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Krysae Sniper Rifle/ME3SP

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ME3 Krysae Sniper Rifle
Krysae Sniper Rifle
Type  Sniper Rifle
Location  Firefight Pack
Fire Mode  Semi-Automatic
Fire Rate 
Clip Size Reserve
3 9


This turian antimateriel [sic] rifle is modified to kill Reaper enemies. The Krysae's scope uses a rangefinder that adjusts to keep the target in proper proportion to the shooter, which comes in useful when the sniper is forced into close range. Its specialized ammunition is both armor-piercing and explosive. In a desperate move, the turians released its specifications over the extranet so that nearly anyone with a fabricator could manufacture this weapon to help the war effort.


The Krysae Sniper Rifle is available after downloading the Mass Effect 3: Firefight Pack.

Player Notes

  • The Krysae is noticeably stronger in single-player compared to its multiplayer counterpart.
  • Holding down the Fire button increases the scope magnification from 2x to 10x.
  • This rifle has a noticeable travel time between firing and hitting targets, so compensation for the target moving must be made. However, unless the target dodges a significant distance, the proximity fuse will explode when it gets near anyway.
  • The Krysae has a proximity fuse and deals area of effect damage in the form of an explosion - this can be utilised to not only shoot enemies behind cover by aiming above their heads, but also to damage large groups of enemies.
  • However, the proximity fuse means that if the bullet passes near any enemy, it detonates. This means that it is very tricky to shoot enemies that are behind other enemies, such as targets, or more dangerous opponents. Ravagers are particularly difficult as the projectiles detonate as they pass over the Swarmers that come from the Ravager's sacs.
  • Despite the weapon description mentioning that it is armor-piercing, the Krysae in fact has no base penetration. It does, however, deal 150% damage to armored targets.[1]
  • Due to the proximity fuse on the bullets, it is impossible to headshot a Guardian in normal fashion by shooting through the slit - the bullet detonates in front of the shield, and the Guardian takes no damage. A tactic to overcome this is to rely on the area of effect damage by shooting at a surface near (but not so close that it detonates prematurely) the Guardian. Another tactic is to aim just over the top of his riot shield; if done right the shot will airburst over the Guardian's head and instantly kill him.
  • The proximity fuse will even detonate when it passes near cloaked enemies - this makes the weapon very effective against Phantoms and Geth Hunters as you can shoot near them and it will damage them.
  • The explosive rounds mean the Krysae is incapable of headshots.
  • This weapon works best when it can be spammed into a choke point, as this maximizes the usefulness of the weapon's explosive area of effect. Its effect on Assault Troopers debarking from a Cerberus shuttle or a charging group of Husks is positively obscene.
  • Although the explosion is visually large, the area of effect damage radius seems to be relatively small.
  • The above damage bonus works very effectively when combined with the area of effect damage - an Infiltrator can weaken groups of enemies by firing into the middle of them, allowing their teammates to mop them up.
  • Enemies are completely destroyed when killed because of the Krysae's high explosive rounds, making it useful against Reaper forces as it denies Cannibals bodies to consume.
  • With its proximity fuse meaning that its bullets explode when they get near enemies, it is very effective against fast moving enemies like Phantoms and Nemeses.
  • The Krysae is downright deadly in the hands of squadmates that can wield it, especially Garrus Vakarian. In particular, the squad evolution of Cryo Ammo allows it to snap-freeze multiple unshielded targets if it doesn't shatter them outright.
  • The sniper rifle spare thermal clip will help mitigate the Krysae's low magazine capacity.


  • The Krysae was originally designed to have a scope that auto-zoomed on targets for easier aiming. According to Mass Effect 3 lead combat designer Corey Gaspur, the mechanic was abandoned because it ended up making players motion sick: "If you were aiming at six guys, it was going in and out and in and out, and it made people nauseous."[2]


  2. BioWare Blog: The Way of the Gunsword

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