Abilities are special skills that all Warframes, Archwings, and Necramechs possess, which are used to provide tactical advantages in battle by either affecting enemies directly or bolstering teammates in some manner. Every Warframe has a set of four unique Abilities that directly influence their gameplay and their role within a team. For example, Frost's Abilities are based around slowing down enemies and blocking damage, making him more suited to a defensive role.
Nova, with her damage-oriented Ability set, is a good choice for offensive playstyles.
Most Abilities require Energy, which is spent every time an Ability is used. Warframes have only a limited Energy capacity, so Ability use must be carefully managed to prevent running out of Energy at critical moments. Energy costs vary between Abilities; in general the more advanced/powerful the Ability, the greater its Energy cost.
Controls[]
- Main article: Key Bindings
Platform | 1st Ability | 2nd Ability | 3rd Ability | 4th Ability |
---|---|---|---|---|
PC | 1 | 2 | 3 | 4 |
PSN | R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
R1 + ![]() |
XBX | RB + ![]() |
RB + ![]() |
RB + ![]() |
RB + ![]() |
Switch | R Button + B | R Button + Y | R Button + A | R Button + X |
Types[]
Warframe Abilities are internally classified into four different types loosely according to their theme: damage, buff & debuff, mobility, and perception. Some Warframe Abilities fall into more than one classification, while Reunite is the only ability with no classification. The abilities below are classified by what a corresponding Corpus Comba / Scrambus will disable.
Damage[]
The most common Ability type. Damage Abilities deal direct damage to enemies, however some abilities like Quiver have nothing damage related but are classified as such anyways. They are disabled by the Sap Comba.
Buff & Debuff[]
These Abilities modify a unit's innate stats. Buff-type Abilities enhance a Warframe or their allies, while Debuff Abilities weaken or cripple enemies. Some Abilities perform both. They are disabled by the Nul Comba.
Mobility[]
Mobility Abilities alter a Warframe's ability to travel between two points. Some abilities like Speed make the Warframe faster, while others like
Undertow make it slower. Some abilities like
Rhino Stomp have nothing mobility related but are classified as such anyways. They are disabled by the Slo Comba.
Perception[]
Perception Abilities are used to confuse, distract or disappear from enemy sight, fooling some to engage false targets or prevent them from seeing the player entirely. They are disabled by the Fog Comba.
Diminishing Returns On Bosses[]
Some Bosses have a mechanic where they are immune to certain effects from abilities or apply a "diminishing return" effect on repeated uses of a single ability, reducing their duration by 25% on subsequent casts. This mostly pertains to abilities that have crowd control effects since bosses have high resistance to them.[1][2]
Examples of diminishing returns or CC resistance:
Examples of CC immunity:
Outliers:
List of Abilities[]
- Main article: Category:Warframe Abilities
Injectable[]
- Main article: Helminth#Ability Replacement
Some abilities can be injected into other Warframes, replacing one of their abilities via the Helminth. These include:
See Helminth#Injecting and Replacing Abilities on replacing one of a Warframe's abilities with these.
Info
- Expend
25 Energy to increase the Ability Strength of the next ability cast, granting it a 20% / 30% / 40% / 50% additive Ability Strength bonus. Empower lasts indefinitely until the bonus applies to a different ability.
- Empower's icon with the bonus percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
- Empower's ability strength bonus is similar in function as the
Energy Conversion mod.
- Single cast abilities instantly benefit from the bonus on cast.
- Channeled and toggled abilities benefit from the bonus as long as the ability remains activated.
- Cycled abilities such as
Minelayer and
Quiver only benefit from the bonus upon cast and will not apply the bonus during sub-ability selection.
- Cannot be recast while active. Empower does not affect itself.
- Casting Empower is a full-body animation that restricts movement and other actions.
- The Warframe visually initiates a fighting stance as energy radiates from its left hand. While Empower is active, a continuous energy pulse emits from the right shoulder.
Info
- Expend
50 Energy to instantly increase sprint speed by
35% / 45% / 50% / 60% and parkour velocity by
15% / 20% / 25% / 30%, lasting for
5 / 6 / 7 / 8 seconds.
- Infested Mobility's icon with the sprint speed percentage is displayed next to the shield and health indicators while active.
- Cannot be recast while active.
- Casting Infested Mobility does not play an animation.
- The Warframe visually leaves a trail similar to
Volt's
Speed.
- This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but not walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as
Assimilate or
Mesa's Waltz.
- However, because this ability also affects parkour speed, it can increase the speed of dodge maneuvers and their momentum. This means that while it does not affect walking speed, walking abilities such as
Ivara's
Prowl can still take advantage of the faster rolling speed to move faster without breaking the invisibility conditions.
- This ability is functionally different from Volt's Speed, however, as it only increases specifically sprinting speed, but not walking speed, therefore it does not speed up abilities that lock the warframe in a walking state, such as
- The effects from this ability can stack with similar speed boosting abilities while it is active, such as
Speed.
- The sprint speed buff stacks additively with other sprint speed modifiers. For example,
Rush combined with Infested Mobility at max rank and 130% Ability Strength will increase the frame's sprint speed by 1 + 30% + (60% × 130%) = 2.08x
- The multiplicative speed buff from
Volt's
Speed also multiplies the buff from Infested Mobility. For example,
Rush combined with Speed and Infested Mobility at max rank and 130% Ability Strength will increase the frames sprint speed by (1 + 30% + (60% × 130%)) × (1 + (50% × 130%)) = 3.432x
- The sprint speed buff stacks additively with other sprint speed modifiers. For example,
Info
- Expend
50 Energy to instantly restore the user's Companion's Shield and Health points by 25% / 50% / 75% / 100% of their maximum capacity, while teleporting it to the user's side from any distance.
- Instantly revives any incapacitated companion.
- Does not affect
Venari.
- If the player is airborne or away from solid surfaces, the companion will teleport to the nearest solid surface from the player's position.
- Casting Master's Summons is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually lifts and clenches its right hand into a fist, creating a flash of light as the companion teleports nearby from within a combustion-like particle effect.
Info
- Expend
50 Energy to restore Shield points to 25% / 50% / 75% / 100% of maximum capacity, while triggering a 12 second cooldown before this ability can be cast again.
- Remaining cooldown time is displayed on the ability icon during its countdown.
- Shields are restored after the casting animation finishes.
- Does not restore shields to the Companion.
- Cannot be cast while shields are at maximum capacity or during cooldown.
- Casting Rebuild Shields is a full-body animation that restricts movement and other actions.
- The Warframe visually builds up energy in both hands and arms, as it crouches to spread the energy outward in a spiraling aura particle effect.
- Does restore Hildryn's shields.
Info
- Expend
25 Energy to grant the user a 100% chance to trigger an auto-breach on the next hack. Perspicacity lasts indefinitely until the player initiates a hack from consoles and other interactive Objects.
- Perspicacity's icon with the hack chance percentage is displayed next to the shield and health indicators while active. Ability icon becomes greyed-out with an in-use animation.
- Works during Nightmare Mode missions, Sorties, and Archon Hunts.
- Cannot be recast while active.
- Casting Perspicacity is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually brings its hands together while motioning a spherical shape, gathering energy that envelops the entire body once the motion is completed.
Info
- Expend
50 Energy to improve all equipped weapons' Ammo Efficiency by 75%, lasting for
3 / 3.5 / 4 / 5 seconds.
- This ability reduces ammo usage to 1 after every 4 shots.
- The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
- For weapons with a single-round magazine like the
Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
- Archguns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a
Grattler can also greatly benefit from the ability.
- For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
- For weapons with a magazine-emptying alt fire burst like the
Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
- Works with Titania's
Dex Pixia
- Stacks multiplicatively with other sources of Ammo Efficiency.
Info
- Expend
50 Energy to stun a single target on the aiming reticle within
15 / 20 / 25 / 30 meters, marking it for death indefinitely until the next hit from the caster or upon its death.
35% / 45% / 60% / 75% of the next damage instance including Critical Hit and Status Effects the user inflicts to target is then inflicted to all other enemies in direct line of sight and within
7 / 8 / 9 / 10 meters from the marked target; only 1 target may be marked for death at a time.
- Damage is capped at 150%.
- Marked For Death's ability icon becomes grayed-out with an in-use animation while active.
- The marked target is also dealt damage from the explosion.
- Allies and companions can not set off the explosion of a marked target, only the original caster can.
- The explosion damage is calculated after all other bonuses and reductions, except multishot, and is quantized. 35% / 45% / 60% / 75% of that damage is then dealt to enemies in range upon explosion. It is essentially a portion of the damage number that appears on-screen when damaging the marked target.
- Damage cannot exceed the target's remaining health/shield. For example, a target with 5 health receives 100 damage, but will only spread 5 damage to all other enemies.
- Casting Marked For Death is an upper-body animation that allows movement while restricting other actions.
- The Warframe visually clasps its right hand while facing the target to tag it with an energy mark, stunning the target in place for a few seconds; the marked target visually emits a downward stream of energy while marked.
Tips & Tricks
Info
- Expend
50 Energy to affect all enemies within
6 / 8 / 10 / 12 meters and a 45° angle cone in front of the caster. Enemies hit by Expedite Suffering while debuffed with active
Slash and
Toxin Status Effects will instantly receive the full damage from all damage ticks of the procs, multiplied by
1 times; status effects are removed after inflicting damage. If enemies without the two types of eligible status effects are hit by Expedite Suffering, they are only briefly
Staggered.
Tips & Tricks
- Status duration mods increase the damage inflicted. This is a useful way to multiply damage on top of extra status change modifiers.
- A great way of dealing with tough bosses, as players can simply refresh the Bleed and Toxin procs on them after using the ability to inflict burst damage.
Saryn benefits especially well with this Helminth ability due to her passive naturally extending inflicted status duration.
Info
- Expend
50 Energy to sacrifice Shields to increase Armor value by
25% / 50% / 75% / 100% of the total Shield capacity for
10 / 15 / 20 / 25 seconds.
- Armor gain is based on the current total Shield capacity.
- Shield capacity increase from any source (e.g.
Shield Charger,
Haven, and
Elemental Ward) can increase armor gain.
- Current Shields or Overshields do not contribute to armor gain.
- For example, 100 Shields at 300% ability strength provides 300 armor.
- Shield capacity increase from any source (e.g.
- Armor gain is based on the current total Shield capacity.
- Disables regular shield regeneration.
- Can be recast to cancel early.
- Because of the recast mechanic, can be used to selectively allow conversion through
Hunter Adrenaline and
Rage. However does not work with Overguard like it would with shield-less warframes like Nidus, Inaros, and Kullervo.
Info
- Expend
50 Energy to cleanse active Status Effects and become immune to the next
10 status effects.
- Does not remove status effects that were obtained during the casting animation.
- There is no grace period or delay between charge use, making them deplete rapidly sometimes.
- Cannot be recast while active.
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![]() N/A ![]() |
Sickening Pulse Emit a pulse that adds stacks to Status Effects already afflicting enemies, except Bleed, Introduced in Update 30.5 (2021-07-06) |
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Misc:
8 / 12 / 16 / 20 m/s (expansion distance per sec) | |||
Subsumable to Helminth |
Info
- Expend
50 Energy to emit a radial pulse with an initial radius of
5 / 6 / 7 / 8 meters, which follows as an aura and rapidly expands outward by 8 / 12 / 16 / 20 meters per second over a duration of
2 seconds. All enemies in direct line of sight touched by this pulse have 10 new stacks of each active Status Effect currently affecting them;
Heat,
Slash, and
Toxin status procs instead add 1 new status proc with a full timer for the damage of all respective procs combined.
- Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of
Heat.
- For
Heat procs only one stack is added but for the combined damage of all active
Heat procs, and the timer of all
Heat stacks is refreshed (normal behaviour when new
Heat stacks are applied).
- For
Slash and
Toxin only one stack is added that does the combined damage of all the respective active procs not caused by this ability.
- For
Electricity and
Gas, ten stacks are added, with each proc in the stack doing combined damage of all the respective active procs not caused by this ability.
- New stacks do not take status-duration modifiers from mods (e.g.
Continuous Misery) into account.
- New stacks do take status-duration modifiers from Warframe abilities and passives (e.g. Lavos' passive) into account.
- New stacks only have factions mods (e.g.
Bane of Grineer) applied once instead of twice, with the exception of
Heat.
- Damaging procs created by this ability do not take elemental mods for their respective proc type into account with the exception of
- Cannot be recast while the Pulse's Aura is active.
Tips & Tricks
- Good in conjunction with abilities and weapons that can apply low amounts of status stacks to a big group of enemies. e.g.
Cedo alt-fire.
- Repeated usage with heat procs escalates the damage exponentially.
- Lower duration limits range but allows for more frequent casting, allowing for faster stacking of heat procs.
Bugs
- When all originally applied slash/toxin procs ended and only copies from this ability are active the new copies only deal 1 damage per tick.
- Despite being able to apply
Heat and
Toxin procs, this ability does not trigger
Archon Vitality or
Archon Continuity
Info
- Expend
50 Energy to summon a Void Spark for 5 seconds which seeks out the location of nearby Syndicate Medallions, Ayatan Treasures, Rare Storage Containers, Voidplumes, Zarium Accolades, Orokin Defixios, Voca, Sentient Cores and unscanned Kuria, Cephalon Fragments, Frame Fighter fragments, and Somachord fragments within
200 meters. Casting the ability triggers a 20 second cooldown before the next activation is allowed.
- Cooldown can be lowered with
Lavos'
Transmutation Probe.
- Cooldown can be lowered with
- If nothing is in detection range, the ability will not be used and show the message "AREA IS BARREN".
- Golden Instinct will not trigger on Sabotage caches.
- Golden Instinct will not trigger on Maroo's Weekly Mission's target Ayatan Sculpture, but may still trigger on other possible objects of interest in the same mission including other Ayatan Sculptures.
- Golden Instinct will not trigger on open Rare Storage Containers. Should a player stop getting Void Sparks without finding any items and after using a large area of effect or crate-breaking ability, it may mean a nearby Rare Crate has been opened.
- Alternatively, since Sentient Cores are considered "rare" enough to be detected, a previously detected core could have been picked up since, with no other detectable items on the map. With long enough Ability Range, Golden Instinct will detect cores that are too far away to be marked on the HUD, creating situations where the player may be unaware of a core dropped by Sentient killed by another Tenno far behind the player's position, yet Golden Instinct will mislead the player to believe there is something worth coming back for. It is therefore recommended to use
Vacuum/
Fetch and hoover up all the cores as soon as they drop from enemies to avoid "poisoning" the pool of detectable items, and to not stray too far from other players on Sentient-heavy maps.
Tips & Tricks
- Equipping
Narrow Minded on a Warframe with Golden Instinct can actually be a helpful option, as it greatly reduces the radius upon which the Void Spark can detect an item and thus reduce the area needed to cover to search for said item, as opposed to having a large range and then having a far larger area to search around.
- A reduced Ability Range also allows a player to repeatedly try activating the skill until a detectable item is in actual range and conveniently close to look for, saving up Energy and possibly time.
- Golden Instinct can be paired with Orokin Eye support ability of the Parallax landing craft. It can be particularly effective if Ability Range of Golden Instinct is reduced to just below 150m of Orokin Eye: move through the map and repeatedly try to use Golden Instinct; once it detects something, immediately deploy Orokin Eye to pinpoint the location of the item.
- This can also be done without a reduced Ability Range, but in that case the item might be out of range of Orokin Eye, wasting its use. However, multiple Tenno coordinating their use of Orokin Eye in different areas of the map after Golden Instinct with a large Ability Range confirms the presence of a rare item early in the mission can offset this and in most cases find it even faster. Keep in mind that on larger maps, default or lower Ability Range may be insufficient to detect anything without deviating from the main path, so this approach might be more effective overall.
Strength Mods | Duration Mods | Range Mods |
---|---|---|
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Warframe | Subsumable Abilities | Applicable Augments | General Gameplay Role | Notes | Secretions For Subsuming | Secretions For Injecting | Experience Gained per Injection |
---|---|---|---|---|---|---|---|
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Armor Strip | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
848 |
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Crowd Control Farming |
Petrified enemies do not drop Rubble. | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Damage DebuffDisable Enemy Abilities Stealth |
— | ![]() ![]() ![]() |
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776 |
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Crowd Control Stealth |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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— | Crowd Control Damage Debuff |
ALTERED: Frontal cast only and Tau Status Effect removed. Range reduced to a frontal cone spanning ? degrees and cannot inflict ![]() |
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![]() ![]() ![]() |
784 |
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— | Crowd ControlHealing Energy Restore |
ALTERED: Diminished Strength Damage reduced to ![]() ![]() ![]() |
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|
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Support | Elemental Ward versions of the ability are determined by the chosen Warframe Primary Emission Color. | ![]() ![]() ![]() |
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776 |
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— | Crowd Control Damage |
ALTERED: Diminished Slow. Slow is reduced to ![]() |
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? |
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— | Damage | — | ![]() ![]() ![]() |
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? |
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Crowd ControlArmor Strip Healing |
ALTERED: No Overguard From Healing Flames Augment Armor reduction per cast is capped at ![]() Healing Flame heals for ![]() |
![]() ![]() ![]() |
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760 |
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Crowd ControlDamage Debuff Stealth |
Rest or Rage versions of the ability are determined by the chosen Warframe Primary Emission Color. | ![]() ![]() ![]() |
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824 |
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Crowd Control | — | ![]() ![]() ![]() |
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808 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Crowd Control Energy Restore |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
832 |
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— | Healing | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
784 |
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Crowd ControlNuking Damage Buff |
ALTERED: Scaling from ![]() Damage is equivalent to 50% of Gauss's battery; ![]() ![]() ![]() ![]() |
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800 |
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Crowd ControlDamage Buff Energy Restore |
ALTERED: Self-Heal Removed and Effect Reduced No self healing, armor applies only 1 ![]() ![]() ![]() ![]() Does not have a swallowed enemy requirement, as other Warframes cannot cast ![]() |
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792 |
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Damage Crowd Control |
— | ![]() ![]() ![]() |
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800 |
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Crowd Control Shield Restore |
Other Warframes cannot benefit from the Tribunal augment, due to their inability to cast ![]() ![]() |
![]() ![]() ![]() |
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816 |
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Defense StripShield Restore Status Cleanse |
Costs ![]() Does not generate shields for ![]() ![]() Other Warframes cannot benefit from the Blazing Pillage augment, due to their inability to cast ![]() |
![]() ![]() ![]() |
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816 |
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Crowd Control Armor Strip |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
816 |
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Crowd Control | — | ![]() ![]() ![]() |
![]() ![]() ![]() |
808 |
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Stealth | Tap-cast for Cloak, hold-cast for Noise. Sleep and Dashwire arrows not available. Tap/hold cast inversion in Settings menu still applies. |
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800 |
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— | Crowd Control Defense Strip |
ALTERED: Cannot revive allies. | ![]() ![]() ![]() |
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? |
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— | Crowd Control | — | ![]() ![]() ![]() |
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776 |
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— | Healing | ALTERED: Gain between 10 to 20 Omamori Charms but cannot gain the invulnerability. | ![]() ![]() ![]() |
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776 |
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— | Damage Buff Movement |
ALTERED: Diminished Range and Melee Critical Chance Range reduced to ![]() ![]() |
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|
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— | Damage Buff Crowd Control |
Costs 0 energy with a 5 second cooldown.
Base ability does not include hold-cast to imbue the next ability cast with |
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832 |
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Crowd Control Support |
Base ability includes hold-cast to cancel the ability, releasing all affected targets from the Rift.
Non-Limbo Warframes remain unable to step into the Rift Plane themselves without another player's Banish, |
![]() ![]() ![]() |
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816 |
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Crowd Control | — | ![]() ![]() ![]() |
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760 |
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Crowd Control | ALTERED: Diminished Range Range reduced to ![]() |
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840 |
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Damage Buff Crowd Control |
— | ![]() ![]() ![]() |
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808 |
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Damage Buff Damage Reduction |
ALTERED: Diminished Effectiveness Damage bonus reduced to ![]() Limited to 1 damage buffing ability per Warframe. |
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800 |
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Armor Strip Crowd Control |
— | ![]() ![]() ![]() |
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784 |
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Crowd ControlMovement Speed Status Cleanse |
— | ![]() ![]() ![]() |
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808 |
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Crowd Control | ALTERED: Diminished Range Radius reduced to ![]() |
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![]() ![]() ![]() |
968 |
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Damage Reduction | ALTERED: Damage Reduction capped at 75%. | ![]() ![]() ![]() |
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784 |
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Crowd Control Support |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
752 |
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Crowd Control Damage Buff |
— | ![]() ![]() ![]() |
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856 |
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Damage Crowd Control |
Uses the default Mandachord song. | ![]() ![]() ![]() |
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816 |
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Healing Energy Restore |
ALTERED: Diminished Duration Duration reduced to ![]() |
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832 |
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— | Damage Crowd Control |
— | ![]() ![]() ![]() |
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? |
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HealingShield Restore Invulnerability |
— | ![]() ![]() ![]() |
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808 |
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Damage Buff | ALTERED: Diminished Damage Increase Damage bonus reduced to ![]() Limited to 1 damage buffing ability per Warframe. |
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1008 |
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Crowd Control Healing Movement Speed |
— | ![]() ![]() ![]() |
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760 |
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— | Crowd Control Healing |
— | ![]() ![]() ![]() |
![]() ![]() ![]() |
832 |
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— | Crowd ControlDefense Strip Healing |
— | ![]() ![]() ![]() |
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? |
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Crowd Control Status Cleanse |
Spellbound Harvest augment grants ![]() ![]() |
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784 |
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Healing Crowd Control |
Base ability includes heal over time over large radius. Percentage of damage dealt to the target converts into area healing. | ![]() ![]() ![]() |
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856 |
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Attack Speed Buff Crowd Control |
ALTERED: Diminished Speed Increase Attack Speed bonus reduced to ![]() |
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792 |
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Crowd Control | — | ![]() ![]() ![]() |
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784 |
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Crowd Control Damage Buff |
— | ![]() ![]() ![]() |
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816 |
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— | Healing Energy Restore |
ALTERED: Passive Removed Health and Energy Orb drop chance reduced to 50% and cannot activate the Heavy Attack Efficiency passive. |
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Damage Crowd Control |
Other Warframes cannot benefit from the Critical Surge augment, due to their inability to cast ![]() |
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800 |
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— | InvulnerabilityArmor Bonus Status Cleanse |
ALTERED: Diminished Max Armor Armor bonus cap reduced to 750. |
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968 |
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— | Damage Buff | Limited to 1 damage buffing ability per Warframe. | ![]() ![]() ![]() |
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784 |
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Crowd Control Damage |
— | ![]() ![]() ![]() |
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800 |
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Crowd Control Damage Buff |
Base ability includes tap-cast for wind vacuum, hold-cast for wind explosion. | ![]() ![]() ![]() |
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752 |
Raw Data[]
- Main article: Module:Ability/data
For a community-contributed list of player abilities in WARFRAME, see Module:Ability/data.
Ability Mods[]
Warframes Abilities can be affected by five types of modification: Ability Duration,
Ability Efficiency,
Ability Range,
Ability Strength, and Casting Speed. With the proper combination of mods and gear Abilities can obtain a maximized value (see Power Mods and Abilities).
Ability Duration[]
- Main article: Ability Duration
These mods affect how long a Warframe Ability lasts.
Mods that affect Ability Duration positively:
Maximized at +221% with a negative effect of -66% Ability Range. Note that Continuity and
Primed Continuity are mutually exclusive; the maximized value assumes the use of Primed Continuity.
Ability Efficiency[]
- Main article: Ability Efficiency
These mods affect how much a Warframe Ability costs to cast. Ability Efficiency has a hard cap of 75%. For example, an Ability which costs 100 Energy cannot be reduced below 25 Energy.
Mods that affect Ability Efficiency positively:
Maximized at +105% (or +135% with an active Pax Bolt buff) with a negative effect of -60% Ability Duration. The 75% hard cap mentioned above means it is more efficient to combine a fully-leveled Fleeting Expertise with Boreal's Hatred in the same build, unless also utilizing a mod that decreases Ability Efficiency, such as Blind Rage, or minimizing the drain of channeled Abilities with as few mods as possible.
Ability Range[]
These mods affect the radius and targeting range of Warframe Abilities.
Mods that affect Ability Range positively:
Maximized at +180% with a negative effect of -60% Ability Strength.
Ability Strength[]
These mods and Arcanes affect the damage and the potency of Warframe Abilities (such as Banshee's Sonar and Energy restored by Trinity's
Energy Vampire).
Mods & Arcanes that affect
Ability Strength[]
Maximization[]
In the arsenal, Ability Strength is maximized at +285% (equipping all Umbral mods) with a negative effect of -55% Ability Efficiency and -27.5% Ability Duration.
In-game, without any additional Warframe ability buffs or effects, Ability Strength is maximized at +465% (equipping all Umbral mods, Energy Conversion,
Pax Bolt, and if all players in a squad equip
Growing Power). With the Helminth Invigorations, Ability Strength is maximized at +665% (equipping all of the above mods/Arcanes).
Using Empower can raise this cap by 50%, but only for the next ability cast, and Empower cannot stack with itself nor benefit from mods aside from Ability Efficiency. The same way,
Power Drain can provide an additional 50% bonus for the next ability cast after performing a Mercy kill.
The total Ability Strength can then be doubled by a corruption buff from opening Void Relics, bringing it up to +1630%.
The theoretical max Ability Strength for any Warframe (except Volt,
Excalibur and
Frost because of their Arcane Helmets, and
Ember,
Nidus, and
Protea because of their passives) will be +10,862.0% taking into account +80% Ability Strength from
Equinox's
Peaceful Provocation and 5.8x Ability Strength multiplier from
Nidus'
Parasitic Link with an Invigoration and a corruption buff on both the warframe and Nidus.
Last updated: Hotfix 31.0.10 (2022-01-20)
Casting Speed[]
These sources affect the casting animation speed of Warframe Abilities (such as Nekros'
Shadows of the Dead or
Mag's
Crush).
The calculation for casting time is (Base Animation Time) ÷ (1 + Speed Bonus).
Sources that Ability Casting Speed positively:
Ability Ranking[]
Since Update 15.0 (2014-10-24), Warframe Abilities unlock and rank up with affinity. Maximum Rank for Abilities is Rank 3.
Warframe / Archwing / Necramech Rank | Ability and Rank | |||
---|---|---|---|---|
First Ability | Second Ability | Third Ability | Fourth Ability | |
Unranked | Unranked | Locked | Locked | Locked |
3 | Unranked | Unranked | Locked | Locked |
5 | Unranked | Unranked | Unranked | Locked |
7 | Rank 1 | Unranked | Unranked | Locked |
10 | Rank 1 | Unranked | Unranked | Unranked |
12 | Rank 1 | Rank 1 | Unranked | Unranked |
14 | Rank 2 | Rank 1 | Unranked | Unranked |
16 | Rank 2 | Rank 1 | Rank 1 | Unranked |
18 | Rank 3 | Rank 1 | Rank 1 | Unranked |
20 | Rank 3 | Rank 1 | Rank 1 | Rank 1 |
22 | Rank 3 | Rank 2 | Rank 1 | Rank 1 |
24 | Rank 3 | Rank 2 | Rank 2 | Rank 1 |
25 | Rank 3 | Rank 2 | Rank 2 | Rank 2 |
27 | Rank 3 | Rank 3 | Rank 2 | Rank 2 |
28 | Rank 3 | Rank 3 | Rank 3 | Rank 2 |
30 | Rank 3 | Rank 3 | Rank 3 | Rank 3 |
Ability Disrupting Enemies[]
Ability Immune Enemies[]
Full Immunity[]
Partial Immunity[]
Notes[]
Patch History[]
Update 37.0 (2024-10-02)
- Unlocking an Ability will now show the Input needed to cast it in the “Ability Unlocked” pop-up!
Update 25.6 (2019-08-08)
- Added numerous Warframe Ability Augment stats to the Ability Screen. We debuted this with Wukong’s rework, and you will now be able to directly see the Stat changes associated with Augments on the Abilities!
Hotfix 25.5.2 (2019-08-02)
- Fixed the Warframe Ability screen breaking if a given Warframe didn't have any Ability hints.
- Fixed the width of the Passive button textbox on the Warframe selection screen being too small for some languages, resulting in text wrapping awkwardly.
Hotfix 25.5.1 (2019-08-02)
- Fixed missing Warframe Ability Tips section when playing Warframe in Korean and Russian.
Update 24.6 (2019-04-04)
- Warframe “In Air” Ability Changes
Right now, there are certain powers that just cannot be cast in the air. Some of those powers are easy to address, and we simply remove the restriction. A full breakdown can be found here in the Developer Workshop: https://forums.warframe.com/topic/1079249-dev-workshop-cannot-cast-in-the-air-friend-or-foe/
- Removed "cast on ground" requirements for the following Warframe abilities:
- Trinity Well of Life
- Trinity Energy Vampire
- Trinity Link
- Frost Avalanche
- Atlas Tectonics
- Mag Crush
- Chroma Effigy
- Loki Radial Disarm
- Additionally, the following abilities require ground to activate, but can now be cast in the air and will do a melee-esque slam to the ground:
- Rhino Stomp
- Banshee Sound Quake
- Oberon Hallowed Ground
- Khora Strangledome
- Nidus Virulence
- Harrow Condemn
Update 22.20 (2018-05-17)
- Updated several ability stat descriptors to make them clearer:
- Standardized format across all Warframe ability descriptions.
- E.g. Range (Meters) # to Range #
- E.g. “Health over Time #” to “Health / Sec #”
- Added units of measurement to the abilities where appropriate - M (meters), S (seconds), % (percentage), X (multiplier), etc.
- Converted decimals to whole numbers (e.g. Equinox’s Rest & Rage Wakeup Health Threshold has been changed from 0.5 to 50% for max rank).
- Changed “Range” to “Radius” for several Warframe abilities.
- Standardized format across all Warframe ability descriptions.
Update 17.5 (2015-10-01)
- Warframe Changes
Toggled Abilities and Energy Drain: The following adjustments have been made to Abilities that can toggle on or off with the intention of making each Ability more rewarding to use in a wider range of scenarios. We will continue to monitor the balance of all Toggled Abilities after launch.
- Duration Mods now have an effect on toggled Abilities.
- For example: Mods that added 100% duration will make a 10 Energy drain become a 5 Energy drain.
- Drain-Per-Second and other adjustments has been made on the following Toggled Abilities:
- Chroma’s Spectral Scream now drains 3 Energy.
- Chroma’s Elemental Ward’s Electric elemental discharge effect is now affected by range Mods instead of strength Mods.
- Chroma’s Elemental Ward Poison holster and reload speed are now affected by duration Mods instead of strength Mods.
- Ember’s World on Fire now drains 3 Energy and has had its maximum duration removed.
- Equinox’s Rest & Rage has had its base range doubled.
- Hydroid can now recast Tempest Barrage and Tentacle Swarm with no cooldown.
- Nyx’s Chaos no longer has a cooldown, and enemies affected by Chaos cannot be stunned by additional casts.
- The minimum energy cost of an Ability cannot go below 25% of the base cost.