Shield Charger is a Sentinel and MOA Mod that periodically increases your Warframe's Max Shields and regenerates them for a certain amount of time.
Stats[]
Rank | Increased Shield | Shield Regen | Duration | Cost |
---|---|---|---|---|
0 | 10% | 10% | 5s | 0 |
1 | 20% | 20% | 6s | 1 |
2 | 30% | 30% | 7s | 2 |
3 | 40% | 40% | 8s | 3 |
4 | 50% | 50% | 9s | 4 |
5 | 60% | 60% | 10s | 5 |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
002-ER | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Armis Ulta | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Auditor | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Azoth | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Derim Zahn | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Dru Pesfor | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Jad Teran | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Jen Dro | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Lockjaw & Sol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
M-W.A.M. | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Nako Xol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Pelna Cade | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Rana Del | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Raptor RX | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Tia Mayn | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Ved Xol | 10% | 12.5% | 1.25% | 80 | 1 | 0.0125 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- Shield bonus is additive with bonuses such as
Redirection.
- Shield Recharge Rate bonus is additive with bonuses such as
Fast Deflection
- Once the ability duration ends, shields will go back to normal, leaving excess shields as overshields.
- Has a cooldown of 30 seconds.
- Will not grant shields if the user does not possess base shields of their own.
- Unlike Shield Osprey, it does not instantly recharge shields.
- Sentinels, Companions, Rescue Targets, Syndicate Operatives Syndicate Specters or Factional Allies cannot benefit from this mod.
Media[]
Patch History[]
Hotfix 35.5.7 (2024-04-17)
- Fixed Shield Charger's Russian description not displaying Regen correctly.
Hotfix: The Index Preview 3 (2016-10-21)
- Fixed any Overshields being wiped out when the Shield Charger Mod was equipped.
Hotfix: The Index Preview 2 (2016-10-21)
- Fixed the Shield Charger Mod not having its correct image.
Update: Specters of the Rail 0.0 (2016-07-08)
- Introduced.
CollapseMOA Companion | ||
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Components | ||
Bracket • Core • Gyro • Model | ||
Mods | ||
Lambeo | ![]() ![]() | |
Oloro | ![]() ![]() | |
Para | ![]() ![]() | |
Nychus | ![]() ![]() | |
Other | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
CollapseHound Companion | ||
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Components | ||
Bracket • Core • Model • Stabilizer | ||
Mods | ||
Audit (Model) | ![]() ![]() ![]() | |
Denial (Bracket) | ![]() ![]() ![]() | |
Prospectus (Stabilizer) | ![]() ![]() ![]() | |
Other | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
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57 comments
Is the 60% max shield buff based on unranked shield capacity like redirection used to be, or has that been updated?
I did a quick test and this mod works the new way, being based on your shield capacity after rank-up bonuses. So it works the same as redirection.
This is quite an indirect buff for this mod. Its strength used to be just barely above a rank 0 redirection, now it's a bit above a rank 5 redirection.
Imagine 10s interval.
This mod should be updated like all others shield recharge mods too: '-30% Shield Recharge Delay'
Does not work on hounds
Seems to work on my hound idk if it was a bug that got fixed or anything tho
Update: it seems you have to be pretty close for it to activate
It seems to not work at all on my hound
Core: Garmr Core
Model: Dorma Hound
Bracket: Cela Bracket
Stabilizer: Wanz Stabilizer
Seems like a bad mod, unless someone else can enlighten us on what build this would go well on?
let's assume your shield breaks but your sentinel has already used the guardian and you're there without a shield, if you're lucky this mod can be active to recharge your shield faster and you don't die, but this mod is very situational and almost useless even , I only use it because I don't have anything better to put in its place
Useful with Styanax
Useless with Styanax*
Rally Point and Intrepid Stand augment exist. Better off going with Diriga and Archon Stretch for energy than slotting this garbage mod in anywhere.
Arcane aegis, gives the 30% shields/second but also fully activates your shield recharge under all conditions for its duration, making shield recharge mods much more powerful, including this one, puts my total shield recharge on jade for instance at almost 70% per second (overkill in that case, but its an example)
30 second cooldown makes it of questionable use on a sentinel.
I'll need to know if this influences parasitic armor from the new set of helminth abilities...
30 sec cooldown on a 50% weaker Fast Deflection for 10 seconds. This got to be a joke. Even an unranked Guardian outperforms this. If only it worked like enemy Shield Ospreys then and only maybe it would be worth using.
Not to mention the sentinel can not perform any other action for that 10 seconds which is wasted time it could spend healing, crowd controlling or spreading status with shots.
Does the cooldown start when this activates, or when it ends?
In other words, is it 10 secs on / 20 secs off, or 10 secs on / 30 secs off?
Tested it. It's 10 on / 30 off. Active a quarter of the time.
The cooldown timer should be buffed to 20-25 seconds.
Always activate when my shields is already full.
That is because it is made for giving you overshields if shields are full.
It's a niche case but, one good thing to know is: with 4 coations drifts, this mods is buffed to 70% at 0 drain and 158% at 5 drain. Stilll not great, but worth sticking in an empty slot on a reactorless robotic. Also, I don't know if they can stack? If so it could be more useful.
why would coaction drift have affected this? it's not an aura
or is it?
That must be a bug...
This mod in combination with Medi-Ray is a blessing.
I still remember when this mod was 120% and 120% and everyone was saying it was bad, then they actually nerfed it to 60 and 60 and people were okay with it lol.
So, how does it work with Hildryn?
Exactly like it does for every other frame; If you are using abilities that drain shield it does nothing and if you avoid attacks you get a faster recharge and a slight overshield potential.
Not sure what exactly dropped it, but I found this mod while out in the Orb Vallis, doing some tier 1 bounties from Fortuna.
A few index specific mods are dropped by the special duty coil drive when it's finished.
This mod is absolutely a garbage.
Increase max shields by 60% more like is by only just SIXTY, NOT SIXTY PERCENT.
Even if it allowed you to charge your shields to the maximum possible (overshield cap) it would be not worth it imo. It's not instant, has a long cooldown for something that always gets hit, and the shield recharge rate is worthless.
This is only good if you are a new player with like, a Taxon and an Mk-1 braton as you just start the game where enemies deal 5 shield damage a bullet instead of 500.
Its not garbage per se, there are just better sentinel mods later, but until you have some of those, its not a bad addition for lower and medium level gameplay.
The thing about thi sis, it's a 0 drain mod for robitcs you arem't going to stick a reactor in.
A new player with a Taxon and Mk-1 braton won't be playing in The Index where this is dropped, so it's not even for new players either.
I would very more so Like this mod alot more for its use IF it was that the ability started its effect upon being damaged instead of wasting the ability when outside combat. Also onto note the decrease on cooldown after use, from 30 seconds down to 15-20 seconds.
Small idea on if it very slowly recharged your shields by 2.5 per second - until 3 seconds has passed from last contact of damage - in which it would charge it by full with the extra 60% (This slow recharge would be active up until the 3 Seconds passed or your the shields gets depleted.)
Would be so much better if it scaled with the rank 30 shield and not rank 0.
garbage mod
Maybe it's just me, but there seems to be a big when combining Shield Charger with Molecular Conversion. The Overshield seems to reset to whatever the Shield would be after Shield Charger, and I noticed this while using Iron Skin so the Shields were at full power.