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Blast through enemies with a double-barreled shot of energized slugs. This siphons their life essence which is then used to generate the secondary fire’s massive air-burst mortar. The ancient Entrati weapon was built for Necramechs but also functions as an Archgun.

The Morgha is an IconOrokinOn Orokin Era weapon created by the Entrati, a grenade launcher Archgun that builds charges on kills to allow use of the Alternate Fire, an air-burst mortar.

Characteristics[]

  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Primary fire is a fully automatic 2-round burst grenade launcher.
    • Shots explode in a 3 meter radius on impact with a surface or enemy.
  • Getting 5 kills with the Morgha's primary fire will unlock an Alternate Fire that releases a single mortar that bounces on surfaces or enemies and exploding in a 20 meter (12 meters in atmospheric mode) radius after traveling 14 meters in midair (distance is affected by Projectile Speed).
    • Pinpoint accuracy.
    • After using Alternate Fire, additional kills are needed to recharge the mortar.
  • Initial hit and explosions apply status separately.
  • All explosions do not need direct line of sight to deal damage and will penetrate walls.
  • Innate Madurai Pol polarity.

Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Alternate Fire is tied with Larkspur Larkspur primary fire, Mausolon Mausolon alt-fire, and Arquebex Arquebex for the highest status chance of all Archguns.
  • Auto-Burst (wiki attack index 1)
    • Above average crit chance (30.00%)
    • Above average magazine (100)
    • Above average status chance (28.00%)
  • Radial Attack (wiki attack index 2)
    • Above average magazine (100)
    • High fire rate (6.000 attacks/sec)
  • Charged Shot (wiki attack index 3)
    • No numerical advantages.
  • Charged Shot Explosion (wiki attack index 4)
    • No numerical advantages.

Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Primary Fire:
    • Explosion has linear Damage Falloff from 100% to 70% from central impact.
  • Alternate Fire:
    • Requires 5 primary fire kills to charge a gauge and cannot fire without a full gauge.
    • Extremely slow Projectile Speed and needs to travel 14m before being explosive.
  • All explosions inflict self-stagger.
  • All explosions have a headshot multiplier of 1x and cannot trigger headshot conditions.
  • All projectiles have travel time.
  • Slow reload speed.
  • Atmospheric:
    • Poor ammo efficiency, generating high cooldown for the Archgun Deployer for every second fired, and requires just 2 reloads to fully deplete all ammo reserves.
  • Auto-Burst (wiki attack index 1)
    • Below average fire rate (6.000 attacks/sec)
    • Low ammo max (160)
    • Below average reload speed (3.00 s)
    • Low total damage (64)
  • Radial Attack (wiki attack index 2)
    • Low active falloff slope (10.0m/%)
    • Very low maximum falloff distance (3.0 m)
    • Below average reload speed (3.00 s)
    • Below average ammo max (160)
    • Low crit multiplier (2.20x)
  • Charged Shot (wiki attack index 3)
    • Below average fire rate (0.833 attacks/sec)
    • Below average ammo max (160)
    • Below average reload speed (3.00 s)
    • Below average total damage (200)
  • Charged Shot Explosion (wiki attack index 4)
    • No numerical disadvantages.

Acquisition[]

The Morgha main blueprint can be acquired by reaching Rank 3 - Clearance: Odima with the NecraloidIcon Necraloid. The main blueprint is offered as a rank up reward, but Loid sells additional main blueprints for ReputationLarge 8,000. Components are crafted from blueprints that can be acquired for ReputationLarge 4,000 each after reaching Rank 2 - Clearance: Modus with the syndicate. Once crafted, it comes with a pre-installed Gravimag.

Additionally requires Rank 2 - Visitor with OstronSigil Ostron in order to acquire FersteelAlloy Fersteel Alloy required in its construction.

The Damaged Necramech Weapon parts are acquired from Normal and Arcana Isolation Vault Bounty rewards.

The Damaged Necramech Weapon parts and fully built Morgha components can be traded between players. Trading for fully built components will bypass the need for Ostron's Fersteel Alloy.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Barrel
1
Receiver
1
Stock
1
Time: 12 Hour(s)
Rush: PlatinumLarge 25
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:ReputationLarge8,000
Barrel • ReputationLarge4,000
Credits
1,000
DamagedNecramechWeaponBarrel
1
AdramalAlloy
80
SpinalCoreSection
20
FersteelAlloy
20
Time: 1 Hour(s)
Rush: PlatinumLarge 35
Receiver • ReputationLarge4,000
Credits
1,000
DamagedNecramechWeaponReceiver
1
DevolvedNamalon
80
TrapeziumXenorhast
10
TinkDissipatorCoil
15
Time: 1 Hour(s)
Rush: PlatinumLarge 35
Stock • ReputationLarge4,000
Credits
1,000
DamagedNecramechWeaponStock
1
TemperedBapholite
80
CabochonEmbolos
10
Hexenon
250
Time: 1 Hour(s)
Rush: PlatinumLarge 35

Trivia[]

  • The Morgha has the highest Mastery Rank requirement of all arch-weapons at 15.
  • The Morgha's alternate fire mortar is a vertical slab shot out of the narrow barrel in between the six barrels that launch the main grenades.

Gallery[]

Morgha Skins

Edit

Patch History[]

Hotfix 35.0.7 (2024-01-09)

  • Fixed projectile explosion sound FX missing for the Morgha ground Archguns.

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

MORGHA

  • Auto Burst:
    • Impact Damage increased from 32 to 64
  • Auto Burst - Radial Attack: Blast Damage increased from 164 to 328
    • Increased distance at which the explosion occurs to help prevent it from exploding in your face
  • Semi: Impact Damage increased from 100 to 200
  • Semi - Radial Attack: Total Damage increased from 3600 to 7200
    • Impact Damage increased from 600 to 1200
    • Puncture Damage increased from 800 to 1600
    • Slash Damage increased from 1000 to 2000
    • Blast Damage increased from 1200 to 2400

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 32.0 (2022-09-07)

Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 31.6 (2022-06-09)

  • Changed the reticle of several weapons with a charge mechanic to no longer use energy colors for their charge indicators.
    • While it’s desirable to have the reticle of these weapons take on the energy color, it sacrifices too much clarity for the weapon charge indicator.
      • This applies to:
      • Morgha charge reticle

Hotfix 30.3.5 (2021-06-10)

  • Fixed Morgha Arsenal stats showing as red when no Mods are equipped.

Update 30.0 (2021-04-13)

  • Fixed audio issues with the Morgha Alt Fire.

Update 29.6 (2020-12-18)

  • Morgha can be purchased in the Market for Platinum. Necramech’s also have their own category in the Market!
  • Fully crafted components for the Necramech/weapons are now tradeable.

Hotfix 29.5.3 (2020-11-23)

  • Fixed Morgha primary fire consuming more ammo than intended when used with Archwing.

Update 29.5 (2020-11-19)

  • Introduced.

See Also[]

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