
Melee / Generalist
Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Connects with multiple enemies with each strike.
Ordnance Telemetry
Damage
130.0
Crit
13.0%
Crit Mult
1.7x
Status
21.0%
Damage Composition
130.0 total
Weapon dossier
Fashioned with Grineer materials and balanced for marine infantry use, the Amphis is a traditional staff weapon that has received a monstrous makeover that enables shock damage on jump attacks. Built as a melee / generalist option for squad clear and mission pressure.
Amphis is not a signature weapon — any frame can use it without a signature passive.
Normal Attack
Impact 91 · Slash 19.5 · Puncture 19.5
Crit 13% / 1.7× · Status 21% · Fire Rate 1.25
Slam Attack
Electricity 260
AoE · Crit 13% / 1.7× · Status 10% · Fire Rate 1.25 · Falloff 0–6m (−50%)
Heavy Slam Attack
Electricity 378
AoE · Crit 24% / 2× · Status 10% · Fire Rate 1.25 · Falloff 0–7m (−30%)
Permanent investments on this weapon copy — separate from the Prime variant.
Doubles mod capacity so endgame builds fit.
Usually the first permanent upgrade on a weapon you plan to main.
Adds or changes polarities so matching mods cost half capacity.
expect multiple Forma for a hungry config.
Unlocks utility options (Exilus on guns; melee focuses on stance polarity + utility mods).
Install when you need ammo, handling, or QoL without sacrificing damage slots.
Lets you install a weapon arcane for a strong passive bonus.
Worth it once the base mod config is already solid.
Unique rolled mod. Disposition 1.5.
Chase clean desirable stats; skip awkward negatives on low-disposition weapons.
Common building blocks for this gun — not a full ranked build, just the mods you’ll see most often.
Crit Chance
Scales crit with combo — the backbone of most crit melee builds.
Status Chance
Scales status with combo for Condition Overload style setups.
Condition Damage
Huge damage when the target already has status effects.
Crit Damage
Standard crit-damage multiplier for Blood Rush crit melees.
Primed Pressure Point / Pressure Point
Base Damage
Flat damage foundation before multipliers.
Attack Speed
On-crit attack speed to keep the combo climbing.
Range mods (Reach / Primed Reach)
Range
Helps pack clear and heavy-attack coverage.
Elemental dual-stats
Elemental
Viral + Heat or Corrosive + Heat depending on the tileset.
Damage/CO → Blood Rush / Weeping Wounds → Crit Damage → Elemental → Range/Speed QoL.
| Mission / Context | Rating | Why |
|---|---|---|
| Steel Path Survival / Defense / Disruption | Test whether Amphis still clears or enables clear when enemies are dense and overlevelled. | |
| Exterminate / Capture Speed Runs | Use Amphis when its fire pattern matches fast tile clears — skip if it feels awkward on empty lanes. | |
| Mobile Defense / Excavation | Hold objectives by deleting approach packs with Amphis, then reposition. | |
| Open World / Long Sightlines | Long sightlines favor hitscan/sniper/bow patterns over short falloff or melee. | |
| Solo Boss / Single-Target | Fine if Amphis has strong single-target multipliers; otherwise bring a dedicated boss weapon. |
Check the How to Get table for blueprint / part drop sources.
Other options if Amphis isn’t the right fit.
Another Melee if you want less status than Amphis (Ack & Brunt: 10.0%).
Another Melee if you want more crit than Amphis (Amanata: 24.0%).