Release Date: October 25th, 2012
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.
Acquisition
Volt is one of the three starter Warframes, alongside Excalibur and
Mag, during Awakening.
Volt's blueprints can be researched from the Tenno Lab in the dojo.
Volt can also be bought complete from Teshin for 60,000 once players have achieved Typhoon rank in the Conclave.
Historical
- Prior to Update 12.0 (2014-02-05), Volt's component blueprints dropped from Survival missions.
- Prior to Update 11.0 (2013-11-20), Volt's component blueprints dropped from J3-Golem on Themisto, Jupiter.[1]
Crafting
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Volt Neuroptics Blueprint | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Volt Chassis Blueprint | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Tenno Lab Research
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Trivia
- The volt is a measure of electrical potential, a type of potential energy that could be released if an electrical current is allowed to flow, hence Volt's electrical essence.
- 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 by
Mag due to a desire of the developers to have a female starter. Volt then replaced
Loki as a starting Warframe in Update 14.
- 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.
- The rings on Volt's arms are considered customizable armor parts and will be removed if any other arm plates are used.
- Volt is the first Warframe to receive 5 Augment Mods, 2 of them being Conclave exclusive.
- Volt's Neuroptics is a requisite ingredient for
Chroma.
Release Date: March 24th, 2015
Volt Prime is the Primed variant of Volt, possessing higher armor and energy capacity, as well as an additional
polarity. Volt Prime was released alongside
Odonata Prime.
Acquisition
Chassis Blueprint | ![]() |
Systems Blueprint | Neuroptics Blueprint |
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Vaultings
- On February 22nd, 2017, it was announced that Volt Prime, alongside Odonata Prime, would enter the Prime Vault and be retired from the reward tables on February 28th, 2017. Any preexisting components or fully-built frames will remain as is.
- Baro Ki'Teer would sometimes bring relics containing Volt Prime and Odonata Prime.
- Volt Prime, alongside Odonata Prime, was again available from April 30, 2019 to July 2nd 2019.
- Volt Prime was available from Prime Resurgence which ran from November 16, 2021 to January 25, 2022.
Crafting
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Time: 3 Day(s) |
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Volt Prime Neuroptics Blueprint | |||||
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Time: 12 Hour(s) |
Rush: ![]() | |||||
Volt Prime Chassis Blueprint | |||||
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Time: 12 Hour(s) | |
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Volt Prime Systems Blueprint | |||||
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Time: 12 Hour(s) |
Rush: ![]() |
Notes
- Volt Prime, compared to
Volt:
- As with any other Prime Warframe, moving close to the location of an Orokin Void Death Orb will restore a pulse of 250 Energy to nearby allies, even if that Death Orb is inactive, destroyed, or non-present. This effect can only occur once per orb.
- Volt Prime possesses Appearance Arm Attachments titled Volt Prime Armor.
Trivia
- Unlike the other starter frames (
Excalibur,
Mag, and formerly
Loki) with their Prime counterparts, he does not possess their white and olive default color scheme. He also does not have the black and olive default scheme of the dark-colored Primes (
Frost,
Ember,
Rhino) either, instead having his own unique black and yellow scheme.
- His appearance was seen in the PvP mod
Relentless Assault before his release.
- When using his
Shock ability, Volt Prime summons a lightning bolt to strike an enemy from above, along with releasing a bolt from his hand. This effect, however, does not apply to chained enemies and is purely visual. The aerial lightning strike is also unaffected by energy color and will remain white.
Media
Passive
Traveling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus
Electricity damage toward Volt's next weapon attack or ability cast. For every 1 meter traveled, 10 points of
Electricity damage are added, accumulating to a maximum of 1000 bonus damage.
- Does not combine with single elements or elemental mods on weapons, the bonus
Electricity damage type remains separate.
- 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.
- Does not affect Helminth injected abilities or
Shocking Speed sparks.
Abilities
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Shock Launches a shocking projectile. It stuns and deals high damage to a single target and chains damage to nearby enemies. Introduced in Update 5.3 (2013-01-10) |
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Misc:
∞ (cast range) | |||
Subsumable to Helminth |
Info
- Volt expends
15 energy to release an arc discharge toward the aiming reticle over infinite range, chaining electricity to enemies within
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 damage with a guaranteed Status Effect.
- Shock chain requires Line of Sight and does not bypass the environment.
- Can be used while performing many actions without interrupting them, including reloading.
- Ability Synergy:
- 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 760 damage if Shock's modified damage is 260 and the Passive bonus is 500 at the time Shock is cast).
- Casting Shock against a target under
Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
- Casting Shock through an
- Subsuming Volt to the Helminth will offer Shock and its augments to be used by other Warframes.
Augment

- Main article: Shock Trooper
Shock Trooper is a Warframe Augment Mod for Volt that allows
Shock to be held on cast, creating a wave of energy traveling outward from the user that temporarily grants the caster and nearby allies additional
Electricity damage to all attacks.
Tips & Tricks
- New players may find Shock more useful, due to it's moderate range and chaining effect. This makes it useful in clearing out lower-priority groups quickly.
- Shock stuns all affected enemies. This is also useful against heavy units, as most enemies will have their weak points (E.g. Moa Backpacks or Heavy Gunner Heads) exposed during it's stun.
- Since Shock can be used during reloading, it can be used as a mild crowd control when reloading weapons with longer reloads such as the
Strun.
- 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.
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Speed Volt energizes his body and nearby Warframes, giving them increased speed and dexterity for a short time. Introduced in Update 5.3 (2013-01-10) |
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Info
- Volt expends
25 energy to energize the surrounding area, increasing the mobility of himself and his allies within
25 meters. Affected players will gain
10% / 15% / 20% / 25% weapon Reload Speed and
75% melee Attack Speed and Movement Speed bonuses, lasting for
9 / 10 / 11 / 12 seconds.
- 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 0.75 × 1.3 + 0.3 = 127.5%).
- 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 from
Intensify will increase Volt's sprint speed by (1 ×
1.3) × (1 + (
0.75 ×
1.3)) − 1 = 156.75%).
- 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 from
Intensify will increase Volt's reload speed by
0.25 ×
1.3 +
0.48 = 80.5%).
- The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g.,
- Allies can backflip to remove Speed if they wish to opt-out.
- Increases the distance of 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.
Augment

- Main article: Shocking Speed
Shocking Speed is a Warframe Augment Mod for Volt's
Speed that causes him and his allies to inflict
Electricity damage and status to enemies within close proximity while moving.
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 squad looking to get through a mission quickly.
- Can be combined with
Rush for speed only rivaled by the likes of Gauss, Titania, etc.
- Combine with
Fury and
Berserker Fury 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.
- Can reduce recharge delay for
Cycron or a Kitgun equipped with
Pax Charge, however, it does not affect recharge rate.
- Using Speed before switching to Archwing mode significantly boost Archwing's flight speed, including underwater
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Electric Shield Volt deploys an obstacle of energy, providing cover in any situation. Introduced in Update 5.3 (2013-01-10) |
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Misc:
+50% (damage bonus) |
Info
- Volt expends
50 energy to create an electrical energy barrier 4.25 meters high and 6 meters wide that blocks enemy fire, lasting for
10 / 15 / 20 / 25 seconds. Shots fired through the shield made by Volt and his allies gain +50%
Electricity damage and +100% critical multiplier. A maximum of 6 Electric Shields can be created at a time.
- The critical multiplier is applied after and multiplies other sources of critical damage.
- The
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 damage.
- Firing through multiple Shields will cause the
Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150%
Electricity damage bonus). The critical multiplier bonus on the other hand does not stack with additional shields.
- The
Electricity damage bonus does not combine with other elemental types to create secondary elements; the weapon will separately proc the elements present on it and
Electricity from Electric Shield.
Electricity damage bonus from the shield does not increase
Electricity status effect damage.
- Firing through multiple Shields will cause the
- Casting Electric Shields after reaching the maximum will remove the oldest shield.
- Volt has the ability to pickup one of his Electric Shields through a context action (default X ). Doing so will cause the shield to decrease in size to 2.0 m × 3.0 m and become mobile as a hovering frontal shield that reorients itself to face the player's camera direction, as well as
Ragdolling enemies that come into contact with it. Activating the context action again will place down the shield and revert its size.
- Only one shield can be equipped at a time.
- Transference will unequip the shield.
- Picking up the shield will prevent Volt from gaining energy from sources such as Squad Energy Restore.
- Electric Shield affects things that pass through it differently:
- Melee attacks do not gain bonuses from passing through the shield.
- AoE attacks require the main projectile to pass through the shield to gain the bonuses; AoE attacks where only the AoE passes through the shield but not the main projectile will not gain the bonuses.
- Warframe abilities do not gain bonuses from passing through the shield.
- Certain projectile based abilities such as
Fireball,
Smite, and Flechette Orb can benefit from Electric Shield's bonuses.
- Certain projectile based abilities such as
- Prevents self-stagger from area of effect weapons if the player shoots behind the shield.
- Ability Synergy: 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).
Augment

- Main article: Recharge Barrier
Recharge Barrier is a PvE and Conclave Warframe Augment Mod for Volt's
Electric Shield that restores allies' shields when they pass through the barrier.

- 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.
Tips & Tricks
- Multiple instances of the Electric 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.
- As Electric Shield doesn't buff Warframes directly but instead the weapons fired through it, it's one of the only ways to increase Operator damage output. This is particularly useful for Eidolon hunts.
Bugs
- 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).
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Discharge Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies. Introduced in Update 18.13 (2016-05-27) |
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Misc:
3 / 3 / 4 / 4 s (electric pulse duration) |
Info
- Volt expends
100 energy to emit a powerful electric pulse over
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, shocking hostiles who come within
8 meters to inflict
250 / 375 / 500 / 600
Electricity damage per half second.
- Does not require Line of Sight and bypasses the environment.
- Affected targets that are not in range of other hostiles will begin to damage themselves after the first 4.5 seconds of Discharge.
- If affected targets die but one is left alive, it will begin to damage itself after another 4.5 seconds.
- If total stun duration or remaining duration is shorter than 4.5 seconds, affected target will take no damage.
- At the casting point, the Discharge damage, electric arc damage, and stun duration remain at 100%, linearly decreasing until all reach 50% of their respective values at the maximum range from the cast point.
- Electric arc damage does not falloff over the electric arc radius from individual enemies, only over the Discharge range.
- Loot crates can also undergo the Tesla effect, but can only be charged once.
- 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 second damage delay 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:
- This bonus will be applied only to the first enemy/object Discharge's propagation hits, meaning any other targets hit by Discharge will follow the normal damage calculation without Static Discharge's effects.
- For example, a rank 3 Discharge with a max rank
- Ability Synergy: Casting
Shock against a target under Discharge's effect will result in an overcharge, creating an area of effect burst emitted from the target.
- Has a cast time of ~1 second, affected by Casting Speed.
- Cannot be recast during the pulse's duration, and recasting will not refresh or stack the effect on already affected enemies.
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.
Tips & Tricks
- Casting Discharge when targets are in a close proximity to one another and/or to yourself will ensure that enemies take more damage during the Effect Duration.
Bugs
- Can proc Arcanes that trigger off of Critical Hits such as
Arcane Fury.
- Damage delay is longer than 4.5 seconds. Further testing needed.
Strength Mods | Duration Mods | Range Mods |
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Volt can be equipped with the following items:
Cosmetics
TennoGen
TennoGen
TennoGen
Discord Nitro (retired)
TennoGen
TennoGen
TennoGen
TennoGen
PC Exclusive
TennoGen
Augments

PvP Only
See Also
Patch History
Update 38.0 (2024-12-13)
- Added videos demonstrating Volt’s passives to their Abilities screen.
- Fixed offset issues with the Dex Raksaka Leg Armor on the Volt Raijin Skin.
Hotfix 37.0.4 (2024-10-10)
- Fixed script error caused by Volt’s Speed.
Update 37.0 (2024-10-02)
- Fixed Volt’s Electric Shield pickup binding being the same as reload when using controller, causing players to drop Shield when manually reloading.
- To prevent this issue from occurring, the Shield will now only be dropped when manually reloading on a full magazine (making this more of an intentional act instead of accidental).
Update 34.0 (2023-10-18)
- Base vs Final Stats in Modding - Health / Energy / Shield / Armor Stat Overhaul
If you’ve spent any time invested in the deeper nuances of Modding, you may be familiar with “Warframe Math” - math that upon first glance doesn’t really make sense, but once you learn the inner workings of the game, it all comes together. While we can appreciate the value that complex systems offer to a certain subsect of players, there are other aspects of the game that should have clear and understandable outcomes. Namely: Shield, Health, Energy, and Armor Modding.
Pop quiz: what is 300 + 440%? If you answered 740, you may just be an Excalibur player.
Vitality (+440% Heath), Redirection (+440% Shields), Flow (+150% Energy), and Steel Fiber (+110% Armor) come with large modifier values that don’t seem to match their outcome in-game. This is because these Mods apply their multiplier to the base stats of the Warframe - i.e., the stats you have at Rank 0. In the Excalibur example, a Rank 30 Excalibur’s Health stat of 300 earns an additional 440 Health from max rank Vitality (+440% Heath) since it applies to his base rank Health stat of 100, resulting in 740 total health.
In this update, we have removed this obfuscation by having Health, Shield, Energy, and Armor Mods apply to the stats of Warframes at their current rank. Continuing our Excalibur example, instead of Vitality always applying to Excalibur’s base rank 100 Health, it would apply to his Health stat based on his rank - namely, the stat you can actually see in your Arsenal. If your Excalibur were Rank 30, his Health stat would be 300, which means Vitality’s multiplier would be calculated off of 300.
With previous Health and Mod values, additional adjustments are needed to make this revision work while maintaining game balance. By only changing where the multiplier applies, a Rank 30 Excalibur would receive an extra 1,320 Health from max rank Vitality, resulting in a total health stat of 1,600. This outcome is a significant buff, which is not the intention of this system change.
To remedy this, we approached this problem in two ways:
1 - We reduced the overall multiplier for Health, Shield, Energy, and Armor Mods.
Since these now affect Max Rank Warframe stats, these Mods need to scale differently to maintain the status quo. Additionally, we wanted these new values to be as clear and understandable to all players as possible! Here are a few examples of these value changes:
- Vitality: Reduced from +440% to +100% Health
- Redirection: Reduced from +440% to +100% Shield Capacity
- Steel Fiber: Reduced from +110% to +100% Armor
- Flow: Reduced from +150% to +100% Energy Max
Note: These are not all of the Mods affected by this change. We share the comprehensive list further down in this section of the update notes.
Doing some quick math, this means that a Rank 30 Excalibur (300 Health) with a reworked Vitality Mod (+100% Health, applied to the final Health stat) would receive 300 extra Health, for a total of 600. That, in contrast, is a nerf, which we also don’t want to do.
So, our next step:
2 - We adjusted Warframe Health, Shield, Energy, and Armor values to keep the end result of the revised Mods as close to the original values as possible.
With this change, Excalibur’s Rank 30 Health stat is 370. With +100% Health from a max Vitality Mod, his resulting Health stat would be 740, which matches what it was originally.
While this path to the same result may seem a little complicated, the outcome matches our intention: we want players to be able to look at their Health, Shield, and Armor Mods, and be able to understand how they affect the stats they see in their Arsenal.
In addition to everything above, we also increased the base stat values for Warframes so that these revised Mods offer similar value for lower-ranked Frames. To do so, we reduced the amount of Health/Shield/Energy that Warframes earn per rank in half, and transferred the sum of that value to their base stats.
For Armor, this is the one stat that does not increase with your Warframe’s level (with some exceptions). Armor values across the board have been slightly increased to compensate for the Mod changes.
Not to beat a dead Kaithe, but Mods will now be applying to the Max Rank stat instead of the Base Rank. You may look at these numbers and think “nerf” or “buff” depending, but the outcome is that total Modded values are the same, if not a little higher in some cases.
Warframe Stat Changes:
VOLT
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 105 (from 100)
Energy: Base Rank - 100 (from 100) / Max Rank - 150 (from 150)
VOLT PRIME
Health: Base Rank - 270 (from 100) / Max Rank - 370 (from 300)
Shields: Base Rank - 455 (from 150) / Max Rank - 555 (from 450)
Armor: Base Rank - 135 (from 125)
Energy: Base Rank - 200 (from 200) / Max Rank - 300 (from 300)
While there may be significant changes to Warframe Stats and Mod values as a part of this overhaul, the end result is that your Builds should mostly stay the same. The key difference is the added clarity of what your Health / Shield / Energy / Armor Mods do in your Upgrade screens!
- General Fixes:
- Fixed Volt Prime’s details on his lower back flailing around while you run.
Update 33.0 (2023-04-26)
- Fixed Volt’s Electric Shield not preventing self-staggering with explosive weapons, as reported here: https://forums.warframe.com/topic/1341186-psa-unintended-stagger-effects-with-citrine’s-last-wish/
- This also fixes the Propa Scaffold Amp part bypassing Electric Shield, causing the Operator to self-stagger.
Hotfix 32.2.9 (2023-01-11)
- Fixed script errors caused by Volt’s Electric Shield and Discharge.
Update 32.2 (2022-11-30)
- WARFRAME AUGMENT BUFFS - PART 3 (FINAL)
In the Veilbreaker and Nora’s Mix Vol 1 updates, we buffed a number of underused Warframe Augments (from Ash to Oberon). This third and final batch of buffs tackles Warframe Augments from Saryn to Zephyr. We have increased their viability in missions, which we hope will encourage more build diversity.
*Stats below are all at Max Rank.
VOLT
Shocking Speed
- Was: Enemies touched while sprinting under the effects of speed will take 175 electrical damage with guaranteed Status Effect.
- Changes:
- Exposed the radius range stat (3m) and made it scale with Ability Range.
- Increased Electricity Damage to 300.
Transistor Shield
- Was: Allies can pick up Electric Shield. 300% of damage absorbed will be added to Volt’s Static Discharge.
- Changes:
- More than one ally can now pick up an Electric Shield. Previously, if a second ally picked up a Shield, the first would be forcibly dropped. Now, everyone in the squad can carry around a Shield simultaneously.
- Volt can now cast more Electric Shields while carrying one. This change applies to the base ability as well!
Hotfix 32.0.9 (2022-10-05)
- Fixed Volt being unable to pick up or carry his Shield after his Energy drops to 0.
Update 32.0 (2022-09-07)
- STARTER WARFRAME ABILITY CHANGES: VOLT
The classic trio has been revisited for a bit of a facelift! Our goals were to make all abilities relevant, while simplifying some mechanics for new players to better understand. The changes are as follows:
VOLT
Passive:
- Increased the points of Electricity Damage added for every 1 meter traveled from 5 to 10.
- Updated passive to also include bonus damage to ‘Shock’ on attacks that bounce.
Shock
- Reduced cost from 25 to 15 energy.
- Unified range across all ranks to 15m.
Speed
- Increased base speed from 50% to 75%, and unified across all ranks.
- Increased duration from 5/10s to 9/12s (base/max).
- Increased the reload speed buff from 17.5% to 25%.
- Unified the range for all ranks to 25m.
Electric Shield (all changes below are specific to its carrying mechanic)
- Removed Speed reduction while carrying the Shield.
- Removed Energy Drain for every 4 meters traveled while carrying the Shield..
- Removed Secondary weapon restriction. Primary and Melee weapons can now be used while carrying Shield.
- Updated sound FX for picking up and dropping Shield.
Discharge:
- Unified Electric Pulse Range to 20m across all ranks, and Electric Arc Radius to 8m across all ranks.
- FIXES:
- Fixed duration timer in HUD for Volt’s Speed disappearing if another member of the squad is playing Volt and casts Speed at the same time.
Hotfix 31.7.2 (2022-08-17)
- Fixed a crash when Volt’s Speed ability expires.
Hotfix 31.5.6 (2022-05-04)
- Fixed script error related to Volt’s Shock ability.
Update 31.5 (2022-04-27)
- VOIDSHELL SKINS
The Void Jump transmogrified lifeforms and materials alike. In the Void’s clutches, even threads were imbued with adaptive properties. Suddenly, Zariman uniforms seemed to change from cloth, to stone, to metal, to liquid and back again as if of their own free will. The colonists realized materials had manifested new chemical structures, and a character you have yet to meet soon learned to control the transformations. Voidshell imbues cosmetics with the morphic material created in the Void Jump.
Introducing a brand new customization system that allows you to change the Material Structures on Voidshell Skins. There are Primary, Secondary, Tertiary, and Accent slots that can be swapped to materials of your choosing. They can also be color customized for the ultimate tailored look!
In this update, we are debuting the first round of Voidshell Skins featuring Saryn, Volt, and Rhino! Each of these following skins are available in the in-game Market and come with their own Material Structure:
- Volt Voidshell Collection
Adorn Volt in the morphic material created during the Zariman Void Jump. This collection includes the Volt Voidshell Skin and Crimzian Opulence, a material structure for exclusive use on Voidshell skins.
- Changes:
- We have updated certain Warframe abilities to now affect allied NPCs! In the past, these abilities used to work to varying degrees of effectiveness, we now fixed some lingering issues with each of the abilities and they should be far more effective at assisting these allies in mission.
- Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors, Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
- Volt’s Speed
- Changed the following Warframe Abilities to work on friendly NPCSs (Kavor Defectors, Cetus & Orb Vallis Drones, Specters, Companions, & Rescue Targets):
Update 30.9 (2021-11-11)
- Fixed playing as Volt during the tutorial allowing Electric Melee Damage to occur as a result of the passive.
Update 30.7 (2021-09-08)
- Fixed the Tenet Envoy's guided rockets being unable to pass through Volt's Shield.
Hotfix 30.5.5 (2021-07-29)
- Fixed a script error that could occur when using Transference next to a Volt Electric Shield with the Transistor Shield Augment equipped.
Hotfix 30.5.4 (2021-07-17)
- Fixed Transferring to the Operator while standing beside Volt’s Electric Shield resulting in auto picking up the Shield.
Update 29.10 (2021-03-19)
- Fixed Akarius’ projectiles detonating on Volt’s Electric Shield instead of passing through it.
Hotfix 27.3.14 (2020-04-15)
- Fixed a script error when casting Volt’s Discharge ability right when another player was joining-in-progress.
Update 27.2 (2020-03-05)
- Armor Change:
- Volt: 15 to 100
- Volt Prime: 100 to 125
- Why: The conversation surrounding Arcane Guardian led to a significant review of Armor stats on Warfarmes. The Majority of Warframes received an increase in the Armor stat to increase survivability. Compounded with Shield Gating and the numerous other changes covered, we expect a much more fair feeling playing field for all Warframes.
Hotfix 27.0.12 (2020-01-23)
- Fixed Volt visually missing his arm rings in his Codex/Market diorama.
Hotfix 27.0.11 (2020-01-16)
- Fixed incorrect Electricity FX above Volt’s Electric Shield when Shock is cast through it.
Hotfix 27.0.10 (2020-01-11)
- Fixed incorrect lightning textures on Volts. As reported here: https://forums.warframe.com/topic/1160559-bad-lightning-still-not-fixed/
Hotfix 25.7.2 (2019-08-30)
- Fixed the Prime Details toggle not behaving properly for TennoGen Skins on Volt Prime.
- Fixed Volt’s electricity FX appearing as lines instead of lightning beams.
Update 25.7 (2019-08-29)
- (Undocumented) Volt now has cloth physics.
- Adjusted appearance of Volt’s Transistor Shield to make it clearer that squadmates can pick it up.
Update 25.6 (2019-08-08)
- Transistor Shield - Electric Shield Augment - Volt
- No additional energy drain when a shield is picked up by another player
- Increase damage conversion %
- Shock Trooper - Shock Augment - Volt
- Holding the casting button will send out a wave (much like similar, expanding Warframe Abilities) giving the elemental buff to every player it touches, including the caster
Update 25.2 (2019-06-19)
- Warframe Ability Augment stats are now displayed in the Ability screen for Volt!
Update 25.1 (2019-06-05)
- Fixed Zanuka being unable to capture Volt.
Update 22.12 (2018-02-09)
- Discharge
- Removed the damage cap. Increased base damage output from 750 to 1200. Damage and stun duration are halved for enemies further away from Volt (affected by Mods).
Update 22.6 (2017-12-07)
- Change:
- Reduced Electric Shield’s Energy Cost per meter to 1 Energy per 4 meters (down from 1 per 1 meter)
Update 22.5 (2017-11-30)
- Changes:
- Since Volt has a new cosmetic entry, we've reviewed some long-requested QoL tweaks to his abilities to go along with it!
- Added a minimum Duration for enemies affected by Discharge under the 'coil' CC effect. This could allow for possible modding diversity knowing minimum Duration for the 'coil' CC effect won't fall below 4 seconds.
- Removed the passive 5 Energy per second drain from Volt’s Electric Shield when moving with it. The 1 Energy per meter drain remains.
- Increased the base DPS of Discharge (from 450 at max rank to 750).
- Discharge is now castable in the air.
Update 19.8 (2017-01-25)
- Change
- Volt’s Discharge no longer causes damage to Golem’s weak points in The Jordas Verdict. This was allowing Nerves to be destroyed without completing the prerequisite puzzles.
Hotfix 19.5.4 (2017-01-03)
- Change:
- Removed 'Hasten Coil' from Volt’s Speed ability description as the Hasten Coil was removed awhile back.
- Fix:
- Fixed very fast Volts not building up Static Discharge.
Hotfix: The Index Preview 4 (2016-10-25)
- Conclave: Fixed a couple Dedicated Server script errors with Overload.
Hotfix: The Index Preview 3 (2016-10-21)
- Removed the smudge motion blur from Speed ability.
Update: The Silver Grove (2016-08-19)
- Conclave: Decreased duration of Shield.
- Conclave: Removed duration reduction and reduced Energy drain when picking up Shield.
- Fixed Discharge not applying diminishing returns to duration.
Hotfix: Specters of the Rail 0.13 (2016-07-26)
- Fixed meshes getting distorted when Field of View was increased by Speed.
Update: Specters of the Rail 0.0 (2016-07-08)
- Conclave: Reduced Conclave Mobility base stat to 0.8
- Conclave: Decreased damage of Shock.
- Passive: Fixed an issue with Static Discharge not contributing additional Electricity damage to his Electric Shields.
- Fixed an issue with Paracyst and Radial Javelin attacks not properly passing through or being amplified by Electric Shield.
Hotfix: Lunaro 6 (2016-06-28)
- Fixed Speed trail FX disappearing when recasted.
Hotfix: Lunaro 5 (2016-06-23)
- Electric Shield will now ragdoll enemies when being carried while sprinting.
- Speed has been reverted to instantly affect allies in the cast radius, rather than create a pick-up.
- Allies can now backflip to remove Speed if they wish to opt-out.
Update: Lunaro (2016-06-15)
- Other context actions will now take priority over picking up Electric Shield.
Hotfix 18.14.2 (2016-06-09)
- Fixed Speed FX trail lingering after the ability had ended if you were a Client.
Update 18.14 (2016-06-08)
- Volt can now place up to 6 Electric Shields (was 4).
- Volt will be able to see the Speed pickup he creates.
- Volt can now recast Speed.
- Each recast will replace the prior speed pickup to the new casting location.
- Tweaked the animation of Speed pickup to spin more.
Hotfix 18.13.2 (2016-06-01)
- Increased the sound radius on Speed pickup for allies.
- Fixed Electric Shield lingering for other players after disappearing for the caster.
Update 18.13 (2016-05-27)
- Speed Changes:
- FOV reduced.
- Addition of Hasten Coil pickup upon cast of Speed, granting allies the choice to undergo Speed's effects or not.
- Electric Shield Changes:
- Graphic overhaul to improve the look of casting, ambient effects, and its effect on projectiles that pass through it.
- Addition of synergy between Shock being cast through Electric Shield, adding electricity proc to enemies that then pass through Electric Shield.
- Addition of ability of Volt to interact with Electric Shield, making it act as a riot shield.
- Overload Changes:
- Renamed 'Discharge'
- Addition of 'Tesla Coil' effect to targets hit by Discharge.
- Addition of Shock being cast on Tesla Coils to overload them and cause an "AoE burst".
- Augment:
Capacitance rebalanced for rework of Discharge.
- Passive: Physical ground-travel distance between attacks causes bonus Electrical damage on next attack.
Hotfix 18.5.5 (2016-03-08)
- Fixed projectiles creating a Hit FX when shot through Electric Shield.
Update 18.5 (2016-03-04)
- Conclave: Increased the range of Overload.
- Shock and Overload will no longer be able to electrocute boss-type enemies.
- Volt has been given a PBR update.
Update 18.4 (2016-01-22)
- Conclave: Fixed Castanas not having a duration if they pass through Electric Shield.
Update 18.3 (2016-01-13)
- Fixed an issue where Shock would shoot into the sky when not targeting an enemy.
Update 18.0 (2015-12-03)
- Volt is now purchasable through Teshin's Conclave Offerings at the Typhoon rank.
- Conclave: Increased the damage of Shock.
- Volt has been given a fresh PBR upgrade.
Hotfix 17.10.1 (2015-11-05)
- Fixed Electric Shield Abilities being cancelled when you enter a Nullifier Bubble.
Update 17.9.1 (2015-10-29)
- Fixed Electric Shield not functioning on guns with punch through.
Hotfix 17.4.2 (2015-09-11)
- Fixed Electric Shield giving every ranged projectile a 70m default range.
Update 17.2.4 (2015-08-26)
- Conclave: Shock damage increased.
Hotfix 17.0.5 (2015-08-07)
- Augment: Fixed Shocking Speed not breaking open containers.
Update 17.0 (2015-07-31)
- Conclave: Shock damage has been reduced.
- Conclave: Overload damage has been reduced.
Hotfix 16.11.3 (2015-07-10)
- Prime: Fixed some users having un-Arcaneable Volt Prime helmets.
Update 16.9 (2015-06-17)
- Overload will now cause destructive visual effects on nearby active light fixtures when used.
Update 16.6 (2015-05-27)
- Conclave: Volt's Shock damage has been reduced in PvP.
- Fixed an issue that allowed the
Dera to retain damage bonuses from Electric Shield, resulting in higher than normal damage.
Hotfix 16.4.5 (2015-05-06)
Hotfix 16.4.4 (2015-04-28)
- Fixed Electric Shield giving improper damage multipliers.
Update 16.4 (2015-04-23)
- Electric Shield is now more visible when used with dark/black energy.
- Fixed error that would allow punch through Mods to create unlimited multishot when a weapon is fired through Electric Shield.
Update 16.2 (2015-04-01)
- Conclave: Increased Overload field expansion speed, but reduced its range and duration.
- Augment: Shocking Speed effect now has accompanying audio.
- Augment: Overload -
Capacitance
- Prime: Fixed blurry textures.
Hotfix 16.1.5 (2015-03-31)
- Prime: Improved the texture details.
Hotfix 16.1.3 (2015-03-26)
- Volt’s Shock will now apply his energy color to the electrocuted proc that targets receive.
- Fixed broken Harkonar physics on Volt.
Update 16.1 (2015-03-25)
- Introduced Volt Prime.
- Conclave: Overload is now more noticeable, particularly for players using black energy.
Hotfix 16.0.4 (2015-03-23)
- Conclave: Reduced the damage of Shock ability.
Update 16.0 (2015-03-19)
- Conclave: Volt can now be used in Conclave.
- Conclave: Speed -
Kinetic Collision
- Conclave: Electric Shield -
Recharge Barrier
- Improved Overload FX to more accurately show the range of the attack.
- Improved the quality of Shock FX.
Hotfix 15.13.7 (2015-02-10)
- Restored Volt’s speed trail visuals.
Hotfix 15.13.3 (2015-02-06)
- Augment: Adjusted
Shocking Speed visuals to be a little more subtle.
Update 15.13 (2015-02-05)
- Updated audio and visual FX on Volt’s Shock Ability.
- Augment:
Shock Trooper has its duration increased from 24 seconds to 40 seconds, and their damage reduced from 125% to 100%.
Update 15.9 (2015-01-08)
- Fixed minor color issues occurring on electric procs within Overload sphere.
Update 15.6 (2014-12-11)
- Augment: Speed -
Shocking Speed
Hotfix 15.0.1 (2014-10-24)
- Fixed an issue with Overload not showing up on the Abilities screen.
Update 15.0 (2014-10-24)
- Augment: Shock -
Shock Trooper
Hotfix 14.1.3 (2014-08-02)
- Fixed an issue with Shield ability not amplifying the damage of client projectiles that pass through them.
Update 14.0 (2014-07-18)
- Volt now make up one of the starter Warframe options.
- Electric Shield now has a countdown timer.
- In the case of multiple spawned shields, the time for the last spawned one will be displayed.
- Improved the cast sound for Speed.
Update 13.9 (2014-06-25)
- Shield Changes:
- Damage multiplier returned to its normal value.
- Multiple Shields no longer stack this multiplier.
Hotfix 13.6.1 (2014-06-06)
- Tweaked the visual effects of Shock ability.
- Fixes self-inflicted death wounds being caused by throwing Glaives through Shield Ability.
Update 13.3 (2014-05-14)
- Increased size of Shield Ability for better team usage.
- Reduced the amount of motion blur seen from Speed.
- Tweaked the ability and energy visuals on Volt.
Hotfix 13.2.4 (2014-05-09)
- Reduced the amount of distortion seen in Shield ability.
Hotfix 13.0.2 (2014-04-10)
- Fixed graphical issues with Shield ability.
Update 13.0 (2014-04-09)
- Fixed
Ogris rounds not passing through Shield ability correctly
Update 12.0 (2014-02-05)
- Volt parts can now be researched in the new Dojo Labs!
Update 11.6 (2014-01-08)
- Fixed issue with Volt being unable to melee if Overload was active or lingering.
Update 11.2 (2013-12-04)
- Armor buffed to 15 (from 10).
Hotfix 11.1.2 (2013-11-29)
- Fixed Volt Chassis dropping instead of Volt Chassis Blueprint.
Update 11.1 (2013-11-27)
- Volt’s blueprints added to Mission Reward tables.
Hotfix 11.0.3 (2013-11-22)
- Volt's electric effects will now create a dynamic light that matches your energy colour.
Update 11.0 (2013-11-20)
- Volt component blueprints now drop from J-3 Golem.
Update 10.4 (2013-10-16)
- Speed boost won't affect other player's FOV.
- Small performance improvements to Overload.
Update 10.3 (2013-10-09)
- Added new Shield ability sounds.
- Updated Overload charge sounds to match animation.
Update 10.0 (2013-09-13)
- Added idle FX.
- Fixed
Miter disk projectile to behave like other projectiles that pass through Shield ability.
Update 9.8 (2013-09-03)
- Speed trail FX now last the duration of the power.
Hotfix 9.6.1 (2013-08-23)
- Fixed Speed not being affected by power duration mods for clients.
Update 9.6 (2013-08-16)
- Fix Overload creating two effects on clients.
Update 9.3 (2013-07-26)
- Volt audio revisions on abilities.
Update 9.2 (2013-07-19)
- Fix Shock chains not using correct energy colour.
- Fix Speed FX not using correct energy colour.
Update 9.0 (2013-07-13)
- Fixed Speed not making you jog faster.
- Fixed Shock to chain properly off turrets and cameras.
Hotfix 8.3.3 (2013-07-09)
- Fix for Speed not making you jog faster.
Hotfix 8.3.2 (2013-07-08)
- Fix for Shock "Power in Use" bug.
Hotfix 8.3.1 (2013-07-05)
- Overload DPS increased and casting time reduced.
- Fixed Shield ability – it now functions as intended which is to allow shots to fire through from Warframes with increased damage.
Update 8.3 (2013-07-04)
- Speed Changes
- Now a radial group buff, All Tenno in a radius around the caster will get a speed and melee weapon speed increase.
- Speed, range, duration all increase with fusion level.
- Range (15,20,22,25)
- Speed (10%,15%,25%,50%)
- Duration (5,6,8,10).
- Overload Changes
- Higher damage output during entire animation.
- Shock Changes
- Has proper chaining.
- Fusion now increases the number of chains and the radius it looks for further chaining targets.
- Fixed missing animation with Overload.
- Fixed lag and FX issues when shooting through Shield ability.
Update 8.1 (2013-06-07)
- Fix for Volt getting up from bleedout when speed ends.
Hotfix 8.0.5.1 (2013-05-29)
- Volt in Void Missions fixed.
Update 7.5 (2013-03-28)
- Bolt projectiles can now pass through Electric Shield power.
Hotfix 5.4.1 (2013-01-18)
- Fixes for Overload being over-powered, then under-powered. Does radial damage as well.
- Energy cost changes.
Update 5.3 (2013-01-10)
- Introduced.
SFX
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- Using
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- Ability Cast download, history) (
Shock (download, history) (download, history) (download, history)
Speed (download, history)
Electric Shield (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history) (download, history)
Discharge (download, history) (download, history)
Images
Videos
Post-Update 18.13 (2016-05-27) Rework
Abilities Only
Pre-Update 18.13 (2016-05-27)
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Attributes • Helminth • Augments • Compare All • Cosmetics |
- ↑ "Volt's blueprints added to Mission Reward tables. We would like to clarify here that the original U11 notes suggested that his former Boss, J3Golem, would be dropping them in systemic invasions. This is no longer the case, and his parts can be found by playing various missions." - Update 11.1 (2013-11-27) notes