecrate's attempts can be done on a single enemy with two well-timed dismemberments. Initial activation of the ability has a cast time of 1.8 seconds. Augment (https://static.wikia.nocookie.net/warframe/images/6/64/DespoilMod.png/revision/latest?cb=20230116085805) (DespoilMod) Main article: (/wiki/Despoil) (Despoil) Despoil Despoil is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nekros) (NekrosIcon272) (/wiki/Nekros) Nekros 's (/wiki/Desecrate) (Desecrate130xWhite) (/wiki/Desecrate) Desecrate to consume (/wiki/Health) (Health) health instead of (/wiki/Energy) (Energy) energy . (/wiki/Despoil) (Despoil) Despoil Tips & Tricks Know the timespan for a body to completely disintegrate: (/wiki/Grineer) (Grineer) Grineer and (/wiki/Corpus) (Corpus) Corpus corpses will disintegrate in 15 seconds. (/wiki/Infested) (Infested) Infested corpses and (/wiki/Avalanche) (Avalanche130xWhite) (/wiki/Avalanche) Avalanche d enemies will disintegrate in 5 seconds. Corpses from enemies affected with (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime will disintegrate in 3 seconds. Corpses from enemies affected with (/wiki/Miasma) (Miasma130xWhite) (/wiki/Miasma) Miasma will disintegrate within a second. Enemies that do not leave bodies behind cannot be desecrated. Most useful in Survival missions, due to the large amount of enemies. Nekros can also desecrate personal life support from bodies. Weapons with high (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash damage are likely to dismember enemies into multiple body parts. Desecrate synergizes well with (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium – every energy orb picked up will regenerate health and vice versa, allowing for Desecrate to be constantly active, regardless of whether the player has the (/wiki/Despoil) (Mod TT 20px) (/wiki/Despoil) Despoil (/wiki/Warframe_Augment_Mods) (Warframe Augment Mods) augment or not. When using (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium it is beneficial to take a controlled amount of damage, or use (/wiki/Despoil) (Mod TT 20px) (/wiki/Despoil) Despoil in order to fully benefit from being able to pick up Health orbs (also consider using (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage or (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline to recover energy while taking damage) Alternatively, a companion with (/wiki/Synth_Fiber) (Mod TT 20px) (/wiki/Synth_Fiber) Synth Fiber allows for health orbs to be consumed continuously regardless of health for constant Equilibrium energy benefits. Using this, even a Flawed equilibrium mod can provide constant uptime with enough health orbs present. Desecrate is also very effective in Excavation missions because it can be used on (/wiki/Power_Carrier) (Power Carrier) Power Carriers , possibly making them drop additional power cells. Also applies to (/wiki/Inaros) (InarosIcon272) (/wiki/Inaros) Inaros ' (/wiki/Sandstorm) (Sandstorm130xWhite) (/wiki/Sandstorm) Sandstorm . (/wiki/Khora) (KhoraIcon272) (/wiki/Khora) Khora 's (/wiki/Strangledome) (Strangledome130xWhite) (/wiki/Strangledome) Strangledome almost guarantees dismembering enemies upon kill from its chains due to its high (/wiki/Damage/Slash_Damage) (DmgSlashSmall64) (/wiki/Damage/Slash_Damage) Slash , granting more body parts for Nekros to generate loot from. Corpses are consumed upon Desecrate's attempt to roll extra loot, regardless of success or not. Overlapping Desecrate using two or more Nekroses will not generate more loot. Only one Nekros can successfully Desecrate a given corpse. Having multiple Desecrating Nekroses is still useful if the Nekroses themselves are spread out or if some corpses would disappear before Desecrate gets a chance. This is especially useful when corpses are disintegrating faster than 3 per second (such as when an ability like (/wiki/Molecular_Prime) (MolecularPrime130xWhite) (/wiki/Molecular_Prime) Molecular Prime is being used, in infested missions, or if enemies are simply being killed at a rate of over 3 per second) (Expand/Collapse) (Expand/Collapse) (/wiki/Blazing_Chakram) (Blazing Chakram) (BlazingChakramModx256) (/wiki/Blazing_Chakram) (Blazing Chakram) (BlazingChakram130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Blazing_Chakram) Blazing Chakram Hurl a flaming ring that burns enemies and causes them to emit a healing blast on death. Reactivate to instantly travel to the ring's location. Introduced in (/wiki/Update_18#Update_18.1) (Update 18) Update 18.1 (2015-12-16) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 150 / 200 / 250 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage)400 / 600 / 800 / 1000 (boosted (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage)60% / 75% / 85% / 100% (vulnerability) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 11 / 13 / 15 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 50% / 65% / 80% / 100% (health orb chance)20% / 25% / 30% / 35% (energy orb chance)30 m (uncharged throw distance)70 m (charged throw distance) Info Augment Tips & Tricks Bugs Info Nezha expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to throw his Universe Ring 30 meters towards the target aim, which will ricochet off enemies or objects before returning, hitting up to 6 enemies. The chakram deals (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage to enemies it touches and marks them for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 11 / 13 / 15 seconds, with guaranteed (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_Effect) (Status Effect) status effect . Marked enemies receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 60% / 75% / 85% / 100% (/wiki/Damage_Vulnerability) (Damage Vulnerability) Damage Vulnerability and have a 50% / 65% / 80% / 100% chance to drop a (/wiki/Health_Orb) (Health Orb) Health Orb , and a 20% / 25% / 30% / 35% chance to drop an (/wiki/Energy_Orb) (Energy Orb) Energy Orb , upon death. Casting animation of ~0.75 seconds, affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Can be cast while moving but will interrupt any other action. Holding down the ability key (default 2 ) will charge the chakram to increase its damage, up to (/wiki/Ability_Strength) (AbilityStrengthBuff) 400 / 600 / 800 / 1000 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage while (/wiki/Ragdoll) (Ragdoll b) (/wiki/Ragdoll) Ragdolling enemies, and make it fly ~70 meters in a straight line forward and backward hitting all enemies in its path. Charging animation is not affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . A charged Blazing Chakram loses its ability to ricochet off walls and enemies. If Blazing Chakram is activated again by pressing the ability key (default 2 ) while the chakram is in flight, Nezha will teleport to its current location at no energy cost. Nezha cannot teleport to the chakram if it is inside or too close to a wall. Bouncing from surfaces can extend the chakram's travel distance. The chakram's position is indicated as a waypoint onscreen and as a circular icon on the minimap. Both uncharged and charged throws are capable of hitting the same enemy multiple times. Blazing Chakram can be detonated mid-flight similarly to a throwing weapon This does not appear to deal damage—its primary function appears to be to force the early return of the Chakram. This requires a melee weapon to be equipped. Pressing the heavy attack key while a melee weapon is equipped and the Chakram is still on an outbound path will cause the Chakram to "explode", then return to Nezha. Ability Synergy: If (/wiki/Fire_Walker) (FireWalker130xWhite) (/wiki/Fire_Walker) Fire Walker is active when using Blazing Chakram's teleportation, Fire Walker will overheat at the destination and deal (/wiki/Ability_Strength) (AbilityStrengthBuff) 500 / 750 / 1000 / 1250 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage, with a 10% / 25% / 50% / ? (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance , within a radius of (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meters, as well as leaving a lingering ring of Fire Walker's flames. Damage does not bypass obstacles in the environment and diminishes with distance. Blazing Chakram striking an enemy impaled by (/wiki/Divine_Spears) (DivineSpears130xWhite) (/wiki/Divine_Spears) Divine Spears produces a second chakram, which fires at a nearby enemy. Secondary chakrams can create additional ones off of speared enemies. A charged throw will also produce charged chakrams, which will not seek out enemies or bounce, and often fly off in random directions. Therefore, uncharged throws are much more well-suited to generate many chakrams and ramp up (/wiki/Reaping_Chakram) (Mod TT 20px) (/wiki/Reaping_Chakram) Reaping Chakram 's bonus damage. Augment (https://static.wikia.nocookie.net/warframe/images/2/24/ReapingChakramMod.png/revision/latest?cb=20180922175546) (ReapingChakramMod) Main article: (/wiki/Reaping_Chakram) (Reaping Chakram) Reaping Chakram Reaping Chakram is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Nezha) (NezhaIcon272) (/wiki/Nezha) Nezha which increases (/wiki/Blazing_Chakram) (BlazingChakram130xWhite) (/wiki/Blazing_Chakram) Blazing Chakram 's damage for each enemy hit by the attack. Additionally it increases the spawn percentage for health orbs for each enemy hit. (/wiki/Reaping_Chakram) (Reaping Chakram) Reaping Chakram Tips & Tricks Using (/wiki/Reaping_Chakram) (Mod TT 20px) (/wiki/Reaping_Chakram) Reaping Chakram with (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium significantly enhances energy return chances. This allows high strength builds with low (45%) efficiency to still be able to cast this power almost infinitely. (/wiki/Archon_Vitality) (Mod TT 20px) (/wiki/Archon_Vitality) Archon Vitality garauntee's a double Fire Proc on each target hit, each target hit in chain taking significantly more damage-over-time as chained targets face increased damage multiplication. Charging this ability and using (/wiki/Archon_Vitality) (Mod TT 20px) (/wiki/Archon_Vitality) Archon Vitality creates even more powerful damage-over-time dual Fire Procs. The applied vulnerability mark is independent of the ring's damage and can be applied to enemies immune to Blazing Chakram's damage. The mark is removed in nullifier fields, however its duration is not decreased by effects such as Ancient Disruptor auras or the Executioner's natural debuff reduction. After activating Divine Spears and throwing a Chakram at impaled enemies, 2 additional rings are created and will bounce off enemies. If the Chakram is charged, the extra rings will have similarly increased damage and behavior. The two different Restorative Orb drop chances are calculated separately from each other and from the enemies standard drop table, as such it is possible for a single enemy to drop multiple orbs, even several of the same type. Enemies killed instantly by the Chakram's damage will still benefit from the additional restorative orb drop chances, even though the vulnerability mark is applied after the initial damage instance. Bugs In games with moderately high latency, the chakram may veer wildly off-course or be seen shaking in midair while moving slowly, then disappear before striking an enemy. This is likely caused by the ring's position being calculated host-side, rather than client-side. (Expand/Collapse) (Expand/Collapse) (/wiki/Dispensary) (Dispensary) (DispensaryModx256) (/wiki/Dispensary) (Dispensary) (Dispensary130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 75 (/wiki/Dispensary) Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in (/wiki/Update_28#Update_28.0) (Update 28) Update 28.0 (2020-06-11) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 10 / 15 / 20 / 25 % (extra pickup drop chance) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 2 s (pickup spawn interval)100 HP (empowered health orb restore)1x (universal ammo pack restore)1 (limit of active caches) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Protea expends (/wiki/Ability_Efficiency) (EnergyOrb) 75 (/wiki/Energy) (Energy) energy to unfurl the supply cache from her utility belt in front of her. The Dispensary hovers in place for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 20 / 25 seconds. After being deployed, the supply cache warps in (/wiki/Pickups) (Pickups) Pickups one by one every 2 seconds in the following sequence: an Empowered (/wiki/Health_Orb) (Health Orb) Health Orb that restores 100 (/wiki/Health) (Health) Health points, a (/wiki/Universal_Ammo_Pack) (Universal Ammo Pack) Universal Ammo Pack that restores 1x (/wiki/Ammo_Pickup) (Ammo Pickup) Ammo Pickup for the currently equipped (/wiki/Weapon) (Weapon) Weapon , and an (/wiki/Energy_Orb) (Energy Orb) Energy Orb . This rotating sequence will repeat until the Dispensary's duration expires. If all previous pickups of a given type have not been collected when the Dispensary attempts to warp in a new copy, that attempt will be skipped. Each pickup type has a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% chance to drop a second copy when first warped in and on each replenishment. Only 1 Dispensary may be active at once. Each individual pickup type will replenish once every 6 seconds as the Dispensary rotates through them. Empowered Health Orbs will attempt to spawn at 2, 8, 14, 20... seconds after deployment, Universal Ammo Packs will attempt to spawn at 4, 10, 16, 22... seconds after deployment, and Energy Orbs will attempt to spawn at 6, 12, 18, 24... seconds after deployment. Deploying animation speed is affected by (/wiki/Casting_Speed) (Casting Speed) Casting Speed . Pickups are arranged in a triangular formation around the cache, spawning from the top of the cache then dropping to the ground below. Empowered Health Orb health restore value is used as base value for mod interactions, such as (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium and (/wiki/Mending_Shot) (Mod TT 20px) (/wiki/Mending_Shot) Mending Shot , though not (/wiki/Synth_Fiber) (Mod TT 20px) (/wiki/Synth_Fiber) Synth Fiber for Companions. Universal Ammo Pack restores (/wiki/Archgun#Ground_Combat) (Archgun) Atmospheric Archgun ammo upon collection. However, it does not affect the (/wiki/Archgun_Deployer) (Archgun Deployer) Archgun Deployer cooldown in the Gear menu. While deployed, the Dispensary's location is indicated on the minimap using its ability icon. Deploying a new Dispensary will remove the current one. Pickups produced by the Dispensary are individual instances per player. If one player picks up an item, it will only disappear for that player while other players can collect their instances at their leisure. Pickups are still subject to squad-wide pickup count limit and will despawn from the oldest to the newest after the limit is reached. Pickups are replenished one by one according to the aforementioned drop sequence, if multiple pickups were collected by the same player. Can be recast while active to deploy a new Dispensary while removing the active cache, dropping multiple new pickups at a different location. Casting Dispensary is a full-body animation that allows movement. Dispensary is an invulnerable object that hovers in the air where Protea deploys it. Protea will deploy the Dispensary toward the direction her character model is facing at the end of the casting animation. Supply cache despawns by folding back into its compact form and teleports back to Protea's utility belt. Dispensary supply cache uses a custom model that resembles a floating and rotating vase, opening up its three petals to reveal a floral design. Each petal moves in an up and down motion, producing energy lights individually and in unison when spawning pickups. A pollen cloud visual effect bursts upward as a pickup is spawned. Subsuming Protea to the (/wiki/Helminth) (Helminth) Helminth will offer Dispensary and its augments to be used by other Warframes. However, Subsumed Dispensary's duration is reduced to (/wiki/Ability_Duration) (AbilityDurationBuff) 5 / 7.5 / 10 / 12.5 seconds. Augment (https://static.wikia.nocookie.net/warframe/images/6/6f/RepairDispensaryMod.png/revision/latest?cb=20230224005017) (RepairDispensaryMod) Main article: (/wiki/Repair_Dispensary) (Repair Dispensary) Repair Dispensary Repair Dispensary is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod /(/wiki/Category:Exilus_Mods) (Category:Exilus Mods) Exilus Mod for (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea that causes (/wiki/Dispensary) (Dispensary130xWhite) (/wiki/Dispensary) Dispensary to drop special pickups that heals (/wiki/Companion) (Companion) Companions and reduces their (/wiki/Death#Companions) (Death) respawn timer . (/wiki/Repair_Dispensary) (Repair Dispensary) Repair Dispensary Tips & Tricks Place a supply cache before engaging enemies to give it time to produce a set of pickups. Place near static objectives to resupply quickly while defending. Jump and place the supply cache high in the air, out of reach from the ability canceling effects of special enemies (e.g. (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman ). Pickups will rain down from above and stay put where they land. Recast the Dispensary after it has produced a set of pickups to create another set. Spread the placements apart to cover the area in useful supplies. Utilize Protea's passive for a chance to create more pickups per supply cache. Mod for (/wiki/Ability_Duration) (Ability Duration) Ability Duration to keep the cache active longer. Pickups collected by you and your team will have more time to be replenished by the active Dispensary. Activate (/wiki/Temporal_Anchor) (TemporalAnchor130xWhite) (/wiki/Temporal_Anchor) Temporal Anchor and place a supply cache to completely recover its energy cost once Protea rewinds, while producing more Energy Orbs for later use. Universal Ammo Packs are one of the only methods to resupply for (/wiki/Archgun#Ground_Combat) (Archgun) Atmospheric Archguns , allowing you and your team extended usage of these heavy weapons. This also makes Protea a viable way of effectively leveling these weapons without having to go to (/wiki/Archwing) (Archwing) Archwing maps, as long as she can spare some (/wiki/Gravimag) (Gravimag) Gravimags to do so. Empowered Health Orbs can be an excellent source of energy with (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium , giving 110 energy for each one on max rank, due to the health orb providing 100 health. This can benefit any Warframe that could use more energy. Bugs Using this ability inside The Index has the potential to stop all Energy Dispensers from spawning energy orbs for the rest of the match, for all players. (Expand/Collapse) (Expand/Collapse) While not restoring energy directly nor indirectly, (/wiki/Grendel) (GrendelIcon272) (/wiki/Grendel) Grendel has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies. (/wiki/Nourish) (Nourish) (NourishModx256) (/wiki/Nourish) (Nourish) (Nourish130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Nourish) Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer (/wiki/Damage/Viral_Damage) (DmgViralSmall64) Viral Damage and energy sources provide more energy. These buffs extend to squad mates. Introduced in (/wiki/Update_26#Update_26.0) (Update 26) Update 26.0 (2019-10-31) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 20% (damage on digestion)600 / 700 / 800 / 1000 (self heal on cast)1.5 / 1.65 / 1.8 / 2 x (energy multiplier)100 / 150 / 200 / 250 ((/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral damage on hit)+40% / +50% / +60% / +75% ((/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral damage buff) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 10 / 15 / 20 / 25 s (buff duration) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 10 / 15 / 20 / 25 m (buff radius)12 m (splash radius) (Stats unlisted in-game, not affected by Mods) Misc : 10 ((/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral status stacks)2 s (explosion cooldown) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Info Grendel expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to damage to the first digested victim equal to (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% of their total shield and health points, heal (/wiki/Ability_Strength) (AbilityStrengthBuff) 600 / 700 / 800 / 1000 (/wiki/Health) (Health) Health , and receive a buff that affects all allies within (/wiki/Ability_Range) (AbilityRangeBuff) 10 / 15 / 20 / 25 meters for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 20 / 25 seconds. This buff has three separate effects: All (/wiki/Energy_Capacity#Restoring_Energy) (Energy Capacity) energy sources provide (/wiki/Ability_Strength) (AbilityStrengthBuff) 1.5x / 1.65x / 1.8x / 2.0x more energy. Taking damage causes an explosion with a (/wiki/Ability_Range) (AbilityRangeBuff) 12 meter radius that deals (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral damage with 10 (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral stacks and (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger to enemies within line of sight. This explosion has a 2 seconds cooldown. Adds (/wiki/Ability_Strength) (AbilityStrengthBuff) +40% / +50% / +60% / +75% (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral damage to all weapons. Retaliation waves damage and break destructible (/wiki/Objects) (Objects) Objects such as crates and resource caches. Ability Synergy: Nourish requires at least 1 enemy swallowed by (/wiki/Feast) (Feast130xWhite) (/wiki/Feast) Feast to be alive in Grendel's gut to cast. Can be recast while active, inflicting damage to the eaten enemy, healing Grendel, buffing new allies in range, and refreshing the buff's duration. Subsuming Grendel to the (/wiki/Helminth) (Helminth) Helminth will offer Nourish and its augments to be used by other Warframes. Other Warframes are omitted from the swallowed enemy requirement, due to their inability to cast (/wiki/Feast) (Feast130xWhite) (/wiki/Feast) Feast . However, Subsumed Nourish does not provide healing, the explosion only applies 1 (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral stack, the energy multiplier is reduced to (/wiki/Ability_Strength) (AbilityStrengthBuff) 1.3 / 1.39 / 1.48 / 1.6x , and (/wiki/Damage/Viral_Damage) (DmgViralSmall64) (/wiki/Damage/Viral_Damage) Viral weapon bonus damage is reduced to (/wiki/Ability_Strength) (AbilityStrengthBuff) +24% / +30% / +36% / +45% . Augment (https://static.wikia.nocookie.net/warframe/images/0/05/HeartyNourishmentMod.png/revision/latest?cb=20221130223306) (HeartyNourishmentMod) Main article: (/wiki/Hearty_Nourishment) (Hearty Nourishment) Hearty Nourishment Hearty Nourishment is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Grendel) (GrendelIcon272) (/wiki/Grendel) Grendel that allows (/wiki/Nourish) (Nourish130xWhite) (/wiki/Nourish) Nourish to remove (/wiki/Status_Effect) (Status Effect) Status Effects and give him immunity based on the number of enemies in his stomach. (/wiki/Hearty_Nourishment) (Hearty Nourishment) Hearty Nourishment (Expand/Collapse) (Expand/Collapse) Mods [ (/wiki/Energy_Capacity?veaction=edit§ion=16) (Edit section: Mods) ] Warframes Weapons Archwing Augments Companions Conclave Syndicate (/wiki/Dreamer%27s_Bond) (Dreamer's Bond (192 KB)) (Dreamer's Bond (192 KB)) (Dreamer's Bond) (Dreamer's Bond (192 KB)) (Dreamer's Bond) (/wiki/Dreamer%27s_Bond) (Mod TT 20px) (/wiki/Dreamer%27s_Bond) Dreamer's Bond (/wiki/Energy_Nexus) (Energy Nexus (191 KB)) (Energy Nexus (191 KB)) (Energy Nexus) (Energy Nexus (191 KB)) (Energy Nexus) (/wiki/Energy_Nexus) (Mod TT 20px) (/wiki/Energy_Nexus) Energy Nexus (/wiki/Energy_Siphon) (Energy Siphon (164 KB)) (Energy Siphon (164 KB)) (Energy Siphon) (Energy Siphon (164 KB)) (Energy Siphon) (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon (/wiki/Equilibrium) (Equilibrium (47 KB)) (Equilibrium (47 KB)) (Equilibrium) (Equilibrium (47 KB)) (Equilibrium) (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium (/wiki/Hunter_Adrenaline) (Hunter Adrenaline (159 KB)) (Hunter Adrenaline (159 KB)) (Hunter Adrenaline) (Hunter Adrenaline (159 KB)) (Hunter Adrenaline) (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline (/wiki/Rage) (Rage (174 KB)) (Rage (174 KB)) (Rage) (Rage (174 KB)) (Rage) (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage (/wiki/Energizing_Shot) (Energizing Shot (201 KB)) (Energizing Shot (201 KB)) (Energizing Shot Counts as picking up Energy Orbs.) (Energizing Shot (201 KB)) (Energizing Shot Counts as picking up Energy Orbs.) (/wiki/Energizing_Shot) (Mod TT 20px) (/wiki/Energizing_Shot) Energizing Shot Counts as picking up Energy Orbs. (/wiki/Xata_Invocation) (Xata Invocation (175 KB)) (Xata Invocation (175 KB)) (Xata Invocation) (Xata Invocation (175 KB)) (Xata Invocation) (/wiki/Xata_Invocation) (Mod TT 20px) (/wiki/Xata_Invocation) Xata Invocation (/wiki/Sharpshooter) (Sharpshooter (331 KB)) (Sharpshooter (331 KB)) (Sharpshooter Can restore energy with channeled abilities active.) (Sharpshooter (331 KB)) (Sharpshooter Can restore energy with channeled abilities active.) (/wiki/Sharpshooter) (Mod TT 20px) (/wiki/Sharpshooter) Sharpshooter Can restore energy with channeled abilities active. (/wiki/Kinetic_Diversion) (Kinetic Diversion (71 KB)) (Kinetic Diversion (71 KB)) (Kinetic Diversion) (Kinetic Diversion (71 KB)) (Kinetic Diversion) (/wiki/Kinetic_Diversion) (Mod TT 20px) (/wiki/Kinetic_Diversion) Kinetic Diversion (/wiki/Exothermic) (Exothermic (202 KB)) (Exothermic (202 KB)) (Inferno) (Exothermic (202 KB)) (Inferno) (/wiki/Inferno) (Inferno130xWhite) (/wiki/Inferno) Inferno (/wiki/Guided_Effigy) (Guided Effigy (180 KB)) (Guided Effigy (180 KB)) (Effigy) (Guided Effigy (180 KB)) (Effigy) (/wiki/Effigy) (Effigy130xWhite) (/wiki/Effigy) Effigy (/wiki/Pool_of_Life) (Pool of Life (41 KB)) (Pool of Life (41 KB)) (Well of Life) (Pool of Life (41 KB)) (Well of Life) (/wiki/Well_of_Life) (WellOfLife130xWhite) (/wiki/Well_of_Life) Well of Life (/wiki/Spectrosiphon) (Spectrosiphon (199 KB)) (Spectrosiphon (199 KB)) (Spectrorage) (Spectrosiphon (199 KB)) (Spectrorage) (/wiki/Spectrorage) (Spectrorage130xWhite) (/wiki/Spectrorage) Spectrorage (/wiki/Spellbound_Harvest) (Spellbound Harvest (46 KB)) (Spellbound Harvest (46 KB)) (Spellbind) (Spellbound Harvest (46 KB)) (Spellbind) (/wiki/Spellbind) (Spellbind130xWhite) (/wiki/Spellbind) Spellbind (/wiki/Warding_Thurible) (Warding Thurible (171 KB)) (Warding Thurible (171 KB)) (Thurible) (Warding Thurible (171 KB)) (Thurible) (/wiki/Thurible) (Thurible130xWhite) (/wiki/Thurible) Thurible (/wiki/Energy_Generator) (Energy Generator (324 KB)) (Energy Generator (324 KB)) (Energy Generator) (Energy Generator (324 KB)) (Energy Generator) (/wiki/Energy_Generator) (Mod TT 20px) (/wiki/Energy_Generator) Energy Generator (/wiki/Relentless_Assault) (Relentless Assault (198 KB)) (Relentless Assault (198 KB)) (Relentless Assault) (Relentless Assault (198 KB)) (Relentless Assault) (/wiki/Relentless_Assault) (Mod TT 20px) (/wiki/Relentless_Assault) Relentless Assault (/wiki/Sapping_Reach) (Sapping Reach (38 KB)) (Sapping Reach (38 KB)) (Sapping Reach) (Sapping Reach (38 KB)) (Sapping Reach) (/wiki/Sapping_Reach) (Mod TT 20px) (/wiki/Sapping_Reach) Sapping Reach (/wiki/Surplus_Diverters) (Surplus Diverters (43 KB)) (Surplus Diverters (43 KB)) (Surplus Diverters) (Surplus Diverters (43 KB)) (Surplus Diverters) (/wiki/Surplus_Diverters) (Mod TT 20px) (/wiki/Surplus_Diverters) Surplus Diverters (/wiki/Entropy_Burst) (Entropy Burst (161 KB)) (Entropy Burst (161 KB)) (Entropy Burst) (Entropy Burst (161 KB)) (Entropy Burst) (/wiki/Entropy_Burst) (Mod TT 20px) (/wiki/Entropy_Burst) Entropy Burst (/wiki/Entropy_Detonation) (Entropy Detonation (168 KB)) (Entropy Detonation (168 KB)) (Entropy Detonation) (Entropy Detonation (168 KB)) (Entropy Detonation) (/wiki/Entropy_Detonation) (Mod TT 20px) (/wiki/Entropy_Detonation) Entropy Detonation (/wiki/Entropy_Flight) (Entropy Flight (40 KB)) (Entropy Flight (40 KB)) (Entropy Flight) (Entropy Flight (40 KB)) (Entropy Flight) (/wiki/Entropy_Flight) (Mod TT 20px) (/wiki/Entropy_Flight) Entropy Flight (/wiki/Entropy_Spike) (Entropy Spike (41 KB)) (Entropy Spike (41 KB)) (Entropy Spike) (Entropy Spike (41 KB)) (Entropy Spike) (/wiki/Entropy_Spike) (Mod TT 20px) (/wiki/Entropy_Spike) Entropy Spike (/wiki/Eroding_Blight) (Eroding Blight (40 KB)) (Eroding Blight (40 KB)) (Eroding Blight) (Eroding Blight (40 KB)) (Eroding Blight) (/wiki/Eroding_Blight) (Mod TT 20px) (/wiki/Eroding_Blight) Eroding Blight (/wiki/Gleaming_Blight) (Gleaming Blight (41 KB)) (Gleaming Blight (41 KB)) (Gleaming Blight) (Gleaming Blight (41 KB)) (Gleaming Blight) (/wiki/Gleaming_Blight) (Mod TT 20px) (/wiki/Gleaming_Blight) Gleaming Blight (/wiki/Stockpiled_Blight) (Stockpiled Blight (41 KB)) (Stockpiled Blight (41 KB)) (Stockpiled Blight) (Stockpiled Blight (41 KB)) (Stockpiled Blight) (/wiki/Stockpiled_Blight) (Mod TT 20px) (/wiki/Stockpiled_Blight) Stockpiled Blight (/wiki/Toxic_Blight) (Toxic Blight (42 KB)) (Toxic Blight (42 KB)) (Toxic Blight) (Toxic Blight (42 KB)) (Toxic Blight) (/wiki/Toxic_Blight) (Mod TT 20px) (/wiki/Toxic_Blight) Toxic Blight Arcanes [ (/wiki/Energy_Capacity?veaction=edit§ion=17) (Edit section: Arcanes) ] (/wiki/Arcane_Energize) (Arcane Energize (147 KB)) (Arcane Energize (147 KB)) (Arcane Energize) (Arcane Energize (147 KB)) (Arcane Energize) (/wiki/Arcane_Energize) (ArcaneEnergize) (/wiki/Arcane_Energize) Arcane Energize (/wiki/Emergence_Dissipate) (Emergence Dissipate (178 KB)) (Emergence Dissipate (178 KB)) (Emergence Dissipate) (Emergence Dissipate (178 KB)) (Emergence Dissipate) (/wiki/Emergence_Dissipate) (EmergenceDissipate) (/wiki/Emergence_Dissipate) Emergence Dissipate (/wiki/Exodia_Brave) (Exodia Brave (198 KB)) (Exodia Brave (198 KB)) (Exodia Brave) (Exodia Brave (198 KB)) (Exodia Brave) (/wiki/Exodia_Brave) (ExodiaBrave) (/wiki/Exodia_Brave) Exodia Brave (/wiki/Primary_Exhilarate) (Primary Exhilarate (162 KB)) (Primary Exhilarate (162 KB)) (Primary Exhilarate) (Primary Exhilarate (162 KB)) (Primary Exhilarate) (/wiki/Primary_Exhilarate) (PrimaryExhilarate) (/wiki/Primary_Exhilarate) Primary Exhilarate Energy Reduction [ (/wiki/Energy_Capacity?veaction=edit§ion=18) (Edit section: Energy Reduction) ] (/wiki/Sortie) (Sortie) Sorties with the Energy Reduction condition is the only way to reduce a Warframe's Total Energy capacity. This also reduces passive energy regeneration effects, like (/wiki/Energy_Siphon) (Mod TT 20px) (/wiki/Energy_Siphon) Energy Siphon and (/wiki/Focus/Zenurik) (FocusLensZenurik b) (/wiki/Focus/Zenurik) Zenurik 's abilities. There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. (/wiki/Nightmare_Mode) (Nightmare Mode) Nightmare Mode 's Energy Drain condition slowly drains 15 energy per second throughout the mission. On top of its regular effects, a (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic (/wiki/Status_Effect) (Status Effect) proc will drain 90 energy over 3 seconds, or 30 energy per tick. In (/wiki/Conclave) (Conclave) Conclave , (/wiki/No_Current_Leap) (Mod TT 20px) (/wiki/No_Current_Leap) No Current Leap nullifies passive energy regeneration in exchange for increased mobility. Using Energy as Health [ (/wiki/Energy_Capacity?veaction=edit§ion=19) (Edit section: Using Energy as Health) ] Mods [ (/wiki/Energy_Capacity?veaction=edit§ion=20) (Edit section: Mods) ] (/wiki/Gladiator_Finesse) (Gladiator Finesse (198 KB)) (Gladiator Finesse (198 KB)) (Gladiator Finesse) (Gladiator Finesse (198 KB)) (Gladiator Finesse) (/wiki/Gladiator_Finesse) (Mod TT 20px) (/wiki/Gladiator_Finesse) Gladiator Finesse (/wiki/Quick_Thinking) (Quick Thinking (63 KB)) (Quick Thinking (63 KB)) (Quick Thinking) (Quick Thinking (63 KB)) (Quick Thinking) (/wiki/Quick_Thinking) (Mod TT 20px) (/wiki/Quick_Thinking) Quick Thinking These mods stop lethal damage by allowing hits to drain your energy after your (/wiki/Health) (Health) Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with (/wiki/Rage) (Mod TT 20px) (/wiki/Rage) Rage and (/wiki/Hunter_Adrenaline) (Mod TT 20px) (/wiki/Hunter_Adrenaline) Hunter Adrenaline since all the health drained before taking lethal damage would ensure that there is enough energy for the mods to consume. Patch History [ (/wiki/Energy_Capacity?veaction=edit§ion=21) (Edit section: Patch History) ] (/wiki/Update_35#Update_35.0) (Update 35) Update 35.0 (2023-12-13) Increased the Starting Energy of the following Prime Warframes so that they have higher Energy Capacity compared to their base version: Grendel Prime from 100 to 115 Inaros Prime from 50 to 75 Ivara Prime from 75 to 100 Khora Prime from 75 to 100 Limbo Prime from 100 to 125 Nidus Prime from 50 to 75 Titania Prime from 100 to 125 (/wiki/Update_33#Update_33.0) (Update 33) Update 33.0 (2023-04-26) Fixed pausing the game in Solo mode not suspending the energy cost of abilities that use energy over time. Fixed the “Energy Drain” stat in the Warframe ability page showing as 0 when Zenurik’s Inner Might is equipped. (/wiki/Update_32#Update_32.3) (Update 32) Update 32.3 (2023-02-15) Removed the “Starting Energy” stat that was added in Hotfix 32.2.9 and merged it with the existing “Energy” tooltip. Also fixed incorrect calculation of Mod upgrade to Energy drain, which resulted in incorrect calculation of Energy players receive on spawn. (/wiki/Update_32#Hotfix_32.2.9) (Update 32) Hotfix 32.2.9 (2023-01-11) Added a new “Starting Energy” stat (affected by Mods like Preparation) in the Arsenal to indicate the amount of Energy a Warframe will start a mission with. Hot Tip: Unspent Mod capacity increases how much Energy you have at the start of missions. Harrow will always show 100% Energy filled thanks to his passive. (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) Operator Energy pickups will now be shared with Warframe. Note that this won’t affect Warframe mods that trigger certain conditions off energy pick-up while in Operator mode (ie. Health Conversion). 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