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

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


Manufacturing Requirements
Credits64.png
30,000
MutagenMass64.png
4
Circuits64.png
1,500
NanoSpores64.png
6,000
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 175 Blueprint2.svg Blueprints Price:Credits64.png15,000
Bio Lab Research ClanAffinity64.png 3,000
Credits64.png
7,500
MutagenSample64.png
10
PolymerBundle64.png
450
Salvage64.png
550
Plastids64.png
200
Time: 72 hrs
Prereq: Mutagen Mass
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals Viral b.png Viral damage.

Advantages:

  • Innate Viral b.png Viral damage – effective against Flesh and Cloned Flesh.
  • High critical chance.
  • Very high overall status chance.
    • Innate Viral b.png Viral damage amplifies damage dealt to health.
  • Good ammo efficiency.
  • Tied with CrpSplitRifle.png Convectrix and RevenantShotgun.png Phantasma for the highest fire rate of all shotguns.
  • Firing from hip shoots beams in a spread, while firing while aiming focuses the beams on the crosshairs.
  • Consumes 0.5 ammo per tick of damage.
  • No damage falloff.
  • Has a Naramon Pol.svg polarity.

Disadvantages:

  • Second lowest base damage of all shotguns, after CrpSplitRifle.png 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.

Weapon Loadouts[edit source]

Notes[edit | edit source]

  • 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.png Nova's Mod TT 20px.pngAntimatter 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.
  • Multishot bonuses affect beam count, unlike all other beam and shotgun-beam weapons, drastically increasing the rate of status-procs far above any other weapon in the game. 
  • Mod TT 20px.pngVicious Spread and Mod TT 20px.pngTainted 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 damage listed is a combination of all seven of beams. The actual damage per beam is 5.0.
  • The status chance listed is per beam. The combined status chance of all seven beams together is 108.5%.

Tips[edit | edit source]

  • 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.pngSeeking Force or Mod TT 20px.pngSeeking 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 Viral b.png Viral damage.
    • Modding for Corrosive b.png Corrosive and Heat b.png Heat with the innate Viral b.png Viral makes Phage uniquely effective versus Grineer, as most weapons are unable to use both Corrosive b.png Corrosive and Viral b.png Viral together.
  • Mod TT 20px.pngSinister Reach can be equipped on the Phage, increasing its range from 25m to 37m (i.e., 1.48x), making it capable of hitting enemies at a much longer range.
  • Firing the Phage through VoltIcon272.png Volt's ElectricShield130xDark.png Electric Shield will greatly increase the range of its beams, though not infinitely. Additionally, the beams will still need to be focused normally.

Trivia[edit | edit source]

  • 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 is the first shotgun to have a continuous-firing feature, as well as the first (and only) Infested shotgun.
    • It was also the second purely elemental shotgun, preceded by the DECorpusHandCannon.png Detron.
  • The oval bulb near the trigger beats like a heart, which suggests that this weapon is in fact a living organism.

Bugs[edit | edit source]

  • 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.
  • On console versions of Warframe, the controller will continue to vibrate for 7 seconds when you let go of the trigger or switch weapons after firing.

Media[edit | edit source]

 


Patch History[edit | edit source]

Hotfix 27.2.1

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

Update 27.2

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 27.0.12.1

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

Hotfix 25.0.3

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

Update 22.14

  • 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

  • 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

  • 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

  • Introduced.

See Also[edit | edit source]

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