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Alternate Fire (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 Update 17.0, Alternate fire can be bound to a dedicated button/key (and is bound to Mouse3  on PC and R. Thumbstick  on PS4 and XB1 by default). Prior to this, weapons with Alternate Fire modes used the button/key dedicated to aiming a weapon (RMB  on PC,L2  on PS4 and LT  on XB1), meaning that many of these weapons could not zoom or had limited zoom opportunities.

Weapons with Alternate FireEdit

Primary WeaponsEdit

Weapon Alternate Fire
LaserAimRifle
LaserAimRifle Argonak
  • 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.
Battacor
Battacor Battacor
  • Charges a powerful beam with width of 0.5 meters, creating a 5 meter area of effect explosion on impact.
  • 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.
GrnGorgSniperRifle
GrnGorgSniperRifle Buzlok
  • 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.
CernosPrime
CernosPrime Cernos Prime
  • 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.
CrpSplitRifle
CrpSplitRifle Convectrix
  • Makes the beams generated by this weapon to spread outwards and sweeps 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.
TnHeavyShotgun
TnHeavyShotgun Corinth
  • Fires an grenade projectile that detonates after traveling 20 meters, dealing Blast b Blast damage in an 8 meter area of effect with a guaranteed proc.
    • If the shot hits an enemy before it detonates, the shot will instead deal reduced Impact b Impact 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 status chance at the expense of critical chance and critical multiplier.
  • Consumes 1 round of ammunition.
Ferrox
Ferrox Ferrox
  • Throws the Ferrox up to 50 meters, dealing Electricity b Electricity damage in a 10 meter area of effect, chaining to any nearby enemies.
  • Every 2 seconds, the Ferrox generates an Electricity b Electricity pulse that damages enemies (with a very high chance to proc) and passively pulls them closer to the Ferrox. This effect persists until the player retrieves the Ferrox.
  • Reloads 33% of the Ferrox's clip while deployed.
  • The Ferrox will remain where it landed until its wielder moves over to pick it up, or until it automatically returns to the player's hands after 10 seconds if quick thrown or 30 seconds if charged thrown.
  • Throwing the Ferrox does not consume ammunition.
Fulmin
Fulmin Fulmin
  • Toggles between Semi-Automatic and Automatic firing modes.
    • Semi-Automatic fires a shotgun-like wide electric projectile with a 3 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.
    • 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 WispIcon272 Wisp, the time to switch between firing modes is reduced to 0.5 seconds, though it can still be interrupted.
    • While toggling fire modes does not consume ammo, the Fulmin will consume 10 rounds per shot in Semi-Automatic mode and will not fire if there are less than 10 rounds in the magazine.
    • By default, the Fulmin starts any given mission as a Semi-Automatic.
GrineerAssaultRifle
GrineerAssaultRifle Grakata
PrismaGrakata
PrismaGrakata Prisma Grakata
  • When modded with Mod TT 20pxWild Frenzy, 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.
GrnHarpoonGun
GrnHarpoonGun Harpak
  • Fires a harpoon that pulls any enemy it connects with close to the player and causes a guaranteed Puncture b Puncture proc.
  • Consumes 1 round of ammunition and requires a brief charging period before it can fire.
  • Has a limited range of 50 meters.
Hind
Hind Hind
GrnFlameSpear
GrnFlameSpear Javlok
  • Throws the Javlok up to 50 meters, dealing Impact b Impact damage to any enemy it directly hits and Heat b Heat damage in a 6.9 meter explosion.
  • Reloads 33% of the Javlok's clip while deployed.
  • The Javlok will remain where it landed until its wielder moves over to pick it up, or until it automatically returns to the player's hands after 6 seconds.
  • Explosion consumes all ammo in the magazine.
Komorex
Komorex Komorex
  • Possesses an adjustable, scoped zoom of two levels.
    • 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 Viral b Viral damage, and reduces fire rate by 75%.
Lanka2
CorpusSniperRifle Lanka
  • Possesses an adjustable, scoped zoom of three levels.
    • 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%.
Larkspur
Larkspur Larkspur
  • Toggles between Held and Charge firing modes.
    • Held fires a continuous beam that chains up to enemies within a 6 meter radius, with extremely high status chance.
    • Charge charges up an energy grenade that explodes in an 8 meter radius on impacting a surface, with significantly higher damage, added Blast b Blast 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.
    • By default, the Larkspur starts any given mission as Held.
InfCrpShockSwarm
InfCrpShockSwarm Mutalist Quanta
  • Launches a slow-moving cuboid orb that deals Radiation b Radiation 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 Toxin b Toxin 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 Mod TT 20pxBursting Mass 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 Toxin b Toxin 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.
Nagantaka
Nagantaka Nagantaka
  • 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.
TennoMiter
TennoMiter Panthera
  • 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 5 meters.
InfQuantaRifle
InfQuantaRifle Paracyst
  • Fires a harpoon that pulls any enemy it connects with close to the player and deals damage over time.
  • Consumes 1 round of ammunition and requires a brief charging period before it can fire.
  • Has a limited range of 50 meters.
DEPenta
DEPenta Penta
PentaLoginRewardSkin
PentaLoginRewardSkin Carmine Penta
SyndicatePSPenta
SyndicatePSPenta Secura Penta
  • Detonates any active primary fire grenade(s), dealing Blast b Blast damage in an area of effect.
    • Only 5 grenades can be active at any given time.
RevenantShotgun
RevenantShotgun Phantasma
  • Launches a plasma bomb that detonates on impact, dealing Radiation b Radiation and Impact b Impact 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 Impact b Impact damage on direct contact with a target, and then exploding to deal Radiation b Radiation 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.
CrpShockRifle
CrpShockRifle Quanta
QuantaVandal
QuantaVandal Quanta Vandal
  • Launches a slow-moving cube that detonates on the first surface or enemy it comes in contact with, dealing Blast b Blast 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.
FiveShotSniper
FiveShotSniper Rubico
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
RubicoPrime
RubicoPrime Rubico Prime
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
PriestSpearGun
PriestSpearGun Scourge
  • Throws the Scourge up to 50 meters, dealing Impact b Impact damage to any enemy it directly hits and Corrosive b Corrosive damage in a 7 meter area of effect.
  • Every few seconds, the Scourge will generate a pulse that creates Magnetize130xDark Magnetize bubbles on the heads of nearby enemies, increasing the likelihood of scoring headshots. This effect persists until the player retrieves the Scourge.
  • Reloads 33% of the Scourge's clip while deployed.
  • The Scourge will remain where it landed until its wielder moves over to pick it up, or until it automatically returns to the player's hands after 20 seconds.
  • Throwing the Scourge does not consume ammunition.
CephPrimary
CephPrimary Simulor
SyndicateCSSimulor
SyndicateCSSimulor Synoid Simulor
  • Detonates any active orb(s), dealing Electricity b Electric 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.
Snipetron
CorpusSniperRifle Snipetron
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
DESnipertronVandal
DESnipertronVandal Snipetron Vandal
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
TennoTommyGun
TennoTommyGun Stradavar
StradavarPrime
StradavarPrime Stradavar Prime
  • 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.
TnBardRifle
TnBardRifle Tenora
  • 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 OctaviaIcon272 Octavia, headshot kills with the alternate fire has 20% chance to instantly refill the Tenora's magazine.
TiberonPrime
TiberonPrime Tiberon Prime
  • 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.
DEVectis
DEVectis Vectis
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
VectisPrime
VectisPrime Vectis Prime
  • Possesses an adjustable, scoped zoom of two levels.
    • 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%.
Veldt
Veldt Veldt
  • Possesses an adjustable, unscoped zoom of two levels.
Vulkar
Vulkar Vulkar
  • Possesses an adjustable, scoped zoom of three levels.
    • 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%.
VulkarWraith
VulkarWraith Vulkar Wraith
  • Possesses an adjustable, scoped zoom of three levels.
    • 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%.
GrineerCannon
GrineerCannon Zarr
  • Toggles between Cannon and Barrage firing modes.
    • Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing Blast b Blast damage in an area of effect and splitting into 6 projectiles that spread from point of impact, each dealing additional Blast b Blast damage.
    • Barrage mode works like a shotgun, shooting 6 pellets in a wide spread, each dealing 1/3 of the Zarr's base damage as Physical Damage. There is no damage fall-off with distance; but pellets will deal no damage at all if target is further than ~15 in-game meters away.
    • By default, the Zarr starts any given mission in Cannon Mode.
SundialRifle
SundialRifle Zenith
  • 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 Slash b Slash-oriented damage and status chance, to Puncture b Puncture-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 WeaponsEdit

Weapon Alternate Fire
CrpScopePistol
CrpScopePistol Arca Scisco
  • Toggles between two different scoped zoom levels (2.0x and 4.0x), much like a Sniper Rifle.
    • 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.
SundialPistol
SundialPistol Azima
  • 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 Blast b Blast damage in an area of effect.
  • Consumes all ammunition in the Azima's magazine, forcing the player to reload afterwards.
TaserStar
TaserStar Castanas
NLCastanas
NLCastanas Sancti Castanas
  • Detonates any active charge(s), dealing Electricity b Electric damage in an area of effect and causing a guaranteed proc.
    • Only 6 charges can be active at any given time. Throwing a charge when 6 charges are already out will cause the earliest-thrown charge to detonate prematurely.
Cyanex
Cyanex Cyanex
  • 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 Gas b Gas damage and homing properties in exchange for slightly lower Slash b Slash/Puncture b Puncture-focused physical damage, improved accuracy, and reduced recoil.
EuphoraPrime
EuphoraPrime Euphona Prime
  • Fires a spread of projectiles, as opposed to the primary fire's focused shot.
    • By comparison, the secondary fire primarily deals Slash b Slash 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 Impact b Impact damage and has a high critical chance.
  • Consumes 1 round of ammunition.
GlassKunai
GlassKunai Fusilai
  • 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.
    • Although the Arsenal display shows an increase to status chance, this is actually spread across all 3 knives, thus the status chance per knife is lower than it appears.
  • Consumes 3 rounds of ammunition and will not function if the player has less than 3 rounds in the magazine.
Hystrix
Hystrix Hystrix
GrnTorpedoPistol
GrnTorpedoPistol Kulstar
  • Manually detonates any airborne torpedoes, dealing Blast b Blast 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.
TnBardPistol
TnBardPistol Pandero
  • 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 OctaviaIcon272 Octavia, headshot kills with the alternate fire increases reload speed by 20%.
GrineerCrossbowGooGun
GrineerCrossbowGooGun Stug
  • Charges a single, more powerful Corrosive b Corrosive 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.
U18throwingknives
U18throwingknives Talons
  • Detonates any active charge(s), dealing Blast b Blast damage in an area of effect and causing a guaranteed Puncture b Puncture proc.
    • Only 8 charges can be active at any given time. Throwing a charge when 8 charges are already out will cause the earliest-thrown charge to detonate prematurely.
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