
Status Melee / Conditioner
Makes sweeping cuts punctuated by bursts of heavy gunfire.
Ordnance Telemetry
Damage
160.0
Crit
14.0%
Crit Mult
2.0x
Status
28.0%
Damage Composition
160.0 total
Weapon dossier
Makes sweeping cuts punctuated by bursts of heavy gunfire. Built as a status melee / conditioner option for squad clear and mission pressure.
Sarpa is not a signature weapon — any frame can use it without a signature passive.
Normal Attack
Impact 16 · Slash 112 · Puncture 32
Crit 14% / 2× · Status 28% · Fire Rate 1
Ranged Attack
Impact 3.5 · Slash 21 · Puncture 10.5
Hit-Scan · Crit 14% / 2× · Status 28% · Fire Rate 3.33 · Falloff 20–40m (−86%)
Slam Attack
Impact 320
AoE · Crit 14% / 2× · Status 10% · Fire Rate 1 · Falloff 0–5m (−50%)
Heavy Slam Attack
Blast 480
AoE · Crit 14% / 2× · Status 10% · Fire Rate 1 · 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 1.2.
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 Sarpa still clears or enables clear when enemies are dense and overlevelled. | |
| Exterminate / Capture Speed Runs | Use Sarpa 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 Sarpa, then reposition. | |
| Open World / Long Sightlines | Long sightlines favor hitscan/sniper/bow patterns over short falloff or melee. | |
| Solo Boss / Single-Target | Fine if Sarpa 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 Sarpa isn’t the right fit.
Another Melee if you want less status than Sarpa (Ack & Brunt: 10.0%).
Another Melee if you want more crit than Sarpa (Amanata: 24.0%).