Plasma Rifle

Primary Fire

 * The primary fire shoots a single, accurate shot that deals above-average weakspot damage (100% bonus).

Secondary Fire

 * The secondary fire shoots a slow-moving ball that deals 20 damage every 0.3 seconds to any enemy within 1.34 grid squares. Additionally, it will explode on contact, damaging all enemies within 2 grid squares. The ball has a lifetime of 10 seconds if it does not make contact with anything.
 * If the ball is shot before making contact with anything, it will explode in place and deal 4 times the damage to all enemies within 2 grid squares.

Gameplay Notes

 * The secondary fire can deal massive damage to crowds of lumes if used correctly. This is especially useful in combination with the Slow Field Dispenser which helps bunch lumes together.
 * There is no direct limit to the number of secondary-fire plasma balls. The practical limit to the number of simultaneous plasma balls a player can deploy involves the 10 second duration of the balls themselves and the maximum rate of fire.
 * The spheres shot by the secondary fire will explode at the slightest contact with anything (including another sphere). Thus, players using this weapon with Tactical Juxtaposition should avoid shooting and walking forward as they'll almost always explode before expected.
 * Skye can quickly rack up stacks to increase her damage if using the secondary fire correctly aiming the plasma balls right above the enemy instead of directly against them. This won't work on armored enemies as their defenses will deny the plasma ball's trail of electricity damage.
 * Likewise Sweet can use the same maneuver against Soakers causing extremely fast damage resulting in their weakspot to puff up to maximum size almost instantly. If you plan to do this, do not use the Headache perk as it will detonate the orbs automatically.

Trivia

 * The Plasma Rifle functions near-identically to the Shock Rifle in the Unreal Tournament series of games.
 * The Plasma Rifle is the weapon used by the SiMo units summoned with the Roboticist perk. Since SiMo is an advanced SiMo unit, and that the Plasma Rifle has a scope and an accuracy similar to SiMo's Sniper Rifle, the Plasma Rifle is assumed to be a more generic version of the Sniper Rifle.