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Shatter your targets with explosive shells from this devastating Archwing cannon.

The Grattler is a quad-barrel IconGrineerOn Grineer Archgun autocannon. Its explosive projectiles make it ideal for clearing out groups of enemies, which is counterbalanced by its limited range and projectile travel time.

Characteristics[]

  • This weapon deals primarily DmgPunctureSmall64 Puncture damage.
  • Shots explode in a 9 meter radius upon impact with a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Innate Madurai Pol polarity.

Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Projectile Impact (wiki attack index 1)
    • High total damage (225)
  • Explosion (wiki attack index 2)
    • High fire rate (6.250 attacks/sec)

Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Projectiles have travel time.
  • Requires a spool-up of 4 shots to reach maximum fire rate.
    • Fire rate starts at 40% of the listed value, and increases by 20% per shot.
  • Atmospheric:
    • Linear Damage Falloff from 100% to ?% from 100m to 350m target distance in atmosphere (distances are affected by Projectile Speed).
    • Projectiles have a maximum range of 350 meters.
    • Poor ammo efficiency, generating high cooldown for the Archgun Deployer for every second fired.
  • Explosion inflict self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear damage falloff from 100% to 30% from central impact.
  • Projectile Impact (wiki attack index 1)
    • Below average crit chance (25.00%)
    • Below average ammo max (180)
    • Low magazine (30)
  • Explosion (wiki attack index 2)
    • Very low crit chance (25.00%)
    • Below average maximum falloff distance (9.0 m)
    • Below average magazine (30)
    • Below average status chance (25.00%)
    • Low crit multiplier (2.00x)

Comparisons:

Acquisition[]

The Grattler's blueprint can be researched from the Chem Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
65,000
Tellurium
5
Salvage
6,000
Oxium
3,500
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 250 Blueprint2 Blueprints Price:Credits15,000
Chem Lab ResearchClanAffinity645,000
Credits
7,500
DetoniteAmpule
10
Salvage
540
Oxium
390
Rubedo
210
Time: 3 Day(s)
Prereq: Ogris
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Trivia[]

  • The Grattler was first seen in the Echoes of the Sentients Highlight Video.
  • The Grineer text on the sides reads "Deth From Here".
  • The Grattler is the first Archwing Gun (and the first Archwing weapon overall) not to be of Tenno origin.
  • Not counting the Imperator Imperator or the Veritux Veritux (as well as the latter's Prisma variant), the Grattler is the first Archwing weapon that only uses resources for construction, as opposed to requiring weapon parts.
  • The Grattler's design and functionality appear to be modeled on several real-world Anti-aircraft guns, which can have multiple barrels for a high rate of fire and in earlier models would fire explosive shells to cloud the skies with shrapnel. This is further supported because associated files for the Grattler refer to it as "ArchGRNAAGUN," which can be seen as an abbreviation of "Archwing Grineer AA Gun".
  • As of Update 22.0 (2017-10-12), the Grattler is the first Archwing Weapon to be equipped by ground enemies; the Tusk Heavy Gunner is armed with the Tusk Grattler.
  • In Veilbreaker, playable Kahl-175 picks up a Grattler special variant called the Bolkor Grattler. This version has 60 Magazine Size instead of 30 and has Archwing recharging ammo despite being used like an atmospheric Archgun.

Media[]

Grattler Skins

Edit

Patch History[]

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

  • Exceptions: The Grattler have unique Damage Resistance values when used against the Profit Taker. These are adjusted to keep their damage output the same against these foes -- as these weapons did not have their damage doubled, the amount of damage resistance is balanced to account for their buffs.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

GRATTLER

  • Primary: Total Damage increased from 150 to 225
    • Impact Damage increased from 15 to 22.5
    • Puncture Damage increased from 120 to 180
    • Slash Damage increased from 15 to 22.5
  • Radial Attack: Blast Damage increased from 205 to 310

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 32.0 (2022-09-07)

Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 30.0 (2021-04-13)

  • Made optimizations towards the Grattler FX that were affecting GPU time.
    • We’ve also scaled down the Grattler projectile size to further improve performance.

Hotfix 27.4.3 (2020-05-05)

  • Fixed Grattler projectiles sometimes immediately exploding when fired which sometimes resulted in a crash.

Hotfix 27.4.1 (2020-05-01)

  • Removed self-damage when in space. The Grattler will apply the self-stagger mechanic now while in space.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Proximity fuse has been added to Grattler rounds in space so they explode when they are near a target.
  • Polished the Grattler Heavy Gun’s fire and reload animations. Also fixed an errant animation that played when equipped.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Grattler: 50%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Fixes
  • Increased the Grattler projectile lifetime so it can reach its intended falloff range.

Hotfix 24.2.6 (2018-12-20)

  • Shared Affinity gain now applies to Atmosphere Arch-Guns but only while equipped in the main hand.
  • Fixed not having an Arch-Gun equipped by default (if they own an Archwing primary weapon with the Gravimag installed) when changing Loadouts.
  • Fixed an issue where players with Arch-Guns in their loadout couldn't Wall Latch.
  • Fixed Chroma not playing Arch-Gun equip/charged fire animations.

Hotfix 24.2.5 (2018-12-20)

  • Changed the Arch-Gun Deployer cooldown timer to scale based on remaining Atmosphere Arch-Guns Ammo pool upon unequipping.
  • Increased Grattler Ammo capacity from 180 to 210 in Atmosphere Arch-Gun.
  • Removed unintentional ability to summon Arch-Gun in Melee Only Sorties.

Hotfix 24.2.4 (2018-12-19)

  • Arch-Gun Ammo pool increased by 2x for all Arch-Guns in Atmosphere mode.
  • Arch-Gun Deployer cooldown has been reduced to 5 minutes instead of 10.
  • Fixed Clients not hearing the Atmosphere Arch-Gun equip sound.

Hotfix 24.2.1 (2018-12-18)

  • Removed the dissolve FX when equipping your Atmosphere Arch-Gun.

Update 24.2 (2018-12-18)
‘ATMOSPHERE’ ARCH-GUN WEAPONS
It’s time we equipped some serious floor firepower! All Arch-Guns can be used on the ground - or as we like to call it ‘Atmosphere’ - with the use of a ‘Gravimag’. Gravimag is obtained from Clan Research, or as a one-time reward from the Orb Heist Phase 3 Bounty, and can be installed on any Arch-Gun (with an Orokin Catalyst installed) via the Upgrade Arsenal - similar to installing a Catalyst.

Comparable to the Archwing and K-Drive Launchers, a respective Gear item known as the Archweapon Deployer is required to activate your Atmosphere Arch-Gun. The Archweapon Deployer can be obtained by completing the Orb Heist Phase 3 Bounty.

Atmosphere Arch-Gun General Changes:

  • Atmosphere Arch-Guns consume Ammo as opposed to unlimited Ammo/Battery in Archwing. Specifically new Heavy Ammo Drops which can be found from Corpus enemies in Orb Heist missions. Heavy Ammo Drops also reset the 10 minute cool-down when picked up, or replenish Ammo if needed.
  • Atmosphere Arch-Gun can be summoned in normal missions with the Archweapon Deployer, but once Ammo has been depleted there is a 10 minute cool-down until you can summon again. The intent here is to allow you moments of beefy damage output, and not become just another Primary/Secondary weapon.

All stat changes are for Atmosphere Arch-Gun mode, Mastery Rank changes are global:

  • Mastery Rank from 0 to 4.
  • Damage increased from 275 to 310.
  • Magazine size decreased from 60 to 30.
  • Ammo Capacity set at 90.
  • Reload speed set at 2 seconds.

Update 17.0 (2015-07-31)

  • Introduced.

See also[]

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