A bizarre union of Corpus technology and Infested biology, this automatic rifle can also deploy an irradiated airborne infested mass. Further field testing is required to fully understand the potential of this weapon.

The Mutalist Quanta is an Infestation b.svg Infested fused CrpShockRifle.png Quanta with a rapid-fire function in place of the Quanta's continuous fire feature. Like its normal version, the Mutalist Quanta possesses a unique secondary fire feature, in this case projecting infested orbs that modify the damage of shots that fly through them.

Characteristics[edit | edit source]

This weapon deals primarily DmgPunctureSmall64.png Puncture damage.




Acquisition[edit | edit source]

The Mutalist Quanta's blueprint can be researched from the Bio Lab in the dojo.

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 225 Blueprint2.svg Blueprints Price:Credits64.png50,000
Bio Lab Research ClanAffinity64.png 3,000
Time: 72 hrs
Prereq: Embolist
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Alternate Fire Mechanics[edit | edit source]

  • Shoots a large, Infested orb that travels a short distance, stops, then explodes after 10 seconds. Additional orbs will gravitate together similar to CephPrimary.png Simulor's orbs.
    • Orbs can be stacked up to 3 times.
    • Launching an orb costs 5 ammo per orb.
  • Shots fired through the orb receive certain buffs and effects. Firing through more than one orb will accumulate some of these effects.
    • Shots fired through the orb deal additional +100% × nDmgElectricitySmall64.png Electricity damage (with n being the number of orbs the shot passes through).
      • Electricity granted by shooting trough Mutalist Mass will fuse with other elements on projectile based weapon but won't on hitscan weapons.
      • Stacking orbs will grant more damage. A double-stacked orb grants +366% × nDmgElectricitySmall64.png Electricity damage. A fully stacked orb grants +500% × nDmgElectricitySmall64.png Electricity damage.
      • Bonus DmgElectricitySmall64.png Electricity does not combine with modded elements.
    • Shots fired through uncombined orbs will gain additional +25% × n critical chance, unaffected by critical chance mods. Combined orbs will only provide +25% critical chance.
    • Shots fired through the orb will also receive a 25% increase to critical damage, unaffected by critical damage mods. This will not apply more than once with multiple orbs.
    • VoltIcon272.png Volt's ElectricShield130xDark.png Electric Shield does not not stack with the critical damage buff. The entity that the bullet first passes through is the only thing that will buff the bullet's critical damage.
    • Shots fired through the orb deal 66%n of their base damage, effectively reducing damage.
  • Orbs deal 20DmgRadiationSmall64.png Radiation damage every second along with modded elemental damage within their 2 meter diameter with a 100% status proc chance.
    • Cannot proc critical hits, even with flat chance bonuses.
    • Not affected by status chance bonuses.
  • Orbs explode after 9 seconds dealing DmgToxinSmall64.png Toxin damage in an 8 meter radius.
    • Despite the status chance displaying 0% for the orbs, the explosions actually do cause procs to their targets, with a 39% status chance that is affected by mods.
    • Explosion radius scales with orb stacks: 4m/6m/8m at 1/2/3 stacks respectively.
    • Explosion damage scales with orb stacks, up to 3x when fully stacked, resulting in 300 DmgToxinSmall64.png Toxin damage.
  • Orbs block enemy fire, such as Bombard rockets, from passing through.
  • Orbs bounce off solid objects and can be moved around using melee attacks, allowing the mass to be thrown into multiple enemies after coming to a stop.
  • Multishot will fire orbs pre-stacked, similar to GrineerCrossbowGooGun.png Stug and CephPrimary.png Simulor projectiles.
  • Other than projectile weapons, the following things have special interactions with Mutalist Quanta orbs.
View List of special interactions List
  • The Operator's Void Beam and Amps will gain additional DmgElectricitySmall64.png Electricity damage and critical chance.
  • Fireball130xDark.png Fireball will gain DmgElectricitySmall64.png Electricity damage, which combines to become DmgRadiationSmall64.png Radiation damage, and the ability to critically hit.
  • Freeze130xDark.png Freeze will gain the ability to critically hit as well as a damage bonus, but no DmgElectricitySmall64.png Electricity damage.
  • EWArtemisBow.png Artemis Bow and EWDexPixia.png Dex Pixia will receive a critical chance bonus and additional DmgElectricitySmall64.png Electricity damage.
  • AntimatterDrop130xDark.png Antimatter Drop receives the ability to critically hit, as well as bonus damage.
  • The secondary projectiles of Smite130xDark.png Smite will gain the ability to critically hit and bonus DmgElectricitySmall64.png Electricity damage.
    • This is difficult to do as the enemy must be inside the orb for the secondary projectiles to loop around and go through the orb to hit them.
  • Direct impact from VaubanIcon272.png Vauban's grenades will have bonus damage, the ability to critically hit, and a low chance to deal an DmgElectricitySmall64.png Electricity proc. Flechette grenade will gain DmgElectricitySmall64.png Electricity damage and procs.
  • The orbs can be shot into Mag's bubble, allowing them to circle around the center, boost the damage of incoming projectiles, and deal damage and proc status effects on its own. Multishot values above 200% (only possible with a riven) allow the orbs to split, doubling damage and status application.
  • Gunblades will receive a critical chance bonus and additional DmgElectricitySmall64.png Electricity damage.
  • EmbolistScythe.png Caustacyst's charge attack projectile receives bonus damage and critical chance.
  • ExaltedBlade130xDark.png Exalted Blade's waves are not affected by Mutalist Quanta orbs.
    • Exalted Blade's waves will push the orbs around and will not receive any bonuses.
  • Glaives and SundialSwordAndBoard.png Sigma & Octantis shield can not pass through the bubble.
    • Glaives with Mod TT 20px.png Power Throw equipped can pass through the bubble but don't receive any benefits.
  • GarudaIcon272.png Garuda's Blood Altar will gain DmgElectricitySmall64.png Electricity damage with 100% chance to proc.
  • GaussIcon272.png Gauss's Redline projectiles will gain the chance to crit and deal DmgElectricitySmall64.png Electricity damage if he stands inside of the bubble.
  • Rocks thrown during Rumbled will have an increased chance to crit and deal DmgElectricitySmall64.png Electricity damage with a low chance to proc.
  • GrendelIcon272.png Grendel's Regurgitate will have a chance to crit and increased damage, but no chance to proc.
  • HildrynIcon272.png Hildryn's Balefire Charger will have increased chance to crit and deal extra DmgElectricitySmall64.png Electricity damage.
  • ZephyrIcon272.png Zephyr's Tail Wind projectiles (direct hits) will gain a chance to crit and deal DmgElectricitySmall64.png Electricity damage and procs.

Last updated: Hotfix 24.3.1

Notes[edit | edit source]

  • With both barrels rotating while firing, the weapon can block the player's vision when engaging targets.
  • Fully stacked orbs are not attracted to other orbs.
  • Temporary buffs such as Mod TT 20px.png Vigorous Swap, ArcaneRage64x.png Arcane Rage and Roar130xDark.png Roar must be active at the time of the orb's explosion to apply, not when the orb is launched.

Tips[edit | edit source]

  • Mod TT 20px.png Heavy Caliber seems to have very little effect on the Mutalist Quanta's accuracy, making it a viable option for increasing the weapon's damage output.
  • Placing orbs in corridors or near chokepoints helps maximize the effectiveness of their boost.
  • The innate D polarity matches Mod TT 20px.png Primed Cryo Rounds.
  • Enemies become confused and attack one another when they touch the orb, making it useful for crowd control.
  • Orbs will immediately explode when impacting Blunts, Bulwarks, Decoy130xDark.png Decoys, Molt130xDark.png Molts, and Ramparts, allowing players to instantly deal high amounts of damage.
  • While modding for additional critical chance is not recommended as the boost from the orbs does not take mods into account, modding for critical damage is recommended as the orbs allow weapons to critically hit more often.
  • Orbs can increase the critical chance of weapons to the point where they can deal orange and red crits, but the effectiveness is offset by the reduction to base damage.
  • Combining orbs together will not refresh their duration. Avoid combining orbs if one has been out for a while to conserve ammo.
  • Due to the erratic physics of the orbs and the threat of them being thrown around by allied and enemy melee attacks, it can be difficult to line up an orb 'stack' to effectively shoot through. Consider getting to higher ground and/or letting an ally distract enemies for you to avoid the threat of your orbs being moved away by melee units.

Bugs[edit | edit source]

  • Infested orbs will add a critical chance bonus to SundialAxe.png Zenistar discs and bonus damage to direct disc impacts, but will also lower the AoE damage of the disc, resulting in lower and lower damage despite eventually being able to get red crits.
  • The added electricity damage seems to combine with other single elements and elements comprised of DmgElectricitySmall64.png Electricity damage on projectile secondaries and the weapon itself, but not on continuous or hitscan secondaries.
  • Infested orbs tend to visually glitch when coming together in large quantites.
  • In Captura, when slow motion is enabled or the player is in the War Within Choice scene, the Mutalist Quanta's arms will not rotate properly when firing; they will jerk to the side slightly between shots but move back to their neutral position by the time another shot is fired.
  • Since an unknown update, the warped orange 'cube' that once appeared around the infested bubbles no longer renders.
  • MirageIcon272.png Mirage's HallOfMirrors130xDark.png Hall Of Mirrors ability will not create additional orbs from the alt-fire.

Trivia[edit | edit source]

  • The word Mutalist may refer to Mutualism, which is a sector in biology which refers to how two different species interact with each other where each individual benefits. Alternatively, it may simply be derived from mutate.
    • "Muta" is a form of the Latin verb mūtāre, which means "to alter/to change".
  • The word Quanta is plural for Quantum, used in Physics as a measure of the smallest minimum constituent of any object, ex. a Photon is the smallest quantity of light.
  • The weapon has a non-static model; the weapon's arms will rotate when firing and the Infested growth moves at all times as well.
    • The weapon's arms will continuously rotate faster the longer the user holds down the trigger. This doesn't affect the rate of fire, however.
    • While reloading, the Infested growth on top of the weapon will eject the spent energy cell and throw it away while the player inserts a new one.
  • This was the first weapon to repurpose the Zoom key into a separate Alternate Fire key that results in a completely different attack and also the first weapon to possess a separate secondary fire mode that is not engaged via charging.
  • This weapon is the third hybrid weapon in the game, incorporating both Corpus and Infested characteristics, after the Orokin/Grineer CaptainVorPistol.png Seer and the Infested/Grineer GrineerGrenadeLauncher.png Torid.
  • The weapon's projectiles appear to fire from the infested growth. Since the weapon rotates, the projectiles converge in a spiraling pattern toward the player's crosshair.
  • Oddly enough, the Infestation of the weapon resulted in the arms rotating when firing, normal shots turning into individual energy bursts that deal physical damage instead of electricity and the Quanta cubes being replaced by Infested orbs.
  • The Mutalist Quanta's projectile model is identical to the InfQuantaRifle.png Paracyst's and GrineerGrenadeLauncher.png Torid's, being a chitinous brown-violet pod with a number of large, yellow, barnacle-like 'tubes' coming from it. This can easily be seen in Captura by pausing the time and zooming in on one of the projectiles.
  • Interestingly, the energy color for both the primary and secondary firing modes is orange and is unaffected by the chosen energy color.

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.4

  • Fixed Vauban’s Flechette Orb being destroyed if thrown into a Mutalist Quanta orb.

Update 24.3

  • Changed the Mutalist Quanta Alt Fire damage type from Electricity to Toxin and slightly increased the Explosion Range from 6m to 8m.

Update 20.6

  • Removed unintended 25 Impact damage AOE when Mutalist Quanta orb expires (it still does 100 Electrical damage). The Impact damage never scaled with Mods and would only have hit if the target was inside the orb.

Hotfix 20.2.3

  • Reduced the Rift Stasis weight of the Mutalist Quanta stackable projectile.

Hotfix 20.0.2

  • Fixed Mutalist Quanta projectiles not scaling when stacked.

Update 20.0

  • Mutalist Quanta orbs can now stack.

Update 19.4.2

  • Increased Mutalist Quanta riven disposition.

Update 18.11

  • Fixed the Mutalist Quanta store icon being too small.

Update 18.5

  • PBR update.

Hotfix 17.0.5

  • Fixed the muzzle flash of the Mutalist Quanta blocking field of vision too much.

Update 14.9

  • Fixed an issue where the Mutalist Quanta could be completely reloaded at the start of the animation, the animation must now complete before all ammo is reloaded.

Hotfix 14.0.11

  • Reduced the damage multipliers across multiple weapons in an effort to provide a more balanced playing field across all weapons. Details of these weapons involved:
    • Damage multipliers for the Amprex, Brakk, Drakgoon, Karak, Hind, Marelok, Mutalist Quanta, Tysis, AkLato, Burston Prime, Lato, Braton, Tetra, Tigris all normalized (no more arbitrary multipliers).

Hotfix 14.0.5

  • Performance Improvements for Mirage + Hall of Mirrors and Angstrum, Ogris, Penta, and Mutalist Quanta, and Stug.

Update 14.0

  • Fixed issue with Mutalist Quanta dealing friendly fire damage.


  • Fixed Clients being unable to deal damage when shooting through Mutalist Quanta orb.

Update 13.9

  • Fixed an issue with the alt fire on the Mutalist Quanta being duplicated by Nyx's Absorb ability.

Update 13.8

  • Introduced.

Last updated: Hotfix 23.2.1

See Also[edit | edit source]

  • CrpShockRifle.png Quanta, the original Corpus weapon.
  • InfQuantaRifle.png Paracyst, the fully Infested version of this weapon.
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