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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Magazine Capacity 1.1 Increasing magazine capacity 1.2 Decreasing magazine capacity 1.3 Conclave mods 2 Ammo Maximum 3 Ammo Pickup 3.1 Drop Chances 3.2 Primary 3.3 Secondary 3.4 Heavy 3.5 Universal Ammo Pack 3.6 Increasing Ammo From Pickups 3.7 Sources of Ammo 4 Battery 5 Ammo Efficiency 6 Ammo Economy 7 Patch History 8 References 9 See Also (/wiki/Ammo?veaction=edit) in: (/wiki/Category:Updateme) (Category:Updateme) Updateme , (/wiki/Category:Pickups) (Category:Pickups) Pickups , (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics English (https://warframe.fandom.com/es/wiki/Munici%C3%B3n) Español (https://warframe.fandom.com/fr/wiki/Munitions) Français (https://warframe.fandom.com/ru/wiki/%D0%9F%D0%B0%D1%82%D1%80%D0%BE%D0%BD%D1%8B) Русский Ammo 19 (/wiki/Ammo?veaction=edit) Edit (/wiki/Ammo?action=edit) Edit source (/wiki/Ammo?action=history) History (/wiki/Talk:Ammo?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Ammo (https://static.wikia.nocookie.net/warframe/images/e/e5/PistolAmmo.png/revision/latest?cb=20240326050719) () () A pistol ammo pickup Contents 1 Magazine Capacity 1.1 Increasing magazine capacity 1.2 Decreasing magazine capacity 1.3 Conclave mods 2 Ammo Maximum 3 Ammo Pickup 3.1 Drop Chances 3.2 Primary 3.3 Secondary 3.4 Heavy 3.5 Universal Ammo Pack 3.6 Increasing Ammo From Pickups 3.7 Sources of Ammo 4 Battery 5 Ammo Efficiency 6 Ammo Economy 7 Patch History 8 References 9 See Also The number of ammo rounds a weapon's magazine holds. > Reload Time: |AMOUNT| s > Ammo Maximum: |AMOUNT| > Ammo from Pickups: |AMOUNT| —In-Game Description Ammunition (or ammo for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all (/wiki/Category:Primary_Weapons) (Category:Primary Weapons) Primary and (/wiki/Category:Secondary_Weapons) (Category:Secondary Weapons) Secondary weapons to be fired. The only weapons that do not use ammo are (/wiki/Category:Melee_Weapons) (Category:Melee Weapons) Melee weapons. Remaining ammunition for the currently active weapon is indicated in the bottom right corner as two numbers with a divider between them. On the left side, the number indicates how much ammo is currently loaded inside the weapon's magazine. On the right side of that division, the number indicates how much more of that type of ammo the player is carrying. Magazine Capacity [ (/wiki/Ammo?veaction=edit§ion=1) (Edit section: Magazine Capacity) ] Weapons have a magazine capacity or clip size that limits their ammo expenditure. Weapons can load ammo up to their magazine size; after shooting the whole magazine, the weapon must be (/wiki/Reload) (Reload) reloaded . Because reloading takes time, a low magazine size can significantly reduce the (https://en.wikipedia.org/wiki/Damage_per_second) (wikipedia:Damage per second) sustained DPS of a weapon in relation to its expected (https://en.wikipedia.org/wiki/Damage_per_second) (wikipedia:Damage per second) burst DPS . Note that Magazine Capacity bonuses do not affect weapons that pull ammo directly from their reserve pool like (/wiki/Bow) (Bow) Bows and (/wiki/Epitaph) (Epitaph) (/wiki/Epitaph) Epitaph . Increasing magazine capacity [ (/wiki/Ammo?veaction=edit§ion=2) (Edit section: Increasing magazine capacity) ] (/wiki/Ammo_Stock) (Ammo Stock (174 KB)) (Ammo Stock (174 KB)) (Ammo Stock) (Ammo Stock (174 KB)) (Ammo Stock) (/wiki/Ammo_Stock) (Mod TT 20px) (/wiki/Ammo_Stock) Ammo Stock (/wiki/Primed_Ammo_Stock) (Primed Ammo Stock (172 KB)) (Primed Ammo Stock (172 KB)) (Primed Ammo Stock) (Primed Ammo Stock (172 KB)) (Primed Ammo Stock) (/wiki/Primed_Ammo_Stock) (Mod TT 20px) (/wiki/Primed_Ammo_Stock) Primed Ammo Stock (/wiki/Atomic_Fallout) (Atomic Fallout (187 KB)) (Atomic Fallout (187 KB)) (Atomic Fallout) (Atomic Fallout (187 KB)) (Atomic Fallout) (/wiki/Atomic_Fallout) (Mod TT 20px) (/wiki/Atomic_Fallout) Atomic Fallout (/wiki/Magazine_Extension) (Magazine Extension (168 KB)) (Magazine Extension (168 KB)) (Magazine Extension) (Magazine Extension (168 KB)) (Magazine Extension) (/wiki/Magazine_Extension) (Mod TT 20px) (/wiki/Magazine_Extension) Magazine Extension (/wiki/Magazine_Warp) (Magazine Warp (174 KB)) (Magazine Warp (174 KB)) (Magazine Warp) (Magazine Warp (174 KB)) (Magazine Warp) (/wiki/Magazine_Warp) (Mod TT 20px) (/wiki/Magazine_Warp) Magazine Warp (/wiki/Shotgun_Elementalist) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist) (Shotgun Elementalist (179 KB)) (Shotgun Elementalist) (/wiki/Shotgun_Elementalist) (Mod TT 20px) (/wiki/Shotgun_Elementalist) Shotgun Elementalist (/wiki/Slip_Magazine) (Slip Magazine (180 KB)) (Slip Magazine (180 KB)) (Slip Magazine) (Slip Magazine (180 KB)) (Slip Magazine) (/wiki/Slip_Magazine) (Mod TT 20px) (/wiki/Slip_Magazine) Slip Magazine (/wiki/Primed_Slip_Magazine) (Primed Slip Magazine (182 KB)) (Primed Slip Magazine (182 KB)) (Primed Slip Magazine) (Primed Slip Magazine (182 KB)) (Primed Slip Magazine) (/wiki/Primed_Slip_Magazine) (Mod TT 20px) (/wiki/Primed_Slip_Magazine) Primed Slip Magazine (/wiki/Wildfire) (Wildfire (307 KB)) (Wildfire (307 KB)) (Wildfire) (Wildfire (307 KB)) (Wildfire) (/wiki/Wildfire) (Mod TT 20px) (/wiki/Wildfire) Wildfire (/wiki/Ice_Storm) (Ice Storm (325 KB)) (Ice Storm (325 KB)) (Ice Storm) (Ice Storm (325 KB)) (Ice Storm) (/wiki/Ice_Storm) (Mod TT 20px) (/wiki/Ice_Storm) Ice Storm (/wiki/Tainted_Mag) (Tainted Mag (178 KB)) (Tainted Mag (178 KB)) (Tainted Mag) (Tainted Mag (178 KB)) (Tainted Mag) (/wiki/Tainted_Mag) (Mod TT 20px) (/wiki/Tainted_Mag) Tainted Mag (/wiki/Tainted_Clip) (Tainted Clip (181 KB)) (Tainted Clip (181 KB)) (Tainted Clip) (Tainted Clip (181 KB)) (Tainted Clip) (/wiki/Tainted_Clip) (Mod TT 20px) (/wiki/Tainted_Clip) Tainted Clip (/wiki/Burdened_Magazine) (Burdened Magazine (173 KB)) (Burdened Magazine (173 KB)) (Burdened Magazine) (Burdened Magazine (173 KB)) (Burdened Magazine) (/wiki/Burdened_Magazine) (Mod TT 20px) (/wiki/Burdened_Magazine) Burdened Magazine (/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/Combo_Fury) (Combo Fury (177 KB)) (Combo Fury (177 KB)) (Combo Fury) (Combo Fury (177 KB)) (Combo Fury) (/wiki/Combo_Fury) (Mod TT 20px) (/wiki/Combo_Fury) Combo Fury Decreasing magazine capacity [ (/wiki/Ammo?veaction=edit§ion=3) (Edit section: Decreasing magazine capacity) ] (/wiki/Depleted_Reload) (Depleted Reload (48 KB)) (Depleted Reload (48 KB)) (Depleted Reload) (Depleted Reload (48 KB)) (Depleted Reload) (/wiki/Depleted_Reload) (Mod TT 20px) (/wiki/Depleted_Reload) Depleted Reload Conclave mods [ (/wiki/Ammo?veaction=edit§ion=4) (Edit section: Conclave mods) ] In addition, there are some (/wiki/Conclave) (Conclave) (Conclave Sigil Black) (/wiki/PvP) (PvP) PvP -exclusive mods which affect magazine size: (/wiki/Maximum_Capacity) (Maximum Capacity (167 KB)) (Maximum Capacity (167 KB)) (Maximum Capacity) (Maximum Capacity (167 KB)) (Maximum Capacity) (/wiki/Maximum_Capacity) (Mod TT 20px) (/wiki/Maximum_Capacity) Maximum Capacity (/wiki/Loaded_Capacity) (Loaded Capacity (160 KB)) (Loaded Capacity (160 KB)) (Loaded Capacity) (Loaded Capacity (160 KB)) (Loaded Capacity) (/wiki/Loaded_Capacity) (Mod TT 20px) (/wiki/Loaded_Capacity) Loaded Capacity (/wiki/Full_Capacity) (Full Capacity (164 KB)) (Full Capacity (164 KB)) (Full Capacity) (Full Capacity (164 KB)) (Full Capacity) (/wiki/Full_Capacity) (Mod TT 20px) (/wiki/Full_Capacity) Full Capacity (/wiki/Hydraulic_Gauge) (Hydraulic Gauge (185 KB)) (Hydraulic Gauge (185 KB)) (Hydraulic Gauge) (Hydraulic Gauge (185 KB)) (Hydraulic Gauge) (/wiki/Hydraulic_Gauge) (Mod TT 20px) (/wiki/Hydraulic_Gauge) Hydraulic Gauge (/wiki/Hydraulic_Chamber) (Hydraulic Chamber (168 KB)) (Hydraulic Chamber (168 KB)) (Hydraulic Chamber) (Hydraulic Chamber (168 KB)) (Hydraulic Chamber) (/wiki/Hydraulic_Chamber) (Mod TT 20px) (/wiki/Hydraulic_Chamber) Hydraulic Chamber (/wiki/Hydraulic_Barrel) (Hydraulic Barrel (169 KB)) (Hydraulic Barrel (169 KB)) (Hydraulic Barrel) (Hydraulic Barrel (169 KB)) (Hydraulic Barrel) (/wiki/Hydraulic_Barrel) (Mod TT 20px) (/wiki/Hydraulic_Barrel) Hydraulic Barrel Ammo Maximum [ (/wiki/Ammo?veaction=edit§ion=5) (Edit section: Ammo Maximum) ] For a list of max ammo counts of all weapons, see (/wiki/Weapon_Comparison) (Weapon Comparison) Weapon Comparison . Ammo Maximum refers to the amount of maximum ammunition that can be carried. Enemies do not track or run out of ammunition, though their weapons do have a magazine size and they must reload accordingly. Ammo Maximum has no effect on weapons that lack an ammo pool, such as (/wiki/Category:Battery_Weapons) (Category:Battery Weapons) Battery Weapons and (/wiki/Archgun) (Archgun) Archguns in (/wiki/Archwing) (Archwing) Archwing or held by (/wiki/Necramech) (Necramech) Necramechs . (/wiki/Ammo_Case) (Ammo Case (158 KB)) (Ammo Case (158 KB)) (Ammo Case) (Ammo Case (158 KB)) (Ammo Case) (/wiki/Ammo_Case) (Mod TT 20px) (/wiki/Ammo_Case) Ammo Case (/wiki/Ammo_Chain) (Ammo Chain (322 KB)) (Ammo Chain (322 KB)) (Ammo Chain) (Ammo Chain (322 KB)) (Ammo Chain) (/wiki/Ammo_Chain) (Mod TT 20px) (/wiki/Ammo_Chain) Ammo Chain (/wiki/Ammo_Drum) (Ammo Drum (212 KB)) (Ammo Drum (212 KB)) (Ammo Drum) (Ammo Drum (212 KB)) (Ammo Drum) (/wiki/Ammo_Drum) (Mod TT 20px) (/wiki/Ammo_Drum) Ammo Drum (/wiki/Trick_Mag) (Trick Mag (208 KB)) (Trick Mag (208 KB)) (Trick Mag) (Trick Mag (208 KB)) (Trick Mag) (/wiki/Trick_Mag) (Mod TT 20px) (/wiki/Trick_Mag) Trick Mag (/wiki/Shell_Compression) (Shell Compression (217 KB)) (Shell Compression (217 KB)) (Shell Compression) (Shell Compression (217 KB)) (Shell Compression) (/wiki/Shell_Compression) (Mod TT 20px) (/wiki/Shell_Compression) Shell Compression Ammo Pickup [ (/wiki/Ammo?veaction=edit§ion=6) (Edit section: Ammo Pickup) ] Ammo Pickup refers to how much ammo is obtained from (/wiki/Pickups) (Pickups) pickups . (/wiki/Category:Weapons_with_Area_of_Effect) (Category:Weapons with Area of Effect) Area of Effect Weapons tend to have lower base Ammo Pickup than normal. Drop Chances [ (/wiki/Ammo?veaction=edit§ion=7) (Edit section: Drop Chances) ] Chance to drop Primary or Secondary Ammo scales with squad size[1] : 1 player squad = 45%, or 60% in (/wiki/Landscape) (Landscape) Landscapes 2 player squad = 37.5%, or 52.5% in Landscapes 3 player squad = 30%, or 45% in Landscapes 4 player squad = 22.5%, or 37.5% in Landscape (/wiki/Eximus) (Eximus) Eximus are guaranteed to drop either a Primary or Secondary Ammo, each having the same chance of dropping. Primary [ (/wiki/Ammo?veaction=edit§ion=8) (Edit section: Primary) ] (https://static.wikia.nocookie.net/warframe/images/2/29/RifleAmmo.png/revision/latest?cb=20240326050651) (RifleAmmo) Purple lighting. Refills (/wiki/Category:Primary_Weapons) (Category:Primary Weapons) primary ammo based on the weapon type: 80 for (/wiki/Category:Assault_Rifle) (Category:Assault Rifle) rifles , (/wiki/Continuous_Weapon) (Continuous Weapon) Continuous Weapons , and (/wiki/Category:Crossbow) (Category:Crossbow) crossbows . 60 for (/wiki/Category:Speargun) (Category:Speargun) spearguns . 40 for automatic (/wiki/Category:Shotgun) (Category:Shotgun) shotguns . 15 for semi-automatic shotguns, (/wiki/Sniper_Rifle) (Sniper Rifle) Sniper Rifles , and (/wiki/Category:Bow) (Category:Bow) bows . Secondary [ (/wiki/Ammo?veaction=edit§ion=9) (Edit section: Secondary) ] (https://static.wikia.nocookie.net/warframe/images/e/e5/PistolAmmo.png/revision/latest?cb=20240326050719) (PistolAmmo) Orange lighting. Refills (/wiki/Category:Secondary_Weapons) (Category:Secondary Weapons) secondary ammo based on the weapon type: 40 for most secondaries. 20 for (/wiki/Category:Shotgun_Sidearm) (Category:Shotgun Sidearm) shotgun sidearms . Heavy [ (/wiki/Ammo?veaction=edit§ion=10) (Edit section: Heavy) ] (/wiki/Lotus) (Lotus) (Photo-4) “It's taking longer than I calculated.” This page is actively being worked on and may not be completely correct. Please assist in making this page accurate. See (/wiki/WARFRAME_Wiki:Research) (WARFRAME Wiki:Research) WARFRAME Wiki:Research on ways to perform research on this game. (https://warframe.fandom.com/wiki/Ammo?action=edit) Click here to add more info .Drop chance may have changed in (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) (Minimize) (Dismiss) x (https://static.wikia.nocookie.net/warframe/images/6/62/HeavyAmmo.png/revision/latest?cb=20240326050731) (HeavyAmmo) Yellow lighting. Refills 1000 rounds of atmospheric (/wiki/Archgun) (Archgun) Archgun ammo, or resets the (/wiki/Archweapon_Deployer) (Archweapon Deployer) Archweapon Deployer cooldown when not equipped. Has a 5.01% chance to drop from (/wiki/Bombard) (Bombard) Bombards , (/wiki/Heavy_Gunner) (Heavy Gunner) Heavy Gunners , (/wiki/Napalm) (Napalm) Napalms , (/wiki/Corpus_Tech) (Corpus Tech) Corpus Tech , (/wiki/Fusion_MOA) (Fusion MOA) Fusion MOAs , (/wiki/Oxium_Osprey) (Oxium Osprey) Oxium Ospreys , and all (/wiki/Ancient) (Ancient) Ancients .[2] Guaranteed to drop by (/wiki/Terra_Manker) (Terra Manker) Terra Mankers that appear during (/wiki/Profit-Taker_Orb) (Profit-Taker Orb) Profit-Taker Orb fight. Universal Ammo Pack [ (/wiki/Ammo?veaction=edit§ion=11) (Edit section: Universal Ammo Pack) ] (https://static.wikia.nocookie.net/warframe/images/1/14/UniversalAmmo.png/revision/latest?cb=20240326050742) (UniversalAmmo) Blue lighting with red or blue accents. Refills 1x Ammo Pickup of all weapon types, but does not reset (/wiki/Archweapon_Deployer) (Archweapon Deployer) Archweapon Deployer cooldown. This type of ammo is not encountered in standard gameplay and only available in (/wiki/Arena) (Arena) Arena missions, the (/wiki/Conclave) (Conclave) Conclave or the (/wiki/Simulacrum) (Simulacrum) Simulacrum . In these situations, the pickup will have blue accents. Exceptions are (/wiki/Lavos) (LavosIcon272) (/wiki/Lavos) Lavos 's (/wiki/Transmutation_Probe) (TransmutationProbe130xWhite) (/wiki/Transmutation_Probe) Transmutation Probe and (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea 's (/wiki/Dispensary) (Dispensary130xWhite) (/wiki/Dispensary) Dispensary . These pickups are smaller and will have red accents. Not to be confused with the (/wiki/Omni_Ammo_Box) (Omni Ammo Box) Omni Ammo Box gear. Increasing Ammo From Pickups [ (/wiki/Ammo?veaction=edit§ion=12) (Edit section: Increasing Ammo From Pickups) ] All ammo types have a corresponding (/wiki/Aura) (Aura) Aura mod; these are the scavenger mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack. (/wiki/Rifle_Scavenger) (Rifle Scavenger (187 KB)) (Rifle Scavenger (187 KB)) (Rifle Scavenger) (Rifle Scavenger (187 KB)) (Rifle Scavenger) (/wiki/Rifle_Scavenger) (Mod TT 20px) (/wiki/Rifle_Scavenger) Rifle Scavenger (/wiki/Shotgun_Scavenger) (Shotgun Scavenger (178 KB)) (Shotgun Scavenger (178 KB)) (Shotgun Scavenger) (Shotgun Scavenger (178 KB)) (Shotgun Scavenger) (/wiki/Shotgun_Scavenger) (Mod TT 20px) (/wiki/Shotgun_Scavenger) Shotgun Scavenger (/wiki/Sniper_Scavenger) (Sniper Scavenger (174 KB)) (Sniper Scavenger (174 KB)) (Sniper Scavenger) (Sniper Scavenger (174 KB)) (Sniper Scavenger) (/wiki/Sniper_Scavenger) (Mod TT 20px) (/wiki/Sniper_Scavenger) Sniper Scavenger (/wiki/Pistol_Scavenger) (Pistol Scavenger (181 KB)) (Pistol Scavenger (181 KB)) (Pistol Scavenger) (Pistol Scavenger (181 KB)) (Pistol Scavenger) (/wiki/Pistol_Scavenger) (Mod TT 20px) (/wiki/Pistol_Scavenger) Pistol Scavenger All weapons can equip a mutation mod for their respective ammo type. Ammo mutation mods convert the ammo packs of other weapon types into those for the active weapon, as long as the other ammo pool is full. (/wiki/Rifle_Ammo_Mutation) (Rifle Ammo Mutation (169 KB)) (Rifle Ammo Mutation (169 KB)) (Rifle Ammo Mutation) (Rifle Ammo Mutation (169 KB)) (Rifle Ammo Mutation) (/wiki/Rifle_Ammo_Mutation) (Mod TT 20px) (/wiki/Rifle_Ammo_Mutation) Rifle Ammo Mutation (/wiki/Shotgun_Ammo_Mutation) (Shotgun Ammo Mutation (174 KB)) (Shotgun Ammo Mutation (174 KB)) (Shotgun Ammo Mutation) (Shotgun Ammo Mutation (174 KB)) (Shotgun Ammo Mutation) (/wiki/Shotgun_Ammo_Mutation) (Mod TT 20px) (/wiki/Shotgun_Ammo_Mutation) Shotgun Ammo Mutation (/wiki/Pistol_Ammo_Mutation) (Pistol Ammo Mutation (168 KB)) (Pistol Ammo Mutation (168 KB)) (Pistol Ammo Mutation) (Pistol Ammo Mutation (168 KB)) (Pistol Ammo Mutation) (/wiki/Pistol_Ammo_Mutation) (Mod TT 20px) (/wiki/Pistol_Ammo_Mutation) Pistol Ammo Mutation (/wiki/Primed_Rifle_Ammo_Mutation) (Primed Rifle Ammo Mutation (168 KB)) (Primed Rifle Ammo Mutation (168 KB)) (Primed Rifle Ammo Mutation) (Primed Rifle Ammo Mutation (168 KB)) (Primed Rifle Ammo Mutation) (/wiki/Primed_Rifle_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Rifle_Ammo_Mutation) Primed Rifle Ammo Mutation (/wiki/Primed_Shotgun_Ammo_Mutation) (Primed Shotgun Ammo Mutation (176 KB)) (Primed Shotgun Ammo Mutation (176 KB)) (Primed Shotgun Ammo Mutation) (Primed Shotgun Ammo Mutation (176 KB)) (Primed Shotgun Ammo Mutation) (/wiki/Primed_Shotgun_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Shotgun_Ammo_Mutation) Primed Shotgun Ammo Mutation (/wiki/Primed_Pistol_Ammo_Mutation) (Primed Pistol Ammo Mutation (169 KB)) (Primed Pistol Ammo Mutation (169 KB)) (Primed Pistol Ammo Mutation) (Primed Pistol Ammo Mutation (169 KB)) (Primed Pistol Ammo Mutation) (/wiki/Primed_Pistol_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Pistol_Ammo_Mutation) Primed Pistol Ammo Mutation (/wiki/Sniper_Ammo_Mutation) (Sniper Ammo Mutation (174 KB)) (Sniper Ammo Mutation (174 KB)) (Sniper Ammo Mutation) (Sniper Ammo Mutation (174 KB)) (Sniper Ammo Mutation) (/wiki/Sniper_Ammo_Mutation) (Mod TT 20px) (/wiki/Sniper_Ammo_Mutation) Sniper Ammo Mutation (/wiki/Arrow_Mutation) (Arrow Mutation (176 KB)) (Arrow Mutation (176 KB)) (Arrow Mutation) (Arrow Mutation (176 KB)) (Arrow Mutation) (/wiki/Arrow_Mutation) (Mod TT 20px) (/wiki/Arrow_Mutation) Arrow Mutation (/wiki/Vigilante_Supplies) (Vigilante Supplies (165 KB)) (Vigilante Supplies (165 KB)) (Vigilante Supplies) (Vigilante Supplies (165 KB)) (Vigilante Supplies) (/wiki/Vigilante_Supplies) (Mod TT 20px) (/wiki/Vigilante_Supplies) Vigilante Supplies Sources of Ammo [ (/wiki/Ammo?veaction=edit§ion=13) (Edit section: Sources of Ammo) ] (/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) (/wiki/Transmutation_Probe) (Transmutation Probe) (TransmutationProbeModx256) (/wiki/Transmutation_Probe) (Transmutation Probe) (TransmutationProbe130xWhite) (/wiki/Key_Bindings) (Key Bindings) 3 (/wiki/Time) (Time) (AbilityDurationBuff) (/wiki/Ability_Efficiency) (Ability Efficiency) 10 (/wiki/Transmutation_Probe) Transmutation Probe Launch a probe that converts Health and Energy Orbs into Universal Orbs that provide both, and ammo pickups into Universal Ammo Pickups. The probe shocks enemies in close proximity. Each electrocuted foe reduces other ability cooldowns by one second. Hold to imbue the next ability cast with (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) Electricity. Introduced in (/wiki/Update_29#Update_29.6) (Update 29) Update 29.6 (2020-12-18) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 150 / 200 / 250 /s ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage per second)100 / 150 / 200 / 250 /s (imbued elemental damage per second) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : N/A (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 3 / 4 / 5 / 6 m (/wiki/Ability_Efficiency) (EnergyOrb) (/wiki/Ability_Efficiency) Efficiency : 1.5 s (Cooldown Reduction per enemy shocked) (Stats unlisted in-game, not affected by Mods) Misc : 15 m/s (probe speed)3 s (probe duration)(/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity and imbued elemental status proc per second0.5 s (halt delay)25 HP/EP (Universal Orb restore)1x (Universal Ammo restore) Info Info Lavos launches an advanced alchemical apparatus toward the direction of the aiming reticle. The Transmutation Probe is an invulnerable floating device that travels at a speed of 15 meters per second, lasting for 3 seconds, as it emits a field of electrical currents spanning a (/wiki/Ability_Range) (AbilityRangeBuff) 3 / 4 / 5 / 6 meter radius. Enemies within the electric field receive (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity and (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 150 / 200 / 250 Imbued Elemental damage and status effects per second; for each enemy electrocuted, (/wiki/Ability_Efficiency) (EnergyOrb) 1.5 seconds is removed from the active cooldowns on Lavos' other abilities. Press the ability key again (default 3 ) after the ability has been active for at least 0.5 seconds, to hold the probe's position at its current location. Casting Transmutation Probe triggers a cooldown of 10 seconds after the probe expires. Electric field does not require enemies to be in direct line of sight to apply damage and status effects. The probe's duration timer is shown on the ability icon and must expire before the ability cooldown begins. Therefore, Transmutation Probe cannot reduce its own cooldown timer. Each enemy shocked may only reduce Lavos' other active ability cooldowns once per probe, not repeatedly while they stay in the field. Although appearing as a floating object, the probe is affected by gravity and will drift down to the lowest available horizontal surface as it travels. The probe collides with solid obstacles in the environment, stopping its movement prematurely. Halting the probe by pressing the ability key again will stop the probe's movement permanently until it expires. Standard (/wiki/Pickups) (Pickups) Pickups on the ground that pass through the probe's field, including Health Orbs, Energy Orbs, and Ammo Packs, are transmuted into special Universal variants; (/wiki/Universal_Orb) (Universal Orb) Universal Orb provides 25 (/wiki/Health) (Health) Health and (/wiki/Energy) (Energy) Energy points, while (/wiki/Universal_Ammo_Pack) (Universal Ammo Pack) Universal Ammo Pack replenishes 1x (/wiki/Ammo_Pickup) (Ammo Pickup) Ammo Pickup for all equipped weapons. Universal pickup restore values are not affected by mods. Universal Orb is considered both a health orb and energy orb, allowing it to trigger on-pickup Arcanes such as (/wiki/Arcane_Eruption) (ArcaneEruption) (/wiki/Arcane_Eruption) Arcane Eruption and (/wiki/Arcane_Pulse) (ArcanePulse) (/wiki/Arcane_Pulse) Arcane Pulse , as well as activate mods such as (/wiki/Health_Conversion) (Mod TT 20px) (/wiki/Health_Conversion) Health Conversion , (/wiki/Energy_Conversion) (Mod TT 20px) (/wiki/Energy_Conversion) Energy Conversion , and (/wiki/Equilibrium) (Mod TT 20px) (/wiki/Equilibrium) Equilibrium . Ability Synergy: Hold down the ability key (default 3 ) to add (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage to Lavos' mixing vial at no cost, as the Imbued Elemental damage type for his next ability cast. Utilize (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity as key ingredient to produce (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive , (/wiki/Damage/Magnetic_Damage) (DmgMagneticSmall64) (/wiki/Damage/Magnetic_Damage) Magnetic , or (/wiki/Damage/Radiation_Damage) (DmgRadiationSmall64) (/wiki/Damage/Radiation_Damage) Radiation damage. Transmutation Probe reduces all active cooldowns on Lavos' other abilities, including (/wiki/Helminth) (Helminth) Helminth Subsumed abilities, for each enemy it electrocuted. If enemies were electrocuted while Lavos' other abilities are in use, but their cooldowns have not yet begun, the cooldown reduction is carried over to the cooldowns. (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity status effects inflicted on enemies by Transmutation Probe enhance (/wiki/Catalyze) (Catalyze130xWhite) (/wiki/Catalyze) Catalyze 's damage. Can be cast and halted while moving or in midair. The probe will descend in a diagonal glide to the ground. Casting Transmutation Probe is an upper-body animation that allows movement while restricting other actions. Holding the probe's position does not play an animation on Lavos. (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman and (/wiki/Isolator_Bursa) (Isolator Bursa) Isolator Bursa bubbles are considered solid objects that block Transmutation Probe from traveling through them. Lavos visually summons the Transmutation Probe from his right hand as he throws the probe forward. The probe remains in perpetual motion rotating its upper half counterclockwise and lower half clockwise, while emitting two jets of gas for propulsion. Electrical currents forming the transmutation field encircle the probe in a similar pattern to electrons orbiting an atom. While in motion, the probe pushes a large spiraling energy force. When a different element is imbued, the electrical currents adopt different appearances and energy particles representing the additional elemental damage type. Transmutation Probe, gas jets, electrical currents, elemental particles, and energy force are affected by Lavos' Appearance colors. Universal Orb visually appears as a pulsating, rippling orb with a diluted blue outer layer enveloping a red inner core. Universal Ammo Pack shares the same model as those produced by (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea 's (/wiki/Dispensary) (Dispensary130xWhite) (/wiki/Dispensary) Dispensary . (Expand/Collapse) (Expand/Collapse) (/wiki/Blood_For_Ammo) (Blood For Ammo (190 KB)) (Blood For Ammo (190 KB)) (Blood For Ammo) (Blood For Ammo (190 KB)) (Blood For Ammo) (/wiki/Blood_For_Ammo) (Mod TT 20px) (/wiki/Blood_For_Ammo) Blood For Ammo (/wiki/Wild_Frenzy) (Wild Frenzy (297 KB)) (Wild Frenzy (297 KB)) (Wild Frenzy) (Wild Frenzy (297 KB)) (Wild Frenzy) (/wiki/Wild_Frenzy) (Mod TT 20px) (/wiki/Wild_Frenzy) Wild Frenzy (/wiki/Squad_Ammo_Restore) (Squad Ammo Restore (157 KB)) (Squad Ammo Restore (157 KB)) (Squad Ammo Restore (Small)) (Squad Ammo Restore (157 KB)) (Squad Ammo Restore (Small)) (/wiki/Squad_Ammo_Restore) (TeamAmmoRestore) (/wiki/Squad_Ammo_Restore) Squad Ammo Restore (Small) (/wiki/Squad_Ammo_Restore) (Squad Ammo Restore (112 KB)) (Squad Ammo Restore (112 KB)) (Squad Ammo Restore (Medium)) (Squad Ammo Restore (112 KB)) (Squad Ammo Restore (Medium)) (/wiki/Squad_Ammo_Restore) (AmmoTotemMediumBundle) (/wiki/Squad_Ammo_Restore) Squad Ammo Restore (Medium) (/wiki/Squad_Ammo_Restore) (Squad Ammo Restore (107 KB)) (Squad Ammo Restore (107 KB)) (Squad Ammo Restore (Large)) (Squad Ammo Restore (107 KB)) (Squad Ammo Restore (Large)) (/wiki/Squad_Ammo_Restore) (LargeTeamAmmoPack) (/wiki/Squad_Ammo_Restore) Squad Ammo Restore (Large) (/wiki/Omni_Ammo_Box) (Omni Ammo Box (83 KB)) (Omni Ammo Box (83 KB)) (Omni Ammo Box) (Omni Ammo Box (83 KB)) (Omni Ammo Box) (/wiki/Omni_Ammo_Box) (AmmoBox) (/wiki/Omni_Ammo_Box) Omni Ammo Box (/wiki/Storage_Container) (Storage Container (41 KB)) (Storage Container (41 KB)) (Most Storage Containers) (Storage Container (41 KB)) (Most Storage Containers) Most (/wiki/Storage_Container) (Storage Container) Storage Containers (/wiki/Category:Enemies) (Category:Enemies (515 KB)) (Category:Enemies (515 KB)) (Most Enemies) (Category:Enemies (515 KB)) (Most Enemies) Most (/wiki/Category:Enemies) (Category:Enemies) Enemies Battery [ (/wiki/Ammo?veaction=edit§ion=14) (Edit section: Battery) ] Certain weapons use an auto-recharging (/wiki/Category:Battery_Weapons) (Category:Battery Weapons) battery instead of magazine-fed reserve ammo. When a battery weapon stops firing, there is a small delay before they automatically regenerate ammo, without the need to manually reload. While they still benefit from magazine capacity, ammo maximum and ammo pickup have no effect on battery weapons. Ammo Efficiency [ (/wiki/Ammo?veaction=edit§ion=15) (Edit section: Ammo Efficiency) ] Ammo Efficiency determines to the number of shots that occur before consuming ammo, hence being more "ammo efficient". For example, if a weapon has 75% ammo efficiency and each shot originally costs one ammo, every four shots will use one ammo. Sources that grant no ammo consumption for the duration of its buff can essentially be treated as 100% ammo efficiency. Number of shots per ammo consumption = 1 / (1 - Ammo Efficiency Bonus) Sources of ammo efficiency stack additively with each other except for (/wiki/Energized_Munitions) (EnergizedMunitions130xWhite) (/wiki/Energized_Munitions) Energized Munitions , which stacks multiplicatively. (/wiki/Amagnus_Prime) (Amagnus Prime (54 KB)) (Amagnus Prime (54 KB)) (Akmagnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds) (Amagnus Prime (54 KB)) (Akmagnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds) (/wiki/Akmagnus_Prime) (AkmagnusPrime) (/wiki/Akmagnus_Prime) Akmagnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds (/wiki/Athodai) (Athodai (35 KB)) (Athodai (35 KB)) (Athodai On headshot kill, 100% ammo efficiency for 8 seconds) (Athodai (35 KB)) (Athodai On headshot kill, 100% ammo efficiency for 8 seconds) (/wiki/Athodai) (Athodai) (/wiki/Athodai) Athodai On headshot kill, 100% ammo efficiency for 8 seconds (/wiki/AX-52) (AX-52 (32 KB)) (AX-52 (32 KB)) (AX-52 60% ammo efficiency from hip-fire) (AX-52 (32 KB)) (AX-52 60% ammo efficiency from hip-fire) (/wiki/AX-52) (AX-52) (/wiki/AX-52) AX-52 60% ammo efficiency from hip-fire (/wiki/Dual_Toxocyst) (Dual Toxocyst (58 KB)) (Dual Toxocyst (58 KB)) (Dual Toxocyst On headshot, 100% ammo efficiency for 3 seconds) (Dual Toxocyst (58 KB)) (Dual Toxocyst On headshot, 100% ammo efficiency for 3 seconds) (/wiki/Dual_Toxocyst) (DualToxocyst) (/wiki/Dual_Toxocyst) Dual Toxocyst On headshot, 100% ammo efficiency for 3 seconds (/wiki/Knell) (Knell (32 KB)) (Knell (32 KB)) (Knell On headshot, 100% ammo efficiency for 2 seconds) (Knell (32 KB)) (Knell On headshot, 100% ammo efficiency for 2 seconds) (/wiki/Knell) (Knell) (/wiki/Knell) Knell On headshot, 100% ammo efficiency for 2 seconds (/wiki/Knell_Prime) (Knell Prime (175 KB)) (Knell Prime (175 KB)) (Knell Prime On headshot, 100% ammo efficiency for 2 seconds) (Knell Prime (175 KB)) (Knell Prime On headshot, 100% ammo efficiency for 2 seconds) (/wiki/Knell_Prime) (KnellPrime) (/wiki/Knell_Prime) Knell Prime On headshot, 100% ammo efficiency for 2 seconds (/wiki/Magnus_Prime) (Magnus Prime (33 KB)) (Magnus Prime (33 KB)) (Magnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds) (Magnus Prime (33 KB)) (Magnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds) (/wiki/Magnus_Prime) (MagnusPrime) (/wiki/Magnus_Prime) Magnus Prime On hit, 4% chance for 100% ammo efficiency for 4 seconds (/wiki/Perigale) (Perigale (32 KB)) (Perigale (32 KB)) (Perigale On 4 consecutive headshots or headshot kill, 100% ammo efficiency for 4 seconds) (Perigale (32 KB)) (Perigale On 4 consecutive headshots or headshot kill, 100% ammo efficiency for 4 seconds) (/wiki/Perigale) (Perigale) (/wiki/Perigale) Perigale On 4 consecutive headshots or headshot kill, 100% ammo efficiency for 4 seconds (/wiki/Velox) (Velox (45 KB)) (Velox (45 KB)) (Velox 20% passive ammo efficiency (40% with  Protea/ Protea Prime)) (Velox (45 KB)) (Velox 20% passive ammo efficiency (40% with  Protea/ Protea Prime)) (/wiki/Velox) (Velox) (/wiki/Velox) Velox 20% passive ammo efficiency (40% with (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea /(/wiki/Protea/Prime) (ProteaPrimeIcon272) (/wiki/Protea/Prime) Protea Prime ) (/wiki/Velox_Prime) (Velox Prime (57 KB)) (Velox Prime (57 KB)) (Velox Prime 20% passive ammo efficiency (40% with  Protea/ Protea Prime)) (Velox Prime (57 KB)) (Velox Prime 20% passive ammo efficiency (40% with  Protea/ Protea Prime)) (/wiki/Velox_Prime) (VeloxPrime) (/wiki/Velox_Prime) Velox Prime 20% passive ammo efficiency (40% with (/wiki/Protea) (ProteaIcon272) (/wiki/Protea) Protea /(/wiki/Protea/Prime) (ProteaPrimeIcon272) (/wiki/Protea/Prime) Protea Prime ) (/wiki/Brain_Storm) (Brain Storm (184 KB)) (Brain Storm (184 KB)) (Brain Storm) (Brain Storm (184 KB)) (Brain Storm) (/wiki/Brain_Storm) (Mod TT 20px) (/wiki/Brain_Storm) Brain Storm (/wiki/Skull_Shots) (Skull Shots (210 KB)) (Skull Shots (210 KB)) (Skull Shots) (Skull Shots (210 KB)) (Skull Shots) (/wiki/Skull_Shots) (Mod TT 20px) (/wiki/Skull_Shots) Skull Shots (/wiki/Zazvat-Kar) (Zazvat-Kar (185 KB)) (Zazvat-Kar (185 KB)) (Zazvat-Kar) (Zazvat-Kar (185 KB)) (Zazvat-Kar) (/wiki/Zazvat-Kar) (Mod TT 20px) (/wiki/Zazvat-Kar) Zazvat-Kar (/wiki/Akimbo_Slip_Shot) (Akimbo Slip Shot (149 KB)) (Akimbo Slip Shot (149 KB)) (Akimbo Slip Shot) (Akimbo Slip Shot (149 KB)) (Akimbo Slip Shot) (/wiki/Akimbo_Slip_Shot) (AkimboSlipShot) (/wiki/Akimbo_Slip_Shot) Akimbo Slip Shot (/wiki/Arcane_Pistoleer) (Arcane Pistoleer (161 KB)) (Arcane Pistoleer (161 KB)) (Arcane Pistoleer) (Arcane Pistoleer (161 KB)) (Arcane Pistoleer) (/wiki/Arcane_Pistoleer) (ArcanePistoleer) (/wiki/Arcane_Pistoleer) Arcane Pistoleer (/wiki/File:EternalLogistics.png) (EternalLogistics.png (167 KB)) (EternalLogistics.png (167 KB)) (Eternal Logistics) (EternalLogistics.png (167 KB)) (Eternal Logistics) (/wiki/Eternal_Logistics) (EternalLogistics) (/wiki/Eternal_Logistics) Eternal Logistics (/wiki/Void_Fissure) (Void Fissure (2 KB)) (Void Fissure (2 KB)) (Reactant buff) (Void Fissure (2 KB)) (Reactant buff) (/wiki/Void_Fissure#Reactant_Buff) (Void Fissure) Reactant buff (/wiki/Void_Fuel) (Void Fuel (17 KB)) (Void Fuel (17 KB)) (Void Fuel) (Void Fuel (17 KB)) (Void Fuel) (/wiki/Focus/Madurai#Void_Fuel) (FocusVoidFuel) (/wiki/Focus/Madurai#Void_Fuel) Void Fuel (/wiki/Energized_Munitions) (Energized Munitions) (EnergizedMunitions130xWhite) (/wiki/Energized_Munitions) (Energized Munitions) (EnergizedMunitions130xWhite) (/wiki/Key_Bindings) (Key Bindings) N/A (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Energized_Munitions) Energized Munitions Imbue your weapons with ammo efficiency. Introduced in (/wiki/Update_29) (Update 29) Update 29.0 (2020-08-25) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : N/A (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 3 / 3.5 / 4 / 5 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 75 % (ammo efficiency) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Info Expend (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to improve all equipped weapons' (/wiki/Ammo_Efficiency) (Ammo Efficiency) Ammo Efficiency by 75% , lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 3 / 3.5 / 4 / 5 seconds. This ability reduces ammo usage to 1 after every 4 shots. The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well. For weapons with a single-round magazine like the (/wiki/Exergis) (Exergis) (/wiki/Exergis) Exergis , the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability. (/wiki/Archgun) (Archgun) Archguns deployed via an (/wiki/Archgun_Deployer) (Archgun Deployer) Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a (/wiki/Grattler) (Grattler) (/wiki/Grattler) Grattler can also greatly benefit from the ability. For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot. For weapons with a magazine-emptying alt fire burst like the (/wiki/Nagantaka) (Nagantaka) (/wiki/Nagantaka) Nagantaka , the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again. Stacks multiplicatively with other sources of Ammo Efficiency. (Expand/Collapse) (Expand/Collapse) Ammo Economy [ (/wiki/Ammo?veaction=edit§ion=16) (Edit section: Ammo Economy) ] Ammo Economy is a (https://en.wikipedia.org/wiki/Metagaming) (wikipedia:Metagaming) metagame measurement of how effective a weapon is in using its ammo to damage enemies. In many cases, ammo economy is considered irrelevant because a sufficient amount of ammo packs drop from fallen enemies—but there are a number of weapons with poor ammo economy which can easily cause a player to run out of ammo faster than they can replenish their stocks. It can be derived from the following calulations: Time To Deplete Ammo = Modded Ammo Capacity Modded Magazine Size ⋅ ( Modded Reload Time + Modded Magazine Size Modded Fire Rate ) {\displaystyle { \begin{aligned} \text{Time To Deplete Ammo} &= \frac{ \text{Modded Ammo Capacity} }{ \text{Modded Magazine Size} } \cdot ( { \text{Modded Reload Time} } + \frac{ \text{Modded Magazine Size} }{ \text{Modded Fire Rate} } ) \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Time To Deplete Ammo}}&={\frac {\text{Modded Ammo Capacity}}{\text{Modded Magazine Size}}}\cdot ({\text{Modded Reload Time}}+{\frac {\text{Modded Magazine Size}}{\text{Modded Fire Rate}}})\end{aligned}}}) Average Shot = Modded Multishot ⋅ [ ( Normal Shot ⋅ ( 1 − Modded Crit Chance ( mod 1 ) ) ) + Critical Shot ⋅ Modded Crit Chance ( mod 1 ) ] {\displaystyle { \begin{aligned} \text{Average Shot} &= \text{Modded Multishot} \\ &\qquad \cdot [ ( \text{Normal Shot} \cdot (1 - \text{Modded Crit Chance} \pmod{1} ) ) \\ &\qquad + \text{Critical Shot} \cdot \text{Modded Crit Chance} \pmod{1} ] \\ \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Average Shot}}&={\text{Modded Multishot}}\\&\qquad \cdot [({\text{Normal Shot}}\cdot (1-{\text{Modded Crit Chance}}{\pmod {1}}))\\&\qquad +{\text{Critical Shot}}\cdot {\text{Modded Crit Chance}}{\pmod {1}}]\\\end{aligned}}}) Note that mod refers to the (https://en.wikipedia.org/wiki/Modulo_operation) (wikipedia:Modulo operation) modulo operation See (/wiki/Damage#Gun_Damage_Per_Second) (Damage) Damage#Gun Damage Per Second for full calculation The longer it takes to deplete a weapon's ammo reserves and the higher the average damage per ammo, the better ammo economy it has. Ammo economy is most relevant on weapons with high (/wiki/Fire_Rate) (Fire Rate) Fire Rate . Modding a weapon with damage mods (like (/wiki/Serration) (Mod TT 20px) (/wiki/Serration) Serration ) increases both damage per second and damage per ammo, while increasing fire rate (through (/wiki/Speed_Trigger) (Mod TT 20px) (/wiki/Speed_Trigger) Speed Trigger ) only improves damage per second. When playing (/wiki/Mission) (Mission) missions against tough enemies that require many shots to be killed, players should consider eschewing fire rate for straight damage because of this reason. Patch History [ (/wiki/Ammo?veaction=edit§ion=17) (Edit section: Patch History) ] (/wiki/Update_33#Update_33.5) (Update 33) Update 33.5 (2023-06-21) Fixed the ammo pickup SFX playing repeatedly due to an interaction between Vacuum and Soma’s alt-fire. (/wiki/Update_32#Update_32.2) (Update 32) Update 32.2 (2022-11-30) Ammo pickups have a brand new look! Fixed the notification for ‘Primary Weapon Ammo full’ not appearing when the player is in Archwing underwater. Fixed several issues related to players spawnings ammo using the Gear wheel in mission. (/wiki/Update_32#Hotfix_32.1.2) (Update 32) Hotfix 32.1.2 (2022-11-04) More fixes towards ammo pickups hovering around Warframe when Spectre has more max ammo than player. (/wiki/Update_32#Hotfix_32.1.1) (Update 32) Hotfix 32.1.1 (2022-11-03) Fixes towards ammo pickups getting infinitely stuck to you after summoning a Specter while the Vacuum Mod is equipped. As reported here: (https://www.reddit.com/r/Warframe/comments/yk9xlv/loot_lag_wouldnt_let_me_finish_the_mobile_defense/) https://www.reddit.com/r/Warframe/comments/yk9xlv/loot_lag_wouldnt_let_me_finish_the_mobile_defense/ If you run into this issue, a temporary fix is to clear your ammo from your weapon by shooting to clear the hovering pickups with the same ammo type. (/wiki/Update_32#Update_32.1) (Update 32) Update 32.1 (2022-11-02) Fixed Primary and Secondary ammo pickups only being picked up if the player presses reload while standing near them. (/wiki/Update_32#Hotfix_32.0.2) (Update 32) Hotfix 32.0.2 (2022-09-08) Ammo Changes & Review: When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons. We have restored the original values for the following weapons: Basmu: Returned ammo regen rate to 42/s from 10.5/s Bubonico: Returned ammo regen rate to 9/s from 4.5/s Returned Alt fire ammo requirement to 3 from 9 Flux Rifle: Returned ammo regen rate to 40/s from 24/s Fulmin: Returned ammo regen rate to 30/s from 20/s Returned Alt fire ammo requirement to 10 from 15 Shedu: Returned ammo regen rate to 28/s from 3.5/s Cycron: Returned ammo regen rate to 40/s from 20/s Tenet Cycron: Returned ammo regen rate to 40/s from 20/s We also missed a note from Update 32, where applying Pax Charge to Kitguns was also applying Ammo Regen Rate Overrides. But similar to the above, we have since reverted that for review. Fixes: Fixed being unable to pick up universal ammo (such as ammo from ammo dispensers in the Simulacrum or Protea’s Dispensary) if the player only has a secondary weapon equipped. Fixed PH tags appearing in the ammo stats in the Arsenal. (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) Ammo Changes We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up. Ammo Pick Up' Ammo drop types have been simplified to Primary, Secondary and Heavy ammo. We have eliminated the Sniper and Shotgun ammo types. ‘Ammo Pickup’ is also a new property on every weapon, it indicates the amount of ammo you get when picking up an ammo box. We also increased base ammo pickup values as follows: Primary - from 60 to 80 Secondary - from 20 to 40 Ammo Pickup Overrides The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category. Primary Weapon Ammo Pick Up Overrides 1 Ammo per Pick Up: Kuva Bramma Kuva Ogris Kuva Zarr Lenz Proboscis Cernos 3 Ammo per Pick Up: Tonkor Kuva Tonkor 4 Ammo per Pick Up: Tenet Envoy 5 Ammo per Pick Up: Carmine Penta Penta Secura Penta Ogris 9 Ammo per Pick Up: Zarr 10 Ammo per Pick Up: Torid 15 Ammo per Pick Up: Arca Plasmor Catchmoon (Primary) Cedo Cernos Cernos Prime Corinth Corinth Prime Daikyu Dread Drakgoon Exergis Felarx Hek Komorex Kuva Chakkhurr Kuva Drakgoon Kuva Hek Lanka MK1-Paris MK1-Strun Mutalist Cernos Paris Paris Prime Phantasma Rakta Cernos Rubico Rubico Prime Sancti Tigris Simulor Sporothrix Sporelacer (Primary) Snipetron Snipetron Vandal Sobek Synoid Simulor Strun Strun Prime Strun Wraith Tenet Arca Plasmor Tigris Tigris Prime Vaykor Hek Vectis Vectis Prime Vulkar Vulkar Wraith 20 Ammo per Pick Up: Tombfinger (Primary) 40 Ammo per Pick Up: Acceltra Aeolak Alternox Astilla Astilla Prime Boar Boar Prime Gaze (Primary) Ignis Ignis Wraith Kohm Kuva Kohm Miter Opticor Opticor Vandal Stahlta Tenet Tetra Vermisplicer (Primary) 60 Ammo per Pick up: Amprex Javlok Scourge Scourge Prime Trumna Zhuge Prime Primary Weapons with Ammo Regen Rates Overrides: Basmu: From 42/s to 10.5/s Bubonico: From 9/s to 4.5/s Flux Rifle: From 40/s to 24/s Fulmin: From 30/s to 20/s Shedu: From 28/s to 3.5/s Secondary Weapon Ammo Pick up Overrides: 3 Ammo per Pick Up: Angstrum Prisma Angstrum Kulstar 4 Ammo per Pick Up: Castanas Sancti Castanas Pox Talons 5 Ammo per Pick Up: Akarius 9 Ammo per Pick Up: Kuva Seer 20 Ammo per Pick Up: Akbronco Akbronco Prime Atomos Brakk Bronco Bronco Prime Catabolyst Catchmoon (Secondary) Cyanex Detron Epitaph Euphona Prime Gaze (Secondary) Kohmak Twin Kohmak Kompressa Kuva Nukor Kuva Brakk Mara Detron Nukor Pyrana Pyrana Prime Sepulcrum Sporelacer (Secondary) Sonicor Staticor Tenet Detron Tombfinger (Secondary) Twin Rogga Vermisplicer (Secondary) Zakti Zakti Prime Zymos Many weapons have also had their maximum ammo capacity adjusted. Primary Weapons: Arca Plasmor: From 48 to 50 Corinth: From 132 to 135 Gaze (Primary): From 400 to 200 Kuva Zarr: From 15 to 5 Kuva Ogris: From 30 to 7 Kuva Tonkor: From 60 to 11 Miter: From 72 to 80 Proboscis Cernos: From 9 to 7 Sporelacer (Primary): From 130 to 60 Tenet Envoy: From 24 to 16 Tombfinger (Primary): From 540 to 120 Vermisplicer (Primary): From 226 to 90 Zarr: From 84 to 60 Secondary Weapons: Epitaph: From 60 to 40 Gaze (Secondary): From 400 to 200 Vermisplicer (Secondary): From 226 to 90 Secondary Weapons with Ammo Regen Rates Overrides: Cycron: From 40/s to 20/s Tenet Cycron: From 40/s to 20/s We also reduced the frequency of ammo drops from enemies and made them scale with squad size. Used to drop from 70% of regular enemies and 80% of Open World enemies, now they drop less frequently, with smaller squads getting more drops 1p squad = 45%, or 60% in Open Worlds 2p squad = 37.5%, or 52.5% in Open World 3p squad = 30%, or 45% in Open Worlds 4p squad = 22.5%, or 37.5% in Open Worlds On average you’ll be getting Ammo drops half as often, but most weapons with the aforementioned increase of pickup values receive twice as much. Eximus will now have a guaranteed drop of either Primary OR Secondary Ammo in addition to existing base enemy ammo drops. Increased the chance of a Riven Sliver dropping from Eximus Units. Steel Path Eximus: changed from 1% to 2% drop chance Regular Eximus: changed from 0.5% to 2% drop chance Note that Riven Slivers still only have a chance to drop from Eximus level 30 and over Made the following changes to Mods/Arcanes in light of the above ammo changes (stats shown at max rank): Rifle Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up. Pistol Ammo Mutation: Now converts Primary ammo pickups to 50% of Ammo Pick Up. Shotgun Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up. Sniper Ammo Mutation: Now converts Secondary ammo pickups to 50% of Ammo Pick Up. Primary/Secondary Merciless Arcane: Removed its +100% Ammo Maximum bonus. Vigilante Supplies Mod: Now converts Secondary ammo pickups to 30% of ammo pickup. Mirage’s Explosive Legerdemain Augment: Increased damage dealt from proximity mines created from Ammo and Orbs pickups from 500 to 1000. Deployable Ammo Restores now restore 1x (for small), 2x (for medium), and 3x (for large) Primary and Secondary Ammo Pick up amounts every 15s for 60s. We’ll be keeping a close eye on how these ammo changes affect specific weapons’ performance and popularity. Expect more tweaks to these values in future updates! (/wiki/Update_25#Update_25.0) (Update 25) Update 25.0 (2019-05-22) Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards. References [ (/wiki/Ammo?veaction=edit§ion=18) (Edit section: References) ] (Jump up) ↑ (/wiki/Update_32#Update_32.0) (Update 32) Update 32.0 (2022-09-07) patch notes (Jump up) ↑ (https://forums.warframe.com/topic/1100191-ask-me-almost-anything-again/?do=findComment&comment=10814226) https://forums.warframe.com/topic/1100191-ask-me-almost-anything-again/?do=findComment&comment=10814226 See Also [ (/wiki/Ammo?veaction=edit§ion=19) (Edit section: See Also) ] (/wiki/Pickups) (Pickups) Pickups (/wiki/Squad_Ammo_Restore) (Squad Ammo Restore) Squad Ammo Restore Ammo Mods Sentinels (/wiki/Ammo_Case) (Mod TT 20px) (/wiki/Ammo_Case) Ammo Case Reserve Ammo (/wiki/Ammo_Drum) (Mod TT 20px) (/wiki/Ammo_Drum) Ammo Drum • (/wiki/Shell_Compression) (Mod TT 20px) (/wiki/Shell_Compression) Shell Compression • (/wiki/Trick_Mag) (Mod TT 20px) (/wiki/Trick_Mag) Trick Mag Magazine Capacity (/wiki/Ammo_Stock) (Mod TT 20px) (/wiki/Ammo_Stock) Ammo Stock • (/wiki/Atomic_Fallout) (Mod TT 20px) (/wiki/Atomic_Fallout) Atomic Fallout • (/wiki/Magazine_Warp) (Mod TT 20px) (/wiki/Magazine_Warp) Magazine Warp ((/wiki/Primed_Magazine_Warp) (Mod TT 20px) (/wiki/Primed_Magazine_Warp) Prime ) • (/wiki/Shotgun_Elementalist) (Mod TT 20px) (/wiki/Shotgun_Elementalist) Shotgun Elementalist • (/wiki/Slip_Magazine) (Mod TT 20px) (/wiki/Slip_Magazine) Slip Magazine ((/wiki/Primed_Slip_Magazine) (Mod TT 20px) (/wiki/Primed_Slip_Magazine) Prime ) • (/wiki/Wildfire) (Mod TT 20px) (/wiki/Wildfire) Wildfire • (/wiki/Ice_Storm) (Mod TT 20px) (/wiki/Ice_Storm) Ice Storm • (/wiki/Tainted_Mag) (Mod TT 20px) (/wiki/Tainted_Mag) Tainted Mag • (/wiki/Tainted_Clip) (Mod TT 20px) (/wiki/Tainted_Clip) Tainted Clip • (/wiki/Burdened_Magazine) (Mod TT 20px) (/wiki/Burdened_Magazine) Burdened Magazine Ammo Mutation (/wiki/Rifle_Ammo_Mutation) (Mod TT 20px) (/wiki/Rifle_Ammo_Mutation) Rifle Ammo Mutation ((/wiki/Primed_Rifle_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Rifle_Ammo_Mutation) Prime ) • (/wiki/Sniper_Ammo_Mutation) (Mod TT 20px) (/wiki/Sniper_Ammo_Mutation) Sniper Ammo Mutation ((/wiki/Primed_Sniper_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Sniper_Ammo_Mutation) Prime ) • (/wiki/Shotgun_Ammo_Mutation) (Mod TT 20px) (/wiki/Shotgun_Ammo_Mutation) Shotgun Ammo Mutation ((/wiki/Primed_Shotgun_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Shotgun_Ammo_Mutation) Prime ) • (/wiki/Pistol_Ammo_Mutation) (Mod TT 20px) (/wiki/Pistol_Ammo_Mutation) Pistol Ammo Mutation ((/wiki/Primed_Pistol_Ammo_Mutation) (Mod TT 20px) (/wiki/Primed_Pistol_Ammo_Mutation) Prime ) • (/wiki/Arrow_Mutation) (Mod TT 20px) (/wiki/Arrow_Mutation) Arrow Mutation • (/wiki/Vigilante_Supplies) (Mod TT 20px) (/wiki/Vigilante_Supplies) Vigilante Supplies Ammo Pickup (/wiki/Amalgam_Daikyu_Target_Acquired) (Mod TT 20px) (/wiki/Amalgam_Daikyu_Target_Acquired) Amalgam Daikyu Target Acquired • (/wiki/Rifle_Scavenger) (Mod TT 20px) (/wiki/Rifle_Scavenger) Rifle Scavenger • (/wiki/Shotgun_Scavenger) (Mod TT 20px) 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