Weapon
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Alternate Fire
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Aeolak
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- Charges an explosive projectile that explodes in a 7 meter radius seconds on impacting a surface with significantly higher damage and added
Blast damage, at the expense of Radiation damage and punch through.
- Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
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Alternox
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- 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.
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Ambassador
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- 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.
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Argonak
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- 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.
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Battacor
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- 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.
- 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.
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Basmu
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- Fires two continuous beams of that travel up to 9 meters, chaining up to 5 enemies within a 7 meter radius.
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Bubonico
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- Burst-fires three shots that detonate on impact in a 7 meter area of effect.
- 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.
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Buzlok
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- 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.
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Cedo
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- Launches a ricocheting glaive that explodes in a 6 meter radius on impacting a surface after each ricochet.
- 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.
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Cernos Prime
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- 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.
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Convectrix
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- 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.
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Corinth
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- Fires a grenade that detonates after traveling 20 meters, dealing
Blast 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
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 damage and status chance at the expense of critical chance and critical multiplier.
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Corinth Prime
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- Fires a grenade, and pressing Alternate Fire again will manually detonate the grenade, dealing
Blast 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
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 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.
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Ferrox
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- Throws the Ferrox up to 50 meters, dealing
Electricity damage in a 10 meter area of effect, chaining to any nearby enemies.
- Every 2 seconds, the Ferrox generates an
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.
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Fulmin
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- 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
Wisp, 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.
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Grakata

Prisma Grakata
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- When modded with
Wild 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.
- Refunded ammo is transferred directly to the Grakata's ammo pool.
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Harpak
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- Fires a harpoon that pulls any enemy it connects with close to the player and causes a guaranteed
Puncture proc.
- If
Exposing Harpoon is installed and an enemy is hit with the harpoon, the Harpak will gain an additive 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.
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Hind
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Javlok
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- Throws the Javlok up to 50 meters, dealing
Impact damage to any enemy it directly hits and 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.
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Komorex
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- 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
Viral damage, and reduces fire rate by 75%.
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Kuva Bramma
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- Manually detonates any arrows in flight, dealing
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 arrows airborne.
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Kuva Hek
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- Shoots four rounds simultaneously.
- Consumes 4 rounds of ammunition and will not function if the player has less than 4 rounds in the magazine.
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Kuva Hind
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- 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.
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Kuva Zarr
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- Toggles between Cannon and Barrage firing modes.
- Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing
Blast damage in an area of effect and splitting into 3 projectiles that spread from point of impact, each dealing additional Blast 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.
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Lanka
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- 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%.
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Mutalist Quanta
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- Launches a slow-moving cuboid orb that deals
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 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
Bursting 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 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.
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Nagantaka

Nagantaka Prime
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- 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.
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Panthera

Panthera Prime
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- 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.
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Paracyst
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- 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.
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Penta

Carmine Penta

Secura Penta
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- Detonates any active primary fire grenade(s), dealing
Blast damage in an area of effect.
- Only 5 grenades can be active at any given time.
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Phantasma
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- Launches a plasma bomb that detonates on impact, dealing
Radiation and 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 damage on direct contact with a target, and then exploding to deal 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.
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Phenmor
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- 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
Puncture and Slash to Slash and Radiation.
- 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 408 rounds.
- Prematurely deactivating Incarnon Form will consume the entire gauge.
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Quanta

Quanta Vandal
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- Launches a slow-moving cube that detonates on the first surface or enemy it comes in contact with, dealing
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.
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Quellor
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- Charges a powerful beam.
- 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.
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Rubico
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- 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%.
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Rubico Prime
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- 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%.
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Scourge

Scourge Prime
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- Throws the Scourge up to 50 meters, dealing
Impact damage to any enemy it directly hits and Corrosive damage in a 7 meter area of effect.
- Every few seconds, the Scourge will generate a pulse that creates
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.
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Simulor

Synoid Simulor
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- Detonates any active orb(s), dealing
Electricity 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.
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Snipetron
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- 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%.
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Snipetron Vandal
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- 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%.
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Sporothrix
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- 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%.
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Stahlta
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- 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
Radiation 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.
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Stradavar

Stradavar Prime
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- 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.
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Tenet Tetra
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- Toggles between Automatic and Semi-Automatic firing modes.
- Semi-Automatic fires a single grenade that explodes in an 8 meter radius on impacting with a surface with significantly higher damage.
- Consumes 80 rounds of ammunition and will not function if the player has less than 80 rounds in the magazine.
- While the critical chance, critical multiplier, and status chance stays unchanged across both firing modes, Semi-Automatic deals pure
Blast damage instead of Physical, and has slightly faster reload speed.
- By default, the Tenet Tetra starts any given mission as a Automatic.
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Tenora

Tenora Prime
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- 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
Octavia ( Prime), headshot kills with the alternate fire has 20% chance to instantly refill the Tenora's magazine.
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Tiberon Prime
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- 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.
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Trumna
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- 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.
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Vectis
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- 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%.
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Vectis Prime
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- 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%.
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Veldt
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- Possesses an adjustable, unscoped zoom of two levels while aiming down sights.
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Vulkar

Vulkar Wraith
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- 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%.
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Zarr
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- Toggles between Cannon and Barrage firing modes.
- Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing
Blast damage in an area of effect and splitting into 6 projectiles that spread from point of impact, each dealing additional Blast 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.
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Zenith
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- 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-oriented damage and status chance, to 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.
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