Ability stats explained: Strength, Duration, Efficiency and Range
Four stats decide how strong, how long, how far and how cheap your abilities are. Learn how they work together and how to tune them for your Warframe.
This tutorial is only available in English and German for now.
At a glance
- Base value
- 100 % for all four stats
- Stacking
- additive, everything is summed
- Efficiency
- works up to 175 %
- Energy cost
- 25 % to 175 % of the base
01What is it about?
Every Warframe has four ability stats. You find them in the Arsenal below your Warframe’s stats, and they always start at 100 %. Mods push them up or down. That way the same ability can become a damage hammer, a long buff or a huge crowd control field.
The key terms in short:
- Ability Strength
- How powerful an ability is: damage, healing, buff size, slow and much more.
- Ability Duration
- How long an ability stays active. For abilities that drain energy over time, it also lowers the drain per second.
- Ability Efficiency
- How much energy an ability costs. More efficiency means lower costs.
- Ability Range
- How large the radius or how long the targeting distance of an ability is.
- Corrupted mod
- A mod with a big bonus and a drawback. It raises one stat a lot and lowers another one.
- Channeled ability
- An ability you toggle on and off that drains energy per second while it is active.
- Additive
- All bonuses to one stat are simply added up before they take effect.
02The four stats at a glance
| Stat | What it changes | Limit |
|---|---|---|
| Ability Strength | Damage, healing, buffs, debuffs, slows | no fixed upper limit |
| Ability Duration | Run time, drain of channeled abilities | at least 12.5 % with mods |
| Ability Efficiency | Energy cost | works up to 175 % (cost never below 25 %) |
| Ability Range | Radius and targeting range | at least 34 % with mods |
Each ability only uses some of these stats. When you hover over an ability in the Arsenal, you see its values with your current mods. Values that never change are not tied to any of the four stats.
03How the math works
All bonuses to the same stat are added up. Your Warframe starts at 100 %, then every mod adds its percentage. Negative values simply subtract. The final value is then multiplied with the ability’s base value.
- 01
Base value
100 % Ability Strength.
- 02
Add the mods
Intensify +30 %,
Blind Rage +99 % and
Transient Fortitude +55 % make 284 % Strength. - 03
Apply it to the ability
Rhino’s Roar gives 50 % bonus damage at base. With 284 % Strength that becomes 142 %.
Efficiency works a little differently. The cost is base cost × (200 % − Efficiency). With 130 % Efficiency you pay 70 % of the cost, so Roar costs 52.5 energy instead of 75. It can never go below 25 % of the base cost, and never above 175 %. That is why the Arsenal shows at most 175 % Efficiency.
04The most important mods
You get the four basic mods early on. Some of them have stronger versions. You can only equip one version of each mod family at a time, so not
Intensify and
Umbral Intensify together, for example. All values are at max rank.
| Mod | Effect (max rank) |
|---|---|
Intensify | +30 % Strength |
Umbral Intensify | +44 % Strength (up to +77 % with the full Umbral set) |
| +30 % Strength, another +30 % for 10 s after healing with abilities | |
Continuity | +30 % Duration |
Primed Continuity | +55 % Duration |
| +55 % Duration, Toxin status effects from abilities also apply Corrosive | |
Streamline | +30 % Efficiency |
Stretch | +45 % Range |
| +45 % Range, abilities that deal Electricity damage restore energy |
Then there are the five classic corrupted mods. You find them behind vaults that you open with a Dragon Key, or you buy them cheaply from other players.
| Mod | Bonus | Drawback |
|---|---|---|
Blind Rage | +99 % Strength | −55 % Efficiency |
Transient Fortitude | +55 % Strength | −27.5 % Duration |
Overextended | +90 % Range | −60 % Strength |
Narrow Minded | +99 % Duration | −66 % Range |
Fleeting Expertise | +60 % Efficiency | −60 % Duration |
Other useful mods:
Augur Secrets (+24 % Strength),
Constitution (+28 % Duration),
Power Drift (+15 % Strength, fits the Exilus slot) and
Precision Intensify (+90 % Strength for your 4th ability only).
05Other sources
Besides regular mods there are other sources. They are added up as well.
| Source | Bonus |
|---|---|
| Crimson Archon Shard | +10 % Strength or +10 % Duration per shard (Tauforged +15 %) |
| Helminth Invigoration (7 days) | for example +200 % Strength, +100 % Duration, +100 % Range or +75 % Efficiency |
| Helminth ability Empower | +50 % Strength for your next ability |
Growing Power (aura) | +25 % Strength for 6 s after a status effect with your weapon, for the whole squad |
| squad +30 % Strength, you −30 % | |
Energy Conversion | +50 % Strength for your next ability after picking up an energy orb |
Molt Augmented (arcane) | +0.24 % Strength per kill, up to 250 times (+60 %) |
Arcane Power Ramp (arcane) | +9 % Strength per ability cast, up to 4 stacks |
Molt Efficiency (arcane) | up to +36 % Duration while your shields are up |
Arcane Concentration (arcane) | +60 % Duration for 3 s after casting an ability |
Learn more in Archon Shards: unlock, farm and socket them, Helminth: unlock it, feed it, swap abilities and Arcanes: slots, ranks and farming.
06Which ability uses which stat?
Before you mod, check which stats your ability actually uses. A few well known examples:
| Ability | Strength | Duration | Range |
|---|---|---|---|
Rhino Roar | Bonus damage (50 %) | Run time (30 s) | Radius (25 m) |
Rhino Iron Skin | Health and armor multiplier | no | no |
Loki Invisibility | no | Run time (12 s) | no |
Saryn Miasma | Damage (150) | Run time (6 s) | Radius (20 m) |
Nova Molecular Prime | Explosion damage and slow | Wave and prime duration | Explosion radius |
For every ability, the energy cost depends on Efficiency. The values in brackets are base values at ability rank 3.
07How to build for your role
- Damage (nuke): lots of Strength and enough Range. Typical picks are
Blind Rage,
Transient Fortitude and
Intensify, plus
Stretch.
Streamline offsets the higher costs. Example: Saryn’s Miasma. - Buff for you and the squad: Strength for the size of the buff, Duration for the run time, Range so your squad gets it too. Example: Rhino’s Roar.
- Crowd control (CC): Range and Duration first. You only need Strength if the ability benefits from it. On abilities that do not use Strength,
Overextended is almost free. - Invisibility and utility: often only Duration matters.
Narrow Minded is ideal here because Range does not matter. - Channeled abilities: Duration and Efficiency both lower the drain per second. Duration is often the easier way.
Frequently asked questions
Which mods should I get first as a new player?
Intensify,
Streamline,
Continuity and
Stretch. They are cheap, fit a lot of builds and are fully enough for the first planets. Corrupted mods come later.
Are bonuses multiplied?
No. All bonuses to the same stat are added up. Two mods with +30 % and +55 % make 185 %, nothing more.
Is there a limit for Ability Strength?
No fixed upper limit. You can lower it a lot with
Overextended and
Power Donation, but that almost always hurts, unless the ability does not use Strength.
Why does the Arsenal only show 175 % Efficiency?
Because an ability can never cost less than 25 % of its base cost. More Efficiency only helps channeled abilities when your Duration is below 100 %.
Do I need all four stats high?
No. Focus on the stats your most important abilities use. A good build sacrifices an unimportant stat on purpose to boost an important one.
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