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Amphis

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Amphis
DEAmphis
Statistics
Weapon Slot Melee
Weapon Type Staff
Utility
Normal Attacks
Impact wImpact 38.5
Puncture wPuncture 8.25
Slash wSlash 8.25
Slam Attacks
Elemental Type Electricity b Electricity
Radius 5.0 meters
Slide Attacks
Miscellaneous
Stagger Yes
Stance Polarity Madurai Pol
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 b Impact damage, making it very effective against Corpus shields. This weapon can be sold for Credits64 5,000. It is the choice weapon of Grineer Guardsmen and Prosecutors.

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

CharacteristicsEdit

This weapon deals primarily Impact b Impact damage.

Advantages

  • Innate stun effect.
  • High Impact b Impact damage – effective against shields.
  • Electricity b Electric AoE jump-attack with relatively high damage.
  • Has a Naramon Pol polarity slot.
  • High attack speed, which allows it to perform coptering effectively.
  • Stance slot has Madurai Pol polarity, matches Clashing Forest stance.

Disadvantages

  • Low Puncture b Puncture and Slash b Slash damage – less effective against armor and health.
  • When equipped with a Stance, high attack speed may make performing certain combos difficult.
  • Low critical chance.

Weapon LoadoutsEdit

NotesEdit

  • 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 the weapon attack speed is maximized with enough practice players can traverse entire tiles in one swing.

TriviaEdit

  • Until Update 13, the Amphis was not used by any Grineer unit. This would be a little over 1 year between the Amphis' introduction (February 22, 2013) and Guardsmen being added into the game (April 10, 2014).
  • On Jump attacks, the Amphis releases six small streams of electricity that each travel outwards lead by a sparking orb. This cosmetic effect is shared with the Prova.

MediaEdit

  • Taken by Sherbniz
  • Taken by Sherbniz

See alsoEdit

WeaponsDamageCompare AllCosmetics

Start a Discussion Discussions about Amphis

  • Amphis = Best starter Melee?

    6 messages
    • 79.98.199.230 wrote:id go with orthos Aaaaand that would be a big mistake. Amphis still has higher damage, higher attack speed and a polarity....
    • And Orthos's stance mod is pretty hard to find. 1 out of 1000 chance.
  • 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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