The Deconstructor Prime is Helios Prime's Primed counterpart of the Deconstructor robotic weapon featuring all-around improved damage. This weapon uses melee and thrown melee mods.
This weapon can be sold for 1,250.
Acquisition[]
This sentinel weapon is automatically acquired by acquiring Helios Prime. Note that this weapon also takes up one Sentinel inventory slot.
Characteristics[]
Advantages over other Robotic weapons (excluding modular weapons):
- First Attack (wiki attack index 1)
- High total damage (160)
- Above average status chance (25.00%)
- Second Attack (wiki attack index 2)
- No numerical advantages.
- Third Attack (wiki attack index 3)
- No numerical advantages.
Disadvantages over other Robotic weapons (excluding modular weapons):
- Has a critical chance of 0%.
- Projectiles have travel time.
- First Attack (wiki attack index 1)
- Very low crit chance (0.00%)
- Low reload speed (3.00 s)
- Low magazine (6)
- Below average fire rate (1.33 attacks/sec)
- Very low crit multiplier (1.00x)
- Second Attack (wiki attack index 2)
- Below average crit chance (0.00%)
- Below average crit multiplier (1.00x)
- Third Attack (wiki attack index 3)
- No numerical disadvantages.
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Deconstructor Prime (First Attack), compared to Deconstructor (First Attack):
- Higher base damage per projectile (160.00 vs. 130.00)
- Higher Impact damage ( 160 vs. 130)
- Higher total damage (160 vs. 130)
- Higher average damage per tap (160 vs. 130)
- Higher burst DPS (212.8 vs. 172.9)
- Higher sustained DPS (127.80 vs. 103.84)
- Higher base damage per projectile (160.00 vs. 130.00)
Acquisition[]
The Deconstructor Prime is automatically acquired upon obtaining Helios Prime. Note that this weapon also takes up one Companion inventory slot.
Vaultings[]
- On December 7th, 2018, it was announced that Helios Prime, alongside Banshee Prime and Euphona Prime, would enter the Prime Vault and be retired from the reward tables on December 18th, 2018. Any preexisting components or fully-built weapons will remain as-is.
Notes[]
- The Deconstructor can only be used by the Helios and Helios Prime Sentinels.
- Deconstructor Prime only uses standard melee attacks. It does not allow the Sentinel to block or perform special attacks, nor does it have its own combo counter.
- As such, Deconstructor Prime cannot equip mods that affect heavy attacks (e.g. Killing Blow), slide attacks (e.g. Maiming Strike), combo counter (e.g. Blood Rush), finishers (e.g. Finishing Touch), or blocking (e.g. Focused Defense). It also cannot equip any Set Mods (e.g. Gladiator Might).
- The Deconstructor is a glaive type melee weapon and therefore accepts thrown melee weapon exclusive mods like Power Throw and Whirlwind.
- The projectiles of the Deconstructor bounce off walls like a normally thrown glaive, which is especially useful in narrow areas.
Patch History[]
Update 37.0 (2024-10-02)
- Rebalance of Sentinel weapons
The Origin system never stops developing the most exotic and destructive weapons known to Tenno-kind, and the weapons mounted to our Sentinels are no exception. The gap between the top and the bottom has gotten wider than we would like to see, so please enjoy these changes bringing up some of the weaker weapons. Not all weapons will focus on damage, some will get new utility features instead.
- Deconstructor Prime:
- Previously: Helios Sentinel attacks enemies using pieces of itself (Damage 75, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
- Now: Behavior unchanged but damage increased. (Damage 160, Status 25%, Fire Rate 1.33, Magazine 6/Reload 3, Critical 0%/1x)
Update 36.0 (2024-06-18)
- Fixed being able to equip Tennokai Mods onto Sentinel weapons such as Deconstructor (since they do not benefit from them and take up valuable Mod slots).
- If you had Tennokai Mods equipped to your Sentinel’s Weapon, they have been automatically unequipped.
Update 30.5 (2021-07-06)
- DECONSTRUCTOR MELEE MODDING CHANGES:
The Sisters of Parvos update will bring three new Modular Hound Companions, each with a unique Melee weapon. While reviewing these Companion Weapons, we noticed the Helios-old problem that there’s a lot of Melee Mods that you can equip, but don’t really function on companion Melee. There’s also some ‘invisible gear hopping’ where if you put Mods on your Deconstructor (or Prime), they carry over to your Melee which is a many-year-old oversight we’ve lived with, but are approaching changes more thoroughly with this Update and as a result we’re patching up this behaviour.
These are mostly Mods that deal with combos or heavy attacks, since Companions do not have these features as well as other certain outliers. As a result the following Mods will be incompatible with the upcoming three Hound weapons and retroactively will no longer work with the Deconstructor and Deconstructor Prime:
- Amalgam Organ Shatter
- Corrupt Charge
- Enduring Strike
- Body Count
- Blood Rush
- Dispatch Overdrive
- Drifting Contact
- Energy Channel
- Finishing Touch
- Focus Energy
- Focused Defense
- Guardian Derision
- Killing Blow
- Life Strike
- Maiming Strike
- Parry
- Quickening
- Reflex Coil
- Relentless Combination
- Seismic Wave
- True Punishment
- Weeping Wounds
- Gladiator Might
- Gladiator Rush
- Gladiator Vice
- Carnis Mandible
- Jugulus Barbs
- Saxum Thorax
- Motus Impact
- Proton Snap
- Tek Gravity
- Strain Infection
Update 29.10 (2021-03-19)
- Fixed the Deconstructor’s description not indicating that it deals Puncture or Slash damage.
Hotfix 29.5.3 (2020-11-23)
- Deconstructor can no longer equip Volatile Quick Return and Volatile Rebound.
- Deconstructor projectiles do not have any explosive properties so the Mods did nothing.
Hotfix 19.11.5 (2017-02-28)
- Introduced.
See also[]
- Deconstructor, the normal counterpart.