Weapons

Weapons are used by Warframes, Archwings, Sentinels, and enemies to cause damage. Weapons can be leveled up for more mod capacity to apply more mods and increase capability. There are three main weapon types used by Warframes: Primary, Secondary, and Melee weapons. Sentinels also have a single weapon that is leveled up independently called Robotic weapons.
Most weapons can be obtained by crafting them in the Foundry with a blueprint and resources/components. Weapon blueprints can be obtained as a reward from Quest or limited-time events, or bought from vendors like the Market. Some weapons can be bought pre-built using Platinum from the Market or Ducats from Baro Ki'Teer. Each weapon's respective article on the wiki will provide details on where to obtain their respective blueprints; clicking on a particular weapon in the Market will also provide farming locations, albeit less detailed.
==Usage==
Weapons in WARFRAME obtain Affinity (experience points) when used in combat. When enough Affinity has been obtained, the weapon rank increases, up to a maximum rank of 30 (except the , Kuva Weapons, and Tenet Weapons). Rang up weapons grants 100 Mastery Points per rank (for a total of 3,000 Mastery Points) to the player. Mastery Points are only awarded once per rank, per weapon; once a rank has been completed, doing it again with another copy of the weapon or using a Forma to reset the weapon's rank gives no extra Mastery Points. Different variants of the weapon, such as MK1, Prime, Wraith among others, each have their own Mastery Points. Some weapons, mainly pistols, have dual-wielded versions, but these are for all purposes distinct weapons and also have their own Mastery Points.
A weapon's Mod capacity is equal to the higher of either the weapon's rank or the player's Mastery Rank. An Orokin Catalyst can be installed to double the weapon's capacity, for a new maximum of 60. All weapons have 8 Mod slots, and melee weapons have an additional Stance slot, which can be used to further expand the capacity.
A new player will have the choice of 6 different weapons in the Awakening tutorial, 2 from each weapon slot. Players can choose between the and as their primary, the and as their secondary, and the and as their melee.
==List==
<tabber>
|-|By Type = 
|-|By Version = 
</tabber>
===Raw Data===
==Attributes==
===Weapon Type===
* A player's loadout can have up to 3 weapons; primary, secondary, and melee. It is not necessary to be equipped with one of each, though at least one weapon must be equipped.
* Primary weapons are mainly separated into rifles, shotguns, sniper rifles, and bows, as these are the four categories that have unique mods to them, as well as Sortie missions limited to each type.
** "Rifles" includes practically all primaries that aren't separated into the other three categories; this includes fully automatic assault rifles, semi-automatic precision rifles, beam weapons, explosive launchers, and others.
** Shotguns are typically effective for close-range combat and have their own set of Mods.
** Sniper Rifles have magnifying scopes and the unique Shot Combo mechanic. They share mods with Rifles.
** Bows, as well as crossbows, use Rifle mods.
* Secondary weapons come in many forms, mostly pistols, though also throwing knives, shotguns, and launchers. They all use the same mods however.
* Melee weapons do not use ammo. They all use the same mods, though there's a variety of melee types, each with their unique Stances.
* Robotic weapons serve as weapons used by Sentinels and Moas. They have internal magazines that they must reload but do not require ammo to stock. Their mod types depend on the weapon equipped (e.g. uses melee mods, uses rifle mods). 
* Certain Warframes come with Exalted Weapons that are tied to their abilities. These can be modded as with normal weapons, but do not require separate copies of the mods. These weapons don't require ammo.
* Kitguns and Zaws are modular primary, secondary, and melee weapons, respectively, assembled from a variety of parts. In addition to mods, they can be equipped with unique Arcane Enhancements.
===Other Statistics===
Attribute 	Description
Damage 	
* How much damage is dealt with Health and Shields. Can consist of several damage types, either Physical or Elemental damage.
Multishot 	
* How many additional bullets/pellets/projectiles are fired per attack (does not consume additional ammo).
Accuracy 	
* How tight of a spread a weapon has when firing. A weapon with 100.0 Accuracy will always hit on the center dot of the reticle, whereas a weapon with lower accuracy will see a larger spread over multiple shots.
* Quantitatively, accuracy rating is the inverse of the average spread value of the weapon. A weapon's minimum and maximum spread is not displayed to players.
Reload Time 	
* How quickly the weapon is reloading.
** A weapon with 1.5 Reload Time means it takes 1.5 seconds to reload.
Magazine 	
* Amount of shots you can fire before you have to reload.
Charge Time/Heavy Wind Up Time	
* How quickly a weapon can be charged and damage it does from a charge.
** Mainly bows, but also in effect for other weapons like the .
* Heavy attacks for melee weapons have a wind-up time before an attack.
Critical Chance/Hit Multiplier	
* The chance that a weapon will land a critical hit and how much more damage it deals.
* Orange critical hits deal increased critical damage and can be scored if the critical chance lies above 100%. Likewise, red critical hits deal further increased critical damage if the critical chance lies above 200%.
Status Chance 	
* The chance that a weapon will land a status effect proc depending on the damage types.
Fire Rate/Attack Speed 	
* How quickly the weapon fires its ammunition. Semi-automatic weapons are highly affected by frame rate, resulting in fire rates at around half their depicted values.
* For melee weapons, Fire Rate is called "Attack Speed", representing the animation speed multiplier of melee attacks.
Ammo Pickup 	
* The amount of ammo obtained from ammo pickups.
Ammo Maximum 	
* Total amount of ammunition that can be carried (excluding magazine).
Damage Falloff 	
* The range where a weapon deals less damage, up to a maximum distance.
Range 	
* The maximum distance in meters that the weapon can hit the enemy.
Riven Disposition 	
* A stat multiplier for Riven Mods' stats represented as 5 (un)fulled dots. The more dots filled, the higher the disposition value and vice versa.
Polarities 	
* If the weapon has a Polarized mod slot or not.
==Foundry Tree==
==Comparison==
A comparison of all weapon stats can be found on this page.
===CSV Output===
Comma-separated values (CSV) file can be found on Weapon Comparison/CSV for all weapon attacks.
==Enemy Weapons==
Some enemies carry weapons that are unobtainable to players or have different base stats compared to their playable counterparts. See :Category:Enemy Weapon for a list of these weapons.
==Renaming Weapons==
All primaries and secondaries at max rank (or at any rank when Polarized) can be renamed by talking to Rude Zuud on Fortuna or Father in the Necralisk via "Other Services" > "Entitle". For renaming melee weapons, talk to Hok on Cetus and go to "Other Services" > "Entitle". It costs to rename each weapon. Renamed weapons can be renamed; there is no limit to how many times a weapon can be renamed.
==Internal Mechanics==
Every weapon will have a set of developer-defined "behaviors" associated with it that determines their base stats and some mechanics (e.g. Alternate Fire). Each behavior is composed of three components:
*"Weapon Fire" - associated with firing or attacking with the weapon
**Accuracy, Ammo usage, Multishot, Noise Level, Punch Through, Range, etc.
*"Weapon Impact" - associated with damage instance(s) dealt
**Damage distribution, Critical Chance/Multiplier, Status Chance, explosion radius, etc.
*"Weapon State" - associated with weapon firing mode
**Fire Rate, Attack Speed, Reload Time, whether or not firing mode is Alternative Fire (alt-fire)
Unofficial Name of Behavior Set 	Sample Weapons	Types
Basic Automatic Hitscan 	
*, , , 
*, 
*, 
*, ,	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior or /EE/Types/Game/WeaponImpactBehavior
*/EE/Types/Game/WeaponAutomaticStateBehavior
Basic Automatic Projectile 	
*, , 
*, 
*
*	
*/EE/Types/Game/WeaponProjectileFireBehavior or /Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponAutomaticStateBehavior
Basic Semi-Automatic Hitscan 	
*, 
* Alt-Fire
*, ,	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponSemiAutomaticStateBehavior
Basic Semi-Automatic Projectile 	
*, 
* w/ Alt-Fire
* Primary Fire	
*/EE/Types/Game/WeaponProjectileFireBehavior or /Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponSemiAutomaticStateBehavior
Basic Burst Hitscan 	
*, 	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponBurstStateBehavior
Basic Burst Projectile 	
* 	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponBurstStateBehavior
Basic Fan Hammer Hitscan 	
* and w/ 
* and Alt-Fire
* Alt-Fire	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Game/FanHammerStateBehavior
Basic Beam Held 	
*
*, 
* 	
*/Lotus/Types/Game/LotusBeamFireBehavior
*/Lotus/Types/Game/LotusBeamImpactBehavior or /EE/Types/Game/WeaponBeamImpactBehavior
*/EE/Types/Game/WeaponBeamStateBehavior
Basic Beam Burst 	
*'s Alt-Fire 	
*/Lotus/Types/Game/LotusBeamFireBehavior
*/EE/Types/Game/WeaponBeamImpactBehavior
*/EE/Types/Game/WeaponBeamBurstStateBehavior
Basic Charged Projectile 	
* Alt-Fire
*
*
*, 
*	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/EE/Types/Game/WeaponImpactBehavior or /Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponChargedStateBehavior
Remote Mine Charged Projectile 	
* 	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Weapon/ChargedRemoteMineStateBehavior
Laser Automatic Hitscan 	
* Primary Fire	
*/Lotus/Types/Weapon/RadialOnMissTraceFireBehavior
*/Lotus/Types/Weapon/RadialOnMissImpactBehavior
*/EE/Types/Game/WeaponAutomaticStateBehavior
Laser Charged Hitscan 	
* Alt-Fire
* and Primary Fire
* Alt-Fire
*,	
*/Lotus/Types/Weapon/RadialOnMissTraceFireBehavior
*/Lotus/Types/Weapon/RadialOnMissImpactBehavior
*/EE/Types/Game/WeaponChargeBeamStateBehavior
Pump Action Shotgun Semi-Automatic Hitscan 	
* Primary Fire
*, , ,	
*/EE/Types/Game/WeaponTraceFireBehavior
*/EE/Types/Game/WeaponImpactBehavior
*/EE/Types/Game/WeaponShotgunStateBehavior
Pump Action Shotgun Automatic Projectile 	
* 	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/EE/Types/Game/WeaponImpactBehavior
*/EE/Types/Game/WeaponAutoShotgunStateBehavior
Pump Action Shotgun Semi-Automatic Projectile	
* and Primary Fire and Alt-Fire
* Alt-Fire	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponShotgunStateBehavior
Sniper Semi-Automatic Hitscan 	
*, 	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Game/SniperImpactBehavior
*/EE/Types/Game/WeaponSemiAutomaticStateBehavior
Sniper Burst Hitscan 	
* 	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Game/SniperImpactBehavior
*/EE/Types/Game/WeaponBurstStateBehavior
Sniper Charged Projectile 	
* 	
*/EE/Types/Game/WeaponProjectileFireBehavior
*/Lotus/Types/Game/SniperImpactBehavior
*/EE/Types/Game/WeaponChargedStateBehavior
Basic Melee 	
*, , 
*, , 
*,	
*/EE/Types/Game/WeaponMeleeSweepFireBehavior
*/Lotus/Types/Game/MeleeImpactBehavior
*/Lotus/Types/Game/LotusComboMeleeStateBehavior
Gunblade Melee 	
* melee
* melee
* and melee
* melee
* melee
* melee	
*/EE/Types/Game/WeaponMeleeSweepFireBehavior
*/Lotus/Types/Weapon/GunbladeMeleeImpactBehavior
*/Lotus/Types/Weapon/GunBladeStateBehavior
Gunblade Ranged Hitscan 	
* and Heavy Attack
* Heavy Attack	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/GunbladeMeleeImpactBehavior
*/Lotus/Types/Weapon/GunBladeProxyStateBehavior
Gunblade Ranged Projectile 	
* Heavy Attack
* Heavy Attack
* Heavy Attack
* Slide Heavy Attack	
*/Lotus/Types/Weapon/GunBladeProjectileFireBehavior
*/Lotus/Types/Weapon/GunbladeMeleeImpactBehavior
*/Lotus/Types/Weapon/GunBladeProxyStateBehavior
Glaive Melee 	
* and melee
* melee
* melee	
*/EE/Types/Game/WeaponMeleeSweepFireBehavior
*/Lotus/Types/Game/MeleeImpactBehavior
*/Lotus/Types/Weapon/GlaiveMeleeStateBehavior
Glaive Throw and Recall 	
* and Throw
* Throw
* Throw	
*/Lotus/Types/Weapon/GlaiveProjectileFireBehavior
*/Lotus/Types/Game/MeleeImpactBehavior
*/Lotus/Types/Weapon/GlaiveGrenadeStateBehavior
Remote Mine Active Trigger Projectile 	
* Alt-Fire
*, 
* Alt-Fire
*, , 
*,	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior or /EE/Types/Game/WeaponImpactBehavior
*/Lotus/Types/Weapon/RemoteMineStateBehavior
Speargun Throw 	
* Alt-Fire
* and Alt-Fire	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Weapon/LotusSpearGunStateBehavior
Dampened Spread Automatic Hitscan 	
*
*, 	
*/Lotus/Types/Game/DampenTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponAutomaticStateBehavior
Battacor Primary Fire 	
* Primary Fire	
*/EE/Types/Game/WeaponProjectileFireBehavior
*/Lotus/Types/Game/CrpSentRifleImpactBehavior
*/EE/Types/Game/WeaponBurstStateBehavior
Battacor Alt-Fire 	
* Alt-Fire 	
*/Lotus/Types/Weapon/RadialOnMissTraceFireBehavior
*/Lotus/Types/Weapon/RadialOnMissImpactBehavior
*/Lotus/Types/Game/CrpSentRifleStateBehavior
Buzlok Homing Projectile 	
* Primary Fire	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Game/SniperImpactBehavior
*/Lotus/Types/Game/LotusHomingBeaconStateBehavior
Cedo Alt-Fire 	
* Alt-Fire 	
*/Lotus/Types/Weapon/GlaiveProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Weapon/GlaiveAlternateGrenadeStateBehavior
Deconstructor Glaive 	
*, 	
*/Lotus/Types/Weapon/GlaiveProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponGrenadeStateBehavior
Hound Weapons 	
*
*
* 	
*/EE/Types/Game/WeaponMeleeRadiusFireBehavior
*/EE/Types/Game/WeaponImpactBehavior
*/EE/Types/Game/WeaponMeleeRadiusStateBehavior
Kohm Automatic Hitscan 	
*, 
*
* 	
*/EE/Types/Game/WeaponTraceFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/EE/Types/Game/WeaponAutomaticBurstStateBehavior
Regulators 	
*, 	
*/Lotus/Types/Weapon/LotusCustomAimFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Weapon/LotusCustomAimStateBehavior
Sibear 	
* 	
*/EE/Types/Game/WeaponMeleeSweepFireBehavior
*/Lotus/Types/Game/MeleeImpactBehavior
*/Lotus/Types/Game/IceHammerStateBehavior
Some Old Melee Weapons (No Real Pattern) 	
* (not or )
*
*
* (not or )
* (not )
*
*
*
*
*
*	
*/EE/Types/Game/WeaponMeleeSweepFireBehavior
*/Lotus/Types/Game/MeleeImpactBehavior
*/Lotus/Types/Game/LotusMeleeStateBehavior
Tenet Diplos Lock-On Burst Projectile 	
* while aiming	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Game/LotusLockOnBurstStateBehavior
Tenet Envoy Homing Projectile 	
* 	
*/Lotus/Types/Game/LotusWeaponProjectileFireBehavior
*/Lotus/Types/Weapon/LotusWeaponImpactBehavior
*/Lotus/Types/Game/LotusHomingBeaconStateBehavior
==Bugs==
*Equipping only a secondary weapon in your inventory will result in the weapon's name not being displayed in the Squad's Arsenal Overview. This will make it appear as if you only have a Warframe equipped. However, you will still bring said secondary with you into any mission.
*If a primary weapon is not equipped and a challenge requiring primary kills appears in a mission, pistol kills will count towards the objective count.
==Trivia==
*Excluding all combinations of Modular Weapons, there are a total of weapons in the game:
** primary weapons
** secondary weapons
** melee weapons
** Archguns
** Archmelees
** Robotic weapons
** Amps (prisms, scaffolds, and pre-builts)
** Railjack Turrets (base Sigma, Lavan, Vidar, and Zetki variants)
** Railjack Ordnance (base variants)
==Patch History==
==See Also==
*Weapons Mastery Rank
*Enemy Weapons
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