Overview[ | ]
- This weapon is available at rank 18 for players, that have the Road to Elysion DLC.
- Fire modes
- Primary Fire - the trigger can be held down for a fast rate of fire.
- The primary mode applies damage over time (DoT) effect on the enemy per shot.
- The effect ticks 3 times for 20 damage every 0.83 seconds (i.e. 60 DoT over 2.5 seconds). This amount of damage cannot be changed by perks.
- The DoT effect does not trigger character-related damage bonuses, similarly to the SMG's poison DoT of the secondary fire mode.
- The damage over time can trigger perk-related debuffs such as Slowing Rounds, Exposure rounds & Synergy as normally, extending their effects.
- The three ticks of damage will be applied even if the primary fire's shots don't deal damage due to flat enemy armour, i.e. Armoured Heavies, Super Heavies & Bliskeblaskes will always suffer the DoT damage, similarly to the SMG's poison of the secondary fire. However, to apply the DoT to partially-invulnerable lumes (Bobble Heads, Fiskeplaske, Hoverers & Hoverer Queens), the player has to hit their vulnerable body parts.
- The shots can deal bonus (crit) damage when hitting weakspots, but the DoT is unchanged, like with the SMG's poison shots.
- The primary mode applies damage over time (DoT) effect on the enemy per shot.
- Secondary fire
- The secondary fire creates a shockwave around the user.
- The trigger can be held down to charge the weapon for more ammo, but using more ammunition increases only the range of the shockwave - the damage is the same, regardless of charges.
- Holding the trigger at max and firing takes 2.5 seconds, thus meaning that a fully charged fire would take at least 2.5 seconds, although a non-held shot can be dealt every second.
- The shockwave can hit not only ground lumes, but flying enemies as well, although it still requires the player to be close to them.
- This fire mode cannot deal weakspot damage even if the crosshairs are lined up so.
- This mode cannot damage partially invulnerable lumes (Bobble Heads, Fiskeplaske, Hoverers & Hoverer Queens), although Sweet would apply her burning effect.
- Primary Fire - the trigger can be held down for a fast rate of fire.
Notes & tactics[ | ]
- Skye can deal up to 9480 damage with a fully charged blast from the secondary fire with her natural ability and the Tactical Juxtaposition perk. This is enough to kill Walkers and Screamers in one hit when playing in solo Campaign mode, regardles of whether feats of strength are enabled, and can severely damage other nearby enemies.
- Haigen can deal a lot of damage using the secondary fire, due to his natural ability. Some damage perks such as Against All Odds and Tactical Juxtaposition can further increase the damage greatly.
- Sweet can apply the burning debuff to multiple enemies with the secondary fire.
- The DoT effects makes Soakers more vulnerable, thus making the weapon very good vs them.
- If using the weapon with Tactical juxtaposition, one should be wary that if firing secondary fire before switching to the other weapon, there is a somewhat long delay before the switch, somewhat typical for the conversion of fast weapons into slow ones. This delay potentially can be evaded via pressing the switch button quickly after firing similarly to the scenarios with the Assault Rifle & ETK-Tesla Prototype with this perk, although this appears more difficult.
- Using the weapon with Hip fire is mostly fine, since its crit damage is lower than 40% anyway and the perk would lead to more damage, regardless of whether hitting weakspots or not.
- Spray 'N Pray is somewhat good when picked with this weapon, since the secondary fire appears to not need specific aim, but with this perk the primary fire suffers from lowered accuracy.
- Using the secondary fire with the last ammo in the clip as a last tick of damage is a good way to deal more damage.
- While the secondary fire can deal good burst-damage to multiple lumes, the primary fire has higher single-target DPS.