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Aerial Ace
Warframe · Mod

Aerial Ace

Rifle Exilus mod for airborne mobility

Released Mar 24, 2020

Aerial Ace refreshes Double Jump after kills while airborne, up to a rank-dependent number of refreshes. Consider it when you use a rifle and want kills to sustain aerial movement rather than add weapon damage.

TypeRiflePolaritynaramonMax rank5Base drain4VariantStandardRarityRare
Aerial Ace GUIDE

Understand Aerial Ace

Useful when…

  • Extend aerial movement by earning kills before landing.
  • Use the Exilus slot for a mobility effect if airborne rifle kills are part of your play.

Effect and trigger

When you get a kill while airborne, Aerial Ace refreshes Double Jump. Its listed limit is 1 refresh at rank 0, 4 at rank 3, and 6 at rank 5.

wiki.warframe.com ↗

Fit and slot

It is a Rifle Exilus mod with Naramon polarity, so it supports an airborne, kill-driven movement style rather than increasing rifle damage. Compare that role with ordinary damage or multishot options only if the build can spare the Exilus slot; Galvanized Aptitude and Galvanized Chamber, for example, offer status-related damage and multishot effects in standard slots, not jump refreshes.

Ranking tradeoff

The mod has five ranks and base drain 4. The listed refresh limit rises with rank, reaching six at rank 5. Example costs rise from 30 Endo and 1,449 credits for rank 0 to 1, 120 Endo and 5,796 credits for rank 2 to 3, and 480 Endo and 23,184 credits for rank 4 to 5. Rank it according to how often you need those additional refreshes; the higher ranks buy more mobility capacity, not higher damage.

wiki.warframe.com ↗

Limitations

The trigger requires both a kill and being airborne. Aerial Ace does not describe a benefit for ground kills or a direct weapon-stat bonus. Do not assume a kill refreshes Double Jump without limit: the rank-specific cap is part of the effect.

Limitations and tradeoffs

  • Takes the Rifle Exilus slot for movement utility rather than direct weapon statistics.
  • Higher ranks increase the refresh cap but have steep listed Endo and credit costs at later ranks.

Common mistakes to avoid

  • Expecting the refresh on a kill made while grounded.
  • Reading the rank cap as unlimited Double Jump refreshes.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0On Kill: Refresh Double Jump up to 1x while Airborne.400
1On Kill: Refresh Double Jump up to 2x while Airborne.5301,449
2On Kill: Refresh Double Jump up to 3x while Airborne.6904,347
3On Kill: Refresh Double Jump up to 4x while Airborne.721010,143
4On Kill: Refresh Double Jump up to 5x while Airborne.845021,735
5On Kill: Refresh Double Jump up to 6x while Airborne.993044,919

These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.

References and version

Game data version: Pinned public export

Aerial Ace — WARFRAME Wiki ↗wiki.warframe.com ↗
Technical source data for verification

These machine-readable game records support the calculations and factual checks. The wiki references above are intended for reading.

Raw game data (JSON) ↗wiki.warframe.com ↗Warframe Public Export ↗

Original data record ↗

Optional: calculate an upgrade or configurationOpen the calculator when you want a cost estimate or a compatibility check.
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Fusion cost and capacity

0Endo
0Credits
4Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0On Kill: Refresh Double Jump up to 1x while Airborne.400
1On Kill: Refresh Double Jump up to 2x while Airborne.5301,449
2On Kill: Refresh Double Jump up to 3x while Airborne.6904,347
3On Kill: Refresh Double Jump up to 4x while Airborne.721010,143
4On Kill: Refresh Double Jump up to 5x while Airborne.845021,735
5On Kill: Refresh Double Jump up to 6x while Airborne.993044,919

Slot polarity changes drain; fusion prices depend on mod rarity and family.

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