
Status Melee / Conditioner
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Heavy Attack to whip a flurry of toxic spines at ranged attackers.
Ordnance Telemetry
Damage
297.0
Crit
9.0%
Crit Mult
1.9x
Status
37.0%
Damage Composition
297.0 total
Weapon dossier
Slash through enemies with two leaves of the exceedingly rare Arum Spinosa plant. Built as a status melee / conditioner option for squad clear and mission pressure.
Arum Spinosa is not a signature weapon — any frame can use it without a signature passive.
Normal Attack
Impact 35.6 · Slash 202 · Puncture 59.4
Crit 9% / 1.9× · Status 37% · Fire Rate 1.08
First Heavy Attack - Toxic Spines
Impact 17.5 · Slash 57.5 · Puncture 27.5 · Toxin 72.5
Projectile · Crit 9% / 1.7× · Status 6.2% · Fire Rate 2 · Projectile 49
Second Heavy Attack - Toxic Spines
Impact 35 · Slash 115 · Puncture 55 · Toxin 145
Projectile · Crit 9% / 1.7× · Status 12.3% · Fire Rate 2 · Projectile 49
Slam Attack
Impact 594
AoE · Crit 9% / 1.9× · Status 10% · Fire Rate 1.08 · Falloff 0–5m (−50%)
Heavy Slam Attack
Blast 891
AoE · Crit 9% / 1.9× · Status 28% · Fire Rate 1.08 · Falloff 0–6m (−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 1.25.
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 Arum Spinosa still clears or enables clear when enemies are dense and overlevelled. | |
| Exterminate / Capture Speed Runs | Use Arum Spinosa 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 Arum Spinosa, then reposition. | |
| Open World / Long Sightlines | Long sightlines favor hitscan/sniper/bow patterns over short falloff or melee. | |
| Solo Boss / Single-Target | Fine if Arum Spinosa has strong single-target multipliers; otherwise bring a dedicated boss weapon. |
Blueprint / parts commonly listed from sources like NecraLoid (Loid), Clearance Modus. Full drop rows are in How to Get below.
Other options if Arum Spinosa isn’t the right fit.
Another Melee if you want more crit than Arum Spinosa (Ack & Brunt: 20.0%).
Another Melee if you want more crit than Arum Spinosa (Amanata: 24.0%).