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A customized version of the Quanta, with metallic finish and Lotus decal.

The Quanta Vandal is the Vandal variant of the Quanta.png Quanta mining laser cutter, offered as a reward for attaining a minimum of 1,500 points in the Operation False Profit event. It features a larger magazine size, higher status chance and increased Alternate Fire damage output over the original.


This weapon deals DmgElectricitySmall64.png Electricity damage on its Primary Fire and DmgBlastSmall64.png Blast damage on its Alternate Fire.


  • Primary Fire shoots two concentrated continuous beams.
  • Alternate Fire lobs a small cube. It explodes in 6 meter radius from contact, being shot at, or being left alone after 8 seconds.
    • Innate DmgBlastSmall64.png Blast damage – effective against Machinery and Fossilized.
    • Does not inflict self-stagger.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Innate Madurai Pol.svg polarity.


  • Primary Fire:
    • Innate DmgElectricitySmall64.png Electricity damage – less effective against Alloy Armor.
    • Damage ramps up from 30% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 30% over 2 seconds.
  • Alternate Fire:



This weapon was originally obtained by gaining at least 1,500 points in the Operation False Profit event, complete with a free weapon slot and a pre-installed Orokin Catalyst.

The Quanta Vandal is now potentially sold by Baro Ki'Teer in the Concourse section of the Tenno Relay for Credits64.png 300,000 and PrimeBucks.png 450. Note that Baro Ki'Teer's stock changes with each appearance, and this weapon may not be available on a succeeding appearance.

The weapon can be traded, but only for unranked copies without Forma and Orokin Catalyst installed. The trading recipient must also have a Mastery Rank of at least 10.


  • When combining elements, the Quanta Vandal's DmgElectricitySmall64.png Electricity element is added last. This means if, for example, DmgColdSmall64.png Cold and DmgToxinSmall64.png Toxin damage mods were added, the elemental damage results would be DmgViralSmall64.png Viral and DmgElectricitySmall64.png Electricity.
  • Additional cubes generated by multishot mods will follow a similar trajectory, however once they move far enough apart, they will likely collide with each other and bounce off in opposite directions. This effect can be avoided using Mod TT 20px.png Heavy Caliber at a high enough rank.
  • Heavy Caliber will not affect the accuracy of the primary fire as badly as it does on other continuous weapons, but multishot will affect the secondary fire by launching the cubes at noticeably different angles.

Alternate Fire[]

  • The Quanta Vandal has a secondary fire mode that lets it shoot cubes that travel up to 15 meters before stopping in mid-air.
    • Cube explosion deals DmgBlastSmall64.png Blast.
    • Cubes automatically explode 8 seconds after stopping in mid-air.
    • Cubes can bounce off environmental objects but will explode upon impact with enemies.
    • Cubes can be detonated by being fired upon by any weapon.
      • Cubes detonated this way deal bonus damage.
    • There is no limit to how many cubes can be fired at any given time, being only limited by the amount of ammo in the magazine.
  • If an element is combined with the Quanta Vandal's base DmgElectricitySmall64.png Electricity damage, the additional element can proc by itself during a cube explosion, ex. adding DmgHeatSmall64.png Heat to form DmgRadiationSmall64.png Radiation can result in the Cube dealing DmgHeatSmall64.png Heat proc. This happens because when the default DmgElectricitySmall64.png Electricity element is combined with other elements to get a combined element, the combined element only works on the primary fire, but not on the explosion on the secondary fire.
  • Punch Through mods modify the behavior of cubes. Instead of detonating on impact with an enemy, the cubes will pass through that enemy while still dealing its usual damage.
    • Cubes can also pass through any object without bouncing, with the distance penetrated dependent upon the punch-through distance of the current mod. In both cases, the cube will lose its punch-through behavior after it has traveled its slated punch-through distance through enemies or objects, regaining its ability to bounce off walls and detonate upon enemy contact.
  • The cube's DmgBlastSmall64.png Blast damage element is retained even if additional elements are installed unto the weapon, giving it a chance to proc on explosions.
  • Mod TT 20px.png Terminal Velocity will increase the flight speed of the cubes and the distance they travel before coming to a complete stop.
  • Fire rate mods shorten the time between firing a cube.


  • The Quanta Vandal's cubes will detonate if exposed to weapons fire, including explosions from other nearby cubes. This can be used to create a chain detonation by launching multiple cubes within explosion range of each other, then shooting one of them to detonate all the cubes.
  • Cubes will immediately explode when impacting Blunts, Bulwarks, Decoy130xDark.png Decoys, Molt130xDark.png Molts and Ramparts, allowing players to instantly deal high amounts of damage.


  • This is the sixth Vandal weapon to be released.


Quanta Vandal Skins Edit

Patch History[]

Hotfix 29.5.9 (2020-12-15)

  • Fixed some animation issues where the Quanta Vandal’s arms wouldn’t fully open after reload. This also fixed related motion blur on reload.
  • Fixed script error with the Quanta Vandal.

Hotfix 27.2.2 (2020-03-06)

  • Fixed the Quanta Vandal 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 (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.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Quanta: 1.25->1.35

Update 25.7 (2019-08-29)

  • Fixed the Quanta and Quanta Vandal alt fire cube explosion sound no longer playing.

Update 22.17 (2018-03-28)

  • More Visual Effect intensity changes to reduce visual noise from Quanta energy cube explosions.

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%).
  • 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.
  • MR increased from 4 to 10
  • Damage changed from 220 Electricity per sec to 26 Electricity per tick
  • Fire rate increased from 1 to 12.
  • Status chance increased from 25 to 30%.
  • Critical chance increased from 10 to 22%.
  • Crit multiplier increased from 2.0 to 2.4x.
  • Reload speed increased from 2.0 to 1.8s.
  • Magazine size lowered from 100 to 80.
  • Max ammo increased from 540 to 560.
  • Alt Fire Explosion Radius increased from 5m to 6m
  • Alt Fire Explosion Damage increased from 500 to 600
  • Ammo consumption decreased from 1.0 to 0.5 per tick of damage

Last updated: Hotfix (2018-03-28)

See also[]

  • Quanta.png Quanta, the original version of this weapon.
  • MutalistQuanta.png Mutalist Quanta, the hybrid Infested version of the original weapon.
  • Paracyst.png Paracyst, the fully Infested version of the original weapon.