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(Replacing mod links with Template:M, replaced: Adhesive Blast → {{M|Adhesive Blast}}, Firestorm → {{M|Firestorm}}, Nightwatch Napalm → {{M|Nightwatch Napalm}} (2), Speed Trigger → {{M|Speed Trigger}})
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|introduced =
 
|introduced =
 
}}
 
}}
 
 
{{Codex|The Ogris fires detonite infused casings.}}
 
{{Codex|The Ogris fires detonite infused casings.}}
The '''Ogris''' is a [[Grineer]] rocket launcher unlockable through Chem Lab [[Research]] in the [[Dojo]]. While slow to charge, it fires a rocket that can deliver high blast damage over a small area, but can also damage the player if they aren't careful. A slower projectile version of this is used by the [[Bombard]], though the homing ability isn't present in the ClanTech version.
+
The '''Ogris''' is a [[Grineer]] rocket launcher that fires {{Icon|Proc|Blast|Text}} rockets that explode over a small area, but can also [[stagger]] the player if they aren't careful. A [[AT Ogris|slower projectile version]] of this is used by the [[Bombard]], though the homing ability isn't present on the version used by the Tenno. It can be [[research]]ed from the [[Research/Chem Lab|Chem Lab]] in the [[dojo]].
   
 
This weapon can be sold for {{cc|7,500}}.
 
This weapon can be sold for {{cc|7,500}}.
   
  +
{{BuildAutomatic|type=Weapon}}
{{BuildRequire
 
|buildcredits = 30,000
 
|build1 = Detonite Injector
 
|build1amount = 5
 
|build2 = Salvage
 
|build2amount = 5,000
 
|build3 = Alloy Plate
 
|build3amount = 600
 
|build4 = Forma
 
|build4amount = 1
 
|buildtime = 24
 
|buildrush = 35
 
|blueprint = 15,000
 
|lab = Chem
 
|researchcredits = 7,500
 
|research1 = Detonite Ampule
 
|research1amount = 10
 
|research2 = Ferrite
 
|research2amount = 500
 
|research3 = Polymer Bundle
 
|research3amount = 300
 
|research4 = Plastids
 
|research4amount = 150
 
|researchtime = 72
 
|affinityamount = 3,000
 
|prereq = [[Ignis]]
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
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'''Advantages:'''
 
'''Advantages:'''
*Very high AoE Damage.
+
*Very high base damage.
**6m AoE dealing '''600''' {{Icon|Proc|Blast|Text}} damage.
+
**Innate {{Icon|Proc|Blast|Text}} damage – effective against [[Machinery]] and [[Fossilized]].
  +
*Rockets explode in a '''7.1''' meter radius upon impact with a surface or enemy.
**Both radius and damage can be increased with mods.
 
 
*Can be fired while sprinting.
 
*Can be fired while sprinting.
  +
*Very fast charge speed.
*High status chance.
+
*Very high [[status chance]].
**Can be modded with [[Elemental Damage|Elemental damage]] to debuff enemies.
 
 
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mods.
*Effective at killing enemies behind cover.
 
  +
*Can benefit from {{M|Firestorm}}, {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
*Slow fire rate tends to make recoil irrelevant.
 
*Can use the Ogris-exclusive {{M|Nightwatch Napalm}} mod.
 
*Can use the launcher-exclusive {{M|Firestorm}} and {{M|Adhesive Blast}} mods.
 
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]].
*Deals a third of its total damage (including elemental damage and effects if they proc) to the user if the rocket detonates too close, making the Ogris very dangerous and ill-suited for close range combat.
 
 
*Very low [[critical chance]].
**Can explode on teammates, which can cause lethal self-damage.
 
 
*Slow [[reload speed]].
*Clumsy against large crowds of fast-moving enemies such as the Infested.
 
  +
*Projectiles have travel time.
**Has to be charged before it can fire.
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
*{{Icon|Proc|Blast|Text}} damage is less efficient against [[Damage 2.0/Ferrite Armor|Ferrite]] armor.
 
  +
*Explosion has linear damage falloff from 100% to 20% from central impact.
*Enemies can destroy the rockets with gunfire, including enemy AoE explosions.
+
*Enemies can destroy the rockets with gunfire or area of effect explosions.
*Rockets need time to reach their targets.
 
  +
*Very ammo inefficient.
*Optimal use relies heavily on proper positioning.
 
  +
**Low magazine size.
*Enemy bodies will block AoE damage from hitting enemies behind.
 
*Draws ammo from the Sniper ammo pool.
+
**Very low ammo capacity.
  +
**Draws ammo from the rare sniper ammo pool.
*Second lowest max ammo of all primary weapons.
 
**Tied with [[Penta]].
 
*Low critical chance.
 
*UI adds both rocket and explosion damage together, meaning actual damage is 85% of what is listed, for the explosion.
 
*Sluggish reload speed.
 
   
  +
{{WeaponComparison|Kuva Ogris}}
==Notes==
 
*The Ogris fires a rocket that deals 100 blast damage, and creates an AoE with a 6m radius that deals 600 blast damage. The game's UI will add both of these numbers together to create 700, which is misleading.
 
**The 100 damage of the rocket can only hit one target, and is not combined with the shot if it hits an object instead of an enemy (much like a Tonkor that is left to explode without hitting an enemy, you lose the direct impact damage).
 
*The actual damage of the explosion is 599, shown when hitting a [[Charger]] which has no weakness or bonus to blast, and whose head cannot be hit by the explosion.
 
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
   
 
==Notes==
==General Strategy==
 
  +
*Both the actual rocket and the explosion can deal critical hits.
The Ogris is slow but very powerful. However, using the Ogris well requires proper positioning and timing, especially against faster enemies such as Corpus Prod Crewmen, Grineer Butchers, or Infested foes. As such, it is a good idea to pair the Ogris with a powerful sidearm and/or melee weapon.
 
  +
*The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
  +
*Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
  +
**[[One-Handed Action]]s will not cancel the charge, including all [[:Category:One-Handed Abilities|one-handed abilities]] and most maneuvers. Notable exceptions are rolling and making a hard landing.
  +
**Interacting with consoles will not cancel charge unless you are required to hack them.
  +
**Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for {{Weapon|Lanka}}, {{Weapon|Ballistica}}, {{Weapon|Opticor}} and {{Weapon|Drakgoon}}.
  +
*The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by [[Multishot]].
   
 
==Trivia==
In addition, the Ogris is crippled by its [[Fire Rate#Charged Weapons|charge time]]; getting a {{M|Speed Trigger}} mod is recommended, as this will reduce the time it takes to charge a shot.
 
 
*The Ogris received a visual remodel in {{ver|16}}, giving it a bulbous appearance in line with other Grineer weapons.
  +
**Its new appearance shares several visible parts with the {{Weapon|Torid}}, implying that the Torid is an Ogris with [[Infested]] parts.
  +
**Prior to {{ver|16}}, it used a simpler, box-shaped model.
  +
***The old Ogris model humorously had "{{GrineerScript|BIG HURT F43}}" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
  +
**Prior to {{ver|8.1.3}}, the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of firefights.
  +
***The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
  +
**Prior to {{ver|9.5}}, the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
 
*The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
 
*{{ver|18.4.10}} removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris would be unable to begin charging another shot after partially charging and cancelling for any reason.
  +
*Uses the same lighting effect as shooting an explosive barrel.
  +
*Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
  +
*Prior to {{ver|13}}, rockets from the Ogris were unable to pass through Volt's {{A|Electric Shield}}, instead they would collide with the shield and explode.
  +
*Prior to {{ver|19.10}}, rockets stuck to enemies with {{M|Adhesive Blast}} would cause damage over time, with a chance to proc status effects, including {{Icon|Proc|Slash|text}} to lethal effect.
   
  +
*Though it differs in physical appearance, the Ogris could be compared to the [https://en.wikipedia.org/wiki/RPG-7 RPG-7]. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.
However, with this greatly increased damage comes greatly increased risk to the user. Players should be extremely careful about where they fire the rocket, or they can easily kill themselves with their own gun. Because of this, it is recommended to find a good spot, preferably high up with a view of the map, from which to rain death on foes from above. This makes it very effective against [[Infested]] while doing this tactic.
 
   
  +
==Bugs==
==Other Information==
 
  +
*Firing at [[Lephantis]] does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).
<tabber>General={{:Ogris/General Tab}}
 
|-|Tips={{:Ogris/Tips Tab}}
 
|-|Frame Synergy={{:Ogris/Frame Synergy Tab}}
 
</tabber>
 
 
==Trivia==
 
*The Ogris received a visual remodel in {{ver|16}}, giving it a bulbous appearance in line with other Grineer weapons. Its new appearance shares several visible parts with the [[Torid]], implying that the Torid is the Ogris with added [[Infested]] parts.
 
*The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
 
*Update 18.4.10 removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris will begin charging another shot immediately after partially charging and cancelling for any reason.
 
   
 
==Media==
 
==Media==
 
<gallery position="center" type="slideshow" widths="600">
 
<gallery position="center" type="slideshow" widths="600">
 
OgrisCodex.png|The Ogris in the Codex as of Update 16.
OgrisRocket.png|The Spiked Projectiles Of The Ogris
 
OgrisCodex.png|The Ogris in the Codex as of Update 16.
 
 
Ogris Old Model.png|The Ogris' old model as it appeared in the codex until Update 16.
 
Ogris Old Model.png|The Ogris' old model as it appeared in the codex until Update 16.
 
Ogris2.png|The Ogris' render prior to Update 16.
 
Ogris2.png|The Ogris' render prior to Update 16.
Ogris OOOOOOOOOO.jpg
 
Ogrisupdate313.jpg|Update 8.1.3. added a blinking light on the back of the Ogris. Compare the indicator light's color to the lights in the distance.
 
Ogris1.png
 
 
Ogris.png|Old Ogris Colour Choices
 
Ogris.png|Old Ogris Colour Choices
Ogris_Energy2.png|Ogris' energy is seen as the two lights
+
Ogris_Energy2.png|Old Ogris' energy colour was shown in two lights on the back of the model when charged.
Ogris3.png
 
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
 
OgrisNewReloadAnimation.gif|The reload animation of the Ogris' old model.
  +
Ogris Rocket.jpg|An Ogris rocket in the default colours.
ogrisdarthmufin.png
 
  +
lucas-hug-grineerogrisgrenadelauncher.jpg
  +
lucas-hug-grineerogrisgrenadelauncher2.jpg
 
</gallery>
 
</gallery>
 
 
 
 
<gallery widths="286" position="center" columns="2">
+
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
[[File:Warframe Ogris (4 Forma Build)|thumb|right|335 px]]
Lets Max (Warframe) E41 - Ogris
 
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
Warframe Ogris - 4 Forma
 
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
Warframe Beta - Ogris Továbbfejlesztett Modolás (HD)(HUN)
 
Warframe OGRIS - Game Play Video
 
Warframe Ogris Pro Builds 6 Forma update 14.5.2
 
OGRIS - The apocolypse is upon us 4 forma - Warframe
 
Nightwatch Napalm Adhesive Blast = Fun|Turn Enemies Into Ticking Time Bombs
 
 
</gallery>
 
</gallery>
   
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==Patch History==
 
==Patch History==
{{Scrollbox/Article|<!-- Last Updated: 21.1.0.1 -->
+
{{Scrollbox/Article|
{{ver| Chains of Harrow}}
+
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Ogris: 80%
  +
  +
{{ver|27.2.1}}
  +
*Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.
  +
  +
{{ver|27.2}}
  +
;Self Damage Changes:
  +
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.
  +
  +
The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.
  +
  +
With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.
  +
  +
In the original Dev Workshop, we said:<br />
  +
''As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.''
  +
  +
This is no longer accurate after continued testing. What we are doing now is:
  +
  +
No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.
  +
  +
''Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.''
  +
  +
{{ver|24.6.2}}
  +
*Reverted the Ogris Changes made in 24.6.0
  +
  +
{{ver|24.6}}
  +
*Converted from Charged to Semi Auto.
  +
*Ammo pool increased from 20 to 30.
  +
*Area-of-Effect increased from 6 to 7m.
  +
*Area-of-Effect damage reduced from 600 to 400.
  +
*Optimizations towards Mirage Hall of Mirrors projectile FX for Ogris that was causing crashes.
  +
  +
{{ver|22.12}}
  +
*Increased Charge speed from 0.8 to 0.3 secs
  +
*Increased Fire Rate
  +
  +
{{ver|21}}
 
*Reduced explosion radius and damage of Ogris in Conclave.
 
*Reduced explosion radius and damage of Ogris in Conclave.
   
{{ver|Octavia's Anthem}}
+
{{ver|20}}
 
*The Ogris has gone through a visual Upgrade
 
*The Ogris has gone through a visual Upgrade
 
*The Flight Speed of the projectile has been increased.
 
*The Flight Speed of the projectile has been increased.
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*Fixed unintentional DoT from Adhesive Blast on the Ogris.
 
*Fixed unintentional DoT from Adhesive Blast on the Ogris.
   
{{ver|19.0.5|fix}}
+
{{ver|19.0.5}}
 
*Fixed Adhesive Blast causing the Ogris projectile sound to not play.
 
*Fixed Adhesive Blast causing the Ogris projectile sound to not play.
   
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*Ogris damage and projectile speed increased in Conclave.
 
*Ogris damage and projectile speed increased in Conclave.
   
{{ver|18.10.5|fix}}
+
{{ver|18.10.5}}
 
*Improved the FX of the Ogris Napalm Nightwatch mod.
 
*Improved the FX of the Ogris Napalm Nightwatch mod.
   
{{ver|18.10.4|fix}}
+
{{ver|18.10.4}}
 
*Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.
 
*Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.
   
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*Updated Ogris visual impact and muzzle flash FX.
 
*Updated Ogris visual impact and muzzle flash FX.
   
{{ver|18.4.10|fix}}
+
{{ver|18.4.10}}
 
*Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.
 
*Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.
   
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*Fixed an issue enabling players to mantle recently fired Ogris rockets.
 
*Fixed an issue enabling players to mantle recently fired Ogris rockets.
   
{{ver|17.2.1|fix}}
+
{{ver|17.2.1}}
 
*Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.
 
*Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.
   
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*Nightwatch skin added.
 
*Nightwatch skin added.
   
{{ver|17.0.4|fix}}
+
{{ver|17.0.4}}
 
*Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.
 
*Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.
   
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*Performance Improvements for Mirage + Hall of Mirrors and Ogris.
 
*Performance Improvements for Mirage + Hall of Mirrors and Ogris.
   
{{ver|14.0}}
+
{{ver|14}}
 
*Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.
 
*Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.
   
{{ver|13.0}}
+
{{ver|13}}
 
*Fixed Ogris rounds not passing through Volts Electric Shield correctly.
 
*Fixed Ogris rounds not passing through Volts Electric Shield correctly.
   
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*Fixed Arsenal stats for Ogris due to projectiles having complex damage.
 
*Fixed Arsenal stats for Ogris due to projectiles having complex damage.
   
{{ver|10.0}}
+
{{ver|10}}
 
*Ogris charge FX revised, toned down.
 
*Ogris charge FX revised, toned down.
   
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{{ver|8.1.3}}
 
{{ver|8.1.3}}
* Added visual indicator to Ogris when they are ready to fire
+
*Added visual indicator to Ogris when they are ready to fire
   
 
{{ver|8.0.7}}
 
{{ver|8.0.7}}
* Fix for Ogris and Multishot damaging player.
+
*Fix for Ogris and Multishot damaging player.
   
 
{{ver|8}}
 
{{ver|8}}
 
*Introduced.
 
*Introduced.
 
}}
 
}}
  +
{{ver/Lu|21.1.0.1}}
   
 
==See also==
 
==See also==
* [[Bombard]], the [[Grineer]] heavy unit that uses the modified [[AT Ogris]].
+
*[[Bombard]], the [[Grineer]] heavy unit that uses the modified [[AT Ogris]].
* [[Executioners/Gorth|Executioner Gorth]], an [[Executioners|Executioner]] who uses a modified [[AT Ogris]].
+
*[[Executioners/Gorth|Executioner Gorth]], an [[Executioner]]s who uses a modified [[AT Ogris]].
* [[Grineer Nightwatch Corps#Nightwatch Bombard|Nightwatch Bombard]], a member of the Nightwatch Corps who uses an [[AT Ogris]].
+
*[[Grineer Nightwatch Corps#Nightwatch Bombard|Nightwatch Bombard]], a member of the Nightwatch Corps who uses an [[AT Ogris]].
* {{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
+
*{{M|Nightwatch Napalm}}, the Ogris exclusive PvE [[mod]].
  +
*{{Weapon|Kuva Ogris}}, the [[Kuva Lich]] counterpart of this weapon.
* [[Angstrum]], a pistol that also fires rockets. 
+
*{{Weapon|Angstrum}}, a pistol that also fires rockets. 
* [[Torid]], the [[Infested]] hybrid version.
+
*{{Weapon|Torid}}, a modified [[Infested]] version.
   
{{WeaponNav}}
 
 
{{ResearchNav}}
 
{{ResearchNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Ogris]]
 
[[de:Ogris]]
  +
[[es:Ogris]]
 
[[fr:Ogris]]
 
[[fr:Ogris]]
__NOTOC__
 
 
[[Category:Research]]
 
[[Category:Research]]
 
[[Category:Launcher]]
 
[[Category:Launcher]]

Revision as of 16:48, 5 May 2020

The Ogris fires detonite infused casings.

The Ogris is a Grineer rocket launcher that fires Script error: The function "Proc" does not exist. rockets that explode over a small area, but can also stagger the player if they aren't careful. A slower projectile version of this is used by the Bombard, though the homing ability isn't present on the version used by the Tenno. It can be researched from the Chem Lab in the dojo.

This weapon can be sold for Credits64 7,500.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
DetoniteInjector
5
Salvage
5,000
AlloyPlate
600
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity643,000
Credits
7,500
DetoniteAmpule
10
Ferrite
500
Plastids
150
PolymerBundle
300
Time: 3 Day(s)
Prereq: Ignis
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics

This weapon deals Script error: The function "Proc" does not exist. damage.

Advantages:

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
  • Very low critical chance.
  • Slow reload speed.
  • Projectiles have travel time.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 20% from central impact.
  • Enemies can destroy the rockets with gunfire or area of effect explosions.
  • Very ammo inefficient.
    • Low magazine size.
    • Very low ammo capacity.
    • Draws ammo from the rare sniper ammo pool.

Comparisons:

Lotusiconsmall
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Notes

  • Both the actual rocket and the explosion can deal critical hits.
  • The 100 damage of the rocket is dealt upon impact, and can therefore normally only hit one target.
  • Charge can be held indefinitely, allowing the user to prepare a shot before it is needed, or hold a shot while changing positioning.
    • One-Handed Actions will not cancel the charge, including all one-handed abilities and most maneuvers. Notable exceptions are rolling and making a hard landing.
    • Interacting with consoles will not cancel charge unless you are required to hack them.
    • Pressing reload while charging will cancel the charge. If the magazine is not full, it will also reload the weapon. This is also true for Lanka Lanka, Ballistica Ballistica, Opticor Opticor and Drakgoon Drakgoon.
  • The Ogris's 100 base accuracy makes it difficult to see any additional rockets generated by Multishot.

Trivia

  • The Ogris received a visual remodel in Update 16.0 (2015-03-19), giving it a bulbous appearance in line with other Grineer weapons.
    • Its new appearance shares several visible parts with the Torid Torid, implying that the Torid is an Ogris with Infested parts.
    • Prior to Update 16.0 (2015-03-19), it used a simpler, box-shaped model.
      • The old Ogris model humorously had "Grineer BGrineer IGrineer G   Grineer HGrineer UGrineer RGrineer T   Grineer FGrineer 4Grineer 3" - Grineer for "BIG HURT F43" - written on both sides. This is odd considering it is a clan-made version and not a direct copy of the ones used by the Grineer.
    • Prior to Hotfix 8.1.3 (2013-06-19), the only indicator of the charge-up time was the noise, which was often difficult to hear in the middle of firefights.
      • The exhaust tubes and clip now vibrate and wobble when charging and when fully charged.
    • Prior to Update 9.5 (2013-08-09), the Ogris used the same reloading animation as most other rifles, which resulted in the player appearing to empty a non-existing magazine and slapping the bottom of the weapon.
  • The Ogris' magazine is a drum that is loaded on top of the weapon. This drum spins when the Ogris is fired.
  • Hotfix 18.4.10 (2016-02-11) removed one of the biggest issues with the Ogris, the "jam" experienced when not fully charging a shot. The Ogris would be unable to begin charging another shot after partially charging and cancelling for any reason.
  • Uses the same lighting effect as shooting an explosive barrel.
  • Decreasing the charge time of the Ogris using fire rate mods will increase the pitch of the charging sound.
  • Prior to Update 13.0 (2014-04-09), rockets from the Ogris were unable to pass through Volt's ElectricShield130xWhite Electric Shield, instead they would collide with the shield and explode.
  • Prior to Update 19.10 (2017-02-09), rockets stuck to enemies with Mod TT 20px Adhesive Blast would cause damage over time, with a chance to proc status effects, including Script error: The function "Proc" does not exist. to lethal effect.
  • Though it differs in physical appearance, the Ogris could be compared to the RPG-7. Both weapons involve a charge up before firing a rocket at a target and both are effective with medium to long range targets.

Bugs

  • Firing at Lephantis does not deal explosive damage to the targeted area (only the damage of the projectile impact is counted).

Media

 

Ogris Skins

Edit

Patch History

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Ogris: 80%

Hotfix 27.2.1 (2020-03-05)

  • Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Hotfix 24.6.2 (2019-04-05)

  • Reverted the Ogris Changes made in 24.6.0

Update 24.6 (2019-04-04)

  • Converted from Charged to Semi Auto.
  • Ammo pool increased from 20 to 30.
  • Area-of-Effect increased from 6 to 7m.
  • Area-of-Effect damage reduced from 600 to 400.
  • Optimizations towards Mirage Hall of Mirrors projectile FX for Ogris that was causing crashes.

Update 22.12 (2018-02-09)

  • Increased Charge speed from 0.8 to 0.3 secs
  • Increased Fire Rate

Update 21.0 (2017-06-29)

  • Reduced explosion radius and damage of Ogris in Conclave.

Update 20.0 (2017-03-24)

  • The Ogris has gone through a visual Upgrade
  • The Flight Speed of the projectile has been increased.
  • The Status Chance has been increased to 35%.
  • The charge time to fire the Ogris has been reduced.
  • The direct Impact damage of the projectile has been decreased to 100.
  • AoE damage has increased to 600.
  • AoE range has increased to 6 meters.
  • Mastery Rank requirement has increased to 8.

Update 19.10 (2017-02-09)

  • Fixed unintentional DoT from Adhesive Blast on the Ogris.

Hotfix 19.0.5 (2016-11-18)

  • Fixed Adhesive Blast causing the Ogris projectile sound to not play.

Update: The Index Preview (2016-10-20)

  • Increased ammo pool of Ogris in Conclave.

Hotfix: The Silver Grove 2 (2016-08-22)

  • Fixed enemies and allies floating upwards when hit by an Ogris with Adhesive Blast.

Update: The Silver Grove (2016-08-19)

  • Ogris damage and projectile speed increased in Conclave.

Hotfix 18.10.5 (2016-05-04)

  • Improved the FX of the Ogris Napalm Nightwatch mod.

Hotfix 18.10.4 (2016-05-02)

  • Fixed other players getting damaged by projectiles (i.e Ogris) after Mirages Hall of Mirrors expires.

Update 18.7 (2016-03-30)

  • The Ogris can now be used in Conclave.

Update 18.5 (2016-03-04)

  • Updated Ogris visual impact and muzzle flash FX.

Hotfix 18.4.10 (2016-02-11)

  • Fixed an extended delay that occurs with the Ogris when attempting to fire the weapon after cancelling a charged shot.

Update 17.10 (2015-11-04)

  • Fixed an issue enabling players to mantle recently fired Ogris rockets.

Hotfix 17.2.1 (2015-08-20)

  • Fixed a bug where the Adhesive Blast mod would cause Ogris missiles to pass through enemies, doors, loot-crates etc.

Update 17.1 (2015-08-12)

  • Nightwatch skin added.

Hotfix 17.0.4 (2015-08-06)

  • Fixed the Ogris rockets not exploding properly when used with the Adhesive blast Mod.

Update 17.0 (2015-07-31)

  • Adjusted the range and impact of explosions caused by the Ogris rockets.
  • Fixed fire rate Mods not allowing charge weapons like the Ogris to fire.

Hotfix 16.0.2 (2015-03-21)

  • Fixed Ogris charging effects and firing animation not displaying properly.

Hotfix 15.16.1 (2015-02-26)

  • Fixed missing explosion effect from Ogris.

Update 14.9 (2014-10-01)

  • Fixes reported cases of clients not being able to damage enemies caught in Vortex when using the Ogris.

Update 14.2 (2014-08-13)

  • Ammo capacity reduced from 540 to 20.
  • Fixed issue with Ogris rockets that killed Infested Runners having their damage be used on the pod as well as part of the Runner?s explosion.

Hotfix 14.0.5 (2014-07-21)

  • Performance Improvements for Mirage + Hall of Mirrors and Ogris.

Update 14.0 (2014-07-18)

  • Fixed Multishot Mods causing Ogris rockets to fly through enemies and walls dealing no damage.

Update 13.0 (2014-04-09)

  • Fixed Ogris rounds not passing through Volts Electric Shield correctly.

Hotfix 11.5.4 (2013-12-22)

  • Fixed radial damage being broken for clients (Nova's Molecular Prime, Ogris, etc).

Hotfix 11.5.3 (2013-12-21)

  • Fixed elemental damage upgrade mods not applying to the splash & embed damage from projectiles.

Update 11.5 (2013-12-19)

  • Fixed Arsenal stats for Ogris due to projectiles having complex damage.

Update 10.0 (2013-09-13)

  • Ogris charge FX revised, toned down.

Hotfix 9.8.4 (2013-09-09)

  • Toned down Ogris charge effect.

Hotfix 9.5.2 (2013-08-12)

  • Fixed Ogris charge sound effect playing randomly when it wasn't being charged.

Update 9.5 (2013-08-09)

  • Added custom reload animations for the Ogris.

Update 9.4 (2013-08-02)

  • Fix for killing blows with Ogris or Torid affecting resource drops for client.

Update 9.3 (2013-07-26)

  • Updated charged sounds.

Hotfix 8.1.3 (2013-06-19)

  • Added visual indicator to Ogris when they are ready to fire

Hotfix 8.0.7 (2013-06-06)

  • Fix for Ogris and Multishot damaging player.

Update 8.0 (2013-05-23)

  • Introduced.

Last updated: Hotfix 21.1.0.1 (2017-07-19)

See also