Archon Flow is an Archon mod for Warframes that increases Energy Capacity and has a chance to produce a large Energy Orb when an enemy is killed with an ability dealing
Stats[]
| Rank | Max Energy Capacity | Cost |
|---|---|---|
| 0 | +17% | 6 |
| 1 | +34% | 7 |
| 2 | +50% | 8 |
| 3 | +67% | 9 |
| 4 | +84% | 10 |
| 5 | +101% | 11 |
| 6 | +118% | 12 |
| 7 | +135% | 13 |
| 8 | +151% | 14 |
| 9 | +168% | 15 |
| 10 | +185% | 16 |
Acquisition[]
Archon Flow is available from Chipper of Kahl's Garrison for 40
Stock, requiring players to be at Rank 3 - Fort to purchase.
Notes[]
- Produces a large Energy Orb that restores 50 energy, similar to energy orbs dropped by lockers and crates.
- Abilities that kill an enemy with
Cold damage have a 10% chance to produce an energy orb every 10 seconds.
- Effect does not scale with mod rank. The mod can optionally be left unranked to save capacity.
- Only some Warframes can deal
Cold damage with abilities.
Chroma's
Spectral Scream and
Elemental Ward, which can be transferred via Helminth.
Citrine's
Prismatic Gem
Frost's abilities all deal cold, however
Snow Globe may kill with
True damage instead.
Gauss's
Thermal Sunder, which can be transferred via Helminth.
Inaros's
Sandstorm with
Elemental Sandstorm with modded
Cold on a melee weapon, however enemies may die to damage-over-time procs such as
Slash.
Mirage's
Sleight of Hand with
Explosive Legerdemain.
Wukong's
Celestial Twin when equipped with
Primal Fury modded for
Cold.
Yareli's
Sea Snares and
Riptide.
Zephyr's
Tornado will adopt weapon elements when damaged.- While
Lavos can kill with
Cold, enemies must die after an ability's initial damage and before its damage-over-time which can be inconsistent. Lavos also does not use Energy to power abilities, though he can still opt to use the mod to generate Energy Orbs for allies or to power his Valence Block.
- Exalted Weapons also benefit when modded for
Cold directly or via Warframe. For example,
Chromatic Blade works but
Whipclaw does not work.
See also[]
Flow, the normal version of this mod.
Primed Flow, an alternative version with slightly lower capacity cost.
Patch History[]
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
Warframe Mod Changes:
- Archon Flow: +185% Energy Max (was +275%)
Update 32.1 (2022-11-02)
- Fixed the rare case where damage done by Residual Malodor on Kitguns and the Live Wire Parazon Mod could trigger Archon Flow.
Hotfix 32.0.9 (2022-10-05)
- Fixed Atlas’ Landslide ability triggering Archon Mod effects.
Hotfix 32.0.1 (2022-09-07)
- Removed Trading and Transmuting functionality for the new Archon Warframe Mods
- The intended path to earning these Mods is through Kahl’s Garrison, and not through Transmutation. While Transmutation will remain disabled, we will re-enable Trading again once these Mods have officially been released next week with Kahl’s Garrison.
Update 32.0 (2022-09-07)
- Introduced.
61 comments
Archon Flow DO work on Koumei's 1st ability. Kumihimo. Since the thread deals specific elemental dmg, thus, archon flow do work but they need to die instantly from touching the thread. not DoT from anything, 4th ability. Buranaku. only deal puncture and inflict status so it doesn't work. There are 2 scenarios. First, U do not roll triple 6, enemies will need to actually touch the exact thread that has cold element in the web of threads, Too random n take too long to lure enemies so i stop testing if it actually work, i would assume it does. Second, u roll triple six or more. The threads deal all elemental dmg and it does proc archon flow. Aside from needing to have enough dmg to kill anything, u still need to consider archon flow only have 10% chance to activate on top of the RNG from the dices. This whole thing is too random, the chance is even worse than pulling a character in a gacha game. Might as well forget this and just put primed flow on koumei. (Tested on lv 50 butchers, non SP, Koumei at 130% strength) (feel free to correct me if im wrong).
No love for Koumei ? anyone tested this yet with her 1 or 4?
An actually spawn its orb basically on cooldown on frames like zephyr & citrine, but 1 orb every 10 seconds really isn't all that amazing these days, if you got the mod space for it on a frame that can kill with cold damage via an ability, then may as well use it i guess
*can
Ivara goes hype with this mod
People who shit on this mod probably don't understand that it's not designed for frames like frost, it's for exalted weapons modded for cold, and considering most exalted weapons are crit-focused they synergize well with the new cold procs. It definitely needs a buff if it were to work on actual abilities instead of exalted weapons, but it certainly has its use cases.
>not designed for frost
>look at the mod art
>frost
Saryn is on Continuity, and she can't proc that at all
Does this work with cold damage imbued on weapons through augments like frost's Freeze Force or gauss's Thermal Transfer?
I dont understand why people saying its a trash mod even tho i get this mod for the +185% energy and is also cheaper version of primedflow
This cost 16 max prime flow cost 14,primed flow is the cheaper version and both cost 40.9k endo so idk what your reading
Cheaper to acquire; 40 Stock vs 110,000 credits and 350 ducats and potentially months of waiting.
It does not drop extra orbs when Gauss detonates heat procs with cold thermal (Tested in Simulacrum). Probably because the damage gets converted to blast. However, it works when spamming cold against low lvl enemies. This makes it useless on Gauss unfortunately
The only frames that can kill enemies with a cold damage abilitiy are Lavos who..... doesn't use any energy.
And Gauss with the cold half of thermal sunder, IF casting it on top of a heat thermal sunder and killing them with the explosion counts.
Sure I guess if it does work like that, that works on any frame that can make good use of it... but do we really want more people running around spamming thermal sunder because they can generate energy with it? I kinda hope it doesn't work for thermal sunder like that for this reason.
And I guess frames with cold damage on an exalted weapon but like, Who is really putting cold damage on an exalted weapon for this?
So... why? Why is it not "on enemies that die while affected by abilities that deal cold damage"
And the 10% chance is just.... stupid. I know it stacks on top of the already existing chance to drop energy but still that's abysmal.
Zephyr's tornados adopt elemental damage that they're shot with. I.E. you can put cold on your primary/secondary, beam the tornados with them, and reap your energy rewards. However, I do agree this mod is way too niche and absolutely needs a rework to be more prominent in the meta.
Dear DE, make this mod useful by changing "Killed by Frost Ability Damage" to "Have suffered Frost Ability Damage within the last 10 seconds"
Because otherwise it's terribly underwhelming and having us carry entire Endurance Drift along with it is tiresome.
Genuine question FONDOS, why are you using endurance drift with this? why do you feel forced to use it with this? why use endurance drift at all?
Great mod, slap it on chromatic blade excal for red crit umbral blade
This is hella useless, frost cant kill anything above lvl 40, better buff it with frozen enemy not cold ability, and it has a fooking cooldown?? wadafak
You can used things like corrosive/viral to kill your enemies but then have frost damage be the last hit
Frost's highest damaging ability, avalanche that isn't snow globe deals ~7000 damage at 400% strength, when you're not even considering armour and health types. Are you really going to suggest trying to kill enemies with that little damage when viral and slash procs alone would kill something before it finishes even casting?
That the kill itself needs to be from cold makes it a niche mod at best. though using it on Titania on her pistols while in razorwing could be sorta maybe useful.
You can, and it is.
The kill must be from a ability that does cold dmg, that includes exalted weapons modded for cold.
Also can be triggered by her razorflies if the sword is modded for cold too
Any companion/bond mod combination this may work with (like it does with Archon Stretch ) ?
Or does Manifold Bond make companion abilities cold abilities or is it just cold status ?
Mod literally made for frost lol
But it's actually useless on frost , his abilites cant kill anyone
Buff idea: "enemies that die while affected by cold status or die to cold damage have an extra 50% chance to drop an energy orb"
Not fair enough, too easy to proc, better frozen enemy
SO USELESS
What a dogwater mod.
This mod needs a buff fr
Either DE has no balancing team... or the team that IS doing balance is intentionally sabotaging themselves.
No, really. Think about it.
This mod has a 10% chance to spawn ONE Energy Orb.
... worth 50 Energy.
By itself in a purely isolated vacuum with no knowledge of the game? Sure, that seems alright.
... but if you have this mod? Chances are you know plenty of methods that also generate energy.
For Energy Orbs specifically?
Spectrosiphon Augment for Spectrorage.
Energy Generator Augment for Dethcube.
Lycath's Hunt
Fractured Blast
Dispensary, which provides many enhanced Energy Orbs along with Universal Ammo and enhanced Health Orbs.
Parazon's Blood for Energy Mod.
... and if ya REALLY wanna count it? Eximus Kills spawn a guranteed Energy Orb even.
For Energy in general, we have dozens of options.
Including, but not limited to...
Energy Siphon Aura, which affects the entire Squad and can be boosted by Coaction Drift.
Nourish, which amplifies ALL Energy intake.
Exodia Brave and Primary Exhiliarate, which provide a stackable Energy Regen buff from Heavy Attack/Impact Procs respectively.
Sharpshooter, a mod for Snipers that grants a flat amount of Energy per Headshot Kill. (Which CAN regen while using a Channeled Ability)
Archon Stretch, which provides passive Energy Regen for doing an Electric Proc. Something that ALSO works with Wisp's Motes-- even if you don't have a single way of proc'ing Electric. (It also works on Dethcube's Vaporize, funnily enough!)
Zenurik's Wellspring, which provides a field that lasts 8 seconds. Empowering allies to Regenerate 5 energy per second for 30 seconds at max level. (50 seconds with an additional 20% Ability Strength if Hardened Wellspring is also maxed.)
The only reason this mod is neutered the way it is?
DE has to blood sacrifice and curse one part of any system in this game to be absolutely dogshit and never buff it again.
For Warframes? It's Hydroid.
For Arcanes? Arcane Bodyguard.
Companions? Kubrows.
And so forth.
Funny thing is, these aren't even "impossible to upgrade", really.
I don't even hate Hydroid and Kubrows just feel so inferior to every other option.
DE just chooses to make them garbage and keep them as such.
It's frankly illogical and it begs the question of why they even code this shit in at this point.
Imagine if they took the time of developing Archon Flow and instead put it towards... I dunno, making another Kahl level besides the boring stock 3 we have?
Also, before I get comments saying "That's a lot to read!"
This is a Wiki. It's for information. This is simply my observation of a single mod in the entire game.
You can determine for yourself if this information is worthwhile or not-- I don't care, that's for you to decide.
... but it's here. That much is set. The fact that I have to say this at all proves how much of an issue the hivemind is.
DE also could've left energy economy reliant on arcane energize and called it a day, but they decided to give us options.
Personally, I find this mod very useful on Titania:
It can proc off of cold modded dex pixia
She can't get energy over time - no zenurik or energy siphon
She loses pets in razorwing - no energy generator or synth mods with equilibrium
Spectrosiphon/dispensary are suboptimal as she prefers to be highly mobile
The orbs generated benefit from yellow archon shards and from nourish
Are there other ways for Titania to sustain razorwing? yeah.
Is this mod underpowered/inefficient for other frames? sure.
But the point isn't for this to powercreep other energy sources and be the ultimate solution for energy; it's to be an available option to gain energy and be more flexible with your companion, arcanes, weapons, subsumes, focus school, etc.
"DE also could've left energy economy reliant on arcane energize and called it a day, but they decided to give us options."
Okay, this statement isn't exactly WRONG...
... but that wasn't my point.
The point was that it's practically nerfed out the gate for seemingly no reason.
Options are always nice, but they need to be... y'know... actually usable.
Besides, if anything? I'd say this mod only pushes the need for Arcane Energize more, what with the synergy on it.
The observation was that DE seems to put stupid limits on gear at seemingly random.
10% chance for an orb is already viable enough for a condition. Adding a 10 second cooldown on there is overkill.
They effectively killed the mod by filtering any use it can get through several layers of conditions that ultimately don't balance out.
If you filter anything that hard, the result has to be worth the effort. Period.
That's why Hydroid is notorious for having little use.
Half of his kit needs to be charged very slowly to reach it's max power for underwhelming results.
The other half simply isn't very useful for offense, nor utility.
Inversely, it's also why Warframes like Revenant and Wukong are infamous for having braindead players.
They provide TOO MUCH result for practically no effort, making players who never bothered to learn basic mechanics super-reliant on them. To the point where nerfing them puts those players into a position that they refuse to accept.
Both of these are why balance exists, even in PvE games.
I've heard so many times that people argue that this game doesn't need nerfs because it's not even PvP-- but how the fuck does one develop a game to kill something that cannot die?
Because of that seemingly random balancing, it puts arbitrary frustration to those who KNOW better and eyerolls on new content for those who don't.
Could I still slot this on and it will work as intended? Sure.
... but I don't think "intended" in this case was really planned well.
@A Fandom User (7/10/2023)
This mod is actually better with cold-modded Diwata than Dex Pixia if you are using it for Titania; it gives you another reason to actually USE Diwata, and even if you'd still rather use Dex Pixia instead, the razorflies in Razorwing also gain the elemental bonus so they will proc Archon Flow by themselves