Ammunition (or ammo for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all Primary and Secondary weapons to be fired. The only weapons that do not use ammo are 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[]
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 reloaded. Because reloading takes time, a low magazine size can significantly reduce the sustained DPS of a weapon in relation to its expected burst DPS.
Note that Magazine Capacity bonuses do not affect weapons that pull ammo directly from their reserve pool like Bows and Epitaph.
Increasing magazine capacity[]
Decreasing magazine capacity[]
Conclave mods[]
In addition, there are some PvP-exclusive mods which affect magazine size:
Ammo Maximum[]
- For a list of max ammo counts of all weapons, see 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 Battery Weapons and Archguns in Archwing or held by Necramechs.
Ammo Pickup[]
Ammo Pickup refers to how much ammo is obtained from pickups.
Area of Effect Weapons tend to have lower base Ammo Pickup than normal.
Drop Chances[]
Chance to drop Primary or Secondary Ammo scales with squad size[1]:
- 1 player squad = 45%, or 60% in 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
Eximus are guaranteed to drop either a Primary or Secondary Ammo, each having the same chance of dropping.
Primary[]
- Purple lighting.
- Refills primary ammo based on the weapon type:
- 80 for rifles, Continuous Weapons, and crossbows.
- 60 for spearguns.
- 40 for automatic shotguns.
- 15 for semi-automatic shotguns, Sniper Rifles, and bows.
Secondary[]
- Orange lighting.
- Refills secondary ammo based on the weapon type:
- 40 for most secondaries.
- 20 for shotgun sidearms.
Heavy[]
- Yellow lighting.
- Refills 1000 rounds of atmospheric Archgun ammo, or resets the Archweapon Deployer cooldown when not equipped.
- Has a 5.01% chance to drop from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion MOAs, Oxium Ospreys, and all Ancients.[2]
- Guaranteed to drop by Terra Mankers that appear during Profit-Taker Orb fight.
Universal Ammo Pack[]
- Blue lighting with red or blue accents.
- Refills 1x Ammo Pickup of all weapon types, but does not reset Archweapon Deployer cooldown.
- This type of ammo is not encountered in standard gameplay and only available in Arena missions, the Conclave or the Simulacrum. In these situations, the pickup will have blue accents.
- Exceptions are
Lavos's
Transmutation Probe and
Protea's
Dispensary. These pickups are smaller and will have red accents.
- Exceptions are
- Not to be confused with the Omni Ammo Box gear.
Increasing Ammo From Pickups[]
All ammo types have a corresponding Aura mod; these are the scavenger mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack.
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.
Sources of Ammo[]
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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) |
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Misc:
2 s (pickup spawn interval) | |||
Subsumable to Helminth |
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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 Introduced in Update 29.6 (2020-12-18) |
![]() ![]() 100 / 150 / 200 / 250 /s (imbued elemental damage per second) |
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![]() 1.5 s (Cooldown Reduction per enemy shocked) | |||
Misc:
15 m/s (probe speed) |
Battery[]
Certain weapons use an auto-recharging 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[]
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 Energized Munitions, which stacks multiplicatively.

On hit, 4% chance for 100% ammo efficiency for 4 seconds

On headshot kill, 100% ammo efficiency for 8 seconds

60% ammo efficiency from hip-fire

On headshot, 100% ammo efficiency for 3 seconds

On headshot, 100% ammo efficiency for 2 seconds

On headshot, 100% ammo efficiency for 2 seconds

On hit, 4% chance for 100% ammo efficiency for 4 seconds

On 4 consecutive headshots or headshot kill, 100% ammo efficiency for 4 seconds
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Energized Munitions Imbue your weapons with ammo efficiency. Introduced in Update 29.0 (2020-08-25) |
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Misc: 75 % (ammo efficiency) | |||
Subsumable to Helminth |
Ammo Economy[]
Ammo Economy is a 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:
- Note that mod refers to the modulo operation
- See 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 Fire Rate. Modding a weapon with damage mods (like Serration) increases both damage per second and damage per ammo, while increasing fire rate (through
Speed Trigger) only improves damage per second. When playing 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[]
Update 33.5 (2023-06-21)
- Fixed the ammo pickup SFX playing repeatedly due to an interaction between Vacuum and Soma’s alt-fire.
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.
Hotfix 32.1.2 (2022-11-04)
- More fixes towards ammo pickups hovering around Warframe when Spectre has more max ammo than player.
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/
- 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.
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.
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.
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!
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[]
See Also[]
Ammo Mods | |
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Sentinels | ![]() |
Reserve Ammo | ![]() ![]() ![]() |
Magazine Capacity | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ammo Mutation | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ammo Pickup | ![]() ![]() ![]() ![]() ![]() |
Ammo Efficiency | ![]() ![]() |
Ammo Refund | ![]() ![]() |
PvP | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
19 comments
Really want a negative ammo mod.
Exactly what i was looking for
The hell did they do to ammo pickups, they look TERRIBLE.
Has anyone else noticed a weird thing where you don't receive the ammo the game claims you pick up?
For example, when running the Bramma, I'll have five arrows, pick up ammo claiming to give me one and will still have five arrows. I didn't fire another arrow, the game just didn't give me my ammo.
Ive found for bramma in particular it takes like 3 seconds sometimes for ammo to show up?
Ah, wack.
It would be nice if we could have a list of the old ammo pickup values for comparison. I'm trying to explain to my friends how the ammo pickup changes are (for most weapons) are buffed.
Old revision of this article contains old pickup values: https://warframe.fandom.com/wiki/Ammo?oldid=2293347
Thank you my good Cephalon <3
Rifle: 60 -> 80 (Spearguns still 60)
Pistol: 20 -> 40 (Sidearm Shotguns still 20)
Shotgun: 10 -> 15 on semi-automatics, 40 on automatics, 80 on continuous
Sniper/Bow: 10 -> 15 in general, 80 on crossbows
General rule of thumb now is anything with an AoE component tends to have far less ammo pickup.
Thanks. I came here because the last update kind of got me into thinking I should give it a go again, and wanted to see if it really buffed my preferred weapons. With the new ammo system for example the Astilla should be way better and with the armor strip changes and if headshots really have buffed hard, I may even get my Grinlok out. Got burned out when I realized not playing the Kuva explosive weapons was hardly an option for me as a non melee player.
A section on ammo generation (Dispensary, Blood For Ammo, etc.) would be quite helpful
Ok how about Bow? Is Minus Mag Cap from Riven still harmless on Bow since Bow actually has 0 mag cap?
Why is primed ammo stock missing from the page?
Because the content of this page is not automated. Updated, thanks.
Okay, so for "heavy units" that should supposedly drop "heavy ammo" the corpus include oxium ospreys and fusion moas - but for parazon mercy kills instead nullifiers are considered the "heavy" units? Good lord DE, work on your fucking consistency. No wonder I always run out of heavy ammo on corpus missions exclusively....
Ammo mutation seems to be a lot lower when picking up rifle ammo now. My rank 9 primed sg ammo mutation is giving only 4 shotgun ammo per rifle ammo pickup while pistol is at 13 and sniper is 25.
Let me guess. You equipped vigilante supplies and primed sg ammo mutation, and you put the primed one in exilus right? Sadly, after experimenting with that myself I saw that only one of the mutation mods will work, and the exilus slot will always be the last one taking effect, so only the supplies will work.
Missing Magazine Extension for Arch-gun
Late but well, added it :D
Heavy Ammo is showing up in more places now. I want to say it spawns everywhere now, but I have not tested every planet. It does show up on Venus, Void, Jupiter, Saturn, Ceres, and Pluto
Ammo case in wrong place. Should be under ammo max, not magazine cap
Fixed, thanks
What about Ammo Case? The Carrier precept?
Added, thanks for the heads up.
Depleted Reload should be list on this page under a negative effect section.
Added, thanks.
I got a twin vipers Riven with +209% Crit Chance, +150% Impact, +69% Mag Capacity, and -87% Ammo Maximum.
D:
WELP
Looks like a lone Tenno forgot to bring the rest of their magazines..
Don't you worry, i have a riven with 301,4% dmg, 125,9% electric, 128,9% status chance and -112% ammo max...
Just got a riven that is completely awesome. +110 toxin, +110 electric, +3.6 Punch Through.
The Negative: -99.9% ammo. I literally get 1, if that
Not as bad as a +Magazine +Status +Elecric KOHM riven with that negative...
So you kill almost anything with one shot. The downside: You only get one shot.
... Lol
meh
MOST of primaries
525
MOST of secondaries
210
I've been noticing when using the castana w/ Paris Prime (probably any weapon that uses sniper ammo) they have a shared ammo pool. Is this normal? It drops Paris Primes ammo from 60 to 30 right off the bat/
Very informative!