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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.png Wisp's signature rifle. By default it fires silent DmgElectricitySmall64.png Electricity pulses at close range akin to the ArcaPlasmor.png 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.png Electricity damage.
  • Semi-auto mode:
    • Shots have a guaranteed DmgImpactSmall64.png 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.png Spring-Loaded Chamber.
  • Alternate Fire mode-switching is not instantaneous and has an animation of 1 second (0.5 seconds when wielded by WispIcon272.png Wisp.)

Advantages:

  • Semi-auto mode:
  • Full-auto mode:
  • Mod TT 20px.png Heavy Caliber's accuracy penalty is minimal on this weapon.
  • Full Auto Mode
    • High crit chance
    • Above average magazine
    • Above average effective fire rate
    • Very high max ammo
    • High crit multiplier
  • Semi-Auto Mode
    • Above average crit chance
    • Very high max ammo
    • High damage
    • Above average crit multiplier

Disadvantages:

  • 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.
    • No bonus damage on headshots.
    • 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
    • Low damage
    • Low reload speed
    • Very low status chance
    • Very low disposition
  • Semi-Auto Mode
    • Low reload speed
    • Low status chance
    • Very low disposition

Acquisition[]

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

Manufacturing Requirements
CreditsLarge.png
25,000
Rubedo.png
2,100
NanoSpores.png
7,500
ArgonCrystal.png
2
Hexenon.png
350
Time: 24 hrs
Rush: PlatinumLarge.png 35
MarketIcon.png Market Price: PlatinumLarge.png 265 Blueprint2.svg Blueprints Price:CreditsLarge.png20,000

It can be sold for 7,500.

Notes[]

  • When wielded by WispIcon272.png Wisp, 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.png Slash status effect mods:
    • Due to its high critical chance and critical multiplier, it pairs well with Mod TT 20px.png 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.png Impact procs, and having a low rate of fire (below 2.5), Fulmin pairs particularly well with Mod TT 20px.png 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.png 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.png 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.

Media[]

Patch History[]

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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