Created: June 10th, 2017 | Update 20.7

Last Updated: September 20th, 2017 | Hotfix 21.7.1

Welcome to Volt 101. In this guide we'll discuss what makes Volt (Prime) such a great, yet unpopular Warframe. We'll take a look at his abilities, augments, synergies, builds, and overall viability.



First let's look at his 1, Shock.

View Shock List
ShockModU15 Shock
Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.
Strength:75 / 100 / 125 / 200 (damage)
Range:7 / 10 / 12 / 15 m (chain link range)
Misc:2 / 3 / 4 / 5 (chain links)
∞ (cast range)

  • Volt releases an arc discharge at a specified location that can chain to enemies within 7 / 10 / 12 / 15 meters of each point of contact. The arc can chain a maximum of 2 / 3 / 4 / 5 times and inflicts 75 / 100 / 125 / 200 Electricity b Electricity damage with a 100% status chance to each enemy.
    • Damage is affected by Ability Strength.
    • Enemies damaged by the arc will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
    • Chain link range is affected by Ability Range.
    • Shock's first point of contact can either be a surface or an enemy:
      • By aiming the arc at a surface within the vicinity of nearby enemies, Shock can be used to damage enemies without directly aiming at them.
      • By aiming the arc directly at an enemy, Shock will have the potential to damage and stun a maximum of 3 / 4 / 5 / 6 enemies per cast.
    • Shock can only chain to enemies within the arc's line of sight (e.g., Shock will not phase through obstacles in the environment to reach enemies within range).
  • Can be used while performing many actions without interrupting them, including reloading.

Main article: Shock Trooper

Shock Trooper is a Warframe Augment Mod for Volt that allows Shock to be cast on allies, temporarily granting them additional Electricity b Electric damage to all attacks.

Rank Electric Damage Duration Cost
0 50% 28 6
1 65% 32 7
2 80% 36 8
3 100% 40 9

  • Shock stuns all affected enemies. This is especially useful against heavy units.
  • Firing Shock directly at enemies may or may not be useful due to its targeting mechanics. Try instead to fire shock at the surfaces near the enemies (the ground, walls, ceiling, etc).
  • Firing Shock at the wall behind a corner will chain damage to nearby enemies around said corner. This can be used to scout for enemies not in your line of sight.
  • Deals 50% more damage to machinery and robotics.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Shock is a cheap, one-handed ability that deals a less than optimal amount of Electricity b Electricity damage and stuns enemies for a short time.

The benefit to Shock is that it does not interrupt actions such as moving, aiming, and even reloading. However, Shock's damage is only lethal to lower level enemies, even with a high Strength build. Because of this, many players simply disregard Shock and view it as obsolete for any mission above lvl 20.

But they're wrong.

Shock's damage may very well be pitiful against even a level 30 Lancer, but Shock is not meant to be used to damage enemies anyway. Yes you read correctly, Shock's sole purpose is not to deal damage like other first abilities you may see. Instead you should focus on Shock's crowd control (CC) capabilities.

Shock deals Electricity b Electricity damage with a 100% status chance, which stuns effected targets for 3 seconds. 3 seconds may not seem helpful, but it is exceptionally useful when stuck in a bad situation. Basically, for just 25 energy, you can instantly Shock up to six enemies of any level and completely stop all attacks coming from them for 3 seconds. This is why Shock is so useful on even end-game levels. It's great for stopping incoming fire to allow a few crucial moments to escape a deadly situation.


Next we'll look at his 2, Speed.

View Speed List
SpeedModU15 Speed
Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time.
Strength:10% / 15% / 25% / 50% (speed buff)
8% / 13% / 15% / 17% (reload speed buff)
Duration:5 / 6 / 8 / 10 s
Range:15 / 20 / 22 / 25 m

  • Volt energizes the surrounding area, increasing the attack speed and mobility of his allies within 15 / 20 / 22 / 25 meters. Affected players will gain 8% / 13% / 15% / 17% weapon reload speed and 10% / 15% / 25% / 50% melee attack speed and movement speed bonuses. The effects last for 5 / 6 / 8 / 10 seconds.
    • Speed buff and Reload buff are affected by Ability Strength.
    • The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Fury combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.5 × 1.3 + 0.3= 95%).
    • The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., Rush combined with Speed at max rank and +30% Ability Strength will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.5 × 1.3)) − 1 = 114.5%).
    • The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., Quickdraw combined with Speed at max rank and +30% Ability Strength will increase Volt's reload speed by 0.17 × 1.3 + 0.48 = 70.1%).
    • Speed does not affect casting speed, knockdown recovery speed, or holster speed.
    • Duration is affected by Ability Duration.
    • Radius is affected by Ability Range.
  • The effects of Speed are applied to Volt and Tenno.
    • Allies only need to be in range when Speed is cast to be affected.
    • Allies can backflip to remove Speed if they wish to opt-out.
  • Increases the distance of combat 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 to refresh duration.

Main article: Shocking Speed

Shocking Speed is a Warframe Augment Mod for Volt's Speed that causes him and his allies to inflict Electricity b Electric damage and status to enemies they touch while moving.

Rank Electric Damage Cost
0 75 6
1 100 7
2 125 8
3 175 9

  • 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 looking to get through a mission quickly.
  • Can be combined with Rush for unrivaled speeds.
  • Combine with Fury and Berserker 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.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

Speed is the ability Volt is most known for. It's exactly as it sounds too, press 2 and go fast.

What's great about Speed is its increase to movement speed which includes walking, sprinting, parkour, reload speed (a separate bonus), and melee attacks. But there has been quite a bit of controversy about Speed as well.

A large number of players simply don't like the ability; it throws them off track, confuses them, and is annoying. You might ask, "Then why don't they just not use it?". Well they're mad because it's not up to them. Speed is a group buff, meaning its effects are also applied to any and all allies in range of the Volt that cast it. You may have been around to see Volt's most recent rework back in Update 18.13 where Speed received a new mechanic, the Hasten Coil, that was eventually replaced with a standard back-flip in Update: Lunaro 5.

In any case, Speed is a very straight forward ability that doesn't really have any secondary benefits besides going super fast. It's great for evasive or offensive melee gameplay. But please be courteous to your fellow squad mates and don't over spam it.

Electric Shield

Number 3, Electric Shield. Arguably his most useful ability.

View Electric Shield List
ElectricShieldModU15 ElectricShield
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.

Meters per Energy Drained: 4 m
Duration:10 / 15 / 20 / 25 s
Misc:50% (damage bonus)
200% (critical damage bonus)
6 m x 4.25 m (static shield)
2 m x 3 m (current shield)
6 (shields limit)

  • Shots fired through Electric Shield by Volt and his allies will gain 50% Electricity b Electricity damage, and critical damage will be multiplied by 200%.
    • Damage bonuses are not affected by Ability Strength.
    • The Electricity b Electricity damage bonus is an additive bonus that's applied to the weapon's base damage, similar to an elemental mod. For an unmodified weapon that inflicts 100 base damage, firing through a shield will increase the total damage to 100 × (1 + 0.5) = 150. The weapon now inflicts 100 base damage and 50 Electricity b Electricity damage.
    • The Electricity b Electricity damage bonus combines with other elemental types to create compound elements on weapons that have an elemental base damage type, but this does not apply to weapons with a physical base damage type or any continuous-trigger weapons.
    • Firing through multiple Shields will cause the Electricity b Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% Electricity b Electricity damage bonus). The critical damage bonus does not stack with additional shields.

  • "Static" refers to static electricity, a stationary electrical charge where there is no flow of electrons.
  • Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. The shield lasts for 10 / 15 / 20 / 25 seconds.
  • As a Static Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
  • The Static Shield can only be cast a maximum of 6 times, casting after the maximum will remove the earliest Static Shield and create a new one where cast.
  • A Static Shield cannot be cast while a Current Shield is equipped.

  • "Current" refers to an electrical current, which is the flow or movement of electrons.
  • Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size (2.0 m × 3.0 m) and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
  • The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
  • When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons as well as have his speed and mobility reduced.
  • Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.
  • Volt will be drained 1 energy for every 4 meters he travels with the Current Shield equipped.
    • Note that despite the drain rate the Current Shield will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
    • Duration is affected by Ability Duration.
    • Distance Per Energy is affected by Ability Efficiency through the equation DPE ÷ (2 − PowerEfficiency).
    • Height and width are not affected by Ability Range.
  • Only one Current Shield can be equipped at a time.

  • Casting Shock through an Electric Shield will electrify it, inflicting 100% of Shock's damage to enemies that pass through it (e.g., Electric Shield will deal 260 damage if Shock's modified damage is 260).
    • The bonus damage from Volt's passive will also be stacked onto the damage from Shock (e.g., Electric Shield will deal 810 damage if Shock's modified damage is 260 and the Passive bonus is 550 at the time Shock is cast).
  • The 50% Electricity b Electricity damage buff can apply to Mesa's Regulator pistols as well.
  • Casting Ember's Fireball through an Electric Shield will change its damage type and proc to Radiation b Radiation.
  • Electric Shield affects certain weapons differently
    • All primary and secondary weapons will gain Electricity b Electricity damage and amplified critical damage. Thrown melee weapons, such as the Glaive, are not affected by Electric Shield.
    • Weapons that have additional sources of damage, such as the Quanta, will have their additional sources affected by Electric Shield so long as the damage can be modified. For example, firing a Torid grenade through a Shield will affect the projectile damage and the area damage. Firing a Mutalist Quanta orb through a Shield will not affect the orb's contact damage (which cannot be modified on the weapon), but it will affect the orb's explosion damage.
    • Until Hotfix 17.4.2, hitscan weapons and Held-trigger weapons with limited range, would be given a fixed range of 70 meters when fired through an Electric Shield. Note: the Amprex or the Synapse do not gain the fixed range modifier.
    • Held-trigger weapons will gain hitscan properties (e.g., the Spectra's beam, which has a noticeable travel time, will damage enemies instantaneously after passing through a Shield).
  • While most hostile gunfire and AoE damage is blocked by Electric Shield, weapons with innate Punch Through, such as a Scorch's Ignis, can bypass Electric Shield and damage you.

Main article: Transistor Shield

Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.

Rank Damage Absorbed Cost
0 25% 6
1 50% 7
2 75% 8
3 100% 9

  • Multiple instances of the Static Shield can provide a 360 degree wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
  • Note that this kind of shield does not protect its users from above and below attacks. However, as the Static Shield is centered at your reticle, you can place them above and below you to fix this.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 76.5 seconds and reduces channeling cost to 1.78 energy per second.
    • Has no negative effects on this ability.
  • Maximized Ability Efficiency reduces cost to 12.5 energy and increases meters per energy to 16.
    • Reduces duration to 10 seconds.
  • Maximized Ability Range has no positive effects on this ability.
    • Has no negative effects on this ability.
  • Maximized Ability Strength has no positive effects on this ability.
    • Increases cost to 77.5 energy and reduces meters per energy to 2.58.
    • Reduces duration to 18.13 seconds.

  • The Penta does not gain any damage bonuses.
  • The Ignis, Embolist and Opticor lose their AoE properties.
  • If Shock is cast through Electric Shield with the max bonus damage from Static Discharge (1000) the total damage dealt may be slightly lower than expected (e.g., if Shock adds 100 damage to Electric Shield plus the 1000 bonus damage from passive, the amount of damage inflicted will only be 1098 instead of 1100).

ES is the best shield in the game, and don't let any Frost elitist tell you otherwise.

ES offers complete damage invulnerability for 25 seconds, which with a decent Duration build can get upwards of 50 seconds. It also gives a 200% critical damage bonus and a stack-able 50% bonus Electricity b Electricity damage to any shots fired through it. Up to 6 shields may be present at any one time (used to be infinite but oh well) and each one can be picked up and moved individually at any time.

Using ES does require at least some strategy, but it is relatively easy to use and extremely handy. At least, the Static Shield is...

The Current Shield, or riot shield as most call it, is an extremely taxing ability. Not only does it have a time limit, but it also has two separate (and slightly expensive) energy drains, a movement speed reduction, a weapon restriction, and a substantially smaller size. It is not newbie-friendly and is simply not worth using unless you're running a more than decent Duration and Efficiency build with a nearly maxed Energy Overflow Zenurik (Spoilers). I would personally recommend not using this part of the ability unless absolutely necessary or you are an experienced enough player to have the necessary mods and Focus for it.

If you would like some tips on how to place Electric Shields, read this quick guide by Voltman. Some info is a bit outdated, but the tips are still applicable and I personally use many of them to this day.


4, Discharge.

View Discharge List
OverloadModU15 Overload
Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
Strength:??? / ??? / ??? / 750 (damage)
1000 / 2000 / 3000 / 4000 (health cap)
Duration:6 / 8 / 10 / 12 s (effect duration)
Range:12 / 15 / 18 / 20 m (Ability Range)
4 m (Tesla radius)
Misc:3 / 3 / 4 / 4 s (Ability Duration)

  • Volt emits a powerful electric pulse, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 meters.
  • Tesla Coil-ed enemies will remain undamaged by Discharge for the first 4 seconds, then begin to damage themselves for ??? / ??? / ??? / 375 Electricity b Electricity damage per tick for the remaining Effect Duration or until the 1000 / 2000 / 3000 / 4000 damage cap is met. Electricity b Electricity damage ticks twice every second.
    • Enemies can still receive damage from outside sources during the initial 4 seconds of Discharge.
      • Note that while damage from most sources (shooting, melee-ing, abilities, etc.) does not contribute to the Health cap, damage from nearby enemies also under the Tesla effect will. That is, enemies are more likely to reach the Health cap if they are being shocked by other nearby targets affected by Discharge. However, enemies will still be stunned for the 4 seconds, regardless of them reaching the Health cap within that time.
    • Loot crates can also undergo the Tesla effect, but can only be charged once.
    • Volt's Passive does contribute to Discharge's total damage output. A rank-3 Discharge with max ranked Intensify and fully charged passive will deal a total of (750 × 1.3) × 5.5 + 1000 = 6362.5 damage as opposed to a total of 5362.5 damage without the passive.
  • Discharge damage and Health are affected by Ability Strength.
  • The 6 / 8 / 10 / 12s Effect Duration is affected by Ability Duration, while the 3 / 3 / 4 / 4s Ability Duration is not.
    • The 4 second delay of damage is not affected by Ability Duration mods.
  • The initial pulse of Discharge has a radius of 12 / 15 / 18 / 20 meters.
    • Arcs are not obstructed by the environment.
    • Ability Range and Tesla Radius are affected by Ability Range.
    • Ability damage is not restricted within the Ability Range. Ability Range is measured from each enemy, making it possible to damage enemies beyond the initial Ability Range.
  • Casting Shock on a Tesla Coil-ed target will result in an overcharge, creating an AoE burst emitted from the target.
  • Can be used while sliding, wall clinging, and in mid-air (e.g. jumping or executing a front flip).
  • Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
  • Cannot be recast within the first 3 / 3 / 4 / 4 seconds of a previous cast, and recasting after said duration will not refresh the effect on already affected enemies.

Main article: Capacitance

Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by Discharge into shields, split between himself and allies.

Rank Shield Bonus Cost
0 1.5% 6
1 2% 7
2 2.5% 8
3 3% 9

  • Building for Ability Strength and Ability Duration is the best way to get the most out of Discharge against all enemy types while also complementing Volt's other 3 abilities.
    • Against unarmored targets, Discharge will deal damage equal to the value of the Health Cap in time less than or equal to ???s / ???s / ???s / 5.5s regardless of Ability Durations above 73-74%, so building Ability Strength as high as possible with at least said amount of Ability Duration is important when dealing with high level, unarmored enemies.
    • Against armored targets, Discharge's stunlock will often last the entire Effect Duration due to the amount of damage dealt by Discharge being reduced by armor mitigation, so enemies will likely never reach the damage cap. Modding Ability Duration as high as you can is important when dealing with high level, armored enemies.
  • Casting Discharge when targets are in a close proximity to one another will ensure that enemies take more damage during the 4 second delay. However, this damage will contribute towards the damage Health Cap, making it more likely enemies will be freed by the time the initial 4 second minimum stun time is concluded.

Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.

  • Maximized Ability Duration increases duration to 36.72 seconds.
    • Reduces Ability Range to 6.8 meters and Tesla Radius to 1.36 meters.
  • Maximized Ability Efficiency reduces cost to 25 energy.
    • Reduces duration to 4.8 seconds.
  • Maximized Ability Range increases Ability Range to 56 meters and Tesla Radius to 11.2 meters.
    • Reduces damage to 300 per tick and health cap to 1600.
  • Maximized Ability Strength increases damage to 2797.5 per tick and health cap to 14920.
    • Without Energy Conversion, increases damage to 2422.5 per tick and health cap to 12920.
    • Increases cost to 155 energy.
    • Reduces duration to 8.7 seconds.

Discharge is basically Vauban's Bastille mixed with Ember's World On Fire. It stun-locks everything in its range (which is quite large) and deals heavy Electricity b Electricity damage to enemies each second. It is both a very nice room clearer and crowd controller. Enemies and containers affected by Discharge will turn into living Tesla Coils, emitting arcs of electricity that will zap and damage other nearby enemies.

Using it is simple, but be sure to activate it before a bad situation arises, not during. This may be hard for some of you inexperienced players but don't worry, you will eventually become very good at reading the room and predicting whether or not it could turn deadly.

As for why, it's because Discharge has a fairly long cast time and during that time Volt is completely vulnerable to damage. There have been many times when I have been killed just before the cast animation ended.

You should also be aware of what type of enemies you'll be facing beforehand because Discharge has very different effects against them. But we'll get more into that when we talk about builds.

Static Discharge

And how about his passive, Static Discharge?

View Static Discharge List

Static Discharge

Travelling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus Electricity b Electricity damage toward Volt's next weapon attack or ability cast.

  • For every 1 meter traveled, 5 points of Electricity b Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
  • Damage is added before multipliers and is not affected by Power Strength.
  • Static Discharge can combine with elemental mods on weapons.

Static Discharge is one of the few great passives in the game. To a newbie, the 1,000 damage probably seems like the most appealing thing about it. But that's only part of it. That bonus damage is added to your weapon's damage before multipliers (such as crit or channeling). This basically means that it doesn't add just a flat 1,000 damage to your attacks, it adds StaticDischarge × Multipliers, which makes it great for a passive.


Now that we know a bit more about Volt's abilities we can look into his Augments.

Shock Trooper

Main article: Shock Trooper

Shock Trooper is a Warframe Augment Mod for Volt that allows Shock to be cast on allies, temporarily granting them additional Electricity b Electric damage to all attacks.

This is a very straight forward Augment. Simply cast shock on allies and they are boosted for 40 seconds. It doesn't have any real drawbacks, but it isn't crazy powerful either.

Shocking Speed

Main article: Shocking Speed

Shocking Speed is a Warframe Augment Mod for Volt's Speed that causes him and his allies to inflict Electricity b Electric damage and status to enemies they touch while moving.

Also an easy to understand Augment. It can be very helpful for escaping deadly situations due to the Electricity b Electricity procs and is overall pretty fun. I would recommend this if you're going for a Speed build to add some CCing insurance.

Transistor Shield

Main article: Transistor Shield

Transistor Shield is a Warframe Augment Mod for Volt's Electric Shield that allows allies to pick up and move Electric Shields. Additionally, a percentage of enemy damage absorbed by the Electric Shield(s) will add up to Volt's Static Discharge passive.

This is the most recent Augment for Volt, and a nice one too. Not only does it allow allies to use their own riot shields (though not practical), it also becomes more effective the higher the levels scale. With the more higher level enemies shooting at you, the faster your Static Discharge will ramp up until you have 1,000 bonus damage on every shot.

It's quite basically Nyx's Absorb but on a much more limited level. I would also recommend this Augment.


Main article: Capacitance

Capacitance is a Warframe Augment Mod for Volt that converts a percentage of damage dealt by Discharge into shields, split between himself and allies.

Probably Volt's most popular Augment, Capacitance is a great way to completely regain and overflow your squad's shields in a short time. Extra Strength isn't really required either, as Discharge deals so much damage already it takes just a handful of enemies to max out your Overshields.


Let's talk about Volt's synergies between not only his own abilities but with the abilities of other Warframes and weapons as well.

So what are synergies? Synergies are the ways in which different abilities interact with one another to create a new effect.

Shock Synergies

Shock synergizes with two of his other three abilities.

  1. First, there's the Shock-Discharge synergy. After casting Discharge the player may cast Shock onto any enemy that is currently affected by Discharge. Doing so will result in an overcharge, emitting an AoE pulse that will damage other nearby enemies. How much damage? I don't know, but I can tell you it's not a lot (probably a percentage of Shock's damage plus your passive).
  2. The second is the Shock-Electric Shield synergy. Casting Shock through an ES will result in the shield being electrified. Any enemy that walks through has a chance to be stunned and will take 100% of Shock's damage plus your passive. This effect is stack-able by casting multiple shields and electrifying them all.

Electric Shield Synergies

Besides the Shock-ES combo, Electric Shield can synergize with the abilities of other Warframes.

One good example is is the Fireball-ES synergy. If Ember casts Fireball through an ES, the two elemental types will combine and deal Radiation b Radiation damage.

Other abilities that cast a projectile or beam can also benefit from ES's buffs when the are fired through it, such as Mesa's Peacemaker.

Weapon Synergies

Contrary to his Codex description, Volt actually compliments gun and melee play more than acting as an alternative, as seen with his 2 and 3 and passive.

Speed drastically increases attack speed, making even the slowest of weapons decently viable. And ES increases damage output of firearms by a fairly large amount. But some weapon types benefit from Volt more than others, the most notable being crit weapons.

Electric Shield multiplicatively doubles crit damage while also adding a stackable 50% bonus Electricity b Electricity damage. Paring this with other abilities (such as Banshee's Sonar) and well built crit weapons makes you Death itself. Plus, Static Discharge's bonus damage is also effected by crit multipliers.

As for melee weapons, Speed's added bonus basically acts as a supplement for the need for mods like Fury, allowing you to replace them for other, more important damage/crit mods.

Currently, the most effective weapons to use with Volt (according to my own findings) are:

View Primaries List
View Secondaries List

And possibly more (really just crit viable weapons in gerneral).

View Melee List

Obviously you are not very limited in your choices here, but in order for said weapon to be complimented by Volt's abilities they need the proper builds. I won't go into an in-depth build guide for each one obviously, but I will give you a guideline to follow with each one.

For the Primaries and Secondaries listed above the general idea is to build for crit as much as possible; both crit chance and crit damage. Now, using crit weapons is not essential for playing Volt, in fact I personally use mostly status weapons (Ignis Wraith and Zakti) for my primary and secondary. However, crit weapons synergize extremely well with Volt due to ES, Speed, and his Passive, so if you're looking to have a bit more fun with your weapons then crit might be the choice for you.

In any case, when building your crit Primary and Secondary, damage mods (Serration/Hornet Strike) and crit mods (Point Strike/Target Cracker) should be your first priority. After that it comes down to the individual weapon and your preferences.

As for Melee, the standard Meta build will work best. If you're unaware as to what a "meta" build is, it's usually consisted of Blood Rush, Berserker, Organ Shatter, True Steel, and Drifting Contact (or Body Count). However, with the release of Condition Overload a good status melee can work just as well on Volt. The main point is to use Speed to pick up your attack speed to either crit or proc within a shorter amount of time.

I could talk about weapon tiers and builds all day, but this is a Volt guide, and as such I will limit this section to just give you a general idea of what you want from your weapons.


Finally, the moment you probably skipped to: Builds

The big question here is, how should you build your Volt/Prime? I would suggest building around Discharge and a specific Faction. For example, my build for Grineer missions is consisted of:

View Grineer Build List
UserFINNER VoltPrimeA

Rush, Primed Flow, Redirection, and Primed Vigor, and a Duration-Range build (bottom row). If you don't have access to Primed Vigor then Vitality is fine. However, Vitality should still be used over the non-primed variant, Vigor, as Vigor grants less EHP than either Primed Vigor or Vitality. Capacitance isn't necessary, but it is highly recommended.

You may also notice there are no Strength mods to boost damage. The reason why damage isn't important is because this build is specifically for armored enemies (Grineer missions in general).

Armored enemies will always take reduced damage from Discharge. This means they will usually never hit Discharge's Health Cap, so they will almost always stay stunned for the entire ability duration. With a good Dur-Rng build you can stun-lock an entire room of high level Grineer for 20+ seconds.

But wait, won't any enemy stay effected by Discharge for the entire duration?

No. In fact, the absolute maximum amount of time a non-armored enemy will stay effected is 12.889 seconds, even if you have Duration over 107-108%. So when facing non-armored enemies, such as the Corpus and Infested, you should go with high Strength builds instead:

View Corpus Build List
UserFINNER VoltPrimeB
View Infested Build List
UserFINNER VoltPrimeC

As for survivability, you'll see that these first two builds really focus on shielding. Volt has a very high amount of shielding that contributes more to his survivability than health and armor, so it's smart to build around that first.

The only exception is the build against the Infested, where Redirection is replaced with Primed Vigor and Rapid Resilience replaces Blind Rage. This build focuses more on Volt's EHP when dealing with Toxin b Toxin damage. The reason is because in most Infested missions you'll likely be taking a lot of Toxin b Toxin DoT's, which completely bypass shielding and hit health directly. So to counter this, Rapid Resilience, Steel Fiber, and Vitality are essential for survivability in Infested missions for Volt. As an alternative, if you're unable to grab a Rapid Resilience then you can use Antitoxin or even Toxin Resistance in its place, though they are less effective. Primed Vigor is also preferable over Steel Fiber if you have access to it, however you should still use Steel Fiber over the normal Vigor. You'll also encounter many Parasitic Eximus and Ancient Disruptor units too, so Blind Rage's negative Efficiency is going to be too much of a draw back for that extra Strength.

If you're a real newbie and are looking for more obtainable builds suited for your level, I would suggest something close to this:

View Newbie Build List
UserFINNER VoltPrimeN

It's fairly easy to make and is a good investment as it will last you a while. Try using and tinkering with it until you can grab some better mods.

Note that these are not the best builds to have, merely suggestions and and basic guidelines. They are mostly based off of preference and playstyle; what I have found to work best for Volt through my experience.

Other Users' Builds

These builds come from different players and may be a better fit for you. If you would like your build to be listed please upload a screenshot and a description of your build in the comments below.

1.RanosFox's Solo Volt Build
View RanosFox's Build List
Volt Solo Build

RanosFox suggests this build for solo play. When there is a large group or heavy units place an Electric Shield for cover and use Shock while reloading. Use Discharge if the room is getting too full. Speed will almost never be needed "since there is no point rushing when you're solo", unless playing Capture missions and when wanting to get somewhere quick, like in the Orokin Vault tiles.

2.EXN0V4's General Offensive/Support Build
View EXN0V4's Build List

This build uses high duration and efficiency to keep Volt's buffs and CC going for as long as possible, especially in energy restricted sorties or other environments where a low energy threshold is key. Capacitance enhances Volt's teamplay while giving Redirection-tier shielding when fully stacked. Vitality keeps him from being one-shot by slash procs in the late game and endgame, and Transient Fortitude is the most efficient way to bridge the gap and keep close to neutral power strength with minimal loss on other stats.

Walk into a room, set up defensive positions or snag a shield to take with you, lock a pack of enemies down with Discharge and then rinse and repeat to victory. Your costs are so cheap that you'll never have to worry about casting, and the increased duration has a few benefits.

You can stack Discharge for a cheap, long-lasting and potent shield regeneration buff. Even at high levels, it's entirely possible for your shields to regenerate faster than enemies can eat through it, especially if you've got several instances running.

Picking up a shield is extremely cheap and lasts for an absurdly long time, and even with Speed active you'll still have so much efficiency it barely puts a dent in your energy pool.

Pair these three abilities together and you turn into a hyper-mobile pseudo tank with full frontal blocking, massive point-blank CC, and any damage that does make it through your shield will be gone almost immediately thanks to the stacking shield regeneration Capacitance offers.

One change some players may want to make is to swap Rush for Power Drift in order to keep positive Power Strength. EXN0V4 definitely prefers the QoL that additional movement speed brings, especially since his 2 scales so well with it, but your mileage may vary.


Alright, so how viable is Volt/Prime? Volt is definitely a glass cannon, so you don't want to tank with him obviously. That doesn't mean he isn't good for offensive gameplay, but he is more of a support frame than anything.

His second and third compliment melee and gunplay splendidly, while also buffing and protecting his squad mates in the process. His fourth is helpful in any situation, and will likely save you and your squad mates' asses multiple times.

Also, nearly all of his Augments are centered around support. Shock Trooper is an easy and cheap way to boost your allies' damage. Shocking Speed is great for a quick get away for your whole squad if you're in a sticky situation. The newest augment, Transistor Shield, is also helpful for allies that need to move with some protection, and also for Volt himself due to absorbed damage transferring to his passive. And finally Capacitance momentarily increases survivability for you and your allies very effectively.

Besides Augments, Volt is a very DPS-y frame. Speed increases melee DPS, ES increases gun damage, and Discharge is one of the most damaging ultimates in the game. Also, Volt Prime has the highest energy pool of any frame (tied with Saryn Prime) making all of his abilities even more spam-able.


So then why do many players see him as "junk" or not good? This is mostly due to Volt being labeled as just a starter frame; only good for noobs trying to level up. Once players advance a bit further in the game, they tend to find Volt lackluster compared to some of the more flashy frames they've never played with. For many players, Volt is a jack of all trades, but master of none, and as such tend to forget about him after a while.

Admittedly, Volt is maybe too basic. His powers are simple and easy, and after a while can get boring. They also don't show any obvious appeals to catch the eye of experienced players.

But the simple fact is that even if Volt is kinda plane and boring, he is extremely effective at what he does, and in the right hands can easily be more powerful or reliable than most other frames. This is a fact that many players decide to deny due to blind bandwagon-ing and refusal to delve deeper into his character. As a Volt main (and pretty much fanatic), I can guarantee that Volt is a frame worth playing, and the more you get to know him, the more he'll shine.

Volt may not be for everyone, especially for those that want a more tanky, supportive, or stealthy playstyle, but don't be too swayed by what others may tell you (even me). Everyone is bias and everyone has their own Warframe that fits them, so don't be surprised if the Volt I described here isn't what you find for yourself.


How do you view Volt/Prime?

The poll was created at 16:05 on June 10, 2017, and so far 345 people voted.
Do you think you'll try playing Volt/Prime more after reading this?

The poll was created at 16:12 on June 10, 2017, and so far 266 people voted.
With what you know now, how do you think Volt/Prime compares to other frames?

The poll was created at 16:12 on June 10, 2017, and so far 252 people voted.
Is Volt/Prime in need of another rework?

The poll was created at 16:15 on June 10, 2017, and so far 265 people voted.
Was this guide helpful or enlightening, even if you don't like Volt/Prime?

The poll was created at 16:19 on June 10, 2017, and so far 245 people voted.

And of course, please use the comments for any questions, comments, or tips for your Volt Builds. I love to hear your suggestions for improvement.


I'd like to thank Lone Tenno for asking me to make this guide.

Also, thank you Just Err0r for pointing out to me that Static Discharge is effected my multipliers. I honestly never thought to look at that, I just assumed it was a flat bonus after all damage calculations (you know what they say about assuming :/ ).

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