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Volt (Warframe)

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Entrada del CÓDICE: VoltCodexbw.png
Volt puede crear y aprovechar los elementos electricos. Este es un Warframe de un daño muy alto perfecto para jugadores que buscan una potente alternativa en el campo de batalla.

Volt tiene el poder de manejar y someter la electricidad. El es muy versátil, armado con poderosas habilidades que pueden dañar enemigos, dar cobertura y complementar el combate a distancia y cuerpo a cuerpo. La naturaleza electrica de sus habilidades lo hacen muy eficaz contra los corpus.

Adquisición

Volt se puede comprar por 75Platinum64.png .

Con la Actualización 12, el plano de Volt se puede comprar desde el Laboratorio Tenno, en el Dojo, una vez que se haya investigado.

Requisitos de Fabricación
Credits64.png
25000
Neuróptica
1
Chasis
1
Sistema
1
OrokinCell64.png
1
Tiempo: 72 h
Rush: Platinum64.png 50
Precio del Mercado: Platinum64.png 75 Precio del Plano: Credits64.png 35,000
Casco
Credits64.png
15000
AlloyPlate64.png
150
NeuralSensor64.png
1
PolymerBundle64.png
150
Rubedo64.png
500
Tiempo: 12 h
Aclr: Platinum64.png 25
Chasis
Credits64.png
15000
Morphics64.png
1
Ferrite64.png
1000
Rubedo64.png
300

Tiempo: 12 h
Aclr: Platinum64.png 25
Sistemas
Credits64.png
15000
ControlModule64.png
1
Morphics64.png
1
Salvage64.png
500
Plastids64.png
220
Tiempo: 12 h
Aclr: Platinum64.png 25
Requisitos de Investigación del Laboratorio Tenno
Plano
Credits64.png
25,000
MutagenMass64.png
1
DetoniteInjector64.png
1
Fieldron64.png
1
OrokinCell64.png
1
Tiempo: 72 h
Prereq: N/A
Casco
Credits64.png
10,000
DetoniteInjector64.png
1
NeuralSensor64.png
1
NanoSpores64.png
1000
PolymerBundle64.png
500
Tiempo: 72 h
Prereq: Volt
Chasis
Credits64.png
10,000
MutagenMass64.png
1
ControlModule64.png
1
Ferrite64.png
1,000
Rubedo64.png
500
Tiempo: 72 h
Prereq: Volt
Sistemas
Credits64.png
10,000
Fieldron64.png
1
Morphics64.png
1
Salvage64.png
1,000
Plastids64.png
500
Tiempo: 72 h
Prereq: Volt
Fantasma x1   Sombra x3   Tormenta x10   Montaña x30   Luna x100

Trivia

  • El término Volt se deriva de Voltaje, es la unidad basica para la fuerza electrica, por lo que se ajusta con Volt, por sus poderes basados en electricidad.
  • Antes de la Actualizacion 7, LOKI fue uno de los 3 Warframes que se podían escoger al principio del juego. El fue reemplazado por Mag, debido a que los desarrolladores sentian la necesidad de qeu hubiera un Warframe mujer para escoger.
  • Después de La Caza de Alad V, los componentes de Volt fueron cambiados a recompensas en misiones de Supervivencia, entonces hizo a Volt el segundo Warframe obtenible a traves de recompensas en misiones regulares, el primero fue Banshee, antes del evento sus componentes podian ser obtenidos matando a J3-Golem.
  • En la Actualización 12, Volt fue cambiado al Laboratorio Tenno en el Dojo, junto con Banshee y Zephyr.

Builds

Builds para Volt Prime a 3 formas de Speedrun + Capacitancia06:30

Builds para Volt Prime a 3 formas de Speedrun + Capacitancia

También sirven para Volt normal, pero necesitará más formas.

Editar Pestaña

Entrada del CÓDICE: Volt (Warframe)Codexbw.png
Un glorioso guerrero del pasado, Volt Prime cuenta con las mismas habilidades que Volt, pero con polaridades de mod únicas para una mayor personalización.

Fecha de lanzamiento: 24 de Marzo, 2015.

Volt tiene el poder de manejar y dirigir electricidad. Él es sumamente versátil, armado con poderosas habilidades que pueden dañar al enemigo, proporcionar cobertura y complementar el alcance y las habilidades del combate cuerpo a cuerpo dentro de su entorno. Su versión Prime ofrece una mayor capacidad de energía así como polaridades adicionales.

Requisitos de Fabricación
Credits64.png
25,000
Neuróptica
1
Chasis
1
Sistema
1
OrokinCell64.png
1
Tiempo: 72 h
Rush: Platinum64.png 50
Precio del Mercado: N/A Precio del Plano: N/A
Casco
Credits64.png
15,000
AlloyPlate64.png
150
Neurode64.png
2
PolymerBundle64.png
1000
Circuits64.png
750
Tiempo: 12 h
Aclr: Platinum64.png 25
Chasis
Credits64.png
15,000
NeuralSensor64.png
3
AlloyPlate64.png
1000
Rubedo64.png
400

Tiempo: 12 h
Aclr: Platinum64.png 25
Sistemas
Credits64.png
15,000
ControlModule64.png
3
OrokinCell64.png
1
Salvage64.png
1000
Circuits64.png
500
Tiempo: 12 h
Aclr: Platinum64.png 25
Localización de sus Componentes

Plano Vacío Torre IV Captura
Vacío Torre II Captura
Casco Vacío Torre III Supervivencia (Rotación B)
Chasis Vacío Torre III Supervivencia (Rotación C)
Sistemas Vacío Torre I Supervivencia (Rotación C)

Plano Vacío Torre IV Captura
Casco Vacío Torre III Supervivencia (Rotación B)
Chasis Vacío Torre III Supervivencia (Rotación C)
Sistemas Vacío Torre I Supervivencia (Rotación C)

Plano Vacío Torre IV Captura
Casco Vacío Torre III Supervivencia (Rotación B)
Chasis Vacío Torre III Supervivencia (Rotación C)
Sistemas Vacío Torre I Supervivencia (Rotación C)

Notas

  • Como un Warframe Prime, Volt Prime tiene una habilidad especial pasiva donde al contacto con un Orbe de la Muerte del Vacío Orokin les hará soltar un pulso de energía que otorga 250 de Energía a todos los aliados cercanos. Este efecto solo puede ocurrir una vez por Orbe de la Muerte, y puede ocurrir incluso si el Orbe de la Muerte ha sido previamente destruido.
  • Volt Prime ofrece una capacidad adicional de armadura de 85 y 100 de energía por encima de su contraparte no-Prime.
  • Volt Prime posee la reserva de energía más alta de todos los Warframes en el juego – 200 al rango 0 y 300 al rango 30.

Curiosidades

  • Como todos los Prime, él puede usar los cascos alternativos de su respectiva contraparte no-Prime (Casco Storm de Volt y Casco Pulse de Volt).
  • A diferencia de los primeros Warframes (Excalibur, Mag y Loki) con sus contrapartes Prime, él no posee por defecto un esquema de color blanco y oliva. Él tampoco tiene un esquema de color negro y oliva por parte de los Prime de color oscuros (Frost, Ember, Rhino), en lugar tiene su propio esquema de color negro y amarillo.
  • Su apariencia fue vista por primera vez a través del mod de PvP, Asalto Implacable antes de su lanzamiento.
  • Al utilizar su habilidad Choque, Volt Prime convoca un rayo para golpear al enemigo desde arriba en lugar de soltarlo desde sus manos.

Builds

Builds para Volt Prime a 3 formas de Speedrun + Capacitancia06:30

Builds para Volt Prime a 3 formas de Speedrun + Capacitancia

Builds para Volt prime (que también sirven para el Volt normal, aunque necesitará más formas).

  • Build de speedrun.
  • Build para el mod de aumento Capacitancia.
Builds para Volt Prime a 3 formas de Speedrun + Capacitancia06:30

Builds para Volt Prime a 3 formas de Speedrun + Capacitancia

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H A B I L I D A D    P A S I V A:     Descarga Estática
El movimiento en el suelo genera una carga eléctrica que es liberada en el siguiente ataque.

Static Discharge

Travelling along the ground between Volt's attacks (by walking, running, or sliding) will build up static energy, adding bonus x18px Electricity damage toward Volt's next weapon attack or ability cast.

  • For every 1 meter traveled, 5 points of x18px Electricity damage are added accumulating to a maximum of 1000 bonus damage.
  • Static Discharge can proc elemental effects from weapons.

Habilidades

Sacudida(H).png Sacudida(S).png
ENERGÍA
25
TECLA
1
Sacudida(Habilidad)
Lanza un proyectil electrizante. Aturde e inflige daño elevado a un solo objetivo y causa daño en cadena a los enemigos cercanos.
Fuerza:75 / 100 / 125 / 200

2 / 3 / 4 / 5 Chain Links

Duración:N/A
Alcance:∞ Cast Range

7 / 10 / 12 / 15 m Chain Link 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 x18px Electricity damage with a 100% status chance to each enemy.
    • Damage is affected by Power Strength.
    • Enemies damaged by the arc will be briefly stunned, and 50% of the initial damage will chain to surrounding enemies in a small area of effect.
    • Chain link range is affected by Power Range.
    • Shock's first point of contact can either be a surface or an enemy:
      • By aiming the arc at a surface within the vicinity of nearby enemies, Shock can be used to damage enemies without directly aiming at them.
      • By aiming the arc directly at an enemy, Shock will have the potential to damage and stun a maximum of 3 / 4 / 5 / 6 enemies per cast.
    • Shock can only chain to enemies within the arc's line of sight (e.g., Shock will not phase through obstacles in the environment to reach enemies within range).
  • Can be used while performing many actions without interrupting them, including reloading.

Artículo principal: Shock Trooper

Shock Trooper {{#lsth:Shock Trooper|Stats}}

  • 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.


Velocidad(H).png Velocidad(S).png
ENERGÍA
25
TECLA
2
Velocidad
Adquiere un breve impulso de velocidad de movimiento y coloca una bobina aceleradora lo que aplica lo mismo a los aliados.
Fuerza:10% / 15% / 25% / 50% Speed Buff
8% / 13% / 15% / 17% Reload Speed Buff
Duración:5 / 6 / 8 / 10 s
Alcance: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 Power Strength.
    • The attack speed buff grants an additive bonus that will stack with other attack speed modifiers. (e.g., Fury combined with Speed at max rank and +30% power strength will increase Volt's attack speed by 0.5 × 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% power 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% power 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 Power Duration.
    • Radius is affected by Power Range.
  • The effects of Speed are applied to Volt and Tenno.
    • Allies only need to be in range when Speed is cast to be affected.
    • 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.

Artículo principal: Shocking Speed

Shocking Speed {{#lsth:Shocking Speed|Stats}}

  • 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.

  • Maximized Power Duration increases the duration to 29.2 seconds.
    • Reduces Speed's range to 8.5 meters.
    • Reduces Volt's max shields by 5%.
  • Maximized Power Efficiency reduces the cost to 6.25 energy.
    • Reduces the duration to 4 seconds.
  • Maximized Power Range increases Speed's range to 62.5 meters.
    • Reduces speed buff to 20% and reload buff to 6.8%.
  • Maximized Power Strength increases the speed buff to 154.5% and reload buff to 52.53%.
    • Increases cost to 38.75 energy.
    • Reduces the duration to 7.25 seconds.
    • Reduces the duration of Aim Glide and Wall Latch by 5%.


EscudoEléctrico(H).png EscudoEléctrico(S).png
ENERGÍA
50
TECLA
3
Escudo Eléctrico
Volt despliega un obstáculo de energía, proporcionando cobertura en cualquier situación.

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

Fuerza:50% x18px Electricity Damage Bonus
200% Critical Damage Bonus
Duración:10 / 15 / 20 / 25 s
Alcance:6 m x 4.25 m Static Shield
2 m x 3 m Current Shield

  • Shots fired through Electric Shield by Volt and his allies will gain 50% x18px Electricity damage, and critical damage will be multiplied by 200%.
    • Damage bonuses are not affected by Power Strength.
    • The x18px 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 x18px Electricity damage.
    • The x18px 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 x18px Electricity damage bonus to stack additively (e.g., firing through 3 shields will grant a 150% x18px 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 Power Duration.
    • Energy drain rate is affected by Power Duration and Power Efficiency through the equation (DrainRate × (2 − PowerEfficiency)) ÷ PowerDuration.
    • Distance Per Energy is affected by Power Efficiency through the equation DPE ÷ (2 − PowerEfficiency).
    • Height and width are not affected by Power 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% x18px 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 x18px Radiation.
  • Electric Shield affects certain weapons differently
    • All primary and secondary weapons will gain x18px 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 Plantilla:Ver, 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.

  • 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 Power Duration increases the duration of Static Shield to 73.0 seconds and reduces the energy drain rate of Current Shield to 1.71 s-1.
      • Has no negative effect on this ability.
    • Maximized Power Efficiency reduces cost and drain rate to 12.5 and 3.13 s-1 respectively, and increases distance per energy to 4 m.
      • Reduces Static Shield duration to 10.0 seconds.
      • Increases energy drain rate to 3.13 s-1.
    • Maximized Power Range has no positive effect on this ability.
      • Has no negative effect on this ability.
    • Maximized Power Strength has no positive effect on this ability.
      • Increases cost to 77.5.
      • Increases energy drain rate to 8.75 s-1.
      • Decreases distance per energy to .65 m.
      • Reduces Static Shield 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).

  • Descarga(H).png Descarga(S).png
    ENERGÍA
    100
    TECLA
    4
    Descarga
    Paraliza a los hostiles cercanos con una carga eléctrica, esto también electrocuta a los enemigos que se acerquen.
    Fuerza:300 / 350 / 400 / 450 Damage

    1000 / 2000 / 3000 / 4000 Health cap

    Duración:6 / 8 / 10 / 12 s Effect Duration

    3 / 3 / 4 / 4 s Power Duration

    Alcance:12 / 15 / 18 / 20 m Power Range

    4 m Ability Radius

    • 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 x18px Electricity damage per tick for the remaining Effect Duration or until the 1000 / 2000 / 3000 / 4000 damage cap is met. x18px Electricity damage ticks twice every second/once every .5 seconds.
      • Discharge damage and Health are affected by Power 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 effected 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 Power 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 Power Duration, while Power Duration is not.
      • Power Range and Ability Radius are affected by Power Range.
      • Ability damage is not restricted within the Power Range. Ability Range is measured from each enemy, making it possible to damage enemies beyond the initial Power 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.

    Artículo principal: Capacitance

    Capacitance {{#lsth:Capacitance|Stats}}

    • You should cast Discharge when targets are in a close proximity to one another (4 meters or less) rather than when they are far apart. This will ensure that enemies take more damage during the 4 second delay, as well create more damage sources if more than two enemies are present in each other's range.
    • Building for Power Strength and Power 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 modded/unmodded Health Cap in time less than or equal to 7.33s / 9.71s / 11.5s / 12.89s (or until dead), so building Power Strength as high as you can is important when dealing with high level, unarmored enemies.
      • Against armored targets, Discharge's stunlock will often last the entire modded/unmodded Effect Duration because the amount of damage dealt by Discharge will be reduced by the armor, so they will likely never reach the damage cap. Modding Power Duration as high as you can is important when dealing with high level, armored enemies.

    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 Power Duration Increases Effect Duration to 35.04 seconds.
      • Reduces the Power Range to 6.8 m and Ability Radius to 1.36 m.
      • Reduces Shields by 5%.
    • Maximized Power Efficiency reduces cost to 25 energy.
      • Reduces Effect Duration to 4.8 seconds.
    • Maximized Power Range increases the Power Range to 50 m and Ability Radius to 10 m.
      • Reduces the Damage to 180 and Health to 1600.
    • Maximized Power Strength increases the Damage to 1390.5 and Health to 12360.
      • Increases cost to 155 energy.
      • Decreases Effect Duration to 8.7 seconds.
      • Decreases the duration of Aim Glide and Wall Latch by 5%.


    Mods de Fuerza

    Intensificar.png

    Mods de Duración

    Continuidad.png

    Mods de Alcance

    Estirar.png

    Sacudida(S).png Sacudida(S).png
    Velocidad(S).png Velocidad(S).png Velocidad(S).png
    EscudoEléctrico(S).png
    Descarga(S).png Descarga(S).png Descarga(S).png

    == Imágenes ==

    Vídeos

    Builds para Volt Prime a 3 formas de Speedrun + Capacitancia06:30

    Builds para Volt Prime a 3 formas de Speedrun + Capacitancia

    Sirve para Volt normal, pero necesitará más formas!

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