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WARFRAME Wiki


Launches a swarm of micro-missiles.

The Helstrum is a robotic launcher weapon that burst-fires four small homing missiles that explode and deal  Heat damage. This weapon accepts rifle mods.

It can be sold for  7,500.

Characteristics[]

  • This weapon deals primarily  Impact damage.
  • Shots explode in a 3 meter radius on impact with a surface or enemy.
    • Explosions deal  Heat damage.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Innate polarity.

Advantages over other Robotic weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Above average magazine (80)
    • High status chance (30.00%)
  • Explosion (wiki attack index 2)
    • No numerical advantages.

Disadvantages over other Robotic weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Low crit chance (5.00%)
    • Very low total damage (9)
    • Very low fire rate (0.25 attacks/sec)
    • Low disposition (●●●○○ (1.00x))
    • Very low crit multiplier (1.50x)
  • Explosion (wiki attack index 2)
    • Below average crit chance (5.00%)
    • Below average total damage (30)
    • Below average fire rate (0.25 attacks/sec)
    • Below average crit multiplier (1.50x)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Acquisition[]

The Helstrum's blueprint can be purchased from Legs in Fortuna for  10,000, requiring Rank 5 - Old Mate with Solaris United. Note that this weapon also takes up one Companion inventory slot.

Manufacturing Requirements

50,000

10

10

10

1
Time: 24 hrs
Rush:  25
 Market Price: N/A  Blueprints Price:  10,000

Notes[]

  • Fires in a quick 4-round burst, but then has a burst cycle time of 4 times the inverse of the Firing Rate, otherwise known as the Seconds Per Shot. The delay in seconds between the first shot of each burst = 4 / (modified firing rate), e.g. with a maxed  Speed Trigger the cycle time is 4/(0.91 x (1 + 0.6)) = 2.75 seconds between bursts. The default rate is one burst every 4.4 seconds.
  • Missiles have homing properties, allowing the whole salvo to reliably hit small and/or agile targets such as Ospreys.
    • In the event the target dies before the missiles reach it, the missiles will continue to travel in a straight line.
    • Given the homing properties, it can accurately land hits even when equipped on a very long range companion like Diriga using  Calculated Shot, however the long travel time in this situation can still cause difficulties since the enemy may have time to move and get a terrain obstacle between it and the missiles at a safe distance.
  • Note that MOAs will 'lose interest' in a target if the player does not continue to target it. This appears to happen faster than with other companions, with MOAs firing, on average, three bursts, and sentinels firing approximately five before losing interest.

Tips[]

  •  Firestorm and  Primed Firestorm will increase the small blast radius on impact, increasing it to 4.32 meters with the Primed version.
  • With the Helstrum's very low base damage/crit stats but good status chance, it can be built into an extremely effective Status Effect inflictor if raw damage-per-shot is ignored completely.
    • It is not difficult to have the Helstrum simultaneously surpass 100% status chance, have 2 additional elements (including both being combination elements by adding all four base element types) and then filling the remainder of available mod slots with the best multishot and fire rate mods you have available. Building for  Radiation and  Viral will allow for good crowd control and assist in boosting damage from Viral, but  Corrosive with  Heat for heavy armor removal and crowd control or  Viral with  Heat for a combination of armor removal, health damage boost, and crowd control are also good options.

Patch History[]

Update 37.0 (2024-10-02)

Rebalance of Sentinel weapons

The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead.

  • Helstrum:
    • Previously: Launch a swarm of micro-missiles. (Damage 9.1 On target + 5 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, Critical 5%/1.5x)
    • Now: Behavior unchanged but damage increased. (Damage 10 On target + 30 Radial, Status 30%, Fire Rate 0.91, Magazine 80/Reload 2, 5%/1.5x)

Update 32.0 (2022-09-07)

Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 30.9 (2021-11-11)

  • Fixed the Terminal Velocity Mod not applying projectile velocity changes to Sentinels using the Helstrum weapon.

Hotfix 29.1.2 (2020-09-22)

  • Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).

Hotfix 28.0.2 (2020-06-11)

  • Fixed Helstrum missing from the Codex and an inability to Chat link it.

Update 28.0 (2020-06-11)

  • Introduced.

Last updated: Update 28.0 (2020-06-11)