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Laser Rifle with Corpus safe-guards removed.

The Flux Rifle is a IconCorpusOn Corpus laser rifle used by Elite Crewmen. A continuous weapon, the Flux Rifle fires a sustained beam with high DmgSlashSmall64 Slash damage, enabling it to slice through flesh with ease. It also features a battery that automatically regenerates ammo after the user stops firing for a second.

Characteristics[]

  • This weapon deals primarily DmgSlashSmall64 Slash damage.
  • Innate 0.5 meter punch through.
  • Does not use ammo pickups; ammo regenerates over time.
    • Has a 1 second delay after the weapon stops firing before regenerating ammo. Then, regenerates 40 ammo per second; takes 1.25 seconds to regenerate a fully depleted battery excluding the delay.
    • Does not benefit from mods that increase maximum ammo, due to lack of an ammo pool.
    • Does not receive benefit from reload-triggered mods such as Mod TT 20px Spring-Loaded Chamber.
  • Can use the Flux Rifle-exclusive Mod TT 20px Flux Overdrive mod.

Advantages over other Primary weapons (excluding modular weapons):

  • Pinpoint accuracy.
  • Consumes 0.5 ammo per tick of damage.
  • Normal Attack (wiki attack index 1)
    • Above average magazine (50)
    • High fire rate (12.000 attacks/sec)
    • Very high disposition (●●●●● (1.55x))

Disadvantages over other Primary weapons (excluding modular weapons):

  • Damage ramps up from 25% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 25% over 2 seconds.
  • Thin continuous short range laser, requires precise aiming.
    • Staggered opponents may 'jump' out of user's crosshair.
  • Limited range of 30 meters.
  • Normal Attack (wiki attack index 1)
    • Very low crit chance (10.00%)
    • Below average reload speed (2.25 s)
    • Very low total damage (22)
    • Very low ammo max (0)

Comparisons:

Acquisition[]

The Flux Rifle's blueprint can be researched from the Energy Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Fieldron
5
Circuits
900
Ferrite
6,000
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
7,500
FieldronSample
7
Circuits
350
NanoSpores
750
PolymerBundle
350
Time: 3 Day(s)
Prereq: Dera
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for Credits64 7,500.

Notes[]

  • Because the 50 shots count as part of a single magazine rather than an ammo pool, mods like Mod TT 20px Ammo Drum have no effect.
  • Can dismember and slice enemies, making it easier to cut through a line of enemies instead of firing at their corpses prematurely.
  • As of Update 9, the laser graphic now lines up properly with the target reticle.

Tips[]

  • Similar to Ramparts and all Archguns, ammo starts to automatically regenerate after 1 second of not firing the weapon. This regeneration delay is affected by reload speed mods like Mod TT 20px Fast Hands. The regeneration rate is 40 ammo per second.
  • The Flux Rifle has a high chance of cutting corpses into pieces, making it an ideal candidate for a Desecrate130xWhite Desecrate NekrosIcon272 Nekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
  • Mod TT 20px Metal Auger and/or Mod TT 20px Shred makes the Flux Rifle much better for dealing with crowds; simply line yourself up so you hit multiple enemies at once to save ammo.
  • When compared with TenetFluxRifle Tenet Flux Rifle, it is easy to assume that it is a direct upgrade. However, since the normal Flux Rifle is a continuous weapon, the multishot mechanics associated with beams all apply here. This means it is potentially possible to exceed the status proc rate of its variant (especially with Mod TT 20px Galvanized Chamber). While the variant has many benefits over the base version, both have potential for different reasons.

Trivia[]

  • The Flux Rifle was the first rifle that did not follow the Corpus weapon naming convention; typically a Latin word with two syllables ending in an "a". Others include the Detron Detron and Amprex Amprex.
  • The Flux Rifle was originally meant to be a Grineer weapon, as shown in the Codex art gallery.
  • When initially introduced, the Flux Rifle's description was "FLUX RIFLE", presumably a developer oversight.
  • The Flux Rifle has a smaller version in the form of the Spectra Spectra, introduced in Update 9.
  • The beam of the Flux Rifle bears cosmetic similarity to the Orokin Tower Death Orb laser beams.
    • It is likely that both this gun and the Fusion MOA's main weapon were attempts to replicate this technology.
  • The Flux Rifle itself was never used by the Corpus until Operation: Arid Fear introduced Elite Crewmen, several months after this gun was added.
  • Up until Hotfix 11.3.3 (2013-12-13), Mod TT 20px Speed Trigger, Mod TT 20px Shred, Mod TT 20px Critical Delay and Mod TT 20px Vile Precision (all of which influence fire rate one way or another) had little (if any) impact on the rate at which the Flux Rifle consumed ammunition. This also held true for other continuous-fire weapons at the time (Ignis Ignis, Synapse Synapse, etc.)

Bugs[]

  • While using Shade, holding down the fire button and then proceeding close to enemies will cloak you, and you will continue to be cloaked until your magazine is drained and you must reload. This tactic uses ammo very quickly but may be useful against heavy opponents as you can inflict heavy damage without them retaliating. If you wish to use this tactic, equip Mod TT 20px Magazine Warp and/or Mod TT 20px Wildfire to increase the duration of the time spent cloaked before having to reload.
  • During a solo mission when the game is paused while firing the Flux Rifle, one can see both the flash and beam of the gun blinking.

Media[]

Flux Rifle Skins

Edit

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”:
    • Flux Rifle

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:

  • Flux Rifle:
    • Returned ammo regen rate to 40/s from 24/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:

  • Flux Rifle: From 40/s to 24/s

Update 30.5 (2021-07-06)

  • Updated Flux Rifle muzzle FX.
  • Fixed the Flux Rifle beam’s impact sounds.

Update 30.3 (2021-05-25)

  • Fixed issues with the Flux Rifle’s FX.

Hotfix 27.0.7 (2019-12-20)

  • Fixed Flux Rifle not recharging correctly.

Update 24.5 (2019-03-14)

  • Fixed hearing Headshot sounds when firing the Flux Rifle.

Update 22.20 (2018-05-17)

  • PBR treatment.

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Tweaked Flux Rifle controller rumble on recharge.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Damage changed from 22.6 Physical per second to 22 Physical per tick.
  • Physical damage changed from 10% Impact, 10% Puncture and 90% Slash to 0% Impact, 22% Puncture and 78% Slash.
  • Fire Rate increased from 10 to 12.
  • Status Chance changed from 25% per sec to 24% per tick of damage.
  • Critical chance increased from 5% to 10%.
  • Ammunition converted to Battery with 50 capacity, 1 sec recharge delay and 40 regen rate.
  • Range increased from 25m to 30m.
  • Added 0.5m Punch Through.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  • Aimed Zoom reduced from 2.23x to 1.8x.
  • The Flux Rifle has a new battery charge up and fully charged sound to go with it’s beam rework!

Update 19.5 (2016-12-22)

  • Reduced Flux Rifle magazine capacity from 200 to 30 in Conclave.

Update 19.4.2 (2016-12-20)

  • Flux Rifle riven disposition increased.

Update: The Index Preview (2016-10-20)

  • Flux Rifle can now be used in Conclave!

Update 15.11 (2015-01-21)

  • Fixed visual issue with Flux Rifle laser beam appearance.

Hotfix 15.10.1 (2015-01-16)

  • Fixed the Flux Rifle's material not using the correct energy color.

Update 14.2 (2014-08-13)

  • Flux Rifle:
    • More Ammo efficient.
    • More base ammo in clips.
    • Faster fire rate.
    • Damage Increased.

Update 12.0 (2014-02-05)

  • Flux Rifle now has improved damage and proc rate.

Hotfix 11.3.3 (2013-12-13)

  • Fixed in-game stats for weapons that fire continuously (Flux, etc). Made fire-rate mods actually increase damage output and ammo consumption rate for these weapons (not only is this intuitively what you would expect it's important to maintain the balance for corrupted mods like Critical Delay).

Hotfix 11.0.4 (2013-11-22)

  • Flux Rifle adjustments to not be pure Slash damage.

Update 11.0 (2013-11-20)

  • Fixed issue that allowed spectators to fire the Flux Rifle while spectating in Conclave.

Hotfix 10.3.2 (2013-10-10)

  • Fix for Flux Rifle not being able to damage reactor cores or Orokin death orbs.
    • Also fixes not being able to pop Saryn's venom orbs.

Hotfix 9.6.1 (2013-08-23)

  • Improved visual effects for Flux Rifle beam.

Update 9.6 (2013-08-16)

  • Flux Rifle energy beam is now affected by Energy Colour!

Hotfix 9.4.1 (2013-08-02)

  • Flux Rifle with Multishot crash fixes and over-the-top corpse destruction.

Update 9.4 (2013-08-02)

  • Fix for Flux Rifle not being able to damage ragolled enemies on client.

Update 9.3 (2013-07-26)

  • Smaller radius on impact sounds for the Flux Rifle.

Update 9.0 (2013-07-13)

  • Flux Rifle – damage and fire rate buff.

Hotfix 8.1.2 (2013-06-13)

  • Fixed Flux Rifle showing a clip size of 1.$ in the arsenal.

Update 8.1 (2013-06-07)

  • Increase max length of Flux Rifle Beam.

Hotfix 8.0.7.1 (2013-06-07)

  • Increased fire distance on the Flux Rifle.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 25.0.8 (2019-05-31)

See Also[]

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