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 Nova's Antimatter Absorb will not reset Phage's focus. In theory, this makes Nova and Phage a strong pairing as Nova can cast Antimatter Absorb and immediately deal damage to the orb.
Vicious Spread and 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.
It is possible to get 3 different elemental combinations on the same build - any two elements plus the base Viral damage.
Modding for Corrosive and Heat with the innate Viral makes Phage uniquely effective versus Grineer, as most weapons are unable to use both Corrosive and Viral together.
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.
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.
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%.