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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 SentientFactionIcon.png Sentient rifle that fires DmgElectricitySmall64.png Electricity rounds that create DmgFireSmall64.png Heat damage explosions on impact. 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 expending the battery, the rifle releases a pulse, staggering enemies and siphons health from them.


  • This weapon deals DmgElectricitySmall64.png Electricity damage, and the explosion deals DmgFireSmall64.png Heat damage.
  • Primary fire shoots explosive rounds with a 1.7 meter radius on impact.
  • Alternate Fire shoots two continuous 9-meter beams that can chain up to 5 nearby enemies within 7 meters from the initial target, with each chain dealing 50% of the previous chain's damage.
  • Fully depleting the battery 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.
  • This weapon does not use ammo pickups; ammo regenerates over time.
  • Cannot equip Mod TT 20px.png Sinister Reach or Mod TT 20px.png Combustion Beam.


  • Siphoning pulse gives crowd control and healing on emptying the weapon's charge.
  • Auto
    • High effective fire rate
    • Very high max ammo
    • Above average status chance
  • Radial Attack
    • Third highest effective fire rate behind Phenmor.png Phenmor
    • Very high max ammo
  • Held
    • Third highest average number of procs per shot behind KuvaBramma.png Kuva Bramma
    • Highest effective fire rate
    • Third highest multishot behind KuvaBramma.png Kuva Bramma and KuvaZarr.png Kuva Zarr
    • Highest crit multiplier
    • High max ammo
    • Above average disposition


  • Low accuracy.
  • Primary fire projectiles have travel time.
  • Alternate fire requires a damage ramp-up.
  • Pulse forces user to stay grounded, limiting mobility.
  • Small battery size in contrast to its fast fire rate.
  • Auto
    • Below average crit chance
    • Below average damage
    • Low reload speed
    • Below average disposition
  • Radial Attack
    • Low crit chance
    • Very low damage
    • Low reload speed
  • Held
    • Very low crit chance
    • Very low damage
    • Below average average number of procs per shot
    • Below average average number of crits per shot
    • Low reload speed
    • Below average multishot


The Basmu's blueprint could be purchased from Little Duck on the Scarlet Spear Flotilla Relay during Operation: Scarlet Spear for 15,000 ScarletCredits.png Scarlet Credits.

The blueprint could be purchased from Father during Operation: Orphix Venom for 1,500 PhasicCells.png Phasic Cells.

The blueprint and its Day of the Dead skin could be purchased from Daughter during the October 2021 Nights of Naberus event.

The blueprint can be traded between players.

Manufacturing Requirements
Time: 24 hrs
Rush: PlatinumLarge.png 35
MarketIcon.png Market Price: PlatinumLarge.png N/A Blueprint2.svg Blueprints Price:N/A


  • Initial hit and explosion of the primary fire apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Explosion has linear damage falloff from 100% to 80% from central impact.
  • 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 times the main beam's damage, where n is the chain number.
    • Enemy corpses will still allow the beam to connect to nearby enemies.
    • 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 instead of 0.5, unlike most other continuous weapons.
    • 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.
  • Basmu has a 2 second reload animation from empty before ammo is restored to full; if there are still rounds left, there is a delay of 0.2 seconds after which it regenerates 42 ammo per second; it takes 0.5 seconds to regenerate a fully depleted battery excluding the delay.
  • Pulsing during the reload animation 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.
    • Pulse does not require line of sight.
    • Pulse damage is affected by base damage mods (e.g. Mod TT 20px.png Serration, Mod TT 20px.png Heavy Caliber).
    • Pulse area of effect is affected by (Mod TT 20px.png Primed) Mod TT 20px.png Firestorm.
    • Decreasing reload speed (and thus increasing reload time) results in more pulses, while increasing reload speed results in less pulses.
      • Increasing the reload by only 15% is enough to lose the third pulse.
    • The pulse damage is not affected by Multishot mods, Elemental damage mods or abilities that function in a similar manner such as Nourish130xDark.png Nourished Strike or Shock130xDark.png Shock when augmented with Mod TT 20px.png Shock Trooper.
    • The pulse damage is affected by abilities that increase base damage, such as Roar130xDark.png Roar and VexArmor130xDark.png Vex Armor, and abilities that give a distinct extra hit to attacks like Xata'sWhisper130xDark.png Xata's Whisper.
    • The pulse damage is increased by DmgViralSmall64.png Viral procs.


  • 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.
    • Equipping a maxed Mod TT 20px.png Speed Trigger and a maxed Mod TT 20px.png Vile Acceleration and no mods that increase magazine size, and simply holding down the fire button to empty it as soon as reload completes, times properly with the pulses so that they fire at an endless constant rate.
  • 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 ArcaneAvenger.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.


  • 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 (2020-04-22).
  • The Basmu's alternative fire has the highest critical multiplier of all primary weapons.
  • Like Shedu, Basmu can use Corrosive and Gas damage with only toxin mods like Infected Clip.


  • 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.


Basmu Skins Edit

Patch History[]

Update 30.9 (2021-11-11)

Update 29.6 (2020-12-18)

  • Basmu Blueprint is now tradeable.

Hotfix 27.5.3 (2020-05-15)

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

Update 27.4 (2020-05-01)

  • 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 (2020-04-22)

  • 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 (2020-04-07)

  • 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 (2020-04-02)

  • 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 (2020-03-31)

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

Hotfix 27.3.5 (2020-03-27)

  • 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 (2020-03-24)

  • Introduced.

Last updated: Update 27.3 (2020-03-24)