
Melee / Generalist
The heavy two-handed sword known as Gram requires great strength to wield, but it is notorious for its splitting power. Can hit multiple targets with each strike.
Ordnance Telemetry
Damage
160.0
Crit
15.0%
Crit Mult
2.0x
Status
15.0%
Damage Composition
160.0 total
Weapon dossier
The heavy two-handed sword known as Gram requires great strength to wield, but it is notorious for its splitting power. Built as a melee / generalist option for squad clear and mission pressure.
Gram is not a signature weapon — any frame can use it without a signature passive.
Normal Attack
Impact 24 · Slash 112 · Puncture 24
Crit 15% / 2× · Status 15% · Fire Rate 0.95
Slam Attack
Impact 320
AoE · Crit 15% / 2× · Status 10% · Fire Rate 0.95 · Falloff 0–8m (−50%)
Heavy Slam Attack
Blast 480
AoE · Crit 15% / 2× · Status 10% · Fire Rate 0.95 · Falloff 0–9m (−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 1.44.
Chase clean desirable stats; skip awkward negatives on low-disposition weapons.
The primed version — stronger stats and usually better polarities.
Upgrade path when relics/parts are available.
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 Gram still clears or enables clear when enemies are dense and overlevelled. | |
| Exterminate / Capture Speed Runs | Use Gram 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 Gram, then reposition. | |
| Open World / Long Sightlines | Long sightlines favor hitscan/sniper/bow patterns over short falloff or melee. | |
| Solo Boss / Single-Target | Fine if Gram has strong single-target multipliers; otherwise bring a dedicated boss weapon. |
Blueprint / parts commonly listed from sources like Duviri/Endless: Tier 6 (Normal). Full drop rows are in How to Get below.
Other options if Gram isn’t the right fit.
Prime upgrade in the same line as Gram — Gram Prime has higher damage (88%) and higher crit (113%). Compare polarities before Forma.
Another Melee option if Gram’s handling or acquisition doesn’t fit your farm.
Another Melee option if Gram’s handling or acquisition doesn’t fit your farm.