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 Gorgon, DESentinelDethMachineRifle Deth Machine Rifle, U10DesignCouncilTennoAR Soma, CorpusMinigun Cestra, and CorpusMachineGun Supra. They also reduce the charge time of bows and other weapons with charge such as the OgrisNew Ogris, Miter Miter, GrineerCrossbowGooGun Stug, DEBallistica Ballistica and CorpusSniperRifle Lanka. For burst-fire weapons, such as the Burston Burston and Tiberon Tiberon, 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 Ignis and CorpusLaserRifle Flux 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 ModsEdit

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 AbilitiesEdit

The following powers affect Attack Speed positively, increasing a Melee Weapon's rate of attack:

RedlineModx256 Redline130xWhite
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 (Impact w Impact Puncture w Puncture 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)
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% (Cold w Cold freeze chance and Heat w Heat ignite chance for Thermal Sunder)
≤100% (Blast w Blast enemy armor reduction for Thermal Sunder)

Penance HarrowPenance
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)
Misc:50 m (affinity range)

WarcryModU15 WarcryPanel
Valkyr lets out a rallying cry that bolsters her allies melee speed while slowing down nearby enemies.
Strength:15% / 20% / 25% / 50% (speed buff)
25% / 35% / 45% / 50% (armor buff)
15% / 20% / 25% / 30% (slow)
Duration:7 / 10 / 12 / 15 s
Range:15 / 20 / 22 / 25 m

SpeedModU15 Speed
Gain a brief boost of movement speed which affects all allies in range.
Strength:10% / 15% / 25% / 50% (speed buff)
8% / 13% / 15% / 17% (reload speed buff)
Duration:5 / 6 / 8 / 10 s
Range:15 / 20 / 22 / 25 m

Reservoirs ReservoirsIcon
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 (health per second)
Range:5 m (Reservoir range)
Duration:19 / 22 / 26 / 30 s (Mote lifespan)
Misc:∞ (Reservoir lifespan)
6 (max reservoirs active)
25 % (Sol Gate damage buff)

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

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


Charged WeaponsEdit

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 Scourge 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:

$ \text{Charge Rate} = \frac{1}{\text{Charge Time}} $

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

$ \text{Charge Time} = \frac{\text{Base Charge Time}}{1 + \text{Mod Bonus}} $

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

$ \text{Charge Rate} = \text{Base Charge Rate} \times (1 + \text{Mod Bonus}) $

Charge times for bow weapons (x2 bonus applies)
Base Charge Time Mod TT 20pxShred (+60%) Mod TT 20pxVigilante Fervor (+90%) Mod TT 20pxSpeed Trigger (+120%) Mod TT 20pxVile Acceleration (+180%) All (+450%)
0.25s (SyndicateRVCernos Rakta Cernos) 0.15625s ~0.1316s ~0.1136s ~0.0893s ~0.0455s
0.4s (Kuva Bramma Kuva Bramma) 0.25s ~0.2105s ~0.1818s ~0.1429s ~0.0727s
0.5s (Most bows) 0.3125s ~0.2632s ~0.2273s ~0.1786s ~0.0909s
1s (EWArtemisBow Artemis Bow, AsymmetricBow Daikyu) 0.625s 0.5253s ~0.4545s ~0.3571s ~0.1818s
1.2s (Lenz Lenz) 0.75s ~0.6316s ~0.5455s ~0.4286s ~0.2182s

Charge times for rifle weapons (x2 bonus does not apply)
Base Charge Time Mod TT 20pxShred (+30%) Mod TT 20pxVigilante Fervor (+45%) Mod TT 20pxSpeed Trigger (+60%) Mod TT 20pxVile Acceleration (+90%) All (+225%)
0.3s (GrnFlameSpear Javlok, OgrisNew Ogris) ~0.2308s ~0.2069s 0.1875s ~0.1579s ~0.0923s
0.4s (Battacor Battacor) ~0.3077s ~0.2759s 0.25s ~0.2105s ~0.1231s
0.5s (Ferrox Ferrox, PriestSpearGun Scourge) ~0.3846s ~0.3448s 0.3125s ~0.2632s ~0.1538s
0.6 (OpticorVandal Opticor Vandal) ~0.4615s ~0.4138s 0.375s ~0.3158s ~0.1846s
0.75s (Miter Miter) ~0.5769s ~0.5172s 0.46875s ~0.3947s ~0.2308s
0.8s (TnBardRifle Tenora) ~0.6154s ~0.5517s 0.5s ~0.4211s ~0.2462s
1s (CorpusSniperRifle Lanka) ~0.7692s ~0.6897s 0.625s ~0.5263s ~0.3077s
1.6s (Stahlta Stahlta) ~1.231s ~1.103s 1s ~0.8421s ~0.4923s
2s (CrpBFG Opticor) ~1.5385s ~1.3793s 1.25s ~1.0526s ~0.6154s

Charge times for shotgun weapons
Base Charge Time Mod TT 20pxAccelerated Blast (+60%) Mod TT 20pxShotgun Spazz (+90%) Mod TT 20pxFrail Momentum (+90%) All (+240%)
0.5s (GrineerFlakCannon Drakgoon) ~0.3125s ~0.2632s ~0.2632s ~0.1471s
0.3s (KuvaDrakgoon Kuva Drakgoon) 0.1875s 0.1579s 0.1579s 0.0882s

Charge time for pistol weapons (Excluding CorpusHandRocket Angstrum, as charge time differs with mag size.)
Base Charge Time Mod TT 20pxLethal Torrent (+60%) Mod TT 20pxGunslinger (+72%) Mod TT 20pxAnemic Agility (+90%) All (+222%)
0.8s (PrimeBallistica Ballistica Prime) 0.5s ~0.4671s ~0.4211s ~0.2484s
1s (DEBallistica Ballistica, Rakta, CrpElectroMag Staticor) 0.625s ~0.5814s ~0.5263s ~0.3106s
3s (GrineerCrossbowGooGun Stug) 1.875s ~1.744s ~1.578s ~0.9316s

Base Charge Time Mod TT 20pxShell Rush (+50%)
0.5s (ArchLaunchGrenade Corvas) ~0.3333s
0.5s (Larkspur Larkspur) ~0.3333s
1s (ArchRailgun Velocitus) ~0.6667s

Auto-Spool WeaponsEdit

Some automatic weapons don't start out firing at the fire rate listed in the Codex. 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 WeaponsEdit

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:


See AlsoEdit

Community content is available under CC-BY-SA unless otherwise noted.