For every shot fired in rapid succession the Kohm releases an additional bolt and grows more lethal.
The Kohm is a Grineer plasma 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.
Highest magazine size and maximum ammo out of any shotgun.
Good status chance.
Disadvantages:
Low initial damage.
Requires spooling shots to reach maximum effectiveness.
Consumes multiple ammunition per shot at full spool-up.
Hard to regain ammunition without a capped Ammo Mutation.
Low accuracy at full spool.
Slow fire rate when not at full spool-up.
Even then, the fire rate is still slower than most automatic weapons.
This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
Notes
Due to a bug, the additional pellets fire through doors and terrain, making the Kohm very effective at destroying hordes of high leveled units.
While holding the firing button, each time the Kohm shoots, it will add pellets to the shot.
Sprinting does not cancel the windup period as long as the firing button is still held. Exiting from a sprint will allow the weapon to resume where it left off.
At full spool it shots 12 pellets and uses 4 ammo per shot.
Pellet count is verified by a video with unmodded Kohn, frame by frame:
With base magazine capacity, it can fire 66 shots in succession before needing to reload, spending 245 ammo.
The Kohm's spread remains low until the 5th shot is the spooling cycle, allowing sniping even with a high pellet count as long as it's allowed to spool down between shots.
If it's in the middle of a firing chain and it doesn't have ammo to fire the next shot it will attempt to reload even if the magazine still has ammo in it.
Tips
The Kohm has the unique capability of cutting corpses into pieces, similar to Script error: The function "Proc" does not exist.-focused melee weapons. This makes the Kohm the prime candidate for a DesecratingNekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
Due to its lack of falloff, the Kohm benefits from Tainted Shell surprisingly well, reducing its overall spread even at full-spool and allowing it to hit targets from greater distances. The penalty to fire rate could also be considered a benefit as it reduces the rate the Kohm uses up ammo.
Although a Script error: The function "Pol" does not exist. polarity can limit elemental modding potential, Tainted Shell also has a Script error: The function "Pol" does not exist. polarity, thus is not much of an issue unless you do not own the mod.
Trivia
The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being 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 could fire up to 10 pellets at full spool, which coupled with the particle effects on its projectiles could result in considerable lag. Update 15.13 reduced the pellet count at full spool to 5, and increased the damage per pellet to compensate.
Media
Kohm in Codex
1/2
Warframe Kohm Again? thequickdraw
Kohm 15.6.3 - Mogamu
Warframe Kohm update 15.6.0
Lets Max (Warframe) E21 - Kohm
See Also
Kohmak, a miniature Kohm-like weapon for secondary use.