Sanctum Wiki
Register
Advertisement
REX
REX
Primary Fire Secondary Fire
Damage 1200 300 x 7 missiles per charge
Shots per Second 1.17 1.5
Magazine Size 3 3
Damage per Second 1400 area 3150 area
Sustained Fire Time
(seconds)
2.57 2
Weakspot Damage Bonus 30% 30%
Reloading Time
(seconds)
3.5 3.5

Overview[ | ]

  • The Rex is the primary weapon of Sweet Autumn and cannot be changed for her before rank 40.
  • This weapon is unlocked at rank 20 for all characters to use as a secondary weapon and at rank 40 they can use it as primary as well.
  • Fire modes
    • The primary fire launches a rocket, that explodes on impact. .
    • The secondary fire locks on to up to 3 targets (based on how many shots it was charged with) and fires rockets that split into 7 homing missiles, each in a radial pattern. The missiles then seek their target and detonate upon impact. Due to the nature of the missiles, it is best to aim upwards when launching the rockets to prevent the subsequent missiles from exploding uselessly on obstacles en route, as they will find their targets regardless, but now with a clearer path.
  • The explosions from both fire modes deal damage according to the distance of the target from the center of the explosion (i.e. dmg is max at the center/to the main target and goes less the further away from it).


Notes & tactics[ | ]

  • The primary fire causes significant recoil, pushing the player backwards. Shooting while in mid-air increases the distance you are pushed. When backpedaling away from enemies, you can escape quickly by jumping and shooting while in mid-air. However be careful not to throw yourself in a pit or in harm's way.
  • It is possible to rocket jump using the primary fire by simultaneously jumping and firing at the ground. Placing Battle Rifle's timed explosives beneath yourself will result in an even higher jump. The Tactical Juxtaposition perk will allow you to use even more grenades to jump even higher.
  • The secondary fire's homing missiles are extremely useful in targeting targets like Spitflies that are otherwise difficult to hit with the primary fire due to its inaccuracy.
  • Each of the secondary's rockets count as separate hits. Thus, armor has a stronger diminishing effect against the secondary than the primary fire and some flat-armoured enemies like Heavies can even negate all the weapon damage from the secondary fire, while the primary would just be partially reduced. Despite of this, Sweet's burn would always apply, although just for 24% of damage, as a DoT.
  • The secondary fire is effective at rendering Soakers more vulnerable, and can benefit well from effects like Hollowpoint Rounds or Skye's passive.
  • The secondary fire will split into small other projectiles, but needs space, thus firing it in enclosed areas is not recommended as most of it will be lost before it reaches the target.
  • If the rocket of the secondary fire hits an enemy or an obstacle before splitting into 7 missiles, it will explode and deal less damage than the primary fire rocket, and in a smaller area.
  • While the secondary fire appears to do a lot more damage, bear in mind that the blast area for the primary fire is much larger overall and much easier to control, making it much easier to aim at large crowds.
  • While the secondary fire can randomly hit the weakspots of Bobble Heads & Fiskeplaske, it appears to have a very low chance, since the projectiles are homing into random parts of the lume's body with prioritizing its center, so it is strongly preferrable to fire with primary fire instead against these lumes. The other two partially-invincible lumes (Hoverers & Hoverer Queens) appear invulnerable to the secondary fire, although it can trigger Sweet's burn & Skye's warming-up.


Advertisement