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Kohm

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Kohm
GrineerSparkGun
Statistics
Weapon Slot Primary
Weapon Type Shotgun
Trigger Type Auto
Utility
Flight Speed Hitscan
Noise Level Alarming
Fire Rate 3.7 rounds/sec
Pellet Count 1-12 pellets/round
Accuracy 3.6
Magazine Size 245 rounds/mag
Max Ammo 960 rounds
Disposition Strong
Normal Attacks
Impact wImpact 6.0
Puncture wPuncture 6.0
Slash wSlash 18.0
Crit Chance 10.0%
Miscellaneous
Weapon Users Kuva Lancer
For every shot fired in rapid succession the Kohm releases an additional bolt and grows more lethal.

The Kohm is a Grineer shotgun with a unique held-trigger function. While holding the firing button, the Kohm will add an additional pellet to the following shot until it reaches a maximum of twelve pellets per shot, all while increasing its rate of fire. However, the increase in pellet count consumes extra ammunition.

Manufacturing Requirements
Credits64
20,000
Salvage64
2,500
Oxium64
500
Cryotic
500
ArgonCrystal64
2
Time: 12 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64150 Blueprint2 Blueprint Price: Credits6420,000

CharacteristicsEdit

This weapon deals primarily Slash b Slash damage.

Advantages:

  • High accuracy if not at full spool.
  • High pellet count at full spool.
  • Innate 1 meter Punch Through.
  • Highest magazine size and maximum ammo out of any shotgun.
  • High status chance.
  • Very good damage at full spool.
  • Has a Vazarin Pol polarity slot.

Disadvantages:

  • Low initial damage.
    • Requires spooling to gain both maximum pellet count and maximum fire rate. 
  • Consumes multiple ammunition per shot at full spool-up.
  • Hard to regain ammunition without a capped Shotgun Ammo Mutation.
  • Low accuracy at full spool.
  • Damage falloff starts at 15 meters.
  • Slow fire rate when not at full spool-up.
    • Even then, the fire rate is still slower than most automatic weapons.
  • Linear status chance; as more pellets are ejected, the high status status is distributed between the pellets, reducing the overall chance to proc.

Weapon LoadoutsEdit

Notes Edit

  • While holding the firing button, each time the Kohm shoots, it will add pellets to the shot.
    • Sprinting does not cancel the windup period as long as the firing button is still held. Exiting from a sprint will allow the weapon to resume where it left off.
    • At full spool it shoots 12 pellets and uses 4 ammo per shot.
      • Pellet count is verified by a video with unmodded Kohm, frame by frame[1]
    • With base magazine capacity, it can fire 66 shots in succession before needing to reload, spending 244 rounds of ammunition.
    • The Kohm's spread remains low until the 5th shot in the spooling cycle, allowing sniping even with a high pellet count as long as it's allowed to spool down between shots.
    • If it's in the middle of a firing chain and it doesn't have enough ammo to fire the next shot, it will attempt to reload even if the magazine still has ammo in it.

TipsEdit

  • The Kohm has a high chance of cutting corpses into pieces, similar to Slash b Slash-focused melee weapons. This makes the Kohm a prime candidate for a Desecrating Nekros to bring along, as the game considers the cut corpses as separate entities, essentially giving multiple corpses to desecrate from a single enemy and thus yielding more chances to create more drops.
  • A fully-ranked Shotgun Ammo Mutation is essential for prolonged use. Alternatively, you can use Team Ammo Restores or Shotgun Scavenger.
  • Additional pellets have infinite punch through, firing through doors, terrain, walls and infinite bodies. This is most likely a bug. However, the fall off damage counters this resulting in almost unnoticeable effects.
  • The Kohm benefits from Tainted Shell surprisingly well, reducing its overall spread even at full-spool and allowing it to hit targets from greater distances. The penalty to fire rate could also be considered a benefit as it reduces the rate the Kohm uses up ammo.
    • Although a Vazarin Pol polarity can limit elemental modding potential, Tainted Shell also has a Vazarin Pol polarity, thus is not much of an issue unless you do not own the mod.

TriviaEdit

  • The weapon's name is likely derived from Ohm (Ω), a unit for measuring electrical resistance. This ties to the Kohm being derived from an energy weapon.
    • The name Kohm is perhaps an abbreviation of 'Kilo-'ohm, which is simply 1,000 ohms.
  • At the time of its release the Kohm's projectiles had travel time and particle trails, which could result in considerable lag even on high-end computers. The Kohm would undergo several changes to its damage and projectile count, before simply making the projectiles hitscan instead.
  • Despite being labeled as a plasma shotgun, the weapon deals physical damage, meaning it may actually eject metal that is melted by induction heating, which can explain the barrels sparking and glowing mechanic. The ability to heat up and thus melt more metal at a time can explain the mechanic of using more ammo as the weapon spools up as well.

MediaEdit

  • Kohm in Codex

Patch HistoryEdit

Update 15.6
  • Kohm was introduced.

Update 15.7

  • Increased the Kohm's weapon damage from 15 to 25.
  • Decreased the Kohm's Ammo Consumption.

Update 15.7.2

  • Added spin down effect to Kohm.

Update 15.9

  • Fixed Kohm creating particle effects on Mirage's clones when particle settings are not set to High in system settings.

Update 15.10

  • Reduced fire rate of Kohm in full auto, but boosted projectile damage to compensate.

Update 15.13

  • Reduced particle effect trails for Kohm's projectiles.
  • Adjusted the Kohm to shoot a maximum of 5 pellets, in addition to dropping the fire rate but boosting projectile damage to compensate for DPS. This should keep the Kohm's damage relatively unchanged, while helping cut down on the graphical latency caused by the weapon.

Update 16.3

  • Made small adjustments to Kohm audio and visual effects.

See AlsoEdit

  • Kohmak, a miniature Kohm-like weapon for secondary use.
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