Doubling their volley on each successive shot, the Twin Kohmaks decimate foes in seconds.

The Twin Kohmak is the dual version of the GrnWindUpPistol.png Kohmak, featuring a larger magazine size and ammo capacity.

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 225 Blueprint2.svg Blueprints Price:N/A

Characteristics[edit | edit source]

This weapon deals primarily Slash b.svg Slash damage.



  • Tied with GrnWindUpPistol.png Kohmak for lowest base damage of all shotgun secondaries.
  • Has linear damage falloff from 100% to 66.67% from 12m to 24m target distance (distances are affected by Projectile Speed).
  • Low critical chance.
  • Requires a short spool-up of 3 rounds before reaching optimal fire rate.
    • Accuracy decreases during spool-up.
  • Very poor ammo efficiency.
    • Consumes 1.67 ammo per shot at full spool-up.
    • Requires just 3 reloads to fully deplete ammo reserves.


  • Twin Kohmak, compared to Kohmak:
    • Higher fire rate (6.67 rounds/sec vs. 5 rounds/sec)
    • Larger magazine (80 rounds vs. 40 rounds)
    • Slower reload speed (2.2 s vs. 2 s)
    • Less accurate (6 vs. 8)
    • Higher Mastery Rank required (10 vs. 5)
    • Lower disposition (1.25 vs. 1.35)


Twin Kohmak's main blueprint can be obtained from defeating Kela De Thaym on Merrow, Sedna.

Drop Chance Expected Nearly Guaranteed
Main Blueprint 25% 4 kills 24 ± 8 kills

Expected refers to total number of attempts a player can expect to need in order to receive at least one of each drop associated with the respective values.

Nearly Guaranteed refers to the total number of attempts a player needs to obtain a 99%, 99.9%, and 99.99% probability to receive at least one of each drop associated with the respective values.

For more detailed definitions and information on how these number were obtained, visit here.

Notes[edit | edit source]

  • Being a slash-based weapon, the Twin Kohmak can cut corpses very easily, allowing a NekrosIcon272.png Nekros to maximize possible loot drops with Desecrate130xDark.png Desecrate.
  • The Twin Kohmak fires an increasing number of pellets the longer it is fired, until it reaches its maximum pellet count of five pellets per shot. It will also consume 1.6667 (5/3) ammo per shot at maximum spool.
  • With its base magazine and fired from rest to full spool, the Twin Kohmak can effectively fire 49 shots, with one round left in the magazine. The number of shots per magazine can be increased by firing the Twin Kohmak slowly to prevent spool-up, allowing it to fire its maximum of 80 shots, but at the cost of effective damage.
  • The Twin Kohmak are capable of firing a single, unspooled shot even when fully spooled if the player taps the fire button instead of holding it down – this may be unintended as rapidly tapping the fire button seems to fire spooled shots instead.
  • Due to the crafting requirements including 2 Kohmak, without spending platinum, Twin Kohmak costs Credits64.png110,000, 4 Detonite Injectors DetoniteInjector64.png, 10,000 Ferrite Ferrite64.png, 10,000 Plastids Plastids64.png and 3 Formas Forma64.png. The lowest possible time spent crafting the Twin Kohmak is 60 hours, assuming the 3 Formas required are ready in advance.

Bugs[edit | edit source]

  • The arsenal does not display the damage, multishot, and status chance after spool-up.

Trivia[edit | edit source]

  • The plural of Kohmak is just Kohmak.
  • The Twin Kohmak's last sixteen shots sound slightly different to indicate low ammunition.
  • The Twin Kohmak are the second asymmetrical sidearms in Warframe, after the TnoBladedPistols.png Akjagara.

Media[edit | edit source]

Patch History[edit | edit source]

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 of first projectile increased from 23% to 69% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Hotfix 24.2.10

  • Increased the accuracy of the Kohmak/Twin Kohmak.

Update 22.12

  • Mastery Rank increased from 6 to 10.
  • Status chance increased from 10% to 23%.
  • Critical chance increased from 5% to 11%.
  • Damage decreased from 17 to 15.
  • Fire rate decreased.

Update 21.0

  • Damage increased from 8 to 17.
  • Damage fall off reduced to 12m and ending at 24 with a minimum damage of 5.
  • Increased Fire Rate from 5 to 8.
  • Increased Recoil and decreased Accuracy.
  • Mastery Rank 12 required.

Hotfix 19.5.7

  • Fixed a script error.

Hotfix 18.12.2

  • Improved the firing/recoil animation.

Update 18.10

  • Twin Kohmak was released.

See also[edit | edit source]

  • GrineerSparkGun.png Kohm, the primary counterpart.
  • GrnWindUpPistol.png Kohmak, the single counterpart of the Twin Kohmak.
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