Rage is a Warframe mod that converts a percentage of Health damage received into Energy. If the user has no Shields, damage taken to Overguard granted from an ally is converted into Energy.
Stats[]
| Rank | Effect | Cost |
|---|---|---|
| 0 | +10% | 6 |
| 1 | +20% | 7 |
| 2 | +30% | 8 |
| 3 | +40% | 9 |
Drop Locations[]
Mission Drop Tables
| Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
|---|---|---|---|---|---|---|
| The Circuit | Tier 4 The Circuit (Normal) | A | 1.49% | 1 | 0.0149 |
Accessed through Duviri's The Circuit gamemode |
| The Circuit | Tier 6 The Circuit (Normal) | A | 1.03% | 1 | 0.0103 |
Accessed through Duviri's The Circuit gamemode |
Enemy Drop Tables
| Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
|---|---|---|---|---|---|---|
| Infested Chroma | 3% | 20% | 0.6% | 167 | 1 | 0.006 |
| Infested Mesa | 3% | 20% | 0.6% | 167 | 1 | 0.006 |
| Kuva Napalm | 3% | 2.01% | 0.0603% | 1658 | 1 | 0.000603 |
| Napalm | 3% | 2.01% | 0.0603% | 1658 | 1 | 0.000603 |
| Narmer Napalm | 3% | 2.01% | 0.0603% | 1658 | 1 | 0.000603 |
| Tenno Specter | 3% | 20% | 0.6% | 167 | 1 | 0.006 |
| Tusk Napalm | 3% | 2.01% | 0.0603% | 1658 | 1 | 0.000603 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- The amount of Energy gained from damage taken to health is affected by Warframe Armor.
- Stacks with
Hunter Adrenaline for a total of 85% damage conversion. - Applies to Status Effects that deal damage over time and damage that bypasses shields.
- Damage taken to Overguard only applies energy if the user does not have Shields (
Inaros and
Nidus).
- The Overguard must also come from an ally. As such,
Kullervo's
Recompense does not receive this benefit despite his lack of shields.
- The Overguard must also come from an ally. As such,
- Does not apply to the following sources of damage:
- Self-inflicted damage, such as
Nekros's
Despoil, or
Combat Discipline. - Laser traps encountered in the Orokin Void and Orokin Derelicts.
- Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support.
- Self-inflicted damage, such as
Tips[]
- Rage gains more mileage when equipped to Warframes with high Health such as
Ash,
Grendel,
Inaros,
Mesa,
Saryn,
Nidus, or
Valkyr.
- Damage reduction from things like armor have mixed value with Rage, since it allows you take survive more damage, but reduces energy gained as well. Damage reduction which applies to shields, such as
Adaptation and various warframe abilities, are particularly bad due to them making it harder to lose health at all.
- This means that frames with low health and high damage reduction and/or shields are usually a poor choice for Rage.
- Rage can be used alongside healing effects to create a renewable source of energy.
- Examples of healing include
Life Strike for melee weapons, melee weapons such as
Hirudo, Valkyr's
Hysteria ability, and the healing abilities of
Trinity and
Oberon.
- Note that Trinity already possesses a primary means of generating energy.
- Many Warframe ability Augments (such as Saryn's
Regenerative Molt) create healing effects which can be employed in the same fashion. - Beware of high amounts of burst damage which may overwhelm a Warframe before they can heal themselves.
- Examples of healing include
- If the player has
Quick Thinking equipped and suffers lethal damage, the gain in energy will be converted back over as emergency health. - When hunting for vaults in the Orokin Derelict, or even outside of the derelict, equipping the Decaying Dragon Key handicap to sacrifice shields will reduce the time needed before Rage can take effect.
- Rage converts 5% less energy than
Hunter Adrenaline, but costs 2 less Capacity at max rank. This makes Rage preferable in builds that are tight on Capacity, particularly ones that utilize Umbral mods.
Bugs[]
- Rage does not provide energy if attacked by Arc Traps
Gallery[]
Patch History[]
Hotfix 35.5.6 (2024-04-10)
- Updated Overguard Interactions With Rage
As announced last week, we’ve changed how Overguard interacts with effects that benefit from receiving damage on Warframe to make it more co-op friendly. Specifically, the Rage Mod. The conversations regarding Dante’s abilities with Overguard became a driving factor to look at these interactions and find ways in which we can make them work to benefit co-op play. Overall, these changes aim to create a harmonious arrangement between the often unpredictable Overguard gains from allies and Rage.
The following changes are in addition to their existing functionality.
Rage
Previously, Overguard granted by allies could prevent you from gaining Energy from these Mods (since it blocked damage dealt to Health). So, in an effort to create a more co-op friendly experience between the two, we’ve made the following change:
Now, Rage and Hunter Adrenaline can convert the Damage on Overguard granted by allies to Energy while Shields are inactive.
More specifically, they will trigger when the last source of Overguard originates from an ally (includes spawned allies, such as Specters). This allows shield-less Warframes, such as Inaros and Nidus, to be able to regenerate Energy via these Mods when they would have previously been blocked by Overguard granted by allies.
Here are the exact stat details:
- Rage: +40% (same effectiveness as the base functionality) of Damage on Overguard granted by allies to Energy while Shields are inactive.
NOTE: Warframes that grant themselves Overguard, like Kullervo or Rhino, will not be able to trigger Rage from their own Overguard. Only Overguard granted by allies is eligible because this is the only interaction that is potentially disruptive to your build (i.e your ally puts Overguard onto your Rage-Build Nidus).
Update 11.1 (2013-11-27)
- Reduced effectiveness of the interaction between Rage/Quick Thinking mods to prevent indefinite immortality in all game modes.
Update 10.2 (2013-09-27)
- Rage mod no longer converts oxygen-depletion damage in Survival mode to energy and will not convert asphyxiation or vampire damage to energy.
Hotfix 8.0.6 (2013-05-31)
- Fixed Rage mod not having a polarity.
Update 8.0 (2013-05-23)
- Introduced
See also[]
Hunter Adrenaline another mod with the same functionality.
- ↑ 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)


356 comments
IDK why they changed rage like they did. The fact you outright are still bricked on anything but two frames makes it feel kinda bad. If the devs only want those frames to use it then at this point they should just remove rage and make it base kit for them, BC if you just have someone who gives overguard your screwed
Still feels super wonky. Theres so many ways allies can grant you overguard, so unless you're Inaros or Nidus, this mod bricks often. I wish there was a mod that removes 100% of your shields and gives bonus HP or armor in exchange, something like the +/- stat mods do, similar to Blind Rage etc.
Inaros and Nidus were not the only frames that liked to take advantage of Rage. It kinda sucks that it's ONLY viable on those frames now, when lots of other frames were happily able to use it before.
Drops reliably from orokin void containers in secret / parkour rooms on the Neptune and Sedna void branches.
Are you thinking of Blind Rage?
No?...
I was thinking of orokin vaults, i didn't know about special breakable containers. Should the page be edited then to mention that?
Regular crates have chance to drop a mod and rage is rare one in loot pool of crates
"Does not apply to the following sources of damage:
Self-inflicted damage, such as Nekros' Despoil, or Combat Discipline.
Laser traps encountered in the Orokin Void and Orokin Derelicts.
Health lost due to the Vampire Nightmare Mode modifier, or health drained in Survival missions by falling to 0% life support."
... so basically EVERY GOD DAMN SOURCE that isn't enemies directly, of which will instantly kill you at a high enough level.
*sigh*
Yeah, that sounds about right.
RIP my excitement on the idea of combining this with Combat Discipline and Molt Reconstruct.
It lasted about 8 seconds before I checked the wiki. Thanks DE, what would we do without ya?
Moaner gonna moan
Doesn't apply to you hurting yourself, walking into traps, or failing a mission type. That's all on you pal
"Doesn't apply to you hurting yourself, walking into traps, or failing a mission type."
... yes. That's why I was a bit disappointed.
Literacy 100.
Does this work on hildryn?
Yes, but you need to remove her shields first
I have never properly understood this mod. Is the converted damage still taken, or reduced?
I only use it on Nidus, and his innate regen makes it hard to tell. Trying to see if this is a viable option for energy generation on other high health frames too.
It's energy gain based on health loss. You still take full damage.
Thanks
How long has the Max Rank description been wrong?
Good eye, fixed thanks.
Just got Rage from Ukko capture on one of the side containers AFTER the treasure room. Destroy EVERY container you see near that treasure room. Pays off eventually.
MaxRank description in mod box is incorrect, it says 60%
I got my first one on the Void Hepit Capture run. Some random room or container, only noticed it at the mission results screen.
Used Khora and a full Master Thief mod for opening more lockers (+40% chance).
If anyone was wondering, I replayed the Patient Zero quest to fight the infested mesa and try to get it to drop there. She dropped nothing at all after a replay. Try another way.
I might be wrong, but I think this has some undocumented drop source? I got it from a nightmare capture mission on Ukko - Void.
Also the max rank description seems wrong, it says 60% at max rank, but it's 40%
Image of the mod please?
I had this drop from a void canister too, from one of the reward rooms. It was during a T4 fissure.
Huh I just got this on a random relic mission and turns out its something decent
If you have healing abilities but those pesky energy draining monsters get you, this can save you. Cool!
I decided to go hunting for Rage yesterday. Today, RN Jesus smiled, and one dropped from Orokin Derelict exterminate.
How could i get Rage?
I don't know about adding this to the notes since it might be controversial, but Rage/Hunter's Adrenaline only work effectively on Nidus or Inaros.
It won't work on a low defense frame, because they'll die too quickly under pressure, and rely on not taking any hits at all. Thus triggering these mods rarely, and for little effect.
Among the tankier frames, anything that relies either on shields or heavy damage reduction gets minimal benefit as well from my experience. This includes Hyldrin, Mesa, Baruuk, Rhino, Atlas, Valkyr etc.
Only frames which rely on high health pools and healing to stay alive, like Nidus and Inaros, can get a better benefit from this mod than other options.
I forgot that I was also using Adaptation on those frames, giving in many cases ~90% + 90% damage reduction.
So a better note might be that Adaptation is a bad mod to combine with these, since it significantly reduces the energy gained.
Adaptation also nerfs the damage taken into your energy supply, so it evens out, increasing your EHP even more. I use it on a strength saryn with regenerative molt, making a frame thats immortal against mid level enemies, with added toxin damage to attacks
Oberon benefits most from rage/hunter adrenaline. his 3rd ability can heal him for less then the energy you get from taking damage. build for ability strength and efficiency and keep you shields low so focus on armor and health.
Got the mod while transmuting my pile of mods from index.
Does this mod, and Hunter Adrenaline, NEGATE the damage you take and turn it into energy? Or does it simply give you a percentage of energy based on the damage you are currently taking? The usage of the word "convert" makes this kind of ambiguous.
You take full damage still, it just takes a percentage of it taken and adds it to your energy pool. Take 100 damage to your health=get 40 energy
Thank goodness, I was wondering about this.
"...Warframes with high health such as ... Valkyr."
i dont know how to edit sites, but I think Valkyr should be removed from there, since she only has the standard base health of 100.
600 armor tho
The armor is good but it's the hp value that is converted so it's weird she'd be mentioned (armor technically even slows the energy gains down but still a good thing for a build intending to take dmg)
Yeah, low health and high armor is the very opposite of what you want for Rage, since it leads to you getting a very small amount of Energy back from the damage you take.
The list is weird in general. Ash has only mediocre health with terrible armor, relying on invisibility and evasion to stay alive and never taking a hit.
Mesa actually has low health, relying on damage reduction from her abilities to stay alive, which gets in the way of Rage just like Valkyr's armor. In fact, Mesa relies more on her shields than her health, which doesn't trigger Rage AT ALL.
The only sensible frames on that list are Nidus and Inaros. Atlus Prime should be added as well.