Rauta is
Kullervo's signature shotgun. Sports high Status Chance, Multishot, and Reload Speed, but low Critical Chance, Fire Rate, and Magazine Size. Rauta also uniquely increases the equipped melee weapon's Melee Combo Count with each pellet that lands on an enemy. In Kullervo's hands, his melee Combo Duration increases.
Characteristics[]
- This weapon deals primarily
Slash damage. - Each pellet adds 2 Melee Combo Count.
- Total combo count gain for one shot has a cap of 28, achievable with +70% Multishot.
- This cap "floats" over to the next shot, and resets once the total combo gained by Rauta reaches +28. For example, when modded with only
Vigilante Armaments (12.8 total multishot), Rauta will gain up to 26 combo per shot. The next shot afterwards can only gain +2 combo.
- This cap "floats" over to the next shot, and resets once the total combo gained by Rauta reaches +28. For example, when modded with only
- Total combo count gain for one shot has a cap of 28, achievable with +70% Multishot.
- Landing pellets onto more enemies with Punch Through does not increase combo count.
- When equipped by
Kullervo, his melee weapon gains +7s Melee Combo Duration.
Advantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- High reload speed (1.20 s)
- Very high total damage (1,040)
- High average number of procs per shot (0.96)
- High average number of crits per shot (0.48)
Disadvantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Very low active falloff slope (12.5m/%)
- Very low crit chance (6.00%)
- Very low maximum falloff distance (16.0 m)
- Low magazine (4)
- Very low fire rate (0.80 attacks/sec)
- Below average ammo max (120)
- Low status chance (12.00%)
- Very low disposition (●●○○○ (0.85x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
Limited Time Event[]
In the first two weeks after The Seven Crimes of Kullervo launched (June 21st, 2023 @ 12 PM ET until July 5th, 2023 @ 12 PM ET), entering Duviri via the Star Chart banner and Dormizone door would present all players with an event mission called Kullervo's Hold, which was based on The Lone Story's spiral-focused gameplay and always included the dungeon island in the Duviri Landscape regardless of the current Mood Spiral. This limited-time access required 5
Pathos Clamps.
Normal Progression[]
Kullervo's Hold only appears in Duviri during Anger, Sorrow, and Fear Spirals from The Duviri Experience and The Lone Story game modes. It can appear as a fourth, fifth, or sixth spiral stage or a side objective; speak with The Warden to engage in gladiatorial combat with the imprisoned Kullervo in the waterlogged arena.
Completion of the Spiral (defeating the Orowyrm) and defeating Kullervo awards 4, 5, or 6
Kullervo's Bane (6, 7, or 8 on The Steel Path), which can be traded to
Acrithis for Rauta's main and part blueprints: the main blueprint requires 12 Banes, while the parts require 6, to a total of 30 Kullervo's Banes.
Crafting[]
| Manufacturing Requirements | |||||
|---|---|---|---|---|---|
20,000 |
1 |
1 |
1 |
10 |
Time: 12 Hour(s) |
| Rush: | |||||
Notes[]
- Does not build combo for Exalted Weapons, only normal melee weapons.
Tips[]
- Players opting to use the Rauta's combo gain can use mods that reduce spread such as
Double-Barrel Drift,
Narrow Barrel, or
Tainted Shell to make the Rauta more accurate and thus more likely to boost or maintain combo at longer ranges. The falloff stat will make the weapon do minimal damage, but using the Rauta for this purpose makes the low damage at range a moot point. - Even though the Rauta can only gain a max of 28 combo per shot, adding more multishot or punch-through can help to ensure maximum combo from each shot and avoid the floating cap penalties, especially when firing from longer ranges.
- Fire rate mods and the
Lock and Load mod greatly enhance the weapon's utility, allowing the player to quickly build up combo with minimal interference to melee combat.
Trivia[]
- Rauta is the Finnish word for "iron".
- The Rauta is a single-barrel, break action shotgun, but it uses a mechanism based on the Alofs reloading magazine to hold three more rounds.
- The Alofs reloading magazine is a cylinder installed on the side of the shotgun, feeding in a new shell via the use of springs when the previous one was ejected. This is reflected in the Rauta's firing animation where the Warframe breaks open the action, with the spent round being ejected and an arm quickly moving into position to reload the Rauta, returning to the cylinder afterward.
- Whereas all surviving Alofs magazines were mounted on the left side of the shotgun, the Rauta's magazine is mounted on the right side.
- The design of the Rauta's stock is likely inspired by the unique stocks of jezail rifles.
Bugs[]
- When paired with a melee that can go beyond the 12x combo multiplier limit (e.g. Venka Prime) it will reset it back to 12x combo upon landing a pellet.
- The barrel may glitch out and rotate when reloading if the reload is fast enough.
- The glowing tracer rounds follow where the barrel is pointed, so firing before the weapon is straight will cause them to fire toward the ground. This is a visual bug and has no effect on the actual projectiles which always land where you aim.
Rauta Skins
Gallery[]
Patch History[]
Hotfix 35.5.8 (2024-04-24)
- Fixed Clients with the Rauta gaining Combo Count by shooting teammates.
Update 35.1 (2024-02-20)
- Fixed weapons with a higher max Melee Combo Multiplier (such as Venka Prime) being unable to increase their Combo Counter beyond 12x (and resetting to 0) when using the Rauta and Tandem Bond Mod.
Update 34.0 (2023-10-18)
- Fixed Rauta's passive not adding Combo Counter to Melee weapons if the Melee has not already accumulated 1x Combo Counter through use.
Hotfix 33.6.7 (2023-08-31)
- Fixed the Melee Combo Count from the Rauta lasting indefinitely when Combo Duration is set to 0 (ex: equipping the Melee Guidance Aura that reduces Combo Duration for self by 6s).
- Now if the Combo Duration has no positive value, the Rauta will not increase the Melee Combo Count just as it wouldn’t for any other Melee.
- Fixed the Rauta having an extremely long reload time for Clients after receiving the infinite ammo buff from cracking Void Relics in Fissure missions.
Update 33.6 (2023-07-27)
- Fixed Rauta’s melee combo counter increase not applying with Garuda’s Talons equipped as your melee weapon.
Hotfix 33.5.5 (2023-07-06)
The following changes have been made to address player feedback regarding Rauta’s damage concentration. We are still collecting feedback for potential future changes.
- Increased Damage Falloff ranges from 6m-16m to 10m-20m.
- Reduced its overall pellet spread.
Hotfix 33.5.2 (2023-06-21)
- Fixed the Rauta’s reload SFX pitching up if fire rate Mods were equipped.
Hotfix 33.5.1 (2023-06-21)
- Updated the Rauta’s SFX to make reloading transitions smoother.
- Removed the Rauta Shotgun from Conclave.
- It has not been balanced for Conclave modes.
- Fixed Rauta’s reload time being slowed when the Lock and Load Mod is equipped.
- Also fixed the reload progress not updating in the UI.
Update 33.5 (2023-06-21)
- Introduced.
















































































































































































46 comments
Please DE buff the Crit to 18%-28%
How does this work with additional combo count chance?
Been wondering the same, considering using this for 12x combo buildup on garuda talons
After testing True Punishment, which should give you 100% additional combo chance (i got bored today so I decided to test it)
With both and without true punishment, one shot from Rauta had me getting a maximum of 28 combo "points". Not really sure about the exact terminology.
E.g. from my testing, additional combo count chance does not affect Rauta (which is pretty depressing ngl)
Cool Design
Everyone's judging this gun's effectiveness, mean me, just here for Qaussus+Corrupt Charge/Kullervo+Ready Steel:
I got a riven for this so I tried it out with 3 forma. It has its uses of course but you are mega-sacrificing damage on your primary to ensure 12x combo on your melee. For a melee build frame, that is a reasonable tradeoff. The lack of crits on the weapon means it is not good for bosses or harder enemies. Even with a riven, Rauta is a C grade weapon.
"Does not build combo for Exalted Weapons, only normal melee weapons." Booooo. I get why but no fun.
Ya. its def a gun to use specifically on Kullvero cuz that extra 7sec means you can save a space on your melee. Toss on Dexterity and just use it as a Viral primar with a lil bit of ohmph.
This is def a gun that feels better used in between hits rather than as a primary pew pew. being a status shotgun further leans into this, holding onto is high-ish but not high enough slash leaning. It might take a primary slot but it def feels better as a secondary gun. (I use it to prime big guys or flying units...not that Kullvero's 1 needs it,lol)
Combo count gain cap is mega cringe, let me get 104 combo in one shot DE :(
This thing + dexterity arcanes makes naramon look completely worthless, and lets you comfortably use any other school instead for your melee combo/heavy slam build. It also can prime single targets just fine with 6 damage types. If you don't see the value in the utility of it's passive, keep whining about the 'bad' DPS.
DPS is for sure, not the best. But it is good enough to pick off stragglers/flyers while boosting/maintaining combo.
With 2 forma and no primed or riven mods you are close to 300k burst:
https://i.imgur.com/wfJ9pix.png
Rauta is tradable, maybe only the limited time event one, but its still missing info.
Anyone tested this with Glaive Prime? How was it?
Remember that this is getting a prime in 2026, so it will become very strong eventually. Save your rivens.
Once the dispo gets >1 might be worth to try to roll for +multi + reloadspeed -magsize
There seems to be a new bug where the Rauta will not build combo for your melee weapon until it gets at least 1 combo. Pretty annoying as you'd have to melee at something before you can start building combo with the rauta.
Yep, it's a bit annoying now
Used to use it with gara to start a combo after the max range shattered storm became too strong. Now if your combo drops ever including cutscenes you can't ever start it again. Sad to see the only ranged option for Gara go away, but that's how it is.
The bug got fixed a little while back so you should have no problem using the Rauta again
Nope still there, could be a bug in conjuction with Melee Guidance being buggy, too, though.
Yay they finally fixed infinite combo bug, time to get back to boring aoe weapons
So, seeing everyone say this thing is worthless and does no damage had me convinced that the only thing I would be using it for is the melee statstick bonuses. I built it for multishot, fire rate, reload speed, and status (cold+corrosive) and then took it to the simulacrum to see how it felt. Spawned up some level 175 steel path grineer and shot one a couple times to build up my combo. It did no damage of course, but it set him up perfectly to be finished off by a melee hit. Then I go to do the same to the next one. I shoot him once and he's just instantly obliterated. All it took was a single stack of galvanized shot and primary dexterity, it just gets even more deadly with more stacks. Considering it also provides the unique utility of building melee combo better than most melee weapons can AND keeping your melee combo topped up during extended periods of gunplay, I'm really struggling to understand why everyone hates the Rauta so much. This gun is amazing. What content are you guys running that it can't keep up with? Because I've brought it to just about everything but an archon fight and the only problem I've had with it is that reload time bug that pops up sometimes.
Tl;dr Rauta good
Yeah, this is a nice weapon to use if you're gonna do heavy attacking melee without the efficiency
Ah. I see a lot of "use the best or get out" players that don't know how to have fun and are likely the same people who don't like duviri in general.
^ Yeah, people do whatever when they have no name and face, or in this case an ID and profile picture.
Copium.
Shots fired by Mirage clones don't build combo
Got a bug where the Rauta would reload in slow motion (like it'd take 12 seconds to reload lmao. Was Zenurik temporal drag so maybe it was interacting with that.
Combo gimmick isn't worth sacrificing dmg in your primary slot lol
If only the gun got a dmg/crit/status buff on landing a heavy melee attack, it would've felt better to use
Have you tried damage from a secondary such as laetum? while having a supporting primary weapon like this or cedo. It will work just as well as using dmg primary and support secondary.
But I do like your suggestion of a buff on heavy melee attack.
You know what's fun? Rauta, laetum, sarofang. It's very easy to get the combo needed for the vortex effect, then use laetum to nuke everything.
Sometimes you will reach a point in warframe you will use this to build combo, just to switch to a secondary and get 260% CC/CD on your fabulous twin grakatas, and try to get any other buffs just to reach 300% CC to see red crits in your weapon because you is just waiting to the next update, its not about damage... its about mental issue.
I guess we should compare this to normal variant of Corinth, Sobek or Hek instead?
Confetti shooter. Crazy how DE have added some really good guns the past few updates, only to add some literal MR fodder weapon again out of nowhere. A real shame they wasted such a cool design (lever-action shotgun) by giving it such shitty stats.
It's not a lever-action shotgun it is a break-action shotgun with an Alof's reloading mechanism RREEEE
It's deliberate so that they can make the prime variant a worthy upgrade
Honestly i don't think them reducing pellet spread and increasing falloff range was really necessary, it doesn't really change how the weapon is actually used which is by increasing combo counts on melee weapons. High spread lets you attack entire groups at once and falloff doesn't matter since you get the same combo regardless of how much damage you do.
It still makes the weapon generally easier to handle against enemies. It was pretty clumsy beforehand.
I didn't really have an issue with it but maybe its because i was on steel path, enemies are so clumped even dragkoon quick shots are good enough lol
Overall a terrible buff if it isn't to how it builds combo. capping it at 28 means we have to shoot anywhere between 7 and 10 shots accounting for pellets all hitting or a few misses and as you know they made this thing incredibly slow to fire.
For a lot of melee weapons, I'd say just swinging is better than trying to swap between this thing and your sharp stick if you want to get to 12x. Firing and reloading makes it very cumbersome and a primer would probably serve you better. It was another cool idea executed poorly unfortunately.
I use it with my khora to keep the combo at 12x when playing public. When allies just nuke enemies keeping combo up can be slow sometimes if you don't have any combo duration boosts