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(https://warframe.fandom.com/wiki/WARFRAME_Wiki_talk:Banning_Policy) Report Users! (https://warframe.fandom.com/wiki/WARFRAME_Wiki:Projects) Current Wiki Projects Contents 1 Manual Reload 2 Calculating Reload Time 2.1 Weapons that reload per shell 2.2 Rechargeable weapons 3 Increasing Reload Speed 3.1 Mods 3.2 Arcanes 3.3 Abilities 3.4 Conclave-only 4 Reloading While Holstered 5 Instant Reload 6 One-Handed Action 7 Sustained Damage Per Second 7.1 Reload Speed vs Fire Rate 7.2 Reload Speed vs Magazine Capacity 8 References (/wiki/Reload?veaction=edit) in: (/wiki/Category:Mechanics) (Category:Mechanics) Mechanics English (https://warframe.fandom.com/es/wiki/Velocidad_de_recarga) Español Reload 29 (/wiki/Reload?veaction=edit) Edit (/wiki/Reload?action=edit) Edit source (/wiki/Reload?action=history) History (/wiki/Talk:Reload?action=edit&redlink=1) Talk (0) (?action=edit§ion=0) (Edit intro) Edit intro Reloading is the act of replenishing ammunition to a primary or secondary weapon. The length of time spent on reloading, Reload Time , is based on the individual weapon's reload animation speed (or Reload Speed for short), which can be altered by some (/wiki/Mods) (Mods) mods and (/wiki/Abilities) (Abilities) abilities . Reload time functions as a period of disadvantage for the player, though actions can be taken to compensate for the inability to shoot. Contents 1 Manual Reload 2 Calculating Reload Time 2.1 Weapons that reload per shell 2.2 Rechargeable weapons 3 Increasing Reload Speed 3.1 Mods 3.2 Arcanes 3.3 Abilities 3.4 Conclave-only 4 Reloading While Holstered 5 Instant Reload 6 One-Handed Action 7 Sustained Damage Per Second 7.1 Reload Speed vs Fire Rate 7.2 Reload Speed vs Magazine Capacity 8 References Manual Reload [ (/wiki/Reload?veaction=edit§ion=1) (Edit section: Manual Reload) ] (Combomousewht) R (Combops4wht) (Combops4sq) When firing a weapon until it is empty, the game does not actually immediately initiate a reload. There is a short delay equal to the reciprocal of the weapon's fire rate. This delay can be averted by pressing the reload key as soon as the weapon's magazine is about to run out, assuming the firing trigger is being held down or rapidly pressed in the case of semi-auto weapons. This penalty cannot be avoided on (/wiki/Category:Battery_Weapons) (Category:Battery Weapons) Battery Weapons . If the "Context Action Includes Reload" (/wiki/Settings) (Settings) setting is enabled, reloading will occur when attempting to fire a gun with no ammunition. While the reloading animation occurs, the player cannot attempt to fire the weapon. The animation can be cancelled by certain actions such as (/wiki/Maneuvers#Rolling) (Maneuvers) rolling . Calculating Reload Time [ (/wiki/Reload?veaction=edit§ion=2) (Edit section: Calculating Reload Time) ] There are several mods and sources of buffs that affect reloading. Reload time is not directly modified with these, but rather reload speed changes. To calculate the resultant reload time with reload speed buffs/debuffs: Total Reload Time = Weapon Reload Time 1 + Reload Speed Bonus {\displaystyle \text{Total Reload Time} = \frac{\text{Weapon Reload Time} }{1 + \text{Reload Speed Bonus} } } ({\displaystyle {\text{Total Reload Time}}={\frac {\text{Weapon Reload Time}}{1+{\text{Reload Speed Bonus}}}}}) For example, a (/wiki/Braton) (Braton) (/wiki/Braton) Braton with a 2.0 second reload time and a rank 5 (/wiki/Fast_Hands) (Mod TT 20px) (/wiki/Fast_Hands) Fast Hands (+30% Reload Speed) would have a new reload time of: 2.0 ÷ (1 + 0.30) = 1.54s Weapon Reload Time: This refers to the base amount of time indicated on the stats of an unmodified weapon. Mod Reload Bonus: This refers to the speed increase marked as percentage on mod cards, expressed as a decimal to two places. Weapons that reload per shell [ (/wiki/Reload?veaction=edit§ion=3) (Edit section: Weapons that reload per shell) ] There are some weapons that reload one shell/bullet/projectile at a time, thus increasing (/wiki/Magazine_Capacity) (Magazine Capacity) Magazine Capacity will also increase total reload time. However, players can interrupt the full reloading process by clicking on the reload button again or firing the partially reloaded weapon. These include the (/wiki/Corinth) (Corinth) (/wiki/Corinth) Corinth , (/wiki/Felarx) (Felarx) (/wiki/Felarx) Felarx , (/wiki/MK1-Strun) (Strun) (/wiki/MK1-Strun) MK1-Strun , (/wiki/Strun) (Strun) (/wiki/Strun) Strun , (/wiki/Strun_Wraith) (StrunWraith) (/wiki/Strun_Wraith) Strun Wraith , and (/wiki/Zarr) (Zarr) (/wiki/Zarr) Zarr . Total Reload Time = Reload Start and End Delay 1 + Reload Speed Bonus + ( Weapon Reload Time Per Shell 1 + Reload Speed Bonus × Magazine Capacity ) {\displaystyle \text{Total Reload Time} = \frac{\text{Reload Start and End Delay} }{1 + \text{Reload Speed Bonus} } + ( \frac{\text{Weapon Reload Time Per Shell} }{1 + \text{Reload Speed Bonus} } \times \text{Magazine Capacity} ) } ({\displaystyle {\text{Total Reload Time}}={\frac {\text{Reload Start and End Delay}}{1+{\text{Reload Speed Bonus}}}}+({\frac {\text{Weapon Reload Time Per Shell}}{1+{\text{Reload Speed Bonus}}}}\times {\text{Magazine Capacity}})}) Rechargeable weapons [ (/wiki/Reload?veaction=edit§ion=4) (Edit section: Rechargeable weapons) ] (/wiki/Category:Battery_Weapons) (Category:Battery Weapons) Battery Weapons are those that do not have a reload animation and instead has their magazine replenish over time after an initial delay between firing and reloading, thus increasing (/wiki/Magazine_Capacity) (Magazine Capacity) Magazine Capacity also increases total reload time. Reload speed bonuses only affect the recharge delay while the recharge rate cannot be changed. Players can interrupt the full reloading process by firing the partially reloaded weapon. Examples include (/wiki/Flux_Rifle) (FluxRifle) (/wiki/Flux_Rifle) Flux Rifle and (/wiki/Plinx) (Plinx) (/wiki/Plinx) Plinx . Total Reload Time = Recharge Delay 1 + Reload Speed Bonus + Magazine Capacity Recharge Rate {\displaystyle {\text{Total Reload Time}}={\frac {\text{Recharge Delay}}{1+{\text{Reload Speed Bonus}}}}+{\frac {\text{Magazine Capacity}}{\text{Recharge Rate}}}} ({\displaystyle {\text{Total Reload Time}}={\frac {\text{Recharge Delay}}{1+{\text{Reload Speed Bonus}}}}+{\frac {\text{Magazine Capacity}}{\text{Recharge Rate}}}}) Increasing Reload Speed [ (/wiki/Reload?veaction=edit§ion=5) (Edit section: Increasing Reload Speed) ] Mods [ (/wiki/Reload?veaction=edit§ion=6) (Edit section: Mods) ] Rifles Shotguns Secondary Archgun Augments Mods (negative) (/wiki/Fast_Hands) (Fast Hands (170 KB)) (Fast Hands (170 KB)) (Fast Hands) (Fast Hands (170 KB)) (Fast Hands) (/wiki/Fast_Hands) (Mod TT 20px) (/wiki/Fast_Hands) Fast Hands (/wiki/Primed_Fast_Hands) (Primed Fast Hands (182 KB)) (Primed Fast Hands (182 KB)) (Primed Fast Hands) (Primed Fast Hands (182 KB)) (Primed Fast Hands) (/wiki/Primed_Fast_Hands) (Mod TT 20px) (/wiki/Primed_Fast_Hands) Primed Fast Hands (/wiki/Radiated_Reload) (Radiated Reload (187 KB)) (Radiated Reload (187 KB)) (Radiated Reload) (Radiated Reload (187 KB)) (Radiated Reload) (/wiki/Radiated_Reload) (Mod TT 20px) (/wiki/Radiated_Reload) Radiated Reload (/wiki/Depleted_Reload) (Depleted Reload (48 KB)) (Depleted Reload (48 KB)) (Depleted Reload) (Depleted Reload (48 KB)) (Depleted Reload) (/wiki/Depleted_Reload) (Mod TT 20px) (/wiki/Depleted_Reload) Depleted Reload (/wiki/Aero_Agility) (Aero Agility (171 KB)) (Aero Agility (171 KB)) (Aero Agility) (Aero Agility (171 KB)) (Aero Agility) (/wiki/Aero_Agility) (Mod TT 20px) (/wiki/Aero_Agility) Aero Agility (/wiki/Tactical_Pump) (Tactical Pump (163 KB)) (Tactical Pump (163 KB)) (Tactical Pump) (Tactical Pump (163 KB)) (Tactical Pump) (/wiki/Tactical_Pump) (Mod TT 20px) (/wiki/Tactical_Pump) Tactical Pump (/wiki/Primed_Tactical_Pump) (Primed Tactical Pump (168 KB)) (Primed Tactical Pump (168 KB)) (Primed Tactical Pump) (Primed Tactical Pump (168 KB)) (Primed Tactical Pump) (/wiki/Primed_Tactical_Pump) (Mod TT 20px) (/wiki/Primed_Tactical_Pump) Primed Tactical Pump (/wiki/Chilling_Reload) (Chilling Reload (76 KB)) (Chilling Reload (76 KB)) (Chilling Reload) (Chilling Reload (76 KB)) (Chilling Reload) (/wiki/Chilling_Reload) (Mod TT 20px) (/wiki/Chilling_Reload) Chilling Reload (/wiki/Seeking_Fury) (Seeking Fury (329 KB)) (Seeking Fury (329 KB)) (Seeking Fury) (Seeking Fury (329 KB)) (Seeking Fury) (/wiki/Seeking_Fury) (Mod TT 20px) (/wiki/Seeking_Fury) Seeking Fury (/wiki/Amalgam_Ripkas_True_Steel) (Amalgam Ripkas True Steel (197 KB)) (Amalgam Ripkas True Steel (197 KB)) (Amalgam Ripkas True Steel) (Amalgam Ripkas True Steel (197 KB)) (Amalgam Ripkas True Steel) (/wiki/Amalgam_Ripkas_True_Steel) (Mod TT 20px) (/wiki/Amalgam_Ripkas_True_Steel) Amalgam Ripkas True Steel (/wiki/Quickdraw) (Quickdraw (171 KB)) (Quickdraw (171 KB)) (Quickdraw) (Quickdraw (171 KB)) (Quickdraw) (/wiki/Quickdraw) (Mod TT 20px) (/wiki/Quickdraw) Quickdraw (/wiki/Primed_Quickdraw) (Primed Quickdraw (318 KB)) (Primed Quickdraw (318 KB)) (Primed Quickdraw) (Primed Quickdraw (318 KB)) (Primed Quickdraw) (/wiki/Primed_Quickdraw) (Mod TT 20px) (/wiki/Primed_Quickdraw) Primed Quickdraw (/wiki/Pistol_Elementalist) (Pistol Elementalist (177 KB)) (Pistol Elementalist (177 KB)) (Pistol Elementalist) (Pistol Elementalist (177 KB)) (Pistol Elementalist) (/wiki/Pistol_Elementalist) (Mod TT 20px) (/wiki/Pistol_Elementalist) Pistol Elementalist (/wiki/Stunning_Speed) (Stunning Speed (204 KB)) (Stunning Speed (204 KB)) (Stunning Speed) (Stunning Speed (204 KB)) (Stunning Speed) (/wiki/Stunning_Speed) (Mod TT 20px) (/wiki/Stunning_Speed) Stunning Speed (/wiki/Combo_Fury) (Combo Fury (177 KB)) (Combo Fury (177 KB)) (Combo Fury) (Combo Fury (177 KB)) (Combo Fury) (/wiki/Combo_Fury) (Mod TT 20px) (/wiki/Combo_Fury) Combo Fury (/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/Quick_Reload) (Quick Reload (44 KB)) (Quick Reload (44 KB)) (Quick Reload) (Quick Reload (44 KB)) (Quick Reload) (/wiki/Quick_Reload) (Mod TT 20px) (/wiki/Quick_Reload) Quick Reload (/wiki/Precision_Strike) (Precision Strike (199 KB)) (Precision Strike (199 KB)) (Precision Strike) (Precision Strike (199 KB)) (Precision Strike) (/wiki/Precision_Strike) (Mod TT 20px) (/wiki/Precision_Strike) Precision Strike (/wiki/Blood_Forge) (Blood Forge (189 KB)) (Blood Forge (189 KB)) (Blood Forge) (Blood Forge (189 KB)) (Blood Forge) (/wiki/Blood_Forge) (Mod TT 20px) (/wiki/Blood_Forge) Blood Forge (/wiki/Burdened_Magazine) (Burdened Magazine (173 KB)) (Burdened Magazine (173 KB)) (Burdened Magazine) (Burdened Magazine (173 KB)) (Burdened Magazine) (/wiki/Burdened_Magazine) (Mod TT 20px) (/wiki/Burdened_Magazine) Burdened Magazine (/wiki/Tainted_Mag) (Tainted Mag (178 KB)) (Tainted Mag (178 KB)) (Tainted Mag) (Tainted Mag (178 KB)) (Tainted Mag) (/wiki/Tainted_Mag) (Mod TT 20px) (/wiki/Tainted_Mag) Tainted Mag (/wiki/Tainted_Clip) (Tainted Clip (181 KB)) (Tainted Clip (181 KB)) (Tainted Clip) (Tainted Clip (181 KB)) (Tainted Clip) (/wiki/Tainted_Clip) (Mod TT 20px) (/wiki/Tainted_Clip) Tainted Clip Note that while you may successfully install both Quickdraw and Stunning Speed onto a single sidearm with no discrepancies, Fast Hands cannot be placed onto a weapon with Primed Fast Hands, and vice-versa. (/wiki/Category:Bow) (Category:Bow) Bows , (/wiki/Category:Sniper_Rifle) (Category:Sniper Rifle) snipers , and (/wiki/Category:Launcher) (Category:Launcher) launchers benefit from the Rifle-type reload mods. Arcanes [ (/wiki/Reload?veaction=edit§ion=7) (Edit section: Arcanes) ] (/wiki/Fractalized_Reset) (Fractalized Reset (160 KB)) (Fractalized Reset (160 KB)) (Fractalized Reset (primaries only)) (Fractalized Reset (160 KB)) (Fractalized Reset (primaries only)) (/wiki/Fractalized_Reset) (FractalizedReset) (/wiki/Fractalized_Reset) Fractalized Reset (primaries only) (/wiki/Primary_Merciless) (Primary Merciless (168 KB)) (Primary Merciless (168 KB)) (Primary Merciless (primaries only)) (Primary Merciless (168 KB)) (Primary Merciless (primaries only)) (/wiki/Primary_Merciless) (PrimaryMerciless) (/wiki/Primary_Merciless) Primary Merciless (primaries only) (/wiki/File:ShotgunVendetta.png) (ShotgunVendetta.png (150 KB)) (ShotgunVendetta.png (150 KB)) (Shotgun Vendetta (shotguns only)) (ShotgunVendetta.png (150 KB)) (Shotgun Vendetta (shotguns only)) (/wiki/Shotgun_Vendetta) (ShotgunVendetta) (/wiki/Shotgun_Vendetta) Shotgun Vendetta (shotguns only) (/wiki/Arcane_Momentum) (Arcane Momentum (132 KB)) (Arcane Momentum (132 KB)) (Arcane Momentum (sniper rifles only)) (Arcane Momentum (132 KB)) (Arcane Momentum (sniper rifles only)) (/wiki/Arcane_Momentum) (ArcaneMomentum) (/wiki/Arcane_Momentum) Arcane Momentum (sniper rifles only) (/wiki/Secondary_Merciless) (Secondary Merciless (168 KB)) (Secondary Merciless (168 KB)) (Secondary Merciless (Secondaries only)) (Secondary Merciless (168 KB)) (Secondary Merciless (Secondaries only)) (/wiki/Secondary_Merciless) (SecondaryMerciless) (/wiki/Secondary_Merciless) Secondary Merciless (Secondaries only) (/wiki/File:ConjunctionVoltage.png) (ConjunctionVoltage.png (158 KB)) (ConjunctionVoltage.png (158 KB)) (Conjunction Voltage (Secondaries only)) (ConjunctionVoltage.png (158 KB)) (Conjunction Voltage (Secondaries only)) (/wiki/Conjunction_Voltage) (ConjunctionVoltage) (/wiki/Conjunction_Voltage) Conjunction Voltage (Secondaries only) Abilities [ (/wiki/Reload?veaction=edit§ion=8) (Edit section: Abilities) ] Chroma (Toxin) Gauss Harrow Mesa Volt (/wiki/Elemental_Ward) (Elemental Ward) (ElementalWardModx256) (/wiki/Elemental_Ward) (Elemental Ward) (ElementalWard130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 50 (/wiki/Elemental_Ward) Elemental Ward Depending on Chroma's elemental alignment, an offensive area-of-effect is created. Chroma and his nearby allies are imbued with defensive energy. Introduced in (/wiki/Update_16#Update_16.0) (Update 16) Update 16.0 (2015-03-19) Heat Electricity Toxin Cold (/wiki/Ability_Strength) (Ability Strength) Strength : 25 / 50 / 75 / 100 ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second)15 / 20 / 30 / 55 % (health bonus) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) Misc: 2 / 5 / 7 / 10 % ((/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat (/wiki/Status_chance) (Status chance) status chance )5 m (burn radius) (/wiki/Ability_Strength) (Ability Strength) Strength : 2.5 / 3 / 5 / 10 x (damage reflection multiplier)10 / 15 / 20 / 30 % (shield bonus)10 / 15 / 20 / 25 % ((/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity (/wiki/Status_chance) (Status chance) status chance )50 / 60 / 100 / 200 (minimum (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range)5 / 6 / 8 / 10 m (discharge range) (/wiki/Ability_Strength) (Ability Strength) Strength : 25 / 35 / 40 / 50 % ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage chance per second)15 / 25 / 30 / 35 % (holster damage) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s? / ? / 3 / 3 s (holster damage duration)15 / 25 / 30 / 35 % (reload speed bonus) (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) Misc: 5 m (poison radius)5 % (enemy health to (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage)100 % ((/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin status chance) (/wiki/Ability_Strength) (Ability Strength) Strength : 1.5 / 2 / 2.5 / 3 x (damage reflection multiplier)25 / 70 / 90 / 145 % (armor bonus)10 / 15 / 20 / 25 % ((/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold (/wiki/Status_chance) (Status chance) status chance ) (/wiki/Ability_Duration) (Ability Duration) Duration : 10 / 15 / 20 / 25 s (/wiki/Ability_Range) (Ability Range) Range : 6 / 8 / 10 / 12 m (aura range) (/wiki/Helminth#Ability_Replacement) (Helminth) Subsumable to Helminth Info Augment Tips & Tricks Bugs Info Chroma expends (/wiki/Ability_Efficiency) (EnergyOrb) 50 (/wiki/Energy) (Energy) Energy to emit an aura of elemental energy, empowering himself and nearby allies within (/wiki/Ability_Range) (AbilityRangeBuff) 6 / 8 / 10 / 12 meters for (/wiki/Ability_Duration) (AbilityDurationBuff) 10 / 15 / 20 / 25 seconds, providing both offensive and defensive buffs. Energy cost is affected by (/wiki/Ability_Efficiency) (Ability Efficiency) Ability Efficiency . Duration is affected by (/wiki/Ability_Duration) (Ability Duration) Ability Duration . Aura radius is affected by (/wiki/Ability_Range) (Ability Range) Ability Range . Elemental Ward exhibits different effects depending on Chroma's current elemental alignment, determined by Chroma's primary emission color or the selected element of (/wiki/Spectral_Scream) (SpectralScream130xWhite) (/wiki/Spectral_Scream) Spectral Scream . Heat Electricity Toxin Cold Heat Generates a flame aura around Chroma and affected allies that increases base (/wiki/Health) (Health) Health by (/wiki/Ability_Strength) (AbilityStrengthBuff) 15% / 20% / 30% / 55% and inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 25 / 50 / 75 / 100 (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat damage per second within a radius of 5 meters with a 2% / 5% / 7% / 10% (/wiki/Status_chance) (Status chance) status chance . The radius of this damage effect is not increased with ability range. The health bonus stacks additively with base health modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Vitality) (Mod TT 20px) (/wiki/Vitality) Vitality will increase Chroma's health to ⌊370 × (1 + 1 + 0.55 × 1.3)⌋ = 1,004 . Damage bypasses obstacles in the environment and decreases with distance. Electricity Infuses Chroma and affected allies with an electric current that increases base (/wiki/Shields) (Shields) Shields by (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 30% and converts incoming damage into arc discharges. An arc discharge inflicts (/wiki/Ability_Strength) (AbilityStrengthBuff) 250% / 300% / 500% / 1,000% incoming damage as (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage to a single target within (/wiki/Ability_Range) (AbilityRangeBuff) 5 / 6 / 8 / 10 meters with a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% (/wiki/Status_chance) (Status chance) status chance . Arc discharges will inflict a minimum of (/wiki/Ability_Strength) (AbilityStrengthBuff) 50 / 60 / 100 / 200 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage. The shield bonus stacks additively with base shield modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Redirection) (Mod TT 20px) (/wiki/Redirection) Redirection will increase Chroma's shield capacity to ⌊370 × (1 + 1 + 0.3 × 1.3)⌋ = 884 . Arc damage bypasses obstacles in the environment. The final damage of an arc discharge is determined by the amount of shields and/or health lost by incoming damage. For example with a maxed (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify , losing 100 shields from a single instance of damage will produce an arc that inflicts 100 × 10 × 1.3 = 1,300 (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage at rank 3 to a single target as long as it's within range. Damage from environmental hazards can also be converted into arc discharges. Arcs can strike the same target multiple times, and arcs can be produced in quick succession should Chroma and allies receive multiple instances of damage that exceed the minimum threshold. Toxin Emits an aura of noxious fumes around Chroma and affected allies that increases base (/wiki/Reload_Speed) (Reload Speed) Reload Speed by (/wiki/Ability_Duration) (AbilityDurationBuff) 15% / 25% / 30% / 35% , as well as weapon damage when (/wiki/Holster) (Holster) Holstering by (/wiki/Ability_Strength) (AbilityStrengthBuff) 15% / 25% / 30% / 35% for (/wiki/Ability_Duration) (AbilityDurationBuff) ? / ? / 3 / 3 seconds. Within a radius of 5 meters, the noxious fumes also have a 25% / 35% / 40% / 50% chance per second to deal 5% of an enemy's maximum health as (/wiki/Damage/Toxin_Damage) (DmgToxinSmall64) (/wiki/Damage/Toxin_Damage) Toxin damage with a 100% (/wiki/Status_chance) (Status chance) status chance . The Toxin damage will only be applied to an enemy if it is not already affected by a Toxin proc, but can occur as soon as an existing Toxin proc expires. As such, its effect cannot stack with itself but can refresh itself every 7 seconds. Damage bypasses obstacles in the environment and does not decrease with distance. Cold Encases Chroma and affected allies in a layer of frost that increases base (/wiki/Armor) (Armor) Armor by (/wiki/Ability_Strength) (AbilityStrengthBuff) 25% / 70% / 90% / 145% and creates an ice shield that reflects incoming gunfire back to its source. Reflected damage is increased by (/wiki/Ability_Strength) (AbilityStrengthBuff) 150% / 200% / 250% / 300% and has a (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% (/wiki/Status_chance) (Status chance) status chance . The armor bonus stacks additively with base armor modifiers. A rank-3 Elemental Ward with (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify and a maxed (/wiki/Steel_Fiber) (Mod TT 20px) (/wiki/Steel_Fiber) Steel Fiber will increase Chroma's armor to ⌊370 × (1 + 1 + 1.45 × (1 + 0.3))⌋ = 1,437 . As with all other additive armor bonuses, Elemental Ward's bonus is applied before multiplicative armor bonuses. Incoming hitscan and non-hitscan projectiles are physically redirected after hitting Chroma. As such, obstacles in the environment can prevent reflected damage from hitting enemies. Hitscan projectiles are reflected directly to the source enemy regardless of distance from Chroma. Melee attacks are not reflected. Non-hitscan projectiles are reflected in the direction of the source enemy. Does not prevent damage to Chroma aside from the additional armor bonus and other (/wiki/Damage_Reduction) (Damage Reduction) damage reduction rules; Chroma will be hit normally before reflecting weapons fire. Elemental Auras of any type from two or more Chromas do not stack and only the first aura will apply its benefits as long as the player is within buff range. For example, two (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat auras do not increase damage nor health values, and possessing a (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat aura will negate receiving a (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold aura. Has a casting delay of 1 second. The animation interrupts movement and other actions. Elemental Ward cannot be recast while active. Elemental Ward does not work on Nekros' Shadows. Subsuming Chroma to the (/wiki/Helminth) (Helminth) Helminth will offer Elemental Ward and its augments to be used by other Warframes. The Ward's effects are determined by the Warframe's primary emission color. Augment (https://static.wikia.nocookie.net/warframe/images/8/87/EverlastingWardMod.png/revision/latest?cb=20180328130830) (EverlastingWardMod) Main article: (/wiki/Everlasting_Ward) (Everlasting Ward) Everlasting Ward Everlasting Ward is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Chroma) (ChromaIcon272) (/wiki/Chroma) Chroma that allows allies to retain (/wiki/Elemental_Ward) (ElementalWard130xWhite) (/wiki/Elemental_Ward) Elemental Ward 's effects upon moving out of its range, lasting for a percentage of Elemental Ward's remaining duration. (/wiki/Everlasting_Ward) (Everlasting Ward) Everlasting Ward Tips & Tricks Heat Electricity Toxin Cold Heat In a pinch, the bonus Health provided by the Ward can be used as a quick heal, as the Health granted is automatically added to your remaining health and is not reduced from your remaining health when Elemental Ward wears off. The Ward is capable of damaging containers and hazards, albeit fairly slowly. Combining Elemental Ward with Spectral Scream and range mods will make for a useful farming tool so long as you have the energy to maintain it. Electricity Can be used to great effect on (/wiki/Survival) (Survival) Survival and (/wiki/Exterminate) (Exterminate) Exterminate missions where enemies approach you from all directions and are often difficult to locate or target. At maximum Ability Strength, the damage reflected can easily finish off weaker enemies and potentially stun any survivors. Toxin Works very well with weapons that require you to reload frequently or have long reload times. Its damage increase is considered as a Universal base damage increase, same as (/wiki/Vex_Armor) (VexArmor130xWhite) (/wiki/Vex_Armor) Vex Armor and (/wiki/Arcane_Arachne) (ArcaneArachne) (/wiki/Arcane_Arachne) Arcane Arachne Can reduce recharge delay for (/wiki/Cycron) (Cycron) (/wiki/Cycron) Cycron or a Kitgun equipped with (/wiki/Pax_Charge) (PaxCharge) (/wiki/Pax_Charge) Pax Charge , however, it does not affect recharge rate. Cold Properly modded, a (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold -oriented Ward can provide an armor bonus high enough that can counteract the armor penalty generated when casting (/wiki/Effigy) (Effigy130xWhite) (/wiki/Effigy) Effigy . The damage reflection is calculated using the damage before any damage reduction. Bugs Allies who enter, leave, then re-enter the radius of (/wiki/Damage/Heat_Damage) (DmgFireSmall64) (/wiki/Damage/Heat_Damage) Heat -oriented Ward will not regain the buff on the same cast of Elemental Ward. This results in an empty space where the bonus health should have been, even if they took no damage at all. This causes (/wiki/Medi-Ray) (Mod TT 20px) (/wiki/Medi-Ray) Medi-Ray and other healing abilities to attempt to heal the player, but if the player gets out of Elemental Ward's range, their health will return to normal again, wasting the health restored in the process. The in-game UI shows the armor bonus from the (/wiki/Damage/Cold_Damage) (DmgColdSmall64) (/wiki/Damage/Cold_Damage) Cold aura as a flat bonus rather than a percentage. (Expand/Collapse) (Expand/Collapse) (/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 (/wiki/Fire_Rate) (Fire Rate) 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% (/wiki/Fire_Rate) (Fire Rate) 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/Mesa) (MesaIcon272) (/wiki/Mesa) Mesa has improved proficiency with secondary weapons, and gains a (/wiki/Health) (Health) health bonus at the expense of not having a melee weapon equipped: +15% (/wiki/Fire_rate) (Fire rate) fire rate with (/wiki/Category:Dual_Sidearms) (Category:Dual Sidearms) dual wielded sidearms . +25% (/wiki/Reload_speed) (Reload speed) reload speed for (/wiki/Category:Single_Sidearm) (Category:Single Sidearm) one handed sidearms . +50 (/wiki/Health) (Health) health when no (/wiki/Category:Melee_Weapons) (Category:Melee Weapons) melee weapon is equipped. (/wiki/Speed) (Speed) (SpeedModx256) (/wiki/Speed) (Speed) (Speed130xWhite) (/wiki/Key_Bindings) (Key Bindings) 2 (/wiki/Energy) (Energy) (EnergyOrb) (/wiki/Ability_Efficiency) (Ability Efficiency) 25 (/wiki/Speed) Speed Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time. Introduced in (/wiki/Closed_Beta_Updates#Update_5.3) (Closed Beta Updates) Update 5.3 (2013-01-10) (/wiki/Ability_Strength) (AbilityStrengthBuff) (/wiki/Ability_Strength) Strength : 75% (speed buff)10% / 15% / 20% / 25% (reload speed buff) (/wiki/Ability_Duration) (AbilityDurationBuff) (/wiki/Ability_Duration) Duration : 9 / 10 / 11 / 12 s (/wiki/Ability_Range) (AbilityRangeBuff) (/wiki/Ability_Range) Range : 25 m Info Augment Tips & Tricks Info Volt expends (/wiki/Ability_Efficiency) (EnergyOrb) 25 (/wiki/Energy) (Energy) energy to energize the surrounding area, increasing the mobility of himself and his allies within (/wiki/Ability_Range) (AbilityRangeBuff) 25 meters. Affected players will gain (/wiki/Ability_Strength) (AbilityStrengthBuff) 10% / 15% / 20% / 25% weapon (/wiki/Reload_Speed) (Reload Speed) Reload Speed and (/wiki/Ability_Strength) (AbilityStrengthBuff) 75% melee (/wiki/Attack_Speed) (Attack Speed) Attack Speed and (/wiki/Movement_Speed) (Movement Speed) Movement Speed bonuses, lasting for (/wiki/Ability_Duration) (AbilityDurationBuff) 9 / 10 / 11 / 12 seconds. The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., (/wiki/Fury) (Mod TT 20px) (/wiki/Fury) Fury combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.75 × 1.3 + 0.3 = 127.5% ). The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) Rush combined with Speed at max rank and +30% Ability Strength from (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify will increase Volt's sprint speed by (1 × (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) 1.3 ) × (1 + ((/wiki/Speed) (Speed130xWhite) (/wiki/Speed) 0.75 × (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) 1.3 )) − 1 = 156.75% ). The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., (/wiki/Quickdraw) (Mod TT 20px) (/wiki/Quickdraw) Quickdraw combined with Speed at max rank and +30% Ability Strength from (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) Intensify will increase Volt's reload speed by (/wiki/Speed) (Speed130xWhite) (/wiki/Speed) 0.25 × (/wiki/Intensify) (Mod TT 20px) (/wiki/Intensify) 1.3 + (/wiki/Quickdraw) (Mod TT 20px) (/wiki/Quickdraw) 0.48 = 80.5% ). Allies can (/wiki/Maneuvers#Backspring) (Maneuvers) backflip to remove Speed if they wish to opt-out. Increases the distance of (/wiki/Maneuvers) (Maneuvers) Maneuvers like the sliding front flip and wall run as a result of the faster sprint speed. Can be used while performing many actions without interrupting them, including reloading . Can be recast while active. Augment (https://static.wikia.nocookie.net/warframe/images/5/52/ShockingSpeedMod.png/revision/latest?cb=20221130231004) (ShockingSpeedMod) Main article: (/wiki/Shocking_Speed) (Shocking Speed) Shocking Speed Shocking Speed is a (/wiki/Warframe_Augment_Mod) (Warframe Augment Mod) Warframe Augment Mod for (/wiki/Volt) (VoltIcon272) (/wiki/Volt) Volt 's (/wiki/Speed) (Speed130xWhite) (/wiki/Speed) Speed that causes him and his allies to inflict (/wiki/Damage/Electricity_Damage) (DmgElectricitySmall64) (/wiki/Damage/Electricity_Damage) Electricity damage and status to enemies within close proximity while moving. (/wiki/Shocking_Speed) (Shocking Speed) Shocking Speed Tips & Tricks Great for catching up with teammates that need to be revived, fleeing from tough enemies, or taking the lead. Excellent skill to use for a cell (now called squad or team) looking to get through a mission quickly. Can be combined with (/wiki/Rush) (Mod TT 20px) (/wiki/Rush) Rush for speed only rivaled by the likes of Gauss, Titania, etc. Combine with (/wiki/Fury) (Mod TT 20px) (/wiki/Fury) Fury and (/wiki/Berserker_Fury) (Mod TT 20px) (/wiki/Berserker_Fury) Berserker Fury for absurd attack speed on melee weapons. Can be used to avoid enemy fire due to reduced enemy accuracy and to dodge almost all Corpus due to their weapons' projectile travel time. 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. Using Speed before switching to Archwing mode significantly boost Archwing's flight speed (Expand/Collapse) (Expand/Collapse) Conclave-only [ (/wiki/Reload?veaction=edit§ion=9) (Edit section: Conclave-only) ] In addition, there are some (/wiki/Conclave) (ConclaveSigil) (/wiki/Conclave) Conclave -exclusive mods which affect reload: (/wiki/Loose_Hatch) (Loose Hatch (45 KB)) (Loose Hatch (45 KB)) (Loose Hatch) (Loose Hatch (45 KB)) (Loose Hatch) (/wiki/Loose_Hatch) (Mod TT 20px) (/wiki/Loose_Hatch) Loose Hatch (/wiki/Loose_Chamber) (Loose Chamber (187 KB)) (Loose Chamber (187 KB)) (Loose Chamber) (Loose Chamber (187 KB)) (Loose Chamber) (/wiki/Loose_Chamber) (Mod TT 20px) (/wiki/Loose_Chamber) Loose Chamber (/wiki/Loose_Magazine) (Loose Magazine (152 KB)) (Loose Magazine (152 KB)) (Loose Magazine) (Loose Magazine (152 KB)) (Loose Magazine) (/wiki/Loose_Magazine) (Mod TT 20px) (/wiki/Loose_Magazine) Loose Magazine (/wiki/Maximum_Capacity) (Maximum Capacity (167 KB)) (Maximum Capacity (167 KB)) (Maximum Capacity) (Maximum Capacity (167 KB)) (Maximum Capacity) (/wiki/Maximum_Capacity) (Mod TT 20px) (/wiki/Maximum_Capacity) Maximum Capacity (/wiki/Loaded_Capacity) (Loaded Capacity (160 KB)) (Loaded Capacity (160 KB)) (Loaded Capacity) (Loaded Capacity (160 KB)) (Loaded Capacity) (/wiki/Loaded_Capacity) (Mod TT 20px) (/wiki/Loaded_Capacity) Loaded Capacity (/wiki/Full_Capacity) (Full Capacity (164 KB)) (Full Capacity (164 KB)) (Full Capacity) (Full Capacity (164 KB)) (Full Capacity) (/wiki/Full_Capacity) (Mod TT 20px) (/wiki/Full_Capacity) Full Capacity Reloading While Holstered [ (/wiki/Reload?veaction=edit§ion=10) (Edit section: Reloading While Holstered) ] Certain weapons and mods when (/wiki/Holster) (Holster) holstered refill a portion of their magazine every second. The holster reload rate cannot be changed by reload bonus mods. (/wiki/Tactical_Reload) (Tactical Reload (207 KB)) (Tactical Reload (207 KB)) (Tactical Reload - Reloads 20% of a rifle's magazine per second.) (Tactical Reload (207 KB)) (Tactical Reload - Reloads 20% of a rifle's magazine per second.) (/wiki/Tactical_Reload) (Mod TT 20px) (/wiki/Tactical_Reload) Tactical Reload - Reloads 20% of a rifle's magazine per second. (/wiki/Lock_and_Load) (Lock and Load (206 KB)) (Lock and Load (206 KB)) (Lock and Load - Reloads 20% of a shotgun's magazine per second.) (Lock and Load (206 KB)) (Lock and Load - Reloads 20% of a shotgun's magazine per second.) (/wiki/Lock_and_Load) (Mod TT 20px) (/wiki/Lock_and_Load) Lock and Load - Reloads 20% of a shotgun's magazine per second. (/wiki/Eject_Magazine) (Eject Magazine (208 KB)) (Eject Magazine (208 KB)) (Eject Magazine - Reloads 20% of a pistol's magazine per second.) (Eject Magazine (208 KB)) (Eject Magazine - Reloads 20% of a pistol's magazine per second.) (/wiki/Eject_Magazine) (Mod TT 20px) (/wiki/Eject_Magazine) Eject Magazine - Reloads 20% of a pistol's magazine per second. (/wiki/Synth_Charge) (Synth Charge (287 KB)) (Synth Charge (287 KB)) (Synth Charge - Synth Set Effect reloads 5%/10%/15%/20% of primary and secondary weapon magazine per second.) (Synth Charge (287 KB)) (Synth Charge - Synth Set Effect reloads 5%/10%/15%/20% of primary and secondary weapon magazine per second.) (/wiki/Synth_Charge) (Mod TT 20px) (/wiki/Synth_Charge) Synth Charge - Synth Set Effect reloads 5%/10%/15%/20% of primary and secondary weapon magazine per second. (/wiki/Synth_Deconstruct) (Synth Deconstruct (179 KB)) (Synth Deconstruct (179 KB)) (Synth Deconstruct) (Synth Deconstruct (179 KB)) (Synth Deconstruct) (/wiki/Synth_Deconstruct) (Mod TT 20px) (/wiki/Synth_Deconstruct) Synth Deconstruct (/wiki/Synth_Fiber) (Synth Fiber (203 KB)) (Synth Fiber (203 KB)) (Synth Fiber) (Synth Fiber (203 KB)) (Synth Fiber) (/wiki/Synth_Fiber) (Mod TT 20px) (/wiki/Synth_Fiber) Synth Fiber (/wiki/Synth_Reflex) (Synth Reflex (176 KB)) (Synth Reflex (176 KB)) (Synth Reflex) (Synth Reflex (176 KB)) (Synth Reflex) (/wiki/Synth_Reflex) (Mod TT 20px) (/wiki/Synth_Reflex) Synth Reflex (/wiki/Afentis) (Afentis (11 KB)) (Afentis (11 KB)) (Afentis - Reloads 33% of its magazine per second.) (Afentis (11 KB)) (Afentis - Reloads 33% of its magazine per second.) (/wiki/Afentis) (Afentis) (/wiki/Afentis) Afentis - Reloads 33% of its magazine per second. (/wiki/Ferrox) (Ferrox (7 KB)) (Ferrox (7 KB)) (Ferrox - Reloads 33% of its magazine per second.) (Ferrox (7 KB)) (Ferrox - Reloads 33% of its magazine per second.) (/wiki/Ferrox) (Ferrox) (/wiki/Ferrox) Ferrox - Reloads 33% of its magazine per second. (/wiki/Javlok) (Javlok (7 KB)) (Javlok (7 KB)) (Javlok - Reloads 33% of its magazine per second.) (Javlok (7 KB)) (Javlok - Reloads 33% of its magazine per second.) (/wiki/Javlok) (Javlok) (/wiki/Javlok) Javlok - Reloads 33% of its magazine per second. (/wiki/Scourge) (Scourge (11 KB)) (Scourge (11 KB)) (Scourge - Reloads 33% of its magazine per second.) (Scourge (11 KB)) (Scourge - Reloads 33% of its magazine per second.) (/wiki/Scourge) (Scourge) (/wiki/Scourge) Scourge - Reloads 33% of its magazine per second. (/wiki/Scourge_Prime) (Scourge Prime (13 KB)) (Scourge Prime (13 KB)) (Scourge Prime - Reloads 33% of its magazine per second.) (Scourge Prime (13 KB)) (Scourge Prime - Reloads 33% of its magazine per second.) (/wiki/Scourge_Prime) (ScourgePrime) (/wiki/Scourge_Prime) Scourge Prime - Reloads 33% of its magazine per second. (/wiki/Tenet_Envoy) (Tenet Envoy (41 KB)) (Tenet Envoy (41 KB)) (Tenet Envoy - Transforms into an attaché case that reloads 1 round per second.) (Tenet Envoy (41 KB)) (Tenet Envoy - Transforms into an attaché case that reloads 1 round per second.) (/wiki/Tenet_Envoy) (TenetEnvoy) (/wiki/Tenet_Envoy) Tenet Envoy - Transforms into an attaché case that reloads 1 round per second. (/wiki/Tenet_Diplos) (Tenet Diplos (59 KB)) (Tenet Diplos (59 KB)) (Tenet Diplos - Transforms into an attaché case that reloads 8 rounds per second.) (Tenet Diplos (59 KB)) (Tenet Diplos - Transforms into an attaché case that reloads 8 rounds per second.) (/wiki/Tenet_Diplos) (TenetDiplos) (/wiki/Tenet_Diplos) Tenet Diplos - Transforms into an attaché case that reloads 8 rounds per second. (/wiki/Felarx) (Felarx (33 KB)) (Felarx (33 KB)) (Felarx - Evolved Autoreloader: Reloads 50% of its magazine per second.) (Felarx (33 KB)) (Felarx - Evolved Autoreloader: Reloads 50% of its magazine per second.) (/wiki/Felarx) (Felarx) (/wiki/Felarx) Felarx - Evolved Autoreloader: Reloads 50% of its magazine per second. (/wiki/Laetum) (Laetum (36 KB)) (Laetum (36 KB)) (Laetum - Awakened Readiness: Reloads 30% of its magazine per second.) (Laetum (36 KB)) (Laetum - Awakened Readiness: Reloads 30% of its magazine per second.) (/wiki/Laetum) (Laetum) (/wiki/Laetum) Laetum - Awakened Readiness: Reloads 30% of its magazine per second. Instant Reload [ (/wiki/Reload?veaction=edit§ion=11) (Edit section: Instant Reload) ] Some mods and buffs allow the player to instantly reload their weapon, skipping the reload animation. (/wiki/Blood_Forge) (Blood Forge (189 KB)) (Blood Forge (189 KB)) (Blood Forge) (Blood Forge (189 KB)) (Blood Forge) (/wiki/Blood_Forge) (Mod TT 20px) (/wiki/Blood_Forge) Blood Forge (/wiki/Charm) (Charm (39 KB)) (Charm (39 KB)) (Charm (Instant Reload buff)) (Charm (39 KB)) (Charm (Instant Reload buff)) (/wiki/Charm) (Mod TT 20px) (/wiki/Charm) Charm (Instant Reload buff) One-Handed Action [ (/wiki/Reload?veaction=edit§ion=12) (Edit section: One-Handed Action) ] Main article: (/wiki/One-Handed_Action) (One-Handed Action) One-Handed Action One-Handed Actions are actions that can be done while reloading or charging. They are called such because the animations to cast these abilities generally use up to one hand each, leaving the other hand free to reload weapons. This does not imply that all ability animations which show only one hand doing things are one-handed abilities; it only refers to the fact that a hand is still able to be reloading a weapon while the ability is being cast. One can take advantage of this mechanic to further increase their efficiency and flow of actions. Sustained Damage Per Second [ (/wiki/Reload?veaction=edit§ion=13) (Edit section: Sustained Damage Per Second) ] Players looking to achieve as high as single-target damage as possible might wish to consider the effects of reload speed modifiers on their weapons. Burst damage considers damage as an instantaneous sample of averages, relying purely on the damage dealt by each attack and how many attacks can be dealt per second. Sustained damage, on the other hand, relates to encounters that last beyond a single Magazine and therefore must include reload time into its average. Currently, modding for reload speed is a poor choice on almost every weapon in this regard, due to the opportunity cost of using the same mod slot for elemental damage or the like. There are some conditions where reload speed can be considered valuable, however. Reload Speed vs Fire Rate [ (/wiki/Reload?veaction=edit§ion=14) (Edit section: Reload Speed vs Fire Rate) ] Sustained DPS works as a function of total damage dealt over the combined period of firing the weapon and finishing the reload. If the combined period is split into two parts, then an increase in either can be easily compared the other. For example: (/wiki/Viper) (Viper) (/wiki/Viper) Viper is a pistol that spends its entire Magazine in 0.97 seconds. It then needs 1.1 seconds to be reloaded. For 7 mod capacity, a player can install either a rank 5 Quickdraw or a rank 3 (/wiki/Gunslinger) (Mod TT 20px) (/wiki/Gunslinger) Gunslinger . Rank 3 Gunslinger increases the Viper's fire rate from 14.4 to 21.31, reducing time spent firing from 0.97 seconds to .66 seconds. Combined with the reload time, the viper deals 224 damage over 1.76 seconds, assuming no (/wiki/Critical_Hit) (Critical Hit) crits or (/wiki/Damage) (Damage) damage modifiers , for a sustained DPS of 127.27. Rank 5 Quickdraw decreases the Viper's reload time from 1.1 to 0.74 seconds. Combined with the firing time, the viper deals 224 damage over 1.71 seconds, for a sustained DPS of 131.99. The Viper is a rare instance of a weapon with nearly-equal firing and reload times. The vast majority of weapons have a greater percentage of time spent firing compared to reloading. Furthermore, as players progress in the game, their limiting factor becomes mod slots, not mod capacity, and so a more apt version of the above comparison would be a rank 5 Gunslinger (at 9 capacity) where its 72% increase in fire rate far outperforms the 48% increase in reload speed. Only weapons where the reload time significantly dominates the firing time (the Tigris, for example, spends 1 second shooting and 1.8 seconds reloading) should one even consider choosing Reload Speed mods in opposition to Fire Rate mods. Reload Speed vs Magazine Capacity [ (/wiki/Reload?veaction=edit§ion=15) (Edit section: Reload Speed vs Magazine Capacity) ] (/wiki/Ammo#Magazine_Capacity) (Ammo) Magazine capacity increases the amount of ammo in a single Magazine while keeping (/wiki/Fire_Rate) (Fire Rate) fire rate constant. Therefore, if any weapon of any fire rate has its magazine of any capacity increased by 60%, it will take 60% more time to finish off its Magazine, except for rounding discrepancies, or weapons with spool-up. Because sustained DPS considers both the time spent firing and the time spent reloading, magazine size also acts nearly identical to reload speed, by reducing the percentage of total time spent reloading as opposed to firing. For example: (/wiki/Grakata) (Grakata) (/wiki/Grakata) Grakata spends its entire Magazine in 3 seconds, and then spends 2.4 seconds reloading. As a percentage, ~55% of sustained Grakata usage is firing time, while ~45% is reloading time. Max rank Fast Hands reduces the reload time to ~1.85 seconds, making firing time represent ~61% of sustained Grakata DPS. Max rank (/wiki/Magazine_Warp) (Mod TT 20px) (/wiki/Magazine_Warp) Magazine Warp increases firing time to 3.9 seconds, making firing time represent ~62% of sustained Grakata DPS. Without even calculating the resulting DPS, it can be shown that a 30% increase in magazine capacity has almost the same effect as a 30% increase in reload speed. That means that, if ever in the situation to choose between the two effects, consider the other factors. For rifles, a maxed Fast Hands drains 2 fewer mod capacity points than a maxed Magazine Warp for the same DPS change. For shotguns, the (/wiki/Tactical_Pump) (Mod TT 20px) (/wiki/Tactical_Pump) Tactical Pump mod drains the same as (/wiki/Ammo_Stock) (Mod TT 20px) (/wiki/Ammo_Stock) Ammo Stock but the latter makes a 60% magazine increase while the former only makes a 30% reload speed increase. However, the (/wiki/Strun) (Strun) (/wiki/Strun) Strun and (/wiki/Corinth) (Corinth) (/wiki/Corinth) Corinth reload one shot at a time, meaning a larger magazine takes proportionally longer to reload. Therefore, (/wiki/Tactical_Pump) (Tactical Pump) Tactical Pump is better for these two. 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