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Alternate Fire (also known as Secondary Fire) is a feature of some weapons that performs a different action than their normal fire modes, or interacts with their primary fire mode in some way. As of Update 17.0, Alternate fire can be bound to a dedicated button/key (and is bound to Mouse3  on PC and R. Thumbstick  on PS4 and XB1 by default). Prior to this, weapons with Alternate Fire modes used the button/key dedicated to aiming a weapon (RMB  on PC,L2  on PS4 and LT  on XB1), meaning that many of these weapons could not zoom or had limited zoom opportunities.

Weapons with Alternate FireEdit

Primary WeaponsEdit

Main article: Sniper Rifle

In all Sniper Rifles, Alternate Fire changes the current Zoom level while aiming, granting additional stat bonuses with greater zoom levels. Since each Sniper Rifle has its own Zoom levels and respective bonuses, they will not be listed here for the sake of convenience. Check their respective pages for more details.

Weapon Alternate Fire
LaserAimRifle
Argonak
  • Toggles between Automatic and Semi-Automatic firing modes.
    • The Semi-Automatic firing mode increases Damage, Critical Chance, and Status Chance at the expense of Fire Rate, and vice versa.
    • By default, the Argonak starts any given mission as a Semi-Automatic.
GrnGorgSniperRifle
Buzlok
  • Launches a beacon that sticks to a surface or enemy. Shots fired afterward will home in on that beacon.
    • The beacon will last for 20 seconds, or until a new beacon is fired. The beacon will also disappear if the enemy it is attached to is killed.
    • If the beacon attaches to an enemy, the Buzlok gains an additive 50% to its Critical Chance for the duration of the Beacon.
  • Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
CrpSplitRifle
Convectrix
  • Makes the beams generated by this weapon to spread outwards, as opposed to focusing inwards when holding down the Primary Fire key/button.
  • The beams will remain spread out as long as the Alternate Fire key/button is held down. Releasing it will make the beams return to their original position.
Ferrox
Ferrox
  • Throws the Ferrox up to 50 meters, dealing Electricity b Electric damage in a 7 meter area of effect, chaining to any nearby enemies.
  • Every 5 seconds, the Ferrox generates an Electricity b Electric pulse that damages enemies (with a high chance to proc) and passively pulls them closer to the Ferrox. This effect persists until the player retrieves the Ferrox.
  • The Ferrox will remain where it landed until its wielder picks it up manually, or until 20 seconds have passed, where it automatically returns to the player's hands.
  • Throwing the Ferrox does not consume ammunition.
GrnHarpoonGun
Harpak
  • Fires a harpoon that pulls any enemy it connects with close to the player and causes a guaranteed Puncture b Puncture proc.
  • Consumes 1 round of ammunition and requires a brief charging period before it can fire.
  • Has a limited range of 50 meters.
Hind
Hind
  • Fires a single round as opposed to the Primary Fire's 5-round burst.
  • The semi-automatic fire has reduced fire rate but has increased damage, status chance, Critical Chance, and Critical Damage.
GrnFlameSpear
Javlok
  • Throws the Javlok up to 50 meters, dealing Impact b Impact damage to any enemy it directly hits and Heat b Heat damage in a 7 meter area of effect.
  • The Javlok will remain where it landed until its wielder picks it up manually, or until 20 seconds have passed, where it automatically returns to the player's hands.
  • Throwing the Javlok does not consume ammunition.
InfCrpShockSwarm
Mutalist Quanta
  • Launches a slow-moving cuboid orb that deals Radiation b Radiation damage to any enemy it makes contact with, and has a guaranteed chance to proc. It will remain in the air for 9 seconds then detonate, dealing damage in an area of effect.
    • The orb will bounce off surfaces and can be manipulated with melee attacks.
    • Shots fired at the orb will pass through and gain bonuses to Damage, Critical Chance and Critical Damage.
    • Can only have a maximum of 2 orbs active.
  • Consumes 15 rounds of ammunition and will not function if the player has less than 15 rounds in the magazine.
TennoMiter
Panthera
  • Levitates a spinning sawblade that continuously damages enemies who make contact with it and staggers them.
  • Will only consume ammo every second it deals damage when active.
  • Has a limited range of 5 meters.
InfQuantaRifle
Paracyst
  • Fires a harpoon that pulls any enemy it connects with close to the player and deals damage over time.
  • Consumes 1 round of ammunition and requires a brief charging period before it can fire
  • Has a limited range of 50 meters.
DEPenta
Penta
SyndicatePSPenta
Secura Penta
  • Detonates any active grenade(s), dealing Blast b Blast damage.
    • Only 5 grenades can be active at any given time. You will be unable to fire another until you have manually detonated the grenades with the Alternate Fire Button.
CrpShockRifle
Quanta
QuantaVandal
Quanta Vandal
  • Launches a slow-moving cube that detonates on the first surface or enemy it comes in contact with, dealing Blast b Blast damage. Otherwise, it will remain in the air for 9 seconds then detonate, dealing damage in an area of effect.
    • The cube can be manually detonated by attacking it, making it deal extra damage.
  • Consumes 10 rounds of ammunition and will not function if the player has less than 10 rounds in the magazine.
PriestSpearGun
Scourge
  • Throws the Scourge up to 50 meters, dealing Impact b Impact damage to any enemy it directly hits and Corrosive b Corrosive damage in a 7 meter area of effect.
  • Every few seconds, the Scourge will generate a pulse that creates Magnetize bubbles on the heads of nearby enemies, increasing the likelihood of scoring headshots. This effect persists until the player retrieves the Scourge.
  • The Scourge will remain where it landed until its wielder picks it up manually, or until 20 seconds have passed, where it automatically returns to the player's hands.
  • Throwing the Scourge does not consume ammunition.
CephPrimary
Simulor
SyndicateCSSimulor
Synoid Simulor
  • Detonates any active orb(s), dealing Electricity b Electric damage and causes a guaranteed proc. Otherwise the orb(s) will remain in the air for 8 seconds then detonate by themselves.
TennoTommyGun
Stradavar
  • Toggles between Automatic and Semi-Automatic firing modes.
    • The Semi-Automatic firing mode increases Damage, Critical Chance, and Status Chance at the expense of Fire Rate, and vice versa.
    • By default, the Stradavar starts any given mission as an Automatic.
TnBardRifle
Tenora
  • Fires a charged shot that, compared to its Primary Fire, has increased Critical Chance and Critical Damage in exchange for reduced Status Chance.
    • Consumes 10 rounds of ammunition and requires a brief charging period before it can fire.
GrineerCannon
Zarr
  • Toggles between Cannon and Barrage firing modes.
    • Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing Blast b Blast damage and splitting into 6 projectiles that spread from point of impact, each dealing additional Blast b Blast damage.
    • Barrage mode works like a shotgun, shooting 6 pellets in a wide spread, each dealing 1/3 of the Zarr's base damage as Physical Damage. There is no damage fall-off with distance; but pellets will deal no damage at all if target is further than ~15 in-game meters away.
    • By default, the Zarr starts any given mission in Cannon Mode.
SundialRifle
Zenith
  • Launches the Zenith's disc, where upon landing it will make any enemy visible through walls, provided the enemy is within a ~20 in-game meter radius of the disc.
    • The disc itself will last for ~20 seconds, though players can cancel the disc and its bonuses early via the Alternate Fire button.
    • While the disc is out, the Zenith switches from automatic fire to semi-automatic fire and gains infinite Punch Through for the duration of the disc, effectively allowing the player to shoot through walls.
    • Additionally, the Zenith gains increased damage, and its stats shift from Slash b Slash-oriented damage and Status Chance, to Puncture b Puncture-oriented damage and Critical Chance and Critical Damage.
  • While launching or cancelling the disc does not consume ammo, the Zenith will consume 5 rounds per shot while the disc is active.

Secondary WeaponsEdit

Weapon Alternate Fire
SundialPistol
Azima
  • Ejects its magazine, where after it comes to a rest it hovers above the ground and acts as a turret, firing in a cross-shaped pattern that rotates clockwise until all ammunition is expended.
    • Multiple instances of the magazine-turret can be active simultaneously.
    • Once the turret expends all its ammunition it explodes, dealing Blast b Blast damage in an area of effect.
  • Consumes all ammunition in the Azima's magazine, forcing the player to reload afterwards.
TaserStar
Castanas
NLCastanas
Sancti Castanas
  • Detonates any active charge(s), dealing Electricity b Electric damage and causing a guaranteed proc.
    • Only 6 charges can be active at any given time. Throwing a charge when 6 charges are already out will cause the earliest-thrown charge to detonate prematurely.
EuphoraPrime
Euphona Prime
  • Fires a spread of projectiles that primarily deal Slash b Slash damage with a high Status Chance. By comparison, its primary fire shoots a focused shot that primarily deals Impact b Impact damage and has a high Critical Chance.
GlassKunai
Fusilai
  • Throws a horizontal spread of 3 knives.
    • Each knife deals the same base damage as the primary fire, but has reduced Fire Rate and drastically reduced Critical Chance.
    • Although the Arsenal display shows an increase to Status Chance, this is actually spread across all 3 knives, thus the Status Chance per knife is lower than it appears.
  • Consumes 3 rounds of ammunition and will not function if the player has less than 3 rounds in the magazine.
GrnTorpedoPistol
Kulstar
  • Manually detonates any airborne torpedoes, dealing Blast b Blast damage in an area and launching 3 bomblets that spread from the point of detonation.
    • Will only function if there are any torpedoes airborne.
TnBardPistol
Pandero
  • Fires all remaining ammunition in the magazine as a quick burst, forcing the player to reload afterwards.
    • Duration of the burst is affected by Magazine size and can be increased or decreased accordingly. In the event that the player gains infinite ammunition (such as the appropriate Reactant Buff), the burst will only last the Pandero's maximum Magazine size.
    • Damage, Critical stats, and Status Chance from the burst is identical compared to the primary fire but it suffers from high recoil and reduced accuracy, and the player cannot zoom in while burst-firing.
GrineerCrossbowGooGun
Stug
  • Charges a single, more powerful Corrosive b Corrosive blob.
    • Only stack up to 6 blobs in a single area. Stacking additional blobs will only refresh its duration.
  • Consumes up to 6 rounds of ammunition.
U18throwingknives
Talons
  • Detonates any active charge(s), dealing Blast b Blast damage and causing a guaranteed Puncture b Puncture proc.
    • Only 8 charges can be active at any given time. Throwing a charge when 8 charges are already out will cause the earliest-thrown charge to detonate prematurely.

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