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Mecha Pulse
Warframe · Mod

Mecha Pulse

Conditional Warframe armor mod triggered by marked-target kills

Released Nov 8, 2018

Mecha Pulse grants temporary Armor after killing a Marked Enemy, with the bonus scaling by the number of enemies within its radius. Consider it where marked-target kills and nearby enemy groups are part of the setup; it is not a passive Armor increase.

TypeWarframePolaritymaduraiMax rank3Base drain6VariantStandardRarityRare
Mecha Pulse GUIDE

Understand Mecha Pulse

Useful when…

  • Gaining temporary Armor after killing a Marked Enemy when other enemies are nearby.

Trigger, radius, and duration

At maximum rank, killing a Marked Enemy grants +60% Armor for 20 seconds for each enemy within 30 meters. At rank 0 the effect is +15% for 5 seconds per enemy within 7.5 meters; rank 2 lists +45% for 15 seconds within 22.5 meters. The effect therefore depends on a kill, the target being marked, and nearby enemy count, as well as rank.

wiki.warframe.com ↗

Slot and investment

This is a standard Madurai-polarity Warframe mod with base drain 6 and maximum rank 3. Its listed step costs are 30 Endo/1,449 Credits, then 60/2,898, then 120/5,796. Rank increases the stated bonus, duration, and radius, making rank investment relevant to both the size and reach of the triggered effect.

wiki.warframe.com ↗

How it differs from other Warframe mods

Amar's Hatred lists unconditional +25% Armor and +15% Ability Strength, while Mecha Pulse requires a marked-target kill and nearby enemies. Agility Drift instead reduces damage while airborne and lowers enemy accuracy when targeting the Warframe. These effects address different conditions and should not be treated as direct equivalents.

Acquisition

The supplied sources list Orb Vallis level 40–60 and level 100–100 bounty Rotation B, as well as Corpus Trencher Target. Repeated bounty entries show different chance and rarity values; they should not be added together.

Limitations and tradeoffs

  • Armor is temporary and requires a marked-target kill.
  • The effect depends on nearby enemies, and its radius and duration are lower at lower ranks.

Common mistakes to avoid

  • Treating the Armor bonus as passive or permanent.
  • Ignoring the marked-target kill trigger and per-enemy radius condition.
  • Adding repeated bounty entries as though they described one combined chance.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0Killing a Marked Enemy grants +15% Armor for 5s for each enemy within 7.5m.600
1Killing a Marked Enemy grants +30% Armor for 10s for each enemy within 15m.7301,449
2Killing a Marked Enemy grants +45% Armor for 15s for each enemy within 22.5m.8904,347
3Killing a Marked Enemy grants +60% Armor for 20s for each enemy within 30m.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

Mecha Pulse — 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 ↗

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
6Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0Killing a Marked Enemy grants +15% Armor for 5s for each enemy within 7.5m.600
1Killing a Marked Enemy grants +30% Armor for 10s for each enemy within 15m.7301,449
2Killing a Marked Enemy grants +45% Armor for 15s for each enemy within 22.5m.8904,347
3Killing a Marked Enemy grants +60% Armor for 20s for each enemy within 30m.921010,143

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

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