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 DmgElectricitySmall64.png Electricity damage on impact and explodes in a 1.7 meter radius for DmgHeatSmall64.png Heat damage. The Alternate Fire channels two beams of DmgElectricitySmall64.png 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.

Characteristics[edit | edit source]

This weapon deals primarily DmgElectricitySmall64.png Electricity damage.

Advantages:

  • Primary fire shoots explosive rounds.
  • Alternate Fire shoots two continuous beams.
    • Innate DmgElectricitySmall64.png Electricity damage – effective against Machinery and Robotic.
    • Highest critical multiplier of all primary weapons.
    • Very high status chance per beam.
    • Innate multishot of 2 beams.
    • Mod TT 20px.png Heavy Caliber's accuracy penalty is minimal.
    • Beam can chain up to 5 additional nearby enemies within 7 meters from the initial target.
      • Enemy corpses will still allow the beam to connect to nearby enemies.
  • High fire rate.
  • Fully depleting the magazine produces three 10-meter pulses that deals up to 10 DmgTrueSmall64.png 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 2-second delay from empty before ammo begins to regenerate. If there are still rounds left, the delay is 0.2 seconds instead.
      • Regenerates 42 ammo per second; takes 0.5 seconds to regenerate a fully depleted battery excluding the delay.
  • Innate V polarity.

Disadvantages:

  • Primary Fire:
  • Alternate Fire:
    • Innate DmgElectricitySmall64.png Electricity damage – less effective against Alloy Armor.
    • Extremely low critical chance.
    • Damage ramps up from 20% to 100% over 0.5 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
    • Consumes 1 ammo per damage tick, unlike most other continuous weapons.
    • Limited range of 9 meters.
    • Cannot equip Mod TT 20px.png Combustion Beam.
  • Damage cannot be increased with DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture or DmgSlashSmall64.png 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.

Acquisition[edit | edit source]

The Basmu's blueprint could be purchased from Little Duck on the Scarlet Spear Flotilla Relay during Operation: Scarlet Spear for Scarlet Credits15,000 Scarlet Credits.

The blueprint could be purchased from Father during Operation: Orphix Venom for Phasic Cells1,500 Phasic Cells.

The blueprint can be traded between players.

Manufacturing Requirements
Credits64.png
25,000
Titanium64.png
1,500
Carbides64.png
800
Isos64.png
450
Nullstones64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png N/A Blueprint2.svg Blueprints Price:N/A

Notes[edit | edit source]

  • Pulse damage is affected by base damage mods (e.g. Mod TT 20px.png Serration, Mod TT 20px.png Heavy Caliber).
  • Upon fully depleting the weapon's magazine, one healing pulse is released immediately, then releases additional pulses every 0.4(?) seconds.
    • The time between pulses is not affected by reload speed, meaning decreasing reload speed (and thus increasing reload time) results in more pulses, while increasing reload speed results in less pulses.
  • When fired at an enemy, the alternate fire will chain to the closest living enemy within 7 meters of the initial target. From there it will chain again, up to a maximum of 5 chains in total. A chain will do 0.5n(n+1)/2 times the main beam's damage, where n is the chain number.
    • The damages are : 100% for the main target, 50% for the first in the chain, 12.5% for the 2nd, 1.5625% for the 3rd, 0.097656% for the 4th, and 0.0030518% for the 5th.
    • Headshotting the original target does not affect the chain damage.
    • The beam will not chain to a Nullifier through its shield should it connect with a target outside or partially enclosed by it.
    • The beam can also continue to chain to enemies even if targeting a dead enemy.

Tips[edit | edit source]

  • The Basmu reloads significantly faster when the magazine has not been emptied.
    • When not in the need of healing it is recommended to stop firing just before the magazine is empty to increase offensive capabilities.
  • There are several ways to make use of the alternate fire's high critical multiplier by adding flat critical chance bonuses:
    • An Adarza Kavat with Mod TT 20px.png Cat's Eye can give your weapons an additive 60% boost to critical chance.
    • Likewise, Smeeta Kavat's Mod TT 20px.png Charm can guarantee orange crits as one of its possible effects.
    • HarrowIcon272.png Harrow's Covenant130xDark.png Covenant can add up to +50% additive crit chance, or +200% on headshots, after absorbing enough damage.
    • A fully ranked ArcaneAvenger64x.png Arcane Avenger will grant a +45% flat critical chance buff when your frame is hit.
  • After emptying the magazine, GarudaIcon272.png Garuda can channel SeekingTalons130xDark.png Seeking Talons without disrupting the healing pulses.


Trivia[edit | edit source]

  • The Bašmu is an ancient Mesopotamian mythological creature, a horned snake with two forelegs and wings.
  • Shortly after this weapon's introduction, a bug caused the healing pulses to take into account mods multiple times per pulse, exponentially increasing damage and killing any enemy within range. This glitch has since been fixed in Hotfix 27.3.16.

Bugs[edit | edit source]

  • Primary fire is treated as silent.
  • The weapon will not emit healing pulses if the user is not touching a surface.
  • Using roll with Amalgam Barrel Diffusion will retrigger the pulse from reloading the basmu, allowing it to continuously pulse when the roll is timed with the 1st or 2nd pulse.

Media[edit | edit source]

Basmu Skins Edit

Patch History[edit | edit source]

Update 29.6

  • Basmu Blueprint is now tradeable.

Hotfix 27.5.3

  • Fixed the Basmu reload not providing Health if you’re the Client.

Update 27.4

  • Reduced the Basmu’s firing sound FX from other players.
  • Fixed inability to equip Flight Speed Mods, such as Terminal Velocity, on the Basmu.

Hotfix 27.3.16

  • Fixed the Basmu's healing pulse receiving exponential copies of equipped Mods with each pulse when under the effect of some conditional buffs, which led to unintended amounts of damage.

Hotfix 27.3.9

  • Fixed becoming invincible when interrupting the Basmu reload and Transferring to the Operator and using Unairu Void Spines.
  • Another fix towards all future Basmu damage dealing lifesteal to enemies if the ‘heal on reload’ is interrupted as a Client.

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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