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Volt (Warframe)

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Volt

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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
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 35,000
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.

Edit Tab

Shock Shock Energy: 25Energy small Power #: 1 ShockModU145
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)
2 / 3 / 4 / 5 (chain links)
Power Range:
∞ (cast range)
7 / 10 / 12 / 15 m (chain link range)
Power Duration:
N/A

  • 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 Power 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 Power 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.
  • Conclave rating: 10 / 10 / 30 / 50.

  • 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.
  • Deals 50% more damage to robotics with shields down.

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 SpeedModU145
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

  • Volt energizes the surrounding area, increasing the attack speed and mobility of his allies within 15 / 20 / 22 / 25 meters. Affected allies will gain 10% / 15% / 25% / 50% melee attack speed and movement speed. The effects last for 5 / 6 / 8 / 10 seconds.
    • Speed buff is affected by Power 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% power strength will increase Volt's attack speed by 0.3 + 0.5*1.3 = 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% power strength will increase Volt's sprint speed by (1 + 0.3)*(1 + 0.5*1.3) - 1 = 114.5%).
    • Speed does not affect casting speed, knockdown recovery speed, reload speed, or holster speed.
    • Duration is affected by Power Duration.
    • Radius is affected by Power 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.
  • 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.
  • Conclave rating: 5.

  • 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.


ElectricShield Electric Shield Energy: 50Energy small Power #: 3 ElectricShieldModU145
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:
6 m (width)
4.25 m (height)
Power Duration:
10 / 15 / 20 / 25 s

  • Volt creates an energy barrier 4.25 meters high and 6 meters wide that absorbs enemy fire. Shots fired through the shield from Volt and his allies will gain 50% Electricity b Electricity damage, and critical damage will be multiplied by 200%. The shield lasts for 10 / 15 / 20 / 25 seconds.
    • Damage bonuses are not affected by Power Strength.
    • The Electricity damage bonus is an additive bonus that's applied to your 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 damage.
    • Unlike an elemental mod, the Electricity damage bonus does not combine with existing elements on the weapon (e.g., firing an unmodified Tysis through a shield will cause the dart to inflict 35 Corrosive damage and 35*0.5 = 17.5 Electricity damage).
    • Firing through multiple shields will cause the Electricity damage bonus to stack additively (e.g., firing through three shields will grant a 150% Electricity damage bonus). The critical damage bonus does not stack with additional shields.
    • Duration is affected by Power Duration.
    • Height and width are not affected by Power Range.
  • Electric Shield affects certain weapons differently:
    • All primary and secondary weapons will gain 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.
    • Weapons affected by damage falloff, such as the Brakk, will not suffer the penalty.
    • Hitscan weapons (i.e., weapons that fire shots with no travel time) and held-trigger weapons with limited range, such as the Amprex, will have a fixed range of 70 meters. This distance is measured from the shield's position and is not affected by Power Range. Firing through multiple shields will increase the range (e.g., firing through two shields that are separated by 25 meters will extend the shot's range to 25 + 70 = 95 meters).
    • Held-trigger weapons will also 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 is blocked by Electric Shield, area damage can still bypass it. This damage includes area attacks from Grineer Napalms and Bombards.
  • As Electric Shield will be centered near the HUD's target reticle when cast, the reticle will determine the shield's orientation as it spawns.
  • Can be cast multiple times while active.
  • Conclave rating: 10 / 10 / 30 / 50.

  • 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.

  • The Penta does not gain any damage bonuses.
  • The Ignis and Embolist lose their AoE properties.


Overload Overload Energy: 100Energy small Power #: 4 OverloadModU145
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)
250 (arc damage)
Power Range:
12 / 15 / 18 / 20 m
Power Duration:
3 / 3 / 4 / 4 s

  • Volt emits a powerful electric field, initially inflicting 150 / 175 / 200 / 225 Electricity b Electricity damage with a 100% status chance in a small area of effect. This pulse is also paired with an additional instance of damage that decreases with distance and is increased by body-part multipliers.
    • Both sources of damage are affected by Power Strength.
    • Enemies damaged by the initial pulse will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
  • The electric field has a radius of 12 / 15 / 18 / 20 meters, and any electronic device within the field will become overloaded. Each overloaded device will discharge a limited number of electric arcs against multiple enemies within a similar range, and each arc inflicts 250 Electricity b Electricity damage with a 100% status chance. Once all overloaded devices have been depleted, the electric field will destabilize and inflict 150 / 175 / 200 / 225 Electricity b Electricity damage per second with a 100% status chance over a duration of 3 / 3 / 4 / 4 seconds. These final pulses of damage also affect enemies within a similar range.
    • Pulse damage is affected by Power Strength, while the arc damage from overloaded devices is not.
    • Enemies damaged by arcs or subsequent pulses will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
    • Arcs are not obstructed by the environment.
    • Duration is not affected by Power Duration.
    • After the overloaded devices have been depleted, only 2 / 2 / 3 / 3 pulses of damage are emitted over the duration.
    • Field radius and arc range are affected by Power Range.
    • Arc damage is not restricted within the field radius. Arc range is measured from each device, making it possible to damage enemies beyond the field radius when devices are present.
    • Devices are permanently destroyed after being overloaded. Destroyed devices do not affect Overload, which means devices within the field radius can only be used once per cast.
  • Overload does not require the presence of nearby electronic devices to be cast. Without devices, Overload will only deal damage via pulses: the initial pulse on cast, and the additional pulses emitted over the ability's duration.
  • Light fixtures appear to be the only electronic devices that are compatible with Overload.
  • Can be used while jumping, sliding, clinging to a wall, 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 while active.
  • Conclave rating: 50 / 50 / 85 / 120.

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.

Edit 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. 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.

Edit Tab

Volt can be equipped with:

See Also

Start a Discussion Discussions about Volt (Warframe)

  • An idea for an update to Volt's Speed power. (please read before rage.)

    8 messages
    • that Lone Tenno directly above me is just HYSTERICAL hahahahaha!
    • 213.65.190.246 wrote:Don't do speed kids. You may overload, go into shock and die. ;) Not unless you have your electric shield ;)
  • Volt's Gender

    23 messages
    • DE is not making gender options for warframes. They've made that clear before. Nyx's separate existence is a clear enough message attesting...
    • was my understanding the devs disagree about making gender warframes. they are debating it 

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