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Stagger targets with blasts from this Corpus engineered plasma shotgun. Surviving enemies are consumed with radiation.

The Arca Plasmor is a IconCorpusOn Corpus-built plasma shotgun that fires highly damaging pulses of DmgRadiationSmall64 Radiation with a guaranteed DmgImpactSmall64 Impact proc. The projectiles it fires are wide and have infinite Punch Through on bodies, making it highly effective in mowing down large groups of enemies, but suffers from a low critical multiplier and no bonus damage on headshots.

Characteristics[]

  • This weapon deals high amounts of DmgRadiationSmall64 Radiation damage.
  • Shots have a guaranteed DmgImpactSmall64 Impact proc to enemies up to 14 meters.
  • Killed enemies will have their corpses vaporized, good for Stealth gameplay if silenced with Mod TT 20px Silent Battery due to no bodies being left behind.
    • Enemies defeated with this weapon disintegrate quickly, making it ill-suited to use alongside NekrosIcon272 Nekros' Desecrate130xWhite Desecrate.
  • Two innate Madurai Pol polarities.
  • Low zoom, making covering wide shots while aiming easier.

Advantages over other Primary weapons (excluding modular weapons):

  • Projectiles have a thickness of 3 meters.
  • Innate Infinite Body Punch Through.
  • Very ammo efficient.
  • Normal Attack (wiki attack index 1)
    • Very high total damage (600)
    • Above average status chance (28.00%)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Has linear damage falloff from 100% to 33.33% from 10m to 20m target distance (distances are affected by Projectile Speed).
  • Projectile has travel time.
  • Limited range of 30 meters (can be increased with Projectile Speed mods).
  • Has a headshot multiplier of 1x.
  • Innate punch through does not apply to surfaces if hitting with the central portion of the projectile, requiring punch through mods.
  • Normal Attack (wiki attack index 1)
    • Very low active falloff slope (15.0m/%)
    • Very low maximum falloff distance (20.0 m)
    • Low reload speed (2.80 s)
    • Below average magazine (10)
    • Very low fire rate (1.100 attacks/sec)
    • Low ammo max (50)
    • Low disposition (●●●○○ (0.95x))
    • Very low crit multiplier (1.60x)

Comparisons:

Acquisition[]

The Arca Plasmor's blueprint can be researched from the Energy Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Fieldron
5
ControlModule
25
Cryotic
925
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 190 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
7,500
FieldronSample
200
Salvage
12,000
Circuits
3,750
Gallium
8
Time: 3 Day(s)
Prereq: Lanka
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • Being that it is a pulse shotgun, accuracy mods seem to have no effect on spread.
    • Mod TT 20px Vicious Spread however throws off accuracy by making shots veer wildly off from the aiming reticle at times, use at your own discretion.
      • This can be counteracted somewhat with Mod TT 20px Hell's Chamber, which will cause the weapon to fire 2-3 waves of energy.
      • Vicious Spread can also be counteracted by using Mirages' HallOfMirrors130xWhite Hall of Mirrors ability, do note that projectiles fired by the clones bounce off solid surfaces instead of dissipating.
      • A possible bug, Mod TT 20px Tainted Shell does not counteract Vicious Spread's accuracy decrease in any reasonable measure. Meaning that if you install both, the accuracy will still be significantly lower.
  • The Plasmor's pulse has a range of 30m. This scales with Projectile Speed mods, including the Mod TT 20px Jet Stream augment.
  • Shots will only proc DmgImpactSmall64 Impact if the target is within 14m.
  • The Plasmor has a reduced zoom by about 60% when aiming.
  • While the critical chance of the weapon is good, the critical damage is only slightly better than normal.

Known Bugs[]

Tips[]

  • Due to its innate body punch-through, the Plasmor is of great use in Arbitrations, easily passing through shielded enemies to get to shield drones.
  • Because the range and damage falloff are determined by the weapon's Projectile Speed, adding in Mod TT 20px Fatal Acceleration will increase the range and falloff limits by 40%, to 14m minimum falloff and 28m maximum falloff as well as increasing the range to 42m.
  • Due to its innate DmgRadiationSmall64 Radiation damage, the weapon can use elementals and dual elementals that use DmgFireSmall64 Heat or DmgElectricitySmall64 Electricity damage, such as DmgCorrosiveSmall64 Corrosive VS Grineer or DmgMagneticSmall64 Magnetic VS Corpus.
  • Short corridors favor this weapon highly, as a few pulses are normally enough to make short work of enemy clusters as long as no Arctic Eximus or Nullifier Crewmen are present, and the added Impact and Radiation procs will keep enemies at bay.
  • The description of surviving enemies being "consumed by radiation" simply means that their bodies will disintegrate on death. While this is undesirable for a Nekros's Desecrate130xWhite Desecrate, it is good for stealth if silenced since there will be no corpses to alert enemies.
  • It is exceedingly easy to perform headshots with this weapon. Although it has 1x headshot multiplier (meaning it does no extra damage), this can be increased using PrimaryDeadhead Primary Deadhead.

Trivia[]

  • The magazine for the weapon is a metal cylinder, which rotates clockwise after firing each shot and pumping the mechanism. No shells are ejected with each pump, perhaps implying the cylinder is filled with batteries or charge cells, which are depleted from a single pump and must be rotated to bring a new cell into position.
  • Writings on the side of the weapon seem to translate as "G.S.1.1", and possibly "DANGER EXTREME HEAT".

Media[]

Arca Plasmor Skins

Edit

Patch History[]

Hotfix 32.0.7 (2022-09-28)

  • Fixed the following weapons not correctly playing their intended animations between shots:
    • Arca Plasmor - Fixed the gun parts moving but not your Warframe.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

15 Ammo per Pick Up:

  • Arca Plasmor

Many weapons have also had their maximum ammo capacity adjusted.

Primary Weapons:

  • Arca Plasmor: From 48 to 50

Update 30.9 (2021-11-11)

  • Fixed shooting yourself with the Arca Plasmor when first firing it after you’ve been Revived.

Update 25.8 (2019-10-01)

October 2019 Riven Disposition Change
  • Arca Plasmor: 0.6->0.55

Hotfix 25.7.5 (2019-09-09)

  • Fixed Arca Plasmor not being able to damage the Ropalolyst Synovia.

Update 25.7 (2019-08-29)

  • Reduced the light intensity of the Arca Plasmor.

Hotfix 25.0.3 (2019-05-24)

  • Fixed an issue that made Arca Plasmor, Fulmin and Catchmoon projectiles deal damage twice on the hit when the projectile is destroyed. This was not a case of ‘always worked this way’ as it was accidentally introduced by the Jovian Concord.

Update 24.6 (2019-04-04)

  • Improved the left hand position for Arca Plasmor.

Update 24.0 (2018-11-08)
The previous Mainline update of Chimera 23.10.0 included a sneaky bug that removed falloff damage from the Arca Plasmor. The Arsenal continued to state the always present falloff (10.0 - 20.0) but it wasn’t truly applying. We have fixed this bug, which resulted in adding falloff damage back to the Arca Plasmor, and thus returned it to its original falloff state prior to Update 23.10.0. This also fixes the Conclave Arsenal displaying the incorrect falloff damage for the Arca Plasmor.

Hotfix 23.10.3 (2018-10-15)

  • Fixed the Arca Plasmor's projectiles bouncing off walls instead of exploding on impact.

Update 23.10 (2018-10-12)

  • Updated weapon FX for the Arca Plasmor, Castanas, and Sancti Castanas.
  • Fixed certain wave projectiles (e.g. Arca Plasmor) bouncing off hit proxy shields (e.g. Volt’s Electric Shield, Gara’s Mass Vitrify).
  • (Undocumented) Projectile now bounces off walls.

Update 22.14 (2018-03-01)

  • Tweaked force feedback sound of the Arca Plasmor.

Update 22.12 (2018-02-09)

  • Mag size increased from 6 to 10.

Hotfix 22.10.3 (2018-01-29)

  • Fixed the Arca Plasmor dealing 0 damage on headshots.

Update 22.10 (2018-01-25)

  • Headshots no longer deal bonus damage.
    • The Arca Plasmor was designed to hit multiple targets with a high-status chance, but with wide wave projectiles and inherent punch-through, a single shot could result in multiple headshots. With it being a shotgun, it was never intended to behave as a precision weapon, and the bonus pushed it too far out of that mold.
    • Headshots should still deal damage (without the multiplier).

Update 21.7 (2017-09-09)

  • Introduced.

Last updated: Update 24.0 (2018-11-08)

See also[]

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