IMPORTANT NOTE

IMPORTANT NOTE
Warframe as a game is always changing and evolving. Two major examples that I have personally played through are the U22.12 weapon overhaul, and the U27.2 Warframe Revised update. Unfortunately for a sporadic content creator like myself, this means that my content is made redundant over time, and I don't have the time to update everything. As such, please take note of the version at the time of each review's latest update.

Friday, 2 May 2025

Review: EFV-5 Jupiter (U38.5.11)

The EFV-5 Jupiter is a new two-mode MR12 Rifle. With a conventional primary Full-Auto and a powerful-but-slow charge up Alt Fire, this Scaldra weapon is fairly effective in most content, though struggles to carve out a notable niche in today's insane meta.


Acquisition

The EFV-5 Jupiter's blueprints can be purchased from Minerva in Hollvania for a total of 30,000 Hex standing. You must be Rank 5 (Pizza Party) for them to be available.


Stats

The EFV-5 Jupiter's Primary Fire has a solid spread of stats for a generic Full-Auto. 21%/2.3× Crit is very respectable, as is 25% Status Chance alongside 7.83 Fire Rate. Most notably, the Jupiter's base Damage includes some Slash and even a little Corrosive. Base Corrosive in particular is fantastic as it is a great damage type and proc, and opens up all kinds of otherwise-impossible combos like Viral + Corrosive - but more on that later.

With a Fire Rate of 7.83, 65 Mag Capacity and 2.5s Reload Time, the Jupiter has a solid Reload Ratio of 3.32. Certainly not the best in this category, but far from the worst.

The Jupiter has a powerful charge-up Alt Fire Shotgun blast. Base Charge Time of 1s is by no means fast, however becomes a lot more tolerable with +Fire Rate effects. Its base Damage is far higher than Primary Fire, at a huge 127 per-pellet and firing 11 pellets per-shot. Its base Damage distribution is also better, with relatively less Puncture and Slash but more Corrosive.

Note however that it has horrifically short effective range. Its damage starts dropping off beyond just 5m, and bottoms out at a pathetic 0.79% at just 10m. Indeed, the base pellet Damage of 127 drops down to a measly 1 at max range.

Alt Fire also consumes 15 ammo per blast, which is a huge amount, however the much higher base Damage gives it more damage potential for the equivalent amount of ammo than Primary Fire. 15 ammo is a peculiar number, considering it doesn't neatly divide into the Jupiter's base Mag Capacity of 65.


With ammo recovery of 80 rounds per pickup, to a maximum of 540 rounds, the Jupiter does not usually have ammo issues.

Augments

None yet, though given the precedent with the AX-52 and Vesper-77, I am expecting to see one fairly soon.

Builds

0-Forma:


Two native V polarities gives the Jupiter a lot of space to play with even before any Forma are spent.

The basics are all easy to fit - Serration for Damage, Split Chamber for Multishot, and Point Strike + Vital Sense for Crit. Depending on your available elemental mods, you may be able to fit up to three more mods.

Viral is the obligatory go-to, with its proc being nearly universally useful. It combines especially well with the Jupiter's native Corrosive to quickly cripple heavily armoured enemies. On the other hand, Magnetic is exceptionally strong against Overguard and Shields, and again combines with the native Corrosive for a setup that is very effective against all enemy defences.

Of course, if these procs are already available to you, you can also mod for the appropriate enemy weakness - e.g. Corrosive vs Grineer and Radiation vs Murmur.


With the extra slot, you can look at slotting in a third element, of which there are some good options depending on what your main combination is. Heat is generally solid, offering both armour reduction and a special stacking damage-over-time proc. Toxin is particularly strong against anything Shielded, as its damage bypasses Shields entirely. Cold is an interesting option, slowing enemies and slightly increasing your Crit against them.
 

Recommended Setups: Viral (+ Heat) vs everything, Magnetic (+ Heat/Toxin) vs Overguard and Shields.

Punch Through 1-Forma:


One added V polarity opens up more options for the third mod.

(Primed) Shred is one of my favourite mods in the game, offering a hefty amount of Punch Through and Fire Rate. It is a significant boon for almost all single-target weapons in general gameplay, allowing a single bullet to hit multiple enemies and/or pass through some terrain. The Jupiter is no different, with the added Punch Through being a great boon against tightly grouped enemies.

If you're after more damage-per-shot, Vigilante Armaments is a great no-fuss option, albeit not a very strong one. Hammer Shot is another novel option, providing Crit Damage and Status Chance.

As always, Critical Delay is a worth a look over Point Strike, offering more Crit Chance at the cost of a little Fire Rate. If you're running any +Fire Rate mods (like the aforementioned Shred), it's an easy switch.

Recommended Setups: see above.

Hunter Munitions 2-Forma:


A second added polarity gives you options for the eighth mod slot, though depending on your available mods you may need a third Forma.

Hunter Munitions is an obvious option if you are struggling with heavily armoured enemies. Its Slash procs deal armour-bypassing damage, completely ignoring the hefty up-to-90% damage reduction offered by enemy armour. With innate Corrosive damage, the Jupiter can fare better than most other weapons without HM, but it should still be considered and tested for your circumstances.

Radiated Reload and Magnetic Capacity are great extra elemental options, providing combined elements that don't interfere with the other elements modded on. Magnetic is particularly notable for its effect against Overguard and Shields, combining with modded Viral and innate Corrosive for a setup that is effective against all enemy defences.


If you're just after more universal damage, Heavy Caliber is a little stronger than Vigilante Armaments, however has many downsides including a significant Accuracy penalty. Additionally, with Galv mods and Arcanes in the mix, it is not a significant boost.

Instead, consider the (Primed) Bane mods, offering a Faction Damage boost that is particularly strong for damage-over-time procs like Slash and Heat. While powerful though, they are rather inconvenient to use, and of course are useless against factions with no Faction Damage mod. If you're purely after strengthening damage-over-time procs, Rifle Elementalist is a cheaper Faction-agnostic option that also adds a small bit of Punch Through.

Otherwise, you can also look to boost your Crit with conditional Crit mods. Bladed Rounds and Argon Scope are both decently strong if you regularly meet their trigger conditions. Proton Jet is a novel option that conditionally offers both Crit and Status Chances.


There are a few options you could consider for the Exilus slot. Vigi Supplies is an obligatory mention for its marginal DPS increase. Guided Ordnance can be nice for tightening up spread, particularly for Alt Fire. (Primed) Stabiliser is an option to almost completely remove recoil, if it is proving problematic for you.

Recommended Setups: see above. Also consider: Viral + Slash vs armour, added Radiation or Magnetic as appropriate.

Galvanised Mods



Galv Chamber.

Galv Shot is a good option. The Jupiter has three damage types natively, can be easily modded for at least two more, and has very respectable Status Chance. It is not hard to inflict at least four different Status procs, for much more +Damage than Serration.

Galv Scope is also a worth consideration. The Jupiter has excellent Crit with both firing modes, and Pri Fire is quite accurate and so lands Headshots quite reliably. If your playstyle mainly involves aiming down sights and going for Headshots, Galv Scope is a great choice. If you prefer to shoot from the hip, not so much.

Arcane

+Damage options:
  • Primary Merciless - +Damage on kill and +Reload Speed. The default, and almost always effective. The Jupiter can make good use of it and appreciates the Reload Speed, not a lot to say here.
  • Primary Deadhead - +Damage on Headshot kill, +Headshot Damage, -Recoil. The Jupiter's Primary Fire is fairly accurate and can land Headshots quite reliably, and reduced Recoil is definitely beneficial.
  • Primary Plated Rounds - +Damage based on number of rounds reloaded. Maxes at +270% Damage for base Mag Capacity, which is notably weaker than the standard +Damage Arcanes. It should be noted though that at base stats, the Jupiter can empty its mag in just over 8 seconds - fast enough for Plated Rounds to be active for the whole time.
Other damage-increasing options:
  • Primary Blight - +Multishot/Crit Damage on Toxin proc. A powerful effect that is easy to stack, provided your build includes or provides pure Toxin.
  • Primary Frostbite - +Multishot/Crit Damage on Cold proc. Slightly weaker than Blight, but can be stacked by procs from any source.
Non-damage-increasing options:
  • Primary Crux - +Status Chance/Ammo Efficiency on hitting weak points. Great for Status output
  • Primary Exhilarate - +Energy regen on Impact proc. The Jupiter has no Impact damage, so this is a non-starter.
  • Primary Obstruct - short radial CC on Magnetic proc. Can be easily triggered using Magnetic Capacity, though the damage loss compared to another Arcane is significant, and there are plenty of good CC Warframe Abilities.
  • Fractalised Reset - +Reload Speed on Ability cast. While the Jupiter would appreciate it, there are better ways to get +Reload Speed without sacrificing your Arcane slot purely for it. Merciless and Crux offer similar benefit with much more other utility.
Pri Blight/Frostbite and Pri Merciless/Deadhead come out to very similar overall damage, slightly favouring Blight/Frostbite. Bligh/Frostbite of course only work for specific builds, but are great options where appropriate. Between the +Damage options, I'd favour Deadhead, but Merciless is still perfectly solid.

My Builds

Mostly standard Viral build, although notably with Magnetic in the last slot. With the proliferation of Overguard and Shields generally being a bit strong, I found it to be overall more effective in the content I usually play. I find the extra Mag Capacity to make it much more comfortable to use as well.

More ordinary Viral + Slash build for anything very heavily armoured.

Combat Use and Summary

The EFV-5 Jupiter's Primary Fire is a pretty conventional Full-Auto. It has decent Fire Rate and Mag Capacity, so is fairly effective against crowds of weaker enemies, though does not match the Reload Ratio of many of its competitors.

Pri Fire deals reasonable, though not great, direct damage. It is more than enough to chew through weaker enemies, but can struggle against even moderately tanky enemies. Headshots help a great deal thanks to the extra Crit Headshot multiplier.

With innate Corrosive damage, Pri Fire fares quite well against heavily armoured enemies, provided they are Status-vulnerable. The Jupiter can be easily modded for the rare and very powerful Viral + Corrosive setup, which drastically weakens heavily armoured enemies. Heat can be added for even more armour reduction, as well as powerful damage-over-time.

Hunter Munitions can be added as an alternate anti-armour solution, providing powerful Slash procs which will steadily eat away at heavily armoured enemies. Interestingly, I found it to be not much better than slotting in Heat against armoured enemies, and of course significantly worse against unarmoured enemies.

Alt Fire offers a hefty burst of damage that is highly effective against singular heavy targets. It is much more effective for inflicting direct damage than Pri Fire, while its long Charge Time and high ammo consumption make it excessive against weaker enemies.

Alt Fire also gets greater benefit from Hunter Munitions, due to its much lower per-bullet Status Chance. With its much higher damage, Alt Fire's Slash procs are a lot stronger than Pri Fire's, so can eat through armoured enemies a lot faster. On the flipside, its much lower Status-per-pellet makes it a lot less effective at naturally stacking up Status procs.

However, keep in mind that Alt Fire has a pathetic effective range. Beyond 10m, it deals essentially no damage, so is only really usable at point-blank range. Particularly in some of the larger tiles in game, such as the above-ground 1999 tiles or of course any of the Open Worlds, this is a major problem to making good use of Alt Fire.


Like many other weapons with multiple firing modes, the Jupiter works best when using both in the right situations. Pri Fire is more suited to killing lots of enemies, as well as stacking Status procs on tougher targets. Alt Fire is better for finishing off tough enemies at close range.


Overall, the EFV-5 Jupiter is a decent enough weapon. Its Primary Fire, though very generic, is fairly effective against most targets. Alt Fire offers a powerful burst of damage, however has very short effective range due to its horrific Damage Fall-Off.

However, outside of innate Corrosive damage, I don't think the Jupiter carves itself a notable niche in the current Warframe meta. There are plenty of Full-Auto and Full-Auto-adjacent weapons that are dramatically more powerful than the Jupiter, and will simply be better choices in the vast majority of content. I enjoyed using the Jupiter and it is far from bad, so if you like generic-ish Rifles, it is a solid one to pursue. If you're after peak Warframe power, look elsewhere.

Scores

Vs Trash Mobs: 3.5/5 - Pri Fire is a decent, if rather generic, Full-Auto. It is decently effective against large groups of enemies, though not exceptional.
Vs Unarmoured Heavies: 4/5 - Alt Fire deals very high direct damage, especially on Headshots, however its very short effective range limits its potential.
Vs Armoured Heavies without Forced Slash: 4/5 - With innate Corrosive damage on both firing modes and good Status Chance on Pri Fire, the Jupiter can stack up a heap of Viral/Corrosive/Heat procs on heavily armoured targets very quickly. Alt Fire can quickly finish off any enemy crippled by such procs.
Vs Armoured Heavies with Forced Slash: 4/5 - Solid Crit on both firing modes makes Hunter Munitions a solid option, greatly increasing the Slash proc frequency of both firing modes. Alt Fire in particular can inflict some brutal Slash procs, provided it is used at very close range.

Vs Variants

None.

Competitors

There are a huge number of Full-Auto Rifles, and even a lot with alternate/multiple firing modes, so the EFV-5 Jupiter has to compete with an absolute ocean of other decent weapons.
The above is a (quick and incomplete) list of other weapons I found which I consider competitive in base stats for Primary Fire, and in more than a few cases, arguably superior. In particular, the various Kuva/Tenet weapons don't have their Bonus damage included, which makes their base Damage look a lot lower than it is. The most notable niche the Jupiter has is its innate Corrosive damage, which very few other weapons have. 

In this case, I've compared it to another weapon with a charge-up Alt Fire, the Tenora Prime. Their Primary Fires are largely comparable, while the Alt Fires are quite different. The Jupiter retains a massive base Damage advantage (and Status output thanks to its multiple pellets), however the TenoraP's Alt Fire is more ammo efficient (10 rounds vs 15), slightly shorter Charge Time, and perhaps most importantly is usable beyond point-blank range.


Overall, even with its charge-up Shotgun Alt-Fire, the EFV-5 Jupiter is not particularly notable in the sea of Warframe weapons. There are plenty of other decent Full-Autos with other powerful Alt-Fires, some of which are arguably (or statistically) stronger than the Jupiter. This is not mentioning the Incarnons, which are a whole other level in terms of power.

Rivens

As standard for new weapons, the EFV-5 Jupiter starts with a minimum 1/5 (0.5) Riven Disposition. I expect this to rise quite quickly, as the Jupiter is well below the power curve of most high-end weapons, and especially Incarnons. I wouldn't be surprised to see it reach 3/5 (1.0).

+Damage/Multishot/Crit Chance/Crit Damage are the usual nice positives. +Slash can be nice for a few extra native Slash procs, but is rather low value overall, particularly when Hunter Munitions exists. +Elemental damage can be useful to justify/save a mod slot. +Faction damage is a strong multiplier of damage-over-time procs like Heat and Slash, most notable against the Grineer. +Fire Rate notably cuts down Alt Fire Charge Time significantly if you use it regularly, however be aware of it increasing Pri Fire ammo consumption rates.
+Mag Capacity/Reload Speed can be nice quality-of-life improvements, but are not major. +Projectile Speed is greatly beneficial for improving Alt Fire's Damage Fall-Off, but offers nothing to Primary Fire. -Recoil is useful if you struggle to handle recoil. +Punch Through is a great help against crowds, and both firing modes make good use of it.

-Impact is an ideal negative, having no detriment whatsoever. -Puncture isn't the worst, as though Puncture is a somewhat better damage type and proc nowadays, a small reduction in it is not a significant loss of any capability. -Slash has a slightly smaller effect on base Damage than -Puncture, and of little concern against unarmoured enemies, however Slash procs are more valuable against heavily armoured enemies.
-Faction Damage against the weaker Factions (Infested and arguably Corpus) is largely manageable with good positives, and of course has no effect against other targets. -Ammo Max is negligible as the Jupiter has a huge base Ammo Max. -Projectile Speed has no effect on Pri Fire, but is extremely detrimental to Alt Fire. +Recoil can be managed by other -Recoil effects (e.g. Exilus or Arcane), and of course is a non-issue if you handle recoil well. -Zoom is ideal for close quarters.

No comments:

Post a Comment