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(https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Mechanics 1.1 Shot Delay 1.2 Fire Rate and Charge Time 1.3 Fire Rate and Spool-up Time 1.4 Fire Rate and Burst Weapons 2 Sources of Fire Rate Bonus 2.1 Abilities 2.2 Mods 2.3 Arcanes 2.4 Other 3 Effective Fire Rate 4 Locking Fire Rate 5 Notes 6 Trivia 7 See Also (/wiki/Fire_Rate?veaction=edit) in: (/wiki/Category:Community_Articles) (Category:Community Articles) Community Articles , (/wiki/Category:Updateme) (Category:Updateme) Updateme , (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics English (https://warframe.fandom.com/es/wiki/Cadencia_de_fuego) Español (https://warframe.fandom.com/fr/wiki/Cadence_de_Tir) Français Fire Rate 56 (/wiki/Fire_Rate?veaction=edit) Edit (/wiki/Fire_Rate?action=edit) Edit source (/wiki/Fire_Rate?action=history) History (/wiki/Talk:Fire_Rate?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Maximum number of projectiles that can be launched per second. —In-game Description Fire Rate is a base stat of all ranged weapons, denoting the number of times per second a weapon discharges a projectile, or applies a discrete instance of damage, which normally corresponds to units of ammo being spent (normally one round per shot, and for continuous weapons 0.5 rounds per tick). Contents 1 Mechanics 1.1 Shot Delay 1.2 Fire Rate and Charge Time 1.3 Fire Rate and Spool-up Time 1.4 Fire Rate and Burst Weapons 2 Sources of Fire Rate Bonus 2.1 Abilities 2.2 Mods 2.3 Arcanes 2.4 Other 3 Effective Fire Rate 4 Locking Fire Rate 5 Notes 6 Trivia 7 See Also Mechanics [ (/wiki/Fire_Rate?veaction=edit§ion=1) (Edit section: Mechanics) ] As a general principle, the Fire Rate bonus increases fire rate linearly, regardless of the (/wiki/Trigger_Type) (Trigger Type) Trigger Type , which ensures that the effective damage increase from improving this stat will be the same for Automatic weapons (e.g. (/wiki/Braton) (Braton) (/wiki/Braton) Braton ) and weapons with more complex trigger types – so on Burst weapons (e.g (/wiki/Burston) (Burston) (/wiki/Burston) Burston ), it affects both the speed of the burst as well as the time between bursts. For the same reason, apart from increasing the weapon's fire rate in the narrowest sense, the Fire Rate bonus also affects Spool-up Time (a hidden stat of Auto-Spool weapons , e.g. (/wiki/Gorgon) (Gorgon) (/wiki/Gorgon) Gorgon ), and Charge Time (a base stat of bows and other Charged weapons , e.g. (/wiki/Opticor) (Opticor) (/wiki/Opticor) Opticor ). Increasing fire rate of Semi-auto weapons increases the cap on how quickly they can be fired. Likewise, for Duplex-trigger weapons (e.g (/wiki/Zylok) (Zylok) (/wiki/Zylok) Zylok ), fire rate increases the cap on how quickly each two-shot sequence can be initiated (while the interval between the shots in a sequence remains completely voluntary, i.e. player-determined). Notably, Semi-Auto weapons are capped at 10 rounds per second. On Continuous weapons (e.g. (/wiki/Ignis) (Ignis) (/wiki/Ignis) Ignis ), the Fire Rate bonus increases the frequency of "ticks" (damage instances). Shot Delay [ (/wiki/Fire_Rate?veaction=edit§ion=2) (Edit section: Shot Delay) ] Another way of viewing fire rate is that it determines the time before shooting another shot or reloading when the magazine is empty. Taking the inverse of resultant fire rate will give the time between shots in seconds. Shot Delay in Seconds = 1 Modded Fire Rate {\displaystyle \text{Shot Delay in Seconds} = \frac{1}{\text{Modded Fire Rate}}} ({\displaystyle {\text{Shot Delay in Seconds}}={\frac {1}{\text{Modded Fire Rate}}}}) Note that the (/wiki/Vectis) (Vectis) (/wiki/Vectis) Vectis and (/wiki/Vectis_Prime) (VectisPrime) (/wiki/Vectis_Prime) Vectis Prime are not affected by this shot delay before (/wiki/Reload) (Reload) reloading and reloads instantly after the last shot instead. Fire Rate and Charge Time [ (/wiki/Fire_Rate?veaction=edit§ion=3) (Edit section: Fire Rate and Charge Time) ] For some weapons, the effective fire rate is dependent on the Charge Time of the attack. Note that charge weapons mislabel the charge time of the attack as the Charge Rate . For example, the (/wiki/Scourge) (Scourge) (/wiki/Scourge) Scourge lists its "Charge Rate" as 0.5, however that is actually the charge time (0.5 seconds ). The actual charge rate of a weapon is as follows: Charge Rate = 1 Charge Time {\displaystyle \text{Charge Rate} = \frac{1}{\text{Charge Time}}} ({\displaystyle {\text{Charge Rate}}={\frac {1}{\text{Charge Time}}}}) The charge time is the time it takes the charge circle to progress to full. Bonuses from fire rate mods works as so: Charge Time = Base Charge Time 1 + Mod Bonus {\displaystyle \text{Charge Time} = \frac{\text{Base Charge Time}}{1 + \text{Mod Bonus}}} ({\displaystyle {\text{Charge Time}}={\frac {\text{Base Charge Time}}{1+{\text{Mod Bonus}}}}}) The charge rate is the speed at which the charge circle progresses to full. Bonuses from fire rate mods works as so: Charge Rate = Base Charge Rate × ( 1 + Mod Bonus ) {\displaystyle \text{Charge Rate} = \text{Base Charge Rate} \times (1 + \text{Mod Bonus})} ({\displaystyle {\text{Charge Rate}}={\text{Base Charge Rate}}\times (1+{\text{Mod Bonus}})}) For charged weapons, charge time cannot go above 10 times the base charge time (achieved by having at least -90% fire rate bonus). Effective Fire Rate = 1 Modded Charge Time + 1 Modded Fire Rate {\displaystyle { \begin{aligned} \text{Effective Fire Rate} &= \frac{ 1 }{ \text{Modded Charge Time} + \frac{ 1 }{ \text{Modded Fire Rate} } } \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Effective Fire Rate}}&={\frac {1}{{\text{Modded Charge Time}}+{\frac {1}{\text{Modded Fire Rate}}}}}\end{aligned}}}) Calculation for true fire rate for charge weapons with the exception of bows, (/wiki/Epitaph) (Epitaph) (/wiki/Epitaph) Epitaph , and (/wiki/Lanka) (Lanka) (/wiki/Lanka) Lanka . Effective Fire Rate = 1 Modded Charge Time + Modded Reload Time {\displaystyle { \begin{aligned} \text{Effective Fire Rate} &= \frac{ 1 }{ \text{Modded Charge Time} + { \text{Modded Reload Time} } } \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Effective Fire Rate}}&={\frac {1}{{\text{Modded Charge Time}}+{\text{Modded Reload Time}}}}\end{aligned}}}) Calculation for true fire rate for bow weapons. Effective Fire Rate = 1 Modded Charge Time {\displaystyle { \begin{aligned} \text{Effective Fire Rate} &= \frac{ 1 }{ \text{Modded Charge Time} } \end{aligned} } } ({\displaystyle {\begin{aligned}{\text{Effective Fire Rate}}&={\frac {1}{\text{Modded Charge Time}}}\end{aligned}}}) Calculation for true fire rate for (/wiki/Lanka) (Lanka) (/wiki/Lanka) Lanka which does not have a delay between charged shots. The following is a list of Charge Times possessed by Charged weapons: Bow Rifle Shotgun Secondary Robotic Archgun (/wiki/Artemis_Bow) (Artemis Bow (11 KB)) (Artemis Bow (11 KB)) (Artemis Bow (1.00 sec)) (Artemis Bow (11 KB)) (Artemis Bow (1.00 sec)) (/wiki/Artemis_Bow_(Weapon)) (ArtemisBowWeapon) (/wiki/Artemis_Bow_(Weapon)) Artemis Bow (1.00 sec) (/wiki/Cernos) (Cernos (21 KB)) (Cernos (21 KB)) (Cernos (0.50 sec)) (Cernos (21 KB)) (Cernos (0.50 sec)) (/wiki/Cernos) (Cernos) (/wiki/Cernos) Cernos (0.50 sec) (/wiki/Cernos_Prime) (Cernos Prime (29 KB)) (Cernos Prime (29 KB)) (Cernos Prime (0.50 sec)) (Cernos Prime (29 KB)) (Cernos Prime (0.50 sec)) (/wiki/Cernos_Prime) (CernosPrime) (/wiki/Cernos_Prime) Cernos Prime (0.50 sec) (/wiki/Daikyu) (Daikyu (18 KB)) (Daikyu (18 KB)) (Daikyu (1.00 sec)) (Daikyu (18 KB)) (Daikyu (1.00 sec)) (/wiki/Daikyu) (Daikyu) (/wiki/Daikyu) Daikyu (1.00 sec) (/wiki/Dread) (Dread (15 KB)) (Dread (15 KB)) (Dread (0.50 sec)) (Dread (15 KB)) (Dread (0.50 sec)) (/wiki/Dread) (Dread) (/wiki/Dread) Dread (0.50 sec) (/wiki/Kuva_Bramma) (Kuva Bramma (26 KB)) (Kuva Bramma (26 KB)) (Kuva Bramma (0.40 sec)) (Kuva Bramma (26 KB)) (Kuva Bramma (0.40 sec)) (/wiki/Kuva_Bramma) (KuvaBramma) (/wiki/Kuva_Bramma) Kuva Bramma (0.40 sec) (/wiki/Lenz) (Lenz (23 KB)) (Lenz (23 KB)) (Lenz (1.20 sec)) (Lenz (23 KB)) (Lenz (1.20 sec)) (/wiki/Lenz) (Lenz) (/wiki/Lenz) Lenz (1.20 sec) (/wiki/Prisma_Lenz) (Prisma Lenz (32 KB)) (Prisma Lenz (32 KB)) (Prisma Lenz (0.8 sec)) (Prisma Lenz (32 KB)) (Prisma Lenz (0.8 sec)) (/wiki/Prisma_Lenz) (PrismaLenz) (/wiki/Prisma_Lenz) Prisma Lenz (0.8 sec) (/wiki/MK1-Paris) (MK1-Paris (16 KB)) (MK1-Paris (16 KB)) (MK1-Paris (0.50 sec)) (MK1-Paris (16 KB)) (MK1-Paris (0.50 sec)) (/wiki/MK1-Paris) (Paris) (/wiki/MK1-Paris) MK1-Paris (0.50 sec) (/wiki/Mutalist_Cernos) (Mutalist Cernos (28 KB)) (Mutalist Cernos (28 KB)) (Mutalist Cernos (0.50 sec)) (Mutalist Cernos (28 KB)) (Mutalist Cernos (0.50 sec)) (/wiki/Mutalist_Cernos) (MutalistCernos) (/wiki/Mutalist_Cernos) Mutalist Cernos (0.50 sec) (/wiki/Nataruk) (Nataruk (24 KB)) (Nataruk (24 KB)) (Nataruk (1.00 sec)) (Nataruk (24 KB)) (Nataruk (1.00 sec)) (/wiki/Nataruk) (Nataruk) (/wiki/Nataruk) Nataruk (1.00 sec) (/wiki/Paris) (Paris (16 KB)) (Paris (16 KB)) (Paris (0.50 sec)) (Paris (16 KB)) (Paris (0.50 sec)) (/wiki/Paris) (Paris) (/wiki/Paris) Paris (0.50 sec) (/wiki/Paris_Prime) (Paris Prime (20 KB)) (Paris Prime (20 KB)) (Paris Prime (0.50 sec)) (Paris Prime (20 KB)) (Paris Prime (0.50 sec)) (/wiki/Paris_Prime) (ParisPrime) (/wiki/Paris_Prime) Paris Prime (0.50 sec) (/wiki/Proboscis_Cernos) (Proboscis Cernos (45 KB)) (Proboscis Cernos (45 KB)) (Proboscis Cernos (0.70 sec)) (Proboscis Cernos (45 KB)) (Proboscis Cernos (0.70 sec)) (/wiki/Proboscis_Cernos) (ProboscisCernos) (/wiki/Proboscis_Cernos) Proboscis Cernos (0.70 sec) (/wiki/Rakta_Cernos) (Rakta Cernos (31 KB)) (Rakta Cernos (31 KB)) (Rakta Cernos (0.25 sec)) (Rakta Cernos (31 KB)) (Rakta Cernos (0.25 sec)) (/wiki/Rakta_Cernos) (RaktaCernos) (/wiki/Rakta_Cernos) Rakta Cernos (0.25 sec) (/wiki/Battacor) (Battacor (26 KB)) (Battacor (26 KB)) (Battacor (0.40 sec)) (Battacor (26 KB)) (Battacor (0.40 sec)) (/wiki/Battacor) (Battacor) (/wiki/Battacor) Battacor (0.40 sec) (/wiki/Ferrox) (Ferrox (7 KB)) (Ferrox (7 KB)) (Ferrox (0.50 sec)) (Ferrox (7 KB)) (Ferrox (0.50 sec)) (/wiki/Ferrox) (Ferrox) (/wiki/Ferrox) Ferrox (0.50 sec) (/wiki/Javlok) (Javlok (7 KB)) (Javlok (7 KB)) (Javlok (0.30 sec, 0.50 sec)) (Javlok (7 KB)) (Javlok (0.30 sec, 0.50 sec)) (/wiki/Javlok) (Javlok) (/wiki/Javlok) Javlok (0.30 sec, 0.50 sec) (/wiki/Lanka) (Lanka (16 KB)) (Lanka (16 KB)) (Lanka (1.00 sec)) (Lanka (16 KB)) (Lanka (1.00 sec)) (/wiki/Lanka) (Lanka) (/wiki/Lanka) Lanka (1.00 sec) (/wiki/Miter) (Miter (32 KB)) (Miter (32 KB)) (Miter (0.75 sec)) (Miter (32 KB)) (Miter (0.75 sec)) (/wiki/Miter) (Miter) (/wiki/Miter) Miter (0.75 sec) (/wiki/Ogris) (Ogris (19 KB)) (Ogris (19 KB)) (Ogris (0.30 sec)) (Ogris (19 KB)) (Ogris (0.30 sec)) (/wiki/Ogris) (Ogris) (/wiki/Ogris) Ogris (0.30 sec) (/wiki/Opticor) (Opticor (31 KB)) (Opticor (31 KB)) (Opticor (2.00 sec)) (Opticor (31 KB)) (Opticor (2.00 sec)) (/wiki/Opticor) (Opticor) (/wiki/Opticor) Opticor (2.00 sec) (/wiki/Opticor_Vandal) (Opticor Vandal (40 KB)) (Opticor Vandal (40 KB)) (Opticor Vandal (0.60 sec)) (Opticor Vandal (40 KB)) (Opticor Vandal (0.60 sec)) (/wiki/Opticor_Vandal) (OpticorVandal) (/wiki/Opticor_Vandal) Opticor Vandal (0.60 sec) (/wiki/Scourge) (Scourge (11 KB)) (Scourge (11 KB)) (Scourge (0.50 sec)) (Scourge (11 KB)) (Scourge (0.50 sec)) (/wiki/Scourge) (Scourge) (/wiki/Scourge) Scourge (0.50 sec) (/wiki/Stahlta) (Stahlta (19 KB)) (Stahlta (19 KB)) (Stahlta (1.6 sec)) (Stahlta (19 KB)) (Stahlta (1.6 sec)) (/wiki/Stahlta) (Stahlta) (/wiki/Stahlta) Stahlta (1.6 sec) (/wiki/Tenora) (Tenora (17 KB)) (Tenora (17 KB)) (Tenora (0.80 sec)) (Tenora (17 KB)) (Tenora (0.80 sec)) (/wiki/Tenora) (Tenora) (/wiki/Tenora) Tenora (0.80 sec) (/wiki/Tenora_Prime) (Tenora Prime (28 KB)) (Tenora Prime (28 KB)) (Tenora Prime (0.80 sec)) (Tenora Prime (28 KB)) (Tenora Prime (0.80 sec)) (/wiki/Tenora_Prime) (TenoraPrime) (/wiki/Tenora_Prime) Tenora Prime (0.80 sec) (/wiki/Drakgoon) (Drakgoon (50 KB)) (Drakgoon (50 KB)) (Drakgoon (0.50 sec)) (Drakgoon (50 KB)) (Drakgoon (0.50 sec)) (/wiki/Drakgoon) (Drakgoon) (/wiki/Drakgoon) Drakgoon (0.50 sec) (/wiki/Kuva_Drakgoon) (Kuva Drakgoon (48 KB)) (Kuva Drakgoon (48 KB)) (Kuva Drakgoon (0.30 sec)) (Kuva Drakgoon (48 KB)) (Kuva Drakgoon (0.30 sec)) (/wiki/Kuva_Drakgoon) (KuvaDrakgoon) (/wiki/Kuva_Drakgoon) Kuva Drakgoon (0.30 sec) (/wiki/Phantasma) (Phantasma (47 KB)) (Phantasma (47 KB)) (Phantasma (1.00 sec) (not affected by mods)) (Phantasma (47 KB)) (Phantasma (1.00 sec) (not affected by mods)) (/wiki/Phantasma) (Phantasma) (/wiki/Phantasma) Phantasma (1.00 sec) (not affected by mods) (/wiki/Angstrum) (Angstrum (29 KB)) (Angstrum (29 KB)) (Angstrum (0.50/1.50 sec single/3 rocket(s), scales with magazine size)) (Angstrum (29 KB)) (Angstrum (0.50/1.50 sec single/3 rocket(s), scales with magazine size)) (/wiki/Angstrum) (Angstrum) (/wiki/Angstrum) Angstrum (0.50/1.50 sec single/3 rocket(s), scales with magazine size) (/wiki/Balefire_Charger) (Balefire Charger (18 KB)) (Balefire Charger (18 KB)) (Balefire Charger (2.00 sec)) (Balefire Charger (18 KB)) (Balefire Charger (2.00 sec)) (/wiki/Balefire_Charger) (BalefireCharger) (/wiki/Balefire_Charger) Balefire Charger (2.00 sec) (/wiki/Ballistica) (Ballistica (27 KB)) (Ballistica (27 KB)) (Ballistica (1.00 sec)) (Ballistica (27 KB)) (Ballistica (1.00 sec)) (/wiki/Ballistica) (Ballistica) (/wiki/Ballistica) Ballistica (1.00 sec) (/wiki/Ballistica_Prime) (Ballistica Prime (42 KB)) (Ballistica Prime (42 KB)) (Ballistica Prime (0.80 sec)) (Ballistica Prime (42 KB)) (Ballistica Prime (0.80 sec)) (/wiki/Ballistica_Prime) (BallisticaPrime) (/wiki/Ballistica_Prime) Ballistica Prime (0.80 sec) (/wiki/Prisma_Angstrum) (Prisma Angstrum (36 KB)) (Prisma Angstrum (36 KB)) (Prisma Angstrum (0.20/0.60 sec single/3 rocket(s), scales with magazine size)) (Prisma Angstrum (36 KB)) (Prisma Angstrum (0.20/0.60 sec single/3 rocket(s), scales with magazine size)) (/wiki/Prisma_Angstrum) (PrismaAngstrum) (/wiki/Prisma_Angstrum) Prisma Angstrum (0.20/0.60 sec single/3 rocket(s), scales with magazine size) (/wiki/Rakta_Ballistica) (Rakta Ballistica (38 KB)) (Rakta Ballistica (38 KB)) (Rakta Ballistica (1.00 sec)) (Rakta Ballistica (38 KB)) (Rakta Ballistica (1.00 sec)) (/wiki/Rakta_Ballistica) (RaktaBallistica) (/wiki/Rakta_Ballistica) Rakta Ballistica (1.00 sec) (/wiki/Staticor) (Staticor (40 KB)) (Staticor (40 KB)) (Staticor (1.00 sec)) (Staticor (40 KB)) (Staticor (1.00 sec)) (/wiki/Staticor) (Staticor) (/wiki/Staticor) Staticor (1.00 sec) (/wiki/Stug) (Stug (19 KB)) (Stug (19 KB)) (Stug (3.00 sec)) (Stug (19 KB)) (Stug (3.00 sec)) (/wiki/Stug) (Stug) (/wiki/Stug) Stug (3.00 sec) (/wiki/Vulcax) (Vulcax (28 KB)) (Vulcax (28 KB)) (Vulcax (1.00 sec)) (Vulcax (28 KB)) (Vulcax (1.00 sec)) (/wiki/Vulcax) (Vulcax) (/wiki/Vulcax) Vulcax (1.00 sec) (/wiki/Corvas) (Corvas (42 KB)) (Corvas (42 KB)) (Corvas (0.50 sec)) (Corvas (42 KB)) (Corvas (0.50 sec)) (/wiki/Corvas) (Corvas) (/wiki/Corvas) Corvas (0.50 sec) (/wiki/Larkspur) (Larkspur (60 KB)) (Larkspur (60 KB)) (Larkspur (0.50 sec)) (Larkspur (60 KB)) (Larkspur (0.50 sec)) (/wiki/Larkspur) (Larkspur) (/wiki/Larkspur) Larkspur (0.50 sec) (/wiki/Mausolon) (Mausolon (26 KB)) (Mausolon (26 KB)) (Mausolon (0.80 sec)) (Mausolon (26 KB)) (Mausolon (0.80 sec)) (/wiki/Mausolon) (Mausolon) (/wiki/Mausolon) Mausolon (0.80 sec) (/wiki/Velocitus) (Velocitus (14 KB)) (Velocitus (14 KB)) (Velocitus (1.00 sec)) (Velocitus (14 KB)) (Velocitus (1.00 sec)) (/wiki/Velocitus) (Velocitus) (/wiki/Velocitus) Velocitus (1.00 sec) Fire Rate and Spool-up Time [ (/wiki/Fire_Rate?veaction=edit§ion=4) (Edit section: Fire Rate and Spool-up Time) ] Some automatic weapons do not start out firing at the fire rate listed in the (/wiki/Codex) (Codex) Codex or (/wiki/Arsenal) (Arsenal) Arsenal . Instead, the first few shots are fired more slowly as the weapon 'spools up' to the maximum fire rate. Once the maximum fire rate is reached, the weapon will continue firing at that rate until either the wielder stops firing or runs out of ammo. The period during which the maximum fire rate has not yet been reached is called Spool-up Time . The number of shots needed to reach maximum fire rate, the starting (decrease in) fire rate, and the rate of increase per shot fired, is sometimes called the Spool cadence . The following is a list of Spool cadences possessed by Auto-Spool weapons (note: only the number of shots is listed; for a full description visit the weapon articles): Rifle Shotgun Secondary Robotic Archgun (/wiki/Gorgon) (Gorgon (20 KB)) (Gorgon (20 KB)) (Gorgon (9 shots)) (Gorgon (20 KB)) (Gorgon (9 shots)) (/wiki/Gorgon) (Gorgon) (/wiki/Gorgon) Gorgon (9 shots) (/wiki/Gorgon_Wraith) (Gorgon Wraith (22 KB)) (Gorgon Wraith (22 KB)) (Gorgon Wraith (6 shots)) (Gorgon Wraith (22 KB)) (Gorgon Wraith (6 shots)) (/wiki/Gorgon_Wraith) (GorgonWraith) (/wiki/Gorgon_Wraith) Gorgon Wraith (6 shots) (/wiki/Prisma_Gorgon) (Prisma Gorgon (20 KB)) (Prisma Gorgon (20 KB)) (Prisma Gorgon (7 shots)) (Prisma Gorgon (20 KB)) (Prisma Gorgon (7 shots)) (/wiki/Prisma_Gorgon) (PrismaGorgon) (/wiki/Prisma_Gorgon) Prisma Gorgon (7 shots) (/wiki/Soma) (Soma (23 KB)) (Soma (23 KB)) (Soma (6 shots)) (Soma (23 KB)) (Soma (6 shots)) (/wiki/Soma) (Soma) (/wiki/Soma) Soma (6 shots) (/wiki/Soma_Prime) (Soma Prime (23 KB)) (Soma Prime (23 KB)) (Soma Prime (4 shots)) (Soma Prime (23 KB)) (Soma Prime (4 shots)) (/wiki/Soma_Prime) (SomaPrime) (/wiki/Soma_Prime) Soma Prime (4 shots) (/wiki/Supra) (Supra (27 KB)) (Supra (27 KB)) (Supra (5 shots)) (Supra (27 KB)) (Supra (5 shots)) (/wiki/Supra) (Supra) (/wiki/Supra) Supra (5 shots) (/wiki/Supra_Vandal) (Supra Vandal (27 KB)) (Supra Vandal (27 KB)) (Supra Vandal (4 shots)) (Supra Vandal (27 KB)) (Supra Vandal (4 shots)) (/wiki/Supra_Vandal) (SupraVandal) (/wiki/Supra_Vandal) Supra Vandal (4 shots) (/wiki/Tenora) (Tenora (17 KB)) (Tenora (17 KB)) (Tenora (9 shots)) (Tenora (17 KB)) (Tenora (9 shots)) (/wiki/Tenora) (Tenora) (/wiki/Tenora) Tenora (9 shots) (/wiki/Tenora_Prime) (Tenora Prime (28 KB)) (Tenora Prime (28 KB)) (Tenora Prime (9 shots)) (Tenora Prime (28 KB)) (Tenora Prime (9 shots)) (/wiki/Tenora_Prime) (TenoraPrime) (/wiki/Tenora_Prime) Tenora Prime (9 shots) (/wiki/Kohm) (Kohm (30 KB)) (Kohm (30 KB)) (Kohm) (Kohm (30 KB)) (Kohm) (/wiki/Kohm) (Kohm) (/wiki/Kohm) Kohm (/wiki/Kuva_Kohm) (Kuva Kohm (35 KB)) (Kuva Kohm (35 KB)) (Kuva Kohm) (Kuva Kohm (35 KB)) (Kuva Kohm) (/wiki/Kuva_Kohm) (KuvaKohm) (/wiki/Kuva_Kohm) Kuva Kohm (/wiki/Aksomati) (Aksomati (38 KB)) (Aksomati (38 KB)) (Aksomati) (Aksomati (38 KB)) (Aksomati) (/wiki/Aksomati) (Aksomati) (/wiki/Aksomati) Aksomati (/wiki/Aksomati_Prime) (Aksomati Prime (56 KB)) (Aksomati Prime (56 KB)) (Aksomati Prime) (Aksomati Prime (56 KB)) (Aksomati Prime) (/wiki/Aksomati_Prime) (AksomatiPrime) (/wiki/Aksomati_Prime) Aksomati Prime (/wiki/Cestra) (Cestra (39 KB)) (Cestra (39 KB)) (Cestra) (Cestra (39 KB)) (Cestra) (/wiki/Cestra) (Cestra) (/wiki/Cestra) Cestra (/wiki/Kohmak) (Kohmak (41 KB)) (Kohmak (41 KB)) (Kohmak) (Kohmak (41 KB)) (Kohmak) (/wiki/Kohmak) (Kohmak) (/wiki/Kohmak) Kohmak (/wiki/Secura_Dual_Cestra) (Secura Dual Cestra (54 KB)) (Secura Dual Cestra (54 KB)) (Secura Dual Cestra) (Secura Dual Cestra (54 KB)) (Secura Dual Cestra) (/wiki/Secura_Dual_Cestra) (SecuraDualCestra) (/wiki/Secura_Dual_Cestra) Secura Dual Cestra (/wiki/Twin_Kohmak) (Twin Kohmak (54 KB)) (Twin Kohmak (54 KB)) (Twin Kohmak) (Twin Kohmak (54 KB)) (Twin Kohmak) (/wiki/Twin_Kohmak) (TwinKohmak) (/wiki/Twin_Kohmak) Twin Kohmak (/wiki/Deth_Machine_Rifle) (Deth Machine Rifle (37 KB)) (Deth Machine Rifle (37 KB)) (Deth Machine Rifle) (Deth Machine Rifle (37 KB)) (Deth Machine Rifle) (/wiki/Deth_Machine_Rifle) (DethMachineRifle) (/wiki/Deth_Machine_Rifle) Deth Machine Rifle (/wiki/Deth_Machine_Rifle_Prime) (Deth Machine Rifle Prime (35 KB)) (Deth Machine Rifle Prime (35 KB)) (Deth Machine Rifle Prime) (Deth Machine Rifle Prime (35 KB)) (Deth Machine Rifle Prime) (/wiki/Deth_Machine_Rifle_Prime) (DethMachineRiflePrime) (/wiki/Deth_Machine_Rifle_Prime) Deth Machine Rifle Prime (/wiki/Grattler) (Grattler (21 KB)) (Grattler (21 KB)) (Grattler) (Grattler (21 KB)) (Grattler) (/wiki/Grattler) (Grattler) (/wiki/Grattler) Grattler (/wiki/Imperator_Vandal) (Imperator Vandal (25 KB)) (Imperator Vandal (25 KB)) (Imperator Vandal) (Imperator Vandal (25 KB)) (Imperator Vandal) (/wiki/Imperator_Vandal) (ImperatorVandal) (/wiki/Imperator_Vandal) Imperator Vandal (/wiki/Phaedra) (Phaedra (20 KB)) (Phaedra (20 KB)) (Phaedra) (Phaedra (20 KB)) (Phaedra) (/wiki/Phaedra) (Phaedra) (/wiki/Phaedra) Phaedra Fire Rate and Burst Weapons [ (/wiki/Fire_Rate?veaction=edit§ion=5) (Edit section: Fire Rate and Burst Weapons) ] The effective Fire Rate for Burst Trigger weapons is a derived stat that is calculated on three factors: Burst Count: Number of shots per burst (hidden value) Burst Delay: Delay between shots fired in a single burst (hidden value) Fire Rate: Number of bursts per second if Burst Delay is 0 seconds. In other words, the reciprocal of this value is the delay before being able to fire another burst after completing a burst. This is the "Fire Rate" value listed in the arsenal. These values are weapon dependent. For example, (/wiki/Burston) (Burston) (/wiki/Burston) Burston has a Fire Rate of 5 , a Burst Delay of 0.061 , and a Burst Count of 3 . Note that for weapons with instantaneous bursts like (/wiki/Quartakk) (Quartakk) (/wiki/Quartakk) Quartakk (Burst Delay = 0), the Effective Fire Rate equals the arsenal Fire Rate. The effective Fire Rate for Burst Trigger weapons is calculated by the following expression: Effective Fire Rate = Burst Count 1 Fire Rate + [ ( Burst Count − 1 ) ⋅ Burst Delay ] {\displaystyle {\text{Effective Fire Rate}}={\frac {\text{Burst Count}}{{\frac {1}{\text{Fire Rate}}}+[({\text{Burst Count}}-1)\cdot {\text{Burst Delay}}]}}} ({\displaystyle {\text{Effective Fire Rate}}={\frac {\text{Burst Count}}{{\frac {1}{\text{Fire Rate}}}+[({\text{Burst Count}}-1)\cdot {\text{Burst Delay}}]}}}) Effective Fire Rate = Burst Count Burst Time In Seconds + Total Burst Delay In Seconds {\displaystyle {\text{Effective Fire Rate}}={\frac {\text{Burst Count}}{{\text{Burst Time In Seconds}}+{\text{Total Burst Delay In Seconds}}}}} ({\displaystyle {\text{Effective Fire Rate}}={\frac {\text{Burst Count}}{{\text{Burst Time In Seconds}}+{\text{Total Burst Delay In Seconds}}}}}) Burst Delay is not affected by net negative Fire Rate bonuses. Bar visualization of single Burst firing event ▾ 0 seconds elapsed Burst Time + Total Burst Delay seconds elapsed ▾ Shot 1 (instant) Burst Delay Shot 2 (instant) Burst Delay ... Shot N (instant) Single Fire Button Input = One Burst of N Shots Bar visualization of multiple Burst firing events ▾ 0 seconds elapsed (Burst Time + Total Burst Delay) * 2 seconds elapsed ▾ Burst 1, Shot 1 (instant) Burst Delay ... Burst 1, Shot N (instant) Delay (1 / Fire Rate) Burst 2, Shot 1 (instant) Burst Delay ... Burst 2, Shot N (instant) Burst 1 Delay Burst 2 Holding Fire Button Input For Two Bursts of N Shots Sources of Fire Rate Bonus [ (/wiki/Fire_Rate?veaction=edit§ion=6) (Edit section: Sources of Fire Rate Bonus) ] Abilities [ (/wiki/Fire_Rate?veaction=edit§ion=7) (Edit section: Abilities) ] The following Abilities affect Fire Rate positively: Gauss Harrow Wisp (/wiki/Redline) (Redline) (RedlineModx256) (/wiki/Redline) (Redline) (Redline130xWhite) (/wiki/Key_Bindings) (Key Bindings) 4 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 100 (/wiki/Redline) Redline Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Rate into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated. Introduced in (/wiki/Update_25#Update_25.7) (Update 25) Update 25.7 (2019-08-29) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 100 / 200 / 300 / 400 ((/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture area damage) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 15 / 20 / 25 / 30 s (duration)6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (casting speed buff) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : ? m (activation knockback radius)+20% (battery limit release)50% (projectile accuracy)50% (energy discount for Mach Rush)100% (melee damage bonus and stagger chance for Kinetic Plating)100% ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold freeze chance and (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat ignite chance for Thermal Sunder)≤100% ((/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast enemy armor reduction for Thermal Sunder) Info Info Gauss expends (/wiki/Ability_Efficiency) (EnergyOrb) 100 (/wiki/Energy) (Energy) energy to overclock his (/wiki/Gauss/Abilities#Passive) (Gauss/Abilities) battery , blasting away enemies within ? meters around him and gaining access to 100% of his battery for (/wiki/Ability_Duration) (AbilityDurationBuff) 15 / 20 / 25 / 30 seconds. During Redline, Gauss grants himself bonus weapon Fire Rate by (/wiki/Ability_Duration) (AbilityDurationBuff) 6% - 30% / 9% - 45% / 12% - 60% / 15% - 75% , melee (/wiki/Attack_Speed) (Attack Speed) Attack Speed by (/wiki/Ability_Duration) (AbilityDurationBuff) 5% - 25 % / 6% - 30% / 7% - 35% / 8% - 40% , and (/wiki/Reload_Speed) (Reload Speed) Reload Speed and (/wiki/Casting_Speed) (Casting Speed) Casting Speed by (/wiki/Ability_Duration) (AbilityDurationBuff) 4% - 20% / 6% - 30% / 8% - 40% / 10% - 50% , based on battery. While active, Redline drains 2% battery power per second. Redline deactivates on duration end or by manually pressing the ability key again (default 4 ). Redline introduces a new counter onto the battery gauge, shown as a percentage value between 0% and 100% . While the battery level is above 80% , the Redline counter gradually increases. The speed of the increase is based on battery level, with the counter decreasing if the battery level drops below the Redline limit. When the Redline counter reaches 100%, battery drain from abilities will be completely negated. Redline counter maximum growth scales inversely with (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Ability Duration (e.g. more duration reduces growth), calculated as: 100% / ( Duration × 1/3 ) . This means the Redline counter cannot be maxed earlier than 1/3rds of its duration. While battery power level is above the Redline limit release, damaging projectiles of arcing electricity will periodically shoot out from Gauss and home in on nearby enemies with 50% accuracy, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 100 / 200 / 300 / 400 damage, with a distribution of 81.25% (/wiki/Damage/Impact_Damage) (DmgImpactSmall64) (/wiki/Damage/Impact_Damage) Impact and 18.75% (/wiki/Damage/Puncture_Damage) (DmgPunctureSmall64) (/wiki/Damage/Puncture_Damage) Puncture damage with a moderate status chance and guaranteed (/wiki/Stagger) (RollingDroneAvatar) (/wiki/Stagger) Stagger effect. On deactivation, a variable number of projectiles are simultaneously released from Gauss and explode on impact with enemies. Number of projectiles released during Redline and on deactivation are affected by battery power level above the redline battery charge (>80% ). Projectiles will become more accurate and strike enemies more frequently, with the higher the battery power level beyond the redline limit. When Redline expires, battery drains to amount displayed on Redline counter (e.g. if the counter is at 20%, the battery will decrease to 20%). Ability Synergy: (/wiki/Mach_Rush) (MachRush130xWhite) (/wiki/Mach_Rush) Mach Rush energy cost is halved when cast during Redline. While the battery level is boosted during Redline, (/wiki/Kinetic_Plating) (KineticPlating130xWhite) (/wiki/Kinetic_Plating) Kinetic Plating also grants Gauss a (Additive with +damage mods such as Pressure Point) 100% base melee damage bonus and 100% chance to stagger enemies on hit. (/wiki/Thermal_Sunder) (ThermalSunder130xWhite) (/wiki/Thermal_Sunder) Thermal Sunder gains bonuses to its status effects when Redline is active and above the redline battery charge (>80% ): The (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold proc freezes enemies solid instantly. The (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat proc deals full damage-over-time against enemies. The (/wiki/Damage/Blast_Damage) (DmgBlastSmall64) (/wiki/Damage/Blast_Damage) Blast proc permanently strips away the current amount of (/wiki/Armor) (Armor) armor based off of battery power level, up to a maximum of 100% with a full battery charge, before inflicting its damage. (Expand/Collapse) (Expand/Collapse) (/wiki/Penance) (Penance) (PenanceModx256) (/wiki/Penance) (Penance) (Penance130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Penance) Penance Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies. Introduced in (/wiki/Update_21#Update_21.0) (Update 21) Update 21.0 (2017-06-29) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 50% (initial heal)5% (lifesteal on hit)20% / 25% / 30% / 35% (fire rate bonus)40% / 50% / 60% / 70% (reload speed bonus) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 4 s (base time)1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields) (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : N/A (Stats unlisted in-game, not affected by Mods) Misc : 50 m (affinity range)120 s (max duration) Info Tips & Tricks Info Harrow expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) energy to flagellate himself twice with his thurible, sacrificing all of his shields and Overshields to gain (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% / 25% / 30% / 35% Fire Rate and (/wiki/Ability_Strength) (AbilityStrengthBuff) 40% / 50% / 60% / 70% (/wiki/Reload_Speed) (Reload Speed) Reload Speed while restoring his (/wiki/Health) (Health) Health by (/wiki/Ability_Strength) (AbilityStrengthBuff) 50% of the amount of shields and overshields sacrificed. While active, (/wiki/Ability_Strength) (AbilityStrengthBuff) 5% of any damage dealt by Harrow to enemies converts into health for Harrow and allies within his (/wiki/Affinity#Acquisition) (Affinity) Affinity Range . Penance has a base duration of (/wiki/Ability_Duration) (AbilityDurationBuff) 4 seconds, plus extra duration of (/wiki/Ability_Duration) (AbilityDurationBuff) 1.25 / 1.33 / 1.43 / 1.54 seconds for every 100 (/wiki/Shield) (Shield) Shield and (/wiki/Overshields) (Overshields) Overshields points drained, up to a maximum of 120 seconds. Affinity Range is not affected by (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Ability Range but is affected by (/wiki/Fosfor) (Fosfor) Fosfor and (/wiki/Focus/Vazarin) (FocusLensVazarin b) (/wiki/Focus/Vazarin) Vazarin 's (/wiki/Focus/Vazarin#Mending_Unity) (FocusMendingUnity) (/wiki/Focus/Vazarin#Mending_Unity) Mending Unity . The amount of shields to be drained is determined on activation. Shield points from (/wiki/Condemn) (Condemn130xWhite) (/wiki/Condemn) Condemn will not be drained if gained during Penance's casting animation. Each time Harrow flagellates himself, 50% of the total shield points are subtracted. Can be recast while active to stack extra duration to the remaining time. Allies affected by the lifesteal include all Warframes, (/wiki/Companions) (Companions) Companions , (/wiki/Eidolon_Lure) (Eidolon Lure) Eidolon Lures , summoned allied units such as (/wiki/Specter) (Specter) Specters , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects . On Defense Objects, Penance restores up to 50 health per second. While active, stylized art appears beneath the aiming reticle; when a player is healed by Penance, colored text denoting the amount of health healed from damage dealt briefly replaces the art for several seconds. Both visuals are affected by Harrow's Warframe energy color. Harrow's wounds on his back from flagellation emit piercing light in his chosen Warframe energy color. Casting Penance stops all of Harrow's movement and actions. Tips & Tricks Mod for a higher shield pool to gain more extra duration for Penance by default. Harrow can opt to choose to build Penance over Ability Strength for quick bursts of fire rate and lifesteal, or Ability Duration for sustained fire rate and reduced need to deplete Shields to recast. While the former is useful in quick missions and (/wiki/Assassination) (Assassination) Assassination runs, the latter can be useful in endless missions such as (/wiki/Survival) (Survival) Survival , considering the added protection afforded by a Duration-based (/wiki/Covenant) (Covenant130xWhite) (/wiki/Covenant) Covenant . Use (/wiki/Condemn) (Condemn130xWhite) (/wiki/Condemn) Condemn to quickly replenish shields and Overshields to fuel Penance' extra duration. Build up your shield and Overshield pool again after casting Penance, then recast Penance to stack extra duration onto your remaining time to keep the ability active much longer. (/wiki/Guardian) (Mod TT 20px) (/wiki/Guardian) Guardian , (/wiki/Protect) (Mod TT 20px) (/wiki/Protect) Protect , (/wiki/Brief_Respite) (Mod TT 20px) (/wiki/Brief_Respite) Brief Respite & (/wiki/Arcane_Barrier) (ArcaneBarrier) (/wiki/Arcane_Barrier) Arcane Barrier are useful for this ability as they are capable of restoring Harrow's shields. Cast (/wiki/Covenant) (Covenant130xWhite) (/wiki/Covenant) Covenant before or after using Penance to protect yourself from damage when you are at your most vulnerable state. The fire rate bonus also affects melee weapons. Can reduce recharge delay for (/wiki/Cycron) (Cycron) (/wiki/Cycron) Cycron or a (/wiki/Kitgun) (Kitgun) Kitgun equipped with (/wiki/Pax_Charge) (PaxCharge) (/wiki/Pax_Charge) Pax Charge , however, it does not affect recharge rate. (Expand/Collapse) (Expand/Collapse) (/wiki/Reservoirs) (Reservoirs) (Reservoirs) (/wiki/Reservoirs) (Reservoirs) (Reservoirs130xWhite) (/wiki/Key_Bindings) (Key Bindings) 1 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Reservoirs) Reservoirs Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies. Introduced in (/wiki/Update_25#Update_25.0) (Update 25) Update 25.0 (2019-05-22) Vitality Haste Shock (/wiki/Ability_Strength) (Ability Strength) Strength : 300 (max health)30 s-1 (heal over time) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)25 % (Sol Gate damage buff) (/wiki/Ability_Strength) (Ability Strength) Strength : 20 % (movement speed)20 % (attack speed)30 % (fire rate) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)100 % (Sol Gate (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive status chance) (/wiki/Ability_Strength) (Ability Strength) Strength : 10 ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 19 / 22 / 26 / 30 s (Mote lifespan) (/wiki/Ability_Range) (Ability Range) Range : 5 m (Reservoir range)15 m (Shock range) Misc: ∞ (Reservoir lifespan)6 (max reservoirs active)100 % ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity status chance)5 (number of targets)3 s (Shock cooldown)25 % (Sol Gate damage buff) Info Augment Tips & Tricks Info Birthed from Wisp's dimensional habitat, three species of Reservoir pods nursing friendly Motes can be selectively summoned by Wisp. Tap the ability key to freely cycle the selection wheel between the Vitality, Haste, and Shock reservoirs. Hold down the ability key to summon the selected reservoir from a portal above Wisp for (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy , placing the pod directly in front of her. The reservoir pods have a range of (/wiki/Ability_Range) (AbilityRangeBuff) 5 meters and last indefinitely , while the motes retrieved from the pods lasts (/wiki/Ability_Duration) (AbilityDurationBuff) 19 / 22/ 26 / 30 seconds while outside of the reservoirs. Wisp can summon a maximum of 6 reservoir pods. Casting additional reservoir pods will replace the oldest pod. Up to three different reservoir types can be unlocked as the ability is (/wiki/Warframes#Leveling_Up) (Warframes) ranked up : Vitality : unlocked by default (Unranked Warframe) Haste : unlocked at rank 1 (Warframe Rank 7) Shock : unlocked at rank 2 (Warframe Rank 14) Reservoir selection wheel is displayed above the ability icons. The icon for the currently selected type is enlarged and shown on the left of the wheel. Tapping the ability key (default 1 ) will cycle between the reservoir types, while holding the key will deploy the selected reservoir (tap/hold functions can be inverted in the (/wiki/Settings) (Settings) Settings ). Pods & Motes Vitality Haste Shock Reservoir pods are invulnerable static floating objects that are permanently placed until removed by Wisp or by colliding with (/wiki/Nullifier_Crewman) (Nullifier Crewman) Nullifier Crewman bubbles. Each reservoir pod spawns a floating Mote above it, which can be plucked an infinite amount of times by Wisp, other Warframes, (/wiki/Companions) (Companions) Companions , summoned allied units such as (/wiki/Specter) (Specter) Specters and (/wiki/Railjack) (Railjack) Railjack (/wiki/Railjack/Crew) (Railjack/Crew) Crews , allied (/wiki/Invasion) (Invasion) Invasion units, (/wiki/Rescue) (Rescue) Hostages , converted (/wiki/Kuva_Lich) (Kuva Lich) Liches and (/wiki/Sisters_of_Parvos) (Sisters of Parvos) Sisters , (/wiki/Kavor_Defector) (Kavor Defector) Kavor Defectors , (/wiki/Sortie) (Sortie) Sortie and (/wiki/Arbitrations) (Arbitrations) Arbitrations Defense Operatives, and (/wiki/Defense_Objects) (Defense Objects) Defense Objects coming into the reservoir's range. This includes at least some allies spawned via Warframe abilities such as (/wiki/Nidus) (NidusIcon272) (/wiki/Nidus) Nidus 's Maggots via his (/wiki/Ravenous) (Ravenous130xWhite) (/wiki/Ravenous) Ravenous ability. Motes attach to the entity that plucked them, floating in orbit and following their target wherever they go. Motes grant the affected entity a specialized buff based on the reservoir type. Motes respawn from their reservoirs after a brief cooldown if taken by an entity. Motes last for a duration, with their timers able to be refreshed and paused indefinitely while the buffed entities are standing in range of the respective reservoir type. Reservoir pods take on Wisp's (/wiki/Ability_Strength) (Ability Strength) Ability Strength when placed, and will remain at that Ability Strength percentage indefinitely. If there are multiple reservoir pods, the pod with the highest buff value will take effect, with its corresponding duration. A lower-value pod will still refresh the duration of a higher-value pod. Each entity is limited to 1 active Mote buff per reservoir type. The Vitality Mote increases maximum (/wiki/Health) (Health) Health by (/wiki/Ability_Strength) (AbilityStrengthBuff) 300 and restores (/wiki/Ability_Strength) (AbilityStrengthBuff) 30 health per second. Vitality Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a red U-shaped crown. Vitality Reservoir appears as a three-petalled plant with a red crown at its base. It constantly emits a flame-like energy particle effect. The Haste Mote increases (/wiki/Movement_Speed) (Movement Speed) Movement Speed and melee (/wiki/Attack_Speed) (Attack Speed) Attack Speed by (/wiki/Ability_Strength) (AbilityStrengthBuff) 20% and Fire Rate by (/wiki/Ability_Strength) (AbilityStrengthBuff) 30% . Haste Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a green oval-shaped crown. Haste Reservoir appears as a three-petalled plant with a green crown at its base. It constantly emits a liquid-like energy particle effect. The Shock Mote stores an electrical charge that zaps up to 5 enemies within (/wiki/Ability_Range) (AbilityRangeBuff) 15 meters with chain lightning every 3 seconds, dealing (/wiki/Ability_Strength) (AbilityStrengthBuff) 10 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage with a guaranteed (/wiki/Status_Effect) (Status Effect) Status Effect to stun enemies. The electric charge shows as electricity surging around the Shock Mote when ready to discharge. Shock Mote appears made of Infested flesh and sinew, shaped similar to a beetle shell with a blue hammer-like crown. Shock Reservoir appears as a three-petalled plant with a blue crown at its base. It constantly emits an electrical spark particle effect. Ability Synergy: Casting (/wiki/Breach_Surge) (BreachSurge130xWhite) (/wiki/Breach_Surge) Breach Surge on an active reservoir pod will teleport Wisp to its location and double Breach Surge's range. Targeting a reservoir pod with the reticle will encircle it with Wisp's chosen energy color to indicate Breach Surge's ability to be cast on it and can be used at any range, provided there is line of sight. Reservoir pods can be targeted through solid surfaces provided there is vision of them (e.g. windows). Wisp cannot teleport to a pod while within less than 10 meters of it. Currently obtained Motes provide additional properties to (/wiki/Sol_Gate) (SolGate130xWhite) (/wiki/Sol_Gate) Sol Gate . Vitality: Provides a 25% damage increase. Haste: Allows Sol Gate to deal (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive procs on every damage instance. Does not gain (/wiki/Damage/Corrosive_Damage) (DmgCorrosiveSmall64) (/wiki/Damage/Corrosive_Damage) Corrosive damage. Shock: Provides a 25% damage increase. Augment (https://static.wikia.nocookie.net/warframe/images/b/b9/FusedReservoirMod.png/revision/latest?cb=20230224004648) (FusedReservoirMod) Main article: (/wiki/Fused_Reservoir) (Fused Reservoir) Fused Reservoir Fused Reservoir is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod /(/wiki/Category:Exilus_Mods) (Category:Exilus Mods) Exilus Mod for (/wiki/Wisp) (WispIcon272) (/wiki/Wisp) Wisp that allows her to spawn a fourth (/wiki/Reservoirs) (Reservoirs130xWhite) (/wiki/Reservoirs) Reservoir with all three buffs at an increased energy cost. (/wiki/Fused_Reservoir) (Fused Reservoir) Fused Reservoir Tips & Tricks Avoid using Shock Motes in (/wiki/Spy) (Spy) Spy missions, as it can hit (/wiki/Grineer) (Grineer) Grineer (/wiki/Sensor_Regulator) (Sensor Regulator) Sensor Regulators and alert them. Because motes will refresh the duration of any other mote buff (regardless of power), you can make very effective use of temporary (/wiki/Ability_Strength) (Ability Strength) Ability Strength buffs such as (/wiki/Growing_Power) (Growing Power) Growing Power , (/wiki/Energy_Conversion) (Energy Conversion) Energy Conversion , or (especially) the power increase from a (/wiki/Void_Fissure) (Void Fissure) Void Fissure mission. You can put down reservoirs while under these effects, acquire more powerful reservoir buffs, and then endlessly refresh their duration using regular-strength reservoirs. This makes any buff to power strength effectively infinite in duration, so long as you do not let your reservoir buffs expire (or get nullified). Similarly, if there are multiple Wisps in a mission, they can space their reservoirs out to effectively gain all the buff benefits of the strongest Wisp, while also increasing the area covered. (Expand/Collapse) (Expand/Collapse) Mods [ (/wiki/Fire_Rate?veaction=edit§ion=8) (Edit section: Mods) ] The following Mods affect fire rate positively or negatively: General Nightmare Corrupt (Bonus) Corrupt (Penalty) Set Primed Companion (/wiki/Archgun_Ace) (Archgun Ace (272 KB)) (Archgun Ace (272 KB)) (Archgun Ace) (Archgun Ace (272 KB)) (Archgun Ace) (/wiki/Archgun_Ace) (Mod TT 20px) (/wiki/Archgun_Ace) Archgun Ace (/wiki/Speed_Trigger) (Speed Trigger (38 KB)) (Speed Trigger (38 KB)) (Speed Trigger) (Speed Trigger (38 KB)) (Speed Trigger) (/wiki/Speed_Trigger) (Mod TT 20px) (/wiki/Speed_Trigger) Speed Trigger (/wiki/Shotgun_Barrage) (Shotgun Barrage (168 KB)) (Shotgun Barrage (168 KB)) (Shotgun Barrage) (Shotgun Barrage (168 KB)) (Shotgun Barrage) (/wiki/Shotgun_Barrage) (Mod TT 20px) (/wiki/Shotgun_Barrage) Shotgun Barrage (/wiki/Gunslinger) (Gunslinger (39 KB)) (Gunslinger (39 KB)) (Gunslinger) (Gunslinger (39 KB)) (Gunslinger) (/wiki/Gunslinger) (Mod TT 20px) (/wiki/Gunslinger) Gunslinger (/wiki/Accelerated_Isotope) (Accelerated Isotope (172 KB)) (Accelerated Isotope (172 KB)) (Accelerated Isotope) (Accelerated Isotope (172 KB)) (Accelerated Isotope) (/wiki/Accelerated_Isotope) (Mod TT 20px) (/wiki/Accelerated_Isotope) Accelerated Isotope (/wiki/Automatic_Trigger) (Automatic Trigger (220 KB)) (Automatic Trigger (220 KB)) (Automatic Trigger) (Automatic Trigger (220 KB)) (Automatic Trigger) (/wiki/Automatic_Trigger) (Mod TT 20px) (/wiki/Automatic_Trigger) Automatic Trigger (/wiki/Spring-Loaded_Chamber) (Spring-Loaded Chamber (44 KB)) (Spring-Loaded Chamber (44 KB)) (Spring-Loaded Chamber) (Spring-Loaded Chamber (44 KB)) (Spring-Loaded Chamber) (/wiki/Spring-Loaded_Chamber) (Mod TT 20px) (/wiki/Spring-Loaded_Chamber) Spring-Loaded Chamber (/wiki/Repeater_Clip) (Repeater Clip (42 KB)) (Repeater Clip (42 KB)) (Repeater Clip) (Repeater Clip (42 KB)) (Repeater Clip) (/wiki/Repeater_Clip) (Mod TT 20px) (/wiki/Repeater_Clip) Repeater Clip (/wiki/Pressurized_Magazine) (Pressurized Magazine (42 KB)) (Pressurized Magazine (42 KB)) (Pressurized Magazine) (Pressurized Magazine (42 KB)) (Pressurized Magazine) (/wiki/Pressurized_Magazine) (Mod TT 20px) (/wiki/Pressurized_Magazine) Pressurized Magazine (/wiki/Amalgam_Furax_Body_Count) (Amalgam Furax Body Count (180 KB)) (Amalgam Furax Body Count (180 KB)) (Amalgam Furax Body Count) (Amalgam Furax Body Count (180 KB)) (Amalgam Furax Body Count) (/wiki/Amalgam_Furax_Body_Count) (Mod TT 20px) (/wiki/Amalgam_Furax_Body_Count) Amalgam Furax Body Count (/wiki/Amalgam_Shotgun_Barrage) (Amalgam Shotgun Barrage (196 KB)) (Amalgam Shotgun Barrage (196 KB)) (Amalgam Shotgun Barrage) (Amalgam Shotgun Barrage (196 KB)) (Amalgam Shotgun Barrage) (/wiki/Amalgam_Shotgun_Barrage) (Mod TT 20px) (/wiki/Amalgam_Shotgun_Barrage) Amalgam Shotgun Barrage Dual-stat fire rate mods are obtained from (/wiki/Nightmare_Mode) (Nightmare Mode) Nightmare Mode missions. These mods combine increased fire rate with another positive enhancement. These mods are often weaker than their basic counterparts, but are useful for stacking or diverse builds. (/wiki/Shred) (Shred (157 KB)) (Shred (157 KB)) (Shred) (Shred (157 KB)) (Shred) (/wiki/Shred) (Mod TT 20px) (/wiki/Shred) Shred (/wiki/Accelerated_Blast) (Accelerated Blast (328 KB)) (Accelerated Blast (328 KB)) (Accelerated Blast) (Accelerated Blast (328 KB)) (Accelerated Blast) (/wiki/Accelerated_Blast) (Mod TT 20px) (/wiki/Accelerated_Blast) Accelerated Blast (/wiki/Lethal_Torrent) (Lethal Torrent (295 KB)) (Lethal Torrent (295 KB)) (Lethal Torrent) (Lethal Torrent (295 KB)) (Lethal Torrent) (/wiki/Lethal_Torrent) (Mod TT 20px) (/wiki/Lethal_Torrent) Lethal Torrent These mods are found within vaults of the (/wiki/Orokin_Derelict) (Orokin Derelict) Orokin Derelict missions, increasing fire rate at the expense of other weapon stats. (/wiki/Vile_Acceleration) (Vile Acceleration (40 KB)) (Vile Acceleration (40 KB)) (Vile Acceleration) (Vile Acceleration (40 KB)) (Vile Acceleration) (/wiki/Vile_Acceleration) (Mod TT 20px) (/wiki/Vile_Acceleration) Vile Acceleration (/wiki/Frail_Momentum) (Frail Momentum (44 KB)) (Frail Momentum (44 KB)) (Frail Momentum) (Frail Momentum (44 KB)) (Frail Momentum) (/wiki/Frail_Momentum) (Mod TT 20px) (/wiki/Frail_Momentum) Frail Momentum (/wiki/Anemic_Agility) (Anemic Agility (44 KB)) (Anemic Agility (44 KB)) (Anemic Agility) (Anemic Agility (44 KB)) (Anemic Agility) (/wiki/Anemic_Agility) (Mod TT 20px) (/wiki/Anemic_Agility) Anemic Agility Found in Orokin Derelict missions, these negatively affect fire rate in exchange for other enhancements. Weapons with innate overbearing recoil can be made more effective at range by reducing the fire rate. (/wiki/Critical_Delay) (Critical Delay (165 KB)) (Critical Delay (165 KB)) (Critical Delay) (Critical Delay (165 KB)) (Critical Delay) (/wiki/Critical_Delay) (Mod TT 20px) (/wiki/Critical_Delay) Critical Delay (/wiki/Creeping_Bullseye) (Creeping Bullseye (166 KB)) (Creeping Bullseye (166 KB)) (Creeping Bullseye) (Creeping Bullseye (166 KB)) (Creeping Bullseye) (/wiki/Creeping_Bullseye) (Mod TT 20px) (/wiki/Creeping_Bullseye) Creeping Bullseye (/wiki/Critical_Deceleration) (Critical Deceleration (175 KB)) (Critical Deceleration (175 KB)) (Critical Deceleration) (Critical Deceleration (175 KB)) (Critical Deceleration) (/wiki/Critical_Deceleration) (Mod TT 20px) (/wiki/Critical_Deceleration) Critical Deceleration (/wiki/Vile_Precision) (Vile Precision (207 KB)) (Vile Precision (207 KB)) (Vile Precision) (Vile Precision (207 KB)) (Vile Precision) (/wiki/Vile_Precision) (Mod TT 20px) (/wiki/Vile_Precision) Vile Precision (/wiki/Tainted_Shell) (Tainted Shell (164 KB)) (Tainted Shell (164 KB)) (Tainted Shell) (Tainted Shell (164 KB)) (Tainted Shell) (/wiki/Tainted_Shell) (Mod TT 20px) (/wiki/Tainted_Shell) Tainted Shell These mods are dropped by Grineer Commanders on the (/wiki/Plains_of_Eidolon) (Plains of Eidolon) Plains of Eidolon , and may also be awarded by completing Ostron Bounties available in (/wiki/Cetus) (Cetus) Cetus . They provide additional bonuses based on the number of set mods presently equipped. (/wiki/Vigilante_Fervor) (Vigilante Fervor (85 KB)) (Vigilante Fervor (85 KB)) (Vigilante Fervor) (Vigilante Fervor (85 KB)) (Vigilante Fervor) (/wiki/Vigilante_Fervor) (Mod TT 20px) (/wiki/Vigilante_Fervor) Vigilante Fervor These mods are the (/wiki/Prime) (Prime) primed variants of the normal fire-rate mods. (/wiki/Primed_Shred) (Primed Shred (162 KB)) (Primed Shred (162 KB)) (Primed Shred) (Primed Shred (162 KB)) (Primed Shred) (/wiki/Primed_Shred) (Mod TT 20px) (/wiki/Primed_Shred) Primed Shred (/wiki/Reinforced_Bond) (Reinforced Bond (165 KB)) (Reinforced Bond (165 KB)) (Reinforced Bond) (Reinforced Bond (165 KB)) (Reinforced Bond) (/wiki/Reinforced_Bond) (Mod TT 20px) (/wiki/Reinforced_Bond) Reinforced Bond Arcanes [ (/wiki/Fire_Rate?veaction=edit§ion=9) (Edit section: Arcanes) ] The following Arcanes affect fire rate positively: (/wiki/Arcane_Acceleration) (Arcane Acceleration (144 KB)) (Arcane Acceleration (144 KB)) (Arcane Acceleration) (Arcane Acceleration (144 KB)) (Arcane Acceleration) (/wiki/Arcane_Acceleration) (ArcaneAcceleration) (/wiki/Arcane_Acceleration) Arcane Acceleration (/wiki/Arcane_Velocity) (Arcane Velocity (139 KB)) (Arcane Velocity (139 KB)) (Arcane Velocity) (Arcane Velocity (139 KB)) (Arcane Velocity) (/wiki/Arcane_Velocity) (ArcaneVelocity) (/wiki/Arcane_Velocity) Arcane Velocity (/wiki/Arcane_Tempo) (Arcane Tempo (138 KB)) (Arcane Tempo (138 KB)) (Arcane Tempo) (Arcane Tempo (138 KB)) (Arcane Tempo) (/wiki/Arcane_Tempo) (ArcaneTempo) (/wiki/Arcane_Tempo) Arcane Tempo Other [ (/wiki/Fire_Rate?veaction=edit§ion=10) (Edit section: Other) ] (/wiki/Afentis) (Afentis (11 KB)) (Afentis (11 KB)) (Afentis passive) (Afentis (11 KB)) (Afentis passive) (/wiki/Afentis) (Afentis) (/wiki/Afentis) Afentis passive (/wiki/Dual_Toxocyst) (Dual Toxocyst (58 KB)) (Dual Toxocyst (58 KB)) (Dual Toxocyst passive) (Dual Toxocyst (58 KB)) (Dual Toxocyst passive) (/wiki/Dual_Toxocyst) (DualToxocyst) (/wiki/Dual_Toxocyst) Dual Toxocyst passive Effective Fire Rate [ (/wiki/Fire_Rate?veaction=edit§ion=11) (Edit section: Effective Fire Rate) ] (/wiki/Archimedean_Yonta) (Archimedean Yonta) (ArchimedeanYonta) “Very well. Keep your secrets.” This article/section contains unofficial information, concepts, or terminology derived from or based on community discussion, invention, or knowledge. It may be subjective and contain information or terminology that is not used by (/wiki/Digital_Extremes) (Digital Extremes) Digital Extremes or in official (/wiki/WARFRAME) (WARFRAME) WARFRAME communications, and may not be an officially recognized concept. (Minimize) (Dismiss) x (/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/Fire_Rate?action=edit) Click here to add more info .Elaborate on how to calculate (Minimize) (Dismiss) x Effective Fire Rate is the true rate at which attacks happen per second. It is a derived stat that assumes perfect conditions and takes into account more stats and mechanics than the in-game arsenal's Fire Rate value. In other words, Effective Fire Rate may be a more accurate measure of how often a weapon attacks for theoretical DPS calculations. Locking Fire Rate [ (/wiki/Fire_Rate?veaction=edit§ion=12) (Edit section: Locking Fire Rate) ] (https://static.wikia.nocookie.net/warframe/images/0/01/Semi-RifleCannonadeMod.png/revision/latest?cb=20240618173056) (Semi-RifleCannonadeMod) Main article: (/wiki/Cannonade_Mods) (Cannonade Mods) Cannonade Mods Introduced in (/wiki/Update_36#Update_36.0) (Update 36) Update 36.0 (2024-06-18) are Cannonade Mods that can only be installed on weapons with a Semi (/wiki/Trigger_Type) (Trigger Type) Trigger Type . When installed These mods effectively lock the fire rate of the weapon they're installed on, preventing any changes to the fire rate regardless if they're positive or negative. In exchange, these mods also increase (/wiki/Damage) (Damage) Damage and add (/wiki/Punch_Through) (Punch Through) Punch Through . While a Cannonade Mod is installed, the arsenal UI will have a padlock next to the fire rate value. For weapons with multiple trigger types, all of listed trigger types must be Semi in order to install any of these mods: (/wiki/Argonak) (Argonak) (/wiki/Argonak) Argonak for example starts with a Semi Trigger Type but can switch to an Auto Trigger Type with (/wiki/Alternate_Fire) (Alternate Fire) Alternate Fire . Notes [ (/wiki/Fire_Rate?veaction=edit§ion=13) (Edit section: Notes) ] Fire Rate cannot drop below 0.05 rounds per second. A higher Fire Rate on a weapon also shortens the time between a shot and: The automatic reload of the weapon when the magazine is empty. The manual reload of the weapon when the magazine is not empty. The ability to swap the weapon or use quick melee. Due to the principle of linear effects of fire rate, the relatively high number of shots-per-burst possessed by some weapons (e.g. (/wiki/Hind) (Hind) (/wiki/Hind) Hind ), does not merely make them "shoot more bullets", when measured in an appropriate span of time (longer than a couple of bursts). Increasing Fire Rate has important side-effects regarding the ability to successfully land hits: Increasing fire rate exacerbates the effects of (/wiki/Recoil) (Recoil) Recoil . When retaining their base rate of fire, low/moderate-recoil weapons, for which the crosshairs will have enough time to more or less re-zero after each shot, may be quite controllable; when modded for extra fire rate, the same weapons may start climbing or shaking unfavorably. Along the same lines, weapons already having strong recoil may become uncontrollable. Separately from recoil, increasing fire rate may have an unpredictable effect on (/wiki/Accuracy) (Accuracy) Accuracy . Normally quite accurate weapons may become inaccurate this way, while weapons with mediocre accuracy may only lose a little bit of accuracy. To what extent accuracy is adversely affected by bonus Fire Rate is an undisclosed characteristic of each individual weapon (a hidden stat). The compounding effects of worsened recoil and lower accuracy due to bonus fire rate are often thought to be unacceptable on a number of weapons that are particularly susceptible to these side-effects. Trivia [ (/wiki/Fire_Rate?veaction=edit§ion=14) (Edit section: Trivia) ] Prior to (/wiki/Update_17#Hotfix_17.4.3) (Update 17) Hotfix 17.4.3 (2015-09-16), the principle that the Fire Rate bonus increases fire rate linearly hadn't yet been in application, so fire rate didn't affect the interval between the shots of a burst, leading to it having an overall diminished effect on Burst weapons. See Also [ (/wiki/Fire_Rate?veaction=edit§ion=15) (Edit section: See Also) ] (/wiki/Trigger_Type) (Trigger Type) Trigger Type , for more info on firing mechanisms of weapons. (/wiki/Attack_Speed) (Attack Speed) Attack Speed , for the melee equivalent of fire rate. 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