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Recuperate
Warframe · Mod

Recuperate

Conclave pistol mod for conditional health recovery

Released May 12, 2015

Recuperate gives a pistol user health regeneration after a kill, while reducing the benefit from Health Orbs. Consider it when you expect to secure kills regularly and want recovery between engagements; the kill trigger and orb penalty make it less dependable when kills are scarce or orb pickups are part of your recovery plan.

TypePistolPolarityvazarinMax rank3Base drain10VariantConclaveRarityRare
Recuperate GUIDE

Understand Recuperate

Useful when…

  • Use on a compatible pistol when kill-triggered healing is useful in Conclave.
  • Consider it when your play reliably produces kills and you can accept reduced Health Orb healing.

What the effect does

On a kill, the mod grants +15 Heal Rate for 10 seconds at maximum rank. At rank 0, it grants +3.8 Heal Rate for 3 seconds; rank 2 grants +11.3 for 8 seconds. The effect is conditional on a kill, so it does not provide this recovery simply for taking damage or landing hits.

wiki.warframe.com ↗

When it fits

It is a standard pistol mod with Vazarin polarity and is marked Conclave. Its practical role is personal sustain tied to pistol kills, making it most relevant when you can keep scoring kills and benefit from a temporary healing window. It competes for a standard mod slot, so weigh that sustain against the other pistol effects you want to equip.

Rank investment and cost

The mod ranks from 0 to 3. Each rank improves both the Heal Rate and its duration, but also increases the orb penalty: the listed values rise from 6.2% at rank 0 to 18.7% at rank 2 and 25% at rank 3. The supplied fusion steps cost 30/1,449 Endo/credits for rank 0→1, 60/2,898 for 1→2, and 120/5,796 for 2→3. A partial rank can provide a shorter healing window without reaching the maximum orb penalty. The listed acquisition is Conclave, Hurricane; the supplied chance is 100%.

wiki.warframe.com ↗

Tradeoff and alternatives

At maximum rank, Recuperate reduces healing from Health Orbs by 25%, so it can work against a recovery plan that depends on those pickups. Calculated Victory is a related Conclave pistol mod with a different kill-triggered benefit: it reduces Shield Recharge Delay by 100% for 10 seconds and also has a 25% Health Orb penalty. The standard-pistol options Accelerated Isotope and Anemic Agility instead modify offensive stats, so they do not replace Recuperate's healing effect.

wiki.warframe.com ↗

Limitations and tradeoffs

  • Healing starts only after a kill and lasts for a limited duration.
  • Higher ranks also increase the reduction to Health Orb healing, reaching 25%.

Common mistakes to avoid

  • Assuming the mod heals on damage dealt; its listed trigger is a kill.
  • Ignoring the Health Orb penalty when ranking it or relying on orb healing.

Effects and reference details

Rank effects and investment

RankListed effectsUnpolarized drainTotal Endo from rank 0Total Credits from rank 0
0On Kill: +3.8 Heal Rate for 3s
-6.2% from Health Orbs
1000
1On Kill: +7.5 Heal Rate for 5s
-12.5% from Health Orbs
11301,449
2On Kill: +11.3 Heal Rate for 8s
-18.7% from Health Orbs
12904,347
3On Kill: +15 Heal Rate for 10s
-25% from Health Orbs
1321010,143

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

Recuperate — 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
10Target slot drain
RankObserved effectDrainEndo from 0Credits from 0
0On Kill: +3.8 Heal Rate for 3s · -6.2% from Health Orbs1000
1On Kill: +7.5 Heal Rate for 5s · -12.5% from Health Orbs11301,449
2On Kill: +11.3 Heal Rate for 8s · -18.7% from Health Orbs12904,347
3On Kill: +15 Heal Rate for 10s · -25% from Health Orbs1321010,143

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

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