The Ballistica Prime is the Prime variant of the Ballistica, sporting higher damage, critical chance, critical multiplier, and status chance, larger magazine, and faster charge-up and reload speed. Unlike the standard Ballistica, the Ballistica Prime shoots four arrows simultaneously in a semi-automatic tight spread rather than a recoiling burst-fire spray, making it more accurate. Killing an enemy with a charged shot creates their ghosts that will fight alongside the weapon's user. It was released alongside
Hydroid Prime and
Nami Skyla Prime.
Characteristics[]
- This weapon deals primarily
Puncture damage.
- Charged shots have 1 meter Punch Through.
- Charged shot kills within 50 meters of the user will create a ghost of the enemy that lasts for 7 seconds and will fight alongside the player similar to Specters.
- Innate multishot of 4 bolts.
- Innate two
and one
polarities.
Advantages over other Secondary weapons (excluding modular weapons):
- High overall status chance.
- Silent.
- Low charge time.
- Normal Shot (wiki attack index 1)
- High average number of procs per shot (0.6)
- Very high average number of crits per shot (0.8)
- Above average reload speed (1.20 s)
- Above average magazine (32)
- High total damage (160)
- Above average ammo max (210)
- Charged Shot (wiki attack index 2)
- Above average average number of procs per shot (0.6)
- Very high average number of crits per shot (0.8)
- Above average reload speed (1.20 s)
- High magazine (32)
- High total damage (304)
- Above average ammo max (210)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Projectiles have travel time.
- Consumes 4 ammo per shot regardless of charge-up unlike other members of the Ballistica family, resulting in an 8-shot magazine.
- Slightly lower than average zoom.
- Spawned ghosts will alert enemies, despite the weapon being silent.
- Normal Shot (wiki attack index 1)
- Low fire rate (3.33 attacks/sec)
- Below average status chance (15.00%)
- Charged Shot (wiki attack index 2)
- Below average status chance (15.00%)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
Ballistica Prime (Charged Shot), compared to
Ballistica (Charged Shot):
- Lower base damage per projectile (76.00 vs. 100.00)
- Higher total damage (304 vs. 100)
- Higher base critical chance (20.00% vs. 15.00%)
- Higher base critical multiplier (2.00x vs. 1.50x)
- Higher base status chance (15.00% vs. 10.00%)
- Higher average damage per tap (364.8 vs. 107.5)
- Higher burst DPS (456 vs. 107.5)
- Higher sustained DPS (384 vs. 95.55)
- Higher multishot (4 vs. 1)
- Larger magazine (32 vs. 16)
- More ammo cost per shot (4 vs. 1)
- Less shots per magazine (8 vs. 16)
- Faster reload time (1.20 s vs. 2.00 s)
- Greater projectile speed (140.0 m/s vs. 100.0 m/s)
- More polarities (
vs.
)
- Higher Mastery Rank required (14 vs. 2)
- Lower disposition (●●●●○ (1.20x) vs. ●●●●○ (1.25x))
Ballistica Prime (Charged Shot), compared to
Rakta Ballistica (Burst Shot):
- Higher base damage per projectile (76.00 vs. 75.00)
- Higher total damage (304 vs. 75)
- Higher base critical chance (20.00% vs. 5.00%)
- Higher base critical multiplier (2.00x vs. 1.50x)
- Higher base status chance (15.00% vs. 5.00%)
- Higher average damage per tap (364.8 vs. 307.5)
- Lower burst DPS (456 vs. 512.5)
- Higher sustained DPS (384 vs. 307.5)
- Lower fire rate (3.33 attacks/sec vs. 6.67 attacks/sec)
- Higher multishot (4 vs. 1)
- Larger magazine (32 vs. 20)
- More ammo cost per shot (4 vs. 1)
- Less shots per magazine (8 vs. 20)
- Faster reload time (1.20 s vs. 2.00 s)
- Less accurate (Very High vs. High)
- Tighter first-shot spread (0.00° vs. 2.00°)
- Wider maximum spread (50.00° vs. 5.00°)
- Greater projectile speed (140.0 m/s vs. 100.0 m/s)
- More polarities (
vs.
)
- Higher Mastery Rank required (14 vs. 6)
- No innate Blight effect
Acquisition[]
String | Lower Limb | Upper Limb | ![]() |
Receiver |
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Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 15,000 |
![]() 1 |
![]() 1 |
![]() 1 |
![]() 1 |
Time: 12 Hour(s) |
Rush: ![]() | |||||
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Vaultings[]
- On June 28, 2019, it was announced that Ballistica Prime would enter the Prime Vault and be retired from the reward tables on July 6, 2019. Any preexisting components or fully-built weapons will remain as is.
Notes[]
- Unlike other members of the Ballistica family, the Ballstica Prime functions as a weapon with innate multishot rather than a burst-fire weapon.
- Enemies killed by this weapon's charged shot will leave behind a ghost that will fight alongside the player similar to Specters.
- If multiple enemies are killed with the same charged shot with Punch Through, they will all become ghosts.
- Ghosts do not block bullets/projectiles, similar to
Mirage's
Hall of Mirrors.
- Bursas, Juggernaut, and Stalker (except Shadow Stalker) will not leave a ghost.
- Eximus enemies killed by a charged shot will become ghosts of their non-Eximus versions.
- A ghost of an enemy that spawns minions, such as Drahk Masters, Hyekka Masters, or Sniper Crewman, can spawn friendly minions but will expire along with the ghost that spawned them.
- Ghosts are not created if the enemy is killed by a damage over time proc effect as
Slash procs, even if the shot was a charged shot.
- Ghosts can also not be created from said
Slash procs to nearby enemies, even if it was a charged shot and even if it kills the nearby enemies. They also cannot be created from the explosions caused by
Molecular Prime, even if the weapon's kill shot explosion turns the original enemy into a ghost.
- Ghosts can also not be created from said
Trivia[]
- The Ballistica Prime, alongside
Afuris Prime,
Akbolto Prime,
Aksomati Prime,
Akstiletto Prime,
Cernos Prime,
Dual Kamas Prime,
Dual Keres Prime,
Fang Prime,
Gunsen Prime,
Paris Prime and
Zhuge Prime are the only Prime weapons that do not require Orokin Cells as crafting ingredients.
Tips[]
- Ghosts, created by charged shot kills, can be scanned with Codex Scanner or Synthesis Scanner, even when the original enemies were already scanned.
- Rare enemies can yield more scans with this method.
- This also works for Kavat when farming Kavat Genetic Codes.
Media[]
Ballistica Prime Skins
Patch History[]
Hotfix 27.2.2 (2020-03-06)
- Fixed the Ballistica Prime not having the new ‘Status’ calculations. It also has multiple fire iterations and are valid for large Status Chance like Shotguns received at their base to address the new Status logic.
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
Update 25.8 (2019-10-01)
- October 2019 Riven Disposition Change
- Ballistica: 1.05->1.1
Hotfix 25.0.7 (2019-05-30)
- Fixed the Ballistica (Prime) Energy color persisting as default on the strings.
Update 22.12 (2018-02-09)
- Mastery Rank increased from 7 to 14.
- Fixed not being able to draw your bow while sprinting (you could always charge your bow while sprinting, but pinky-friendly sprint changes have made this more obvious).
Hotfix 22.8.1 (2017-12-22)
- Fixed Ballistica Prime not creating proper ‘Ghost’ on Charged Attack kill.
Update 22.8 (2017-12-21)
- Fixed animation issue when charging an arrow immediately after firing a shot using Bows.
Update 22.6 (2017-12-07)
- Fixed the Ballistica Prime turning Executioners in Rathuum and Brokers in The Index into ghosts.
Hotfix 21.6.1 (2017-08-31)
- Fixed instances of Ballistica Prime not properly spawning ghosts.
- Fixed the color of the Prime Ballistica ghosts flickering for Clients.
- Fixed Ballistica Prime not unfolding correctly if no primary is equipped.
Update 21.6 (2017-08-29)
- Introduced.
Last updated: Update 25.3 (2019-07-06)
See Also[]
Ballistica, the normal counterpart.
Rakta Ballistica, the Red Veil custom counterpart.