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Everlasting Ward
Warframe · Mod

Everlasting Ward

Chroma’s Elemental Ward Augment, allowing allies to retain some of the ability’s remaining duration after leaving its radius.

Released May 11, 2016

Everlasting Ward lets allies keep a rank-dependent share of Elemental Ward’s remaining duration when they leave its radius. It is relevant when squadmates may move beyond the radius while the ability is active.

TypeChromaPolarityzenurikMax rank3Base drain6VariantStandardRarityRare
Everlasting Ward GUIDE

Understand Everlasting Ward

Useful when…

  • Support allies who leave Elemental Ward’s radius before its duration ends.
  • Invest in ranks to increase the share of remaining duration allies retain.

Effect by rank

When an ally leaves Elemental Ward’s radius, the augment preserves a portion of the ability’s remaining duration: 50% at rank 0, 80% at rank 2, and 100% at rank 3. The effect applies to the remaining duration when the ally leaves.

wiki.warframe.com ↗

Mod properties

Everlasting Ward is a Rare, standard-slot Chroma augment with Zenurik polarity, a base drain of 6, and a maximum rank of 3.

Rank investment

Ranking increases duration retention from 50% at rank 0 to 100% at rank 3. The example fusion cost is 30 Endo and 1,449 Credits for rank 0 to 1, and 120 Endo and 5,796 Credits for rank 2 to 3.

wiki.warframe.com ↗

How it differs from other Chroma augments

Afterburn modifies Spectral Scream, while Guardian Armor and Vexing Retaliation modify Vex Armor. Their listed effects concern projectile damage or damage mitigation and retaliation; Everlasting Ward instead preserves Elemental Ward’s remaining duration for allies who leave its radius.

wiki.warframe.com ↗

Limitations and tradeoffs

  • The retained duration share depends on rank.
  • The effect matters when allies leave the radius while Elemental Ward is active.

Common mistakes to avoid

  • Assuming allies receive a new duration when leaving the radius; retention applies to the remaining duration.
  • Assuming rank 0 grants 100% retention; rank 0 grants 50%.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0Elemental Ward Augment: Allies that leave the radius will retain the effect for 50% of the remaining duration.600
1Elemental Ward Augment: Allies that leave the radius will retain the effect for 65% of the remaining duration.7301,449
2Elemental Ward Augment: Allies that leave the radius will retain the effect for 80% of the remaining duration.8904,347
3Elemental Ward Augment: Allies that leave the radius will retain the effect for 100% of the remaining duration.921010,143

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

Everlasting Ward — 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.

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

Original data record ↗

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Fusion cost and capacity

0Endo
0Credits
6Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0Elemental Ward Augment: Allies that leave the radius will retain the effect for 50% of the remaining duration.600
1Elemental Ward Augment: Allies that leave the radius will retain the effect for 65% of the remaining duration.7301,449
2Elemental Ward Augment: Allies that leave the radius will retain the effect for 80% of the remaining duration.8904,347
3Elemental Ward Augment: Allies that leave the radius will retain the effect for 100% of the remaining duration.921010,143

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

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