The Strun is a powerful shotgun that is the successor to the MK1-Strun. The Strun bears good damage per shot and decent status chance, capable of killing most light enemies in a single shot.
This weapon can be sold for 7,500.
Characteristics[]
- This weapon deals primarily Impact damage.
- Innate multishot of 12 pellets.
- Reloads one shell at a time at a rate of 0.5 seconds per shell, which can be interrupted at any point, allowing for tactical reloading while in combat.
- Reloading has a 0.5 second delay to start and a 0.25 second delay to end.
- Since the weapon reloads one shell at a time, mods that increase magazine size also increases total reload speed.
Advantages over other Primary weapons (excluding modular weapons):
- High overall status chance.
- Highest pellet count of all pellet shotguns.
- Good ammo efficiency.
- Normal Attack (wiki attack index 1)
- High total damage (300)
- Above average average number of procs per shot (0.6)
- Very high average number of crits per shot (0.9)
- High disposition (●●●●● (1.40x))
- Incarnon Form (wiki attack index 2)
- Very high crit chance (44.00%)
- High status chance (40.00%)
- High disposition (●●●●● (1.40x))
- Above average crit multiplier (2.80x)
- Incarnon Form AoE (wiki attack index 3)
- High crit chance (44.00%)
- High status chance (40.00%)
- High disposition (●●●●● (1.40x))
- Above average crit multiplier (2.80x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Has linear damage falloff from 100% to 60% from 12m to 25m target distance (distances are affected by Projectile Speed).
- Tied with MK1-Strun for the second slowest reload speed of all shotguns, after Strun Wraith.
- Normal Attack (wiki attack index 1)
- Very low active falloff slope (32.5m/%)
- Very low crit chance (7.50%)
- Very low maximum falloff distance (25.0 m)
- Very low reload speed (3.75 s)
- Low magazine (6)
- Below average fire rate (2.50 attacks/sec)
- Below average ammo max (120)
- Very low status chance (5.00%)
- Very low crit multiplier (1.50x)
- Incarnon Form (wiki attack index 2)
- Very low reload speed (3.75 s)
- Very low magazine (6)
- Below average total damage (100)
- Below average ammo max (120)
- Below average fire rate (2.00 attacks/sec)
- Incarnon Form AoE (wiki attack index 3)
- Very low maximum falloff distance (4.0 m)
- Very low reload speed (3.75 s)
- Low magazine (6)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Strun (Normal Attack), compared to MK1-Strun (Normal Attack):
- Higher base damage per projectile (25.00 vs. 18.00)
- Higher total damage (300 vs. 180)
- Lower base critical multiplier (1.50x vs. 2.00x)
- Lower base status chance (5.00% vs. 6.00%)
- Higher average damage per tap (311.25 vs. 193.5)
- Higher burst DPS (778.12 vs. 402.48)
- Higher sustained DPS (303.65 vs. 174.99)
- Closer starting damage falloff distance (12.0 m vs. 15.0 m)
- Lesser max damage reduction at ending falloff distance (40.00% vs. 50.00%)
- Higher fire rate (2.50 attacks/sec vs. 2.08 attacks/sec)
- Higher multishot (12 vs. 10)
- Higher Mastery Rank required (1 vs. 0)
- Lower disposition (●●●●● (1.40x) vs. ●●●●● (1.45x))
- Strun (Normal Attack), compared to Strun Wraith (Normal Attack):
- Lower base damage per projectile (25.00 vs. 40.00)
- Lower total damage (300 vs. 400)
- Lower base critical chance (7.50% vs. 18.00%)
- Lower base critical multiplier (1.50x vs. 2.20x)
- Lower base status chance (5.00% vs. 12.00%)
- Lower average damage per tap (311.25 vs. 486.4)
- Lower burst DPS (778.12 vs. 1216)
- Lower sustained DPS (303.65 vs. 540.44)
- Closer starting damage falloff distance (12.0 m vs. 15.0 m)
- Closer max damage falloff distance (25.0 m vs. 30.0 m)
- Lesser max damage reduction at ending falloff distance (40.00% vs. 50.00%)
- Higher multishot (12 vs. 10)
- Smaller magazine (6 vs. 10)
- Faster reload time (3.75 s vs. 5.00 s)
- Less accurate (Very Low vs. Low)
- Wider first-shot spread (15.00° vs. 10.00°)
- Wider maximum spread (35.00° vs. 20.00°)
- Lower Mastery Rank required (1 vs. 10)
- Higher disposition (●●●●● (1.40x) vs. ●●●●● (1.35x))
- Strun (Normal Attack), compared to Strun Prime (Normal Attack):
- Lower base damage per projectile (25.00 vs. 54.00)
- Lower total damage (300 vs. 648)
- Lower base critical chance (7.50% vs. 24.00%)
- Lower base critical multiplier (1.50x vs. 2.20x)
- Lower base status chance (5.00% vs. 6.67%)
- Lower average damage per tap (311.25 vs. 834.62)
- Lower burst DPS (778.12 vs. 2779.29)
- Lower sustained DPS (303.65 vs. 1097.75)
- Closer starting damage falloff distance (12.0 m vs. 26.0 m)
- Closer max damage falloff distance (25.0 m vs. 52.0 m)
- Lesser max damage reduction at ending falloff distance (40.00% vs. 50.00%)
- Lower fire rate (2.50 attacks/sec vs. 3.33 attacks/sec)
- Smaller magazine (6 vs. 10)
- Faster reload time (3.75 s vs. 4.60 s)
- Less accurate (Very Low vs. Low)
- Wider first-shot spread (15.00° vs. 7.00°)
- Wider maximum spread (35.00° vs. 15.00°)
- Less polarities ( vs. )
- Lower Mastery Rank required (1 vs. 14)
- Higher disposition (●●●●● (1.40x) vs. ●●●●○ (1.20x))
Acquisition[]
A built Strun can be purchased from the Market for 25,000.
Notes[]
- Reload time is 0.75s + 0.5s per round, coming to 3.75 total seconds to reload a completely empty mag.
- This time will further increase if magazine mods such as Ammo Stock are used.
- Compared to the Boar, the Strun has a tighter pellet cone and a much more efficient ammunition economy. The Hek has an even smaller base magazine size than the Strun, but bears an even tighter pellet cone and a more efficient ammunition economy. The Strun could be considered the middle ground of the three.
- Before Update 12.0 (2014-02-05), the weapon's price in the market was 75,000.
Incarnon Genesis[]
- Upon completion of The Duviri Paradox and Angels of the Zariman, and unlocking The Steel Path, players can earn Strun Incarnon Genesis from The Circuit's Steel Path to place on their Strun with the help of Cavalero in the Chrysalith. This Incarnon Genesis form grants it evolutions to a transformation and newfound strength.
Evolution[]
- Installing the Strun Incarnon Genesis requires 20 Pathos Clamps, 60 Rune Marrow, and 60 Tasoma Extract.
- When installed, the first Evolution tier is unlocked. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Weakpoint hits charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charges.
- Fire staggering explosive projectiles.
- Incarnon Form now inflicts a 4 meter area of effect that deals primarily Blast damage, with much higher Critical Chance, Critical Multiplier, and Status Chance. However, it loses shotgun multishot mechanics and has a base multishot of 1, the Fire Rate is reduced, has much lower base damage, and the explosion possesses Damage Falloff from 100% to 80% from central impact.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving weakpoint hits and then pressing the Alternate Fire button. 40 weakpoints will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges do not generate on the backpacks of most MOA variants, or vulnerability spots generated by Sonar or Detect Vulnerability in places other than actual weakpoints.
- Weakpoints on corpses or Invulnerable targets do not build charges.
- Individual Multishot bullets can build charges.
- Instead of drawing ammunition from its reserves, the Strun's Incarnon Form uses a separate "magazine" with each charge producing 1 round to a maximum of 40. Once all ammunition is expended, the Strun reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as Energized Munitions).
- Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
- Swapping to and from Incarnon Form will fully reload the normal form's magazine.
Evolution II[]
Unlock Challenge: Complete a solo mission with this weapon equipped.
- Perk 1: Tenno Targeting:
- Increase Damage by +54 (Strun) / +68 (MK1) / +24 (Wraith) / +2 (Prime).
- With Channeled Ability Active: +4 Punch Through
- Damage increase is per pellet, giving a total base damage increase on primary fire of +648 (Strun) / +680 (MK1) / +240 (Wraith) / +24 (Prime).
- Perk 2: Blazing Barrel:
- Increase Damage by +54 (Strun) / +68 (MK1) / +24 (Wraith) / +2 (Prime).
- On Firing: +5% Multishot. Stacks up to 5x.
- Damage increase is per pellet, giving a total base damage increase on primary fire of +648 (Strun) / +680 (MK1) / +240 (Wraith) / +24 (Prime).
- The multishot bonus adds 0.25 pellets to the base multishot of both forms.
- The multishot bonus is lost upon reloading.
- This can be bypassed by using Blood Forge or Lock and Load.
- Entering Incarnon Form counts as reloading but exiting does not.
Evolution III[]
Unlock Challenge: Kill 100 enemies with this weapon's Incarnon Form.
- Perk 1: Rapid Reinforcement:
- Increase reload speed by +60%.
- The bonus stacks additively with mods such as Tactical Pump.
- Increase reload speed by +60%.
- Perk 2: Galvanic Reload:
- On hitting a target affected by an Electricity status, 40% chance to restore 1 round in the magazine from ammo pool.
- The status effect may originate from any source.
- The bonus can only apply once per enemy hit.
- The bonus does not affect the Incarnon form.
- On hitting a target affected by an Electricity status, 40% chance to restore 1 round in the magazine from ammo pool.
- Perk 3: Swift Deliverance:
- Increase projectile speed by +30%.
Evolution IV[]
Unlock Challenge: Kill 30 enemies within 10m.
- Perk 1: Elemental Balance:
- Increase Status Chance by +11% (Strun) / +11% (MK1) / +10% (Wraith) / +11.3% (Prime).
- Incarnon Form Status Chance increase is affected by base pellet count. Increase Incarnon Form Status Chance by +132% (Strun) / +110% (MK1) / +100% (Wraith) / +136% (Prime).
- Increase Status Chance by +11% (Strun) / +11% (MK1) / +10% (Wraith) / +11.3% (Prime).
- Perk 2: Commodore's Fortune:
- Increase Critical Chance by +16% (Strun) / +10% (MK1) / +12% (Wraith) / +12% (Prime).
- Perk 3: Brutal Edge:
- Increase Critical Chance by +4% (Strun) / +2% (MK1) / +4 (Wraith) / +4% (Prime).
- Increase Status Chance by +4% (Strun) / +2% (MK1) / +4.8% (Wraith) / +4% (Prime).
- Incarnon Form Status Chance increase is affected by base pellet count. Increase Incarnon Form Status Chance by +48% (Strun) / +20% (MK1) / +48% (Wraith) / +48% (Prime).
Tips[]
- Using Shotgun Ammo Mutation or Vigilante Supplies can help regain ammo when needed, although not as often as the full auto shotguns.
- Weapon's spread cone can be shrunk by zooming in.
Trivia[]
- The Strun appears to use a tubular magazine, presumably the cylindrical protrusion near the rear above the stock - the Warframe will push this section while reloading.
- Assuming the Warframe is adding shells into this tube, or replacing it, it would imply that the shells used by Strun are extremely small, which is puzzling given the enormous choke.
- When it was originally released, the Strun was magazine-fed, with the small knob on top of the weapon being its magazine. This was changed into the shell-feed system currently in use.
- The regular Grineer Trooper previously used this weapon prior to Update 11.0 (2013-11-20), and currently wield Sobeks.
- Corrupted Crewmen used to wield a Strun in Void missions, except their version fired a burst of yellow energy pellets instead of bullets.
- The Strun shares many similarities to the Boar.
- The Strun received a PBR (Physically Based Rendering) update in Update 16.7 (2015-06-04).
Media[]
Strun Skins
Patch History[]
Hotfix 37.0.1 (2024-10-02)
- Fixed the Strun clipping into Koumei when holstered.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Strun
Update 30.9 (2021-11-11)
- Fixed reloading an extra bullet into the Strun if you fired 5 or more shots before the reload.
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 1.6666666666667% to 5%.
Update 17.0 (2015-07-31)
Several changes have been made to shotgun weapons across the board -- resulting in a list of changes similar from weapon to weapon. The following list of changes apply to all Primary Shotguns with exception to the Phage:
- Increased damage across all shotguns.
- Damage after projectile falloff has been increased for all shotguns.
- Some shotguns have been given improvements to reload speed.
- Some shotguns have received improvements to their projectile speed.
- Death at close to mid range will now toss enemies into a forceful ragdoll.
- (Undocumented) Strun series changed from magazine-based reload to shell-by-shell reload.
Update 7.10 (2013-05-03)
- Effective range increased.
Update 7.x Weapon Balance (2013-03-22)
- Tweaks to Recoil feel and Accuracy, generally sharper Rotation and Translation Springs, added Noise & better spread control when firing while aimed. Added force feedback to all firing sounds.
- Increased damage per pellet from 12 to 14.
- Decreased reload time from 3.37 to 3.
- Increased Crit Chance from 5% to 7.5%
Vanilla (2012-10-25)
- Introduced with game release.
See also[]
- MK1-Strun, the MK1 counterpart of this Weapon.
- Strun Prime, the Prime variant of this Weapon.
- Strun Wraith, the Wraith counterpart of this Weapon.
- Strun Incarnon Genesis, the Incarnon power-up for the Strun series.