What the Amprex is
The Amprex is a Corpus beam rifle that fires a continuous high-voltage beam which arcs to nearby enemies. At 22 base Electricity damage per tick, 12 fire rate, and a 100-round magazine, it is built to sustain a stream of chained procs rather than deliver one big hit. The wiki’s own description calls it a crowd-control weapon, and that is the honest read: its value is the arc, not the per-tick number.
Base stats
| Stat | Value |
|---|---|
| Total damage | 22 per tick (Electricity) |
| Damage type | Electricity 22 |
| Critical chance | 32% at 2.2× multiplier |
| Status chance | 22% |
| Fire rate | 12 ticks/sec |
| Magazine | 100 (reload ~2.6s) |
| Multishot | 1 |
| Mastery | MR10 |
| Riven disposition | 1.20x — dispositions are retired, so every weapon uses the same value |
| Noise | Alarming |
| Trigger | Held (beam) |
| Introduced | Update 13.1 |
The two numbers that define it are 12 fire rate and the 100-round magazine. A beam rifle that never stops firing is what lets the chain mechanic do its work — you are not reloading between bursts, you are holding the lane open.
The chain-arcing beam
This is the gun’s identity. The Amprex beam hits a primary target and then arcs to nearby enemies, carrying the Electricity damage and proc to each. Every arc is a fresh chance to apply a status, and at 12 ticks per second those arcs stack fast. The practical effect is crowd control: groups of fodder get chained, procced, and staggered while your damage keeps climbing. The base 22 damage is almost beside the point — the arc is the product.
How you acquire it
The Amprex is a Clan Dojo weapon. You research its blueprint in your Dojo’s Energy Lab, then build it in your Foundry. Because it is Dojo-gated, new players who have not joined a clan will need to do that first; everyone else just needs MR10 to wield it. For the broader weapon-unlock loop, the Kuva and Tenet weapons guide covers the other special-liches, but the Amprex is the simpler Dojo path.
Modding it: crowd control vs damage
There are two honest ways to build the Amprex, and they pull in different directions:
The crowd-control build leans into the arc. Maximize status chance (a 60/60 Electricity mod like High Voltage plus a second 60/60 element), keep fire rate and magazine high, and let the chained procs do the locking-down. Because every arc inherits the beam’s element, boosting Electricity directly strengthens each chained bolt.
The damage build treats it like any crit rifle: Serration for damage, Split Chamber for multishot, Point Strike + Vital Sense to exploit the 32% crit at 2.2×, and Shred for fire rate plus punch-through so the beam reaches through a line of enemies. This trades some CC uptime for harder hits.
For most players the CC build is the reason to own the gun. The mods guide explains how dual-stat (60/60) mods and crit tiers slot together if you want to theorycraft the exact loadout.
Where it shines
- Swarm content (Infested, Corpus fodder): Defense, Interception, and Exterminate where you want one gun to pin a lane.
- Lower-to-mid Steel Path: the status pressure keeps enemies off you even when the 22 base damage looks small on paper.
- Affinity and resource farms: a gun that never stops firing is comfortable for long grind sessions.
It is less ideal as a boss-burst tool — single big hits out-class it there — but as a suppression weapon it stays relevant.
Comparisons with other beams
The Amprex is not the only continuous beam, and the comparison is worth making:
- Synoid Gammacor: similar beam feel but a sidearm with a smaller magazine; the Amprex wins on sustained fire.
- Quanta (and Quanta Vandal): beam that also has an alt-fire bubble; more niche than the Amprex’s pure chain.
- Phage: a beam shotgun with spread rather than a single chain; different role entirely.
Pick the Amprex when your goal is “keep a stream of chained electricity on a crowd,” not “delete one priority target.”
Steel Path and high-level usage
At high Steel Path levels the flat 22 base damage does fall off against heavily scaled enemies. What keeps the Amprex useful is the status layer: Electricity chains plus a combined element still strip and stun, and a primed-status build lets it act as a primer for a Condition Overload melee or a squadmate’s damage. Two practical notes:
- Slot an Archon Shard if you want to cover a weak spot (Amber for energy/cast economy is a common pick); the Archon Shards guide walks the socketing path.
- Because damage falls off late, pair the Amprex with a strong secondary or melee rather than expecting it to solo level-cap content. For ranking among primaries, the best weapons list puts it in context.
A concrete crowd-control loadout
If you want to skip the theory, here is the CC build most players land on, using mods you can name and find:
- Serration + Split Chamber — base damage and multishot; the multishot multiplies every chained bolt.
- High Voltage (60/60 Electricity) — doubles down on the innate element so the arc stays Electricity-strong.
- Hellfire (60/60 Heat) or Cryo Rounds (60/60 Cold) — adds the second element for a Corrosive or Viral combo.
- Point Strike + Vital Sense — if you want to use the 32% crit at 2.2×.
- Shred — fire rate plus punch-through so the beam reaches through a line of enemies.
That order of priority matters more than the last slot: damage and multishot first, the Electricity pair next, then crit if you bother. The mods guide explains how dual-stat (60/60) mods and crit tiers slot together.
Element combos by faction
- Grineer (armor): Electricity + Heat/Toxin → Corrosive strips armor.
- Corpus (shields): Electricity + Cold → Magnetic disables shields fast.
- Infested: Electricity + Toxin → a Corrosive-style spread; the status pressure matters more than the exact element.
Common mistakes
- Treating it as a damage rifle and ignoring the arc — the 22 base is low; the value is the chain.
- Over-investing in crit when the arc already does the work; status builds are simpler and stronger here.
- Forgetting the 100-round magazine is the point — a beam you reload constantly wastes the gun’s only real advantage.