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An Archwing energy weapon that sends waves of deadly plasma crashing into enemies.

The Fluctus is an Archgun that fires large waves of energy with high punch through, making it excellent at field clearing.

Characteristics[]

This weapon deals primarily DmgSlashSmall64 Slash damage.

Advantages:

Disadvantages:

  • Low DmgImpactSmall64 Impact and DmgPunctureSmall64 Puncture – less effective against shields and armor.
  • Projectiles have travel time.
  • Archwing:
    • Limited range of 450 meters.
  • Atmosphere:
    • Limited range of 55 meters.
    • Sub-par ammo efficiency, generating a medium-high cooldown for the Archgun Deployer for every second fired.

Acquisition[]

The Fluctus's blueprint can be researched from the Tenno Lab in the dojo. Its parts can be purchased from various Syndicates. All parts, except for the blueprint, are tradeable.

Item Location
Blueprint Tenno Lab
GenericGunBarrel Barrel CephalonSudaSigil Cephalon Suda Offering
3 - Intelligent ReputationLarge 20,000
GenericGunReceiver Stock SteelMeridianSigil Steel Meridian Offering
3 - Defender ReputationLarge 20,000
GenericGunStock Limbs RedVeilSigil Red Veil Offering
3 - Esteemed ReputationLarge 20,000


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
45,000
Barrel
1
Stock
1
Stock
1
ArgonCrystal
2
Time: 12 Hour(s)
Rush: PlatinumLarge 50
MarketIcon Market Price: PlatinumLarge 210 Blueprint2 Blueprints Price:Credits15,000
Tenno Lab ResearchClanAffinity643,000
Credits
10,000
Oxium
50
Gallium
4
Salvage
500
NanoSpores
350
Time: 3 Day(s)
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • The Fluctus' large projectile hitbox makes it a good mid-ranged crowd-control weapon especially when doing Archwing Interception and Defense missions as enemies come in in waves.
  • The Fluctus' projectiles also bypass the barriers protecting Shield Dargyns (and their Hellion counterparts) from front attacks, giving the weapon an edge over most Archguns when dealing with such units.
    • This also allows players to safely defeat them from range instead of trying to go into melee, as getting into contact with their shields will cause Electricity damage that can become particularly fatal at higher levels.

Tips[]

  • Due to its infinite punch through, the Fluctus is a viable option as a Necramech weapon for Orphix runs as it can easily hit the Resonators that are hiding behind barriers.

Trivia[]

  • 2014-12-12 00004

    The Fluctus Leak during Update 15.6.1.

    The Fluctus (along with the Centaur Centaur and the Itzal) were accidentally leaked in Hotfix 15.6.1 (2014-12-11), where a bundle called the "Itzal Raider Pack" visually replaced the Stealth Pack in the Market. The Stealth Bundle still functioned as normal, however.
    • Curiously the bundle referred to the Fluctus as a crossbow.
  • Fluctus is a Latin word, which is most commonly translated to "waves".
  • The Fluctus fires horizontal projectiles, despite having a vertical shape.
  • The Fluctus is tied with the Cyngas for the second-highest per-shot damage among Archguns, after the Velocitus.
  • At release, elemental mods didn't work on the Fluctus. This was fixed as of Update 15.10 (2015-01-15).
  • Despite being a Tenno weapon, they are also wielded by Corpus Terra Mankers during the Profit-Taker Orb fight.

Media[]

Fluctus Skins

Edit

Patch History[]

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

FLUCTUS

  • Total Damage increased from 250 to 500
    • Impact Damage increased from 50 to 100
    • Puncture Damage increased from 25 to 50
    • Slash Damage increased from 175 to 350

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 29.10 (2021-03-19)

  • Fixed Clients not being able to reliably hit weak-points on enemies (such as the Orphix) with weapons that have sweeping projectiles such as the Fluctus.

Hotfix 29.6.2 (2020-12-22)

  • Fixed performance issues with the Fluctus.

Update 29.5 (2020-11-19)

  • Reworked the Fluctus muzzle and projectile FX.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Fixed the Fluctus Arch-Gun’s stats not indicating that it has ‘Infinite’ punch-through. Go forth and punch-through all of the things, Tenno!
  • Fixed the Rahk Fluctus skin on ground Arch-gun flickering between it and the default skin when being viewed by another player.

Update 27.2 (2020-03-05)

  • Increased the speed of Fluctus projectiles to fix them dying before reaching their intended falloff ranges.

Update 25.7 (2019-08-29)

  • Reduced particle FX on Fluctus’ projectiles.

Hotfix 24.2.7 (2018-01-09)

  • Fixed the Fluctus ignoring Nullifier bubbles when using it in Atmosphere mode.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed the Fluctus’ Atmosphere Arch-Gun FX appearing when in a Archwing mission, which was aggressively bright and overwhelming.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.
  • Fixed missing Fluctus Atmosphere Arch-Gun summon sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon.

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank increased from 0 to 2.
  • Damage increased from 200 to 250.
  • Critical Chance increased from 15% to 22%.
  • Status Chance increased from 10% to 16%.
  • Ammo Capacity set at 80.
  • Reload speed set at 2 seconds.
  • Projectile width decreased from 30m to 10m.

Hotfix 15.7.2 (2014-12-19)

  • Introduced.
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