Rain hell on the enemy with this handheld cluster-rocket launcher

The Kulstar is a IconGrineerB.svg Grineer-built torpedo/cluster bomb launcher. Once its torpedo comes in contact with an enemy or a surface, or if the player manually detonates it with Alternate Fire, it detonates and fragments into 3 smaller bomblets, which spread from the point of impact, also exploding on impact.

This weapon can be sold for Credits64.png 5,000.


This weapon deals DmgBlastSmall64.png Blast damage.


  • Very high total damage.
    • Rocket impacts have high DmgImpactSmall64.png Impact damage — effective against shields.
  • Good critical chance.
  • High critical multiplier and status chance.
  • Very high accuracy.
  • Rocket explodes in a 3 meter radius on impact with a surface or enemy, then splits into 3 smaller cluster bombs that rain down on the point of impact.
    • Explosions and cluster bombs have innate DmgBlastSmall64.png Blast damage — effective against Machinery and Fossilized.
    • Alternate Fire prematurely detonates the rocket and cluster bombs mid-flight.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Can benefit from Mod TT 20px.png Fulmination (Mod TT 20px.png Primed).
  • Innate Vazarin Pol.svg polarity.


  • No DmgPunctureSmall64.png Puncture or DmgSlashSmall64.png Slash damage – less effective against armor, health, and Ferrite Armor.
    • Does not benefit from DmgPunctureSmall64.png Puncture or DmgSlashSmall64.png Slash mods.
      • The physical contact rocket deals only DmgImpactSmall64.png Impact damage, while explosion and cluster bombs deals only DmgBlastSmall64.png Blast damage, therefore the explosion and cluster bombs do not benefit from any physical damage mods.
  • Explosions and cluster bombs inflicts self-stagger.
  • Explosions and cluster bombs have linear damage falloff from 100% to 60% from central impact.
  • Very high recoil when not aiming.
  • Rockets have travel time.
  • Very inefficient ammo economy.
    • Extremely small magazine size of just 3 rounds; requires frequent reloading.
    • Extremely low ammo capacity of just 15 rounds; requires just 5 reloads to fully deplete all ammo reserves.
  • Receives reduced rounds from ammo Pickups.


The Kulstar's blueprint can be purchased from the Market.

Manufacturing Requirements
Time: 24 hrs
MarketIcon.png Market Price: Platinum64.png 190 Blueprint2.svg Blueprints Price:Credits64.png40,000


  • Cluster bombs are launched in a loose arc away from the primary explosion in a similar fashion to spawning pods from Boilers.
    • This may make it difficult to hit a single enemy with the primary explosion and cluster bombs and makes it so that arcing bomblets constitute an extra self-stagger hazard.
  • Multishot mods will only affect the rocket; the number of bomblets generated per rocket will always be 3.
    • Additional projectiles generated by Multishot will assume a geometric formation, as per the CorpusHandRocket.png Angstrum; 2 rockets will fire in a horizontal line, 3 rockets will fire in a triangle, and 4 rockets will fire in a diamond. 5 rockets, which is only possible with a Riven Mod in tow, will fire in a pentagon.
  • The Kulstar possesses an unusual difference in recoil between hipfire and aiming. When hipfiring, the Kulstar has very high recoil per shot, violently shaking aim, while stopping to aim will drastically reduce the recoil.


  • Magnetize130xDark.png Magnetize will focus both the main projectile and its bomblets to a single target, delivering heavy damage to it.
  • HallOfMirrors130xDark.png Hall Of Mirrors can be used with the Kulstar to devastating effect, saturating an area with explosions and wiping out entire squads. This combination can be further improved if Mod TT 20px.png Hall of Malevolence is used.


  • The Kulstar was first presented in the Echoes of the Sentients Highlight Video.
  • The Kulstar could be an intentional mispronunciation of the word "Cluster", which would be fitting given the Kulstar's projectiles are cluster bombs.
    • The bomblets themselves resemble naval contact mines. While smaller than the torpedoes, they are much higher resolution as they are recoloured versions of the mines from the Grineer Sealab tileset.


Patch History[]

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Kulstar: 40%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 4 to 5.
  • Changed contact damage from Explosion to Impact.
  • Added guaranteed Knockdown to contact damage.
  • Contact damage increased from 175 to 200.
  • Radial damage increased from 200 to 300.
  • Status chance increased from 10% to 19%.
  • Critical chance increased from 5% to 17%.
  • Critical damage increased from 2x to 2.3x.
  • Improved projectile trail FX of the bomblets after the initial explosion.
  • Ammo capacity decreased from 30 to 15.
  • Added recoil.
  • Decreased accuracy.

Update 20.0 (2017-03-24)

  • Arsenal now includes alt-fire stats for the Kulstar.

Update: The Index Preview (2016-10-20)

  • Increased damage of Kulstar in Conclave.
  • Kulstar projectiles are now more visible in Conclave.

Update 18.5 (2016-03-04)

  • Increased AoE damage of the Kulstar in Conclave.
  • Increased the damage of the Kulstar in Conclave.

Hotfix 18.4.10 (2016-02-11)

  • Removed the headshot multiplier from the Kulstar in Conclave.
  • The Kulstar's explosive damage no longer ignores cover in Conclave.

Hotfix 17.2.2 (2015-08-21)

  • Reduced the number of visual particle FX on the Kulstar's explosions.

Hotfix 17.0.5 (2015-08-07)

  • Reduced the damage of the Kulstar in PvP.

Hotfix 17.0.3 (2015-08-04)

  • Fixed the Kulstar's secondary fire hitting enemies outside of Limbo's rift while Limbo is riftwalking.

Update 17.0 (2015-07-31)

  • Introduced.

Last updated: Hotfix 23.2.1 (2018-08-03)

See also[]

  • CorpusHandRocket.png Angstrum, a similar secondary rocket launcher.
  • Kuva Bramma.png Kuva Bramma, a Grineer bow that fires a similar projectile.