Ammo

**Ammunition** (or **ammo** for short) describes the variety of bullets, bolts, slugs, cartridges, batteries, and more that enable all Primary and Secondary weapons to be fired. The only weapons that do not use ammo are Melee weapons.

Remaining ammunition for the currently active weapon is indicated in the bottom right corner as two numbers with a divider between them. On the left side, the number indicates how much ammo is currently loaded inside the weapon's magazine. On the right side of that division, the number indicates how much more of that type of ammo the player is carrying.

## Ammo Maximum

สําหรับ a list of max ammo counts of all weapons ดูเพิ่มเติมที่ Weapon Comparison
There is a maximum amount of ammunition that can be carried for each specific weapon: for example, Warframes can carry 540 units of fuel for the Ignis, but only 20 rockets for the Ogris. Enemies do not track or run out of ammunition, though their weapons do have a magazine size and they must reload accordingly.

Ammo Maximum has no effect on weapons that lack an ammo pool, such as Flux Rifle, Cycron, Plinx, and all Arch-guns in atmospheric mode.

Ammo Case 19.6.3.pngAmmo CaseAmmoChain.pngAmmo ChainAmmoDrumModU145.pngAmmo DrumTrickMagModU145.pngTrick MagShellCompressionModU145.pngShell Compression
## Magazine Capacity

> The number of ammo rounds a weapon holds.
>
> In-game Description

Weapons have a **magazine capacity** or **clip size** that limits their ammo expenditure. Weapons can load ammo up to their magazine size; after shooting the whole magazine, the weapon must be reloaded. Because reloading takes time, a low magazine size can significantly reduce the sustained DPS of a weapon in relation to its expected burst DPS.

### Increasing magazine capacity

AmmoStockModU145.pngAmmo StockMagazineExtension.pngMagazine ExtensionMagazineWarpModU145.pngMagazine WarpSlipMagazineModU145.pngSlip MagazinePrimedSlipMagazine.pngPrimed Slip MagazineWildfireModU145.pngWildfireIceStormModU145.pngIce StormTaintedMagModU145.pngTainted MagTaintedClipModU145.pngTainted ClipBurdenedMagazineModU145.pngBurdened MagazineStockpiledBlightMod.pngStockpiled BlightComboFuryMod.pngCombo Fury
### Conclave mods

In addition, there are some ไฟล์:Conclave Sigil Black.pngPvP-exclusive mods which affect magazine size:

MaximumCapacityMod.pngMaximum CapacityLoadedCapacityMod.pngLoaded CapacityFullCapacityMod.pngFull CapacityHgauge.pngHydraulic GaugeHchamber.pngHydraulic ChamberHbarrel.pngHydraulic Barrel
## Ammo Efficiency

In-game, **ammo efficiency** determines to the number of shots that occur before consuming ammo, hence being more "ammo efficient". For example, if a weapon has 75% ammo efficiency and each shot originally costs one ammo, every four shots will use one ammo. Sources that grant no ammo consumption for the duration of its buff can essentially be treated as 100% ammo efficiency.

Number of shots per ammo consumption = 1 / (1 - Ammo Efficiency Bonus)
Sources of ammo efficiency stack multiplicatively with each other and includes:

Athodai.pngAthodai's passiveInfVomitGun.pngDual Toxocyst's passivePriestPistol.pngKnell's passiveMagnusPrime.pngMagnus Prime's passiveVelox.pngVelox's passiveBrainstorm.pngBrain StormSkullShots.pngSkull ShotsZazvat-Kar.pngZazvat-KarArcanePistoleer.pngArcane PistoleerVoidTearIcon b.pngReactant buff

**Metamorphosis:** Tier 5

**Infusion Costs:**
5% Oxides, 15% Calx, 10% Synthetics

* Info

**Info**

* Expend **50** Energy to improve all equipped weapons' Ammo Efficiency by **75%** lasting for **3 / 3.5 / 4 / 5** seconds.
	+ Energy cost is affected by Ability Efficiency.
	+ Duration is affected by Ability Duration.
	+ Ammo efficiency is **not** affected by mods.
* This ability reduces ammo usage to 1 after every 4 shots.
	+ The way this works is by dividing the ammo cost so each shot consumes a quarter of the original, and keeps track of the fractions as well.
	+ For weapons with a single-round magazine like the Exergis, the round gets consumed after the 4th shot so such weapons can greatly benefit from the ability.
	+ Arch-guns deployed via an Archgun Deployer are also fully affected by this, so such weapons with heavy ammo limits like a Grattler can also greatly benefit from the ability.
	+ For bows, an arrow is used every 4 shots, but it will still have a reload delay between each shot.
	+ For weapons with a magazine-emptying alt fire burst like the Nagantaka, the burst fire will fire as many shots as there were in the magazine at the time the burst was started, but will still consume 1 ammo after every 4 shots. So after the burst there will be ammo remaining, and the burst can be used again.
Expand/Collapse

## Ammo Economy

**Ammo Economy** is a metagame measurement of how effective a weapon is in using its ammo to damage enemies. In many cases, ammo economy is considered irrelevant because a sufficient amount of ammo packs drop from fallen enemies—but there are a number of weapons with poor ammo economy which can easily cause a player to run out of ammo faster than they can replenish their stocks. It can be derived from the following calulations:

Time To Deplete Ammo

=

Modded Ammo Capacity
Modded Magazine Size

⋅
(

Modded Reload Time

Modded Magazine Size
Modded Fire Rate

)

{\displaystyle
{
\begin{aligned}
\text{Time To Deplete Ammo} &= \frac{ \text{Modded Ammo Capacity} }{ \text{Modded Magazine Size} } \cdot ( { \text{Modded Reload Time} } + \frac{ \text{Modded Magazine Size} }{ \text{Modded Fire Rate} } )
\end{aligned}
}
}

Average Shot

=
Modded Multishot

⋅
[
(
Normal Shot
⋅
(
1
−
Modded Crit Chance

(
mod

1
)
)
)

Critical Shot
⋅
Modded Crit Chance

(
mod

1
)
]

{\displaystyle
{
\begin{aligned}
\text{Average Shot} &= \text{Modded Multishot} \\
&\qquad \cdot [ ( \text{Normal Shot} \cdot (1 - \text{Modded Crit Chance} \pmod{1} ) ) \\
&\qquad + \text{Critical Shot} \cdot \text{Modded Crit Chance} \pmod{1} ] \\
\end{aligned}
}
}

*Note that mod refers to the modulo operation*
*See Damage#Gun Damage Per Second for full calculation*
**The longer it takes to deplete a weapon's ammo reserves and the higher the average damage per ammo, the better ammo economy it has.**

Ammo economy is most relevant on weapons with high fire rate. Modding a weapon with damage mods (like Serration) increases both damage per second and damage per ammo, while increasing fire rate (through Speed Trigger) only improves damage per second. When playing missions against tough enemies that require many shots to be killed, players should consider eschewing fire rate for straight damage because of this reason.

## Increasing Ammo From Pickups

To compensate for poor ammo economy, all ammo types have a corresponding Aura mod; these are the *scavenger* mods, which can be equipped to increase the amount of ammo received when picking up an ammo pack.

RifleScavengerModU145.pngRifle ScavengerShotgunScavengerModU145.pngShotgun ScavengerSniperScavengerModU145.pngSniper ScavengerPistolScavengerModU145.pngPistol Scavenger
And lastly, all weapons can equip a *mutation* mod for their respective ammo type. Ammo mutation mods convert the ammo packs of other weapon types into those for the active weapon, as long as the other ammo pool is full.

RifleAmmoMutationModU145.pngRifle Ammo MutationShotgunAmmoMutationModU145.pngShotgun Ammo MutationPistolAmmoMutationModU145.pngPistol Ammo MutationPrimedRifleAmmoMutation.pngPrimed Rifle Ammo MutationPrimedShotgunAmmoMutation.pngPrimed Shotgun Ammo MutationPrimedPistolAmmoMutation.pngPrimed Pistol Ammo MutationSniperAmmoMutationModU145.pngSniper Ammo MutationArrowMutationModU145.pngArrow MutationVigilanteSuppliesMod.pngVigilante Supplies
## Ammo Packs

Picking up an **ammo pack** will refill only the ammo pool of their respective weapon. However, with the introduction of the ammo mutation mods in the Sling-Stone Event, one can convert different ammo packs as ammunition for the weapon equipped with one of these mods. The conversion will only happen if such modded weapon is equipped (not holstered) and the other weapon ammo is full (e.g. will not convert rifle ammo if your rifle ammunition is not full).

### Drop Chances

Drop chances for all pickup variants. These drop chances are independent from an enemy's loot drop table.

### Pistol

ไฟล์:PistolAmmo.png
* Orange lighting.
* Refills **20** rounds of secondary ammo for regular weapons or **1.25 rounds** per ammo mutation rank of converted ammo.
* Refills **10** rounds for "special" secondary weapons (e.g. hand-held grenade/rocket launchers)
* Pistol Scavenger increases the amount of pistol ammo recovered per drop.

### Shotgun

ไฟล์:ShotgunAmmo.png
* Green lighting.
* Refills **10** rounds of shotgun ammo or **2.5 rounds** per ammo mutation rank of converted ammo.
* Shotgun Scavenger increases the amount of shotgun ammo recovered per drop.

### Rifle

ไฟล์:RifleAmmo.png
* Blue lighting.
* Refills **60** rounds of rifle ammo or **1.25 rounds** per ammo mutation rank of converted ammo.
* Rifle Scavenger increases the amount of rifle ammo recovered per drop.

### Sniper/Bow

ไฟล์:SniperAmmo.png
* Purple lighting.
* Refills **10** rounds of sniper rifle ammo or arrows or **2.5 rounds** per ammo mutation rank of converted ammo.
* Sniper Scavenger increases the amount of sniper/bow ammo recovered per drop.

### Heavy

ไฟล์:HeavyAmmo.png
* Yellow lighting.
* Refills **1000** rounds of atmospheric Arch-gun ammo, or resets its cooldown when not equipped.
* Dropped by Terra Mankers that appear during Heists, as well as Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion MOAs, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards during normal play.

### Universal

ไฟล์:Conclaveammo.png
* White lighting.
* Refills **all** ammo of all types.
* This type of ammo is not encountered in standard gameplay and only available in Arena missions, the Conclave or the Simulacrum.
	+ Exceptions are Lavos's Transmutation Probe andProtea's Dispensary.
* Not to be confused with the Omni Ammo Box gear.

## Patch History

Update 25.0 (2019-05-22)

* Heavy Ammo now drops from Bombards, Heavy Gunners, Napalms, Corpus Tech, Fusion Moas, Oxium Ospreys, Ancients, Corrupted Ancients, and Corrupted Bombards.

## References

1. ↑ https://forums.warframe.com/topic/1100191-ask-me-almost-anything-again/?do=findComment&comment=10814226

## See Also

* Pickups
* Squad Ammo Restore