WARFRAME Wiki
WARFRAME Wiki

For every shot fired in rapid succession the Kohm releases an additional bolt and grows more lethal.

The Kohm is a Grineer shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Characteristics[]

  • This weapon deals primarily  Slash damage.
  • Innate multishot that increases with auto-spool, each consecutive shot adds an additional pellet, up to a maximum of 12 pellets.

Advantages over other Primary weapons (excluding modular weapons):

  • Single Pellet (wiki attack index 1)
    • Very high magazine (245)
    • Very high ammo max (960)
    • Very high status chance (75.00%)
    • Above average disposition (●●●●○ (1.30x))
    • Above average crit multiplier (2.30x)
  • Fully Spooled (wiki attack index 2)
    • High magazine (245)
    • Above average total damage (360)
    • Above average fire rate (3.67 attacks/sec)
    • Very high ammo max (960)
    • Above average average number of procs per shot (0.75)
    • Very high average number of crits per shot (1.32)
    • Above average disposition (●●●●○ (1.30x))

Disadvantages over other Primary weapons (excluding modular weapons):

  • Poor ammo efficiency; consumes 4 shells per shot at full spool.
  • Single Pellet (wiki attack index 1)
    • Low crit chance (11.00%)
    • Very low maximum falloff distance (25.0 m)
    • Low total damage (30)
    • Very low fire rate (0.73 attacks/sec)
  • Fully Spooled (wiki attack index 2)
    • Low crit chance (11.00%)
    • Below average maximum falloff distance (25.0 m)
    • Very low status chance (6.25%)

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


Comparisons:

Acquisition[]

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


Manufacturing Requirements
📝 Edit blueprint requirements

20,000
 Salvage
2,500
 Oxium
500
 Cryotic
500
 Argon Crystal
2
Time: 12 Hour(s)
Rush: 35
 Market Price: 150  Blueprints Price:20,000

This weapon can be sold for  7,500.

Notes[]

  • While holding the firing button, each time the Kohm shoots, it will add more pellets to the shot.
    • At full spool it shoots 12 pellets and uses 4 ammo per shot.
    • With base magazine capacity, it can fire 66 shots in succession before needing to reload, spending 244 rounds of ammunition.
    • The Kohm's spread remains low until the 5th shot in the spooling cycle, allowing very accurate shots even with a high pellet count as long as it is allowed to spool down between shots.
    • If it's in the middle of a firing chain and it doesn't have enough ammo to fire the next shot, it will attempt to reload even if the magazine still has ammo in it.
  • The listed status chance is for the first shot only, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun.

Bugs[]

  • The arsenal does not display the damage, multishot, and status chance after spool-up.

Trivia[]

  • The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being derived from an energy weapon.
    • The name Kohm is perhaps an abbreviation of 'Kilo-'ohm, which is simply 1,000 ohms.
  • At the time of its release the Kohm's projectiles had travel time and particle trails, which could result in considerable lag even on high-end computers. The Kohm would undergo several changes to its damage and projectile count, before simply making the projectiles hitscan instead.
  • [DE] Connor commented in the riven workshop about the disposition of Kohm, " Many of you have mentioned the Kohm as well as Detron - These weapons were marked for a reduction, but we opted not to change them, because some players depend on these Rivens to achieve 100% status chance. Because of this, small disposition changes had the chance to make a much larger impact on these weapons, so we have left them as is."
  • Despite being originally described as a "plasma shotgun" the weapon deals physical damage, meaning it may actually eject metal that is melted by induction heating, which can explain the barrels' sparking and glowing mechanic. The ability to heat up and thus melt more metal at a time can explain the mechanic of using more ammo as the weapon spools up as well.

Media[]

Patch History[]

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 Weapon Ammo Pick Up Overrides

40 Ammo per Pick Up:

  • Kohm

Hotfix 29.6.9 (2021-01-28)

  • Fixed missing firing sound for the Kohm’s first shot if the Hecaton Skin is equipped.

Hotfix 27.2.2 (2020-03-06)

  • Fixed a script error related to the Kohm.

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance of first projectile increased from 25% to 75% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Hotfix 22.20.3 (2018-05-18)

  • Fixed Kohm’s firing charge sound staying active.

Hotfix 22.17.3 (2018-04-11)

  • Improved performance issues when firing the Kohm.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 2 to 5.
  • Critical chance increased from 10% to 11%.
  • Critical damage increased from 2 to 2.3x.
  • Added new sound to the Kohm reload.

Update 21.0 (2017-06-29)

  • Fixed the Kohm having incorrect reload clip ejection timing.

Update 20.0 (2017-03-24)

  • Fixed the Kohm magazine capacity dropping from 960 to 120 when the Twin Rogga is equipped prior.

Hotfix 19.6.1 (2017-01-13)

  • Fixed script errors with the Kohm and the Dendra Armor.

Update 19.1 (2016-11-25)

  • Fixed the Kohm appearing to fire inhumanly fast when viewed as the Host.

Hotfix 18.5.6 (2016-03-10)

  • Added tracers to the Kohm projectile to better show spread.

Update 16.3 (2015-04-09)

  • Made small adjustments to Kohm audio and visual effects.

Update 15.13 (2015-02-05)

  • Reduced particle effect trails for Kohm's projectiles.
  • Adjusted the Kohm to shoot a maximum of 5 pellets, in addition to dropping the fire rate but boosting projectile damage to compensate for DPS. This should keep the Kohm's damage relatively unchanged, while helping cut down on the graphical latency caused by the weapon.

Update 15.10 (2015-01-15)

  • Reduced fire rate of Kohm in full auto, but boosted projectile damage to compensate.

Update 15.9 (2015-01-08)

  • Fixed Kohm creating particle effects on Mirage's clones when particle settings are not set to High in system settings.

Hotfix 15.7.2 (2014-12-19)

  • Added spin down effect to Kohm.

Update 15.7 (2014-12-17)

  • Increased the Kohm's weapon damage from 15 to 25.
  • Decreased the Kohm's Ammo Consumption.

Update 15.6 (2014-12-11)

  • Introduced.

Last updated: Hotfix 23.2.1 (2018-08-03)

See also[]