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Shatter your targets with explosive shells from this devastating Archwing cannon.

The Grattler is a quad-barrel IconGrineerBGrineer Arch-gun autocannon. Its explosive projectiles make it ideal for clearing out groups of enemies, which is counterbalanced by its limited range and projectile travel time.

Manufacturing Requirements
Credits64
65,000
Tellurium64
5
Salvage64
6,000
Oxium64
3,500
Forma64
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 250 Blueprint2 Blueprints Price:Credits6415,000
Chem Lab Research ClanAffinity64 5,000
Credits64
7,500
DetoniteAmpule64
10
Salvage64
540
Oxium64
390
Rubedo64
210
Time: 72 hrs
Prereq: Ogris
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals primarily Puncture b Puncture damage.

Advantages:

  • High Puncture b Puncture damage – effective against armor.
  • Very high critical chance and status chance.
  • High accuracy.
  • Shots explode in a 6 meter radius upon impact.  In Archwing missions, they will also explode due to proximity to an enemy.
  • Innate Madurai Pol polarity.

Disadvantages:

  • Low Impact b Impact and Slash b Slash damage – less effective against shields and health.
  • Linear damage falloff from 100% to ?% from 100m to 350m target distance in atmosphere (distances are affected by Projectile Speed).
  • Projectiles have travel time.
  • Projectiles have a maximum range of 350 meters in atmosphere.
  • Explosions inflict self-stagger.
  • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Has a brief spool-up time before reaching its maximum fire rate.
  • Archwing:
  • Atmospheric:
    • Poor ammo efficiency, generating high cooldown for the Archgun Deployer for every second fired.

NotesEdit

  • As of Update 17.1, the Grattler has a short spool-up time before it reaches its full fire rate. Though the Arsenal lists a fire rate of 4.17, this is the fire rate before spool-up. Once fully spooled, the Grattler has a maximum fire rate of 6.25 rounds per second, 50% higher than its listed value.

TriviaEdit

  • The Grattler was first seen in the Echoes of the Sentients Highlight Video.
  • The Grineer text on the sides reads "Deth From Here".
  • The Grattler is the first Archwing Gun (and the first Archwing weapon overall) not to be of Tenno origin.
  • Not counting the ArchwingMachinegun Imperator or the ArchSword Veritux (as well as the latter's Prisma variant), the Grattler is the first Archwing weapon that only uses resources for construction, as opposed to requiring weapon parts.
  • The Grattler's design and functionality appear to be modeled on several real-world Anti-aircraft guns, which can have multiple barrels for a high rate of fire and in earlier models would fire explosive shells to cloud the skies with shrapnel. This is further supported because associated files for the Grattler refer to it as "ArchGRNAAGUN," which can be seen as an abbreviation of "Archwing Grineer AA Gun".
  • As of Update 22.0, the Grattler is the first Archwing Weapon to be equipped by ground enemies; the Tusk Heavy Gunner is armed with the Tusk Grattler.

MediaEdit

  • The Grattler Arch-Gun
  • Grattler when equipped as a heavy weapon

Patch HistoryEdit

Hotfix 27.4.3

  • Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash.

Hotfix 27.4.1

  • Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

Update 27.4

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
  • Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Grattler: 50%

Update 27.2

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Fixes
  • Increased the Grattler projectile lifetime so it can reach its intended falloff range.

Hotfix 24.2.6

  • 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

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Increased Grattler Ammo capacity from 180 to 210 in Atmosphere Arch-Gun.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4

  • 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 Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1

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

Update 24.2
‘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 from 0 to 4.
  • Damage increased from 275 to 310.
  • Magazine size decreased from 60 to 30.
  • Ammo Capacity set at 90.
  • Reload speed set at 2 seconds.

Update 17.0

  • Introduced.
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