Kohm

The Kohm is a Grineer shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Characteristics
This weapon deals primarily damage.

Advantages:
 * High accuracy if not at full spool.
 * High pellet count at full spool.
 * Innate 1.5 meter Punch Through.
 * Highest magazine size and maximum ammo out of any shotgun.
 * High status chance.
 * Very good damage at full spool.
 * Has a polarity slot.

Disadvantages:
 * Low initial damage.
 * Requires spooling to gain both maximum pellet count and maximum fire rate.
 * Consumes multiple ammunition per shot at full spool-up.
 * Hard to regain ammunition without a capped Shotgun Ammo Mutation.
 * Low accuracy at full spool.
 * Linear damage falloff from 100% to ~50% from 15m to 25m target distance (distances affected by Projectile Speed).
 * Slow fire rate when not at full spool-up.
 * Even then, the fire rate is still slower than most automatic weapons.

Tips

 * The Kohm has a high chance of cutting corpses into pieces, similar to -focused melee weapons. This makes the Kohm a prime candidate for a Desecrating Nekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
 * Other known firearms which shares the same property are the Akjagara, Braton Prime, Flux Rifle, Grakata, Latos (Lato, Lato Prime and Lato Vandal), Miter, Panthera, Tigris and Vastos (Vasto, Akvasto and Vasto Prime).
 * A fully-ranked Shotgun Ammo Mutation is essential for prolonged use. Alternatively, you can use Team Ammo Restores, Shotgun Scavenger or bring Carrier with its Ammo Case.
 * Additional pellets have infinite punch through, firing through doors, terrain, walls and infinite bodies. This is most likely a bug. However, the fall off damage counters this resulting in almost unnoticeable effects.
 * Using Tainted Shell will reduce Kohm's overall spread even at full-spool and will allow it to accurately hit targets from greater distances. The reduction in fire rate however significantly reduces the crowd-clearing capabilities of the weapon, due to it taking much longer time to spool and reach full damage output, but it also reduces the rate at which the Kohm uses up ammo.
 * Although a polarity can limit elemental modding potential, Tainted Shell also has a  polarity, thus is not much of an issue unless you do not own the mod.

Trivia

 * The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being derived from an energy weapon.
 * The name Kohm is perhaps an abbreviation of ' Kilo-' ohm, which is simply 1,000 ohms.
 * At the time of its release the Kohm's projectiles had travel time and particle trails, which could result in considerable lag even on high-end computers. The Kohm would undergo several changes to its damage and projectile count, before simply making the projectiles hitscan instead.
 * Despite being labeled as a plasma shotgun, the weapon deals physical damage, meaning it may actually eject metal that is melted by induction heating, which can explain the barrels sparking and glowing mechanic. The ability to heat up and thus melt more metal at a time can explain the mechanic of using more ammo as the weapon spools up as well.