Like the larger Kohm, this hand-shotgun doubles its volley with each successive shot.

A handheld plasma-spitting pistol, specializing at clearing tight corridors and narrow ventilation shafts.

Sanctuary, Update 16.0 teaser site.

The Kohmak, similar to the larger GrineerSparkGun.png Kohm, is a hand-shotgun that doubles its volley with every successive shot. It can be researched from the Chem Lab in the dojo.

This weapon can be sold for Credits64.png5,000; it is also a requisite ingredient for DualKohmak.png Twin Kohmak (x2).

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png15,000
Chem Lab Research ClanAffinity64.png 3,000
Time: 72 hrs
Prereq: Marelok
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals primarily Slash b.svg Slash damage.



  • Tied with DualKohmak.png Twin Kohmak for lowest base damage of all shotgun secondaries.
  • Has linear damage falloff from 100% to 66.67% from 12m to 24m target distance (distances are affected by Projectile Speed).
  • Low critical chance.
  • Requires a short spool-up before reaching optimal fire rate.
    • Consumes 1.67 ammo per shot at full spool-up.
    • Accuracy decreases during spool-up.


Weapon Loadouts[edit source]

Notes[edit | edit source]

  • The Kohmak fires an increasing number of pellets the longer it is fired, until it reaches its maximum pellet count of five pellets per shot. It will also consume 1.6667(5/3) ammo per shot at maximum spool.
  • With its base magazine size and fired from rest to full spool, the Kohmak can effectively fire 25 shots, with one round left in the magazine. The number of shots per magazine can be increased by firing the Kohmak slowly to prevent spool-up, allowing it to fire its maximum of 40 shots, but at the cost of effective damage

Trivia[edit | edit source]

  • The Kohmak's last ten shots sound slightly different to indicate low ammunition.

Bugs[edit | edit source]

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

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.2

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 23% to 69% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Hotfix 24.2.10

  • Increased the accuracy of the Kohmak/Twin Kohmak.

Update 22.12

  • Mastery Rank decreased from 10 to 5.
  • Status chance increased from 10% to 23%.
  • Critical chance increased from 5% to 11%.
  • Damage decreased from 17 to 15.

Update 21.0

  • Damage increased from 8 to 17.
  • Damage fall off reduced to 12m and ending at 24 with a minimum damage of 5.
  • Mastery Rank 10 required.

Hotfix 18.10.5

  • Fixed minor reloading animation issues on the Kohmak.

Update 18.10

  • Fixed the Kohmak muzzle flash always being default white.

Update 18.5

  • Introduced.

Last updated: Hotfix 23.2.1

See also[edit | edit source]

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