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Warframe: A Complete Guide To Kitguns

Warframe Tombfinger Kitgun Display

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Warframe's hundreds of guns vary wildly in stats and function. Chain-lightning beam rifles, bullet-hose pistols, and explosive boomerangs are just a few weapons you can expect to find and craft. Most of these weapons come with predetermined base stats that might not suit your build. If you can't find a gun that fits your playstyle, why not make one yourself?

Related: Warframe: Corrupted Mod And Orokin Vault Guide

Meet Kitguns, Warframe's take on modular firearms. By combining unique parts, you're able to create some devastating Primaries and Secondaries that can compete with some of the game's most meta picks. In this guide, we'll be going over what Kitguns are, how you can build them, what each part does, and cover some of the best Kitgun combinations you can make in Warframe.

What's A Kitgun?

Kitguns are modular Primary and Secondary weapons that can be crafted by Rude Zuud in Fortuna or Father in Necralisk. Like Zaws, Kitguns have three unique parts that determine the weapon's behavior, ranging from fire mode to the gun's ability to land critical hits.

But before you can use these weapons to their fullest potential, you'll first need to craft and gild them. While a lengthy process, the payoff is a weapon with stats that are tailored towards your playstyle. You'll also be able to apply a unique series of Arcanes on your gilded Kitgun, granting a level of utility that most Primaries and Secondaries lack.

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Crafting A Kitgun

Kitguns are crafted by Rude Zuud, one of the many NPCs that inhabit Fortuna. Father at Deimos' Necralisk hub town can also make Kitguns for you. A Kitgun is devised of three parts:

Each part of a Kitgun must first be crafted from a component blueprint. Visit Rude Zuud to purchase blueprints for each component you wish to craft. Build the parts, speak to Zuud or Father, then combine the parts to craft your Kitgun.

Note: Kitgun parts require refined Minerals and Gems to craft. These items can be found in Warframe's various open worlds. Vendors at each open world hub sell blueprints to refine them.

Your Kitgun won't be at its fullest potential at this point. To make it stronger, you'll need to rank up that weapon to level 30 and gild it.

Gilding A Kitgun

Similar to Zaws, Kitguns can have their base stats improved through a process known as gilding. Gilding a Kitgun will increase its base damage, critical stats, status chance, and unlock its unique Arcane slot. Unlike Zaws, two NPCs can gild your Kitguns: Rude Zuud in Fortuna and Father in Necralisk.

Related: Warframe: Top Arch-Guns, Ranked

Gilding a Kitgun requires the following:

Once you've gilded your Kitgun, you'll be able to apply a polarity onto the weapon at no cost. You'll also be able to name the weapon at no charge. To rename the Kitgun again (or any Primary or Secondary), you can purchase a renaming service from Rude Zuud or Father for 15 Platinum a rename.

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Kitgun Mastery Rank Points And Rivens

Like most weapons in Warframe, you'll earn Mastery Rank Points for leveling a Kitgun for the first time. Each Kitgun Chamber counts as a unique weapon for your Mastery Rank. Since there are six unique Chambers for Kitguns, that equates to 18,000 Mastery Rank Points you can obtain from Kitguns.

Related: Warframe: All Damage Types Explained

Kitgun Riven Mods are generated for the weapon's Chamber. You can use a Kitgun Riven for both Primary and Secondary Kitguns, so long as both variants share the same Chamber. Each Kitgun Chamber has a unique Riven Disposition that gets updated every three months.

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All Kitgun Parts

Note: This section is quite number heavy. If you're a newer player, consider skipping to the next section.

There are hundreds of Kitgun combinations in Warframe, varying wildly in terms of base stats. In this section, we'll be going over every Chamber, Grip, and Loader, showcasing how each part impacts the finished Kitgun.

Chambers

Six Kitgun Chambers are available for players to use, each altering the fire mode available on your weapon. Some Chambers have different properties depending on if it's a Primary or Secondary.

Note: Base damage of each Chamber will not be listed. The base damage tied to each Chamber varies wildly between grips. In general, grips with slower fire rates grant much more damage.
Chamber

Fire Mode

(Primary)

Fire Mode

(Secondary)

Behavior Damage Types

Critical

(Multi)

Status
Catchmoon Shotgun Shotgun
  • Primary: Full-auto plasma shotgun, similar to the Arca Plasmor.
  • Secondary: Semi-auto plasma shotgun, similar to the Arca Plasmor.
  • Impact
  • Heat

21%

(2x)

21%
Gaze Beam Beam
  • Primary: Fires a continuous energy beam that explodes on impact.
  • Secondary: Fires a continuous energy beam.
  • Puncture
    • Secondary
  • Radiation
    • Secondary and Primary

25%

(2x)

25%
Rattleguts Bullet Hose Bullet Hose
  • Primary: Fires hitscan bullets.
  • Secondary: Fires hitscan bullets.
  • Puncture
  • Slash
  • Radiation

19%

(2x)

19%
Sporelacer Launcher Launcher
  • Primary: Full-auto rifle that releases toxin sacs on impact. Rounds ricochet.
  • Secondary: Full-auto pistol that releases toxin sacs on impact, detonating into three smaller bomblets.
  • Impact
  • Toxin

21%

(3x Pistol)

(2x Primary)

21%
Tombfinger Projectile Rifle Projectile Pistol
  • Primary: Fire a plasma projectile that explodes on contact. Hold to charge.
  • Secondary: Fire a plasma projectile that explodes on contact.
  • Impact
  • Puncture
  • Radiation

24%

(2x)

24%
Vermisplicer Beam Beam
  • Primary: Shoots a tentacle beam that chains between three enemies.
  • Secondary: Fires tentacle beams that latch onto nearby targets.
  • Impact
  • Puncture
  • Slash
  • Toxin

25%

(2x)

25%

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Grips

Kitguns can use one of ten unique Grips, evenly divided between Primary and Secondary Grips. Each Grip will alter your damage profile and fire rate.

Grip Primary Or Secondary Damage Modifier Fire Rate Modifier
Brash Primary -50% +50%
Gibber Secondary -50% +50%
Haymaker Secondary +50% -50%
Lovetap Secondary +25% -25%
Palmaris Primary -25% +25%
Ramble Secondary -25% +25%
Shrewd Primary -25% +25%
Steadyslam Primary +25% -25%
Tremor Primary +25% -50%
Ulnaris Secondary -25% +25%
Note: The percentage values above are rough estimates and can be slightly higher or lower based on your selected Chamber.

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Loaders

Each Kitgun can be equipped with one of 20 unique Loaders, each altering the weapons magazine capacity, reload speed, critical stats, and status chance. While 20 Loaders is quite a lot, most of them share the same properties based on the suffix of their name:

Loader

Magazine

(Magnitude)

Reload Speed

(Magnitude)

Critical

(Multiplier)

Status
Acroid

Reduced

(Large)

Increased

(Large)

  • +3%
+3%
Bashrack

Increased

(Small)

Reduced

(Small)

  • +7%
  • +0.1x
-4%
Bellows

Increased

(Large)

Reduced

(Large)

  • +0%
+0%
Deepbreath

Increased

(Small)

Reduced

(Small)

  • +0%
+0%
Flutterfire

Reduced

(Small)

Increased

(Small)

  • -8%
  • -0.3x
+14%
Killstream

Reduced

(Small)

Increased

(Small)

  • +14%
  • +0.3x
-8%
Macro Acroid

Increased

(Massive)

Reduced

(Massive)

  • +0%
+0%
Macro Thymoid

Increased

(Large)

Reduced

(Large)

  • +3%
+3%
Ramflare

Increased

(Small)

Reduced

(Small)

  • -8%
  • -0.3x
+14%
Slap

Reduced

(Small)

Increased

(Small)

  • +0%
+0%
Slapneedle

Reduced

(Small)

Increased

(Small)

  • +7%
  • +0.1x
-4%
Sparkfire

Increased

(Small)

Reduced

(Small)

  • -4%
  • -0.1x
+7%
Splat

Increased

(Small)

Reduced

(Small)

  • +14%
  • +0.3x
-8%
Stitch

Increased

(Large)

Reduced

(Large)

  • +7%
  • +0.1x
-4%
Swiftfire

Reduced

(Small)

Increased

(Small)

  • -4%
  • -0.1x
+7%
Thunderdrum

Increased

(Large)

Reduced

(Large)

  • -4%
  • -0.1x
+7%
Thymoid

Increased

(Small)

Reduced

(Small)

  • +0%
+0%
Zip

Reduced

(Large)

Increased

(Large)

  • +0%
+0%
Zipfire

Reduced

(Large)

Increased

(Large)

  • -4%
  • -0.1x
+7%
Zipneedle

Reduced

(Large)

Increased

(Large)

  • +7%
  • +0.1x
-4%

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Pax And Residual Arcanes

Just like Zaws, Kitguns have a unique Arcane slot that is unlocked by gilding the weapon. This slot is different from your Primary or Secondary Arcane slot. All gilded Kitguns can equip either a Pax or Residual Arcane atop a Secondary Arcane, granting a surprising amount of utility. Unlike Warframe Arcanes, you only need ten of the same Arcane to upgrade it fully.

Every Pax Arcane

Four Pax Arcanes are available for players to use. You can purchase all four of them from Rude Zuud at Fortuna.

Exodia

Activator

(Chance)

Effect Notes
Bolt

Headshot kill

(100%)

30% Ability Strength and Efficiency on your next ability cast.
  • Must be cast 4 seconds after activated
  • Doesn't bypass the 75% Efficiency cap
Charge

Passive

(100%)

Converts the magazine into a rechargeable battery.
  • Reload speed influences battery recharge rate
Seeker

Headshot kill

(100%)

Releases 4 homing projectiles from the target.
  • Projectiles aim for the head.
  • Affected by Kitgun Mods
  • Only activates on direct kill; no DoTs
Soar

While airborne

(100%)

  • +50% Accuracy while Airborne
  • -50% Weapon Recoil while Airborne
  • +5s Aim Glide/Wall Latch Duration
  • Stacks with other Parkour Mods

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Every Residual Arcane

Residual Arcanes spawn an Infested-themed effect on a kill, which can then be paired with a Warframe Theorem Arcane for enhanced benefits. You can only use one Residual or Pax Arcane at a time, so choose carefully. You can find all four Residual Arcanes in Isolation Vaults on Deimos.

Exodia

Activator

(Chance)

Effect Notes
Boils

On kill

(20%)

Spawn Infested mines that detonate for 80 Heat damage
  • Standing in the area grants Heat damage to Theorem Arcane effects
  • Lasts 12 seconds
Malador

On kill

(20%)

Spawn a chilling mist that deals 40 Cold damage to enemies inside
  • Standing in the mist grants Cold damage to Theorem Arcane effects
  • Lasts 12 seconds
Shock

On kill

(20%)

Spawn an electric pylon that deals 200 Electricity damage to enemies nearby
  • Standing near the pylon grants Electricity damage to Theorem Arcane effects
  • Lasts 12 seconds
Viremia

On kill

(20%)

Spawn a pool of toxic blood that deals 40 Toxin damage to enemies inside
  • Standing in the pool grants Toxin damage to Theorem Arcane effects
  • Lasts 12 seconds

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The Best Pax Combinations

Since there are only six Chambers you need to level for MR, most players will only need to make six Kitguns to get the most out of this system. We'll go over which parts go best with each Chamber to help you maximize your time and resources.

Best Kitgun Parts

If you are interested in making Kitguns yourself, it's important to know that not all Kitgun parts are created equal. Some Kitgun parts are far better than others.

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The Best Kitguns

If you want to make the best Kitgun for each Chamber type, consult the table below.

Chamber Grip Loader
Catchmoon (Secondary) Haymaker Killstream
Gaze (Secondary) Ramble Splat
Rattleguts (Primary) Tremor Splat
Sporelacer (Secondary) Haymaker Killstream
Tombfinger (Primary) Brash Splat
Vermisplicer (Primary) Brash Splat

You can replace any listed Loader with Splat or Killstream; they only differ in magazine size and reload times, so they're mostly down to preference.

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Next: Everything You Need To Know About Warframe In 2021

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