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 Warframe is a resource used mainly to cast 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  Hildryn, who has no energy but uses shields, and  Lavos, having no energy but instead using a cooldown system. Like health and 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[] Mods[] These are the only mods currently in the game that increase energy capacity. It is worth noting that  Flow,  Primed Flow, and  Archon Flow cannot be used together.  Auxiliary Power only works on Archwings, and  Adrenaline Boost in Conclave. Formula For Modded Energy Capacity[] These mods increase the energy capacity of a Warframe with the following the formula: So taking  Volt Prime as an example, with 200 base energy and 300 max energy he will have: Buffs[] The only buff currently available to increase energy capacity is Cephalon Suda's Entropy effect. Entropy will release a 25-meter AoE radial attack around the player, dealing 1000  Magnetic damage and applying the Magnetic 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. Arcane Helmets[] These Arcane Helmets are retired helmets that in the past used to grant increased energy capacity to their respective Warframes. Azure Archon Shard[] “You're not supposed to be in here! You're going to ruin the surprise!”The following article/section contains spoilers.x The Azure Archon Shard is a guaranteed reward from defeating 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 Archon Hunts, which are unlocked after completing Veilbreaker, or through activities in Albrecht's Laboratories like Netracells, which are unlocked after completing Whispers in the Walls, and Deep Archimedea, after obtaining Rank 5 for the Cavia Syndicate Starting Energy[] Starting Energy refers to how much energy a Warframe starts a mission with, when reviving from Death, or going through a Sanctuary Onslaught conduit. Warframe Starting Energy(energy on spawn) Rank 0 Energy Capacity(base capacity) Rank 30 Energy Capacity(after ranking bonus applied)  Ash 50 100 150  Ash Prime 50 100 150  Atlas 50 175 225  Atlas Prime 75 215 265  Banshee 100 175 225  Banshee Prime 125 215 265  Baruuk 150 200 300  Baruuk Prime 150 200 300  Caliban 75 140 190  Chroma 75 175 225  Chroma Prime 100 200 300  Citrine 50 130 180  Dagath 50 175 225  Dante 50 200 270  Ember 75 175 225  Ember Prime 75 175 225  Equinox 100 175 225  Equinox Prime 115 200 250  Excalibur 50 100 150  Excalibur Prime 100 175 225  Excalibur Umbra 100 175 225  Frost 50 100 150  Frost Prime 50 100 150  Gara 75 175 225  Gara Prime 75 175 225  Garuda 50 140 240  Garuda Prime 100 220 320  Gauss 100 175 225  Gauss Prime 100 175 225  Grendel 100 175 225  Grendel Prime 115 200 250  Gyre 100 190 240  Harrow 50 100 150  Harrow Prime 125 140 190  Hildryn 0 0 0  Hildryn Prime 0 0 0  Hydroid 75 140 190  Hydroid Prime 100 175 225  Inaros 50 100 150  Inaros Prime 75 140 190  Ivara 75 215 265  Ivara Prime 100 250 300  Jade 125 150 200  Khora 75 140 190  Khora Prime 100 175 225  Kullervo 150 175 225  Lavos 0 0 0  Limbo 100 175 225  Limbo Prime 125 215 265  Loki 100 175 225  Loki Prime 125 215 265  Mag 75 140 190  Mag Prime 100 215 265  Mesa 50 100 150  Mesa Prime 65 140 190  Mirage 125 175 225  Mirage Prime 125 175 225  Nekros 50 100 150  Nekros Prime 75 140 190  Nezha 125 175 225  Nezha Prime 125 175 225  Nidus 50 100 150  Nidus Prime 75 140 190  Nova 100 175 225  Nova Prime 150 215 265  Nyx 100 175 225  Nyx Prime 150 175 225  Oberon 75 175 225  Oberon Prime 100 215 265  Octavia 100 175 225  Octavia Prime 100 215 265  Protea 50 175 225  Protea Prime 50 200 250  Qorvex 50 150 200  Revenant 50 140 190  Revenant Prime 100 175 225  Rhino 50 100 150  Rhino Prime 50 100 150  Saryn 50 175 225  Saryn Prime 100 200 300  Sevagoth 75 140 190  Sevagoth Prime 100 175 225  Styanax 50 175 225  Titania 100 175 225  Titania Prime 125 215 265  Trinity 75 175 225  Trinity Prime 125 175 225  Valkyr 50 100 150  Valkyr Prime 100 175 225  Vauban 75 175 225  Vauban Prime 100 175 225  Volt 50 100 150  Volt Prime 125 200 300  Voruna 50 100 150  Wisp 150 200 300  Wisp Prime 150 200 300  Wukong 50 130 180  Wukong Prime 65 145 195  Xaku 50 160 230  Yareli 50 200 300  Zephyr 50 100 150  Zephyr Prime 75 175 225 Formula[] Starting Energy can be increased with unspent mod capacity. The formula followed is: When  Preparation is equipped, the formula becomes: Mods[] Effective Energy Capacity[] Casting Effective Capacity[] Similarly to how one can define the concept of "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 Ability Efficiency factor: Since casting cost can not be reduce under 25% of the base cost, the highest possible upper-bound for the effective energy capacity is: Toggle Effective Capacity[] Since the efficiency of toggle abilities depends also on the duration, in that case the formula becomes: 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: 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[] Suppose a  Prowling  Ivara has a modded drain of 0.25 energy/sec. An orb of 50 energy would provide: Considering the same Ivara with full energy pool of 744 capacity, she can remain in prowl for: Restoring Energy[] Energy does not naturally regenerate over time unless the  Energy Siphon aura mod is equipped by at least one member of the squad. Otherwise, energy must be restored either by picking up Energy Orbs (and Health Orbs with  Equilibrium) or by a few other means.  Trinity and  Harrow are the two Warframes with an inherent ability to explicitly restore energy to all Warframes within the squad, and  Nekros can  Desecrate nearby corpses for a chance to drop more Energy Orbs.  Limbo has, and grants, access to the Rift Plane, a dimension in which Warframes regenerate energy over time consistently. The  Zenurik Focus tree grants the  Energy Pulse and  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:  Hunter Adrenaline and  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 Entropy effect from  Cephalon Suda, the Blight effect from Red Veil also restores 25% of the player's base energy, and provides a base movement speed boost of +10% for 30 seconds. Squad Energy Restores are consumables that can grant energy to nearby teammates in varying amounts, up to 400 total. When using a Prime Warframe, moving close to a 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  Chroma ( Spectral Scream and  Effigy) and partially  Equinox ( Pacify & Provoke and  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[] Edit Equinox's Passive When  Equinox collects Health Orbs or Energy Orbs, 10% of the restored amount is converted into additional Energy and Health respectively. This effect stacks with  Equilibrium for up to 120% conversion. 3 Bloodletting Garuda sacrifices her health to generate energy. Introduced in Update 24.0 (2018-11-08)  Strength:N/A  Duration:N/A  Range:N/A  Efficiency: 18 / 22 / 30 / 40 % (energy gain) Misc: -50% (health deducted)100% (status cleanse)2 HP (minimum health threshold) 250 Kinetic Plating Generate armor plating that converts a portion of absorbed Kinetic Damage (Physical, Heat, Cold, and Blast) into Energy. Also protects Gauss from being staggered or knocked down. Damage Resistance is relative to the battery level. Introduced in Update 25.7 (2019-08-29)  Strength:14 - 70% / 16 - 80% / 18 - 90% / 20 - 100% (damage reduction)  Duration:15 / 20 / 25 / 30 s (duration)  Range:N/A 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% ( Slash status chance for Mach Rush)100% (base melee damage bonus and stagger chance from Redline) 375 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 Update 31.5 (2022-04-27)  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)  Duration:8 s (initial timer)3 s (extra time per kill)  Range:N/A Misc: 60 s (casting cooldown and max duration cap) 325 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 Update 21.0 (2017-06-29)  Strength:10 / 10.83 / 12.5 / 15% (energy convert)  Duration:20 / 25 / 30 / 35 s  Range:13 / 15 / 17 / 20 m Misc: 4.0x (headshot multiplier) N/A50 Voracious Metastasis Consume Energy to heal yourself and grant matching Energy to each ally. Introduced in Update 30.5 (2021-07-06)  Strength:200 / 300 / 400 / 500 (health restored)  Duration:16 / 14 / 12 / 10 s  Range:N/A  Efficiency: 50 (energy restored, equal to cost) Subsumable to Helminth Edit Limbo's Passive Rolling (default Shift ) lets  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. Edit Octavia's Passive Casting any ability will inspire  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. 375 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 Update 32.0 (2022-09-07)  Strength:20 / 30 / 40 / 50 SP (shields per kill)3 EP/s (energy regen)  Duration:30 s  Range:30 m Misc: Threat level priority 250 Energy Vampire Allies will gain energy over time when enemies are marked with Energy Vampire. Introduced in Update 4 (2012-11-02)  Strength:15 / 17 / 20 / 25 (energy restored per pulse)6.25% (damage percentage)≥25% (damage health threshold)  Duration:5 / 6 / 7 / 9 s  Range:100 m (cast range)15 / 17 / 20 / 25 m (pulse radius) Misc: 4 (number of pulses)5 (min  True damage)1 (max target limit) 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. 4100+25/s+25/s/enemy+50/dodge 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 Update 24.4 (2019-03-08)  Strength:100 / 125 / 150 / 200 ( Radiation damage per second)100 / 300 / 400 / 500 ( Impact damage on deactivation)  Duration:N/A  Range:8 / 10 / 12 / 15 m (energy field max radius) Misc: 8-18 s (energy orb drop interval) 310+10/corpse Desecrate Forces fallen enemies around you to drop additional loot. Introduced in Update 10.0 (2013-09-13)  Strength:N/A  Duration:N/A  Range:10 / 15 / 20 / 25 m Misc: 30% / 40% / 50% / 60% (health orb drop chance)22.5% / 32% / 42.5% / 54% (drop table chance) 225 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 Update 18.1 (2015-12-16)  Strength:100 / 150 / 200 / 250 ( Heat damage)400 / 600 / 800 / 1000 (boosted  Heat damage)60% / 75% / 85% / 100% (vulnerability)  Duration:10 / 11 / 13 / 15 s  Range:N/A 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) 375 Dispensary Deploys a device that generates 3 pickups after a short delay: empowered health orb, universal ammo pack and energy orb. Introduced in Update 28.0 (2020-06-11)  Strength:10 / 15 / 20 / 25 % (extra pickup drop chance)  Duration:10 / 15 / 20 / 25 s  Range:N/A Misc: 2 s (pickup spawn interval)100 HP (empowered health orb restore)1x (universal ammo pack restore)1 (limit of active caches) Subsumable to Helminth While not restoring energy directly nor indirectly,  Grendel has the unique ability to increase energy gained from all sources and methods mentioned so far, this affects the Warframe itself and allies. 250 Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Viral Damage and energy sources provide more energy. These buffs extend to squad mates. Introduced in Update 26.0 (2019-10-31)  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 ( Viral damage on hit)+40% / +50% / +60% / +75% ( Viral damage buff)  Duration:10 / 15 / 20 / 25 s (buff duration)  Range:10 / 15 / 20 / 25 m (buff radius)12 m (splash radius) Misc: 10 ( Viral status stacks)2 s (explosion cooldown) Subsumable to Helminth Mods[]  SharpshooterCan restore energy with channeled abilities active. Arcanes[] Energy Reduction[] 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  Energy Siphon and  Zenurik's abilities. There are also some instances where a Warframe's energy can be expended and/or stopped from regenerating. Nightmare Mode's Energy Drain condition slowly drains 15 energy per second throughout the mission. On top of its regular effects, a  Magnetic proc will drain 90 energy over 3 seconds, or 30 energy per tick. In Conclave,  No Current Leap nullifies passive energy regeneration in exchange for increased mobility. Using Energy as Health[] Mods[] These mods stop lethal damage by allowing hits to drain your energy after your Health is depleted in exchange for occasionally staggering the player. They synergize extremely well with  Rage and  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[] 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 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. 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. 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. 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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