Fires seven beams of continuous biochemical energy which depletes the life from any surface they contact.

The Phage is an Infestation w Infested shotgun that fires seven DmgViralSmall64 Viral beams in a wide spread. Aiming focuses these beams together, allowing the Phage to perform well against groups or individual targets as needed.


  • This weapon deals DmgViralSmall64 Viral damage.
  • Innate multishot of 7 beams.
  • Firing from hip shoots beams in a spread, while firing while aiming focuses the beams on the crosshairs.
  • Innate Naramon Pol polarity.

Advantages over other Primary weapons (excluding modular weapons):

  • Very high overall status chance.
    • Innate DmgViralSmall64 Viral damage allows for DmgViralSmall64 Viral procs, amplifying damage dealt to health.
  • Tied with Convectrix Convectrix and Phantasma Phantasma for the highest fire rate of all shotguns.
  • Good ammo efficiency.
  • Consumes 0.5 ammo per tick of damage.
  • No damage falloff.
  • Normal Attack (wiki attack index 1)
    • High average number of procs per shot (1.08)
    • Very high average number of crits per shot (1.33)
    • High magazine (90)
    • High fire rate (12.00 attacks/sec)
    • High ammo max (720)
    • Very high disposition (●●●●● (1.46x))

Disadvantages over other Primary weapons (excluding modular weapons):

  • Second lowest base damage of all shotguns, after Convectrix Convectrix.
  • Damage ramps up from 70% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 70% over 2 seconds.
  • Wide initial spread.
  • Beam focus time cannot be modified by any means.
  • Loses focus if firing is interrupted or released.
  • Limited range of 25 meters.
  • Normal Attack (wiki attack index 1)
    • Low total damage (35)
    • Below average crit chance (19.00%)
    • Below average status chance (15.50%)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


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

Manufacturing Requirements
📝 Edit blueprint requirements
MutagenMass Mutagen Mass
Circuits Circuits
NanoSpores Nano Spores
Forma Forma
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits15,000
Bio Lab ResearchClanAffinity643,000
MutagenSample Mutagen Sample
PolymerBundle Polymer Bundle
Salvage Salvage
Plastids Plastids
Time: 3 Day(s)
Prereq: Mutagen Mass
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


  • The time required for the beams to fully focus is approximately 0.5 seconds.
  • Sprinting, falling, or otherwise interrupting your movement will result in the Phage's focus being reset to its maximum spread.
    • Casting NovaIcon272 Nova's AntimatterDrop130xWhite Antimatter Drop will not reset Phage's focus. In theory, this makes Nova and Phage a strong pairing as Nova can cast Antimatter Drop and immediately deal damage to the orb.
  • Mod TT 20px Vicious Spread and Mod TT 20px Tainted Shell will only affect the initial spread of the beams. The time taken for the beams to converge, as well as the spread of the beams once focused, will remain the same. This makes mods with spread components ineffective against the accuracy of the weapon when the beams are focused.


  • The beams' focus can be paused at intermediate stages by releasing aim. This can be used to dispatch different groupings of enemies more efficiently.
    • Due to its spread being controllable and damage being continuous, this weapon is quite effective at destroying Sabotage reactor cores.
  • Using Mod TT 20px Seeking Force or Mod TT 20px Seeking Fury will allow the beams to go through more objects.
  • It is possible to get 3 different elemental combinations on the same build - any two elements plus the base DmgViralSmall64 Viral damage.
    • Modding for DmgCorrosiveSmall64 Corrosive and DmgFireSmall64 Heat with the innate DmgViralSmall64 Viral makes Phage uniquely effective versus Grineer, as most weapons are unable to use both DmgCorrosiveSmall64 Corrosive and DmgViralSmall64 Viral together.
  • Mod TT 20px Sinister Reach can be equipped on the Phage, increasing its range from 25m to 37m, making it capable of hitting enemies at a much longer range.


  • Phage is the Greek word for "devour". The Phage itself may derive its name from Bacteriophages (viruses that consume bacteria) or Macrophages (cells that consume bacteria and cellular debris).
  • The Phage was the first shotgun to have a continuous-firing feature, as well as the first Infested shotgun.
    • It was also the second purely elemental shotgun, preceded by the Detron Detron.
  • The oval bulb near the trigger beats like a heart, which suggests that this weapon is in fact a living organism.


  • Like with all continuous weapons, you can be cloaked by a Shade or the Huras Kubrow as you are firing the weapon, and the cloak will not disengage unless you move out of range of enemies or stop firing the weapon and fire it again, granting high DPS against enemies with little retaliation.



Patch History[]

Update 33.6 (2023-07-27)

  • Fixed a script error triggered by the Phage in the End of Mission screen.

Hotfix (2022-05-17)

  • Fixed a crash that would occur while using certain types of guns (eg. Phage).

Hotfix 27.2.1 (2020-03-05)

  • Fixed Phage Status Chance showing incorrectly in the Arsenal/Market UI.

Update 27.2 (2020-03-05)

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

  • (Undocumented) Status chance per projectile increased from 4.4285714285714% to 15.5%.

Hotfix (2020-01-23)

  • Fixed controller rumble persisting after you have stopped firing the Phage.

Hotfix 25.0.3 (2019-05-24)

  • Fixed the Phage reload sound playing constantly if the Hectagon Skin is equipped.

Update 22.14 (2018-03-01)

  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%) with the following exceptions:
    • Phage
      • Starts at 70%.
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Fixed Beam weapons continuously firing when quick Meleeing.

Hotfix 22.13.4 (2018-02-22)

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3 (2018-02-21)

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 6 to 11.
  • Damage changed from 330 Viral per sec to 30 per tick.
  • Fire rate increased from 1 to 12.
  • Status chance increased from 15% per sec to 31% per tick of damage.
  • Critical chance increased from 10% to 19%.
  • Magazine size increased from 40 to 90.
  • Max ammo increased from 120 to 720.
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage.
  • Aimed Zoom reduced from 2.23x to 1.7x.

Update 12.0 (2014-02-05)

  • Introduced.

See Also[]