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When fully charged, the magnetized barrel of the Velocitus accelerates a metal slug to tremendous speeds, piercing hulls and obliterating armor.

The Velocitus is an Arch-gun chargeable gauss rifle that inflicts high damage, equally split between DmgImpactSmall64.png Impact, DmgPunctureSmall64.png Puncture, DmgSlashSmall64.png Slash, and DmgMagneticSmall64.png Magnetic damage.


This weapon deals equal physical and DmgMagneticSmall64.png Magnetic damage.


  • Highest base damage of Arch-guns.
  • Fully charged shots have the highest critical multiplier of all Arch-guns and the highest critical chance of all weapons in the game.
  • Very high status chance.
  • Innate punch through:
    • Infinite against bodies in Archwing Mode.
    • 5 meters in Atmospheric Mode.
  • Projectiles ricochet off of walls in Archwing Mode, making it ideal for combat in closed spaces.
  • High accuracy.
  • Good ammo efficiency when used charged, generating relatively small cooldown for the Archgun Deployer for every second fired.
  • No damage falloff in Archwing Mode.


  • Innate DmgMagneticSmall64.png Magnetic damage – less effective against Alloy Armor.
  • Slow fire rate.
  • Projectiles have travel time.
  • Shots that are not fully charged will always deal the same damage no matter how close to being fully charged.
  • Atmosphere:
    • Fully charged shots cause a heavy recoiling effect that breaks zoom.
    • Terrible ammo efficiency when spammed uncharged, generating very high cooldown for the Archgun Deployer for every second fired.


The Velocitus's blueprint can be researched from the Tenno Lab in the dojo. Its parts can be purchased from various Syndicates. All parts, except for the blueprint, are tradeable.

Item Location
Blueprint Tenno Lab
GenericGunBarrel.png Barrel FactionSigilOracle.png Cephalon Suda Offering
2 - Intriguing ReputationBlackx64.png 20,000
GenericGunReceiver.png Receiver FactionSigilRebels.png Steel Meridian Offering
2 - Valiant ReputationBlackx64.png 20,000
GenericGunStock.png Stock RedVeilIconWhite.png Red Veil Offering
2 - Honored ReputationBlackx64.png 20,000

Manufacturing Requirements
Time: 12 hrs
Rush: Platinum64.png 50
MarketIcon.png Market Price: Platinum64.png 200 Blueprint2.svg Blueprints Price:Credits64.png15,000
Tenno Lab ResearchClanAffinity64.png3,000
Time: 72 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


  • Can be fired instantly without charging, though it will deal less damage.
  • The best viable option for accelerating the firing rate of fully charged shots is Mod TT 20px.png Shell Rush.
  • Despite operating as a long range rifle, the Velocitus has no scope or magnification. Combined with projectile travel time, this makes sniping difficult.
  • Since Red Veil is opposed to Cephalon Suda, but allies with Steel Meridian (who are neutral to Cephalon Suda), the most efficient way to get all three components may be to just run missions/wear sigils for Steel Meridian until both them and Red Veil are the necessary ranks, then switching to Cephalon Suda for the third piece.
  • For Velocitus in Empyrean missions, the flight speed is ~1500 m/s, the fall-off range is from ? m to 6000 m.[citation needed]


  • As the Velocitus already deals DmgMagneticSmall64.png Magnetic innately, it can accept other combination elemental damage types that use DmgElectricitySmall64.png Electricity damage as a base. In particular, adding DmgRadiationSmall64.png Radiation damage makes the Velocitus highly effective against Corpus spacecraft like the Gox that have both Shields and Robotic health.
  • When strafing fast moving targets, the Velocitus can be fired rapidly akin to a semi-automatic weapon like the Latron.png Latron. While the resulting shots are less powerful than fully-charged shots, the larger number of shots fired is much more effective at hitting moving targets.
    • Giving the fire key (default LMB ) a secondary binding to the scroll wheel can allow for much faster rates of fire when shooting rapidly.
  • If you try to use this via your Archgun Deployer and are bothered by the recoil after every shot, a good tip is to double jump and fire during the jump animation. This will cause you to fire it just like a normal weapon without the recoil, and you won't have a hard landing afterwards.
  • The Velocitus is a good option for Warframes participating in hunting down the Profit-Taker Orb but are not as tough as ChromaIcon272.png Chroma, InarosIcon272.png Inaros or WispIcon272.png Wisp, allowing them to engage the Orb Mother from afar and even providing good sniping of its legs as its shields go down.


  • The Velocitus is the first Archwing weapon whose blueprint is acquired from Clan Research (Tenno Laboratory).
  • The Velocitus is the first weapon that deals DmgMagneticSmall64.png Magnetic as its base damage type.
  • The Velocitus' name is derived from the word "Velocity"; specifically, it is a corruption of the Latin spelling "velocitas". Velocity is the vector measurement of a change in distance over a change in time (). This not to be confused with speed, however, which is the scalar measurement of. In other words, velocity is speed with a particular direction associated with it.
  • When charging the weapon, five hatches emitting flames on the right side of the weapon open up sequentially until the last one is open, denoting a full charge. These hatches close when the weapon is fired.


Patch History[]

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Increased size of Velocitus projectile in space.
  • Quick shot Damage increased from 200 Magnetic to 150 Impact, 150 Puncture, 150 Slash and 150 Magnetic.
  • Quick shot Critical Chance increased from 25 to 30%.
  • Charged shot Damage increased from 1200 Magnetic to 400 Impact, 400 Puncture, 400 Slash and 400 Magnetic.
  • Charged shot Critical Chance increased from 30 to 60%.
  • Charged shot Critical Damage increased from 3 to 3.6x.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having a Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon. 

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank from 0 to 4.
  • Damage reduced from 1800 to 1200.
  • Critical Chance increased from 25% to 30%.
  • Magazine size decreased from 100 to 10.
  • Ammo Capacity set at 30.
  • Reload speed set at 2 seconds.

Update 15.2 (2014-11-13)

  • Introduced.