Raw viral heat damage variant for grineer and corrupted enemies. With current update due to armor and health changes, this scales higher than Viral Slash.
Evolutions
Evolution I - Incarnon form - 12 headshots (less with multishot) lets you switch to Incarnon mode after alt-fire which has about 408 rounds
Evolution II - Void's Guidance - +50% Accuracy and -50% Recoil. The combination of this perk with Primary Deadhead gives -100% recoil. If you run stabilizer in exilus as well as primary deadhead, you can run Rapid Wrath (+20% fire rate) instead.
Evolution III - Ready Retaliation - +100% reload speed for 6s when reload from empty. This actually also affects the transformation time, cutting it down from 3.4s to approx 1.7s if you manage to reload from empty.
Evolution IV - Elemental Excess - +20% status chance, -10% critical chance. This drops the final crit chance to 10% to synergize with Devouring Attrition and makes the final status chance approximately 70%.
Evolution V - Devouring Attrition - 50% chance to deal 2000% damage on non-critical hits. This 2000% multiplier is currently a separate multiplier to base damage mods such as serration, deadhead, galvanized aptitude
Mod Explanations
Galvanized Chamber - +230% multishot at max stacks
Galvanized Aptitude - +80% dmg per status, so +320% with slash, radiation, viral and heat, or even more if you use an external primer.
Primed Shred - gives fire rate and punchthrough
Primed Bane of Grineer/Corrupted - additional 1.55x multiplier. If you don't like bane you can replace with a flexible option below
Viral - Raw viral damage has a 1.5x multiplier for Corrupted. Since [Primed Cryo Rounds] exists for rifles, this gives the largest boost in raw damage which is also beneficial against overguard. In addition, a single viral status proc doubles the damage of all subsequent damage, while 10 stacks of viral multiplies all damage to health by 4.25x.
Heat (hellfire) - optional element that applies damaging status and also strips 50% armor after 2s. Even just 50% armor strip is effectively a 3.7x damage multiplier on armor capped enemies. If you are fighting unarmored enemies or murmur enemies, you could consider swapping this to Electric.
Amalgam Serration/Serration - can use amalgam or normal version, where amalgam gives some free sprint sprint at minimal damage loss. [Serration] is additive both Galv Aptitude and Primary Deadhead so is the WEAKEST link, and can be swapped out for any of the followiing FLEXIBLE options:
Flexible Options
1. Vile acceleration - additional fire rate
2. Primed Fast Hands - cuts a further 1 second from the transformation time (3.4s to 2.4s without Ready Retaliation active, or down to 1.5s when stacked with Ready Retaliation) and improves feel of non-incarnon mode.
3. Radiated Reload - gives some reload boost as well as radiation damage.
4. Riven - look for +ms, +dmg, +fire rate, +tox, +reload speed with negative crit chance.
5. Rifle Elementalist - boosts heat status DPS, but heat status only accounts for 5-10% of total DPS, meaning Elementalist only adds about 5% to total DPS.
6. Vigilante Armaments - slight boost to multishot
ELEMENTAL VARIATIONS
For trash clearing: Use pure blast with [Rime Rounds] + [Thermite Rounds] and add [Rifle Elementalist]
For Murmur: Use Radiation Cold or Viral Electric
For Corpus: Use pure Toxin elements
OUTDATED:
Here is a video showing the old synergies with [Xata]'s Whisper:
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