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Rejuvenation
Warframe · Mod

Rejuvenation

Squad health regeneration aura mod

Released Dec 18, 2012

Rejuvenation grants squad health regeneration, reaching 3 Health Regen/s at rank 5. It suits a loadout that uses its aura slot for steady squad health recovery.

TypeAuraPolarityvazarinMax rank5Base drain-2VariantStandardRarityUncommon
Rejuvenation GUIDE

Understand Rejuvenation

Useful when…

  • Provide the squad the listed health regeneration through an Aura mod.
  • Use a lower rank when its partial regeneration is useful and fusion resources are limited.

What does Rejuvenation provide?

It grants health regeneration to the squad: 0.5 Health Regen/s at rank 0, 2 Health Regen/s at rank 3, and 3 Health Regen/s at rank 5. These are rates, not one-time healing.

How does it fit an Aura slot?

Rejuvenation is an Aura mod with Vazarin polarity and a listed base drain of -2. Its effect is squad health regeneration.

How much should you rank it?

It reaches rank 5. Rank 3 grants 2 Health Regen/s; the listed rank 4-to-5 fusion step costs 320 Endo and 15,456 Credits for the increase to 3 Health Regen/s.

wiki.warframe.com ↗

How do the listed aura options differ?

Dreamer's Bond provides +0.3 Energy Regen/s and +1.5 Health Regen/s, Energy Siphon provides +0.6 Energy Regen/s, and Dead Eye provides +52.5% Sniper Rifle Damage. Their listed effects serve different needs from Rejuvenation's squad health regeneration. Rejuvenation's acquisition entries list Duviri/Endless Tier 1 and Tier 3 (Normal), each with a chance value of 0.67; no unit is supplied for that value.

Limitations and tradeoffs

  • The Aura slot is used for health regeneration rather than the different effects listed for other auras.
  • The increase from rank 3 to rank 5 is 1 Health Regen/s and requires additional fusion resources.

Common mistakes to avoid

  • Reading Health Regen/s as a one-time heal.
  • Assuming Rejuvenation provides energy regeneration; that effect is listed for comparison auras, not Rejuvenation.

Effects and reference details

Rank effects and investment

RankListed effectsCapacity contributionTotal Endo from rank 0Total Credits from rank 0
0Squad receives +0.5 Health Regen/s200
1Squad receives +1 Health Regen/s320966
2Squad receives +1.5 Health Regen/s4602,898
3Squad receives +2 Health Regen/s51406,762
4Squad receives +2.5 Health Regen/s630014,490
5Squad receives +3 Health Regen/s762029,946

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

Rejuvenation — 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
2Capacity contribution
RankObserved effectCapacityEndo from 0Credits from 0
0Squad receives +0.5 Health Regen/s200
1Squad receives +1 Health Regen/s320966
2Squad receives +1.5 Health Regen/s4602,898
3Squad receives +2 Health Regen/s51406,762
4Squad receives +2.5 Health Regen/s630014,490
5Squad receives +3 Health Regen/s762029,946

Aura/Stance polarity changes added capacity.

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