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The Lanka fires a high velocity projectile through magnetic induction.

The Lanka is a IconCorpusOn Corpus sniper rifle that uses a charged-shot mechanic and shoots DmgElectricitySmall64 Electricity projectiles. A fully charged shot boasts impressive damage, amplified by the weapon's high critical chance from zoom-ins, but is slow and somewhat inconsistent due to its slow charge speed and projectile travel time.

This weapon can be sold for Credits64 7,500.

Characteristics[]

  • This weapon deals DmgElectricitySmall64 Electricity damage.
  • Highest base damage of all sniper rifles when fully charged.
  • Innate Infinite Body Punch Through; fully charged shots have innate 5 meter punch through for surfaces.
  • Pinpoint accuracy.
  • Three zoom modes:
    • First zoom has 3.0x zoom distance and +20% critical chance.
    • Second zoom has 5.0x zoom distance and +30% critical chance.
    • Third zoom has 8.0x zoom distance and +50% critical chance.
  • Can use the Lanka-exclusive mod Mod TT 20px Voltage Sequence.
  • Extremely inaccurate hip fire/non-aim shooting.
  • Is projectile-based.
    • Very fast Projectile Speed.
    • Projectiles have travel time, slightly hindering its long-ranged potential.

Advantages over other Primary weapons (excluding modular weapons):

  • Longest shot combo reset time of all sniper rifles.
  • Partially Charged Shot (wiki attack index 1)
    • Above average maximum falloff distance (600.0 m)
    • Above average total damage (200)
    • Very high fire rate (inf attacks/sec)
  • Charged Shot (wiki attack index 2)
    • High total damage (525)
    • Very high fire rate (inf attacks/sec)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Has linear damage falloff from 100% to 50% from 400m to 600m target distance (distances are affected by Projectile Speed).
  • Fairly slow charge speed.
  • Partially Charged Shot (wiki attack index 1)
    • Below average crit chance (20.00%)
    • Below average magazine (10)
    • Low ammo max (72)
    • Low disposition (●●●○○ (1.05x))
  • Charged Shot (wiki attack index 2)
    • Low magazine (10)
    • Low ammo max (72)
    • Low disposition (●●●○○ (1.05x))
    • Below average crit multiplier (2.00x)

Acquisition[]

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


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Fieldron
5
Gallium
20
AlloyPlate
600
Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge N/A Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
10,000
FieldronSample
10
Ferrite
500
Plastids
250
PolymerBundle
500
Time: 3 Day(s)
Prereq: Dera
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • As with other weapons that deal Elemental Damage instead of physical damage, the Lanka's innate DmgElectricitySmall64 Electricity damage is added last in regards to elemental combinations. In order to create elemental combinations that require DmgElectricitySmall64 Electricity damage, you will have to position elemental mods as if there were an DmgElectricitySmall64 Electricity damage mod to the right of the bottom right mod slot.
  • Charged shots can be fired at 33% charge, sacrificing damage in exchange for fire rate.
  • The Lanka has the longest shot combo reset time of all sniper rifles at 6 seconds, allowing it to maintain its shot combos longer.
  • The zoom bonus adds a flat +20/30/50 critical chance, applied after mods. With Mod TT 20px Point Strike at max zoom, you have a (25 * (1 + 1.5)) + 50 = 112.5% critical chance.
  • The zoom bonus only applies if the weapon is scoped when the shot hits, not when the shot is fired.
  • The Lanka's shots can be controlled by IvaraIcon272 Ivara's Navigator130xWhite Navigator.
  • Requires only 2 shots to activate its Shot Combo Counter, giving it an immediate 1.5x total damage bonus on the first hit if Multishot mods like Split Chamber trigger a 2nd shot that also lands on the target.
Combo Counter Bonus Tier Total Base Damage Multiplier Minimum Consecutive

Hits Required

1 1.5x 2
2 2.0x 6
3 2.5x 18
4 3.0x 54
5 3.5x 162
6 4.0x 486
7 4.5x 1468
8 5.0x 4374

Tips[]

  • Increasing the fire rate will reduce charge time. A combination of Mod TT 20px Speed Trigger, Mod TT 20px Shred, and Mod TT 20px Vile Acceleration can reduce it down to 0.36 seconds. Vile Acceleration gives the greatest decrease per mod capacity.
  • Adding a rank 2 Mod TT 20px Wildfire gives two extra rounds per magazine, a rank 4 Mod TT 20px Magazine Warp gives three. Combine both for a total of 15 rounds in the magazine.
  • It performs optimally at the edge of an open air map.
  • All 'charge weapons' (guns) are capable of holding their charge during a sprint, and as long as the user starts the charge, they are able to finish charging while they are still sprinting. This is a useful trait for the mobility of the user.
    • Using elevators and opening co-op doors also does not cancel the charge, however hacking consoles and opening lockers will.
    • Sliding when you are about to hit the ground (from any height) is very useful for keeping your charge instead of losing it by rolling.
    • Wall running or bullet jumping will not cancel the charge, but edge grabbing will.
    • Using a two-handed skill will cancel the charge.
  • The low total ammo and ammo drop chance for sniper rifles can be alleviated in a few ways:
    • Don't reload. Reloading with only one round missing from your ammo pool will give you one ammo instead of ten per ammo drop. Roll (into an obstacle), melee strike, or swap weapons to cancel a charge instead of reloading.
    • Using a fully-ranked Mod TT 20px Sniper Ammo Mutation will make all ammo pickups give between 1 and 15 sniper rounds, depending on pickup type.
    • Using the Mod TT 20px Sniper Scavenger aura will make sniper ammo pickups give 25 rounds at max rank, instead of the usual 10 rounds.
    • Alternatively, Squad Ammo Restores can be used as needed.
    • The Carrier's signature Mod TT 20px Ammo Case ability can be used in place of consumables or valuable mod space on your weapon or Warframe.
  • Mod TT 20px Heavy Caliber can be used on the Lanka with little noticeable effect on its long-range accuracy, as its slow rate of fire ensures that its shots will always land on its crosshair. Heavy Caliber will affect the spread of additional bullets created by Mod TT 20px Split Chamber however.
  • As of Update 11.3 (2013-12-12), the Lanka possess a very high innate punch-through, making Mod TT 20px Metal Auger unnecessary while Shred becomes less effective.
    • Because of this, any Magnetize130xWhite Magnetized enemy will be hit multiple times by a single projectile. This can be very useful against bosses or heavy units like Bombards or Heavy Gunners.
  • Mod TT 20px Terminal Velocity can be used to increase shot flight speed. At max rank, it will increase the Lanka's fully-charged shot velocity to 320 m/s.

Trivia[]

  • Lanka is the name of an island fortress in Hindu mythology. This fortress is said to surpass even modern-day structures. This, in turn, is also a reference to the modern-day country of Sri Lanka.
  • The Lanka looks almost identical to the Snipetron Snipetron, the original Corpus sniper which was removed from the market due to "lore issues".
  • The Lanka is either a railgun or a coilgun. Two different real life weapon types that work by 'firing' projectiles using magnetism.
    • In real life, projectiles fired by either gun would be accelerated to incredibly high speeds, so the slow Projectile Speed of the Lanka's shots may be to balance out the Lanka's high damage and accuracy.
    • Given that the Lanka does not deal any kind of physical damage, it is likely shooting super-heated plasma projectiles accelerated using magnetic technology. This would also explain why the projectile's slow speed, as dense plasma does not follow the same ballistic principles as solid projectiles.
  • The Lanka is used by Sniper Crewmen, The Sergeant, Nullifier Crewmen (as well as their corrupted counterparts), and Perrin Sequence Operatives.
  • The text near the bottom of the barrel translates directly to "Luksor Forge", implying a possible creator to the Lanka's production.
  • When aiming, a number of Corpus "words" can be seen in the reticle:
    • The Corpus text near the bottom of the scope overlay spells out 'MARS', which might allude to which planet this weapon was manufactured on (which is supported by The Sergeant, who was the boss of Mars and is armed with a Lanka).
    • The text immediately below the 'Distance to Target' indicator spells out 'DUD'.
    • The text below the Zoom Level indicator reads "ROYOT KON RO".
    • The text appearing and disappearing above the reticle, as well as that along the far righthand side of the scope spells out gibberish as "DFKJDHFKDSJ FJDKFHDS", and "DKFH KDYF ALKDSNFDK".

Bugs[]

  • The Lanka's projectile will shoot off in a random direction when the barrel is "in" a nearby enemy, due to the length of the weapon's barrel.

Media[]

 

Lanka Skins

Edit

Patch History[]

Hotfix 32.3.2 (2023-02-16)

  • Fixed being unable to switch between multiple levels of zoom on the Lanka.

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:

  • Lanka

Update 31.5 (2022-04-27)

  • Fixed Sniper Rifles with multishot projectiles (Lanka) behaving differently than hitscan Sniper Rifles and only counting bullets that cause damage for combo counting.
    • Essentially, fixed projectile-based rifles counting every bullet individually for shot-combo mechanics when it comes to hits and misses. They now use the same rules as hitscan rifles which give you a combo stack for every bullet in your shot regardless of whether that bullet causes damage or not.

Update 22.20 (2018-05-17)

  • PBR treatment.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 7 to 10
  • Quick shot damage increased from 150 to 200
  • Projectile Speed increased

Update 22.0 (2017-10-12)

General Sniper Changes:

  • Reticle sway removed from all zoom levels!
  • 1 meter punch through added to all snipers without any to start with (snipers with innate punch through unchanged).
  • 1 combo count removed at a time when duration runs out instead of all of them (decay vs. cooldown).
  • 1 combo count removed on miss instead of all of them.
  • Additional bullets from multishot will each count as their own hits and misses in the combo counter.
  • Combo duration reduced to 2 seconds for all snipers apart from Lanka which is reduced to 6.
  • Damage fall off begins at 400 meters and ends at 600 meters with damage reduced to 50% past 600 meters.

Specific Sniper Weapon Changes: Lanka

  • Charge rate decreased from 1.5 to 1.
  • Second level zoom reduced from 7x to 5x.
  • Third level zoom reduced from 12x to 8x.

Update 9.0 (2013-07-13)

  • Sniper Mods can now be applied to Lanka

Hotfix 8.0.7.1 (2013-06-07)

  • Reduced Fieldron cost for Lanka Rifle.

See also[]

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