Weapon Stats
Effect
Finale (Passive) When the weapon hits, there is a 40% probability to trigger Shrapnel; hitting a weakspot always triggers Shrapnel. Shrapnel no longer excludes hit parts. After triggering Shrapnel, gain 1 stack(s) of [Reverb], up to a maximum of 4 stacks. Each stack of [Reverb] increases the hit parts of Shrapnel by 1 and reduces 7% Recoil; it is removed after reloading or switching weapons. Each stack of [Reverb] increases the damage of the last bullet in the magazine by 5%. If the number of [Reverb] stacks is not less than 3, when the last bullet triggers Shrapnel, it will additionally trigger a number of times equal to the [Reverb] stacks.
Choose a recipe to see its materials.
Required Materials
Damage Calculator
Each tier can be reached with enhancement XP from same-brand Blueprint Fragments (same-name fragments give double XP) or bought directly with Starchrom. Unlocking fuses the listed fragments or costs the listed Starchrom.
Choose a variant to see its listed materials and quantities.
Choose a variant to see its listed materials and quantities.
Keywords
Deals DMG to extra parts of the enemy. Upon hitting an enemy with a bullet, deal 60% Attack as Weapon DMG to a different random part. The element type is the same as the weapon's element. The additional damage can Crit, strike Weakspots, and will decay with distance. Actual Factor = 60% × (1 + Shrapnel DMG Factor Bonus) × (1 + Shrapnel Final DMG Bonus).
<Bullet Effect>

