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Lasher X2
The experimental Lasher X2 fires volatile orbs of plasma that explode on contact with hard surfaces. Field trials have demonstrated its effectiveness at suppressing fire, flushing out enemies and melting infantry
Costs
Cert Cost: 1,000 Certification Points
DC Cost: 699 Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Heavy Gun
Fire Rate: 333 RPM
Muzzle Velocity: 100m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 900 ms
Damage[?]
Max Damage: 155 before 10m
Min Damage: 105 after 65m
Max Indirect Damage: 75 before 1m
Min Indirect Damage: 25 at 3m
Damage Type: Small Arms,
Common Explosive
Reload Speed
Short Reload: 4.2s
Long Reload: 5.2s
Ammunition
Magazine Size: 75
Ammunition Pool: 300
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.5 0.3
Stand Still: 1.5 0.3
Move: 2 0.5
Bloom per Shot: 0 0
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.1/0.2
Horizontal Tolerance: 0.75
Angle Min/Max: 10°/10°
Bias:
Recoil Decrease: 15
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

Lasher X2 API Data

Census LF API source: Lasher X2 API Data

Lasher X2 AE
The experimental Lasher X2 fires volatile orbs of plasma that explode on contact with hard surfaces. Field trials have demonstrated its effectiveness at suppressing fire, flushing out enemies and melting infantry
Costs
Cert Cost: Unavailable Certification Points
DC Cost: Unavailable Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Heavy Gun
Fire Rate: 333 RPM
Muzzle Velocity: 100m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 900 ms
Damage[?]
Max Damage: 155 before 10m
Min Damage: 105 after 65m
Max Indirect Damage: 75 before 1m
Min Indirect Damage: 25 at 3m
Damage Type: Small Arms,
Common Explosive
Reload Speed
Short Reload: 4.2s
Long Reload: 5.2s
Ammunition
Magazine Size: 75
Ammunition Pool: 300
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.5 0.3
Stand Still: 1.5 0.3
Move: 2 0.5
Bloom per Shot: 0 0
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.1/0.2
Horizontal Tolerance: 0.75
Angle Min/Max: 10°/10°
Bias:
Recoil Decrease: 15
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

Lasher X2 AE API Data

Census LF API source: Lasher X2 AE API Data
Note: Available as part of Three-Year Anniversary Bundle[1].

Lasher X2-P
The experimental Lasher X2 fires volatile orbs of plasma that explode on contact with hard surfaces. Field trials have demonstrated its effectiveness at suppressing fire, flushing out enemies and melting infantry
Costs
Cert Cost: ?? Certification Points
DC Cost: ?? Daybreak Cash
General Info
Empire:
Can Use:
Weapon Type: Heavy Gun
Fire Rate: 333 RPM
Muzzle Velocity: 100m/s
Effective Range: Long
Fire Modes: Auto
Headshot Multiplier: 2x
ADS Move Speed Multiplier: 0.5x
Equip Time: 900 ms
Damage[?]
Max Damage: 155 before 10m
Min Damage: 105 after 65m
Max Indirect Damage: 75 before 1m
Min Indirect Damage: 25 at 3m
Damage Type: Small Arms,
Common Explosive
Reload Speed
Short Reload: 4.2s
Long Reload: 5.2s
Ammunition
Magazine Size: 75
Ammunition Pool: 300
Accuracy[?]
Hip Aim
Crouch Still: 1 0.3
Move: 1.5 0.3
Stand Still: 1.5 0.3
Move: 2 0.5
Bloom per Shot: 0 0
Recoil[?]
Vertical: 0.4
Horizontal, Min/Max: 0.1/0.2
Horizontal Tolerance: 0.75
Angle Min/Max: 10°/10°
Bias:
Recoil Decrease: 15
First Shot Recoil Multiplier: 1.5x
Data Sources?
Census DBG API source:

Lasher X2-P API Data

Census LF API source: Lasher X2-P API Data


The Lasher X2 is a heavy gun available to the Vanu Sovereignty. It is unlocked through purchase with Certification Points or Daybreak Cash.

The Lasher X2 is an area denial weapon exclusive to the Sovereignty. Able to send a seemingly endless torrent of explosive plasma down range, the Lasher X2 is excellent at dissuading enemies from attempting to breach chokepoints, and it is also capable of damaging enemies round corners, although the weapon's vibrant effects blind both the target and the shooter, and the weapon's odd ballistics and low rate-of-fire make it relatively unsuitable for direct anti-infantry combat.

If the user directly hits a player with the Lasher's rounds they will deal both the direct and indirect damage to the target, and damage reduction effects such as Flak Armor will be applied to each instance seperately. However, the indirect damage is unable to benefit from headshot multipliers.

The Lasher X2's indirect damage is heavily reduced against the user and their allies.

Attachments[]

Attachments
Optic
HS/NV Scope (1x)

49 OR 30
Nanite Systems' HS/NV scope has no magnification, but provides high contrast outlines to nearby objects and illuminates nearby soldiers.
HPR Reflex (1x)

49 OR 30
Designed as a replacement for standard iron sights in close-quarters combat, the Holo-Projected Reticle sight creates and accurate dot-and-circle reticle above the top rail.
More reticles for this sight available, see full article.
VHO Reflex (2x)

49 OR 30
The revolutionary Vanu Holo-Optic reflex utilizes nanotechnology to project a circle and dot reticle. Additionally, it features a 2X magnitude zoom for better performance in urban combat scenarios.
More reticles for this sight available, see full article.
VMS (3.4x)

49 OR 30
The Vanu Marksman's Scope is the standard for mid-range engagements. It uses a minimalist chevron reticle inside of its Vanu-styled housing.
V3 Holo (3.4x)

49 OR 30
Within its ornate triangular hosuing, the V3 Holo uses a red dot sight and 3.4x magnification for mid-range combat scenarios.
OG-4 (4x)

49 OR 30
Created to better suit carbines and assault rifles for support roles, the OG-4's simple crosshair allows the user to make accurate shots at a distance. It uses 4x magnification perfect for mid-range fights.
CSZ (4x)

49 OR 30
The CSZ's 4x magnification make it a favorite amongst designated marksmen in the Vanu Sovereignty. This scope uses a triple chevron reticle.
TriGon-6 (6x)

49 OR 30
The TriGon-6 won the Vanu Sovereignty's bid as their standard sniper scope. It features 6x magnification and standard mil-dot sighting.
Rail
Darklight Flashlight

49 OR 100
The rail mounted Darklight Flashlight can illuminate hostile cloaked infiltrators and dark areas but the light can give away your position.
The light can be turned on and off with Toggle Attachment hotkey.
Extended Magazine

49 OR 100
Doubles the amount of ammunition in each magazine, and the weapon takes 20% longer to equip and unequip.
Forward Grip

49 OR 100
A forward grip increases control of the weapon, reducing horizontal recoil by 25%, but increases equip time by 0.15 sec.
Laser Sight

49 OR 100
A laser sight increases the user's hipfire accuracy by 33%.
This weapon does not have any barrel or ammo type attachments.

Damage Fall-off[]

  • 230 before 10 meters
  • 200 at 43 meters
  • 180 after 65 meters

Effectiveness[]

Versus Infantry
Infantry Body part Shots to Kill
0-10m10-43m43-65m
Infantry Head 344
Torso 5(6)5(7)6(8)
Legs 5(6)6(7)6(8)
Infiltrator Head 334
Torso 4(5)5(6)5(7)
Legs 5(6)5(6)6(7)
Heavy Assault Overshield Head 456
Torso 7(8)8(9)9(11)
Legs 7(9)8(10)9(11)
MAX Head 212326
Torso 30(41)32(46)35(51)
Legs 31(43)34(49)36(54)
Theoretical Time To Kill
Infantry Body part 0m 10m 43m 65m
Normal Suit Normal Suit Normal Suit
Infantry Head 0.36s 0.46s - 0.971s - 1.191s -
Torso 0.721s 0.821s - 1.151s - 1.551s -
Infiltrator Head 0.36s 0.46s - 0.79s - 1.191s -
Torso 0.541s 0.641s - 1.151s - 1.371s -
Heavy Assault Head 0.541s 0.641s - 1.151s - 1.551s -
Torso 1.081s 1.181s - 1.691s - 2.091s -
MAX Head 3.604s 3.704s - 4.394s - 5.155s -
Torso 5.225s 5.325s 7.307s 6.016s 8.538s 6.776s 9.659s
Versus Vehicles
Vehicle Armor Facing Shots to Kill
Before 10m After 65m
Link=FlashFlash - 18 (on fire @ 14) 20 (on fire @ 16)
Composite Armor 4 - 23 (on fire @ 18) 26 (on fire @ 21)
Link=HarasserHarasser - 125 (on fire @ 100) 184 (on fire @ 147)
Composite Armor 4 - 149 (on fire @ 120) 220 (on fire @ 176)
Sunderer - Immune
Blockade Armor 4 - Immune
Deployment Shield 4 - Immune
ANT - Immune
Lightning Front/Top Immune
Side
Rear
Prowler/
Magrider
Front/Top Immune
Side
Rear
Chimera Front/Top Immune
Side
Rear
Vanguard Front/Top Immune
Side
Rear
ESF - 78 (on fire @ 62) 115 (on fire @ 92)
Composite Armor 4 - 86 (on fire @ 69) 126 (on fire @ 101)
Valkyrie Front/Side/Top/Rear 194 (on fire @ 155) 286 (on fire @ 229)
Bottom 388 (on fire @ 310) 572 (on fire @ 458)
Composite Armor 4 Front/Side/Top/Rear 223 (on fire @ 179) 329 (on fire @ 263)
Bottom 446 (on fire @ 357) 658 (on fire @ 526)
Dervish - 151 (on fire @ 121) 223 (on fire @ 178)
Composite Armor 4 - 166 (on fire @ 133) 245 (on fire @ 196)
Liberator - Immune
Composite Armor 4 - Immune
Galaxy - Immune
Composite Armor 4 - Immune
Bastion Weak Point - Immune

Ribbons and Medals[]

It is possible to earn both Ribbons and Medals while using the Lasher X2. Each ribbon is a standard reward for achieving a set amount of kills with the weapon. Medals are awarded upon reaching kill milestones with the weapon.

Ribbon(s)[]

Ribbon Icon Requirements
Lasher X2
Service Ribbon
10 kills
Find out more on the Service Ribbons article.


Medals[]

Medal Icon Requirement Award
No Medal
0 kills N/A
Copper Medal
10 kills Certification Points
Silver Medal
60 kills 10 Certification Points
Gold Medal
160 kills 20 Certification Points
Auraxium Medal
1,160 kills 200 Certification Points
Medals earned with the Lasher X2 contribute towards the Heavy Assault directive tree.

History[]

  • January 12, 2017 Hotfix
    • Heavy Shield will no longer obscure optics while firing
    • Hipfire cone of fire bloom from 0.1 to 0
    • ADS cone of fire bloom from 0.05 to 0
    • Dev Note: This is a minor change to increase the sustained fire capabilities of what could be considered one of the most suppression-dedicated weapons in the game.

References[]