How to Mod
With these tips, tricks, & hints you too can mod with the best of them.
Parts first, then mods
Kitguns, Zaws, and Amps are assembled weapons. The parts set fire mode, stance family, and base crit / status / damage long before you open the mod grid. Pick a job, build the tool for that job, then mod it like any other gun or melee.
Tip
In the Modular Builder, lock the part set that matches your role. Only then apply the Weapons, Elements, and Rivens habits.
Kitguns
- Chamber sets the core behavior (beam, automatic, shotgun-feel, etc.). Start here.
- Grip and loader push crit, status, magazine, and fire rate. They decide whether the gun wants a crit or status grid.
- Primary vs secondary Kitguns use different mod pools. Do not assume a secondary build pastes cleanly onto a primary chassis.
Zaws
- Strike, grip, and link set stance type and base melee stats.
- After assembly, read unmodded crit and status the same way as any melee. Stance still adds capacity when polarity matches.
- Heavy / combo playstyles need parts that already support that fantasy. Mods amplify; they rarely rescue a mismatched strike.
Amps
- Prism, scaffold, and brace define Operator damage and feel. This is not a warframe gun.
- Amps use their own Arcane type. Plan Arcanes with the Amp, not with your primary weapon Arcane slot.
- Build for the content you Operator into (Eidolons, Void angels, general use). One Amp rarely does every job perfectly.
Common mistake
Assembling random parts "because they dropped," then forcing a meta mod checklist that fights the base stats. Fix the parts or pick a different role.