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.
|Time: 12 hrs|
|Market Price: 150||Blueprints Price:20,000|
This weapon deals primarily Slash damage.
- High Slash damage – effective against health.
- High critical multiplier.
- Very high overall status chance.
- High initial accuracy.
- High pellet count at full spool.
- Innate 1.5 meter punch through.
- Highest magazine size and maximum ammo of all shotguns.
- Low Impact and Puncture damage – less effective against shields and armor.
- Has linear damage falloff from 100% to 53.33% from 15m to 25m target distance (distances are affected by Projectile Speed).
- Low critical chance.
- Requires a spool-up of 3 shots before optimal fire rate is achieved, exacerbated by its very slow initial fire rate.
- Poor ammo efficiency; consumes 4 shells per shot at full spool.
- Very low accuracy at full spool.
- Kohm, compared to Kuva Kohm:
- Higher base damage (30.0 vs. 20.0)
- Lower charged status chance (6.25% vs. 7.5%)
- Higher charge attack damage (360.0 vs. 240.0)
- Lower base critical chance (11% vs. 19%)
- Lower base status chance (75% vs. 90%)
- Lower fire rate (3.67 rounds/sec vs. 4.17 rounds/sec)
- Longer range before damage falloff starts (15m vs. 13m)
- Shorter range before damage falloff ends (25m vs. 26m)
- Smaller max damage reduction due to falloff (46.67% vs. 93.75%)
- Larger magazine (245 rounds vs. 209 rounds)
- Lower Mastery Rank required (5 vs. 13)
- Higher disposition (1.3 vs. 0.85)
- See Category:Kohm Build to see how players mod this weapon.
- See Category:Kohm Guides for guides on how to use this weapon effectively.
- For more general help with weapons, you may wish to browse Category:Weapon Guides.
- While holding the firing button, each time the Kohm shoots, it will add more 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 shoots 12 pellets and uses 4 ammo per shot.
- Pellet count is verified by a video with unmodded Kohm, frame by frame
- 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 only 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.
- The Kohm has a high chance of cutting corpses into pieces, making the Kohm an ideal choice for a Desecrating Nekros 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.
- A fully-ranked Shotgun Ammo Mutation is essential for prolonged use. Alternatively, you can use Squad Ammo Restores, Shotgun Scavenger or bring Carrier with its Ammo Case.
- Additional pellets have infinite punch through, firing through doors, terrain, walls and multiple bodies. This is most likely a bug. However, the fall off damage hinders this, resulting in very low damage output.
- Using Tainted Shell will reduce Kohm's overall spread even at full-spool and will allow it to accurately hit targets from greater distances. The reduction in fire rate however significantly reduces the crowd-clearing capabilities of the weapon, due to it taking much longer time to spool and reach full damage output, but it also reduces the rate at which the Kohm uses up ammo.
- Although a polarity can limit elemental modding potential, Chilling Grasp also has a polarity.
- The arsenal does not display the damage, multishot, and status chance after spool-up.
- 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.
Last updated: Hotfix 23.2.1
- Kohmak, a miniature Kohm-like weapon for secondary use.
- Kuva Kohm, the Kuva Lich counterpart of this weapon.