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Strike with silent lightning or the pummeling drum of thunder. Alternate between stealthy short-range electrical discharge, and automatic lightning gun. Faster mode-switch when used by Wisp.
For the mod, see Fulmination.

The Fulmin is WispIcon272 Wisp's signature rifle. By default it fires silent DmgElectricitySmall64 Electricity pulses at close range akin to the ArcaPlasmor Arca Plasmor, but via Alternate Fire it can be converted into an automatic weapon that shoots a rapid stream of lightning at a distance. The mode-switching is sped up when used by Wisp.

Characteristics[]

  • This weapon deals primarily DmgElectricitySmall64 Electricity damage.
  • Semi-auto mode:
    • Shots have a guaranteed DmgImpactSmall64 Impact proc to enemies up to 9 meters.
    • Projectiles have a thickness of 1 meter.
  • Does not use ammo pickups; ammo regenerates over time.
    • Has a 1 second delay after the weapon stops firing before regenerating ammo. Then, regenerates 30 ammo per second; takes 2 seconds to regenerate a fully depleted battery excluding the delay.
    • Does not receive benefit from reload-triggered mods such as Mod TT 20px Spring-Loaded Chamber.
  • Alternate Fire mode-switching is not instantaneous and has an animation of 1 second (0.5 seconds when wielded by WispIcon272 Wisp.)

Advantages over other Primary weapons (excluding modular weapons):

  • Semi-auto mode:
  • Full-auto mode:
  • Mod TT 20px Heavy Caliber's accuracy penalty is minimal on this weapon.
  • Full Auto Mode (wiki attack index 1)
    • High crit chance (28.00%)
    • Above average magazine (60)
    • Above average fire rate (9.330 attacks/sec)
    • High crit multiplier (2.40x)
  • Semi-Auto Mode (wiki attack index 2)
    • Above average crit chance (30.00%)
    • High total damage (500)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Semi-auto mode:
    • Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
    • Limited range of 20 meters (can be increased with Projectile Speed mods).
    • Consumes 10 ammo per shot.
    • Has a headshot multiplier of 1x.
    • Innate punch through does not apply to surfaces if hitting with the central portion of the projectile, requiring punch through mods.
  • Full-auto mode:
    • Shots are alarming.
  • Full Auto Mode (wiki attack index 1)
    • Low reload speed (3.00 s)
    • Low total damage (33)
    • Very low ammo max (0)
    • Very low status chance (10.00%)
    • Low disposition (●●●○○ (0.90x))
  • Semi-Auto Mode (wiki attack index 2)
    • Low maximum falloff distance (20.0 m)
    • Low reload speed (3.00 s)
    • Very low ammo max (0)
    • Low status chance (16.00%)
    • Low disposition (●●●○○ (0.90x))

Comparisons:

Acquisition[]

The Fulmin's blueprint can be purchased from the Market.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Rubedo
2,100
NanoSpores
7,500
ArgonCrystal
2
Hexenon
350
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 265 Blueprint2 Blueprints Price:Credits20,000

It can be sold for 7,500.

Notes[]

  • When wielded by WispIcon272 Wisp/WispPrimeIcon272 Wisp Prime, the Alternate Fire mode-switching animation is decreased to 0.5 seconds.
  • Being categorized as an assault rifle, Fulmin can't be used for "Shotgun Only" Sorties (despite having pulse-shotgun characteristics).

Tips[]

  • This weapon benefits from guaranteed DmgSlashSmall64 Slash status effect mods:
    • Due to its high critical chance and critical multiplier, it pairs well with Mod TT 20px Hunter Munitions, which extends to both primary and secondary fire, and works at its full effective range.
    • Due to its primary fire pulses guaranteeing DmgImpactSmall64 Impact procs, and having a low rate of fire (below 2.5), Fulmin pairs particularly well with Mod TT 20px Internal Bleeding, but it will only have an effect at the range at which Impact procs are applied, which is shorter than it's effective range; secondary fire does not benefit from this mod at all.
    • Despite both these mods technically being slottable at once, the procs caused by them don't stack.
  • Mod TT 20px Heavy Caliber's accuracy loss has minimal effect on this weapon in either fire mode.

Trivia[]

  • Fulmin is derived from fulmen, the Latin word for lightning. It is the root of the English word Fulmination.
  • The Fulmin has a unique weapon animation when switching to automatic mode, where the suppressor portion of the weapon is removed and then placed to the side of the weapon. This also gives the Fulmin a unique grip stance where the Warframe's left hand holds the suppressor to the right of the weapon while bracing the weapon from underneath with its wrist.
    • The Fulmin's suppressor is held in the Warframe's hand if the player brings up the Main Menu while the weapon is in automatic mode.
  • When a Fulmin-wielding Specter and Spectralyst runs out of ammo, it'll reload the weapon instead of waiting for it to recharge. A similar discrepancy can be seen with Elite Crewmen and their FluxRifle Flux Rifles.

Bugs[]

  • Sometimes when switching modes quickly the position of the hand and the silencer will bug, combining the silencer with the gun and positioning the players hand as if it was in the semi mode.
  • Mod TT 20px Galvanized Aptitude is multiplicative to base damage sources on direct hits from Semi mode.

Media[]

Fulmin Skins

Edit

Patch History[]

Update 33.5 (2023-06-21)

  • Improved the positioning of the Fulmin’s primary projectile fire VFX.

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”:
    • Fulmin

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:

  • Fulmin:
    • Returned ammo regen rate to 30/s from 20/s
    • Returned Alt fire ammo requirement to 10 from 15

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.

We also increased the alt fire ammo requirement per projectile:

Fulmin:

  • Increased Alt fire ammo requirement from 10 to 15.

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:

  • Fulmin: From 30/s to 20/s

Hotfix 31.5.9 (2022-05-12)

  • Fixed Fulmin’s projectile explosion FX offset.

Update 28.0 (2020-06-11)

  • Fixed Cephalite enemies having blown out FX if killed with a Fulmin.

Hotfix 27.0.7 (2019-12-20)

  • Fixed Fulmin (only when reduced to below 10 rounds on Semi-Auto firing mode) not recharging correctly.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Fulmin: 1->0.8

Update 25.7 (2019-08-29)

  • Fixed Fulmin mode swap animation not playing when used in Archwing over the Plains or the Orb Vallis.

Hotfix 25.2.4 (2019-06-27)

  • Fixed Fulmin's firing mode / appearance can become desynced if transition is interrupted by Wisp’s Wil-O-Wisp ability.

Hotfix 25.0.4 (2019-05-28)

  • Terminal Velocity can now be used with the Fulmin.
  • Aligned Fulmin's auto fire mode FX to better align with muzzle.
  • Fixed issue with Fulmin silencer not properly attaching to player's hand when exiting Submersible Archwing if the weapon was previously in Alt-Fire mode.
  • Fixed zoom multiplier issues with the Fulmin as reported here

Hotfix 25.0.3 (2019-05-24)

  • Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.

Update 25.0 (2019-05-22)

  • Introduced.

Last updated: Update 25.0 (2019-05-22)

See also[]

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