Galvanized Scope grants critical chance while aiming after weak-point hits, with an additional stackable bonus after weak-point kills. Consider it for a rifle used with accurate aimed weak-point shots.
Increase critical chance while aiming and landing weak-point hits.
Build the larger kill-triggered bonus when weak-point kills are reliable.
Triggers and effects
At maximum rank, a weak-point hit grants +120% Critical Chance while Aiming for 12 seconds. A weak-point kill grants an additional +40% Critical Chance while Aiming for 12 seconds, stacking up to five times. It is a standard rifle mod with Madurai polarity and base drain 2; Argon Scope is explicitly incompatible.
Ranking and comparison
At rank 0, the weak-point hit and kill effects are +10.9% and +3.6%; at rank 5 they are +65.5% and +21.8%. The rank 9→10 example costs 15,360 Endo and 741,888 Credits. Argon Scope lists +135% Critical Chance while aiming for 9 seconds after a weak-point hit, without the separate kill-stack effect, and cannot be equipped with Galvanized Scope.
Both effects are restricted to aiming, and the higher stack count depends on weak-point kills. If you do not aim or regularly hit weak points, the stated bonuses will not have reliable uptime. Aerial Ace and Agile Aim are different rifle mods with movement-related effects, not substitutes for this critical-chance effect.
Limitations and tradeoffs
Requires aiming and weak-point hits; the stronger stack requires weak-point kills.
The final rank has a large listed fusion cost.
Common mistakes to avoid
Expecting the bonuses while not aiming.
Assuming ordinary kills grant the weak-point-kill stacks.
Equipping it with Argon Scope.
Effects and reference details
Rank effects and investment
Rank
Listed effects
Unpolarized drain
Total Endo from rank 0
Total Credits from rank 0
0
On Weak Point Hit:
+10.9% Critical Chance when Aiming for 12s
On Weak Point Kill:
+3.6% Critical Chance when Aiming for 12s. Stacks up to 5x.
2
0
0
1
On Weak Point Hit:
+21.8% Critical Chance when Aiming for 12s
On Weak Point Kill:
+7.3% Critical Chance when Aiming for 12s. Stacks up to 5x.
3
30
1,449
2
On Weak Point Hit:
+32.7% Critical Chance when Aiming for 12s
On Weak Point Kill:
+10.9% Critical Chance when Aiming for 12s. Stacks up to 5x.
4
90
4,347
3
On Weak Point Hit:
+43.6% Critical Chance when Aiming for 12s
On Weak Point Kill:
+14.5% Critical Chance when Aiming for 12s. Stacks up to 5x.
5
210
10,143
4
On Weak Point Hit:
+54.6% Critical Chance when Aiming for 12s
On Weak Point Kill:
+18.2% Critical Chance when Aiming for 12s. Stacks up to 5x.
6
450
21,735
5
On Weak Point Hit:
+65.5% Critical Chance when Aiming for 12s
On Weak Point Kill:
+21.8% Critical Chance when Aiming for 12s. Stacks up to 5x.
7
930
44,919
6
On Weak Point Hit:
+76.4% Critical Chance when Aiming for 12s
On Weak Point Kill:
+25.5% Critical Chance when Aiming for 12s. Stacks up to 5x.
8
1,890
91,287
7
On Weak Point Hit:
+87.3% Critical Chance when Aiming for 12s
On Weak Point Kill:
+29.1% Critical Chance when Aiming for 12s. Stacks up to 5x.
9
3,810
184,023
8
On Weak Point Hit:
+98.2% Critical Chance when Aiming for 12s
On Weak Point Kill:
+32.7% Critical Chance when Aiming for 12s. Stacks up to 5x.
10
7,650
369,495
9
On Weak Point Hit:
+109.1% Critical Chance when Aiming for 12s
On Weak Point Kill:
+36.4% Critical Chance when Aiming for 12s. Stacks up to 5x.
11
15,330
740,439
10
On Weak Point Hit:
+120% Critical Chance when Aiming for 12s
On Weak Point Kill:
+40% Critical Chance when Aiming for 12s. Stacks up to 5x.
12
30,690
1,482,327
These are listed mod effects and fusion costs, not final build damage. Matching and mismatched polarities change capacity. Totals assume starting at rank 0.