Ammo Upgrades
From Mass Effect Wiki
Ammo Upgrades are specifically designed to enhance the effectiveness of your weapon's ammunition.Below is a list of ammo upgrades available:
Contents |
[edit] Anti-Organic Ammunition
Anti-Organic Ammunition provides a heavy damage bonus versus organic enemies with no downsides. While it isn't the most useful mod, it's not a bad choice early on, or paired with other upgrades in multi-slotted weapons.[edit] Anti-Personnel Rounds
Designed to shred flesh and other organic matter, these rounds are particularly effective against living targets. They are likely similar in construction to hollow point rounds.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage vs Organics: | 15% | 20% | 25% | - | - | - | - | - | - | - |
[edit] Shredder Rounds
Designed to shear apart on impact for maximum damage, these rounds are particularly effective against living targets.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage vs Organics: | - | - | - | 25% | 30% | 35% | 40% | - | - | - |
[edit] Anti-Armor / Synthetic Ammunition
This type of ammunition is derived from tungsten. This extremely dense, heavy metal is about 1.7 times heavier than lead, and far more difficult to deform than steel. It is excellent for use in armor-piercing type ammunition. Because of tungsten's great properties and strength, it is very useful for piercing deep into synthetic, metallic targets.Tungsten ammunition deals out extra damage against synthetics, mainly the geth. Many players use this ammunition as a staple in assault rifles and shotguns when fighting geth. High-grade tungsten ammo used in powerful sniper rifles, preferably in conjunction with the Assassination ability, can create a lethal "anti-armor" capability. This can be deadly against Geth Armatures when the Mako's cannon is not available. Anti-armor rounds are more useful when used on multi-slotted weapons, with other upgrades, as the maximum level of anti-armor rounds is not high.
[edit] Armor Piercing Rounds
Specifically designed to puncture metal, these rounds are particularly effective against synthetic targets.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage vs Synthetics: | 15% | 20% | 25% | - | - | - | - | - | - | - |
[edit] Tungsten Rounds
Tungsten rounds are typically smaller projectiles fired at higher speeds to increase penetrating power.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage vs Synthetics: | - | - | - | 25% | 30% | 35% | 40% | - | - | - |
[edit] Incendiary Ammunition
[edit] Incendiary Rounds
Incendiary rounds consist of a thermite paste which clings to, and burns through, nearly any known substance.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage/Second For 5 Seconds: | - | - | - | 10 | 12 | 14 | 16 | - | - | - |
| Target Accuracy Penalty: | - | - | - | 10% | 12% | 14% | 16% | - | - | - |
[edit] Inferno Rounds
Inferno rounds are incredibly powerful rounds that can melt or burn through virtually all known substances. This damages enemies and weakens their accuracy.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage/Second For 5 Seconds: | - | - | - | - | - | - | - | 15 | 18 | 21 |
| Target Accuracy Penalty: | - | - | - | - | - | - | - | 20% | 24% | 28% |
[edit] Cold Ammunition
[edit] Cryo Rounds
Cooling lasers collapse ammunition into small Bose-Einstein condensate - a mass of super-cooled subatomic particles - capable of snap-freezing impacted objects.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Shield Bypass: | - | - | - | 10% | 14% | 18% | 22% | - | - | - |
| Target Accuracy Penalty: | - | - | - | 20% | 25% | 30% | 35% | - | - | - |
[edit] Snowblind Rounds
Snowblind Rounds inflict massive damage and destabilize enemies, reducing their accuracy. More advanced upgrades do more damage.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Damage Bonus: | - | - | - | - | - | - | - | 20% | 24% | 28% |
| Rate of Fire Penalty: | - | - | - | - | - | - | - | 40% | 40% | 40% |
| Target Accuracy Reduction: | - | - | - | - | - | - | - | 20% | 24% | 28% |
[edit] Explosive Ammunition
[edit] High Explosive Rounds
Designed to detonate on impact, high explosive rounds have one major drawback: a massive increase in weapon overheating. Please note that using Carnage will not result in weapon overheating, as using the ability creates no weapon heat.
[edit] Using High Explosive Rounds
-Pistols: Two Frictionless Materials are recommended as they can increase the number of shots before overheating.
-Assault Rifles: Two Frictionless Materials are almost required to get any use out of HE rounds. Overkill really shines here.
-Shotguns: By loading this up with Rail Extension VII's or Scram Rails you can turn your shotgun into powerful and easy to use weapon. Even with no shotgun training you can usually expect positive results.
-Sniper Rifles: Adding on Rail Extension VII's or Scram Rails can turn a sniper rifle into a missile launcher. This loadout has an advantage over Shredder/Tungsten loads because it can not only kill opponents behind cover with ease, it can kill several opponents if they are in close proximity to your target.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Blast Radius: | - | - | - | - | - | - | - | 400cm | 410cm | 420cm |
| Heat Generation: | - | - | - | - | - | - | - | 500% | 500% | 500% |
| Weapons Force: | - | - | - | - | - | - | - | 500% | 500% | 500% |
| Damage Bonus: | - | - | - | - | - | - | - | 20% | 24% | 28% |
[edit] High Impact Ammunition
[edit] Hammerhead Rounds
Hammerhead ammunition, also called squash projectiles, is designed to flatten on impact, increasing the amount of physical force transferred to the target.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Weapons Force: | 20% | 25% | 30% | - | - | - | - | - | - | - |
[edit] Sledgehammer Rounds
Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are great for attacking a charging target, because the force of the rounds hitting the target can knock them to the ground. This makes them perfect for shotguns.
Sledgehammer Rounds are also coated with polonium to induce radiation sickness in targets, as well as preventing enemy regeneration. The tradeoff is they increase weapon overheating. On two or three slotted weapons, combine with a Heat Sink.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Heat Absorption Penalty: | - | - | - | - | - | - | - | 20% | 20% | 20% |
| Weapons Force: | - | - | - | - | - | - | - | 40% | 45% | 50% |
| Toxic Damage: | - | - | - | - | - | - | - | 40% | 45% | 50% |
[edit] Shield Piercing Ammunition
[edit] Phasic Rounds
Instead of projectiles, upgraded weapons release charge particle bolts that can bypass kinetic barrier shields. However, the actual damage done to the target is typically less than what's done by a standard round.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Shield Bypass: | 20% | 25% | 30% | - | - | - | - | - | - | - |
| Damage Penalty: | 30% | 30% | 30% | - | - | - | - | - | - | - |
[edit] Proton Rounds
Instead of projectiles, upgraded weapons release energized protons capable of bypassing kinetic barrier shields. However, the actual damage inflicted on the target is typically less than that of a standard round.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Shield Bypass: | - | - | - | 40% | 45% | 50% | 55% | - | - | - |
| Damage Penalty: | - | - | - | 20% | 20% | 20% | 20% | - | - | - |
[edit] Toxic Ammunition
[edit] Chemical Rounds
Popular with pirates, criminals and mercenaries, these rounds are coated with a highly toxic compound.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Toxic Damage: | 30% | 35% | 40% | - | - | - | - | - | - | - |
| Damage/Second For 5 Seconds: | 5 | 6 | 7 | - | - | - | - | - | - | - |
[edit] Polonium Rounds
This upgrade stamps a minuscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Toxic Damage: | - | - | - | 40% | 45% | 50% | 55% | - | - | - |
| Damage/Second For 5 Seconds: | - | - | - | 5 | 6 | 7 | 8 | - | - | - |
[edit] Anti-Biotic / Tech Ammunition
[edit] Radioactive Rounds
These rounds are stamped with a minuscule amount of radioactive material, inducing low levels of radiation sickness in targets. This sickness makes it more difficult for biotic or tech abilities to be deployed.
| Upgrade Level: | I | II | III | IV | V | VI | VII | VIII | IX | X |
| Target Cooldown Penalty: | 15% | 18% | 21% | - | - | - | - | - | - | - |









