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{{Top|Orokin|Orokin|Orokin|Weapon|Weapons|Weapons|Prime|Prime|Prime|}}
 
{{WeaponInfoboxAutomatic
 
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
 
|name =
 
   
<!--
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
 
 
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
 
-->
 
<!--Statistics-->
 
|image =
 
|mastery level =
 
|slot =
 
|type =
 
|trigger =
 
 
<!--Utility-->
 
|ammo type =
 
|flight speed =
 
|range =
 
|noise level =
 
|fire rate =
 
|spool =
 
|accuracy =
 
|magazine =
 
|max ammo =
 
|reload =
 
|zoom =
 
|combo reset =
 
|combo min =
 
|finisher damage =
 
|channel damage =
 
|disposition =
 
 
<!--Normal Attacks-->
 
|normal impact =
 
|normal puncture =
 
|normal slash =
 
|normal element =
 
|normal damage =
 
|normal pellet count =
 
|normal burst count =
 
|normal critical chance =
 
|normal critical damage =
 
|normal status chance =
 
|normal punchthrough =
 
|normal radius =
 
|normal duration =
 
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|normal ammo cost =
 
 
<!--Charge Attacks-->
 
|charge impact =
 
|charge puncture =
 
|charge slash =
 
|charge element =
 
|charge damage =
 
|charge time =
 
|charge pellet count =
 
|charge burst count =
 
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<!--Area Attacks-->
 
|area impact =
 
|area puncture =
 
|area slash =
 
|area element =
 
|area damage =
 
|area pellet count =
 
|area critical chance =
 
|area critical damage =
 
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<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
|secondaryarea impact =
 
|secondaryarea puncture =
 
|secondaryarea slash =
 
|secondaryarea element =
 
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|secondaryarea pellet count =
 
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<!--Secondary Attacks-->
 
|secondary impact =
 
|secondary puncture =
 
|secondary slash =
 
|secondary element =
 
|secondary damage =
 
|secondary pellet count =
 
|secondary burst count =
 
|secondary critical chance =
 
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|secondary charge time =
 
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|secondary trigger =
 
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<!--Throw Attacks (for Glaives)-->
 
|throw impact =
 
|throw puncture =
 
|throw slash =
 
|throw element =
 
|throw damage =
 
|throw critical chance =
 
|throw critical damage =
 
|throw status chance =
 
|throw punchthrough =
 
|throw falloff =
 
|throw charge time =
 
 
<!--Charged Throw Attacks (for Glaives)-->
 
|charged throw impact =
 
|charged throw puncture =
 
|charged throw slash =
 
|charged throw element =
 
|charged throw damage =
 
|charged throw critical chance =
 
|charged throw critical damage =
 
|charged throw status chance =
 
|charged throw punchthrough =
 
|charged throw falloff =
 
|charged throw charge time =
 
 
<!--Other Melee Attacks-->
 
|slam attack =
 
|slam radius =
 
|slide attack =
 
|slide attack =
 
 
<!--Miscellaneous-->
 
|syndicate effect =
 
|augments =
 
|polarities =
 
|stance polarity =
 
|users =
 
|introduced =
 
}}
 
{{Codex|The Lex Prime is a powerful, accurate pistol that has a low fire rate and clip size. Very efficient at long range.}}
 
 
The '''Lex Prime''' is the [[prime]]d version of the [[Lex]] pistol, featuring improved stats.It is also a requisite ingredient for [[Aklex Prime]].
 
 
{{BuildRequire
 
 
|buildcredits=15,000
 
|build1= [[File:GenericGunPrimeBarrel.png|50px|Barrel]]
 
|build1amount=1
 
|build2= [[File:GenericGunPrimeReceiver.png|50px|Receiver]]
 
|build2amount=1
 
|build3=Orokin Cell
 
|build3amount=10
 
|buildtime=12
 
|buildrush=50
 
 
|blueprintmission = {{#invoke:Void|item|PC|Lex|Blueprint}}
 
|build1mission = {{#invoke:Void|item|PC|Lex|Barrel}}
 
|build2mission = {{#invoke:Void|item|PC|Lex|Receiver}}
 
|blueprintmissionps4 = {{#invoke:Void|item|PS4|Lex|Blueprint}}
 
|build1missionps4 = {{#invoke:Void|item|PS4|Lex|Barrel}}
 
|build2missionps4 ={{#invoke:Void|item|PS4|Lex|Receiver}}
 
|blueprintmissionxb1 = {{#invoke:Void|item|XB1|Lex|Blueprint}}
 
|build1missionxb1 = {{#invoke:Void|item|XB1|Lex|Barrel}}
 
|build2missionxb1 = {{#invoke:Void|item|XB1|Lex|Receiver}}
 
}}
 
 
==Characteristics==
 
This weapon deals primarily {{Icon|Proc|Puncture|Text}} damage.
 
 
'''Advantages:'''
 
*Very high base damage.
 
**High {{Icon|Proc|Puncture|Text}} damage &ndash; effective against [[armor]].
 
*High accuracy.
 
*Ammo efficient.
 
*High critical chance.
 
*Has a {{Icon|Pol|V}} polarity.
 
*High status chance.
 
 
'''Disadvantages:'''
 
*Slow rate of fire.
 
*Small magazine.
 
*High recoil.
 
*Slow reload speed.
 
*Has low {{Icon|Proc|Slash|Text}} and {{Icon|Proc|Impact|Text}} damage.
 
 
'''Comparisons:'''
 
{{WeaponComparison|Lex}}
 
{{WeaponComparison|Aklex Prime}}
 
 
{{WeaponBuildSection}}
 
 
==Tips==
 
*Take advantage of your slower firing rate to plan your shots. Both the Lex and Lex Prime are optimal long-range pistols.
 
*Alternatively, with maxed out Fire Rate mods and Reload mods, the Lex Prime can work as a close quarters pistol. However, beware of the high recoil when shooting it fast.
 
*As with the standard Lex, {{M|Steady Hands}} can be used to counteract this weapon's high recoil. Alternatively, one can manage the Lex Prime's recoil by simply pacing one's shots.
 
** Steady Hands however is still very useful to quickly place follow up shots onto the target which will be necessary in high levels where even fully modded, the enemy is capable of surviving at least a single hit from Lex/Lex Prime to the head, this is especially crucial if the weapon is not modded for close combat.
 
*The Lex Prime pairs well with close quarter or otherwise less accurate primary weapons, to cover ranged enemies.
 
*If the player prefers, {{M|Seeker|Seeker}} can be utilized to quickly finish off enemies that are lined up, particularly in bottlenecked areas such as doors or narrow hallways.
 
 
==Trivia==
 
*A large portion of the weapon is animated, complete with an exchanged magazine and blow-back slide. This makes the Lex Prime one of the few pistols with firing animations for a conventional weapon.
 
*Lex Prime is the icon for the Secondary weapons category in the [[Foundry]].
 
*The Lex Prime can be seen in [[Loki Prime]]'s [[Decoy]].
 
 
==Media==
 
<gallery type="slideshow" position="center" widths="600">
 
LexPrimeCodex.png|Lex Prime in Codex
 
Lex_Prime_1.jpg|Lex Prime
 
Lex_Prime_2.jpg|Lex Prime
 
Lex_Prime_Polarity.jpg|Polarity
 
Warframe0036.jpg
 
Warframe0037.jpg
 
2014-04-17_00001.jpg|Lex Prime in-game
 
Lex Prime.jpg|Lex Prime
 
</gallery>
 
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
Warframe-U18-Lex Prime Builds
 
Lets Max (Warframe) E33 - Lex Prime
 
Warframe Lex Prime Pro Builds 4 Forma Update 13.2.4-0
 
Warframe Lex Prime
 
LEX PRIME - A MUST HAVE PISTOLA 4 forma - Warframe
 
</gallery>
 
 
{{SkinGallery}}
 
 
==Patch History==
 
{{Scrollbox/Article|
 
{{ver|18.4.10|fix}}
 
*'''Conclave:''' Increased the damage of the Lex series.
 
*'''Conclave:''' Increased the headshot multiplier of the Lex series.
 
 
 
{{ver|17.0.3|fix}}
 
*'''Conclave:''' Reduced the damage of Lex Prime.
 
 
 
{{ver|17.0.2|fix}}
 
*'''Buff:'''
 
**Damage increased from 85 to 150
 
**Status chance increased from 20% to 25%
 
**Critical chance increased from 20% to 25%
 
 
 
{{ver|15.7}}
 
*Added Orokin Ducat cost to Lex Prime Blueprint.
 
}}
 
 
==See also==
 
*[[Lex]], the original counterpart.
 
*[[Aklex]], the akimbo version of the normal counterpart.
 
*[[:Aklex_Prime|Aklex Prime]], the primed akimbo counterpart
 
 
{{WeaponNav}}
 
[[de:Lex Prime]]
 
[[fr:Lex Prime]]
 
__NOTOC__
 
 
[[Category:Single Sidearm]]
 
[[Category:Single Sidearm]]
 
[[Category:Prime]]
 
[[Category:Prime]]

Revision as of 22:49, 13 January 2018