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Volt can create and harness electrical elements. This is a high-damage Warframe perfect for players looking for a potent alternative to gunplay.

This is Volt, a versatile warrior.

Volt's arsenal is powerful and electrifying. Handle with care, Tenno.

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.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: Platinum64 75 Blueprint Price: Credits64 35,000
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Tenno Lab Research
Blueprint • ClanAffinity645,000
Time: 72 hrs
Prereq: N/A
Neuroptics • ClanAffinity641,500
Time: 72 hrs
Prereq: Volt
Chassis • ClanAffinity641,500
Time: 72 hrs
Prereq: Volt
Systems • ClanAffinity641,500
Time: 72 hrs
Prereq: Volt
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100


Volt's blueprint and components can be researched and purchased from the Tenno Research Lab. Volt can also be bought complete from Teshin for ReputationLargeBlack60,000 once players have achieved Typhoon rank in the Conclave.

Warframe Guides

See Category:Volt Guides to read user-made guides on how to play this Warframe.


  • 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's default energy color appears as deep orange-yellow on his body, but the color of any electricity he emits is a darker blue/purple.
  • The back of Volt's tunic stretches when Volt's legs move apart.
  • 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.

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A glorious warrior from the past, Volt Prime features the same abilities as Volt, but with unique mod polarities for greater customization.

Release Date: March 24th, 2015

Volt Prime is the primed variant of the Volt Warframe featuring more powerful stats: possessing a higher energy capacity and armor, as well as an additional Madurai Pol polarity.

On February 22nd, 2017, it was announced that Volt 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.

Manufacturing Requirements
Time: 72 hrs
Rush: Platinum64 50
Market Price: N/A Blueprint Price: N/A
Time: 12 hrs
Rush: Platinum64 25

Time: 12 hrs
Rush: Platinum64 25
Time: 12 hrs
Rush: Platinum64 25
Drop Locations

Blueprint Neo V1 Uncommon (V)
Axi N3 Uncommon (V)
Neuroptics Axi V1 Uncommon (V)
Chassis Meso V2 Uncommon (V)
Meso V3 Uncommon (V)
Systems Lith V1 Uncommon (V)

Blueprint Neo V1 Uncommon (V)
Axi N3 Uncommon (V)
Neuroptics Axi V1 Uncommon (V)
Chassis Meso V2 Uncommon (V)
Meso V3 Uncommon (V)
Systems Lith V1 Uncommon (V)

Blueprint Neo V1 Uncommon (V)
Axi N3 Uncommon (V)
Neuroptics Axi V1 Uncommon (V)
Chassis Meso V2 Uncommon (V)
Meso V3 Uncommon (V)
Systems Lith V1 Uncommon (V)

Lith/Meso/Neo/Axi refer to Void Relics
(V) Denotes Vaulted Void Relics


  • As a Prime Warframe, Volt Prime possesses a special passive ability where contact with an Orokin Void Death Orb will make them release an energy pulse that grants 250 Energy to all nearby allies. This effect can only occur once per Death Orb, and can occur even if the Death Orb has been previously destroyed.
  • Volt Prime has 85 more armor and 100 more energy capacity than his non-Prime counterpart.
  • Volt Prime, along with Saryn Prime, possess the highest energy pool of all Warframes in the game: 200 at rank 0 and 300 at rank 30.


  • 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.

Edit Tab

Static Discharge

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

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


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

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

Main article: Shock Trooper

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

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

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

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

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

  • Volt energizes the surrounding area, increasing the attack speed and mobility of his allies within 15 / 20 / 22 / 25 meters. Affected players will gain 8% / 13% / 15% / 17% weapon reload speed and 10% / 15% / 25% / 50% melee attack speed and movement speed bonuses. The effects last for 5 / 6 / 8 / 10 seconds.
    • Speed buff and Reload buff are affected by Ability Strength.
    • The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Fury combined with Speed at max rank and +30% Ability Strength will increase Volt's attack speed by 0.5 × 1.3 + 0.3= 95%).
    • The movement speed buff grants a multiplicative bonus that will stack with other movement speed modifiers. (e.g., Rush combined with Speed at max rank and +30% Ability Strength will increase Volt's sprint speed by (1 × 1.3) × (1 + (0.5 × 1.3)) − 1 = 114.5%).
    • The reload speed buff grants an additive bonus that will stack with other reload speed modifiers. (e.g., Quickdraw combined with Speed at max rank and +30% Ability Strength will increase Volt's reload speed by 0.17 × 1.3 + 0.48 = 70.1%).
    • Speed does not affect casting speed, knockdown recovery speed, or holster speed.
    • Duration is affected by Ability Duration.
    • Radius is affected by Ability Range.
  • The effects of Speed are applied to Volt and Tenno.
    • Allies only need to be in range when Speed is cast to be affected.
    • Allies can backflip to remove Speed if they wish to opt-out.
  • Increases the distance of combat maneuvers like the sliding front flip and wall run as a result of the faster sprint speed.
  • Can be used while performing many actions without interrupting them, including reloading.
  • Can be recast while active to refresh duration.

Main article: Shocking Speed

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

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

  • Great for catching up with teammates that need to be revived, fleeing from tough enemies, or taking the lead.
  • Excellent skill to use for a cell looking to get through a mission quickly.
  • Can be combined with Rush for unrivaled speeds.
  • Combine with Fury and Berserker for absurd attack speed on melee weapons.
  • Can be used to avoid enemy fire due to reduced enemy accuracy and to dodge almost all Corpus due to their weapons' projectile travel time.

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

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

Energy Drain: 5.0 s-1
Distance per Energy: 1.0 m

Duration:10 / 15 / 20 / 25 s
Misc:50% (damage bonus)
200% (critical damage bonus)
[Static Shield] 6 m x 4.25 m
[Current Shield] 2 m x 3 m

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

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

  • "Current" refers to an electrical current, which is the flow or movement of electrons.
  • Volt has the ability to pickup one of his Static Shields through a context action. Doing so will cause the shield to decrease in size (2.0 m × 3.0 m) and become mobile. Activating the context action again will revert the Current Shield back into a Static Shield.
  • The position and movement of the Current Shield will be fixed to the target reticle, meaning the Shield will move with the camera while being within 1.5 meters of Volt.
  • When the Current Shield is equipped Volt will be limited to the use of only his secondary and melee weapons as well as have his speed and mobility reduced.
  • Enemies hit by the Current Shield while Volt is sprinting will be ragdoll-ed.
  • Volt will be drained 1 energy for every 1 meter he travels with the Current Shield equipped, on top of the 5.0 s-1 energy drain rate.
    • Note that though the Current Shield has two drain rates it will still disappear when the 10 / 15 / 20 / 25 second time limit is reached.
    • Duration is affected by Ability Duration.
    • The channeling energy cost is affected by Ability Duration and Ability Efficiency.
    • Distance Per Energy is affected by Ability Efficiency through the equation DPE ÷ (2 − PowerEfficiency).
    • Height and width are not affected by Ability Range.
  • Only one Current Shield can be equipped at a time.

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

Main article: Transistor Shield

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

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

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

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

  • Maximized Ability Duration increases duration to 76.5 seconds and reduces channeling cost to 1.78 energy per second.
    • Has no negative effects on this ability.
  • Maximized Ability Efficiency reduces cost to 12.5 energy, channeling cost to 1.25 energy per second, and increases meters per energy to 4.
    • 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, channeling cost to 8.75 energy per second, and reduces meters per energy to 0.65.
    • Reduces duration to 18.13 seconds.

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

OverloadModU15 Overload
Paralyze nearby hostiles with a damaging electric charge, this also shocks approaching enemies.
Strength:300 / 350 / 400 / 450 (damage)
1000 / 2000 / 3000 / 4000 (health cap)
Duration:6 / 8 / 10 / 12 s (effect duration)
Range:12 / 15 / 18 / 20 m (Ability Range)
4 m (Tesla radius)
Misc:3 / 3 / 4 / 4 s (Ability Duration)

  • Volt emits a powerful electric pulse, any enemies that are hit with the initial pulse or that enter the pulse's area in first 3 / 3 / 4 / 4 seconds after the cast will become stunned and emit arcs of electricity like Tesla Coils, shocking hostiles who come within 4 meters.
  • Tesla Coil-ed enemies will remain undamaged by Discharge for the first 4 seconds, then begin to damage themselves for 150 / 175 / 200 / 225 Electricity b Electricity damage per tick for the remaining Effect Duration or until the 1000 / 2000 / 3000 / 4000 damage cap is met. Electricity b Electricity damage ticks twice every second/once every .5 seconds.
    • Discharge damage and Health are affected by Ability Strength.
    • Enemies can still receive damage from outside sources during the initial 4 seconds of Discharge.
      • Note that while damage from most sources (shooting, melee-ing, abilities, etc.) does not contribute to the Health cap, damage from nearby enemies also under the Tesla effect will. That is, enemies are more likely to reach the Health cap if they are being shocked by other nearby targets affected by Discharge.
    • Loot crates can also undergo the Tesla effect, but can only be charged once.
    • The 4 second delay of damage is not affected by Ability Duration mods.
    • Volt's Passive does contribute to Discharge's total damage output. A rank-3 Discharge with max ranked Intensify and fully charged passive will deal a total of (450 × 1.3) × 7.5 + 1000 = 5387.5 damage as opposed to a total of 4387.5 damage without the passive.
  • The initial pulse of Discharge has a radius of 12 / 15 / 18 / 20 meters.
    • Arcs are not obstructed by the environment.
    • Effect Duration is affected by Ability Duration, while Ability Duration is not.
    • Ability Range and Tesla Radius are affected by Ability Range.
    • Ability damage is not restricted within the Ability Range. Ability Range is measured from each enemy, making it possible to damage enemies beyond the initial Ability Range.
  • Casting Shock on a Tesla Coil-ed target will result in an overcharge, creating an AoE burst emitted from the target.
  • Can be used while sliding and clinging to a wall, but cannot be cast while in mid-air (e.g. jumping or executing a front flip).
  • Has a cast time of ~1 second, during which Volt is vulnerable to damage and energy drains, but immune to knockdowns and stuns.
  • Cannot be recast within the first 3 / 3 / 4 / 4 seconds of a previous cast, and recasting after said duration will not refresh the effect on already affected enemies.

Main article: Capacitance

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

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

  • Building for Ability Strength and Ability Duration is the best way to get the most out of Discharge against all enemy types while also complementing Volt's other 3 abilities.
    • Against unarmored targets, Discharge will deal damage equal to the value of the Health Cap in time less than or equal to 3.33s / 5.71s / 7.5s / 8.89s regardless of Ability Durations above 107%-108%, so building Ability Strength as high as possible with at least said amount of Ability Duration is important when dealing with high level, unarmored enemies.
    • Against armored targets, Discharge's stunlock will often last the entire Effect Duration due to the amount of damage dealt by Discharge being reduced by armor mitigation, so enemies will likely never reach the damage cap. Modding Ability Duration as high as you can is important when dealing with high level, armored enemies.
  • Casting Discharge when targets are in a close proximity to one another will ensure that enemies take more damage during the 4 second delay. However, this damage will contribute towards the damage Health Cap, making it more likely enemies will be freed from the stunlock sooner.

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

  • Maximized Ability Duration increases duration to 36.72 seconds.
    • Reduces Ability Range to 6.8 meters and Tesla Radius to 1.36 meters.
  • Maximized Ability Efficiency reduces cost to 25 energy.
    • Reduces duration to 4.8 seconds.
  • Maximized Ability Range increases Ability Range to 56 meters and Tesla Radius to 11.2 meters.
    • Reduces damage to 180 per tick and health cap to 1600.
  • Maximized Ability Strength increases damage to 1678.5 per tick and health cap to 14920.
    • Without Energy Conversion, increases damage to 1453.5 per tick and health cap to 12920.
    • Increases cost to 155 energy.
    • Reduces duration to 8.7 seconds.

Strength Mods


Duration Mods


Range Mods


Shock Shock
Speed Speed Speed
Overload Overload Overload

Edit Tab

Volt is a warrior with electrical prowess, more harmful to Robotic/Machine type enemies rather than organic targets and good for those who favor a variety of tactics on the battlefield. Volt's skills allow high effectiveness against the Corpus, normal effectiveness against the Infested, and low effectiveness against the Grineer with the implementation of Damage 2.0.



Volt launches a shocking projectile that stuns and deals high damage to a single target, then chains damage to other nearby enemies. While it targets a single enemy, Shock can chain to multiple enemies regardless of their relative positions, so long as each successive target is in the Chain Link Range of each other. This means that it can chain to enemies not in Volt's field of vision (e.g. enemies that are behind Volt or hidden by cover/around corners). The targeting requirements are a lot less restrictive than other directly aimed abilities, such as Saryn's Venom and Ash's Teleport. This, along with the chaining property and the fact that it can be cast while moving, makes it an effective crowd control when spammed if you lack energy for Discharge or need to slow down enemies immediately. Shock also has synergies with Electric Shield and Discharge for added benefits.


Volt energizes his body and that of nearby allies, granting increased speed and dexterity for a short time. Speed increases the range covered by all combat maneuvers and drastically increases sprint speed (though this effect can also exacerbate any difficulty allies may have with controlling movement). Speed can be used to quickly come to the aid of allies who are down, in pressing circumstances, or enable slower teammates to reach said allies if Volt himself is occupied. The melee attack speed buff makes Volt and allies incredibly fast with dual weapons, and heavy weapons will act as sword type weapons in terms of attack speed. The icing on the cake is that this ability also grants Volt and allies a small reload speed buff.  

Electric Shield

Volt deploys a large obstacle of energy that can be transformed into a smaller, personal shield, providing cover for any situation. His third is a lifesaver if you're fighting units with strong bullet or laser weapons. Electric Shield protects you from enemy fire and AoE damage while also bolstering your own attacks. Any projectiles you shoot through and Electric Shield will have added Electricity b Electricity damage and 2x crit. damage. Shotguns' damage falloff and energy weapons' travel time are eliminated when you fire through Electric Shield. Additionally, some weapons are specially affected when shooting through an Electric Shield (e.g. the Dera is given hitscan properties and the Flux Rifle gains infinite range). There are two types of Shields Volt can create. The default (on cast) is the large, stationary Static Shield. This Shield covers a wide area to defend Volt and allies from multiple angles, while also giving room for allies to take advantage of Electric Shield's damage buff properties. The other Shield is the smaller, mobile Current Shield. A Static Shield can be transformed into a personal riot shield by Volt and will be fixed with the target recital as he moves. Casting Shock through either a Static or Current Shield will electrify it, damaging any enemy that comes in contact with the Shield. Finally, sprinting with the Current Shield will also ragdoll any enemies that come in contact with it.


Volt discharges a violent electrical pulse, converting enemies into arc-emitting Tesla Coils that deal devastating damage to nearby enemies. It can turn a room of Corpus or Infested into a mass grave in seconds and stunlock tough Grineer enemies for just enough time to escape deadly situations. Upgrading Discharge increases its Effect Duration, damage and Health cap, the power's range, and radius of the Tesla Coil-ed targets. Discharge not only converts enemies into Tesla Coils, but also any near by storage containers. Casting Shock unto a target under Discharge's effects will overload it and the target will emit an AoE burst that will damage nearby enemies.


  • Volt's Electric damage is very well-rounded; it deals reduced damage only to Alloy Armor, so Volt is fairly 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 missions.
  • Due to how Volt's damaging powers behave and changes with different enemy types, Volt's powers are most effective versus the Corpus.

Edit Tab

Volt can be equipped with the following items:



See also

Edit Tab

Update 19.8.0
  • 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

  • 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

  • Conclave: Fixed a couple Dedicated Server script errors with Overload.

Hotfix: The Index Preview 3

  • Removed the smudge motion blur from Speed ability.

Update: The Silver Grove

  • 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 13

  • Fixed meshes getting distorted when Field of View was increased by Speed.

Update: Specters of the Rail

  • 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

  • Fixed Speed trail FX disappearing when recasted.

Hotfix: Lunaro 5

  • 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

  • Other context actions will now take priority over picking up Electric Shield.

Hotfix 18.14.2

  • Fixed Speed FX trail lingering after the ability had ended if you were a Client.

Update 18.14.0

  • 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

  • Increased the sound radius on Speed pickup for allies.
  • Fixed Electric Shield lingering for other players after disappearing for the caster.

Update 18.13.0

  • 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

  • Fixed projectiles creating a Hit FX when shot through Electric Shield.

Update 18.5

  • 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

  • Conclave: Fixed Castanas not having a duration if they pass through Electric Shield.

Update 18.3

  • Fixed an issue where Shock would shoot into the sky when not targeting an enemy.

Update 18.0

  • 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

  • Fixed Electric Shield Abilities being cancelled when you enter a Nullifier Bubble.

Update 17.9.1

  • Fixed Electric Shield not functioning on guns with punch through.

Hotfix 17.4.2

  • Fixed Electric Shield giving every ranged projectile a 70m default range.

Hotfix 17.2.4

  • Conclave: Shock damage increased.

Hotfix 17.0.5

  • Augment: Fixed Shocking Speed not breaking open containers.

Update 17.0

  • Conclave: Shock damage has been reduced.
  • Conclave: Overload damage has been reduced.

Hotfix 16.11.3

  • Prime: Fixed some users having un-Arcaneable Volt Prime helmets.

Update 16.9

  • Overload will now cause destructive visual effects on nearby active light fixtures when used.

Update 16.6

  • 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.

Update 16.4.5

  • Fixed the Tonkor and Penta not being affected by Electric Shield.

Update 16.4.4

  • Fixed Electric Shield giving improper damage multipliers.

Update 16.4

  • 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

  • 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

  • Prime: Improved the texture details.

Hotfix 16.1.3

  • 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

  • Prime: Added Volt Prime into drop tables.
  • Conclave: Overload is now more noticeable, particularly for players using black energy.

Hotfix 16.0.4

  • Conclave: Reduced the damage of Shock ability.

Update 16.0

  • 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

  • Restored Volt’s speed trail visuals.

Hotfix 15.13.3

Update 15.13

  • 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

  • Fixed minor color issues occurring on electric procs within Overload sphere.

Update 15.6

Hotfix 15.0.1

  • Fixed an issue with Overload not showing up on the Abilities screen.

Update 15.0

Hotfix 14.1.3

  • Fixed an issue with Shield ability not amplifying the damage of client projectiles that pass through them.

Update 14.0

  • 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

  • Shield Changes:
    • Damage multiplier returned to its normal value.
    • Multiple Shields no longer stack this multiplier.

Hotfix 13.6.1

  • Tweaked the visual effects of Shock ability.
  • Fixes self-inflicted death wounds being caused by throwing Glaives through Shield Ability.

Update 13.3

  • 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

  • Reduced the amount of distortion seen in Shield ability.

Hotfix 13.0.2

  • Fixed graphical issues with Shield ability.

Update 13.0

  • Fixed Ogris rounds not passing through Shield ability correctly

Update 12.0

  • Volt parts can now be researched in the new Dojo Labs!

Update 11.6

  • Fixed issue with Volt being unable to melee if Overload was active or lingering.

Update 11.2

  • Armor buffed to 15 (from 10).

Hotfix 11.1.2

  • Fixed Volt Chassis dropping instead of Volt Chassis Blueprint.

Update 11.1

  • Volt’s blueprints added to Mission Reward tables.

Hotfix 11.0.3

  • Volt's electric effects will now create a dynamic light that matches your energy colour.

Update 11.0

  • Volt component blueprints now drop from J-3 Golem.

Update 10.4.0

  • Speed boost won't affect other player's FOV.
  • Small performance improvements to Overload.

Update 10.3

  • Added new Shield ability sounds.
  • Updated Overload charge sounds to match animation.

Update 10.0

  • Added idle FX.
  • Fixed Miter disk projectile to behave like other projectiles that pass through Shield ability.

Update 9.8

  • Speed trail FX now last the duration of the power.

Update 9.6.1

  • Fixed Speed not being affected by power duration mods for clients.

Update 9.6

  • Fix Overload creating two effects on clients.

Update 9.3

  • Volt audio revisions on abilities.

Update 9.2.0

  • Fix Shock chains not using correct energy colour.
  • Fix Speed FX not using correct energy colour.

Update 9.0

  • Fixed Speed not making you jog faster.
  • Fixed Shock to chain properly off turrets and cameras.

Update 8.3.3

  • Fix for Speed not making you jog faster.

Update 8.3.2

  • Fix for Shock "Power in Use" bug.

Update 8.3.1

  • 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

  • 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 8.1.0

  • Fix for Volt getting up from bleedout when speed ends.


  • Volt in Void Missions fixed.

Update 5.4.1

  • Fixes for Overload being over-powered, then under-powered. Does radial damage as well.
  • Energy cost changes.

Update 5.3

  • Added Volt Warframe Blueprints.

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