The Helstrum is a robotic launcher weapon that burst-fires four small homing missiles that explode and deal Heat damage. This weapon accepts rifle mods.
Characteristics[]
- This weapon deals primarily
Impact damage.
- Shots explode in a 3 meter radius on impact with a surface or enemy.
- Explosions deal
Heat damage.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Explosions deal
- Innate
polarity.
Advantages over other Robotic weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Above average magazine (80)
- High status chance (30.00%)
- Explosion (wiki attack index 2)
- No numerical advantages.
Disadvantages over other Robotic weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Low total damage (9)
- Very low fire rate (0.25 attacks/sec)
- Low disposition (●●●○○ (1.00x))
- Below average crit multiplier (1.50x)
- Explosion (wiki attack index 2)
- Below average crit chance (5.00%)
- Below average fire rate (0.25 attacks/sec)
- Below average crit multiplier (1.50x)
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
The Helstrum's blueprint can be purchased from Legs in Fortuna for 10,000, requiring the rank of Old Mate with Solaris United. Note that this weapon also takes up one Sentinel inventory slot.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 50,000 |
![]() 10 |
![]() 10 |
![]() 10 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
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Notes[]
- Fires in a quick 4-round burst, but then has a burst cycle time of 4 times the inverse of the Firing Rate, otherwise known as the Seconds Per Shot. The delay in seconds between the first shot of each burst = 4 / (modified firing rate), e.g. with a maxed
Speed Trigger the cycle time is 4/(0.91 x (1 + 0.6)) = 2.75 seconds between bursts. The default rate is one burst every 4.4 seconds.
- Missiles have homing properties, allowing the whole salvo to reliably hit small and/or agile targets such as Ospreys.
- In the event the target dies before the missiles reach it, the missiles will continue to travel in a straight line.
- Given the homing properties, it can accurately land hits even when equipped on a very long range companion like Diriga using
Calculated Shot, however the long travel time in this situation can still cause difficulties since the enemy may have time to move and get a terrain obstacle between it and the missiles at a safe distance.
- Note that MOAs will 'lose interest' in a target if the player does not continue to target it. This appears to happen faster than with other companions, with MOAs firing, on average, three bursts, and sentinels firing approximately five before losing interest.
Tips[]
Firestorm and
Primed Firestorm will increase the small blast radius on impact, increasing it to 4.32 meters with the Primed version.
- With the Helstrum's very low base damage/crit stats but good status chance, it can be built into an extremely effective Status Effect inflictor if raw damage-per-shot is ignored completely.
- It is not difficult to have the Helstrum simultaneously surpass 100% status chance, have 2 additional elements (including both being combination elements by adding all four base element types) and then filling the remainder of available mod slots with the best multishot and fire rate mods you have available. Building for
Radiation and
Viral will allow for good crowd control and assist in boosting damage from Viral, but
Corrosive with
Heat for heavy armor removal and crowd control or
Viral with
Heat for a combination of armor removal, health damage boost, and crowd control are also good options.
- It is not difficult to have the Helstrum simultaneously surpass 100% status chance, have 2 additional elements (including both being combination elements by adding all four base element types) and then filling the remainder of available mod slots with the best multishot and fire rate mods you have available. Building for
Patch History[]
Update 32.0 (2022-09-07)
- Headshot Damage Changes
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
- Radial damage no longer gains extra headshot damage or triggers headshot conditions.
- This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
Update 30.9 (2021-11-11)
- Fixed the Terminal Velocity Mod not applying projectile velocity changes to Sentinels using the Helstrum weapon.
Hotfix 29.1.2 (2020-09-22)
- Fixed some Sentinel and Moa Weapon types not getting affected by Magazine related Mods (notably Helstrum).
Hotfix 28.0.2 (2020-06-11)
- Fixed Helstrum missing from the Codex and an inability to Chat link it.
Update 28.0 (2020-06-11)
- Introduced.
Last updated: Update 28.0 (2020-06-11)
31 comments
Does it multiplicative CO?
Does it benefit from Punch-through? I got a nice riven, but have 2.3 punch through. Should I roll again or its "ok" to keep
As the explosion occurs on impact, punch through might end up causing projectiles to detonate away from their intended target. Can't say for sure if it'd be a problem in good density
Punch Through is only really useful on direct projectiles. The explosions are already "punch-through" effectively, and I think explosive missiles still explode on the first thing they touch, whether they have punch through or not. I would simply say Try It and see how well it works.
In case anybody is still wondering, punch through seems to be disabled completely on it. A waste of an affix, but also not harmful. Same as the vast majority projectiles with an AoE component.
The page here shows 0.91, and then in the Notes section it's going on about inverse rates and other strange things. Can we get some clarification on this? Is the wiki page outdated, or what?
Fire rate as shown ingame is 0.25:
I think the wiki takes into account the burst-fire nature of the Helstrum.
With Duplex Bond this gun may rise out of obscurity as a massive status-spreading monster.
Did just discover this myself, I added a lot of multishot + Contagious Bond & my Dethcube (clones) just kill everything in normal star chart in seconds.
If you add some Roar & fire rate even SP is valid (it takes a while though ;-)
I never like playing with a primer gun, now I have a swarm of cubes doing it for me.
Useful for applying status everywhere in horde situations. Sentinels die easily unfortunately and DE has yet to figure out a way that actually works -- even the resurrect sentinel mod is bugged for years now.
Yeah, if you're putting this on a Sentinel instead of a Moa you'll need a frame that can heal Sentinels for it to last a reasonable amount of time.
I've found Khora with Venari's heal stance targeted on myself works quite well.
Had no problems for level cap with dispensary augment on a wisp :eyes: if u have trouble with repair dispensary not working, try inverting tap/hold abilities in options
I have a bug where mod's stats are not being counted for this weapon, or even REDUCE stats, depending on the specific mod slot it's in.
The mods were working fine until I decided to give it an Orokin Catalyst. Now I can't get anything to work consistently, and can't find any solutions for this anywhere online.
This was in my Orbiter, I have tried removing all mods, and have tried logging out and back in.
Please help!
I have this same problem it seems to only effect MOA's and this is even after the NEWWAR update. It's a shame that this bug is still here, and I was excited to get the pet of my dreams. Just need to get it under DE's radar, though it might be just the arsenal not displaying it correctly, haven't gotten around to testing the actual in game damage. Cyborg turkey will have to wait.
I found a possible fix. This bug started happening for me after I gave my Helstrum an Orokin Catalyst, and it was also equipped to a MOA. I just had to give an Orokin Reactor to my MOA, and once I did, all the numbers and damage values became correct.
If you have not done this yet, I recommend giving your Cyborg Turkey a reactor and see if that fixes your Helstrum.
I had the same bug on my Cryotra, where some mods were ignored on sentinels and moas without catalyst. A Catalyst on the sentinel/moa that uses it solved the problem.
Bro just repeated the fix but worse
The patch history addresses the fixing of projectile speed not affecting the missiles, but the wiki page still says the Helstrum's rockets aren't affected (under the Disadvantages section). Could you revise this part?
Does anyone know how punch-through works on these missiles?
In my head I expected rockets flying out in every direction seeking enemies and doing massive amounts of status spreading via aoe, in actuality the companion still looks towards an enemy and the "homing" part of the missile is the missile traveling in a straight line from you companion to its (single) target
Ah well, to each their own.
From what I've observed, people usually just take the Panzer Vulpaphyla because it is effectively immortal, sparing the 'hassle' of revives. Personally, I'm trying to configure a MOA with this weapon and I'm pleased with the results. I think that "to each their own" is exactly how Warframe should be played.
Quite true. I heavily favor a frame that can easily, constantly heal a Sentinel who are normally rather fragile, so that lets me use the Helstrum to much greater effect. But that's me, not many frames can heal Sentinels that easily so people who prefer other frames to those probably wouldn't find quite as much use out of it.
Again, to each their own.
Gloom does heal Sentinels even on <60% range builds since they're always basically within like 1m of the player.
Coolest weapon for the sentinel..
Fully agree. It's been my primary proccer for quite some time now.
It's a pretty great status spreader, especially of you increase the fire rate. Spreads rad procs like no tomorrow.
Did you forget verglas
No I didn't. My original statement still stands very firmly. The Verglas damage per shot would have to be at least tripled before I'd change my mind.
It already has much more dps than any other sentinel weapon and is capable of killing SP heavy gunners on its own. Outside of the steel path, it can clear entire missions for you.
Helstrum in comparison is dog shit.
You clearly have never tried the verglas.
You seem to have missed the point. Sure the Verglas can kill stuff...but no where near as fast as a large number of the Primary and several Secondary weapons, not to mention various Warframe abilities.
Sure a Verglas might kill an SP heavy gunner on its own...but a Helstrum proccer will let my Warframe kill it 10 times as fast, no matter what you put on the Verglas, because the Verglas simply does not have the same raw damage output as a sizeable number of standard weapons.
My original statement STILL stands.
Fuckin cringe
???
This thing is even better than I expected it to be...I haven't even maxed the mods on it, but it single-handedly had an entire squad of high level enemies at max Viral procs and flailing around on fire within a fraction of a second, and the firing rate was enough that fresh Heat procs kept all of them perma-stunned.
Verglas.... enough said
Verglas doesn't do aoe bud and even though it's individual damage since it's basically just a copy of an actual gun but on a sentinel is higher using a sentinel to do damage on anything except like level 1-20 enemies is so pointless. Helstrum shoots a ton of missiles that all have a reasonable aoe and all apply status effects individually which makes it infinitely better than the verglas for tagging enemies for deth cube or synth deconstruct and applying support elements like cold or viral.
Not affected by Terminal Velocity (patch 29.5.6). The rockets still travel ~9m/s (~3.3s at 30m away) with and without the mod. It should have only taken ~2.1s at +60% flight speed.
Terminal_Velocity
Report this bug on the warframe forum, where game developers look, not on the wiki https://forums.warframe.com
Would this be a good candidate for heavy caliber due to its homing properties?
you dont generally use sentinel weapons for their damage, so while you can equip it, you wouldn't exactly end up with anything spectacula.
Yeah, it seems to retain its ability to hit things.
So just got a Riven mod for this and probably going to end up selling it but no idea how much it is worth. I tried looking on warframe market and other sites and the prices are 700+ plat for okay rolls and very few examples so no idea if they are a good representaion. Any help would be appreciated, stats below:
Pc: MR 10, Naramon
Maxed Stats (Currently 0/8): + 73.1% Toxin, + 119.4% Crit Chance, +78.5% Status Duration, Drain 18
Not a very valuable roll, the Crit Chance one is completely wasted, but Toxin with Status Duration isn't too bad. 700+ plat for that is highway robbery.
Little update to that...if you rerolled that to get Firing Rate, Multishot and Status Chance, THAT should get you some more value; the Helstrum can become a seriously dangerous AoE statstick.
Got a riven with +Fire Rate +Cold +MultiShot -Critical Damage
The thing is a beast. Modded for Viral+Heat. Deals by itself with anything under lvl 100 with ease. And for everything above, it spreads procs around at the point someone asked me what kind of aura was I using because everything around us was on fire.
For some reason rivens for this seems to be among the rarest in the game currently. It took me several days to find an unrolled one at a "reasonable" price in trade chat. Was worth the effort though. On top of being probably the best sentinel weapon at applying tons of status to groups, it's also the best looking one imo, especially with extra multishot :)
That's for a couple reasons --
-Sentinel mods are aquired for 100k standing from Simaris, unlike the other rivens (besides archguns) which are from sorties.
-This one is new so fewer are available
Another reason -
- this is one of the best sentinel weapons
oddly enough, today i saw a helstrum riven with disposition 3/5
dispo says 3/5 in game also the stats are those of a 3/5 someone messed up the wiki
Can confirm. Just got Helstrum riven and stats are weirdly high so i checked the disposition: turns out it was 3/5.
maybe worth mentioning i got viral elec on it and it deals viral and radiation but never elec so the impact of the rockets will not deal any status effects it will never proc elec even at 113% status only the radial dmg works with status radiation and viral allways procs but never any elec
This is because of the way elemental mods combine to form secondary elements in Warframe. First, the game reads the mods from left to right across the top row (1,2,3,4), then left to right across the bottom row (5,6,7,8).
As it sorts thru the mod slots in that sequence, it will combine the first 2 elemental mods it encounters to create a secondary element--in this case, you have it combining Cold+Toxin elemental mods to create Viral. The game keeps sorting thru all the remaining mod slots after that... and it runs into your Electric elemental mod. If the Helstrum had only physical damage types built-in (Impact, Puncture, and/or Slash), that would be fine--you'd end up with Viral and Electric elements... but the Helstrum has built-in elemental Heat damage, and the game ends up combining the Electric base element from your mod with the built-in Heat element to form Radiation.
As such, since Electric is a base element (meaning it can be combined with other elements to form secondary elements), the only way you can effectively get that to appear by itself on this weapon is to first place a Heat mod in combination with either a Toxin or Cold mod, and THEN place your Electric element after those. That way, the game will combine the Heat Mod with the Toxin/Cold mod to form either Gas or Blast, and then it will add the Electric element by itself -- in this case, it will not combine the Electric with the Heat damage that is built-in, because the game will instead add that built-in Heat to the combination of Heat + Toxin/Cold that you created with your mods.
yeah i uderstand that but the direct impact of a missle has no heat, thats why i said something, anyway after the last hotfix it does proc electric also, so it was just bugged
That is actualy isn't 100% correct:
second time it shoots same enemy if you have high enough SC it will proc electricity for sure, tested with viral + electricity combo, it procs impact/puncture+viral/radiation first time, second time it procs impact +puncture+viral+rad+elec and keep procing all of this
tested on heavy grineers from plains