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Bombard legions of enemies with target seeking rockets. These dual launchers reload faster while sprinting, even more so in Gauss' hands. Rockets arm after reaching a safe distance.
Dual sidearms pulled from Altra's outer ring of blastcrete bunkers. Something crashed through those bunkers at great speed, the impact scattering stone and flesh all the same. An unearthly kinetic shockwave. Those insurgents with the misfortune of surviving the initial blast must have seen the Akarius for themselves.

The Akarius are GaussIcon272 Gauss's signature burst-fire dual launchers that fire a pair of homing rockets with high status chance and a large 7.2-meter explosion radius. Uniquely, this weapon reloads faster while sprinting, and reloads even faster when wielded by Gauss.

Characteristics[]

  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Rockets homes in on enemies within 15° degrees.
  • Rockets explode in a 7.2 meter radius after impacting a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Can benefit from Mod TT 20px Fulmination (Mod TT 20px Primed).
  • Reloading while sprinting gives a +50% reload speed bonus (+100% when used by GaussIcon272 Gauss).
  • Innate two Naramon Pol polarities.

Advantages over other Secondary weapons (excluding modular weapons):

  • High accuracy.
  • Rocket Impact (wiki attack index 1)
    • Above average status chance (28.00%)
  • Rocket Detonation (wiki attack index 2)
    • High total damage (419)
    • High fire rate (4.330 attacks/sec)
    • Above average status chance (28.00%)

Disadvantages over other Secondary weapons (excluding modular weapons):

  • Explosions have 6% critical chance.
  • Projectiles have travel time.
  • Explosion inflicts self-stagger, and the guaranteed 2-round minimum bursts make these more severe than other launchers.
    • The stagger from the first round can interrupt the second, making the weapon fire only one shot.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 30% from central impact.
  • Limited turning rate; fast airborne enemies like Dargyn may outrun the shots.
  • High recoil, although mitigated by its homing capabilities.
  • Homing targets the enemy's body, making it difficult to achieve headshots unless aiming upward.
  • Small magazine; being a 2-round burst weapon carrying 10 bullets it only has 5 bursts per magazine.
  • Linearly less efficient – sometimes a target may only die with three bullets, which requires an entire second burst to be fired.
  • Extremely low ammo capacity; requires just 2 reloads to fully deplete all ammo reserves.
  • Rocket Impact (wiki attack index 1)
    • Low crit chance (6.00%)
    • Very low reload speed (3.40 s)
    • Below average magazine (10)
    • Very low ammo max (20)
    • Low disposition (●●●○○ (0.95x))
    • Below average crit multiplier (1.80x)
  • Rocket Detonation (wiki attack index 2)
    • Below average active falloff slope (10.3m/%)
    • Low crit chance (6.00%)
    • Below average maximum falloff distance (7.2 m)
    • Very low reload speed (3.40 s)
    • Below average magazine (10)
    • Low ammo max (20)
    • Low disposition (●●●○○ (0.95x))
    • Low crit multiplier (1.80x)

Comparisons:

Acquisition

Akarius's main blueprint can be obtained from defeating Demolisher Infested on the Dark Sector mission Ur, Uranus.

Item Source Chance Expected Nearly Guaranteed
Akarius Blueprint Demolisher Charger 1.25% ~ 80 Kills 549 ± 183 Kills
Akarius Blueprint Demolisher Juggernaut 1.25% ~ 80 Kills 549 ± 183 Kills
Akarius Blueprint Demolisher Thrasher 1.25% ~ 80 Kills 549 ± 183 Kills
Akarius Blueprint Demolisher Boiler 1.25% ~ 80 Kills 549 ± 183 Kills

All drop rates data is obtained from DE's official drop tables. See Mission Rewards#Standard Missions for definitions on reward table rotations.
For more detailed definitions and information, visit here.

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Neurodes
3
Hexenon
150
PolymerBundle
1,600
NanoSpores
7,500
Time: 1 Day(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:N/A

Notes[]

  • While sprinting, reload speed is increased by 50%, or 100% when used by GaussIcon272 Gauss. Without other mods, sprinting reload speed is 2.55 seconds, or 1.7 seconds with Gauss.
    • Reload speed bonus while sprinting is additive with other reload speed mods.
  • The rockets this weapon fires home towards the center of enemy hitboxes. In the case of humanoid enemies, this often means the rockets will target the groin region, making it difficult to achieve headshots with the projectiles. However, the area of effect blasts can also count as headshots if they happen above the enemy, which the initial arcing of shots via Mod TT 20px Magnum Force can actually make easier to achieve.
  • Though the description states that rockets arm after reaching a safe distance, this refers to the old behavior of the weapon prior to Update 29.5 (2020-11-19). Currently, rockets will detonate at any range, damaging enemies and staggering the player as normal.
  • When used by Rescue and Defense NPCs, the reload frequency of the NPC does not predictably follow the magazine size of the Akarius, and may reload after having fired anywhere between just over half of to nearly double the magazine size of the weapon.

Known Bugs[]

Tips[]

  • Although the Akarius reloads faster while sprinting, it's recommended to install Mod TT 20px Quickdraw (Mod TT 20px Primed) to improve its reload speed.
  • Due to its low ammo reserves and faster reload while sprinting, the player should always be on the move to keep the weapon firing at a consistent pace, or install Mod TT 20px Pistol Ammo Mutation (Mod TT 20px Primed).
  • The Akarius benefits very greatly from use of the Energized Munitions ability available from the Helminth.
  • Mod TT 20px Magnum Force can be used to enhance this weapon's damage potential, as the homing rockets and their AoE splash damage makes the accuracy penalty minimal when shooting.
  • ArcanePistoleer Arcane Pistoleer is very powerful when paired with the Akarius; it can be toggled by enemies killed by an AoE blast above them, so as long as there are enough enemies a maxed Arcane Pistoleer will trigger quite frequently.

Trivia[]

  • The mechanics of both the Akarius and the Acceltra Acceltra are similar to Gyrojet firearms, which were developed in the 1960s and also fired small rockets that armed themselves as they traveled out of the gun. In real life, accuracy and reliability issues meant that the Gyrojets never entered mass production.
  • With the visual and audio mechanics around how the Akarius reloads, the weapon appears to be at least semi-organic. The Tenno does not reload a clip; from all appearances the Tenno instead feeds energy into the weapon and the ammunition is "grown" back onto it, with the 5 base rounds per gun visible on the upper "arms" of the guns, which have also been seen moving.

Akarius Skins

Edit

Media[]

Patch History[]

Update 35.1 (2024-02-20)

  • Fixed the Akarius appearing in Teshin’s Cave instead of Akarius Prime if you own both.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Secondary Weapon Ammo Pick Up Overrides

5 Ammo per Pick Up:

  • Akarius
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 32.0 (2022-09-07)

  • Fixed the missing explosion sound FX on the Akarius’ projectiles.

Hotfix 31.7.2 (2022-08-17)

  • Fixed missing explosion sound on Akarius projectiles.

Update 31.6 (2022-06-09)

Update 30.7 (2021-09-08)

  • Fixed the Akarius causing a parried reaction (knock back) versus certain enemies.

Update 29.10 (2021-03-19)

  • Fixed Akarius’ projectiles detonating on Volt’s Electric Shield instead of passing through it.

Hotfix 29.5.2 (2020-11-20)

  • Fixed the Akarius dealing self-damage with multishot projectiles.

Update 29.5 (2020-11-19)

  • Removed Akarius arming distance from projectiles.

Update 27.4 (2020-05-01)

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Akarius: 70%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 25.7.4 (2019-09-05)

  • Fixed Akarius ammo parts not hiding with invisible frames (Loki, Ivara, etc).

Hotfix 25.7.2 (2019-08-30)

  • Fixed Akarius FX particles perpetually lingering, thus also affecting performance.

Update 25.7 (2019-08-29)

  • Introduced.

See Also[]

  • Acceltra Acceltra, GaussIcon272 Gauss' signature rocket launcher.
  • Cyanex Cyanex, another secondary with homing projectiles.
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