Warframe Beginner Guide

Everything a new Tenno needs, from your first quest to how damage is actually calculated. 21 sections, in order, on one page.

Verified against Update 43: Jade Shadows: Constellations, released 2026-06-17.

Getting Started
01

Start Here

Your first hour, the starter Warframes, and how to move.

Warframe is a cooperative action game in which you play a Tenno, controlling a Warframe: a biomechanical suit with four abilities and three weapon slots. Progress means unlocking the Star Chart, collecting and levelling gear, and improving that gear with Mods.

It is a large game with very little hand holding after the first hour. The single most useful thing to know starting out is that almost nothing is permanent. Your first Warframe is not a class choice, weapons are disposable, and everything can be earned without spending money.

Your First Three Quests

  1. 1.Awakening. The tutorial. Teaches movement, hacking and a boss fight, and is where you pick your first Warframe and weapons.
  2. 2.Vor's Prize. Opens up Earth, the Foundry and the basics of crafting.
  3. 3.The Teacher. Introduces Mods and how to install them.

Choosing a Starter Warframe

Awakening offers three. All are good, all can be re-acquired later, and none of them locks you out of anything:

Excalibur Warframe
Excalibur
Straightforward melee and damage

The easiest of the three to learn with. Exalted Blade gives him a reliable damage ability that does not depend on positioning, and Radial Blind is a genuine panic button.

Mag Warframe
Mag
Pulls enemies together and strips Shields

Strongest of the three against Corpus, whose Shields she removes outright. Magnetize also groups enemies, which makes her better in a squad than her damage numbers suggest.

Volt Warframe
Volt
Speed, damage and a shield for the squad

The most flexible pick. Speed helps the whole squad move, and Electric Shield is one of the few early abilities that meaningfully protects other players.

Tenno Tip
Pick on which one sounds fun. You will have several more Warframes within your first few hours of play, and Rhino, one of the strongest early frames in the game, comes from a boss on Venus.

Movement

Warframe is not balanced around walking. Bullet Jump, performed by crouching then jumping, is the primary way to travel, and chaining it with a roll or an aim glide is several times faster than sprinting.

Bullet Jump into a roll. Chaining the two carries the momentum instead of losing it on landing.
  • Crouch then jump to Bullet Jump. Aim it in any direction, including straight up.
  • Roll immediately on landing to keep the momentum.
  • Aim glide by holding aim while airborne, which slows your fall and steadies your shot.
  • Wall latch and wall run to reach vents and high ledges.
Tenno Tip
Getting comfortable with Bullet Jump early pays off more than any weapon you will find in your first ten hours.
Section Quiz

Q1. Which three Warframes can you choose from when you start the game?

Q2. What is the fastest way to move around a tileset?

02

The Star Chart & Quests

Junctions, planet order, and the quests worth doing in order.

The Star Chart is the map of the solar system. Planets are connected by Junctions, and each Junction lists a handful of tasks plus a Specter fight. Clearing it opens the next planet. You do not need to complete every node on a planet to move on.

Junctions are worth doing promptly
Each Junction gives 1,000 Mastery Points on first completion, along with rewards that are often the thing you need next, such as a Warframe blueprint slot, Mods or a weapon.

The Main Path

Thirteen planets, in the order the Junctions open them. Phobos, Ceres, Europa and Lua branch off and are worth clearing, but are not on the critical path.

The Main Path

Node counts and factions come from the game's own Star Chart data. The damage types are the two that faction takes x1.5 from.

  1. Earth21 nodes · mostly Grineer

    Vor's Prize, your first Mods, and the Venus Junction.

    BringiconImpacticonCorrosive
    Optional from here: Lua
  2. Venus24 nodes · mostly Corpus

    The Foundry, Fortuna, and Rhino from the Jackal.

    BringiconPunctureiconMagnetic
  3. Mercury15 nodes · mostly Grineer

    Once Awake, and Nightwave becomes worth tracking.

    BringiconImpacticonCorrosive
  4. Mars22 nodes · mostly Grineer

    Void Relics, Maroo's Bazaar, and Trading at Mastery Rank 2.

    BringiconImpacticonCorrosive
    Optional from here: Phobos, Ceres
  5. Deimos17 nodes · mostly Infested

    Heart of Deimos, the Cambion Drift, and Orokin Vaults.

    BringiconSlashiconHeat
  6. Jupiter20 nodes · mostly Corpus

    Archwing, Nightmare missions, and Cephalon Simaris.

    BringiconPunctureiconMagnetic
    Optional from here: Europa
  7. Saturn30 nodes · mostly Grineer

    The first real Armor wall. Bring Corrosive or Heat.

    BringiconImpacticonCorrosive
  8. Uranus26 nodes · mostly Grineer

    Natah begins. Duviri unlocks here, but hold off on it.

    BringiconImpacticonCorrosive
  9. Neptune22 nodes · mostly Corpus

    The Second Dream. The turning point of the story.

    BringiconPunctureiconMagnetic
  10. Pluto22 nodes · mostly Corpus

    The War Within, Arbitrations, and Rivens.

    BringiconPunctureiconMagnetic
  11. Eris29 nodes · mostly Infested

    Rising Tide and Railjack.

    BringiconSlashiconHeat
  12. Sedna28 nodes · mostly Grineer

    Chains of Harrow.

    BringiconImpacticonCorrosive
  13. Void14 nodes · mostly Orokin

    Apostasy Prologue and The Sacrifice.

    BringiconPunctureiconViral

Quests Worth Doing, in Order

  1. 1.Once Awake (Mercury). Short, and introduces the Infested.
  2. 2.Heart of Deimos (Deimos). Opens the Cambion Drift, an open world area with bounties and its own progression.
  3. 3.The Archwing quest (Mars). Required for the Saturn Junction.
  4. 4.Natah (Uranus). Begins the second story arc. Triggered by scanning an Oculyst.
  5. 5.The Second Dream (Neptune). The game's major turning point. Avoid spoilers for this one.
  6. 6.The War Within (Pluto), then Chains of Harrow (Sedna), then The Sacrifice (Void).
Hold off on The Duviri Paradox
The Duviri Paradox unlocks early, around Uranus, but it spoils major beats from The Second Dream and The War Within. The wiki's New Player Guide recommends leaving it until after The Second Dream at the earliest.

Progression Checklist

What to actually do on each planet, taken from the wiki's New Player Guide. These tick and are remembered, so you can work through them across sessions.

Progression Checklist

Ticks are saved in this browser, so you can come back to this. Items marked optional are worth doing but will not hold up your progress.

PrologueThe three tutorial quests.0 / 3
EarthYour first Mods and your first Companion.0 / 11
VenusThe Foundry, and Rhino.0 / 5
MercuryNightwave, and the Codex.0 / 6
MarsVoid Relics, Ayatan Sculptures, and Trading.0 / 1
DeimosThe Cambion Drift, and Corrupted Mods.0 / 4
JupiterArchwing, and the Codex Scanner.0 / 6
SaturnThe first real Armor wall.0 / 5
UranusNatah, and the start of the second arc.0 / 5
NeptuneThe Second Dream. The turning point.0 / 5
PlutoThe War Within, Rivens, and Focus.0 / 7
ErisRailjack.0 / 5
SednaChains of Harrow.0 / 2
VoidThe end of the new player guide.0 / 3

The Circuit

Once Duviri is available, The Circuit is unusually generous for content you can reach that early. Its weekly rotation awards whole Warframe parts including blueprints, some Augment mods, and occasional Aura mods. For a new player it is often the fastest route to a second and third Warframe.

Tenno Tip
Follow the on screen objective marker when you are unsure what to do next. It tracks the next step on the critical path and is more reliable than guessing from the Star Chart.
Section Quiz

Q1. What unlocks the next planet on the Star Chart?

Q2. Which quest should you hold off on until after The Second Dream?

Q3. Why is The Circuit worth running as a newer player?

03

Mastery Rank

How Mastery works and what each rank unlocks.

Mastery Rank measures how much distinct gear you have levelled. It gates some weapons, some Mods and a handful of systems, and it raises several daily caps. It is earned by ranking up equipment you have not levelled before, so selling a weapon after maxing it keeps the Mastery.

Where Mastery Points Come From

Weapons100 per rank, 3,000 at rank 30
Warframes and Companions200 per rank, 6,000 at rank 30
Junctions1,000 each, on first completion
Intrinsics1,500 per rank
Star Chart nodesAwarded on first clear

The requirement for each rank grows quickly:

Ranks 1 to 302,500 x Rank squaredRank 10 needs 250,000
Legendary ranks2,250,000 + (147,500 x Legendary rank)Beyond rank 30

Early Unlocks Worth Aiming For

Mastery Rank 2TradingAlso requires two factor authentication on your account
Mastery Rank 3Syndicate pledging, Mirror Defense, The Waverider quest

Daily Caps

Syndicate Standing16,000 at Mastery Rank 0, plus 500 per rank
Focus from Lenses250,000 at Mastery Rank 0, plus 5,000 per rank
Trades per dayEqual to your Mastery Rank

The Tests

  • Each rank requires passing a test, played solo.
  • Passing puts the next test behind a 23 hour cooldown.
  • Failing carries no cooldown as of Update 38, so you can retry immediately.
  • Every test can be practised for free at Cephalon Simaris in any relay, as many times as you like.
Tenno Tip
Practise the test at Simaris before attempting the real one. There is no cost and no penalty, and several of the tests are far easier once you know their exact rules.
Section Quiz

Q1. How many Mastery Points does ranking a weapon from 0 to 30 give?

Q2. What is the cooldown after passing a Mastery Rank test?

Q3. What does Mastery Rank 2 unlock?

04

Foundry & Currencies

Credits, Platinum, Endo, Ducats, and what to spend them on.

Almost everything in Warframe is built in the Foundry from a blueprint plus resources, and then waits on a real time build timer. Warframe components take 12 hours each and the finished Warframe takes 72, so starting a build before you log off is a habit worth forming early.

The Currencies

CreditsThe general currency. Blueprints, Foundry costs, Mod upgrades and Trading fees.
PlatinumThe premium currency. Tradeable between players, so it can be earned without spending money.
EndoUpgrades Mods. Comes from Ayatan Sculptures, endless missions and Mod dissolution.
Orokin DucatsEarned by selling Prime parts at a relay. Spent only with Baro Ki'Teer.
Syndicate StandingFaction reputation. Buys Augment mods, Arcanes and blueprints.

Spending Your First 50 Platinum

Buy slots, nothing else
A new account starts with 50 Platinum. Warframe slots and weapon slots are the one thing you cannot earn in game, and running out of them is the most common early frustration. Everything else on this list can wait.
  • Warframe slots and weapon slots. Always the right answer first.
  • Do not rush Foundry timers. Rushing converts Platinum into a few hours of waiting.
  • Do not buy Orokin Reactors or Catalysts yet. Nightwave gives them away regularly.
  • Do not buy Warframes outright. Most are more satisfying, and cheaper, to farm.

Nightwave

Nightwave is a free seasonal progression track with daily and weekly tasks. Its rewards include Orokin Reactors and Catalysts, Forma, Umbra Forma, Aura mods and Nitain Extract, several of which have no other reliable source. For a new player it is the highest value repeatable content in the game.

Earning Platinum Without Paying

  • Sell duplicate Prime parts from Void Relics. This is the standard method.
  • Sell spare Rivens and rare Mods once you reach Mastery Rank 2 and can Trade.
  • Ayatan Sculptures can be sold to other players, or handed to Maroo for Endo.
Tenno Tip
Build a Taxon Sentinel with an Artax early. Companions with a vacuum precept pull loot toward you automatically, which makes every mission less tedious.
Going deeper
If Credits become the thing holding you up, our Credits farming guide covers the fastest routes and the pace to aim for.
Section Quiz

Q1. What is the best use of the 50 Platinum a new account starts with?

Q2. What is Endo used for?

05

Mods & Your Arsenal

Where Mods come from, Void Relics, and Forma.

Mods are where nearly all of your power comes from. An unmodded weapon at Mastery Rank 20 is weaker than a well modded starter weapon. This section covers where they come from; the Damage Mechanics group covers how they combine.

Where Mods Come From

Enemy dropsThe bulk of common and uncommon Mods
TransmutationFour unwanted Mods combined into one random Mod
Nightmare MissionsDual stat Mods such as Drifting Contact and Shred
Orokin Vaults on DeimosCorrupted Mods, which carry a large bonus and a real penalty
SyndicatesAugment mods that change how a specific ability behaves
Bounties and ArbitrationsMany of the strongest Mods in the game

Upgrading Mods

Ranking a Mod up costs Endo and Credits, and raises both its effect and its drain. A maxed Serration is +165% damage at 14 drain, so a fully upgraded Mod is not automatically the right choice while your capacity is tight.

Tenno Tip
Do not dissolve Mods for Endo until you know whether they are worth Platinum. Ayatan Sculptures, filled with Ayatan Stars, are the efficient Endo source, and Maroo runs a weekly Ayatan hunt. Our Endo farming guide goes through the best sources in order.

Void Relics and Prime Gear

Void Relics are the only source of Prime equipment. To open one, run a Void Fissure mission with the Relic equipped, collect 10 Reactant from the corrupted enemies, and choose a reward at the end. In a squad you see all four rewards and may pick any of them, which makes public Fissure runs meaningfully better than solo.

  • Duplicate Prime parts can be sold at any relay for Orokin Ducats, then spent with Baro Ki'Teer.
  • Prime parts are the standard thing new players trade for Platinum.
  • Forma blueprints are a common Relic reward, which is where your early Forma will come from.
  • Aya is the currency that buys Relics for Primes no longer in rotation. Our Aya farming guide covers where it drops.

Orokin Reactors, Catalysts and Forma

Orokin ReactorDoubles a Warframe's Mod Capacity to 60Often called a potato
Orokin CatalystDoubles a weapon's Mod Capacity to 60Also a potato
FormaAdds or changes a slot's polarity, and resets the item to rank 0Does not add capacity
Tenno Tip
Put your first Reactor and Catalyst on gear you actually intend to keep. Both are given away through Nightwave and as login rewards, so there is no need to buy them.

A Worked Example

All of the above is easier to see on a real build than to read in the abstract. This is a general purpose early game primary template, using Mods you can realistically have in your first few hours:

Notice the shape rather than the exact Mods. Serration is the base damage, Split Chamber the multishot, Vital Sense and Critical Delay the critical stats, and Speed Trigger the fire rate. Those are five different categories, which is why they multiply with each other instead of adding into one bracket. That rule is the subject of How Mods Scale Damage.

The three elemental Mods are the interesting part. Malignant Force is Toxin and Rime Rounds is Cold, and in that slot order they combine into Viral, which leaves the Heat from Thermite Rounds standing on its own. That is the Viral and Heat pairing, assembled out of Mods a new player can realistically own.

Section Quiz

Q1. What is the only way to obtain Prime equipment?

Q2. What does using a Forma on a piece of equipment do?

06

Clans & Trading

The Dojo, research, and how Trading works.

A Clan gives you a Dojo, and the Dojo's research labs hold a large set of blueprints with no other source. Joining one early is among the best things a new player can do.

What a Clan Gives You

  • Research labs covering entire weapon lines, including the Tenno, Energy, Chemical, Bio and Orokin labs.
  • Dragon Keys from the Orokin Lab, needed to open the Orokin Vaults on Deimos for Corrupted Mods.
  • A trading post, and people to trade with.
  • Decorated rooms with obstacle courses and duelling rooms.
You need a Clan Key
The first time you join a Clan you must build a Clan Key in the Foundry before you can enter the Dojo. It is cheap and takes 12 hours.

Trading

RequirementMastery Rank 2, plus two factor authentication on your account
Daily limitOne trade per Mastery Rank, reset daily
WhereA Dojo trading post, or Maroo's Bazaar on Mars
CostA Credit fee that scales with what is being traded

Commonly traded: Prime parts, Rivens, rare and Corrupted Mods, Ayatan Sculptures and Arcanes. Warframe blueprints bought from the Market and most quest rewards cannot be traded.

Tenno Tip
Check a price reference before agreeing to a trade. This site's Market hub pulls live warframe.market data so you can see what an item is actually going for.

Squad Etiquette

Resources, Credits and Mods picked up by any squad member are shared with everyone, so picking up loot never takes it from anyone. Reward selection at the end of a Void Fissure is the exception: everyone chooses independently. The rest is covered in Common Mistakes.

More on Clans
How to join a Warframe Clan walks through finding and applying to one, and Clan benefits covers what a Dojo actually gets you.
Section Quiz

Q1. What do you need before you can Trade with another player?

Q2. What is the main reason to join a Clan early?

07

Common Mistakes

The traps that cost new players the most, and squad etiquette.

Most of these cost you time rather than anything permanent, but a few are genuinely hard to undo. They are collected from the wiki's New Player Guide, which keeps its own list for the same reason.

Hard to Undo

Do not craft War from Broken War unless you have two
Broken War is a one time quest reward. Crafting it into War consumes it, and if you later want the other weapon in that line you cannot get another copy easily. Leave it alone until you know which you want.
  • Never discard free quest or event rewards. Several include Orokin Catalysts and Reactors, which are among the most valuable items in the early game.
  • Do not finish a Kuva Larvling after The War Within until you have eight Requiem Mods and actually want a Lich. Killing one starts a system that is a nuisance to escape unprepared.
  • Sands of Inaros plays once. On the second tomb visit, scan every Kavat you can for Genetic Codes. It is the best source in the game, and the quest does not repeat.

Costly Habits

  • Keep a maxed Vacuum or Fetch on your Companion. Worth doing from the Venus Junction onward. Without it you walk over half your loot.
  • Spend your first 50 Platinum on slots, not on rushing builds or buying a Warframe. Covered in Foundry & Currencies.
  • Check a price reference before trading. warframe.market is the community standard and is not affiliated with Digital Extremes. This site's Market hub pulls the same data.
  • Extract with the host in Duviri and Railjack. A host migration part way through those missions can lose your run.

Squad Etiquette

  • In fast missions, do the objective first and loot second. Everyone is waiting on the objective, not on your containers.
  • Do not force start a countdown without asking. Someone is usually still modding.
  • In Survival, stay grouped. Enemy spawns follow the squad, and spreading out starves the life support.
  • Wait for your squad before taking an elevator or triggering a one way transition.
  • Be careful with Limbo. His Rift can stop teammates interacting with objectives if you are not deliberate about it.
  • Mark rare containers and resources with the waypoint key. It is always welcome.
Tenno Tip
None of this is worth stressing over. Warframe is generous about letting you re-earn almost anything, and the community is unusually tolerant of new players. The only items on this page that really matter are the three under Hard to Undo.
Damage Mechanics
08

The Big Picture

How the engine layers damage calculations.

How this guide is sourced
Mechanics and numbers come from wiki.warframe.com and from Digital Extremes' own exported game data. The formulas describing how this site's calculator combines them come from the calculator itself. Last verified against Update 43: Jade Shadows: Constellations.

Every weapon deals base damage split across one or more damage types. Mods, Arcanes, Rivens and Incarnon Evolutions build on those base values through a layered calculation:

Final Damage Per Shot = Base Damage x Damage Mods x Elemental Mods x Multishot x Crit Multiplier

The order of those layers is the single most useful thing to understand. Bonuses within a layer add together. Bonuses in different layers multiply. That is why a second damage mod is worth much less than your first multishot mod, and it is the idea the rest of this guide keeps returning to.

From that per shot figure the calculator derives Average Hit, Burst DPS and Sustained DPS, the last of which accounts for magazine size and reload time.

Tenno Tip
If you read only one section of this guide, make it How Mods Scale Damage. Everything else is detail on top of it.
Section Quiz

Q1. Which order does the engine apply these in?

09

Physical Damage (IPS)

Impact, Puncture, and Slash.

The three physical damage types, collectively called IPS, are the backbone of most weapons. Every one of them has a Status Effect worth knowing.

ImpactStagger

Staggers the target, briefly interrupting its action. Each proc raises the Parazon Mercy Kill threshold on heavy units by 8%, up to a maximum threshold of 80% of total Health.

PunctureWeakened

The target's attacks deal 40% less damage on the first proc, and 10% less per subsequent proc, up to 80% at 5 stacks. Your weapons also gain 5% flat Critical Chance against the target per proc, up to 25% at 5 stacks.

SlashBleed

Deals 35% of the weapon's base damage per tick over 6 seconds. This damage bypasses Armor. It does not bypass Shields; Toxin is the status that does that.

Slash does not bypass Shields
Slash bleed bypasses Armor. It does not bypass Shields. Toxin is the damage type that bypasses Shields. Plenty of older guides, including an earlier version of this one, claim Slash does both.
Tenno Tip
Slash remains excellent because its damage over time ignores Armor, which is the defence that scales hardest with enemy level. When comparing two weapons, a higher Slash share of the damage split is usually the better pick against armoured targets.

How Physical Mods Work

Physical mods such as Buzz Kill for Slash are additive with the base damage of that type only, not with the weapon's total:

Scaled Physical = Base Physical x Total Damage Multiplier + Base Physical x (Physical Mod% / 100)

A +120% Slash mod therefore adds 120% of the weapon's base Slash value, not of its total damage. This is the key difference from elemental mods, which calculate their bonus from the total. It is why physical mods are usually weaker per slot than a base damage mod such as Serration.

Section Quiz

Q1. What does a Slash proc bypass?

Q2. How much flat Critical Chance do your weapons gain against a target at 5 Puncture stacks?

10

Elemental Damage

Heat, Cold, Electricity, and Toxin.

There are four base elements you can add to any weapon with mods:

HeatDeals 50% of base damage per tick over 6 seconds, causes the target to panic for 4 seconds, and gradually strips up to 50% of the target's Armor.
ColdReduces Movement Speed, Fire Rate and Attack Speed by 50% on the first proc and by a further 5% per proc, reaching 90% at 9 stacks. The target also takes +0.1x Critical Damage at 1 stack and +0.05x per subsequent stack, reaching +0.50x at 9 stacks. At 10 stacks the target is Frozen for 3 seconds and the Critical Damage bonus doubles to +1.0x.
ElectricityDeals 50% of base damage per tick to the target and to enemies within 3 metres, and stuns the affected target for 3 seconds.
ToxinDeals 50% of base damage per tick over 6 seconds. Toxin damage bypasses Shields and strikes Health directly.

Elemental mods add damage as a percentage of your total base damage, calculated after damage mods such as Serration:

Elemental Damage = Total Base Damage x Damage Multiplier x (Elemental Mod% / 100)

Because the bonus is drawn from the total, elemental mods effectively act as another multiplier on everything your damage mods already did. That is what makes them so much stronger per slot than physical mods.

Which Damage over Time Scales with Mods

Six statuses deal damage over time: Slash, Electricity, Heat, Toxin, Gas and Blast. Only three of them have that damage increased by modding their element.

Electricity, Heat, ToxinDamage over time scales with your elemental modsElementalist mods add a further 90%
Slash, Gas, BlastDamage over time does not scale with mods for that type
Tenno Tip
This is why Heat is the usual partner for Viral. Heat's burn scales with your Heat mods, and Viral then multiplies all damage dealt to Health, the burn included.
Section Quiz

Q1. Which base elemental status effects have their damage over time increased by modding that element?

Q2. What does a Heat proc do besides dealing damage over time?

11

Combined Elements

Mixing elements, and why mod order matters.

Two base elements combine into a combined element, and the order of your mod slots decides what combines with what.

Heat + ColdBlastDelayed detonations that erupt at maximum stacks.
Heat + ElectricityRadiationTurns the target against its allies.
Heat + ToxinGasAn expanding cloud that damages everything inside it.
Cold + ElectricityMagneticAmplifies damage to Shields and Overguard.
Cold + ToxinViralAmplifies all damage dealt to Health.
Electricity + ToxinCorrosiveStrips Armor while the status is active.
Three of these changed and are widely misquoted
Blast no longer knocks enemies down. It applies delayed detonations that erupt at 10 stacks. Corrosive does not strip Armor permanently, and not 80% per stack: it strips 26% on the first stack rising to 80% at ten, and expires after 8 seconds. Viral has not halved maximum Health since Update 27.2; it multiplies incoming Health damage instead.
Mod slot order matters
Elements combine in slot order. If you want Viral and Heat, slot your Cold and Toxin mods before the Heat mod. Put Heat first and it meets Cold, giving you Blast and a leftover Toxin instead.

Interactive Elemental Combiner

Pick any two base elements to see what they produce and which factions it beats:

Elemental Combiner

Select two base elements to see what they combine into

Slot 1

Damage over time, panic, and a gradual Armor strip.

+

Slot 2

Slows the target and grants bonus Critical Damage against it.

iconHeat+iconColdiconBlast

Delayed detonations that erupt at maximum stacks.

Best vs: Infested Deimos

All Combined Elements

Blast= Heat + Cold

Delayed detonations that erupt at maximum stacks.

Infested Deimos

Radiation= Heat + Electricity

Turns the target against its allies.

Sentient, The Murmur

Gas= Heat + Toxin

An expanding cloud that damages everything inside it.

Infested Deimos, Techrot

Magnetic= Cold + Electricity

Amplifies damage to Shields and Overguard.

Corpus, Corpus Amalgam, Techrot

Viral= Cold + Toxin

Amplifies all damage dealt to Health.

Orokin

Corrosive= Electricity + Toxin

Strips Armor while the status is active.

Grineer, Kuva Grineer, Scaldra

The Combination Algorithm

  • Walk the mods in slot order, 0 to 9.
  • Collect each elemental stat bonus as you go.
  • A base element enters a pending slot. If the next base element can combine with the pending one, they merge. Otherwise the pending element is finalised and the new one takes its place.
  • Mods that already grant a combined element, such as a Blast mod, pass straight through without combining.

The General Purpose Combination: Viral and Heat

For most content Viral and Heat is the strongest pairing available to a new player:

  • Viral multiplies damage dealt to Health, from +100% at one stack to +325% at ten.
  • Heat applies damage over time, panics the target, and gradually strips up to 50% of its Armor.
  • Heat's damage over time is itself multiplied by Viral, because it is damage dealt to Health.

To build it, slot Cold, then Toxin, then Heat, in that order.

Section Quiz

Q1. You slot Heat, then Cold, then Toxin. What do you get?

Q2. Which two elements combine into Corrosive?

12

How Mods Scale Damage

Additive within a category, multiplicative across them.

This is the section that decides whether your builds are good. Mod bonuses are applied in layers, and the rule that matters is simple: same category adds, different categories multiply.

Try It

Toggle these mods and watch the multiplier chain. Notice how adding a second damage mod moves only the first factor, while adding a multishot or critical mod introduces an entirely new one.

Additive vs Multiplicative
Base Damage
2.65x
x
Elemental
1.00x
x
Multishot
1.00x
x
Critical
1.20x
x
Fire Rate
1.00x
Burst DPS
763
vs Unmodded
2.65x
Capacity
14 / 60

1. Base Damage Mods

Damage Multiplier = 1 + (Damage Mod% + Melee Damage%) / 100

Serration, Hornet Strike and Pressure Point affect every damage type proportionally. A maxed Serration at +165% makes each point of base damage worth 2.65 times as much. A second +165% damage mod does not double that to 5.30, it adds into the same bracket for 4.30.

2. Elemental and Physical Mods

Added on top of the scaled base, as described in the previous two sections. Elemental percentages of the same element add together, and the result is calculated from the weapon's total damage.

3. Multishot Mods

Effective Multishot = Base Multishot x (1 + Multishot Mod% / 100)

Every extra projectile carries full damage and rolls its own critical hit and status independently. Split Chamber at +90% means 1.9 effective shots per trigger pull, and it multiplies with everything above it.

4. Critical Mods

Covered in the next section.

5. Fire Rate and Attack Speed

Fire Rate = Base Fire Rate x (1 + (Fire Rate% + Attack Speed%) / 100)

The Stacking Rule

Two damage modsAdditive+165% and +165% gives 4.30x, not 7.02x
Damage mod and multishot modMultiplicative2.65x and 1.9x gives 5.03x
Two mods for the same elementAdditiveTwo +90% Heat mods give +180% Heat
Elemental and critical modsMultiplicativeSeparate layers
Tenno Tip
The practical version: fill an empty category before doubling up on one you already have. A build with one mod in each of damage, multishot, critical chance and critical damage beats a build with four damage mods by a wide margin.
Section Quiz

Q1. You already have Serration at +165%. Which addition increases your damage more?

Q2. How do two +90% Heat mods on the same weapon combine?

13

Critical Hits

Crit tiers and multiplier mechanics.

Critical Chance above 100% does not go to waste. Each full 100% guarantees a higher critical tier, and the remainder is the chance to reach the next one up.

Crit Tiers

0%No critical hitsWhite
1% to 99%Tier 1Yellow
100% to 199%Tier 2, every hit critsOrange
200% and aboveTier 3Red

The Crit Formula

Average Crit Multiplier = 1 + Crit Chance x (Crit Multiplier - 1)

This handles multi tier crits without needing a special case. For example:

  • 250% Critical Chance with a 2.5x Critical Multiplier gives 1 + 2.5 x (2.5 - 1) = 4.75x average damage.
  • At 250% Critical Chance every hit is at least an orange crit, and half of all hits are red crits.

How Crit Chance Scales

Final Crit Chance = Base Crit x (1 + Crit Chance Mod% / 100) + Flat Crit Bonuses

Mods such as Point Strike at +150% multiply the weapon's base value, so they do far more for a weapon that already crits often than for one that does not. Warframe abilities like Harrow's Covenant add flat Critical Chance on top, which is what makes them able to lift a low crit weapon.

Tenno Tip
A rough rule for new players: build for critical hits when the weapon's base Critical Chance is 20% or higher. Below that, elemental damage and status usually give more per slot.
Section Quiz

Q1. A weapon has 250% Critical Chance. What does that mean?

14

Status Effects (Procs)

All fifteen statuses, their stacks and durations.

Status Chance is the probability that a hit applies a Status Effect, also called a proc. Each damage type has its own.

Final Status Chance = Base Status x (1 + Status Mod% / 100) + Flat Status Bonuses

Proc Weighting

When a hit procs, which damage type triggers is weighted by the damage split. A weapon dealing 60% Slash, 20% Heat and 20% Viral procs Slash three times as often as either of the others. Adding a large elemental bonus therefore shifts not just your damage but which statuses you actually apply.

Every Status Effect

Select any status to see its exact magnitude, duration and stack cap, and drag the slider to watch it scale.

Status Effect Explorer
Physical
Base Elemental
Combined Elemental
Special
iconViralVirus

Increases damage dealt to Health by 100% on the first stack and by 25% per subsequent stack, reaching 325% at 10 stacks. It does not reduce the target's maximum Health.

Max Stacks
10
Duration
6s
Damage over time
No
DoT scales with mods
n/a
1
increased damage to Health100%

Viral has not halved maximum Health since Update 27.2. It now multiplies incoming Health damage, which includes damage over time.

Status Priming

Priming means deliberately applying a status to weaken a target before your damage lands. Four are worth knowing:

ViralMultiplies damage to Health, up to +325% at 10 stacksThe default choice
MagneticMultiplies damage to Shields and Overguard, up to +325% at 10 stacksRarely on your main weapon
CorrosiveStrips Armor, up to 80% at 10 stacksExpires after 8 seconds
ColdSlows, and grants bonus Critical Damage against the targetLess common, but hard crowd control
Faction Damage mods apply twice
A Faction Damage mod is applied once to the initial hit and again to the Status damage, which is why they are unusually strong on weapons built around damage over time.
Tenno Tip
Heat and Viral is the best general purpose combination. Heat applies damage over time, panics the target and strips Armor. Viral multiplies everything that lands on Health, which includes that damage over time. Hunter Munitions is worth knowing too: it gives critical hits a 30% chance to apply Slash, which turns any high crit weapon into a bleed weapon.
Section Quiz

Q1. What does Viral actually do?

Q2. How much Armor does Corrosive strip, and for how long?

Q3. What does a Blast proc do?

Q4. Radiation makes a target attack its allies. How much extra damage does it deal at 10 stacks?

15

Multishot & DPS

Multishot rules, Burst vs Sustained DPS.

Multishot

Multishot is among the strongest multipliers available because each extra projectile carries full damage and rolls its own critical hit and status independently.

Average Hit = Total Damage x Multishot x Average Crit Multiplier

A +90% multishot mod multiplies your output by 1.9 for a single slot.

Burst DPS

What you deal while the trigger is held, ignoring reloads:

Burst DPS = Average Hit x Fire Rate

Sustained DPS

The number that matters in a real fight, because it includes the reload:

Sustained DPS = Burst DPS x Magazine / (Magazine + Fire Rate x Reload Time)

Weapons with large magazines and quick reloads have a Sustained DPS close to their Burst DPS. Snipers and bows lose considerably more.

Charge Weapons

Effective Fire Rate = 1 / (Charge Time + 1 / Base Fire Rate)
Section Quiz

Q1. What is the difference between Burst DPS and Sustained DPS?

16

Enemy Defenses

Armor, Shields, Overguard, and faction weaknesses.

Enemies have four defensive layers:

HealthBase hit points. Every enemy has this.
ArmorReduces incoming damage on a curve that flattens at the 2,700 cap. The Grineer speciality.
ShieldsDepleted before Health takes damage, though Toxin bypasses them. The Corpus speciality.
OverguardAn extra layer on Eximus units, broken before Health or Shields.

Armor Damage Reduction

Enemies and Warframes use different formulas
A great many guides quote Armor / (Armor + 300) for enemies. That is the Tenno formula, which applies to your own Warframe. Enemies use a square root curve, and using the wrong one understates how tanky armoured enemies are.
Enemy, Armor at or below 2,700Damage Reduction = 90% x sqrt(Armor / 2700)
Enemy, Armor above 2,700Damage Reduction = Armor / (Armor + 300)
Tenno (your Warframe)Damage Reduction = Armor / (Armor + 300)

Level scaling clamps enemy Armor between 200 and the 2,700 cap. Drag the sliders below to see what that means in practice, and what stripping Armor is worth.

Armor & Time to Kill Sandbox
30
0
Armor
281
cap 2,700
Damage Reduction
29.0%
Health + Shields
1,990
level 30 Grineer
Time to Kill
0.8s
3 shots

Sample weapon: 1,000 damage per shot at 4 shots per second, with no faction bonus applied.

At 281 Armor the enemy formula gives 29.0% reduction. The Tenno formula, Armor / (Armor + 300), would give 48.4%. Using the wrong one is a common mistake, and below the cap the two disagree by a wide margin.

Faction Weaknesses

Health types no longer exist
Update 36 collapsed thirteen health types into the four layers above and moved every damage type resistance onto faction. Advice mentioning Alloy Armor, Ferrite Armor, Cloned Flesh or Proto Shields, or telling you Impact is for Shields and Puncture is for Armor, predates that change. A vulnerable faction takes x1.5, a resistant one takes x0.5.

The three factions you meet first:

Grineer (Earth, Mars, Saturn and much of the early Star Chart. The Armor faction.)
iconImpactx1.5 damage
iconCorrosivex1.5 damage
Corpus (Venus, Jupiter, Neptune and Europa. The Shields faction.)
iconPuncturex1.5 damage
iconMagneticx1.5 damage
Infested (Eris, Deimos and Infestation Outbreaks. Health heavy, no Shields.)
iconSlashx1.5 damage
iconHeatx1.5 damage

Later Factions

You will not meet most of these until well into the story, but the table is here:

Kuva Grineer (Kuva Lich territory. Grineer weaknesses, but Heat resistant.)Resists: Heat (x0.5)
iconImpactx1.5 damage
iconCorrosivex1.5 damage
Corpus Amalgam (Jupiter's Gas City. Sentient spliced Corpus.)Resists: Blast (x0.5)
iconElectricityx1.5 damage
iconMagneticx1.5 damage
Infested Deimos (The Cambion Drift and Deimos bounties.)Resists: Viral (x0.5)
iconBlastx1.5 damage
iconGasx1.5 damage
Sentient (The Ropalolyst, Lua and the Sentient Anomaly.)Resists: Corrosive (x0.5)
iconColdx1.5 damage
iconRadiationx1.5 damage
Narmer (Post New War Star Chart, and Narmer bounties.)Resists: Magnetic (x0.5)
iconSlashx1.5 damage
iconToxinx1.5 damage
The Murmur (The Duviri and Zariman derived Whispers in the Walls content.)Resists: Viral (x0.5)
iconElectricityx1.5 damage
iconRadiationx1.5 damage
Scaldra (Hoellvania, in the 1999 content.)Resists: Gas (x0.5)
iconImpactx1.5 damage
iconCorrosivex1.5 damage
Techrot (Hoellvania, in the 1999 content.)Resists: Cold (x0.5)
iconGasx1.5 damage
iconMagneticx1.5 damage
Anarch (Encountered alongside the newest Hoellvania content.)Resists: Radiation (x0.5)
iconImpactx1.5 damage
iconElectricityx1.5 damage
Zariman (The Chrysalith and Zariman missions. Vulnerable only to Void damage.)
iconVoidx1.5 damage

Overguard

Overguard does not block statuses on enemies
On enemies, Overguard blocks crowd control, including Stagger, Knockdown, Stun, Blind, Lifted and Radiation's confusion. Status Effects still apply. Magnetic is actively amplified against Overguard, and Void damage gets a 50% bonus to it. On players, Overguard does negate all Status Effects.

The Steel Path

Enemy Level+100
Enemy Health250% of normal
Enemy Shields250% of normal
Enemy ArmorUnchangedThe Armor multiplier was removed in Update 36

Damage Attenuation

Bosses and certain special enemies use damage attenuation, a diminishing returns mechanic that soft caps how much a single hit can take off. Against those targets, consistent moderate damage outperforms one enormous hit.

Section Quiz

Q1. Which formula gives an enemy's damage reduction from Armor?

Q2. Post Update 36, what determines whether a damage type is strong against an enemy?

Q3. Does Overguard make an enemy immune to Status Effects?

Q4. What does The Steel Path do to enemies?

17

Mod Capacity & Polarities

Capacity budget, drain, Forma, and aura slots.

Every mod costs capacity, also called drain. Your budget equals the item's rank, to a maximum of 30, and an Orokin Reactor (Warframes) or Orokin Catalyst (weapons) doubles it.

Capacity Budget

Rank 30, no Reactor or Catalyst30 capacity
Rank 30, with Reactor or Catalyst60 capacity
Kuva, Tenet and Coda weapons30 plus 2 per Forma, doubled by a Catalyst

Polarity Matching

Drain is adjusted per slot by the polarity you put the mod in:

Matching polarityceil(drain / 2)Half cost, rounded up
No polarityFull drain
Mismatched polarityfloor(drain x 1.25)25% penalty
Universal (Omni Forma)ceil(drain / 2)Matches everything
What Forma actually does
Forma adds or changes a slot's polarity so matching mods cost half. It does not add capacity. Applying one resets the item to rank 0, so you level it again, which is a second helping of Mastery Points. Forma blueprints drop regularly from Void Relics.

Aura and Stance Slots

Aura and Stance mods add capacity instead of consuming it, and a matching polarity doubles what they give:

Matching polaritybonus x 2
No polaritybonus x 1
Mismatched polarityfloor(bonus x 0.8)

Interactive Mod Simulator

Click mods to equip them and watch the capacity bar. The eight mods below total 83 drain against a budget of 60, so you cannot have them all. Choosing is the exercise.

Mod Simulator

Excalibur · Rank 30 · Orokin Reactor · Click a mod to equip

Available Mods. Click to equip or unequip.

Mod Capacity0 / 60
E

Excalibur

Rank 30 · Max Stats

Live Stats

Health
370
Shield
370
Armor
240
Energy
150
Ability Strength
100%
Ability Duration
100%
Ability Range
100%
Ability Efficiency
100%
Pro tip: Install an Orokin Reactor to double mod capacity 30 → 60. Each Forma adds a polarity slot. Matching a mod's polarity halves its capacity cost.
Section Quiz

Q1. A mod costs 9 drain. What does it cost in a slot with a matching polarity?

Q2. What is the maximum Mod Capacity on a rank 30 Warframe with an Orokin Reactor?

18

Advanced Mechanics

Incarnon, Valence, Rivens, and buffs.

Incarnon Evolutions

Incarnon weapons have an alternate firing mode with its own stats:

  • Base Incarnon stats are always active while the adapter is installed.
  • Evolution perks apply only when you have selected them.
  • Perks can add flat elemental damage, Critical Chance, Status Chance and more, on top of your mods.

Valence Bonuses on Kuva, Tenet and Coda Weapons

Lich and Sister weapons carry an innate elemental bonus:

Valence Damage = Total Base Damage x Damage Multiplier x Valence% / 100

The element is decided by the Lich or Sister that generated the weapon, not by the weapon itself, and it can be transferred between two copies of the same weapon. It is added as elemental damage and will combine with your mod elements, so a Valence element can quietly ruin an intended combination.

Self Enhancing Set Mods

The Umbral set bonus increases each equipped Umbral mod's own stat, rather than granting a separate bonus:

Umbral Intensify+44% Ability Strength at max rankOwn stat +25% with 2 pieces, +75% with 3
Umbral Vitality+100% Health at max rankOwn stat +30% with 2 pieces, +80% with 3
Umbral Fiber+100% Armor at max rankOwn stat +30% with 2 pieces, +80% with 3

Each also grants +11% Tau Resistance. All three cost 16 drain at max rank, which is why a full Umbral build usually needs several Forma.

Rivens

Riven mods roll randomised stats scaled by the weapon's disposition:

Effective Riven Stat = Rolled Value x Weapon Disposition

Disposition is set per weapon and moves with how much the community uses it. Popular weapons have low dispositions and weak Rivens; rarely used weapons roll much larger numbers. Rivens are a late consideration, well after your first Forma.

Conditional and Galvanized Mods

  • Galvanized mods, such as Galvanized Chamber, gain stacks on kill, with each stack adding multishot or damage.
  • Weapon Arcanes, such as Primary Merciless, build stacks over the course of a fight.
  • The melee combo multiplier rises with consecutive hits.

These make a build look far stronger on paper than it is on the first shot. The calculator lets you set the stack count so you can compare a realistic mid fight number against the theoretical maximum.

External Buffs

Warframe ability buffs apply as their own multiplicative layer, which is what makes them so strong. Rhino's Roar is the clearest example at +50% at max rank before Ability Strength is taken into account.

Faction Damage bonuses are the exception
Roar counts as a Faction Damage bonus. Faction Damage bonuses are additive with each other and multiplicative with everything else, so stacking two of them is worth much less than stacking one with a different kind of buff.
Section Quiz

Q1. How does a Riven Mod's disposition affect it?

Q2. With all three Umbral mods equipped, how much is each mod's own stat increased?

Reference
19

Game Settings

Keybinds, accessibility and display options worth changing early.

Warframe ships with defaults that suit nobody in particular. These are the settings worth changing early, taken from the wiki's New Player Guide. None of them are required, and none affect balance.

Keybinds

Sprint and RollBind to separate keysSharing one key makes bullet jump chaining awkward
Heavy AttackOften rebound to 6The default is uncomfortable to hold mid combat
Toggle CrouchUsually not worth itCrouching is momentary, and opening chat cancels it
Ability tap or holdConfigurable per WarframeOr globally, if you prefer one behaviour
Fixed bindsF6 screenshot, Y CipherCannot be removed, but can be overridden

Accessibility

These are filed under Accessibility but several are simply more comfortable for everyone:

  • Turn off Hold to Sprint so one press keeps you sprinting.
  • Set semi automatic and burst weapons to behave as full automatic, which saves a great deal of clicking.
  • Set quick time events to Hold rather than repeated presses.
  • Turn off screen shake. It is the single most common setting people change.
  • Turn on enemy and ally highlighting, which helps a lot in crowded rooms.

Display and Audio

  • Motion Blur, Depth of Field and Film Grain are all optional and commonly turned off.
  • The FPS display also shows your ping and memory use, which is useful when diagnosing a bad squad.
  • Turn on chat message timestamps so you do not reply to an hour old message.
  • Ally Mandachord volume is separate from your own, so you can mute other people's Octavia music without muting yours.

Matchmaking

RegionSets your regional chat and who you match with
Ping limitStops you joining squads hosted too far away
LanguageChanged in the launcher, not in gameDoes not affect matchmaking
Tenno Tip
If you only change two things, make them turning off screen shake and putting Sprint and Roll on separate keys. Both pay off within your first hour.
20

Cheat Sheet

The whole guide condensed to one screen.

Everything in this guide, compressed. Verified against Update 43: Jade Shadows: Constellations.

Capacity and Polarity

CapacityEquals the item's rank, maximum 30
Orokin Reactor / CatalystDoubles capacity to 60
Matching polarityceil(drain / 2)
Mismatched polarityfloor(drain x 1.25)
FormaAdds or changes a polarity, resets the item to rank 0
Aura and Stance slotsAdd capacity. Matching polarity doubles the bonus.

The Stacking Rule

Same category adds, different categories multiply
Two damage mods add their percentages into one multiplier. A damage mod and a multishot mod are two separate multipliers. Filling an empty category always beats doubling up on a full one.

The categories, in the order the calculation applies them:

  • Base Damage (Serration, Hornet Strike, Pressure Point)
  • Elemental damage, calculated from the weapon's total damage
  • Multishot (Split Chamber, Barrel Diffusion)
  • Critical Chance and Critical Damage
  • Fire Rate or Attack Speed

Physical mods are the exception: they add a percentage of that damage type's base value only, not of the weapon's total, which is why they are usually the weakest slot for slot.

Every Status at a Glance

StatusEffectStacksDurationDoT
iconImpactStaggers the target and raises its Parazon Mercy threshold.56sNo
iconPunctureWeakens the target's attacks and grants flat Critical Chance against it.510sNo
iconSlashDamage over time that bypasses Armor.No cap6sYes
iconHeatDamage over time, panic, and a gradual Armor strip.No cap6sYes, scales
iconColdSlows the target and grants bonus Critical Damage against it.106sNo
iconElectricityChaining damage over time that stuns.No cap6sYes, scales
iconToxinDamage over time that bypasses Shields.No cap6sYes, scales
iconBlastDelayed detonations that erupt at maximum stacks.101.5sYes
iconCorrosiveStrips Armor while the status is active.108sNo
iconGasAn expanding cloud that damages everything inside it.106sYes
iconMagneticAmplifies damage to Shields and Overguard.106sNo
iconRadiationTurns the target against its allies.1012sNo
iconViralAmplifies all damage dealt to Health.106sNo
iconVoidPulls incoming projectiles toward the target.No cap3sNo
TauRaises the target's vulnerability to further status.108sNo

Damage over Time

Deal damage over timeSlash, Electricity, Heat, Toxin, Gas, Blast
Scale with modding that elementElectricity, Heat, Toxin only
Elementalist modsIncrease Status damage over time by a further 90%
Faction Damage modsApplied twice: once to the hit, once to the Status damage

Status Priming

ViralMultiplies damage to Health, +325% at 10 stacks
MagneticMultiplies damage to Shields and Overguard, +325% at 10 stacks
CorrosiveStrips Armor, 80% at 10 stacks, for 8 seconds
ColdSlows and grants bonus Critical Damage. Freezes at 10 stacks.
Tenno Tip
Heat and Viral is the best general purpose pairing. Heat burns, panics and strips Armor, and its burn scales with your Heat mods. Viral then multiplies everything that reaches Health, that burn included.

Enemy Defences

Enemy Armor DR90% x sqrt(Armor / 2700), below the 2,700 cap
Tenno Armor DRArmor / (Armor + 300)
Faction vulnerabilityx1.5 incoming damage
Faction resistancex0.5 incoming damage
GrineerWeak to Impact and Corrosive
CorpusWeak to Puncture and Magnetic
InfestedWeak to Slash and Heat
The Steel PathLevel +100, Health and Shields at 250%, Armor unchanged

Printable Cheat Sheets

Community made reference sheets, reproduced here with the original PDFs for printing. The live version above stays in sync with the rest of the guide; these are snapshots.

New Player Modding Cheat Sheet
Full size
New Player Modding Cheat Sheet

Capacity and polarities, additive versus multiplicative stacking, and the three priming statuses. The same ground as the Stacking Rule above, laid out visually.

Statuses Cheat Sheet
Full sizePDF ↓
Statuses Cheat Sheet

Every Status Effect, what it does, and the popular priming combinations.

Basic Modding Cheat Sheet
Full sizePDF ↓
Basic Modding Cheat Sheet

Page 1 of 3. Stacking, polarities, capacity and the status summary.

Early Game Weapon Templates
Full size
Early Game Weapon Templates

Page 2 of 3. Primary and secondary starting templates.

Early Game Weapon Templates
Full size
Early Game Weapon Templates

Page 3 of 3. Melee template.

Modding Priority

  • Base damage mod first. Serration, Hornet Strike or Pressure Point.
  • Multishot next. It multiplies with the damage mod.
  • Two elemental mods for a combined element. Viral is the default.
  • Critical mods if the weapon's base Critical Chance is 20% or higher.
  • Status mods if the base Status Chance is 20% or higher and you want procs.
  • Fill what is left with more elements, fire rate or utility.
Section Quiz

Q1. Which status pairing is the best general purpose combination?

Q2. Why is Magnetic usually not modded on your main damage weapon?

21

Glossary & Final Exam

Key terms, modding priority, and a scored exam.

Glossary

DPSDamage Per Second
TTKTime To Kill, how long a specific enemy takes to die
IPSImpact, Puncture and Slash, the three physical damage types
ProcA triggered Status Effect
PrimingApplying a Status deliberately to weaken a target before damage
Crit TierHow many full 100% layers of Critical Chance a weapon has
MultishotAdditional projectiles per trigger pull, each at full damage
Burst DPSDamage per second while firing, ignoring reloads
Sustained DPSDamage per second including reload downtime
DispositionPer weapon multiplier on Riven stats. Higher on less used weapons.
PotatoAn Orokin Reactor or Catalyst, which doubles Mod Capacity
FormaAdds or changes a slot's polarity and resets the item to rank 0
EHPEffective Hit Points. For a Warframe, Health x (1 + Armor / 300).
AttenuationBoss mechanic that soft caps damage from a single hit
Steel PathHard mode. Level +100, Health and Shields at 250%, Armor unchanged.
ValenceThe innate element on a Kuva, Tenet or Coda weapon
OverguardAn extra defence layer on Eximus units that blocks crowd control
JunctionThe gated link between two planets on the Star Chart
RelicA Void Relic, the only source of Prime equipment
ReactantDropped by corrupted enemies in Void Fissures. Ten opens a Relic.
DucatsCurrency from selling Prime parts at a relay, spent with Baro Ki'Teer
EndoThe currency used to rank Mods up

Final Exam

Ten questions drawn from across the guide. Anything you miss links back to the section it came from.

✦ Final Exam
0 of 10 answered

10 questions drawn at random from every section. Answer them all, then submit for a score. Retaking draws a fresh set.

Q1. Which order does the engine apply these in?

Q2. How much Armor does Corrosive strip, and for how long?

Q3. How much flat Critical Chance do your weapons gain against a target at 5 Puncture stacks?

Q4. Why is The Circuit worth running as a newer player?

Q5. What do you need before you can Trade with another player?

Q6. Radiation makes a target attack its allies. How much extra damage does it deal at 10 stacks?

Q7. What is the maximum Mod Capacity on a rank 30 Warframe with an Orokin Reactor?

Q8. You already have Serration at +165%. Which addition increases your damage more?

Q9. With all three Umbral mods equipped, how much is each mod's own stat increased?

Q10. What does a Heat proc do besides dealing damage over time?

Put It Into Practice

The weapon calculator runs the same formulas described in this guide against real weapons and Mods, so you can test a build before spending Forma on it.

Verified against Update 43: Jade Shadows: Constellations, released 2026-06-17. Checked 2026-08-31 against wiki.warframe.com.