Understand Critical Surge
Useful when…
- Gain a temporary primary-weapon critical chance bonus by teleporting to a Reservoir.
- Use longer teleport travel to build the distance-based bonus, while accounting for the Energy cost.
How does the Reservoir teleport trigger it?
Teleporting to a Reservoir through Breach Surge costs 50% Energy and grants primary weapons critical chance for 9 seconds. At rank 0 the bonus is 2.5% per meter traveled; at rank 2 it is 7.5% per meter; at rank 3 it is 10% per meter. The maximum bonus is 250% critical chance. A shorter teleport grants less from the per-meter rule than a longer one, up to that cap.
What equipment and ability does it affect?
This is a standard Wisp augment with Zenurik polarity and base drain 6. Its described weapon benefit applies to primary weapons, and its trigger is teleporting to a Reservoir; it does not describe a general bonus for all weapons or an effect from simply casting Breach Surge. Fused Reservoir instead adds a fourth Reservoir with the effects of all three at a higher Energy cost, while Cataclysmic Gate modifies Sol Gate. Those augments address different abilities and should not be mistaken for the same weapon bonus.
How much should you rank it?
The maximum rank is 3. The per-meter rate rises from 2.5% at rank 0 to 7.5% at rank 2 and 10% at rank 3; the cap remains 250% and the duration stays 9 seconds. Each fusion step is comparatively small in the listed progression, with the final step from rank 2 to 3 costing 120 Endo and 5,796 Credits. Rank it for the stronger distance-based gain if you can make regular use of the teleport.
Limitations and tradeoffs
- The bonus costs 50% Energy when triggered and lasts 9 seconds.
- It affects primary weapons and depends on distance traveled when teleporting to a Reservoir.
Common mistakes to avoid
- Expecting the bonus to apply to secondary or melee weapons.
- Ignoring the 50% Energy cost or assuming every teleport reaches the 250% cap.






