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Voltaic Hand Cannon
Voltaic Hand Cannon
Primary Fire Secondary Fire
Damage 750 1000
Shots per Second 2.0 1.5
Magazine Size 6 6
Damage per Second 1500 per enemy 1500
Sustained Fire Time
(seconds)
3 4
Weakspot Damage Bonus 20% 20%
Reloading Time
(seconds)
2.5 2.5

Overview[ | ]

  • Fire modes
    • The primary fire shoots electrical orbs, that can penetrate enemies to hit multiple targets in a line.
    • The secondary fire shoots electrical orbs that do greater damage and seek enemies. These orbs, however, cannot penetrate to hit multiple targets.
  • This weapon is unlocked during the very first stage. This is the first secondary weapon, available to the player.


Notes & tactics[ | ]

  • The piercing ability of the primary fire makes this weapon extremely devastating in mazes with long, straight paths.
  • The primary mode is preferrable if the player can hit multiple lumes in a line and is better when being able to hit weak spots.
  • The secondary fire is good when the player hardly can aim properly and when facing single enemies with armour if not being able to hit their weak spots.
  • If facing single enemies, it appears that both fire modes have same DPS vs lumes with no armour, but:
    • if the player can do some weakspot hits, the primary fire is mostly a better option, since it deals 20% more damage.
    • the secondary fire deals more damage vs armoured lumes even if their armour is low, although if these have exposed weakspot, the primary randomly can show better, e.g. it is mostly preferrable when fighting Walker Warriors, but it might be a bit weaker vs Screamer Matriarchs (if the vulnerable back cannot be hit).
    • both modes still need some accuracy - if the lume is too close, the secondary fire still can miss and go behind the desired target.
  • The size of the shot is rather large as well, allowing it to hit short enemies such as Runners with ease.
  • While both fire modes are relatively good vs Runners and Brood mothers, if the Impeccable Accuracy feat is enabled, then the secondary fire might not be able to outrun them for very long (even chasing them until they reach the core and hit it), thus making it viable mainly if they are coming closer (to the player) rather than running away.
  • The secondary fire tends to lead the projectile to the center of the lume's body in proximity.
    • This technically means that this fire mode is not recommended vs Bobble heads, because its target-seeking nature tends to lead the projectile to the invulnerable mid-part of their body instead of their head, and is not any good vs Fiskeplaske either. On the other side, it might be situationally better vs Hoverers & Hoverer queens, e.g. if having trouble aiming at their backs from far distance or while the player is among dangerous lumes, although it is still better to be fired when being behind them. The projectile that doesn't deal damage by the hit will still apply Sweet's burning and Skye's warming-up, but will not trigger Slowing rounds, Synergy or Exposure rounds.
  • Using the weapon with Hip Fire is mostly fine, since its crit damage is lower than 40% anyway.


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