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Amphis

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Amphis
DEAmphis
Statistics
Weapon Slot Melee
Weapon Type Staff
Normal Attacks
Impact w Impact 38.5
Puncture w Puncture 8.3
Slash w Slash 8.2
Crit Damage 150.0%
Attack Rate 1.3 atks/sec
Stamina 7.5
Jump Attacks
Slam Attacks
Elemental Type Electric
Elemental Dmg 40.0
Radius 5.0 meters
Slide Attacks
Miscellaneous
Cleave Radius 0.25 meters
Stagger Yes
Stance Polarity V
Introduced Update 6.5
Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Connects with multiple enemies with each strike.


The Amphis causes a stun effect with high Impact damage, making it very effective against Corpus shields. This weapon can be sold for Credits64 5,000. It is the choice weapon of Guardsmen and Prosecutors.

Manufacturing Requirements
Credits64
30,000
Neurode64
2
Salvage64
500
Circuits64
600
AlloyPlate64
600
Time: 12 hr
Rush: Platinum64 45
Market Price: Platinum64 150 Blueprint Price: Credits64 15,000

Characteristics

Advantages

  • Innate stun effect.
  • Has high Impact b Impact damage, very effective against Corpus shields.
  • Has an AoE Electricity b Electric jump-attack with relatively high damage.
  • Has a Bar polarity slot.
  • High attack speed, which allows it to perform coptering effectively.

Disadvantages

  • Focus on Impact b Impact damage may prove less effective against armored targets like the Grineer unless elemental mods are used to compensate.
  • When equipped with a Stance, high attack speed may make performing certain combos difficult.

Weapon Loadouts

Main article: Category:Amphis Build

See the user build section for builds using this weapon.

Notes

  • The blueprint for this weapon was added on March 1, 2013.
  • The electrical AoE jump attack is especially effective against Corpus, paralyzing Crewmen and MOAs and reaching Ospreys.
  • The Amphis is excellent against Grineer/Corpus, as the innate electric stun on jump attacks is great against high armor and MOAs.
  • Lethal blows send enemies flying like the Bo
  • As of Update 13.0, both the Amphis and the Scoliac out-perform the Dual Zoren as mobility tools (a.k.a. "Coptering").  The Melee 2.0 system introduced in U13 also enhanced "coptering" in general, causing aerial slide attacks (sprint>jump>crouch>melee) to launch players significantly farther than previously possible.  When weapon attack speed is maximized, practiced players can traverse entire tiles in one swing.

Trivia

  • Until Update 13, the Amphis was not used by any Grineer unit.
  • On Jump attacks, the Amphis releases six small streams of electricity that each travel outward lead by a sparking orb. This cosmetic effect is shared with the Prova.

Media

  • Taken by Sherbniz
  • Taken by Sherbniz

See also

WeaponsWeapon TypesDamageCompare All

Start a Discussion Discussions about Amphis

  • Amphis = Best starter Melee?

    3 messages
    • Yeah, pretty much.
    • id go with orthos
  • No knockback?

    2 messages
    • Hey there, I just got the amphis but the charge attack doesn't seem to punt the enemy into the air as I've seen before. Was there a patch nerf...
    • I've noticed it only knocks back enemies when it kills them, on Ancients for example it doesn't seem to stun or knock back.

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