A weapon that reaches for its next victim even as it kills. With each takedown, this pistol spawns an energy tendril that reaches for a nearby target.

The Ocucor is a IconCorpusB.svgCorpus beam pistol incorporating SentientFactionIcon b.pngSentient technology, releasing energy tendrils on kills that assault the closest target.

Characteristics[edit | edit source]

This weapon deals primarily Radiation b.png Radiation damage.

Advantages:

  • Innate Radiation b.png Radiation damage – effective against Alloy Armor, Robotic, and Infested Sinew.
  • Very high status chance.
  • Good critical chance.
  • Pinpoint accuracy.
    • Mod TT 20px.pngMagnum Force's accuracy penalty is minimal on this weapon.
  • Fast reload speed.
  • Kills with this weapon releases an energy tendril that can home-in on enemies close to the targeting reticle, up to a maximum of 4 tendrils.
    • Tendrils lock on to enemies within 40 degrees of the reticule. Tendrils will stay locked on until enemies are 60 or more degrees away from the reticule.

Disadvantages:

  • Innate Radiation b.png Radiation damage – less effective against Shielded, Infested, and Fossilized.
  • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
  • Below average critical multiplier.
  • Very inefficient ammo economy.
  • Limited range of 20 meters for both the main beam and the tendrils.
  • Tendrils disappear upon reloading.

Acquisition[edit | edit source]

The Ocucor's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64.png
25,000
Fieldron64.png
10
ThermalSludge64.png
40
VenerdoAlloy64.png
55
SaganModule64.png
20
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 175 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab Research ClanAffinity64.png 5,000
Credits64.png
10,000
FieldronSample64.png
25
GorgaricusSpore64.png
5
TravocyteAlloy64.png
10
RotorBlade64.png
1
Time: 72 hrs
Prereq: Kreska
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[edit | edit source]

  • Kills must be from the main beam in order to generate tendrils; kills from the tendrils themselves will not count.
  • Tendrils base damage is half of the main beam, and they can score critical hits and status effects independent of it.
  • Tendrils homing in on the main beam's target are only cosmetic, and don't deal any additional damage or status effects.
  • Tendril range is affected by Mod TT 20px.pngRuinous Extension.

Tips[edit | edit source]

  • As the tendrils only disappear upon reloading, the Synth Mod Set or Mod TT 20px.pngEject Magazine can be used to replenish the Ocucor's magazine simply by holstering, keeping the tendrils active for longer periods.
  • The tendrils deal 50% bonus damage; when all 4 tendrils are active and there are enough targets around, the weapon's output damage is effectively 3 times what it normally is. This makes the Ocucor ideal for dealing with large crowds of enemies, such as Infested. It also means that the tendrils constitute a large portion of the damage output when not focusing a single target; thusly, mods like Mod TT 20px.pngSynth Reflex or similar are excellent at maintaining it's high damage output.
    • Keep in mind that if the reload process even begins, or if the magazine reaches zero, the tendrils will still reset. Even if the reload is canceled or the weapon is holstered after the magazine has been emptied, but before reloading, the tendrils will still reset.
  • Tendrils often hit enemies in the head and can activate ArcanePistoleer64x.pngArcane Pistoleer, massively increasing the Ocucor's ammo efficiency and time between reloads.
  • Viral b.png Viral is ideal on this weapon; it can apply its health damage increase effect to up to 5 enemies at once, and DPS them down simultaneously. Combine this with Electricity b.png Electricity for crowd control and AoE splash damage, or Heat b.png Heat for extra DPS. Combining both also allows this weapon to create chaos by spreading Radiation b.png Radiation procs around.

Trivia[edit | edit source]

  • The Sentient component of this weapon appears to be a modified Shwaak Prism, particularly with the "arm" that connects the Prism to a given Amp removed. The energy tendrils themselves however are more similar to the Klebrik Scaffold.
  • Though Ocucor is a secondary firearm, there is a ring that looks similar to Jai Link attached to it. This aesthetic is shared with Battacor.png Battacor.
  • The Ocucor's name, like the Battacor, seems to be a portmanteau, incorporating Oculyst (a Sentient enemy) and the suffix -cor, seen in some other Corpus weapons.

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.4

  • Fixed the Ocucor Arsenal stat displaying a Multishot value of 2 with no Mods equipped.
  • Fixed the Ocucors energy tendril that can home-in on enemies not being affected by Multishot.

Hotfix 25.3.2

  • Fixed extra beam Range (Ruinous Extension) negatively affecting the secondary beam lock Range of the Ocucor.

Update 24.2

  • Increased lock-on angle of homing beams from 15-30° to 40-60° (first number indicates angle it can obtain a lock, second number indicates the angle at which the beam will lose its lock).
  • Increased Magazine size from 40 to 60.
  • Increased Ammo capacity from 200 to 300.

Hotfix 24.0.5

  • Reduced the Fieldron crafting requirements for the Kreska, Ocucor, and Battacor from 20 to 10.

Update 24.0

  • Introduced.

Last updated: Hotfix 24.0.5

See Also[edit | edit source]

  • Battacor.png Battacor, the primary counterpart to this weapon.
  • Kreska.png Kreska, the melee counterpart to this weapon.
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