The beauty of this luxuriously gilded crossbow cannot obscure its lethal purpose.

The Ballistica Prime is the Prime variant of the DEBallistica.png Ballistica, sporting higher damage, critical chance, critical multiplier, and status chance, larger magazine, and faster charge-up and reload speed. Unlike the standard Ballistica, the Ballisca Prime shoots four arrows simultaneously in a semi-automatic tight spread rather than a recoiling burst-fire spray, making it more accurate. Killing an enemy with a charged shot creates their ghosts that will fight alongside the weapon's user. It was released alongside Hydroid PrimeIcon272.png Hydroid Prime and PrimeNamiSkyla.png Nami Skyla Prime.

Manufacturing Requirements
Upper Limb
Lower Limb
Time: 12 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A

Characteristics[edit | edit source]

This weapon deals primarily Puncture b.svg Puncture damage.


  • High Puncture b.svg Puncture and good Slash b.svg Slash damage – effective against armor and health.
  • High critical chance.
  • High overall status chance.
  • Silent.
  • Charged shots have 1 meter Punch Through.
  • Charged shot kills within 50 meters of the user will create a ghost of the enemy that lasts for 7 seconds and will fight alongside the player similar to Specters.
  • High reload speed.
  • Low charge time.
  • No projectile arcing.
  • Uniquely fires all four shots in a tight spread simultaneously instead of consecutively, reducing the chance of one missing.
  • Innate two Madurai Pol.svg and one Naramon Pol.svg polarities.


  • Low Impact b.svg Impact damage – less effective against shields.
  • Projectiles have travel time.
  • Consumes 4 ammo per shot regardless of charge-up unlike other members of the Ballistica family, resulting in an 8-shot magazine.
  • Slightly lower than average zoom.
  • Spawned ghosts will alert enemies, despite the weapon being silent.


  • Ballistica Prime, compared to Ballistica:
    • Faster charge time (0.8 s vs. 1.0 s)
    • Larger magazine (32 rounds vs. 16 rounds)
    • Faster reload speed (1.2 s vs. 2 s)
    • Different polarities (Naramon Pol.svgMadurai Pol.svgMadurai Pol.svg vs. Vazarin Pol.svg)
    • Higher Mastery Rank required (14 vs. 2)
    • Lower disposition (1.2 vs. 1.25)
  • Ballistica Prime, compared to Rakta Ballistica:
    • Faster charge time (0.8 s vs. 1.0 s)
    • Larger magazine (32 rounds vs. 20 rounds)
    • Faster reload speed (1.2 s vs. 2 s)
    • Lack of an innate Blight effect
    • Different polarities (Naramon Pol.svgMadurai Pol.svgMadurai Pol.svg vs. Vazarin Pol.svgMadurai Pol.svg)
    • Higher Mastery Rank required (14 vs. 6)


Ballistica Prime's main and component blueprints are acquired from the following Void Relics.

Blueprint Lower LimbLower Limb ReceiverReceiver StringString Upper LimbUpper Limb
Lith B2 Rare (V)
Lith B3 Rare (V)
Lith B5 Rare (V)
Lith B6 Rare (V)
Lith O1 Common (V)
Meso A1 Common (V)
Meso M3 Common (V)
Neo B5 Common (V)
Axi K5 Common (V)
Axi V6 Common (V)
Lith P2 Uncommon (V)
Meso P1 Uncommon (V)
Neo H2 Uncommon (V)
Neo L1 Uncommon (V)
Neo S7 Uncommon (V)
Meso G1 Uncommon (V)
Meso R1 Uncommon (V)
Axi A4 Uncommon (V)
Lith T1 Uncommon (V)
Lith V5 Uncommon (V)
Meso S8 Uncommon (V)
Neo N10 Uncommon (V)
Lith, Meso, Neo, and Axi refer to Void Relics  |  (V) Denotes Vaulted Void Relics  |  (B) Denotes Baro Ki'Teer Exclusive Void Relic

Weapon Loadouts[edit source]

Notes[edit | edit source]

  • Unlike other members of the Ballistica family, the Ballstica Prime functions as a weapon with innate multishot rather than a burst-fire weapon.
  • Enemies killed by this weapon's charged shot will leave behind a ghost that will fight alongside the player similar to Specters.
    • If multiple enemies are killed with the same charged shot with Punch Through, they will all become ghosts.
  • Ghosts do not block bullets/projectiles, similar to MirageIcon272.png Mirage's HallOfMirrors130xDark.png Hall Of Mirrors.
  • Bursas, Juggernaut, and Stalker (except Shadow Stalker) will not leave a ghost.
  • Eximus enemies killed by a charged shot will become ghosts of their non-Eximus versions.
  • A ghost of an enemy that spawns minions, such as Drahk Masters, Hyekka Masters, or Sniper Crewman, can spawn friendly minions but will expire along with the ghost that spawned them.
  • Ghosts are not created if the enemy is killed by a damage over time proc effect as Slash b.svg Slash procs, even if the shot was a charged shot.
    • Ghosts can also not be created from said Slash b.svg Slash procs to nearby enemies, even if it was a charged shot and even if it kills the nearby enemies. They also cannot be created from the explosions caused by MolecularPrime130xDark.png Molecular Prime, even if the weapon's kill shot explosion turns the original enemy into a ghost.

Tips[edit | edit source]

Media[edit | edit source]

Ballistica Prime Skins

Vaultings[edit | edit source]

  • On June 28, 2019, it was announced that Ballistica Prime would enter the Prime Vault and be retired from the reward tables on July 6, 2019. Any preexisting components or fully-built weapons will remain as is.

Patch History[edit | edit source]

Hotfix 27.2.2

  • Fixed the Ballistica Prime not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.

Update 27.2

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Update 25.8

October 2019 Riven Disposition Change
  • Ballistica: 1.05->1.1

Hotfix 25.0.7

  • Fixed the Ballistica (Prime) Energy color persisting as default on the strings.

Update 22.12

  • Mastery Rank increased from 7 to 14.
  • Fixed not being able to draw your bow while sprinting (you could always charge your bow while sprinting, but pinky-friendly sprint changes have made this more obvious).

Hotfix 22.8.1

  • Fixed Ballistica Prime not creating proper ‘Ghost’ on Charged Attack kill.

Update 22.8

  • Fixed animation issue when charging an arrow immediately after firing a shot using Bows.

Update 22.6

  • Fixed the Ballistica Prime turning Executioners in Rathuum and Brokers in The Index into ghosts.

Hotfix 21.6.1

  • Fixed instances of Ballistica Prime not properly spawning ghosts.
  • Fixed the color of the Prime Ballistica ghosts flickering for Clients.
  • Fixed Ballistica Prime not unfolding correctly if no primary is equipped.

Update 21.6

  • Introduced.

Last updated: Update 25.3

See Also[edit | edit source]

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