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Volt (Warframe)

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[ShurikenIconEdit Tab]
Volt
Volt
Base Statistics
Health 100.0 (300.0 at rank 30)
Power 100.0 (150.0 at rank 30)
Armor 15.0
Shield Capacity 150.0 (450.0 at rank 30)
Sprint Speed 1.0
Stamina 100
Polarities 4x Ability
1x Bar
1x V
Aura Polarity V
CODEX Entry: VoltCodexbw
Volt can create and harness electrical elements. This is a high-damage warframe perfect for players looking for a potent alternative to gunplay.

Volt has the power to wield and bend electricity. He is highly versatile, armed with powerful abilities that can damage enemies, provide cover and complement the ranged and melee combat of his cell. The electrical nature of his abilities make him highly effective against the Corpus, with their robots in particular. He is one of three starter options for new players.

As of Update 12.0.0, Volt's blueprint and components can be researched and purchased from the Tenno Research Lab. All in all, Volt costs 150,000 credits in total to produce, blueprints included.

Manufacturing Requirements
Credits64
25000
Helmet
1
Chassis
1
Systems
1
OrokinCell64
1
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 75 Blueprint Price: Credits64 15,000
Helmet
Credits64
15000
AlloyPlate64
150
NeuralSensor64
1
PolymerBundle64
150
Rubedo64
500
Time: 12 hrs
Rush: Platinum64 25
Chassis
Credits64
15000
Morphics64
1
Ferrite64
1000
Rubedo64
300

Time: 12 hrs
Rush: Platinum64 25
Systems
Credits64
15000
ControlModule64
1
Morphics64
1
Salvage64
500
Plastids64
220
Time: 12 hrs
Rush: Platinum64 25
Tenno Lab Research Requirements
Blueprint
Credits64
25,000
MutagenMass64
1
DetoniteInjector64
1
Fieldron64
1
OrokinCell64
1
Time: 72 hrs
Prereq: N/A
Helmet
Credits64
10,000
DetoniteInjector64
1
NeuralSensor64
1
NanoSpores64
1000
PolymerBundle64
500
Time: 72 hrs
Prereq: N/A
Chassis
Credits64
10,000
MutagenMass64
1
ControlModule64
1
Ferrite64
1,000
Rubedo64
500
Time: 72 hrs
Prereq: N/A
Systems
Credits64
10,000
Fieldron64
1
Morphics64
1
Salvage64
1,000
Plastids64
500
Time: 72 hrs
Prereq: N/A
Ghost x1   Shadow x3   Storm x10   Mountain x30   Moon x100

Trivia

  • The term Volt is derived from Voltage, and is the unit for the "force" an electrical current, which ties in with Volt's electricity-based powers.
    • Voltage is actually a measure of the difference in electrical potential between two points.
  • During closed beta, Overload was notoriously overpowered as a result of a bug that would allow the lightning to daisy-chain throughout a level, killing any enemy that had spawned.
  • Before Update 7, Volt was one of the 3 initial starter Frames. He was replaced with Mag due to a desire by the developers to have a female starter.
  • Volt has had three drop changes since Update 11; prior to Update 11 his components dropped from the J3-Golem on Jupiter. After The Hunt For Alad V, his components were moved to Survival mission rewards, making him the second Warframe obtainable through regular mission rewards (the first was Banshee). Update 12 moved Volt and Banshee to the Tenno Research Labs, and the both of them have remained there since (though Banshee's parts still drop as mission rewards).
  • The rings on Volt's arms are considered customizable Armor parts, and will be removed if any other arm plates are used.
  • The back of Volt's tunic stretches when Volt's legs move apart.

[ShurikenIconEdit Tab]
Shock Shock Energy: 25Energy small Power #: 1 ShockMod
Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies.
Equip Cost:
0 / 1 / 2 / 3
Power Strength:
75 / 100 / 125 / 200 (damage)
3 / 4 / 5 / 6 (targets)
Power Range:
7 / 10 / 12 / 15 m
Power Duration:
N/A

  • Deals 75 / 100 / 125 / 200 Electricity b Electricity damage, and can chain to a maximum of 3 / 4 / 5 / 6 enemies. The damage is affected by Power Strength mods.
    • This damage has a 100% status chance. Enemies damaged by Shock will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small AoE.
    • For more information regarding the maximum number of enemies, check this blog post.
  • Radius of 7 / 10 / 12 / 15 meters. This is affected by Power Range mods.
    • Its shocking arc length can be used to extend this range, shooting a wall at the maximum range and allowing the arc to travel the extra distance. Can also be used to hit enemies behind cover by aiming at the floor or wall behind them.
  • Its targeting is looser than that of skills like Soul Punch and Smite. It does not require the reticle to be precisely on a target to hit the target.
  • Has occasionally been observed to arc to an initial target behind Volt, but this may be unintended behavior.
  • May chain to secondary targets at extreme ranges, but this effect is inconsistent.
  • Deals 50% more damage to robotics with shields down.
  • Does not interrupt actions such as reloading, and can be used without canceling these actions.
  • Gives Conclave rating of 10 / 10 / 45 / 80 each rank.

  • 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 walls behind corners to shock enemies around corners.
    • This can also be used to "scout" for enemies around corners.

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 Speed Energy: 25Energy small Power #: 2 SpeedMod
Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time.
Equip Cost:
2 / 3 / 4 / 5
Power Strength:
10% / 15% / 25% / 50% (speed buff)
Power Range:
15 / 20 / 22 / 25 m
Power Duration:
5 / 6 / 8 / 10 s

  • Gives a movement speed and melee attack speed increase of 10% / 15% / 25% / 50% to Volt and surrounding allies. This is affected by Power Strength.
  • Casts the radial buff over 15 / 20 / 22 / 25 in-game meters. This is affected by Power Range.
  • Lasts 5 / 6 / 8 / 10 seconds. This is affected by Power Duration mods and the Pulse Volt Helmet.
  • Increases the distance of combat maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.

  • Great for catching up with teammates that need to be revived, flee from tough enemies or taking the lead.
  • Excellent skill to use for a team 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 dodge Corpus shots, since their weapons' projectiles have travel time. However, this is not true for the Grineer.

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 Power Duration increases the duration to 26.7 seconds.
    • Reduces radial bonus to teammates to 8.5 meters around volt.
    • Reduces Volt's shield max by 5%.
  • Maximized Power Efficiency reduces the cost to 6.25 energy.
    • Reduces the duration to 4 seconds.
  • Maximized Power Range increases the radial buff range to teammates to 58.8 meters.
    • Reduces speed modifier to +20%.
    • Reduces fire rate modifier to +20%.
  • Maximized Power Strength Increases movement/melee/charge speed modifier to +119.5%.
    • Increases cost to 38.75 energy.
    • Reduces Volt's Stamina by 5%.


ElectricShield Electric Shield Energy: 50Energy small Power #: 3 ElectricShieldMod
Volt deploys an obstacle of energy, providing cover in any situation.
Equip Cost:
6 / 7 / 8 / 9
Power Strength:
50% (electricity damage bonus)
2x (critical damage multiplier)
Power Range:
N/A
Power Duration:
10 / 15 / 20 / 25 s

  • Creates a protective barrier that fully absorbs enemy fire.
  • Shots fired through the shield will deal 50% additional damage as Electricity b Electricity damage, and will also inflict 200% critical damage. These bonuses are not affected by Power Strength mods.
    • Firing through multiple shields will cause the damage bonuses to stack: additive for the electricity damage, and multiplicative for the critical damage. Check this blog post for more information.
  • Lasts 10 / 15 / 20 / 25 seconds. This is affected by Power Duration mods, and the Pulse Volt Helmet.
  • Electric Shield affects certain weapons differently. For example, weapons like the Flux Rifle, Synapse, and Phage will become hitscan when their beams come in contact with the shield. This hitscan conversion also affects several other weapons.
  • Weapons with the disadvantage of hard range limits and/or damage falloff over distance will gain unlimited range and/or lose the damage penalty when fired through the shield.
    • Warning: You can kill yourself while firing the Ignis, or especially the Embolist through the shield if you stand a certain distance into the shield. Since the Embolist requires short range to use, it can be very dangerous when used with the shield as you can kill yourself very quickly.
  • Give Conclave ratings of 10 / 10 / 30 / 50 for each respective rank.

  • Multiple instances of electric 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.
  • Take note that this kind of shield does not protect its users from above and below attacks.
    • However, as the shield is placed in the direction you are looking and centered at your crosshair, you can place shields above and below you to fix this.
  • Be careful of the Scorpion as her Grappling Hook can still catch you and drag you out of cover.

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.


Overload Overload Energy: 100Energy small Power #: 4 OverloadMod
Volt emits an energy field, destroying lights and other electronics which will violently explode and damage enemies.
Equip Cost:
10 / 11 / 12 / 13
Power Strength:
150 / 175 / 200 / 225 (pulse damage)
X / X / X / 250 (device damage)
Power Range:
12 / 15 / 18 / 20 m
Power Duration:
3 / 3 / 4 / 4 s

  • Volt will inflict 150 / 175 / 200 / 225 Electricity b Electricity damage in a small AoE near the end of his casting animation. The casting time lasts about 1 second, during which you are vulnerable to damage and energy drains, but immune to knockdowns and stuns.
    • This initial burst has a 100% status chance. The Electricity proc stuns damaged enemies for a short duration, and 50% of the initial damage will chain to surrounding enemies in a small AoE.
    • This burst is also paired with an additional instance of damage that decreases with distance.
    • Both sources of damage are affected by Power Strength.
  • Following the burst damage, any electronic device in the area will become overloaded. Each overloaded device inflicts 250 Electricity b Electricity damage per shock.
    • Each shock has a 100% status chance, and the damage is unaffected by Power Strength.
    • Each device has a limited number of charges that are rapidly expended against multiple enemies (seen as large electric arcs).
    • The arcs have a long range, and are not obstructed by the environment.
    • Each device prolongs Overload until all charges have been spent, or until there are no more enemies in the area.
  • Afterwards, the final pulses of damage are emitted. Each pulse deals 150 / 175 / 200 / 225 Electricity b Electricity damage per second over 3 / 3 / 4 / 4 seconds, and affects all enemies within a radius of 12 / 15 / 18 / 20 in-game meters.
    • Each pulse also has a 100% status chance.
    • Only 3 pulses of damage are emitted at max level. No damage is dealt upon Overload's expiration.
    • The damage is affected by Power Strength, and the range is affected by Power Range mods.
  • Overload can still be used effectively without nearby electronics and lights, but is much more powerful with them.
    • When electronics and lights are destroyed in any given area, using the ability again in the same area will not gain any bonus duration or damage; can be usually only increased once per room.
  • Gives conclave rating of 40 / 40 / 80 / 120 each rank.

  • Can be used while sliding.

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.

 

[ShurikenIconEdit Tab]

Volt is a warrior with electrical prowess, more harmful to electronic enemies rather than organic targets and good for those who favour a variety of tactics on the battlefield.. This makes Volt's skills most effective against the Corpus and fairly effective against Infested and low to mid level Grineer with the implementation of Damage 2.0.

Skills

Shock

While it targets a single enemy, it can chain to multiple enemies regardless of their relative positions as long as each successive target is in the 'search range' of the next arc. This means that it can chain to enemies behind Volt or that are hidden by cover. The targeting requirements are a lot less restrictive than other directly aimed abilities like Saryn's Venom and Ash's Teleport and this along with the chaining property and the fact that it can be cast while moving make it a good 'panic button' crowd control to spam if you lack energy for Overload or need to slow down enemies immediately. 

Speed

Speed grants an incredible mobility boost to Volt and all affected squadmates as it increases the range covered by all Combat Maneuvers with a sprinting component, though it also exacerbates any difficulty the player(s) may have with controlling movement especially with high latency. Volt himself becomes the fastest Warframe for the duration of this effect. Speed can be used to quickly come to the aid of allies who are down or in pressing circumstances or enable slower teammates to reach them if Volt himself is occupied. The added melee swing speed makes Volt incredibly damaging with a dual weapon and the final bit of icing on the cake is that this ability allows Volt to phase through Corpus laser doors.  

Electric Shield

Volt's third ability creates an electric barrier that serves both defensive and offensive purposes. It costs only 50 energy and is a lifesaver if you're fighting units with strong bullet or laser weapons. This barrier protects you from enemy fire while bolstering your own attacks. Any bullets you shoot through this will have added Electric damage. Shotguns' damage falloff and energy weapons' travel time are eliminated when you fire through the shield. Additionally, some weapons are specially affected when shooting through the Electric Shield. For example, The Dera becomes hitscan, and the Flux Rifle gains infinite range. Shield size was increased in Update 13.3.0.

Overload

Overload sends massive volts of electricity to any substance with conductivity, meaning that lights or other electronics in a room can explode and deal even more AOE damage. It can turn a room of Grineer or Corpus into a mass grave in seconds and can even get those nasty chargers, runners, and leapers off of your back when fighting infested. Upgrading Overload increases its duration, damage, and the number of targets within the range of the ability (for instance, a level one reach may not be able to hit 15 Grineer even if they are all in one group, but a level three reach almost certainly affect all of the enemies in the area).

Tips.

  • Volt's Electric damage is very well-rounded; it deals reduced damage only to Alloy Armor, so Volt's damage is effective against all factions.
  • Though technically Volt isn't the weakest Warframe in terms of durability, he only has 15 armor. This is somewhat offset by his higher than average shields but Volt should not be tanking damage as he dies very quickly if his shields are depleted. He, like Ember, is a glass cannon of sorts; while he can deal high damage, he cannot take damage nearly as long as Saryn, Rhino, Frost, or Valkyr.
    • For this reason Electric Shield is all but a necessary investment for very high levels.
  • Due to how Volt's damaging powers behave and changes in damage resistances, Volt's powers are most effective versus the Infested, a complete reversal from before Damage 2.0.

[ShurikenIconEdit Tab]

Volt can be equipped with:

See Also

Start a Discussion Discussions about Volt (Warframe)

  • Volt Build

    16 messages
    • Out of curiosity... has anyone tried to make a Stealth Volt? I mean Wouldn't it be awesome if you could sneak into a room full of corpus and B...
    • 198.72.194.186 wrote: Out of curiosity... has anyone tried to make a Stealth Volt? I mean Wouldn't it be awesome if you could sneak into a r...
  • What is true about Volt and what is not?

    15 messages
    • So this is the conclusion. Strenght will affect movement speed and attack speed you get?
    • yes^ power strength effects all of volts moves except the shield

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