Best Plasma Launcher Build in Abyssus
Plasma Launcher: unlock and weapon basics
Unlock: Reach the Royal Abyss within 45 minutes. Leave the spawn building, turn right and jump across the dark chasm to the weapon room. The passage seals after the time limit.
Default primary — Semi-automatic: Fires explosive plasma orbs.
Default secondary — Disintegration Beam: Fires a devastating beam of plasma that pierces through enemies.
Recommended build ↓ · All modes and effects ↓ · Weapon and mode unlock requirements →
Best Plasma Launcher build at a glance
The Plasma Launcher is an arena-control weapon first and a boss weapon second. Build a dependable explosion pattern, use Frozen to create distance, then repair the single-target gap with the ability and charm slots.
- Primary fire
- Flak Cannon
- Secondary fire
- Void Infusion
- Aspect
- Frozen (Frost)
- Weapon Forge
- Explosive Valve · Accelerating Core · Bouncy Core
- Ability
- Smiting Spear
Fires explosive plasma orbs that detonate on impact. Area damage, extra projectiles, and control can turn it into excellent room clear, while isolated targets remain the main weakness.
Best for: Spawner rooms & dense packs (weak vs single bosses)
Recommended Plasma Launcher build
Use Flak Cannon and Void Infusion to control dense rooms, then exploit travel distance and repeated explosions through weapon-specific Forge choices. Smiting Spear supplies direct, sustained pressure against isolated targets.
Primary and secondary fire
Flak Cannon (Primary) — Fires fast plasma orbs.
Void Infusion (Secondary) — Creates a black hole on impact that damages and slows.
Best Aspect and Blessings
Alternatives: Windburst (Wind)
Exact weapon Forge picks
- Explosive Valve — Damage now scales with the projectile's explosion radius.
- Accelerating Core — Explosions increase in size the further the projectile travels. Up to 100%.
- Bouncy Core — Projectiles bounce 2 times or until an enemy is directly hit, exploding each bounce and dealing 25% more damage.
Ability and Charm slots
Smiting Spear — Throws a spear that sticks to enemies or scenery and pulses. Shooting a planted spear can trigger pulses.
One equipped Charm by default. Charm Power unlocks a second slot. The following choices are conditional priorities to find during a run.
- One-slot priority
- Mr. Boom
- After Charm Power
- Mr. Boom + Giant Slayer
Mr. Boom supports the explosion route. Add Giant Slayer for elites and bosses once Charm Power permits a second equipped Charm.
When to swap: Fan is a room-clear alternative to Giant Slayer when extra projectiles help the pack fight. With only one slot and a boss ahead, prefer Giant Slayer if isolated-target damage is the limiting problem.
Compare the guide’s candidates: Fan · Mr. Boom · Giant Slayer.
Editorial priorities
These are planning goals, not Ancient Forge item names.
Explosion radiusProjectile travel distanceIsolated-boss damage
Before you can use this setup
- Flak Cannon: Kaboom! — Kill 30 enemies with a Weakspot hit with the Plasma Launcher.
- Void Infusion: Shot, Chaser — Kill 3 enemies at the same time with Seeker projectiles.
- Smiting Spear: Defeat General Kri’su a second time. Climb the platforms that rise from the water and interact with the altar. Ability unlock details →
- Unlock Ancient Forge to find upgrades during expeditions. The listed upgrades are priorities, not guaranteed drops; Artificer permits a weapon and ability choice at the same Forge.
If a recommended mode is still locked, start with this weapon’s default modes (Semi-automatic / Disintegration Beam). Treat that as a temporary setup and pursue the listed challenges before expecting the full route.
Charm names link to their effects and challenge unlocks. Unlocking an item adds availability; it does not guarantee it will appear in your next run.
How to make the build work
- Use the Void Infusion secondary mode to group enemies before adding more explosion area.
- Fire from range so Accelerating Core has room to grow and self-damage is less likely.
- Use Frozen on susceptible adds to create a safe follow-up shot, then add Smiting Spear and Giant Slayer for bosses.
Solo, co-op and boss adjustments
Solo route
Kite around the edge and fire into the centre of a pack. The launcher is safer when enemies move into a prepared blast than when you retreat while shooting at your feet.
Co-op role
Ask the frontline player to hold enemies inside your grouped area. Your job is to erase spawns and objectives, not compete with a Revolver on one exposed weakpoint.
Boss plan
Use Frozen to control susceptible adds, not as a prerequisite for damaging the boss. The Golemancer is documented as immune to Freeze, Stun and Slow control; whether Frozen status bonuses apply is a separate, untested interaction. Against a control-immune boss, attack after a committed move, keep a safe direct projectile path and distance for Accelerating Core, and use Smiting Spear for sustained pressure.
Common mistakes
- Firing point-blank while using distance scaling
- Stacking area size after the existing blast already covers the pack
- Entering late Depths without a single-target charm or ability
Deep Water 30 variant
Use Frozen against susceptible adds. Immune bosses need safe attack-recovery windows and direct pressure from Smiting Spear; do not wait for the boss to freeze.
Plasma Launcher fire modes
Choose one Primary and one Secondary fire mode at the Workbench. “Recommended” marks this guide’s editorial selection.
Primary fire
- Semi-automatic — Fires explosive plasma orbs.
- Flak CannonRecommended — Fires fast plasma orbs.
- Seekers — Hold to acquire targets and release a barrage of plasma orbs.
Secondary fire
- Disintegration Beam — Fires a devastating beam of plasma that pierces through enemies.
- Void InfusionRecommended — Creates a black hole on impact that damages and slows.
- Adhesive Compound — Fires a plasma orb which sticks to the target and explodes continuously.
Plasma Launcher Ancient Forge upgrades
These are weapon-specific Ancient Forge upgrades, not generic stat priorities. “Recommended” is an editorial pick for this route.
- Seismic Fuel — Hitting 3 enemies increases the explosion radius for 5 sec.
- Molotov Fuel — Enemies take 50% continuous weapon damage for 5 sec. after being hit.
- Revolving Valve — Lasting attacks have doubled duration, charged attacks have halved buildup.
- Explosive ValveRecommended — Damage now scales with the projectile's explosion radius.
- Accelerating CoreRecommended — Explosions increase in size the further the projectile travels. Up to 100%.
- Bouncy CoreRecommended — Projectiles bounce 2 times or until an enemy is directly hit, exploding each bounce and dealing 25% more damage.
- Spreading Heat — Hitting an enemy suffering from status effects or that is Stunned, Slowed, Frozen or Rooted deals the same damage to a nearby enemy.
- Repeating Blasts — Plasma Launcher explosions have a 60% chance of triggering again. Additional explosions can also trigger again, but have a 20% decreased chance per explosion.
How to unlock the Plasma Launcher
Reach the Royal Abyss within 45 minutes. Leave the spawn building, turn right and jump across the dark chasm to the weapon room. The passage seals after the time limit.
Patch and source notes
Official baseline: Abyssus 1.3.62817, released. This page was impact-reviewed on. Read the official hotfix feed.
Hotfix 1.3.62817 fixed the Seekers progress indicator; this guide recommends Flak Cannon and no Plasma balance-value change was documented.
Fire mode, ability and weapon Forge names are reference facts; the selected combination is an editorial recommendation.All 72 names and effect descriptions were checked against game-tooltip images and official patch notes. Source-checked, not independently measured in gameplay. Check the in-game Logbook for a live numeric value, browse the Forge catalogue, and see our methodology for the review policy.
Related weapon builds
Choose the alternative that best addresses this build’s trade-off.