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 Sentient rifle that fires DmgElectricitySmall64 Electricity rounds that create DmgFireSmall64 Heat damage explosions on impact. The Alternate Fire channels two beams of DmgElectricitySmall64 Electricity that conducts between targets, with its extreme critical multiplier offset by its low critical chance. When fully expending the battery, the rifle releases multiple energy pulses, staggering enemies and leeching health from them.


  • This weapon deals DmgElectricitySmall64 Electricity damage, and the explosion deals DmgFireSmall64 Heat damage.
  • Primary fire shoots rounds that explodes 1.7 meter radius upon impact with a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Explosions can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.
  • 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 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 Sinister Reach or Mod TT 20px Combustion Beam.

Advantages over other Primary weapons (excluding modular weapons):

  • Siphoning pulse gives crowd control and healing on emptying the weapon's charge.
  • Auto (wiki attack index 1)
    • High fire rate (12.00 attacks/sec)
    • Above average status chance (29.00%)
  • Radial Attack (wiki attack index 2)
    • Very high fire rate (12.00 attacks/sec)
  • Held (wiki attack index 3)
    • Above average average number of procs per shot (0.6)
    • High fire rate (12.00 attacks/sec)
    • Very high crit multiplier (4.80x)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Low accuracy.
  • Primary Fire:
    • Explosion inflicts self-stagger.
    • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Explosion has linear damage falloff from 100% to 80% from central impact.
    • 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 (wiki attack index 1)
    • Below average crit chance (15.00%)
    • Low reload speed (2.50 s)
    • Below average total damage (39)
    • Very low ammo max (0)
  • Radial Attack (wiki attack index 2)
    • Very low active falloff slope (8.5m/%)
    • Low crit chance (15.00%)
    • Very low maximum falloff distance (1.7 m)
    • Low reload speed (2.50 s)
    • Very low total damage (19)
    • Very low ammo max (0)
    • Below average crit multiplier (2.00x)
  • Held (wiki attack index 3)
    • Very low average number of crits per shot (0.04)
    • Low reload speed (2.50 s)
    • Very low total damage (24)
    • Very low ammo max (0)
    • Very low crit chance (2.00%)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Manufacturing Requirements
📝 Edit blueprint requirements
Titanium Titanium
Carbides Carbides
Isos Isos
Nullstones Nullstones
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 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 10.5 ammo per second; it takes 2 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 Serration, Mod TT 20px Heavy Caliber).
    • Pulse area of effect is affected by (Mod TT 20px Primed) Mod TT 20px 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 Nourish130xWhite Nourished Strike or Shock130xWhite Shock when augmented with Mod TT 20px Shock Trooper.
    • The pulse damage is affected by abilities that increase base damage, such as Roar130xWhite Roar and VexArmor130xWhite Vex Armor, and abilities that give a distinct extra hit to attacks like Xata'sWhisper130xWhite Xata's Whisper.
    • The pulse damage is increased by DmgViralSmall64 Viral procs.

Known Bugs[]


  • 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 Speed Trigger and a maxed Mod TT 20px 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 Cat's Eye can give your weapons an additive 60% boost to critical chance.
    • Likewise, Smeeta Kavat's Mod TT 20px Charm can guarantee orange crits as one of its possible effects.
    • HarrowIcon272 Harrow's Covenant130xWhite Covenant can add up to +50% additive crit chance, or +200% on headshots, after absorbing enough damage.
    • A fully ranked ArcaneAvenger Arcane Avenger will grant a +45% flat critical chance buff when your frame is hit.
    • CitrineIcon272 Citrine's Crystallize130xWhite Crystallize set critical chance to 300% when hitting its crystal growths.
  • After emptying the magazine, GarudaIcon272 Garuda can channel SeekingTalons130xWhite 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


Patch History[]

Update 33.0 (2023-04-26)

  • The following weapons can now be found in their corresponding categories in the Arsenal when searching using the tag “Battery”:
    • Basmu

Hotfix 32.0.2 (2022-09-08)

Ammo Changes & Review:

When we were reviewing ammo acquisition as a whole for Update 32, we felt weapons with Ammo Regen Rate Overrides, or “Battery,” in particular, needed a place within the ecosystem of change we had established. That said, upon review of feedback, we recognize we were a bit heavy-handed with the changes we made to Battery weapons. We have restored their original values for the time being while we reassess how we can better approach these weapons.

We have restored the original values for the following weapons:

  • Basmu:
    • Returned ammo regen rate to 42/s from 10.5/s

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapons with Ammo Regen Rates Overrides:

  • Basmu: From 42/s to 10.5/s
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

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)