This Sentient war instrument can either barrage targets with explosive bolts, or, draw on its regenerative battery to create twin plasma beams that chain through targets. When fully drained, Health is leached from nearby foes for a short period.

The Basmu is a Sentient rifle that fires rounds dealing Electricity b Electricity damage on impact and explodes in a 1.7 meter radius for Heat b Heat damage. The Alternate Fire channels two beams of Electricity b Electricity that conducts between targets, with its extreme critical multiplier offset by its low critical chance. When the battery is drained, the weapon releases a 10 meter pulse that staggers enemies and siphons health from them.


The blueprint can be purchased from Little Duck on the Scarlet Spear Flotilla Relay during Operation: Scarlet Spear for 15,000 Scarlet Credits.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 N/A Blueprint2 Blueprints Price:N/A


This weapon deals primarily Electricity b Electricity damage.


  • Primary fire shoots explosive rounds.
  • Alternate Fire shoots two continuous beams.
    • Innate Electricity b Electric damage – effective against Machinery and Robotic.
    • Highest critical multiplier of all primary weapons.
    • Very high status chance per beam.
    • Mod TT 20pxHeavy Caliber's accuracy penalty is minimal.
    • Beam can chain up to 5 nearby enemies within ? meters from the initial target.
      • Enemy corpses will still allow the beam to connect to nearby enemies.
    • Consumes 0.5 ammo per tick of damage.
  • High fire rate.
  • Fully depleting the magazine produces three 10-meter pulses that deals up to 10 TrueDmg b True damage, staggers nearby enemies and heals the user's health by 10x the damage done to each enemy per pulse.
  • Does not use ammo pickups; ammo regenerates over time.
    • Has a 1-second delay after the pulse before ammo begins to regenerate. If there are still rounds left, the delay is 0.25 seconds instead.
      • Regenerates 105 ammo per second; takes 0.2 seconds to regenerate a fully depleted battery excluding the delay.
  • Innate Madurai Pol polarity.


  • Primary Fire:
    • Shots have innate Electricity b Electric damage – less effective against Alloy Armor.
    • Projectiles have travel time.
    • Explosion has innate Heat b Heat damage – less effective against Proto Shields.
    • Explosion inflicts self-stagger.
    • Explosion has linear damage falloff from 100% to 80% from central impact.
  • Alternate Fire:
    • Innate Electricity b Electric damage – less effective against Alloy Armor.
    • Extremely low critical chance.
    • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
    • Limited range of 9 meters.
    • Cannot equip Mod TT 20pxCombustion Beam.
  • Damage cannot be increased with Impact b Impact, Puncture b Puncture or Slash b Slash mods.
  • Pulse will only activate if the user is on the ground, and will terminate early if the user jumps, rolls or slides.
  • Pulse has linear damage falloff from 100% to 0% from center.
  • Low magazine size in contrast to its high fire rate.


  • Pulse damage is affected by base damage mods (e.g. Mod TT 20pxSerration, Mod TT 20pxHeavy Caliber).
  • Upon fully depleting the weapon's magazine, one healing pulse is released immediately, then releases additional pulses every 0.4(?) seconds.
    • This does not scale with reload speed, meaning decreasing reload speed results in more pulses and increasing reload speed results in less pulses.



  • Bašmu is an ancient Mesopotamian mythological creature, a horned snake with two forelegs and wings.


Patch HistoryEdit

Hotfix 27.3.8
  • Removed the replication of the Basmu reload Health FX so that only the user will see the FX to aid in performance.
  • Fixed the Basmu reload FX being visible while invisible.

Hotfix 27.3.6

  • Fixed the Basmu Alt Fire mode not healing on reload.

Hotfix 27.3.5

  • Fixed all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted. This had to be timed very correctly by actions such as Transferring to the Operator, casting Abilities, etc.

Update 27.3

  • Introduced.

Last updated: Update 27.3

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