Maximum number of projectiles that can be launched per second.

—In-game Description

Fire Rate is the frequency at which projectiles are launched per second. Various mods can be used to increase or decrease the fire rate of primary and secondary weapons. This applies to bullets, lasers, arrows, and hand thrown projectiles.

Mods that increase fire rate also reduce the spin up time of spooling weapons which includes the Gorgon.pngGorgon, DESentinelDethMachineRifle.pngDeth Machine Rifle, U10DesignCouncilTennoAR.pngSoma, CorpusMinigun.pngCestra, and CorpusMachineGun.pngSupra. They also reduce the charge time of bows and other weapons with charge such as the OgrisNew.pngOgris, Miter.pngMiter, GrineerCrossbowGooGun.pngStug, DEBallistica.pngBallistica and CorpusSniperRifle.pngLanka. For burst-fire weapons, such as the Burston.pngBurston and Tiberon.pngTiberon, fire rate affects both the speed of the burst as well as the time between bursts from Hotfix 17.4.3 onwards. Continuous weapons such as GrineerFlameThrower.pngIgnis and CorpusLaserRifle.pngFlux Rifle have no additional visual effects from fire rate mods, however they still do damage at an increased rate. Increasing fire rate on semi-auto weapons increases the cap on how fast they can fire and vice-versa. On duplex-fire weapons, fire rate mods affect the time between each 2 round burst, similar to burst-fire weapons.

High fire rate exacerbates the effects of weapon recoil. For some weapons, lowering the fire rate can improve the player's overall accuracy.

Fire Rate Mods[edit | edit source]

Dual-stat fire rate mods are obtained from Nightmare Mode missions. These mods combine increased fire rate with another positive enhancement. These mods are often weaker than their basic counterparts, but are useful for stacking or diverse builds.

These mods are found within vaults of the Orokin Derelict missions, increasing fire rate at the expense of other weapon stats.

Found in Orokin Derelict missions, these negatively affect fire rate in exchange for other enhancements. Weapons with innate overbearing recoil can be made more effective at range by reducing the fire rate.

These mods are dropped by Stalker's Acolytes during Operation: Shadow Debt. These mods increase fire rate while aiming for a short duration after reloading.

These mods are dropped by Grineer Commanders on the Plains of Eidolon, and may also be awarded by completing Ostron Bounties available in Cetus. They provide additional bonuses based on the number of set mods presently equipped.

These mods are the primed variants of the normal fire-rate mods.


Fire Rate Abilities[edit | edit source]

The following powers affect fire rate positively:

RedlineModx256.png Redline130xWhite.png
ENERGY:
100
KEY
4
Redline
Push Gauss' battery beyond the redline, supercharging his Abilities and setting Fire Rate, Attack Speed, Reload Speed, and Holster Speed into overdrive. When past the redline, bolts of arcing electricity dance periodically from Gauss, exploding en masse when the ability is deactivated.


Battery drain per second: 2% s-1

Strength:100 / 200 / 300 / 400 (DmgImpactSmall64.pngImpact DmgPunctureSmall64.pngPuncture area damage)
Duration:15 / 20 / 25 / 30 s (duration)
6 - 30% / 9 - 45% / 12 - 60% / 15 - 75% (fire rate buff)
5 - 25% / 6 - 30% / 7 - 35% / 8 - 40% (attack speed buff)
4 - 20% / 6 - 30% / 8 - 40% / 10 - 50% (reload speed buff)
8 - 40% / 12 - 60% / 16 - 80% / 20 - 100% (holster speed buff)
Range:N/A
Misc:? m (activation knockback radius)
+20% (battery limit release)
50% (projectile accuracy)
50% (energy discount for Mach Rush)
100% (melee damage bonus and stagger chance for Kinetic Plating)
100% (DmgColdSmall64.pngCold freeze chance and DmgFireSmall64.pngHeat ignite chance for Thermal Sunder)
≤100% (DmgBlastSmall64.pngBlast enemy armor reduction for Thermal Sunder)
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Penance.png HarrowPenance.png
ENERGY:
50
KEY
2
Penance
Sacrifice shields to boost reload, and fire rate while converting damage inflicted on enemies into health for Harrow and nearby allies.


Shield Cost: 100% of shields & overshields on cast

Strength:5% (lifesteal on hit)
20% / 25% / 30% / 35% (fire rate bonus)
40% / 50% / 60% / 70% (reload speed bonus)
Duration:4 s (base time)
1.25 / 1.33 / 1.43 / 1.54 s (bonus per 100 shields)
Range:N/A
Misc:50 m (affinity range)
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Reservoirs.png ReservoirsIcon.png
ENERGY:
25
KEY
1
Reservoirs
Choose and summon a Reservoir filled with Motes that attach to and aid Wisp and her allies. Haste Mote grants increased movement and attack speed. Vitality Mote increases maximum health and heals over time. Shock Mote stuns nearby enemies.

Strength:300 (max health)
30 s-1 (heal over time)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
25 % (Sol Gate damage buff)

Strength:20 % (movement speed)
20 % (attack speed)
30 % (fire rate)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (Sol Gate DmgCorrosiveSmall64.pngCorrosive
status chance)

Strength:10 (DmgElectricitySmall64.pngElectricity damage)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Range:5 m (Reservoir range)
15 m (Shock range)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
100 % (DmgElectricitySmall64.pngElectricity status chance)
5 (number of targets)
3 s (Shock cooldown)
25 % (Sol Gate damage buff)

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Charged Weapons[edit | edit source]

For some weapons, the fire rate is dependent on the charge time of the attack. Note that charge weapons mislabel the charge time of the attack as the charge rate. For example, the PriestSpearGun.pngScourge lists its "charge rate" as 0.5, however that is actually the charge time (0.5 seconds). The actual charge rate of a weapon is as follows:

The charge time is the time it takes the charge circle to progress to full. Bonuses from fire rate mods works as so:

The charge rate is the speed at which the charge circle progresses to full. Bonuses from fire rate mods works as so:

Auto-Spool Weapons[edit | edit source]

Some automatic weapons don't start out firing at the fire rate listed in the Codex or Arsenal. Instead, the first few shots are fired more slowly as the weapon 'spools up' to the maximum fire rate. Once the maximum fire rate is reached, the weapon will continue firing at that rate until either the wielder stops firing or runs out of ammo.

Burst-Fire Weapons[edit | edit source]

There are three types of burst-fire weapons. There are normal burst-fire weapons that fire a set number of rounds per burst, with each round shot one after the other; these are the most common out of all the burst-fire weapons. The second least common are simultaneous burst-fire weapons that shoot the number of bullets in its burst count simultaneously (similar to shotguns). Automatic burst-fire weapons are automatic versions of normal burst-fire weapons, holding the trigger will continue to shoot rounds in normal bursts until the trigger is released. The following weapons have burst-fire as its primary trigger mode or as an alternate trigger:

Notes[edit | edit source]

  • A higher Fire Rate on a weapon also shortens the time between a shot and:
    • The automatic reload of the weapon when the magazine is empty.
    • The manual reload of the weapon when the magazine is not empty.
    • The ability to swap the weapon or use quick melee.
  • Fire rate cannot drop below 0.05 rounds per second.
  • For charge weapons, charge time cannot go above 10 times the base charge time (achieved by having at least -90% fire rate bonus).

Media[edit | edit source]


See Also[edit | edit source]


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