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The Amprex rifle fires a continuous beam of high voltage electricity that arcs among nearby enemies. This weapon excels at crowd control.

The Amprex is a Corpus rifle that is unlockable through the Energy Lab in the Dojo after researching the Dera. The Amprex can easily destroy large crowds of enemies by firing multiple Electricity b Electricity arcs that can chain between units.

This weapon can be sold for Credits647,500.


Manufacturing Requirements
Credits64
25,000
Fieldron64
8
Plastids64
600
Ferrite64
9,000
ArgonCrystal64
3
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 225 Blueprint2 Blueprints Price:Credits6450,000
Energy Lab Research ClanAffinity64 3,000
Credits64
7,500
FieldronSample64
15
Plastids64
350
NanoSpores64
750
PolymerBundle64
350
Time: 72 hrs
Prereq: Dera
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals Electricity b Electricity damage.

Advantages:

  • Innate Electricity b Electricity damage – effective against Machinery and Robotics.
  • Second highest critical chance of all continuous and automatic primaries, behind Synapse.
  • Above average critical damage multiplier.
  • High status chance.
  • Electric current chains between enemies.
  • Multiple shots hits enemies in all directions.
  • Consumes 0.5 ammo per tick of damage.

Disadvantages:

  • Innate Electricity b Electricity damage – less effective against Alloy Armor.
  • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
  • Slow reload speed.
  • Main beam has a limited range of 18 meters.
  • Chain beam has a limited range of 10 meters.

Weapon LoadoutsEdit

NotesEdit

  • Resource-heavy to craft, requiring 8 Fieldron and 3 Argon Crystals, as well as 9000 Ferrite.
  • The Amprex fires a single beam of electricity which then chains to nearby enemies.
    • The beam will chain to the closest living enemy in range dealing half damage to it. From there it will chain additional times (3 to 4 times total), halving the damage each time.
    • Headshotting the original target does not affect damage from chain lighting.
    • Chain lightning will also be emitted if an enemies corpse is chosen as original target.
    • Additional electrical arcs are also emitted, striking randomly around the player. However, these stray arcs are purely visual effects.
  • Compared to the Synapse, the Amprex deals more damage and it continuously arcs to other enemies, making it more effective against crowds. Use the Synapse for single targets and the Amprex for crowd control.
    • The fire rate of Amprex is the same as Synapse, and it deals slighty more damage, however it has a 2.6s reload speed, nearly double the 1.5s reload speed of the Synapse.
  • The listed 22% status chance is per damage tick.

TipsEdit

  • This weapon's high critical chance and damage make it ideal for critical builds using Point Strike and Vital Sense.
  • The Amprex's high fire rate and its low base damage make it highly ammo inefficient, consuming ammo at an alarming rate. It is recommended to use Rifle Ammo Mutation, Ammo Case, or Rifle Scavenger to ensure a steady supply of ammo. Alternatively, bring Team Ammo Restores to help replenish lost ammo.
  • Alloy Armor is highly resistant to electricity damage. To counteract this, consider pairing it with Heat b Heat or Toxin b Toxin damage to respectively create Radiation b Radiation or Corrosive b Corrosive damage.
  • Critical Delay can be used to reduce ammo consumption, increase time between reloads, and increase damage per hit, but at a cost to the weapon's DPS.
  • Although it is preferred to mod the weapon to other damage types, base Electricity b Electricity damage paired with its high status chance makes for a good stun chance among groups, and the added damage through electrical procs that chain to other enemies. Infested have no weakness or resistance to electrical damage, making base electrical damage work well for that faction. Forma is often required to change the damage type to match the amount of damage done by pure electrical damage, however.
  • Metal Auger will allow the Amprex to hit multiple targets with its main beam. Each target hit with the main beam causes a separate set of chained damage to nearby enemies, causing this weapon to deal significantly more damage the more enemies you are able to hit. Hitting multiple enemies at one time may be difficult in practice due to the Amprex's short range. On the other hand, this mechanic has good synergy with abilities like Vauban's Vortex, which allows the main beam to easily penetrate multiple grouped targets.
  • Using with Mirage gives you two more beams that also chain to other targets, providing much more crowd control than before.

TriviaEdit

  • After the clan obtains the Energy Lab, it will take exactly 12 days to research this weapon.
  • The Amprex's name is a portmanteau of the words Ampere (the base unit of the International System of Units used to quantify electric current) and the word Rex, which is the Latin word for king.
    • The word ampere itself is named after a French mathematician and physicist, André-Marie Ampère, who's also considered to be one of the fathers of classical electromagnetism, most commonly known for Ampère's Circuital Law.
    • Like the Flux Rifle and Detron, Amprex does not conform to the common Corpus weapon name scheme; two syllables ending in 'a'.
  • The weapon shares its similarities on its battery components with Tetra.
  • This is the third Primary weapon that deals purely Electricity b Electricity damage, after the Lanka, and Synapse.
  • This is the second clan weapon that does not need a Forma in its construction.
  • Hatches on the side of the Amprex slowly open up during firing, spreading vanes underneath. This animation is a visual indicator of the weapon's magazine capacity, with the vanes spreading out more the closer the magazine is to empty. The hatch closes upon reloading.
  • This is the first weapon in Energy Lab whose duplication costs 50,000 credits.
  • After Update 15.13, the chained beams were changed to be affected by Sinister Reach as well. As of Update 22.14, this is no longer the case.

MediaEdit

  • Amprex in Codex
  • Demonstration of Amprex color customization
  • Frost standing at the end of the Amprex's beam length. Took approximately 4.5 forward rolls to reach him from this distance.
  • Vauban Has A New Toy

 

Amprex Skins

Patch HistoryEdit

Update 22.14
  • Fixed Beam weapons not being able to damage enemies (alive but in a ragdolled state) when being affected by certain ‘crowd control’ Abilities.
  • Damage now ramps up over 0.6 seconds and after moving off target there is a delay of 0.8 seconds before it starts to decay over 2 seconds.
  • All Beam weapons now start their Damage ramp up at 20% (instead of 10%).
  • The Multishot chance should now apply more consistently with Beam weapons.
  • Weapon Range Mods (like Sinister Reach) no longer affect the distance of chains for chainable Beam weapons (like the Amprex). Main Beam distance is still affected by them.
  • Fixed Beam weapons continuously firing when quick Meleeing.
  • Chain Range increased from 7.5m to 10m.
  • Damage reduced from 24 to 22.

Hotfix 22.13.4

  • Increased the Beam weapon Damage ramp up time from 0.8 to 1 second.
  • Fixed Beam weapon Damage ramp up not happening per target.

Hotfix 22.13.3

  • Perfect accuracy and high fire rate is balanced by limited range and damage ramping up from 10% to 100% over 0.8 seconds when firing and decays back to 10% over 1 second after stopping.
  • Mastery Rank increased from 5 to 10
  • Damage increased from 7.5 to 24
  • Fire Rate decreased from 20 to 12
  • Status Chance changed from 20% per sec to 22% per tick of damage
  • Critical Chance decreased from 50% to 32%
  • Critical Damage increased from 2.0x to 2.2x
  • Max ammo capacity increased from 540 to 700
  • .5 Ammo consumption per tick of damage
  • Aimed Zoom reduced from 2.23x to 1.4x

Update 19.5

  • Magazine size in Conclave reduced from 100 to 40.

Update: The Index Preview

  • The Amprex can now be used in Conclave.

Hotfix 18.8.2

  • Decreased the rumble amount on controllers when continuously firing the Amprex.

Update 17.4

  • Fixed some lingering visual FX from Amprex when used with Mirage’s Hall of Mirrors

Hotfix 16.5.3

  • PBR material has been added to the Amprex!

Hotfix 16.4.1

  • Fixed Amprex not chaining to nearby enemies.

Update 15.13

  • Sinister Reach will now extend the Amprex’s chain lightning effect.

Hotfix 14.0.11

  • Damage multipliers for the Amprex normalized.

Update 13.3

  • Fixed an issue with the reload animation for the Amprex not properly coinciding with when the magazine was refilled.

Hotfix 13.1.2

  • Improved the performance of the Amprex on low end machines.
  • Fixed the visuals on the battery component of the Amprex rifle.

Update 13.1

  • Introduced.

See AlsoEdit

WeaponsDamageCompare AllCosmetics

WeaponsDamageCompare AllCosmetics