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Static Discharge

Traveling 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 not affected by Ability Strength.
  • Static Discharge can combine with elemental mods on weapons.
  • Is not affected by Damage-Mods (e.g. Serration) or Elemental-Mods (e.g. Stormbringer).
  • Is affected by Critical Hits and the combo counter of Sniper Rifles.
  • Even with Multishot only a single hit will gain the damage bonus.

Abilities 

ShockModU15 Shock
ENERGY
25
KEY
1
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)
Duration:N/A
Range:7 / 10 / 12 / 15 m (chain link range)
Misc:2 / 3 / 4 / 5 (chain links)
∞ (cast range)

Info
  • 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.
    • Electricity b Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
    • Electricity b Electricity status effect chains 50% of Shock's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
    • 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.

Augment
ShockTrooper2
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

Tips & Tricks
  • 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

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.


SpeedModU15 Speed
ENERGY
25
KEY
2
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

Info
  • 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.

Augment
ShockingSpeed2
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

Tips & Tricks
  • Great for catching up with teammates that need to be revived, fleeing from tough enemies, or taking the lead.
  • Excellent skill to use for a cell 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

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.


ElectricShieldModU15 ElectricShield
ENERGY
50
KEY
3
Electric Shield
Volt deploys an obstacle of energy, providing cover in any situation.

Meters per Energy Drained: 4 m
Strength:N/A
Duration:10 / 15 / 20 / 25 s
Range:N/A
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)

Info
  • 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%.
    • Duration for both shield types is affected by Ability Duration.
    • Height and width of both shield types are not affected by Ability Range.
    • Bonuses are not affected by Ability Strength.
    • Electricity b Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
    • 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 secondary elements on non-hitscan weapons. Hitscan weapons will separately proc both elements present on the weapon and Electricity b Electricity from Electric Shield.
    • 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 on the other hand 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 to 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 and will 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.
    • Distance Per Energy is affected by Ability Efficiency through the equation DPE = 4 ÷ (2 − (1 + Efficiency Mods)).
  • 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 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, but it will affect the orb's explosion damage.
    • Held-trigger weapons will gain hitscan properties.
  • While most hostile gunfire and AoE damage are blocked by Electric Shield, weapons with innate Punch Through, such as a Scorch's Ignis, can bypass Electric Shield.

Augment
TransistorShieldMod
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

Tips & Tricks
  • Multiple instances of the Static Shield can provide a 360o wall of protection, or can be used once if backing up into a tight space, blocking enemy fire from all angles.
  • Note that Electric Shield does not protect its users from above and below attacks. Placing them above and below the player can be done to counter this.

Maximization

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.


Bugs
  • 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).


OverloadModU15 Overload
ENERGY
100
KEY
4
Discharge
Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
Strength:500 / 750 / 1000 / 1200
Duration:3 / 4 / 5 / 6 s (Effect Duration)
Range:12 / 15 / 18 / 20 m (Ability Range)
4 / 4 / 6 / 8 m (Tesla Radius)
Misc:3 / 3 / 4 / 4 s (Ability Duration)
4.5 s (Damage Delay)

Info
  • Volt emits a powerful electric pulse over 12 / 15 / 18/ 20 meters, 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 for 3 / 4 / 5 / 6 seconds and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 / 4 / 6 / 8 meters.
    • Tesla Coil-ed enemies will remain undamaged by Discharge for the first 4.5 seconds, then begin to damage themselves for 250 / 375 / 500 / 600 Electricity b Electricity damage per tick for the remaining Effect Duration. Electricity b Electricity damage ticks twice every second.
      • Enemies can still receive damage from outside sources during the initial 4.5 seconds of Discharge (e.g. Tesla damage from other nearby enemies).
      • Loot crates can also undergo the Tesla effect, but can only be charged once.
      • Discharge damage is affected by Ability Strength.
      • Electricity b Electricity damage is effective against Machinery and Robotics but less effective against Alloy Armor.
      • Electricity b Electricity status effect chains 50% of Discharge's base damage to surrounding enemies in a small area of effect. Shocked enemies will also be briefly stunned.
      • Volt's passive does affect Discharge, but the bonus damage is not simply added onto the ability's total damage output. Instead, the current bonus damage value is divided by the damage per tick value, rounded down to the nearest whole number, then multiplied by 0.5 seconds. This new value is then subtracted from the 4.5 seconds undamaged phase of Discharge, meaning Discharge will begin damaging the target sooner.
        • For example, a rank 3 Discharge with a max rank Intensify and 1,000 bonus damage from Volt's passive will deal:
          $ { \textbf{1,200} \times \textbf{1.3} \times (\textbf{6s} - \textbf{4.5s} + \textbf{0.5s} \times \left\lfloor\frac{\textbf{1000}}{\textbf{600} \times \textbf{1.3}}\right\rfloor) = \textbf{3,120} } $
    • Stun duration is affected by Ability Duration, but the initial discharge and damage delay are not.
    • Discharge range and tesla radius are affected by Ability Range.
      • Arcs are not obstructed by the environment.
      • 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 area of effect 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.

Augment
Capacitance
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

Tips & Tricks
  • Casting Discharge when targets are in a close proximity to one another will ensure that enemies take more damage during the 4.5 second delay.

Maximization

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.


Bugs


Strength Mods

IntensifyModU145

Duration Mods

ContinuityModU145

Range Mods

StretchModU145

Shock Shock
Speed Speed Speed
ElectricShield
Overload Overload Overload

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