Phenmor is an Incarnon ceremonial rifle evolved by the Void. Starting out as a semi-automatic rifle, achieving enough headshots will allow the player to temporarily transform it into a fully automatic rapid-fire heavy weapon with bonus
Radiation damage.
Characteristics[]
- This weapon deals primarily
Slash damage. - Once Incarnon Form is unlocked, landing headshots fill the Incarnon Transmutation gauge that transforms the Phenmor into an automatic weapon via the Alternate Fire key.
- Additional shots from Multishot counts as separate headshots.
- The gauge reaches full charge after 12 headshots, and does not require a full gauge to activate.
- Shots deal pure
Slash and
Radiation damage, but no longer deal
Puncture damage. - Gains increased fire rate, 3 meter Punch Through, and significantly reduced recoil.
- Fire rate decreases from 100% to 60% over 51 shots as the trigger is held, reducing its effectiveness from prolonged periods of firing.
- Instead of drawing from the Phenmor's ammo reserves, Incarnon Form gives the Phenmor a unique "magazine" from 34 rounds per charge to a maximum of 408, indicated by a bar underneath the reticle.
- If the Alternate Fire key is pressed whether or not the Incarnon magazine is fully expended, the Phenmor is transformed back into its default state.
- As with all Zariman Incarnon weapons the Phenmor has 5 evolution tiers with different perks that allow players to customize their Phenmor's stats with Cavalero's assistance.
Advantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Above average total damage (140)
- Above average ammo max (540)
- Incarnon Form (wiki attack index 2)
- Above average ammo max (540)
- Very high fire rate (13.33 attacks/sec)
Disadvantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Below average crit chance (20.00%)
- Low reload speed (2.80 s)
- Below average fire rate (3.00 attacks/sec)
- Below average status chance (20.00%)
- Very low disposition (●○○○○ (0.60x))
- Incarnon Form (wiki attack index 2)
- Below average crit chance (20.00%)
- Low reload speed (2.80 s)
- Low status chance (20.00%)
- Very low disposition (●○○○○ (0.60x))
- Below average crit multiplier (2.00x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
Phenmor's main blueprint is purchased from Cavalero of The Holdfasts at Rank 2 - Watcher for
6,000 Standing. The blueprint can be traded.
| Manufacturing Requirements | |||||
|---|---|---|---|---|---|
30,000 |
15 |
20 |
6,000 |
15 |
Time: 1 Day(s) |
| Rush: | |||||
Notes[]
Evolutions[]
- When newly acquired from the Foundry, players must acquire 100 kills with the Phenmor in order to gain access to its Incarnon transformation. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Unlock Challenge: Kill 100 enemies with the Phenmor.
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Incarnon Form changes the weapon from a semi-auto to full-auto with increased fire rate, 3 meter punch through, and its shots inflict
Radiation and
Slash damage but no longer inflicts
Puncture damage. - Incarnon Form uses Archgun animations. Contrary to its appearance, the Phenmor is still considered a Primary weapon and will not impair Aim Glide time.
- Incarnon Form's fire rates spools down from 100% to 60% over 51 shots as the trigger is held. Spool resets once the player stops firing, encouraging brief bursts of fire rather than sustained fire.
- Incarnon Form changes the weapon from a semi-auto to full-auto with increased fire rate, 3 meter punch through, and its shots inflict
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 12 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
Sonar or
Detect Vulnerability in places other than heads will have no effect either. - Headshots on corpses do not build charges.
- Individual Multishot bullets can build charges.
- Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either
- Instead of drawing ammunition from its reserves, the Phenmor's Incarnon Form uses a separate "magazine" with each charge producing 34 rounds to a maximum of 408. Once all ammunition is expended, the Phenmor reverts to its normal form.
- Incarnon Form's magazine is not affected by mods.
- Incarnon Form is not affected by Ammo Efficiency (such as
Energized Munitions). - Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
Evolution II[]
- Unlock Challenge: Kill 8 Eximus with the Phenmor's Incarnon Transmutation
- Perk 1: Void's Guidance:
- Perk 2: Rapid Wrath:
- +20% Fire Rate
- Perk 3: Swift Deliverance:
- +80% Projectile Speed
Evolution III[]
- Unlock Challenge: Land 20 headshots on Void Angels with Primary fire without reloading
- Hits landed from multishot count towards this challenge.
- Perk 1: Retribution's Vessel:
- +50% Magazine Capacity
- Does not affect Incarnon Form.
- +50% Magazine Capacity
- Perk 2: Ready Retaliation:
- On reload from Empty: +100% Reload Speed for 6 seconds
- Affects untransformed Phenmor. Can affect transition into Incarnon mode with a well-timed manual reload. Does not affect transition from Incarnon back to semi-auto.
- On reload from Empty: +100% Reload Speed for 6 seconds
- Perk 3: Executioner's Fortune:
- On Headshot kill: 20% chance to instant reload
- Does not affect Incarnon Form.
- On Headshot kill: 20% chance to instant reload
Evolution IV[]
- Unlock Challenge: Close 12 Ruptures in Void Flood
- Note this does not have to be all done in a single run; progress towards this is maintained between runs.
- Perk 1: Survivor's Edge:
- +10% Critical Chance
- +10% Status Chance
- Bonuses are added after mods as a flat value.
- Perk 2: Incarnon Efficiency:
- Headshots Build +50% more incarnation Transmutation charge.
- Reduces the number of headshots required to fully charge Transmutation to 8.
- Headshots Build +50% more incarnation Transmutation charge.
- Perk 3: Elemental Excess:
- +20% Status Chance
- -10% Critical Chance
- Bonuses are added after mods as a flat value.
Evolution V[]
- Unlock Challenge: Complete a Solo mission with an Incarnon Weapon equipped in every slot
- Perk 1: Devouring Attrition:
- 50% chance to deal +2000% damage on non-critical hits
- Damage bonus is multiplicative to base damage bonuses such as
Serration.
- Damage bonus is multiplicative to base damage bonuses such as
- 50% chance to deal +2000% damage on non-critical hits
- Perk 2: Spiteful Defilement:
- Enemies suffering from fewer than 3 Status Effects will give: +100% Critical Damage
- Bonus is added after mods as a flat value.
- Enemies suffering from fewer than 3 Status Effects will give: +100% Critical Damage
- Perk 3: Lingering Judgement:
- On 2 headshots within 2 seconds: +50% Headshot damage for 8 seconds.
- The headshot bonus is additive with max Rank
Primary Deadhead.
- The headshot bonus is additive with max Rank
- On 2 headshots within 2 seconds: +50% Headshot damage for 8 seconds.
Tips[]
- Evolution III challenge can be made easier by increasing Magazine Capacity (with
Magazine Warp,
Wildfire, and/or
Tainted Mag) and by increasing Multishot (with
Split Chamber (
Galvanized) and/or
Vigilante Armaments). - The Evolution III challenge can be completely trivialised by casting
Mag's
Magnetize on a Void Angel. - For Evolution III, with no other enemies around, if the Tenno uses an ability to turn invisible, the awakened Void Angel will be less active, sometimes even standing still. This makes it easier to land headshots.
- Using an Exalted Weapon will negate Evolution V challenge.
- Incarnon Genesis weapons are counted for Evolution V challenge.
- At maxed rank,
Primary Deadhead can almost completely negate recoil and ease with headshot and accuracy for both normal and Incarnon form.
Media[]
- Shot
- Alt-fire shot
- Mech
- Alt-fire mech
- Reloading
- Reloading while in auto mode
- Charging Void meter
- Void meter full
- Void loop
- Switching back to semi-auto
- Switching to auto
Trivia[]
- In its Incarnon form it acts like an Archgun heavy weapon, using the same animations and movement animations but lacking the reduced aim glide duration associated with actual heavy weapons.
- Its description mentions the three-volley salute used in military funerals.
Bugs[]
- The Phenmor sometimes does not seem to inherit punch-through from mods (like Shred), occasionally not going through thin objects like doors.
Patch History[]
Hotfix 35.5.8 (2024-04-24)
- Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Phenmor Devouring Attrition perk.
Hotfix 34.0.5 (2023-10-26)
- Fixed the “Kill X Eximus with the weapon’s Incarnon Form” challenge for the Phenmor resetting even after completion.
Hotfix 33.6.4 (2023-08-15)
- Fixed the Evolution VI Incarnon Challenge (Complete a mission with an Incarnon Weapon in every slot) not completing for the Phenmor when using weapons with Incarnon Geneses installed.
Update 33.0 (2023-04-26)
- Changed Incarnon Weapons’ “DAMAGE” stat to “Incarnon Form” when viewing the Incarnon Form damage values in the Arsenal.
- Fixed Incarnon weapons reverting to their default form not being visible to other players in the squad until it is shot again.
Update 32.3 (2023-02-15)
- Fixed quick weapon switching with the Phenmor in Incarnon Mode causing weapons to remain holstered while Warframe animates invisible weapons as if they were being held.
- Fixed custom reticles (Incarnon weapons for example) overlapping with default reticles in the UI when swapping between weapons.
- Fixed the Incarnon mode reticle appearing when it has not yet been unlocked for that Incarnon Weapon.
Hotfix 32.2.9 (2023-01-11)
- Fixed Phenmor’s reticle being off center in Zariman missions. As reported here.
Hotfix 32.2.5 (2022-12-14)
- Fixed quickly swapping between the Phenmor (Incarnon Mode) and Secondary weapon leaving the player locked in the equipping animation.
- Fixed Incarnon Weapons losing their crosshair when flying around in Archwing in open landscape areas.
Hotfix 32.2.4 (2022-12-07)
- Fixes towards script error with Incarnon Weapons’ HUD.
Hotfix 32.2.1 (2022-11-30)
- (Hot-dropped earlier today) Fixed certain players getting a “failed to update account” error while trying to complete Incarnon Weapon challenges in mission.
- Fixed script error when hovering over Incarnon Weapon upgrades in the Arsenal UI.
Update 32.0 (2022-09-07)
- Fixed the default Arching Reticle overlapping the custom Incarnon Weapon Reticle when in Archwing.
- Fixed Incarnon Weapon reticles being visible in Captura Scenes.
- Fixed the water tank of the Soaktron skin appearing on the Phenmor’s Incarnon Form.
Hotfix 31.7.2 (2022-08-17)
- You can now search for Incarnon weapons in your Inventory by typing “Incarnon”.
Hotfix 31.6.4 (2022-07-14)
- Fixed the Phenmor’s “50% more Incarnon charge on headshots” Evolution IV perk not working.
- Charging to Incarnon mode was taking 12 hits regardless of if you had this Evolution perk or not. Now, charging will take 12 hits if you do not have this perk, and 8 hits if you do.
- Fixed the stat change for Incarnon weapons that have crit/status chance Evolution upgrades not appearing in the Arsenal.
Update 31.6 (2022-06-09)
- Updated the Incarnon Form charge gauge in the Incarnon weapon reticle to improve readability on when there is charge/when it is at full charge.
- The Phenmor can now equip owned Rifle skins!
- The Laetum and the Praedos were released with this option enabled, it is now the Phenmor’s turn!
- Updated Incarnon Weapon Evolution screen to include stat comparisons when selecting Evolution perks in Cavalero’s evolve screen. From the original known bugs list.
- Made some slight adjustments to framing of Incarnon weapons in Cavalero’s Evolution screen.
- Fixed cases where the Phenmor were not counting headshots for Incarnon Form charge.
- Fixed Clients gaining Incarnon Form charges added and then partially resetting and counting back up in high latency situations.
- Fixed Incarnon weapons using Skins in Incarnon form. From the original known bugs list.
- Fixed cases of Evolution perks not working for Clients.
- Fixed the transformation timing on the Phenmor Evolution which cut off the sound FX.
- Fixed Incarnon Evolutions UI persisting in the Loadouts screen.
- Changed the reticle of several weapons with a charge mechanic to no longer use energy colors for their charge indicators.
- While it’s desirable to have the reticle of these weapons take on the energy color, it sacrifices too much clarity for the weapon charge indicator.
- This applies to:
- Phenmor transmutation gauge
- While it’s desirable to have the reticle of these weapons take on the energy color, it sacrifices too much clarity for the weapon charge indicator.
Hotfix 31.5.10 (2022-05-17)
- Fixed purchasing an Appearance Config Slot for the Phenmor prompting a confirmation for purchasing an Exilus Weapon Adapter for 20 Platinum instead of the 10 Platinum Appearance Config Slot as intended.
- To recap, players who purchased the Slot were being prompted for an Exilus Weapon Adapter, and then charged for it when the player confirmed. The Adapter was then consumed to unlock the Appearance Config Slot.
- For those who were affected up until this hotfix, upon login you will be given an Exilus Weapon Adapter for every slot purchased for the Phenmor. Purchased Appearance Config Slots will remain unaffected, you keep what you purchased!
- Due to some tech constraints, we weren’t able to run a script that would refund the Platinum difference while also distributing the consumed Adapter. If you would rather the 10 Platinum instead of the Adapters you may contact support.warframe.com with the subject line “Appearance Config Slot Inquiry for the Phenmor” or you can keep the “discounted” Exilus Weapon Adapter(s) (10 Platinum vs. 20).
Hotfix 31.5.9 (2022-05-12)
- Fixed the Incarnon Weapon Evolution UI elements persisting in the Loadout screen.
Hotfix 31.5.7 (2022-05-06)
- Fixed all Incarnon Evolutions that increase or reduce Critical/Status Chance not applying correctly.
- Previously, the base stats were not additive, which meant that they weren’t being applied in full. For example, the Phenmor’s Survivor’s Edge Evolution IV +10% Critical Chance +10 Status Chance was only applying a fraction of that percentage boost. They will now apply properly as described in its descriptions!
Hotfix 31.5.6 (2022-05-04)
- Fixed script error related to special Incarnon weapon reticle.
Hotfix 31.5.5 (2022-05-03)
- Fixed being unable to trigger Transmutation on Incarnon weapons with alt-fire/heavy attack after Host migration.
Hotfix 31.5.4 (2022-05-02)
- Added custom icon for the ‘Incarnon Challenges’ category in the in-mission Challenge Progress window.
Hotfix 31.5.3 (2022-04-29)
- Fixed script error related to checking challenge progress for Incarnon Weapons while in mission.
Update 31.5 (2022-04-27)
- Introduced.





















































































































































































48 comments
I am Heavy Warframe Guy...and this is my phenmor. She weighs eighty five pounds and fires two hundred platinum, void-born cartridges at 13.33 per minute. It costs four hundred thousand credits to fire this incarnon...for twelve seconds.
"Using an Exalted Weapon will negate Evolution V challenge."
I don't think this is accurate. I used Mesa Prime and used her Regulators a lot during the mission and still unlocked Evo V after the mission.
I'm purely speculating here, but I suspect the problem would only occur if the mission ends when you have an exalted weapon active, since most of them functionally replace whatever you have in that slot when they're active, and it checks to see if you have an Incarnon weapon in each slot upon mission completion- using an exalted weapon during the mission probably doesn't matter, as long as you don't have it replacing one of your incarnon weapons when the mission ends.
Cant unlock evo 5 even though i equipped onox and ruvox
Bug?
I'am unable to evolve the weapon, as the evo 1 challenge stopped counting at 32
Punch through on incarnon mode seems to be bugged too now.
Can any mission be completed for Evo 5? If so I think it may warrant adding that to the tips. Right now my thinking is it MUST be done on The Zariman but my almost full clan and alliance could not answer.
Turns out one clan member did say any mission can be done. It may be common knowledge for the more experienced players but for the newbies could that be corroborated and added to the tips please, if true?
Can confirm you can do ANY mission. I finished my Onos and Ruvox (and I'm assuming it'll work with the Zariman incarnons because my primary was Phenmor) on the earth capture mission
So what's so special about this gun for me it's the same as Burston Incarnon or Laetum? So many praises for incarnons yeah they're cool when charged but until you charge them you're like a little squirell.
Devouring attrition
Its a single shot high damage gun. Its base damage is juicy enough for SP and the autoloader perk rewards accuracy. In short most single shot rifles are horrible but this 1 is less horrible
You're wrong. Phenmor, even before the charge is really good for single target
Should I forma this under the assumption that the punch through issue will never be fixed?
I was going to buy platinum to really make this thing good but the punch through really gives the big sad :( High damage single shot weapons live on punch through, so I'm hesitant about investing a catalyst, and forma, rivens, exilus/arcanes etc on a broken gun. Every time enemies line up I cri ;_-
The punch through is still glitched on normal mode, it never goes through thin walls and works about 50% of the time on enemies. Not sure about thick walls. I don't think its the projectile speed falling off on punch either, as phenmors projectile speed is insanely fast.
There is also seems to be a glitch where the bullets physically 'hit' visual effects and actually stop the damage. (Not nullifiers, but like aoe eximus attacks) Not sure if I'm just retarded or if its real, but you can semi-replicate it with dirigias zap aoe precept. Stunned enemies with the lightning effect will often take no damage. Whatever the case, the main takeaway is that sometimes bullets just seem to cease to hit/do damage when fired directly through certain visual effects. This bug is pretty rare however.
Pls fix DE, I wanna buy plat and love this gun but rn its hard
Nowadays you can build it for blast, it kills everything so fast that punch through is somewhat unnecessary, it's actually kinda fun to mow them down with the absurd firerate, my only punch through mod is rifle elementalist just in case they ever do fix it.
Does Lingering Judgement stack with itself?
Its probably a 1 time thing because usually stack stuff indicate the number of max stacks. We should try to test it tho
Is this still bugged? I tried the last Evolution Incarnon Challenge (solo mission) with Phenmor/Laetum/Innodem and it didn't work.
I've been doing it for hours but it hasn't worked at all
Just tried it myself, solo phenmor, solo mode (not friends only or public), tried 3 zariman missions (extermination, and 2 void floods), earth sabotage, and earth capture, even unequipped my companion and nothing worked. Don't have an incarnon melee so I'm not sure if they changed it to require all weapons in the slot or not.
Un equipping worked for the Laetum, isnt working for the Phenmor
You have to complete the mission too. Also don't use exalted weapon frames because they count as being non incarnon
So im looking at builds and wondering why all my stuff wont fit, My Phenmor doesnt have the Naramon Polarity built into it, any idea why? The wiki and every build i can find show that it comes with that polarity slot and i just dont have it. Not a huge deal, i can just add another forma but im confused lol
Any chance you already forma'd over it?
I'd never really used this weapon until now even though I've had it since it released. I have no idea why not. It is extremely good. Even with no forma and no arcane, it's already the best weapon I own for certain content. With some investment, it'll probably be my best primary in general.
Definitely. It murdered my veldt, stradavar and stahlta builds because its everything I wanted them to be and more. Am working on a riven at 109 rolls so far, but will try attrition out if it can hit a four stat neg crit chance.
It takes so much work to get these weapons into incarnon form, wish de would change that.
It ranks better than trivia, IMO. Reload speed makes the transitions shorter, and therefore also makes it less likely you'll suffer the unfortunate "jam" effect. Neat thing about Phenmor is it's so good it can afford to sacrifice a slot for Fast Hands. Shaving a second off that transition time feels so much better. I'd rather use Deadhead in the arcane slot, but you can almost halve it with both PFH and Merciless.
You can use at 3 evolution Ready Retaliation, and getting incarnon mode after reload.
"You can use at 3 evolution Ready Retaliation, and getting incarnon mode after reload."
Ok, that's interesting. Fire the last bullet in semi, manual reload and hit altfire fast, and you get the Ready Retaliation benefit. Sort of cool, although I'm not sure I want to be looking at my magazine and delaying the switch a lot. It also leaves an unloaded weapon in semi when I switch back.
But for clarity's sake, and sort of contrary to what the wiki says, it doesn't appear to work when firing the last bullet in Incarnon mode and switching to semi. AFAICT, the same times with and without that evolution. About 1.3s normally. I tried with Tainted Mag too just to make it a little easier to time. About 1.8s either way.
Was thinking about adding p fast hands too. its reload is pretty hefty, and I like the auto freeload on headshot but it doesn't always trigger. With a non crit build it should have enough open slots to fit (I hope)
This is an amazing weapon, but the sound it makes is so piddly. I know it's supposed to be evolved from a prop gun for parades, but come on. Felarx has much more impressive and intimidating metallic firing sounds.
The full auto heavy weapon snaps though, as much as it snaps the entire tileset in half with it's ludicrous damage.
Are you saying you like the sound in Incarnon mode and don't like it in semi? It's sort of the opposite for me, although I don't truly love or hate either. Semi-auto sounds ok to me. Incarnon isn't terrible, but its damage output leads me to expect outrageous sound. And it's not outrageous in any way. It should sound like the Buzlok, if the Buzlok had 20 RoF.
I suppose Devouring Attrition doesn't do anything if your crit chance is modded >100%?
Get a riven that drop your crit chance massively vs damage and enjoy the 50% 20x crit
And stay away from Harrows. :/
Actually couldn't you do both? Like pointstrike (45% cc) then hammer shot with devouring attrition.
Sidenote; after having tested a 3+ 1- negative critical chance riven, the difference is negligible. It said something like negative 4% cc. Focus more on the positives.
Seeing those bullets flying all over the place using xata whisper is just so satisfying when DAKA mode activate
Is there any actual stat difference when the gauge gets "shiny?" Asking for a friend,
Nope, it just does that to let you know you're at max charge
The last incarnon weapon I built, and the most disappointing. Not the worst, but it's a worse Laetum. Looks kind of like vectis prime, was hoping it will be on par, but tell me why should I take this on a mission instead of supra, quellor and the bajillion other chaingun-types, which are readily available for DAKKA, instead of having to complete a minigame before each clip. Maximum trash.
But you have to work for it to be 'amazing' by getting all these headshots. Then that lasts for only a brief time, and the tedious mini- game begins again. Just too much work, as i see it. Would be another thing if the incarnons were the only range of weapons that could kill high lvl targets, but they're not, The galv mods have turned near every weapon to high lvl viable, and many others to 'better than incarnon' in that they can kill much faster. In the end, they're mediocre weapons with gimmicks.
...they're meant to goad you into grinding and keep you involved in the game.
OP, I'm not a fan either. Phenmor and Laetum are both excellent single target weapons if built right, and are one of the few weapons that are worth a damn for archon hunts (knell P and Kuva Hek being up there as well)
That said, I ONLY use the incarnon weapons for archons. Prob good for eidolons but I haven't ran tridolons in years. If I didn't have really good nami skyla P and Kronen P rivens I'd probably use the incarnon tonfa's, but if you're not a heavy melee user (I'm not... Epitaph and a high crit/slash melee with CO/BR keeping a high combo counter is just easier) it's just an extra step that I don't need to take with Kronen P or Nami Skyla P.
No matter how one slices it, efficiency and the least amount of time invested will always win-out in WF. Hence, Bramma, Nukor, Epitaph (to prime for high level CO melee) will remain king until there is a reason to NOT kill everything asap. Given its been like 6 years since CC has been worth the trouble I don't see map nuking going away any time soon.
Eh matter of taste perhaps? I stood in a hall in solo s.p. survival to test a build out. Triggered max incarnon on the first 3 enemies in about 5 seconds. From there I stood in that hall for about 20 minutes tapping the trigger, killing most enemies in 1 bullet. (7ish for eximus.) Whenever the massive 300 round mag would finally run out I'd just plink plink for another 5 seconds then reactivate it and continue. Absolutely devastating. Kinda reminds me of a sniper rifle but with a 300 round mag.
Gotta love more dakka
This weapon is fun!
Innit?