The Kuva Brakk is the Kuva variant of the Brakk shotgun pistol, featuring higher critical chance, status chance, fire rate, magazine capacity, and innate punch through, at the cost of reduced damage, closer falloff ranges, and massive damage falloff at long distances.
Characteristics[]
- This weapon does primarily Impact damage.
- Innate and polarities.
- Comes with an additional bonus Impact, Heat, Cold, Electricity, Toxin, Magnetic, or Radiation damage, based on the Kuva Lich's progenitor Warframe, which increases the listed base damage of the weapon by 25%-60%.
- Valence Fusion can optionally change the resulting output damage type, and can upgrade the bonus increase (up to 60%).
- Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
- Listed Mastery Rank requirement is not enforced - the weapon may theoretically be obtained at any mastery rank by acquiring and vanquishing a Kuva Lich that has this weapon equipped.
Advantages over other Secondary weapons (excluding modular weapons):
- Highest overall status chance of all secondary shotguns.
- Innate 0.5 meter punch through.
- Innate multishot of 10 pellets.
- Ammo efficient.
- Normal Attack (wiki attack index 1)
- High crit chance (29.00%)
- Above average reload speed (1.10 s)
- High total damage (151)
- Above average ammo max (210)
- Very high average number of procs per shot (1.11)
- Very high average number of crits per shot (2.9)
Disadvantages over other Secondary weapons (excluding modular weapons):
- Has linear damage falloff from 100% to 4% from 10m to 20m target distance (distances are affected by Projectile Speed).
- Wide pellet spread cone makes the weapon ineffective beyond medium range.
- High recoil.
- Normal Attack (wiki attack index 1)
- Very low active falloff slope (10.4m/%)
- Very low maximum falloff distance (20.0 m)
- Below average magazine (11)
- Below average status chance (11.10%)
- Very low disposition (●●○○○ (0.85x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Kuva Brakk (Normal Attack), compared to Brakk (Normal Attack):
- Lower base damage per projectile (15.10 vs. 20.00) (excluding any Progenitor bonus)
- Higher total damage (using max +60% Progenitor bonus if applicable) (241.6 vs. 200)
- Higher base critical chance (29.00% vs. 17.00%)
- Higher base status chance (11.10% vs. 5.10%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (311.66 vs. 234)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (1558.32 vs. 1170)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (1038.88 vs. 570.73)
- Closer starting damage falloff distance (10.0 m vs. 11.0 m)
- Closer max damage falloff distance (20.0 m vs. 22.0 m)
- Greater max damage reduction at ending falloff distance (96.00% vs. 60.00%)
- Larger magazine (11 vs. 5)
- Slower reload time (1.10 s vs. 1.05 s)
- Higher Mastery Rank required (13 vs. 6)
- Lower disposition (●●○○○ (0.85x) vs. ●●●●○ (1.25x))
Acquisition[]
Kuva Brakk is obtained by vanquishing a Kuva Lich who generated with one equipped. After the Lich is vanquished it will be in the player's Foundry ready to claim.
While the weapon itself is not tradeable, a converted Kuva Lich generated with the weapon can be traded to another player. The trade is performed inside a Clan Dojo's Crimson Branch room, and the recipient must not have any active Lich. Once traded, the recipient must fight and vanquish the Lich to claim its weapon.
Notes[]
Kuva/Tenet Notes[]
- For weapons obtained from vanquishing the Kuva Lich or Sister:
- The player does not have to meet the Mastery Rank displayed to obtain this weapon. It can simply be claimed from the foundry after the Lich/Sister carrying it has been vanquished.
- The weapon will have a prefix of the name of the Lich/Sister it was acquired from (e.g. a Kuva Kohm might be called "Odizrigg Agekk Kuva Kohm").
- Refraining from Mercy killing an Adversary candidate will remove their weapon from the pool of potential Adversary weapons until each has been refused, but only if the mission is completed. Weapons rejected from aborted missions will remain in the current cycle.
- For weapons obtained from Ergo Glast's shop:
- The player must meet the Mastery Rank displayed to obtain this weapon, as it is claimed from an NPC shop rather than the foundry.
- The weapon's max rank caps at 40 after 5 polarizations (max rank increases by 2 per Forma added).
- Additional polarizations can be added when the weapon reaches its new max rank at that polarization level.
- Each additional rank also gives 100 Mastery Rank experience, giving 4,000 points in total at level 40.
- Mod capacity scales with the additional ranks, and can reach a total of 80 at rank 40 with an Orokin Catalyst installed.
- Without an Orokin Catalyst, the max is 40. Combined with the five polarized mod slots required to reach that point, an Orokin Catalyst might not be required for some beginner-friendly builds as they typically use less mod capacity.
- After polarizing a weapon, any additional mod capacity above 30 (60 with an Orokin Catalyst) will not take effect until the weapon's rank reaches 31 and above.
- Legendary Mastery Rank increases the minimum mod capacity for such weapons, without the weapon needing to be rank 31 and above. For example, Legendary 1 increases the minimum capacity to 31 (62 with an Orokin Catalyst).
- Comes with an additional damage stat.
- For Lich/Sister-obtained weapons this is dependent on the Warframe that summoned the Lich/Sister.
- For Ergo Glast shop a random bonus stat will be offered for each weapon and changed every 4 days (96 hours).
- This damage stat randomly ranges between 25%-60%. It can be upgraded up to its maximum value with Valence Fusion using another copy of the weapon.
- This bonus stat is considered a base damage type and will be applied after all elemental mods for the purposes of elemental combinations.
- Weapons with an innate primary element and a different primary element provided by the progenitor both behave as innate elements and combine with each other. They will also recombine with modded elements in the following order:
- Mod slot 1 → Mod slot 2 → ... → Mod slot 8 → Innate Heat → Innate Cold → Innate Electricity → Innate Toxin
*Note that the Primed or Umbra version of a Warframe share the same element
Tips[]
- Due to its large damage falloff, Kuva Brakk is most effective when used at point-blank distances.
- Lethal Momentum and Zephyr's Turbulence with the Jet Stream augment can be used to extend the fall-off distance, giving it more range before losing damage.
Media[]
Kuva Brakk Skins[]
Patch History[]
Update 33.0 (2023-04-26)
- Changed the Synth Charge Mod to now apply to the following weapons:
- Kuva Brakk
Update 32.2 (2022-11-30)
- SEMI-AUTOMATIC WEAPON CHANGES
While reviewing the stats of some weapons with a semi-automatic mode, we noticed that certain weapons had an unsustainably high fire rate for most players. We adjusted the stats of the following semi-automatic weapons whose maximum potential was only being reached with the use of macros (to learn more about third-party use in Warframe visit our support article). Since not everyone is an avid macro user (within the boundaries allowed), we lowered fire rates to a more humanly achievable level and improved their damage or reload stats to compensate.
Kuva Brakk
- Reduced fire rate from 5.83 to 5.
- Increased damage from 13x10 to 15x10.
Update 32.0 (2022-09-07)
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Secondary Weapon Ammo Pick Up Overrides
20 Ammo per Pick Up:
- Kuva Brakk
Update 27.2 (2020-03-05)
- Greater than 100% Status having meaning:
Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.
Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.
- (Undocumented) Status chance per projectile increased from 3.7% to 11.1%.
Update 26.0 (2019-10-31)
- Introduced.
See also[]
- Brakk, the normal counterpart of this weapon.
- Tenet Detron, the Tenet equivalent of this weapon.