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Volt Prime

Eidolons 6x3 | Volt Prime | Solo

by last updated a year ago

70

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

59 VOTES
3 COMMENTS

ITEM RANK

30

60 / 60

APPLY CONDITIONALS

ENERGY
300
HEALTH
370
SHIELD
555
SPRINT SPEED
1
DURATION
100%
EFFICIENCY
100%
RANGE
100%
STRENGTH
100%
ARMOR
135
Damage Reduction
31%
EFFECTIVE HIT POINTS
1,277
Guide
3 Comments
Volt Prime builds
Builds by MidNightRevs

Eidolons 6x3 | Volt Prime | Solo

Work In Progress

DISCLAMER

This is my build, not necessarily the best meta. I've provided a base with modifiable suggestions. Please comment respectfully.

Warframe

Weapons

Primary Weapon: Eidolons 6x3 | Zenith | Advanced or Eidolons 6x3 | Rubico Prime | Beginner
Secondary Weapon: Eidolons 6x3 | Dual Toxocyst | Eidolons 6x3 | Vermisplicer
Melee Weapon: Eidolons 6x3 | Vastilok

Companions

Companion: Eidolons 6x3 | Wyrm Prime
Companion Weapon: Eidolons 6x3 | Vulklok
On-Call Crew Weapon: Eidolons 6x3 | Tenet Cycron | On-Call Crew

Mechanics

Archwing: Eidolons 6x3 | Itzal
Necramech: Eidolons 6x3 | Voidrig
Parazon: [Auto Breach] | [Runtime] | [Untraceable]

Operator

School: [Madurai].
"177" Amp: [Raplak Prism] | [Propa Scaffold] | [Certus Brace] .
Abilities by unlocking priority: [Power Transfer] → [Contamination Wave] → [Void Strike] → [Phoenix Talons] → [Sling Strength].
[Magus Repair]: +25% Health/s to Warframes within 30m on Void Mode.
[Magus Melt]: +30% Heath Damage to the Operator for 15s on Void Sling (stacks up to 7x).
[Eternal Onslaught]: +180% Amp Critical Chance for 8s on Operator Energy depletion.
[Eternal Eradicate]: +60% Amp Damage for 8s on Operator Ability.

Gear

[Archwing Launcher]: Summon your Itzal
[Necramech Summon]: Summon your Voidrig
[Ciphers]: Hack lures faster.
[Squad Energy Restore] (Energy Pad): Emits pulses of energy.
[On-Call Crew]: Highly advised to help charging lures with this Tenet Cycron.
[Ancient Healer Specter]: Can heal Lures if needed.

Railjack Intrinsics

Piloting Rank 8: Increases Archwing Speed by 20%. Helps on the first lure (East Camp).
Command Rank 9: Allows an on call crew summon from your gearwheel. Helps filling lures on the Teralyst and Gantulyst.
(optional) Command Rank 10 : Buy stronger crew members from Ticker.
(optional) Tactical Rank 8: Archwing Blink cooldown reduced by 25%.

Drifter Intrinsics

Combat Rank 9: Operator/drifter's damage increased by 25%.
(optional) Endurance Rank 8: Operator/drifter healed by 5hp/s.

Variants

[Primed Sure Footed]
1. [Sure Footed] or [Handspring].
2. [Coaction Drift]: +1.3225x Aura Efficiency for self, and +1.15x Aura Efficiency for squad.
3. [Power Drift]: +15% Ability Strength; +30% Knowckown Resist Chance.
4. [Brief Respite]: Allows efficient Shield Gating.
[Umbral Fiber]
1. [Adaptation]: Lesser QoL - bugs in open worlds, scales over time and needs to be maintained.
2. [Rolling Guard]: Invulnerability for 3s on Dodge (7s cooldown).
[Primed Continuity] → [Primed Flow]: Increases Energy pool and synergizes with [Arcane Energize].
[Arcane Velocity]
1. [Arcane Energize]: Synergizes with [Primed Flow] to reduce/nullify energy pads usage for more cost effective runs. Also good to use if your host isn't hosting that well since pads don't always work.
2. [Arcane Momentum]: Increases sniper DPS. Good for early-game hunters with Eidolons 6x3 | Rubico Prime | Beginner.
3. [Arcane Rage]: Ensures one shot consistency at long spawn water limb.
[Eclipse]
1. [Roar]: Less cost-efficient, can't be recasted while active, but applies toallies within 8.5m.
2. [Nourish]: No reason but URU.