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:
- With
Flow:
- With
Primed Flow:
- With
Primed Flow and
Endurance Drift:
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[]
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) |
---|---|---|---|
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50 | 100 | 150 |
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50 | 100 | 150 |
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50 | 175 | 225 |
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75 | 215 | 265 |
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100 | 175 | 225 |
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125 | 215 | 265 |
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150 | 200 | 300 |
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150 | 200 | 300 |
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75 | 140 | 190 |
![]() |
75 | 175 | 225 |
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100 | 200 | 300 |
![]() |
50 | 130 | 180 |
![]() |
50 | 175 | 225 |
![]() |
50 | 200 | 270 |
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75 | 175 | 225 |
![]() |
75 | 175 | 225 |
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100 | 175 | 225 |
![]() |
115 | 200 | 250 |
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50 | 100 | 150 |
![]() |
100 | 175 | 225 |
![]() |
100 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
50 | 100 | 150 |
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75 | 175 | 225 |
![]() |
75 | 175 | 225 |
![]() |
50 | 140 | 240 |
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100 | 220 | 320 |
![]() |
100 | 175 | 225 |
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100 | 175 | 225 |
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100 | 175 | 225 |
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115 | 200 | 250 |
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100 | 190 | 240 |
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50 | 100 | 150 |
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125 | 140 | 190 |
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0 | 0 | 0 |
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0 | 0 | 0 |
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75 | 140 | 190 |
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100 | 175 | 225 |
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50 | 100 | 150 |
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75 | 140 | 190 |
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75 | 215 | 265 |
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100 | 250 | 300 |
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125 | 150 | 200 |
![]() |
75 | 140 | 190 |
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100 | 175 | 225 |
![]() |
150 | 175 | 225 |
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0 | 0 | 0 |
![]() |
100 | 175 | 225 |
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125 | 215 | 265 |
![]() |
100 | 175 | 225 |
![]() |
125 | 215 | 265 |
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75 | 140 | 190 |
![]() |
100 | 215 | 265 |
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50 | 100 | 150 |
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65 | 140 | 190 |
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125 | 175 | 225 |
![]() |
125 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
75 | 140 | 190 |
![]() |
125 | 175 | 225 |
![]() |
125 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
75 | 140 | 190 |
![]() |
100 | 175 | 225 |
![]() |
150 | 215 | 265 |
![]() |
100 | 175 | 225 |
![]() |
150 | 175 | 225 |
![]() |
75 | 175 | 225 |
![]() |
100 | 215 | 265 |
![]() |
100 | 175 | 225 |
![]() |
100 | 215 | 265 |
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50 | 175 | 225 |
![]() |
50 | 200 | 250 |
![]() |
50 | 150 | 200 |
![]() |
50 | 140 | 190 |
![]() |
100 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
50 | 100 | 150 |
![]() |
50 | 175 | 225 |
![]() |
100 | 200 | 300 |
![]() |
75 | 140 | 190 |
![]() |
100 | 175 | 225 |
![]() |
50 | 175 | 225 |
![]() |
100 | 175 | 225 |
![]() |
125 | 215 | 265 |
![]() |
75 | 175 | 225 |
![]() |
125 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
100 | 175 | 225 |
![]() |
75 | 175 | 225 |
![]() |
100 | 175 | 225 |
![]() |
50 | 100 | 150 |
![]() |
125 | 200 | 300 |
![]() |
50 | 100 | 150 |
![]() |
150 | 200 | 300 |
![]() |
150 | 200 | 300 |
![]() |
50 | 130 | 180 |
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65 | 145 | 195 |
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50 | 160 | 230 |
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50 | 200 | 300 |
![]() |
50 | 100 | 150 |
![]() |
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[]
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.
![]() |
![]() 4 ![]() +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) |
![]() ![]() 100 / 300 / 400 / 500 ( ![]() |
![]() | |||
![]() | |||
Misc: 8-18 s (energy orb drop interval) |
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.
![]() |
![]() 2 ![]() |
Nourish Regenerate health as Grendel absorbs nourishment from enemies in his gut. While he digests, enemies that attack or are attacked by Grendel suffer Introduced in Update 26.0 (2019-10-31) |
![]() 600 / 700 / 800 / 1000 (self heal on cast) 1.5 / 1.65 / 1.8 / 2 x (energy multiplier) 100 / 150 / 200 / 250 ( ![]() +40% / +50% / +60% / +75% ( ![]() |
![]() | |||
![]() 12 m (splash radius) | |||
Misc:
10 ( | |||
Subsumable to Helminth |
Mods[]
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).
19 comments
So am I correct that only a Garuda Prime using Archon/Primed Flow, Endurance Drift, with a minimum of 3 Tauforged Blue and 2 regular Blue Archon Shards giving Energy Pool, while also buffed with a Suda syndicate weapon/mod, could possibly reach the 1,600 Energy Pool to maximize the effect of Secondary Surge?
The final starting energy with an Orokin Reactor applied to a warframe should be included
Starting Energy + 5 x (Free Mod Capacity / 2)
Starting Energy table is wrong, need an update on Harrow's lines.
With the new changes to how the math works on stats, I assume that means we will need to change the formulas here, huh?
Is there a page with an exhaustive list of energy-related modifiers (eg mods, arcane, Abilities etc)? I'm a new player trying to assess my options, is there a better place to find information in this format than the wiki?
Mag is still listed under abilities that modify energy orb drop rates, despite pull no longer doing that.
Updated, thanks.
missing archon flow
I didn't see it on the page so I'm putting it here. Archwings also have innate starting Energy Values as well. The Amesha, Elytron, and Odonata Prime all have a starting value of 50 energy, the Itzal starts with 100 Energy. I do not have the base Odonata to check it's starting value but my guess would be 50. Also, for now at least, Archwings are affected by the "+% Maximum Energy is filled on Spawn" bonus provided by Amber Archon Shards equipped to the Warframe.
I think frames with non-energy related systems should still benefit from excess points via whatever system for casting they use after converting, instead of no benefit at all.
For example, Hildryn uses shields to cast so her starting shields should be augmented with overshields equal to the energy converted to shields she should be getting. Lavos gets an equivalent cooldown reduction on the first ability he casts.
This would work for future changes like the whispered Nekros buff making him function off of health similar to Hildryn functioning off of shields, and thus should give him bonus health that can't be recovered once lost (similar to bonus health received from the Purity syndicate effect or Chroma's Fire ward).
Revenant prime initial energy is 50, not 100, i think
Initial energy was stealth buffed (sometime around the Echoes of the Zariman if I had to guess). Like for example, without any left over mod capacity Wisp now has 220, Revenant has 75, Chroma Prime has 170, etc...
IDK if this is a universal change, or if there is a new modifier that affects initial energy (i.e. # of forma).
Welp, rip that free 25-70 extra starting energy.
Why isnt there a section for mods that can reduce the amont of energy use for ability like exalted blade or rhino's stomp
That's called Ability Efficiency, a whole separate page and mechanic.
Page needs to be updated.
Biggest things I see are Preparation now works in (Elite) Sanctuary Onslaught
And Caliban's initial energy needs to be listed
Updated, thanks.
Please update this shit
Thanks for telling us what exactly on this page is wrong so we can update it quicker. 🙃
Sevagoth's initial energy is not here
Energy total = Base energy * ( 1 + 0.5 from warfram level max + x from mods)
i think this formula is more clear. (the 2 are equal)
are there any mods increasing energy in the conclave?
There's just one that actually increases energy pool, and some others that restore energy in PvP. Went ahead and added them to the article.
I was thinking of a concept warframe that uses energy as a healthpool
then I remembered leech eximus units
Garuda with quick thinking tho
"Starting Energy = Initial Energy + 5(Free Mod Capacity)"
My Rank 30 Ash Prime should start with 50 energy +5(free mod capacity). I have 6 mod points unused, so 5x6 = 30, added to my base of 50 = 80, and I can confirm I start missions with 80. According to this article Flow and Streamline should not make a difference, but for the record, I have max Flow, no Streamline equipped.
Sounds like polarizing another slot could yeild 20-25 more initial energy...
k