For the similarly-named Arcane Enhancement, see Arcane Phantasm.

Irradiate enemies with a continuous stream of deadly plasma. Charging secondary fire releases a glob of plasma that erupts with homing bomblets on impact.

The Phantasma is RevenantIcon272.png Revenant's signature shotgun that fires deadly focused beams of Radiation b.png Radiation that also deals Impact b.svg Impact damage. Its Alternate Fire manually charges, and launches a large plasma bomb that explodes into 5 additional homing projectiles, dealing more damage the longer the alt-fire is charged. It also possesses a higher magazine size when used by Revenant.

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.
  • High Impact b.svg Impact damage – effective against shields.
  • Very high overall status chance.
    • Innate Radiation b.png Radiation confuses enemies and makes them indiscriminately attack each other.
  • Primary fire shoots five continuous beams.
  • Alternate Fire charges the weapon to fire a large plasma bomb that explodes in a 4.8 meter radius, which then releases 5 seeking projectiles.
    • The longer the charge is held down, the more damage is dealt by the explosion and its projectiles.
    • Plasma bomb and seeking projectiles have a guaranteed Impact b.svg Impact proc.
  • Fastest reload speed of all primary shotguns.
  • No damage fall-off.
  • Innate Naramon Pol.svg and Madurai Pol.svg polarities.

Disadvantages:

  • Innate Radiation b.png Radiation damage – less effective against Shielded, Infested, and Fossilized.
  • No Puncture b.svg Puncture or Slash b.svg Slash damage – less effective against armor and health.
  • Lowest critical chance of all shotguns.
  • Low critical multiplier.
  • Primary Fire:
    • Damage ramps up from 15% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 15% over 2 seconds.
    • Innate punch through does not apply to surfaces, requiring punch through mods.
    • Limited range of 20 meters.
    • Poor ammo economy.
  • Alternate Fire:
    • Projectile has travel time with heavy arcing.
    • Explosion inflicts self-stagger.
    • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Low magazine size; requires frequent reloading.

Acquisition[edit | edit source]

The Phantasma's blueprint can be purchased from the Market.

Manufacturing Requirements
Credits64.png
20,000
ArgonCrystal64.png
2
Intact Sentient Core
10
Plastids64.png
650
NanoSpores64.png
12,500
Time: 12 hrs
Rush: Platinum64.png 25
MarketIcon.png Market Price: Platinum64.png 180 Blueprint2.svg Blueprints Price:Credits64.png25,000

Notes[edit | edit source]

  • When wielded by RevenantIcon272.png Revenant, the Phantasma's magazine size is increased by 4 rounds, for a total of 15 rounds.
  • The listed damage is the total of all the beams' damage value. The actual damage per beam is 10 Radiation b.png Radiation, and 5 Impact b.svg Impact.
  • Multiple beams hitting the target at the same time will combine into a single damage tick, similar to the InfestedLongGunTwo.png Phage.
    • Like other Continuous Weapons, combined beams will also combine the chance for status procs per ammo used, resulting in 133.2% combined status chance before any mods.
  • The alt-fire charge attack discharges a ball of plasma that explodes in a 5-meter radius on contact with an enemy or object.
    • Upon explosion, 5 bomblets will be scattered into the air and begin homing in on nearby targets.
    • Plasma ball and each bomblet deal 15 Impact b.svg Impact damage upon impact and 73 Radiation b.png Radiation damage in the explosion, with a smaller radius on bomblets. All instances of damage apply a guaranteed Impact b.svg Impact status proc.
  • Charging consumes ammo, up to a full magazine on full charge.
    • Damage dealt by the plasma bomb is directly proportional to the amount of ammo consumed during the charge.
  • The charge rate is not affected by fire rate mods.
    • Charge rate consumes a set 11 ammo per second. Modding to increase magazine capacity will allow a longer total charge, and thus more damage.
    • In the event the appropriate Reactant Buff grants the Phantasma infinite ammo, the charge will only consume up to the Phantasma's maximum magazine size.

Tips[edit | edit source]

Weapon Loadouts[edit source]

Trivia[edit | edit source]

  • Phantasma (φάντασμα) is Ancient Greek for "ghost" or "apparition", and is the basis of the words "phantom" and "phantasm".
    • Phantasma can also be seen as a portmanteau of "phantom" and "plasma".
  • The Phantasma is the fourth Sentient weapon that players can wield (following StalkerTwoGreatSword.png War, StalkerTwoSword.png Broken War, and Amps). It is also the first Sentient weapon to be a primary weapon, and the first one to be themed specifically around the Eidolons rather than normal Sentients.
    • The Phantasma is also the first weapon to require Sentient Cores to craft.
  • The Phantasma is the first weapon to have an Alternate Fire that grants the user an option to tap, or press and hold for as long as desired (or until the entire magazine is consumed).

Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 28.0.2

  • Fixed for Phantasma secondary fire explosion not making sound.

Hotfix 27.3.8

  • Fixed the Phantasma requiring an Orokin Catalyst to unlock its Exilus Slot instead of an Exilus Adapter.

Hotfix 27.2.2

AoE Weapon Radial Fall Off Changes

Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Phantasma: 50%
Fixes
  • Fixed the Phantasma not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.

Update 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:
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.

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 7.4% to 22.2%.

Update 24.6

  • Having a ‘signature’ weapon now actually benefits you!
    • Phantasma: Has 15 magazine when wielded by Revenant.

Update 23.10

  • Phantasma’s Alt Fire homing projectile amount is no longer based on charge time. Alt Fire now releases 5 total homing projectiles.
  • Phantasma’s Alt Fire damage per projectile now scales based on charge time.

Update 23.8

  • Fixed inability to equip Sinister Reach on the Phantasma.

Update 23.6

  • Phantasma alt-fire will now seek targets in all directions, instead of behind the projectile.

Update 23.5

  • Introduced.

Last updated: Hotfix 23.6.2

See Also[edit | edit source]

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