Alternate Fire

Alternate Fire (Alt-Fire for short, also known as Secondary Fire) is a feature of some weapons that performs a different action than their normal fire modes or interacts with their primary fire mode in some way. As of , Alternate fire can be bound to a dedicated button/key (default on PC and on PSN, XBX and NSW).
==Weapons with Alternate Fire==
===Primary Weapons===
Weapon 	Alternate Fire
 	
*Charges an explosive projectile that explodes in a 7 meter radius on impacting a surface with significantly higher damage and added damage, at the expense of damage and punch through.
**Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
 	
*Throws the Afentis to 50 meters. If it hits an enemy, they are impaled against the surface for 20 seconds. If it does not hit an enemy, the spear leaves a field that buffs allied Tenno with Ballistari Might, doubling reload speed, fire rate, and reserve ammo, and halving recoil.
**Impalement lasts for 20 seconds. Ballistari Might field lasts for 10 seconds and has a 5-meter radius.
**Killing an enemy within the field maintains the buff for 40 seconds which counts down upon leaving the field.
**Only one spear can be deployed at a time. Throwing the spear again will remove existing spears.
**Throw consumes 1 round of ammunition, then reloads the weapon.
 	
*Launches a sphere that sticks to surfaces and enemies, then pulses over 6 meters once per second over 10 seconds before exploding.
**Only one sphere can be active at a time. Activating Alternate Fire with an active sphere will prematurely detonate it.
**Consumes 4 rounds of ammunition and will not function if the player has less than 4 rounds in the magazine.
 	
*Toggles between Automatic and Charge firing modes.
**Automatic rapid-fires electric shots with extreme fire rate.
**Charge charges an explosive round that explodes in a 6 meter radius on impacting with a surface with significantly higher damage, critical chance, and status chance.
***Consumes 48 rounds of ammunition and will not function if the player has less than 48 rounds in the magazine.
**Unlike other mode-switching Alternate Fires the Ambassador's mode-switching is not instantaneous, taking 2.6 seconds to swap between firing modes, and can be interrupted by rolling or using abilities. However, mode-switching will also reload the weapon.
**By default, the Ambassador starts any given mission as a Automatic.
 	
*Toggles between Automatic and Semi-Automatic firing modes.
**The Semi-Automatic firing mode has higher damage, critical chance, zoom level, and status chance over the Automatic, at the expense of fire rate.
**By default, the Argonak starts any given mission as a Semi-Automatic.
 	
*Charges a powerful beam with width of 0.5 meters, creating a 3.4 meter area of effect explosion on impact with an enemy and a 6 meter explosion on impact with a surface.
**The beam deals higher damage as opposed to the primary fire's and damage, with higher critical chance, critical multiplier, accuracy, and innate punch through, at the expense of status chance.
*Consumes 0 ammunition and requires a brief charging period before it can fire.
**Rather than consuming ammunition, the Alternate Fire uses up "charges" gained from killing enemies with the primary fire, with each charge multiplying the damage dealt. The Battacor can store up to 3 charges and all charges are consumed when using the Alternate Fire.
 	
*Fires two continuous beams of that travel up to 9 meters, chaining up to 5 enemies within a 7 meter radius.
**The beams deal pure damage as opposed to the primary fire's / damage, and have significantly higher critical multiplier and slightly higher status chance, in exchange for significantly lower critical chance and overall damage.
 	
*Burst-fires three shots that detonate on impact in a 7 meter area of effect.
**Explosive shots deal damage instead of , , and , and have much higher critical multiplier and status chance, but with drastically reduced damage and critical chance, and its projectiles have steeper arcing.
*Consumes 3 rounds of ammunition per shot (9 rounds per burst) and will not function if the player has less than 3 rounds in the magazine.
 	
*Launches a beacon that sticks to a surface or enemy. Primary fire shots will then home in on that beacon.
**The beacon will last for 20 seconds, the target the beacon is attached to dies, or until a new beacon is fired.
**If the beacon attaches to an enemy, the weapon gains an additive 50% to its critical chance for the duration of the beacon.
*Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
 	
*Launches a ricocheting glaive that explodes in a 6 meter radius on impacting a surface after each ricochet.
**Glaive explosion deals and damage instead of , with drastically higher status chance and the ability to proc , , , and , but with drastically lower damage, critical chance, and critical multiplier.
*Consumes 0 ammunition, but only one glaive can be active at a time.
**Glaives last for 5 seconds or after 11 bounces, then return to the Cedo.
**Airborne glaives can be recalled early via Alternate Fire.
 	
*Toggles between Horizontal Spread or Vertical Spread.
**Both modes have the same stats.
**By default, the Cernos Prime starts any given mission in Horizontal Spread.
 	
*Makes the beams generated by this weapon to spread outwards and sweep back inward, as opposed to focusing inwards when holding down the Primary Fire key/button.
*The beams will continuously sweep as long as the Alternate Fire key/button is held down. Releasing it will make the beams return to their original position.
 	
*Fires a grenade that detonates after traveling 20 meters, dealing damage in an 9.4 meter area of effect with a guaranteed proc.
**If the shot hits an enemy before it detonates, the shot will instead deal reduced damage to that enemy with a guaranteed proc, and if it hits a solid object, it will bounce off harmlessly. Both interactions cannot be overcome with punch through.
**Grenade has much higher damage and status chance at the expense of critical chance and critical multiplier.
 	
*Fires a grenade, and pressing Alternate Fire again will manually detonate the grenade, dealing damage in an 9.8 meter area of effect with a guaranteed proc.
**If the shot hits an enemy before it is detonated, the shot will instead deal reduced damage to that enemy with a guaranteed proc, and if it hits a solid object, it will bounce off harmlessly. Both interactions cannot be overcome with punch through.
**Grenade has much higher damage and status chance at the expense of critical chance and critical multiplier.
*Consumes 4 rounds of ammunition and will not function if the player has less than 4 rounds in the magazine.
 	
*Activates the weapon's Incarnon Form, transforming from full-auto shotgun to semi-auto dual pistols with increased accuracy and critical multiplier, 0.5 meter punch through, and altered damage from , , and to and . However, it no longer has multishot, and has decreased damage, fire rate, and status chance. 
*Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from scoring headshots that reaches full after 12 headshots and does not require a full gauge to activate, with its own "magazine" of 2 rounds per charge to a maximum of 60.
**Prematurely deactivating Incarnon Form will consume the entire gauge.
 	
*Throws the Ferrox up to 50 meters, dealing damage in a 10 meter area of effect. Every 2 seconds, the Ferrox generates an pulse that damages enemies and passively pulls them closer to the Ferrox.
**Field lasts for 30 seconds.
**Only one spear can be deployed at a time. Throwing the spear again will remove existing spears.
**Reloads 33% of the Ferrox's clip while deployed.
**Throw consumes 1 round of ammunition, then reloads the weapon.
 	
*Toggles between Semi-Automatic and Automatic firing modes.
**Semi-Automatic fires a shotgun-like wide electric projectile with a 1 meter thickness, 3 meter punch through against bodies, and is silent, but has damage falloff, limited range, travel time, and does no bonus damage on headshots.
***Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
**Automatic fires a continuous stream of lightning that has pinpoint accuracy, faster fire rate, and slightly higher critical multiplier, but with slightly lower critical chance and lower status chance.
**Unlike other mode-switching Alternate Fires the Fulmin's mode-switching is not instantaneous, taking 1 second to swap between firing modes, and can be interrupted by rolling or using abilities.
***If used by , the time to switch between firing modes is reduced to 0.5 seconds, though it can still be interrupted.
**By default, the Fulmin starts any given mission as a Semi-Automatic.
 	
*When modded with , fires all remaining ammunition in the magazine with increased fire rate. If at least 2 enemies are killed by this fire mode, a portion of ammo consumed is refunded upon reloading.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Grakata's maximum Magazine size.
**Damage, critical stats, and status chance from the burst is identical compared to the primary fire. However, abilities and mods that affect fire rate have no effect on this alternate fire mode.
**Refunded ammo is transferred directly to the Grakata's ammo pool.
 	
*Fires a harpoon that pulls any enemy it connects with close to the player and causes a guaranteed proc.
**If is installed and an enemy is hit with the harpoon, the Harpak will gain a bonus to Critical Chance which lasts for 10 seconds. This bonus can be refreshed by hooking another enemy.
*Requires a brief charging period before it can fire.
*Has a limited range of 50 meters.
 	
*Charges a powerful laser.
**Deals much higher damage instead of and and has 2 meters Punch Through. Its critical chance, critical multiplier, and status chance are identical to the primary fire.
**If is installed, the laser will inflict a random Status Effect independent of what elements are present on the Higasa.
*Consumes 0 ammunition.
**Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot fire without a full gauge after 10 primary fire kills or ? aimed blocked shots.
 	
*Fires a single round as opposed to the primary fire's 5-round burst.
*The semi-automatic fire has increased damage, critical chance, and critical multiplier, at the expense of fire rate and status chance.
 	
*Throws the Javlok up to 50 meters, dealing damage to any enemy it directly hits and damage in a 6.9 meter explosion.
**Throw consumes all ammo in the magazine, then reloads the weapon.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.0x, reduces recoil by 50%, and adds a 2 meter punch through.
**The second zoom has a scoped distance of 3.5x, adds 100% damage to shots, produces a 3 meter explosion on impact dealing damage, and reduces fire rate by 75%.
 	
*Manually detonates any arrows in flight, dealing damage in an area of effect and launching 3 bomblets that spread from the point of detonation.
**Will only function if there are any arrows airborne.
 	
*Shoots four rounds simultaneously.
*Consumes 4 rounds of ammunition and will not function if the player has less than 4 rounds in the magazine.
 	
*Toggles between Burst, Semi-Automatic, and Automatic firing modes in that order.
**Compared to the Burst-Fire mode, Semi-Automatic is geared towards critical stats with reduced fire rate and status chance, while Automatic trades out some critical chance and damage for increased fire rate.
**Semi-Automatic does three times the damage of a single bullet from Burst-Fire or Automatic, but consumes 3 rounds of ammunition and will not function if the player has less than 3 rounds in the magazine.
**By default, the Kuva Hind starts any given mission as a Burst-Fire.
 	
*Toggles between Cannon and Barrage firing modes.
**Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing damage in an area of effect and splitting into 3 projectiles that spread from point of impact, each dealing additional damage.
**Barrage mode works like a shotgun, shooting 10 pellets in a wide spread and dealing Physical Damage.
**By default, the Kuva Zarr starts any given mission in Cannon Mode.
 	
*Possesses an adjustable, scoped zoom of three levels while aiming down sights.
**The first zoom has a scoped distance of 3.0x and additively increases critical chance by 20%.
**The second zoom has a scoped distance of 5.0x and additively increases critical chance by 30%.
**The third zoom has a scoped distance of 8.0x and additively increases critical chance by 50%.
 	
*Launches a slow-moving cuboid orb that deals damage to any enemy it makes contact with, and has a guaranteed chance to proc. It will remain in the air for 9 seconds then detonate, dealing damage in an 8 meter area of effect.
**The orb will bounce off surfaces and can be manipulated with melee attacks.
**Shots fired at the orb will pass through and gain bonuses to damage, critical chance, and critical multiplier.
**Can only have a maximum of 2 orbs active.
*If is installed, the orb will instead absorb incoming damage and, should 9 seconds elapse or the Alternate Fire button is pressed again, explode, dealing all absorbed damage in a 15 meter area of effect.
**The innate explosion is unaffected by this mod.
**Only 1 orb can be active with this mod equipped.
*Consumes 15 rounds of ammunition and will not function if the player has less than 15 rounds in the magazine.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Nagantaka's maximum Magazine size.
**Burst has higher fire rate but is otherwise identical to the primary fire.
(From )	
*Alternate fire behavior changes whether is aiming down the weapon's sights or not:
**When hipfiring, launches a grenade that explodes on impact, inflicting 10 forced status effects over a 10 meter radius while leaving behind a lingering field that lasts for 5 seconds.
***Damage is pure , but has significantly less damage, 0% status chance, and lower critical chance and critical multiplier than the primary fire.
***Consumes 20 energy and 3 rounds of ammunition and will not function if the player has less than 3 rounds in the magazine.
**Possesses an adjustable, scoped zoom of three levels while aiming down sights.
***The first zoom has a scoped distance of 2.5x and additively increases critical multiplier by +40%.
***The second zoom has a scoped distance of 4.0x and additively increases critical multiplier by +60%.
***The third zoom has a scoped distance of 8.0x and additively increases critical multiplier by +80%.
 	
*Levitates a spinning sawblade that continuously damages enemies who make contact with it and staggers them.
*Will only consume ammo every second it deals damage when active.
*Has a limited range of 6 meters for Panthera and 8 meters for Panthera Prime.
 	
*Fires a harpoon that pulls any enemy it connects with close to the player and deals damage over time.
*Requires a brief charging period before it can fire.
*Has a limited range of 50 meters.
 	
*Detonates any active primary fire grenade(s), dealing damage in an area of effect.
**Only 5 grenades can be active at any given time.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.0x and additively increases critical multiplier by 20%.
**The second zoom has a scoped distance of 4.0x and additively increases critical multiplier by 40%.
 	
*Launches a plasma bomb that detonates on impact, dealing and damage in an area of effect.
**Upon exploding, 5 plasma bomblets will be scattered into the air. These bomblets will then home into nearby targets, dealing damage on direct contact with a target, and then exploding to deal damage.
**The plasma bomb can be charged by holding down the Alternate Fire button, consuming additional ammunition and proportionally increasing both the damage dealt by the initial explosion and the plasma bomblets.
**Consumes anywhere from 1 ammo to the entire magazine, depending on how long the Alternate Fire button is held.
 	
*Activates the weapon's Incarnon Form, transforming from semi-auto to full-auto with increased fire rate, 3 meter punch through, reduced recoil, and altered damage from and to and .
*Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from scoring headshots that reaches full after 12 headshots and does not require a full gauge to activate, with its own "magazine" of 34 rounds per charge to a maximum of 408.
**Prematurely deactivating Incarnon Form will consume the entire gauge.
 	
*Launches a slow-moving cube that detonates on the first surface or enemy it comes in contact with, dealing damage. Otherwise, it will remain in the air for 9 seconds then detonate, dealing damage in an area of effect.
**The cube can be manually detonated by attacking it, making it deal extra damage.
*Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
 	
*Charges a powerful beam.
**The beam deals higher and damage as opposed to the primary fire's damage, with higher critical chance, critical multiplier, accuracy, and infinite punch through against bodies, and has a guaranteed proc, at the expense of status chance, has damage falloff between 9-18 meters, and limited max range of 20 meters.
*Consumes 50 rounds of ammunition and requires a brief charging period before it can fire and will not function if the player has less than 50 rounds in the magazine.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 3.5x and additively increases critical multiplier by 35%.
**The second zoom has a scoped distance of 6.0x and additively increases critical multiplier by 50%.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.5x and additively increases critical multiplier by 35%.
**The second zoom has a scoped distance of 5.0x and additively increases critical multiplier by 50%.
 	
*Throws the Scourge up to 50 meters, dealing damage to any enemy it directly hits and damage in a 7 meter area of effect. Every 5 seconds, the Scourge will generate a pulse that creates Bullet Attractor bubbles on the heads of nearby enemies for 3 seconds, increasing the likelihood of scoring headshots.
**Field lasts for 20 seconds.
**Only one spear can be deployed at a time. Throwing the spear again will remove existing spears.
**Reloads 33% of the Scourge's clip while deployed.
*Throw consumes 1 round of ammunition, then reloads the weapon.
 	
*Detonates any active orb(s), dealing damage in an area of effect and causing a guaranteed proc. Otherwise the orb(s) will remain in the air for 8 seconds then detonate by themselves.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.5x and additively increases headshot damage by 25%.
**The second zoom has a scoped distance of 6.0x and additively increases headshot damage by 50%.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.5x and additively increases headshot damage by 25%.
**The second zoom has a scoped distance of 6.0x and additively increases headshot damage by 50%.
 	
*Possesses an adjustable, scoped zoom of one level while aiming down sights.
**The zoom has a scoped distance of 2.7x and additively increases headshot damage by 50%.
 	
*Charges an irridiated metal rod that explodes in a 7.2 meter radius after 0.4 seconds on impacting a surface with significantly higher damage, added damage, critical chance, critical multiplier, and status chance, at the expense of punch through.
**Consumes 20 rounds of ammunition and will not function if the player has less than 20 rounds in the magazine.
 	
*Toggles between Automatic and Semi-Automatic firing modes.
**The Semi-Automatic firing mode has higher damage, critical chance, and status chance over the Automatic, at the expense of fire rate.
**By default, the Stradavar starts any given mission as an Automatic.
 	
*Launches an explosive projectile that explodes in a 8 meter radius seconds on impacting a surface with significantly higher damage.
**Consumes all remaining ammunition. Damage dealt is based on ammo consumed.
**While the critical chance, critical multiplier, and status chance stays unchanged across both firing modes, the grenade deals pure damage instead of Physical, and has slightly faster reload speed.
 	
*Fires a charged shot that, compared to its primary fire, has increased critical chance and critical multiplier in exchange for reduced status chance.
**Consumes 10 rounds of ammunition and requires a brief charging period before it can fire and will not function if the player has less than 10 rounds in the magazine.
**If used by (), headshot kills with the alternate fire has 20% chance to instantly refill the Tenora's magazine.
 	
*Toggles between Burst, Semi-Automatic, and Automatic firing modes in that order.
**While the damage stays unchanged across all three firing modes, their critical chance, critical multiplier, and status chance stats are changed accordingly: Burst-Fire is balanced, Semi-Automatic is geared towards critical stats, and Automatic is geared towards status chance.
**By default, the Tiberon Prime starts any given mission as a Burst-Fire.
 	
*Launches a bouncing grenade that explodes in a 6 meter radius on impacting a surface after each bounce, with significantly higher damage, critical chance, critical multiplier, and status chance.
*Consumes 0 ammunition.
**Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot fire without a full gauge after 5 primary fire kills.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 3.0x and additively increases headshot damage by 30%.
**The second zoom has a scoped distance of 4.5x and additively increases headshot damage by 50%.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 3.5x and additively increases headshot damage by 40%.
**The second zoom has a scoped distance of 6.0x and additively increases headshot damage by 60%.
 	
*Possesses an adjustable, unscoped zoom of two levels while aiming down sights.
 	
*Possesses an adjustable, scoped zoom of three levels while aiming down sights.
**The first zoom has a scoped distance of 2.5x and additively increases headshot damage by 35%.
**The second zoom has a scoped distance of 4.0x and additively increases headshot damage by 55%.
**The third zoom has a scoped distance of 8.0x and additively increases headshot damage by 70%.
 	
*Toggles between Cannon and Barrage firing modes.
**Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing damage in an area of effect and splitting into 6 projectiles that spread from point of impact, each dealing additional damage.
**Barrage mode works like a shotgun, shooting 10 pellets in a wide spread, dealing Physical Damage. Barrage mode has a maximum range of 10 meters.
**By default, the Zarr starts any given mission in Cannon Mode.
 	
*Launches the Zenith's disc, where upon landing it will make any enemy visible through walls, provided the enemy is within a ~20 in-game meter radius of the disc.
**The disc itself will last until the weapon is reloaded, though players can cancel the disc and its bonuses early via the Alternate Fire button.
**While the disc is out, the Zenith switches from automatic fire to semi-automatic fire and gains infinite punch through for the duration of the disc, effectively allowing the player to shoot through walls.
**Additionally, the Zenith gains increased damage, and its stats shift from -oriented damage and status chance, to -oriented damage and critical chance and critical multiplier.
*While launching or cancelling the disc does not consume ammo, the Zenith will consume 3 rounds per shot while the disc is active.
===Secondary Weapons===
Weapon 	Alternate Fire
 	
*Detonates any active charge(s), dealing  damage in an area of effect and causing a guaranteed proc.
**Only 4 charges can be active at any given time.
 	
*Possesses an adjustable, scoped zoom of two levels while aiming down sights.
**The first zoom has a scoped distance of 2.0x. The second zoom has a scoped distance of 4.0x.
**Zooming in regardless of Zoom levels will show the current amount of Target Analysis stacks active (up to a maximum of 5), and the 2-second duration of the overall buff. If the duration expires, one stack is lost.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly.
**The burst deals higher damage, with higher status chance and accuracy, and added 2 meter thickness and 2 meter punch through, at the expense of damage and critical chance, a limited range of 12 meters, and the player cannot zoom in while burst-firing.
**Alternate Fire will not function under the effects of any infinite ammo buff (Overdrive from primary fire headshot kills, , Reactant Buff), instead firing a single round.
 	
*Ejects its magazine, where after it comes to a rest it hovers above the ground and acts as a turret, firing in a cross-shaped pattern that rotates clockwise until all ammunition is expended.
**Multiple instances of the magazine-turret can be active simultaneously.
**Once the turret expends all its ammunition it explodes, dealing damage in an area of effect.
*Consumes all ammunition in the Azima's magazine, forcing the player to reload afterwards.
(From )	
*Burst-fires four shots that detonate on impact.
**Has no charge time and is instantaneous.
**Damage is increased from 15% of 's max Shields. Critical chance, critical multiplier, status chance, and explosion radius are otherwise identical to the primary fire.
 	
*Detonates any active charge(s), dealing damage in an area of effect and causing a guaranteed proc.
**Only 6 charges can be active at any given time.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Cyanex's maximum magazine size.
**Critical chance, critical multiplier, and status chance from the burst is identical compared to the primary fire but it loses both the innate damage and homing properties in exchange for slightly lower /-focused physical damage, improved accuracy, and reduced recoil.
 	
*When modded with , discharges a explosive vile sac, dealing damage accumulated from primary fire.
 	
*Fires a spread of projectiles, as opposed to the primary fire's focused shot.
**By comparison, the secondary fire primarily deals damage with very high status chance but severe damage falloff even at close range, whereas its primary fire shoots a long-ranged focused shot that primarily deals damage and has a high critical chance.
*Consumes 1 round of ammunition.
 	
*Throws a horizontal spread of 3 knives.
**Each knife deals the same base damage as the primary fire, but has reduced fire rate and drastically reduced critical chance in exchange for increased status chance.
*Consumes 3 rounds of ammunition and will not function if the player has less than 3 rounds in the magazine.
(From )	
*Detonates all active Judgements, damaging affected enemies with damage with a radius of 4 meters, consuming all active Judgements in the process. 
**Judgements are inflicted by hitting enemies with either or Glory's primary fire, applying a 50% Damage Vulnerability debuff for 10 seconds.
***If enemies with Judgement are standing in Light's Judgement's area of effect, the explosion radius is increased by 1.5x.
**Deals much higher damage and explosion radius. Its critical chance, critical multiplier, and status chance are identical to the primary fire.
**Consumes 25 Energy and will not activate if no Judgements are currently active, or if affected enemies are not within 's line of sight.
 	
*Launches a slow-moving orb that deals damage as it travels, lasting for 6 seconds before dissipating.
**Every second, the orb will shock 1 enemy within 6 meters of the orb, and each enemy hit chains to 2 nearby enemies within 6 meters.
***The number of enemies chained is affected by Multishot
**Compared to the primary fire the orb is largely identical, but both the orb itself and its chains deal more damage while firing the orb itself has reduced Fire Rate.
**Alternate fire can trigger any Tome Mods currently installed.
*Consumes no ammunition when used, but it uses up a charge bar displayed below the reticle, and takes 45 seconds to recharge the alternate fire. It can be reduced either by hitting enemies with the primary fire or picking up secondary or universal ammo pickups.
**Primary ammo pickups converted with () will not affect recharge rate.
 	
*Cycles between , , , or elemental quills in that order. Quills apply a guaranteed proc of the selected element.
**Critical chance, critical multiplier, and status chance across all four quill types are unchanged, though the and quills from the standard Hystrix deal slightly more physical damage.
**By default, the Hystrix starts any given mission using Quills.
 	
*Manually detonates any airborne torpedoes, dealing damage in an area of effect and launching 3 bomblets that spread from the point of detonation.
**Will only function if there are any torpedoes airborne.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Kuva Kraken's maximum magazine size.
**Damage, critical chance, critical multiplier, and status chance from the burst is identical compared to the primary fire, but it suffers from reduced accuracy, and the player cannot zoom in while burst-firing.
 	
*Activates the weapon's Incarnon Form, transforming from semi-auto to full-auto with increased fire rate, reduced recoil, increased damage at the cost of removing , and shots explode in a 2 meter radius inflicting damage.
*Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from scoring headshots that reaches full after 12 headshots and does not require a full gauge to activate, with its own "magazine" of 18 rounds per charge to a maximum of 216.
**Prematurely deactivating Incarnon Form will consume the entire gauge.
(From )	
*Launches a rapid, wide wave that deals damage as it travels, lasting until it hits a surface.
**The wave has Infinite Body Punch Through and 1.4 meters of Punch Through against surfaces.
**Compared to the primary fire the wave deals and damage rather than , and has improved damage, critical stats, and status chance in exchange for a reduced Fire Rate.
**Alternate fire can trigger any Tome Mods currently installed, and kills can scan enemies into the Codex while benefiting from 's Chronicler's Mark debuff against fully-scanned enemies.
*Consumes no energy when used, but it uses up a charge bar displayed below the reticle, and takes 60 seconds to recharge the alternate fire. It can be reduced either by hitting enemies with the primary fire or picking up secondary or universal ammo pickups.
**Primary ammo pickups converted with () will not affect recharge rate. However, duplicates of the Noctua generated with will contribute to the recharge rate.
 	
*Activates the weapon's Incarnon Form, transforming from dealing damage, to firing a cone of that narrows down before unleashing a beam.
**Compared to the Normal mode, the Radiation cone has a faster fire rate in exchange for reduced damage, critical stats and status chance, while the Heat beam deals more damage and sports improved critical stats and status chance. The beam also sports 5 meters of Punch Through and explodes in a 3 meter radius.
*Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from scoring headshots that reaches full after 12 headshots and does not require a full gauge to activate, with its own "magazine" of 30 rounds per charge to a maximum of 350.
**Compared to other Incarnon modes, the Onos's Incarnon mode consumes 1 round per every tick of damage while charging, before consuming 50 rounds when firing the main beam.
**Prematurely deactivating Incarnon Form will consume the entire gauge.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Pandero's maximum magazine size.
**Damage, critical chance, critical multiplier, and status chance from the burst is identical compared to the primary fire but it suffers from high recoil and reduced accuracy, and the player cannot zoom in while burst-firing.
**If used by (), headshot kills with the alternate fire increases reload speed by 20%.
 	
*Toggles between burst-fire and lock-on modes.
**Burst-fire shoots two rounds per shot that explode in a 1.6 meter radius.
**Lock-on mode allows targeting up to 5 enemies before firing with the primary fire button, releasing seeking missiles with higher damage, critical chance, critical multiplier, and status chance, and an explosion radius of 3 meters.
***Consumes 0 ammunition and requires locked-on targets before it can fire.
****Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot toggle without a full gauge after 5 primary fire kills.
 	
*Charges a single, more powerful blob.
**Only stack up to 6 blobs in a single area. Stacking additional blobs will only refresh its duration.
*Consumes up to 6 rounds of ammunition.
 	
*Detonates any active charge(s), dealing damage in an area of effect and causing a guaranteed proc.
**Only 8 charges can be active at any given time.
 	
*Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
**Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Tenet Detron's maximum magazine size.
**Damage, critical chance, critical multiplier, and status chance from the burst is identical compared to the primary fire, but it suffers from reduced accuracy, and the player cannot zoom in while burst-firing.
 	
*Charges an explosive projectile that pulls in enemies within a 6 meter radius on impacting a surface before exploding, with significantly higher damage that favors and instead of and and higher status chance, but slightly lower critical chance.
**Consumes all rounds of ammunition and will not function if the player has less than the maximum rounds in the magazine.
===Archguns===
Weapon	Alternate Fire
 	
*Releases a trio of grenades that explode 4 meter radius on impacting a surface while leaving lingering flames that last for 10 seconds with significantly higher damage instead of damage, critical chance, and critical multiplier, but with reduced status chance per projectile.
*Consumes 0 ammunition.
**Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot fire without a full gauge after 5 primary fire kills.
 	
*Toggles between Held and Charge firing modes.
**Held fires a continuous beam that travels up to 40 (atmospheric mode) / 320 (archwing mode) meters and chains up to 3 enemies within a 6 (atmospheric mode) / 30 (archwing mode) meter radius, with extremely high status chance.
**Charge charges up an energy grenade that explodes in a 9.6 meter radius on impacting a surface, with significantly higher damage, added damage, critical chance, critical multiplier, pinpoint accuracy, guaranteed knockdown proc on the projectile, and infinite punch through on bodies, at some expense to status chance.
***Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine, and if the Alternate Fire is used in Ground Combat with insufficient ammo the Larkspur will reload instead. Firing in Ground Combat will also push the wielder back a short distance.
**By default, the Larkspur starts any given mission as Held.
 	
*Charges an powerful beam that explodes in a 8 meter radius on impacting a surface with significantly higher damage, critical chance, critical multiplier, and status chance, but with higher radial damage falloff.
*Consumes 0 ammunition and requires a brief charging period before it can fire.
**Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot fire without a full gauge after 5 primary fire kills.
 	
*Releases a single, slow moving grenade that detonates after traveling 14 meters and bounces off surfaces and enemies, exploding in a 12 meter radius, with significantly higher damage, added physical damage, critical chance, critical multiplier, and status chance, but with higher radial damage falloff.
*Consumes 0 ammunition.
**Rather than consuming ammunition, the Alternate Fire uses a charge gauge gained from killing enemies with the primary fire, and cannot fire without a full gauge after 5 primary fire kills.
==Patch History==
__NOTOC__
es:Disparo alternativo
Category:Mechanics
Category:Update 17