Modular Weapons Guide
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Modular primary and secondary weapons.
Each Kitgun is comprised of 3 different parts:
a Chamber, a Grip and a Loader.
Determines the type of gun. Grip decides whether the weapon is Primary or Secondary.
Primary and Secondary variants of Chambers have some differences, but are largely similar.
Chamber | Primary | Secondary | Same on Both |
Medium Fire Rate. Automatic trigger. 20-40m falloff range. Projectile disappears after 42m. | Low Fire Rate. Semi-auto trigger. 8-16m falloff range. Projectile disappears after 20m. | Fires spherical projectiles with a radius of ~0.3m. ~6%dmg at maximum falloff. Unlimited enemy punchthrough. Shots have forced Impact procs. | |
1.7m radial explosions. Can charge shots to increase damage and explosion radius to 6.2m. | 1.9m radial explosions. | Medium Fire Rate. Semi-auto trigger. Projectile munitions. Hits have forced Impact procs. | |
Very high Fire Rate. | High Fire Rate. | Automatic trigger. Hitscan munitions. | |
High Fire Rate. 16-30m range. Deals damage in a 2.2m radius around the target. | Very high Fire Rate. 21-40m range. Chains to enemy within ~3m of target. Can chain to one additional enemy within ~3m of the chained enemy. | Beam munitions (i.e: automatic trigger, hitscan, damage-ramping and multishot double-dips status proc DOT) | |
High Fire Rate. 16-30m Range. Chains to up to 5 enemies within ~5m for 70% damage each. | Very high Fire Rate. 21-40m Range. 1m innate Punch-Through. 5 innate Multishot. | Beam munitions (i.e: automatic trigger, hitscan, damage-ramping and multishot double-dips status proc DOT) Beams lock on to enemies. | |
Medium Fire Rate. Automatic trigger. 8-16m falloff range. 2.1m radial explosions. High explosion force*. | Low Fire Rate. Semi-auto trigger. 13-26m falloff range. 4.7m radial explosions. Low explosion force*. | Fires cluster grenades that deal direct-hit damage, radial damage and spawns 3 grenades. Only the direct-hit damage seems to fall off at long range. |
* Explosion force is the amount of push applied to physics objects.
The high explosion force of the Primary version of Sporelacer makes it fling bodies across the room and makes the spawned grenades fly a lot farther than the Secondary version.
The Chambers are very different in operation, so while some may be stronger than others they don’t overlap a lot in functionality. So you might want to build one of each for practical reasons, not just for mastery. But with that said, I’d like to mention two big outliers as being notably bad and in need of buffs:
Primary Catchmoon suffers from mediocre DPS.
Gaze (Primary and Secondary) is has worse DPS than all other chambers aside from Primary Catchmoon, even with the max damage, minimum range Grip. Combine that with the damage-ramping of beam weapons and it becomes a highly lackluster chamber.
Determines whether the gun is a Primary or Secondary weapon and the tradeoff between Damage vs Fire Rate for Catchmoon, Rattleguts and Tombfinger.
For Gaze it determines tradeoff between Damage vs Range.
Calculations shown are for the 1.7s Reload Loader. Refer to Magazine vs Reload for why.
Primary Non-crit DPS w/ Reload (AKA Sustained DPS) | ||||||
Grip | Chamber | Catchmoon | Tombfinger QS | Tombfinger CS | Rattleguts | Sporelacer |
+++Fire Rate | 332.4 | 200.5 | 536.2 | 201.9 | 272 | |
++FR | 333.4 | 214.4 | 532.6 | 200.2 | 293 | |
+FR | 330.9 | 223.7 | 393.8 | 188.0 | 309 | |
+D | 384.7 | 328.7 | 341.4 | 224.9 | 484 | |
++Damage | 442.7 | 412.2 | 311.8 | 271.1 | 619 | |
Catchmoon, Rattleguts and Sporelacer deal the highest DPS with Tremor(++D).
For Tombfinger Quick Shots Tremor(++D) deals the highest DPS.
For Tombfinger Charged Shots Palmaris(++FR) and Brash(+++FR) deal the highest DPS.
Palmaris has same Charge Rate as Brash, a tiny bit more damage and a tiny bit more delay between shots, making it about the same in Charged Shot DPS (less than 1% difference), but also ~10% better at Quick Shots. That’s why I’d argue that Palmaris is the better of the two.
As Grips for Gaze and Vermisplicer offer Range vs Damage instead of the normal Fire Rate vs Damage tradeoff they can't quite be compared in DPS like the other Chambers+Grips can.
So instead I'm calculating the relative bonus over the lowest value for a relative efficacy comparison of Grips.
NOTE: These comparisons are calculated with the Exilus range mods, as these generally are the obvious choice for the Exilus slot.
Primary Gaze Range:Damage Ratio | ||||
Relative Dmg | Relative Range | Avg Relative Bonus | 2xWeighted Dmg | 3xWeighted Dmg |
100.00% | 150.00% | 125.00% | 116.67% | 112.50% |
103.45% | 142.86% | 123.15% | 116.58% | 113.30% |
106.90% | 135.71% | 121.31% | 116.50% | 114.10% |
120.69% | 114.29% | 117.49% | 118.56% | 119.09% |
127.59% | 100.00% | 113.79% | 118.39% | 120.69% |
Primary Vermisplicer Range:Damage Ratio | ||||
Relative Dmg | Relative Range | Avg Relative Bonus | 2xWeighted Dmg | 3xWeighted Dmg |
100.00% | 150.00% | 125.00% | 116.67% | 112.50% |
103.03% | 142.86% | 122.94% | 116.31% | 112.99% |
106.06% | 135.71% | 120.89% | 115.95% | 113.47% |
118.18% | 114.29% | 116.23% | 116.88% | 117.21% |
124.24% | 100.00% | 112.12% | 116.16% | 118.18% |
Gaze and Vermisplicer get the highest relative bonus with Brash(++Range).
But there is an argument for selecting a higher damage option as well.
Calculations shown are for the 1.7s Reload Loader. Refer to Magazine vs Reload for why.
Secondary Non-crit DPS w/ Reload (AKA Sustained DPS) | |||||
Grip | Chamber | Catchmoon | Tombfinger | Rattleguts | Sporelacer |
++Fire Rate | 340.4 | 121.6 | 189.2 | 219 | |
+FR | 375.1 | 173.2 | 194.8 | 289 | |
Neutral | 413.7 | 234.0 | 222.5 | 462 | |
+D | 435.9 | 278.5 | 237.7 | 560 | |
++Damage | 455.8 | 336.6 | 238.4 | 658 | |
Catchmoon, Tombfinger and Sporelacer have the highest DPS with Haymaker(++D).
For Rattleguts the optimal grip is Lovetap(+D). Haymaker has about the same sustained DPS, but Lovetap has higher Burst DPS and will proc more status effects per time due to the higher Fire Rate, making the effective DPS(when status is included) a fair bit higher.
Primary Gaze Range:Damage Ratio | ||||
Relative Dmg | Relative Range | Avg Relative Bonus | 2xWeighted Dmg | 3xWeighted Dmg |
100.00% | 150.00% | 125.00% | 116.67% | 112.50% |
103.45% | 142.86% | 123.15% | 116.58% | 113.30% |
106.90% | 135.71% | 121.31% | 116.50% | 114.10% |
120.69% | 114.29% | 117.49% | 118.56% | 119.09% |
127.59% | 100.00% | 113.79% | 118.39% | 120.69% |
Secondary Vermisplicer Range:Damage Ratio | ||||
Relative Dmg | Relative Range | Avg Relative Bonus | 2xWeighted Dmg | 3xWeighted Dmg |
100.00% | 165.52% | 132.76% | 121.84% | 116.38% |
107.14% | 155.17% | 131.16% | 123.15% | 119.15% |
114.29% | 127.59% | 120.94% | 118.72% | 117.61% |
121.43% | 110.34% | 115.89% | 117.73% | 118.66% |
128.57% | 100.00% | 114.29% | 119.05% | 121.43% |
Gaze and Vermisplicer gets the highest relative bonuses with Ramble(+Range) and Gibber(++Range), offering almost double the range of Haymaker(++D), with a fairly minor loss in damage.
I’d argue that Ramble is the better option, because you’re already at 37m range, the +3 meters from Gibber seem less significant than the +~7% damage from Ramble.
Determines the tradeoff between Magazine vs Reload and Crit vs Status.
Reload Efficiency (Rounds Reloaded Per Second) | Infested Loaders | ||||||||
Chamber | Loader | ++Reload | +R | +M | ++Magazine | 1.5s +SC & +C | 2.9s +SC & +C | 2.3s | 3.1s |
Catchmoon | 5.6 | 5.4 | 6.5 | 6.2 | 6.0 | 7.9 | 7.4 | 12.6 | |
Tombfinger | 10.0 | 11.5 | 13.5 | 13.8 | 12.7 | 12.1 | 13.5 | 15.8 | |
Rattleguts | 32.2 | 34.6 | 39.4 | 39.5 | 38.0 | 38.3 | 32.6 | 49.4 | |
Gaze | 25.6 | 23.8 | 25.3 | 24.3 | 24.7 | 29.3 | 21.3 | 36.5 | |
Vermisplicer | 25.6 | 23.8 | 25.3 | 24.3 | 24.7 | 29.3 | 21.3 | 36.5 | |
Sporelacer | 5.6 | 5.4 | 6.5 | 6.2 | 6.0 | 7.9 | 7.4 | 12.6 | |
Reload efficiency perfectly correlates to Sustained DPS numbers. Check sheet for details.
The 3.1s Reload Loader has the highest efficiency, but not only are reloads of 2+ seconds inconvenient for normal use, but none of the Infested Loaders have access to max Crit; they only come with Neutral or +SC & +Crit, which is up to -50% DPS on some Chambers, while the bonus DPS of the more efficient reloads only offers at most +10% Sustained DPS.
It’s also important to keep in mind that Crit is an upgrade to both Burst and Sustained DPS, while more efficient reloads only boosts Sustained DPS (i.e: it’s worse).
There are 8 levels in the Magazine vs Reload scale, but ++Crit and ++Status only exists for 1.3s and 1.7s Reload Loaders, so when comparing Crit vs Status I will use the more efficient of the two; the +Magazine(1.7s Reload) part, for the parts that have it.
Primary Sporelacer DPS /w Reload, Crit & Status (6sec proc accumulation) | ||||||||
Grip | Loader | ++Crit | +C | Neutral | +SC | ++Status Chance | 1.5s +SC & +C | 2.9s +SC & +C |
+++Fire Rate | 50620 | 40095 | 32182 | 28245 | 23432 | 34373 | 40442 | |
++FR | 55224 | 43742 | 35109 | 30814 | 25563 | 37562 | 43917 | |
+FR | 59041 | 46765 | 37536 | 32943 | 27330 | 40234 | 46711 | |
+D | 95198 | 76437 | 61351 | 53845 | 44670 | 66181 | 75052 | |
++Damage | 119453 | 99112 | 79551 | 69819 | 57922 | 85981 | 96812 | |
Most Chambers show similar patterns. Check sheet for details.
Combining the data on Reload Efficiency with Crit vs Status we get +Magazine(1.7s Reload) and ++Crit, meaning Splat is the optimal Loader choice.
So, boiling down the information in the sections above, I recommend these builds(parts+mods):
Tremor for Quick Shot usage, Palmaris for Charged Shots.
Alternate Slash(Hemorrhage) build that performs better vs Armor.
Mod notes: Builds use 60/60 Elementals because they can apply a decent amount of status procs per second. Some chambers however, like Catchmoon, fire so slow that only vs enemies that take more than ~5seconds(educated guess) to kill would 60/60Elementals kill faster than 90% Elementals.
On headshot kill, send out 4 projectiles that home to enemy heads, inflicting ~100-220 damage(depending on chamber), scaling with mods, and inflicting a forced Impact proc.
Exact damage of the projectile is hard to nail down as there’s some wonky math going on behind the scenes; Grips have a damage modifier which seems to be applied after mods.
It’s a solid arcane, but rarely reaches full potential as the projectiles tend to collide with the roof or enemies simply die before the projectiles reach them.
On headshot kill, +30% Ability Strength and Efficiency for the next ability cast.
Useful for Warframes that can make permanent use of the +30% Strength through Strength Caching. You can read about how Strength Caching works here.
For less optimized play it mainly just saves some Energy every now and then.
+Accuracy and -Recoil while airborne and +Wall-Latch and +Aim-Glide time.
Useful for challenges or strategies that specifically require you to Aim-Glide(like Riven challenges), but generally useless.
Converts your Magazine to a Battery, granting infinite ammo, initiates reload 1/FireRate sec after your shot and allows you to shoot to abort the reload.
This has some intricacies; the Reload Time listed in the Arsenal stats is the Recharge Delay, the delay before rounds start recharging, after which a set number of rounds recharge per second. And this number varies between Chambers:
Chamber | Rounds/Sec | Full Reload w/1.7s Loader | Vs default Reload | |
Catchmoon/Sporelacer | 5 | 3.333 | 196.08% | |
Tombfinger | 50 | 1.593 | 93.73% | |
Rattleguts | 50 | 2.473 | 145.49% | |
Gaze/Vermisplicer | 50 | 1.993 | 117.25% | |
Total Reload Time increases for all Chambers except Tombfinger.
Efficiency varies wildly between the Chambers; it’s terrible on Catchmoon, Sporelacer and Rattleguts, while it’s good on Gaze and Vermisplicer and amazing on Tombfinger, actually reducing total Reload Time.
In practice the less segmented reloads makes Charge quite inconvenient for use with beam weapons like Gaze and Vermisplicer, despite the good efficiency.
Tombfinger: Charge
All other Chambers: Seeker or Bolt
Viremia/Malodor/Boils/Shock - Grants 20% chance on Kitgun kill to spawn a ~10m area for 12s that deals Toxin/Cold/Heat/Electric damage(not scaling with mods) to enemies.
In short, they’re unreliable and the effects are insignificant, making them quite shit.
Standing in the area with a Theorem(Warframe) Arcane will grant a stacking buff.
Theorem Contagion creates some shitty orbs that fly into enemies. Theorem Infection buffs companion/specter damage. The best is Theorem Demulcent, which gives +12% weapon damage per sec stacking up to 15x (180%). Buff persists for 20s upon leaving the zone. But even the best one gives a mediocre buff, after making you jump through 3 hoops; requiring a kitgun, requiring you to kill using it and then requiring you to stand in that area. This makes the Theorem Arcanes straight up some of the most pointless shit in the game.
While not recommended for general use, they might find niche uses.
For these you have one extra thing to consider about the Grip; the higher Fire Rate parts may offer less DPS, but they will proc more status procs per second (more bullets per second = more procs per second). So it may be worth considering picking a part with sub-par DPS just for the increased rate of status procs. If you’re willing to sacrifice damage you’re likely gonna want to go the entire way: the fastest Fire Rate with the Gibber and Brash Grips.
For the Loader part you probably want the maximum Status Chance, which just like the max Crit Loaders only comes with 2 options for Magazine vs Reload:
Flutterfire - Medium magazine and 1.3s reload.
Ramflare - Large magazine and 1.7s reload.
These follow the exact same reload efficiency ratios as Splat vs Killstream, but since raw DPS might no longer be the main objective there might be a larger incentive to picking the less efficient Flutterfire just for the shorter reload.
Zaws are modular melee weapons.
Each Zaw is comprised of 3 different parts:
a Strike, a Grip and a Link.
Determines weapon-type, innate damage-types, Attack Speed, Damage, Status and Crit stats.
Each Strike can become two different weapon-types depending on whether you use a one-handed or two-handed Grip.
These Strikes are all unique in one of their weapon-types; they have no competition, so if you want a Zaw of this weapon-type there’s nothing to dilly-dally over.
Dagger: Balla
Hammer: Rabvee
Heavy Blade: Dokrahm
Nikana: Sepfahn
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Cyath | 940.5 | 104.7% | 264.5 | 104.7% |
Kronsh | 898.3 | 100.0% | 252.6 | 100.0% |
Rabvee | 898.3 | 100.0% | 252.6 | 100.0% |
Cyath is clearly the best option; it has a DPS advantage and is the only one of the 3 with a Slash-heavy IPS-distribution.
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Dehtat | 1076.5 | 114.8% | 302.7 | 114.8% |
Plague Kripath | 1169.5 | 124.7% | 289.4 | 109.7% |
Cyath | 1016.8 | 108.4% | 285.9 | 108.4% |
Kronsh | 961.9 | 102.5% | 270.5 | 102.5% |
Mewan | 938.0 | 100.0% | 263.8 | 100.0% |
Dehtat offers the highest non-crit DPS, but has a majority (50%) Puncture Damage, which has a pretty bad status proc, ultimately making its strength rather niche.
Plague Kripath offers +4% Crit Chance and +0.2 Crit Multiplier. So it should come as no surprise that it tops the DPS chart for crit builds.
Cyath has a very Slash-heavy IPS-distribution(75%), making it powerful for Status builds.
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Dehtat | 985.3 | 100.0% | 277.0 | 103.7% |
Plague Kripath | 1080.0 | 109.6% | 267.2 | 100.0% |
Dehtat offers slightly higher DPS for Status builds, but the poor IPS-distribution makes it highly niche.
Plague Kripath is the clear winner for Crit builds.
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Dokrahm | 1368.4 | 110.7% | 384.8 | 110.7% |
Plague Keewar | 1236.4 | 100.0% | 347.7 | 100.0% |
Dokrahm has good IPS-distribution and a sizeable advantage in DPS.
Plague Keewar offers +4% Status Chance, which might find some niche use.
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Balla | 985.3 | 107.7% | 277.0 | 107.7% |
Ooltha | 915.1 | 100.0% | 257.3 | 100.0% |
Sepfahn | 966.6 | 105.6% | 264.4 | 102.8% |
Plague Keewar | 1043.3 | 114.0% | 293.4 | 114.0% |
Sepfahn offers +2% Crit and Status Chance and a Slash-heavy(65%) IPS-distribution. Might find some niche use in Slash-status builds.
Plague Keewar offers a sizeable DPS advantage over other Staves, while also offering innate Viral Damage and +4% Status Chance.
Strike | Crit DPS w/Crit Links+Crit Mods | Crit DPS w/Status Links w/o Mods | ||
Mewan | 858.5 | 100.0% | 241.4 | 100.0% |
Ooltha | 915.1 | 106.6% | 257.3 | 106.6% |
Ooltha is the clear winner, offering a solid increase in DPS and slightly better IPS-distribution.
Determines ratio between Damage and Attack Speed and the weapon-type of a Strike.
Since Digital Extremes forgot to scale up the Grip and Link damage when they scaled up the base Strike damage in the Melee 3.0 Phase 2 update, you actually straight up lose DPS with the higher damage, slower Grips and Links. So the Grip choice becomes rather obvious:
Seekalla(2-handed)
Peye(1-handed)
There are 4 different Links that come in combinations of up to 3 (max 2 of a single kind):
Jai: +0.083 Speed -4 Damage
Ruhang: +14 Damage -0.067 Speed
Vargeet: +7% Crit Chance -4% Status Chance
Ekwana: +7% Status Chance -4% Crit Chance
Since the net-bonus is positive there’s no reason to use any Link-combination that doesn’t have 3 Links, which automatically disqualifies half of the Links.
Plague Kripath Polearm DPS | |||||
Grip | Link | ++++Speed | ++S | ++D | ++++Damage |
++Speed | 261.6 | 247.8 | 231.8 | 228.3 | |
+S | 253.0 | 238.8 | 221.7 | 217.3 | |
Neutral Grip | 248.0 | 233.5 | 215.5 | 210.5 | |
+D | 248.0 | 232.8 | 213.1 | 207.2 | |
++D | 247.8 | 231.8 | 210.5 | 203.7 | |
++++Damage | 245.8 | 228.3 | 203.7 | 195.1 | |
Numbers are similar for all Strikes. As mentioned in the Grip section and shown in the table above, +Speed parts are vastly superior to +Damage right now, disqualifying any combination containing Ruhang Links, leaving 4 Link options.
Finally, let’s compare the DPS of 2 Jai vs 2 Vargeet (with Organ Shatter+Sacrificial Steel):
Strike | Vargeet Jai II | Vargeet II Jai |
Plague Kripath | 1033.6 | 1155.4 |
And this difference will only only increase the more Crit mods your build has.
Something similar should hold true for Status links as well since the Crit and Status Links offer a larger relative bonus than Speed/Damage Links.
There are some more intricacies to this, check out my Zaw DPS spreadsheet for details.
In short, this leaves us with 2 final, optimal Link options:
Vargeet II Jai: ++Crit --Status +Speed -Damage
Ekwana II Jai: ++Status --Crit +Speed -Damage
And the choice between them should be rather obvious; +Status(Ekwana) for Status builds and +Crit(Vargeet) for Crit builds.
Boiling down the information in the sections above, I recommend these builds:
Balla+Peye+Ekwana II Jai/Vargeet II Jai
Balla+Peye+Vargeet Jai II - Solid alternative for slide-attack spam builds.
Rabvee+Seekalla+Vargeet II Jai - Crit, because 60%Impact is bad for Status.
Dokrahm+Seekalla+Ekwana II Jai/Vargeet II Jai
Cyath+Peye+Ekwana II Jai/Vargeet II Jai
Sepfahn+Peye+Ekwana II Jai/Vargeet II Jai
Cyath+Seekalla+Ekwana II Jai
Plague Kripath+Seekalla+Vargeet II Jai
Plague Kripath+Peye+Ekwana II Jai/Vargeet II Jai
Dehtat+Korb+Vargeet Ruhang II - For use with Finisher damage builds. Finisher math is odd.
Dokrahm+Peye+Ekwana II Jai/Vargeet II Jai - Vargeet II Jai for best Contagion Zaw.
Plague Keewar+Seekalla+Ekwana II Jai/Vargeet II Jai
Ooltha+Peye+Ekwana II Jai/Vargeet II Jai
These weapons are inferior to recommended combinations, but if you need one of each Strike for Mastery or have a good riven, then these are the best combinations for them:
Kronsh+Peye/Seekalla+Vargeet II Jai
Mewan+Peye+Ekwana II Jai/Vargeet II Jai
Restores 5 Energy per second for 4 seconds on heavy attack kills.
On-demand energy-regen is useful, but trigger condition is much worse than Energizing Dash, for the same regen per sec, but a much shorter duration. A highly meh Arcane.
Proccing a Status Effect has a 50% chance to deal 200% weapon damage in a 6m radius around your Warframe. Damage falls off harshly toward the edge of the radius.
Scales with Damage, Elemental and Combo mods, but not with Crit.
A good Arcane for Status builds.
Slam attacks have a 50% chance to pull in enemies within 12m.
Pulled enemies take Stealth-Multiplier(x8) damage. A great arcane for stances that have built-in slam attacks, like Twirling Spire for Polearms or Blind Justice for Nikanas.
Standing finishers have a 50% chance of 30% melee lifesteal for 8s.
Lifesteal works on Status proc damage over time effects.
Decent effect, but highly inconvenient trigger condition; a meh Arcane.
50% chance to gain additional Combo Count from melee attacks.
There's currently no Zaw builds where Combo stacking speed matters, i.e: currently useless.
200% chance to gain Additional Combo Count on Lifted enemies.
Doesn't matter for Zaws and has an inconvenient trigger condition; this is garbage.
Melee attack while aim gliding after a bullet or double jump to launch a projectile.
Scales with mods and Zaw base stats. Attack Speed affects the flight speed of the projectile. Status doesn’t matter much for single attacks, so you’ll want Var II Jai(++Crit +Speed) links. The optimal Contagion Zaw is Dokrahm+Peye+Var II Jai (excluding rivens).
Contagion deals a lot of damage in an AoE and additionally deals damage over time on direct hits; Strong arcane with many uses.
Ground slamming after a bullet or double jump sends out a ~3m-wide, 25m long shockwave that lifts enemies into the air for 4 seconds. The shockwave explodes, launching nearby enemies at the end of its 25m range. Solid Arcane that might find some niches.