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This Grineer bow delivers vengeance in the form of cluster bomb-tipped arrows that can be detonated mid-air or on impact. Low quiver capacity, arrows are recovered singly.

The Kuva Bramma is a massive Kuva bow, firing arrows that produce a large DmgBlastSmall64 Blast explosion on impact while also depositing cluster bombs, and is able to detonate mid-flight with Alternate Fire, but suffers from small ammo capacity.

Characteristics[]

  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Cannot fire unless fully charged.
  • Shots explode in a 8.3 meter radius on impact with a surface or enemy, then splits into 3 smaller bomblets that rain down on the point of impact which explode in a 3.5 meter radius.
    • Alternate Fire prematurely detonates the arrow, and any bomblets, 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 Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.
    • Can equip the bow-exclusive Mod TT 20px Thunderbolt mod.
    • Mod TT 20px Heavy Caliber's accuracy penalty is minimal on this weapon.
  • Fire rate mods apply double their bonuses.
  • Innate Madurai Pol polarity.
  • Comes with an additional bonus DmgImpactSmall64 Impact, DmgFireSmall64 Heat, DmgColdSmall64 Cold, DmgElectricitySmall64 Electricity, DmgToxinSmall64 Toxin, DmgMagneticSmall64 Magnetic, or DmgRadiationSmall64 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 Primary weapons (excluding modular weapons):

  • Highest base damage of all bows.
  • Second fastest charge speed of all bows, behind RaktaCernos Rakta Cernos.
  • Charged Shot (wiki attack index 1)
    • Very high crit chance (35.00%)
    • Very high reload speed (0.60 s)
    • Above average total damage (187)
  • Radial Attack (wiki attack index 2)
    • High crit chance (35.00%)
    • Very high reload speed (0.60 s)
    • Very high total damage (839)
  • Cluster Bomb Contact (wiki attack index 3)
    • Above average average number of procs per shot (0.63)
    • Very high average number of crits per shot (1.05)
    • High reload speed (0.60 s)
    • High crit chance (35.00%)
  • Cluster Bomb Explosion (wiki attack index 4)
    • High crit chance (35.00%)
    • High reload speed (0.60 s)
    • Above average total damage (171)
    • Very high average number of crits per shot (1.05)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Projectile has travel time with heavy arcing.
  • Relatively high spread, making aiming at distant targets inconsistent.
  • Extremely poor ammo economy:
    • Smallest ammo reserve of all bows at 5 rounds.
    • Only restores 1 unit of ammunition per ammo pickup.
  • Alarming unlike most bows, making it ill-suited for stealth gameplay.
  • Explosion and bomblets inflicts self-stagger.
  • Explosion and bomblets have a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 10% from central impact.
  • Bomblets have linear damage falloff from 100% to 50% from central impact.
  • Charged Shot (wiki attack index 1)
    • Very low magazine (1)
    • Very low ammo max (5)
    • Very low fire rate (0.67 attacks/sec)
    • Very low disposition (●○○○○ (0.60x))
  • Radial Attack (wiki attack index 2)
    • Low active falloff slope (9.2m/%)
    • Low maximum falloff distance (8.3 m)
    • Very low magazine (1)
    • Very low fire rate (0.67 attacks/sec)
    • Very low ammo max (5)
    • Below average status chance (21.00%)
    • Very low disposition (●○○○○ (0.60x))
  • Cluster Bomb Contact (wiki attack index 3)
    • Very low magazine (1)
    • Below average total damage (147)
    • Very low fire rate (1.00 attacks/sec)
    • Very low ammo max (5)
    • Low status chance (21.00%)
    • Very low disposition (●○○○○ (0.60x))
    • Below average crit multiplier (2.10x)
  • Cluster Bomb Explosion (wiki attack index 4)
    • Very low active falloff slope (7.0m/%)
    • Very low maximum falloff distance (3.5 m)
    • Very low magazine (1)
    • Very low fire rate (1.00 attacks/sec)
    • Very low ammo max (5)
    • Low status chance (21.00%)
    • Very low disposition (●○○○○ (0.60x))

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Acquisition[]

Kuva Bramma 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[]

This section is transcluded from Lich System § Notes. To change it, please edit the transcluded page.

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 a lich candidate will remove their weapon from the pool of potential lich 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.
  View detailed explanation about element merging  
  • 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 DmgFireSmall64 Heat → Innate DmgColdSmall64 Cold → Innate DmgElectricitySmall64 Electricity → Innate DmgToxinSmall64 Toxin
HCET Priority Results from Modding an Element
Bonus Element + Modded Element Innate DmgFireSmall64 Heat
E.g. TenetSpirex Tenet Spirex
Innate DmgColdSmall64 Cold
E.g. TenetEnvoy Tenet Envoy
Innate DmgElectricitySmall64 Electricity
E.g. TenetAgendus Tenet Agendus
Innate DmgToxinSmall64 Toxin
Bonus DmgFireSmall64 Heat + Modded DmgColdSmall64 Cold DmgBlastSmall64 Blast DmgBlastSmall64 Blast DmgBlastSmall64 Blast + DmgElectricitySmall64 Electricity DmgBlastSmall64 Blast + DmgToxinSmall64 Toxin
Bonus DmgFireSmall64 Heat + Modded DmgElectricitySmall64 Electricity DmgRadiationSmall64 Radiation DmgRadiationSmall64 Radiation + DmgColdSmall64 Cold DmgRadiationSmall64 Radiation DmgRadiationSmall64 Radiation + DmgToxinSmall64 Toxin
Bonus DmgFireSmall64 Heat + Modded DmgToxinSmall64 Toxin DmgGasSmall64 Gas DmgGasSmall64 Gas + DmgColdSmall64 Cold DmgGasSmall64 Gas + DmgElectricitySmall64 Electricity DmgGasSmall64 Gas
Bonus DmgColdSmall64 Cold + Modded DmgFireSmall64 Heat DmgBlastSmall64 Blast DmgBlastSmall64 Blast DmgBlastSmall64 Blast + DmgElectricitySmall64 Electricity DmgBlastSmall64 Blast + DmgToxinSmall64 Toxin
Bonus DmgColdSmall64 Cold + Modded DmgElectricitySmall64 Electricity DmgRadiationSmall64 Radiation + DmgColdSmall64 Cold DmgMagneticSmall64 Magnetic DmgMagneticSmall64 Magnetic DmgMagneticSmall64 Magnetic + DmgToxinSmall64 Toxin
Bonus DmgColdSmall64 Cold + Modded DmgToxinSmall64 Toxin DmgGasSmall64 Gas + DmgColdSmall64 Cold DmgViralSmall64 Viral DmgViralSmall64 Viral + DmgElectricitySmall64 Electricity DmgViralSmall64 Viral
Bonus DmgElectricitySmall64 Electricity + Modded DmgFireSmall64 Heat DmgRadiationSmall64 Radiation DmgBlastSmall64 Blast + DmgElectricitySmall64 Electricity DmgRadiationSmall64 Radiation DmgRadiationSmall64 Radiation + DmgToxinSmall64 Toxin
Bonus DmgElectricitySmall64 Electricity + Modded DmgColdSmall64 Cold DmgBlastSmall64 Blast + DmgElectricitySmall64 Electricity DmgMagneticSmall64 Magnetic DmgMagneticSmall64 Magnetic DmgMagneticSmall64 Magnetic + DmgToxinSmall64 Toxin
Bonus DmgElectricitySmall64 Electricity + Modded DmgToxinSmall64 Toxin DmgGasSmall64 Gas + DmgElectricitySmall64 Electricity DmgViralSmall64 Viral + DmgElectricitySmall64 Electricity DmgCorrosiveSmall64 Corrosive DmgCorrosiveSmall64 Corrosive
Bonus DmgToxinSmall64 Toxin + Modded DmgFireSmall64 Heat DmgGasSmall64 Gas DmgBlastSmall64 Blast + DmgToxinSmall64 Toxin DmgRadiationSmall64 Radiation + DmgToxinSmall64 Toxin DmgGasSmall64 Gas
Bonus DmgToxinSmall64 Toxin + Modded DmgColdSmall64 Cold DmgBlastSmall64 Blast + DmgToxinSmall64 Toxin DmgViralSmall64 Viral DmgMagneticSmall64 Magnetic + DmgToxinSmall64 Toxin DmgViralSmall64 Viral
Bonus DmgToxinSmall64 Toxin + Modded DmgElectricitySmall64 Electricity DmgRadiationSmall64 Radiation + DmgToxinSmall64 Toxin DmgMagneticSmall64 Magnetic + DmgToxinSmall64 Toxin DmgCorrosiveSmall64 Corrosive DmgCorrosiveSmall64 Corrosive
This section is transcluded from Lich System/Progenitor . To change it, please edit the transcluded page.
Element Progenitor Warframe*
DmgImpactSmall64 Impact BaruukIcon272 Baruuk DanteIcon272 Dante GaussIcon272 Gauss GrendelIcon272 Grendel RhinoIcon272 Rhino SevagothIcon272 Sevagoth WukongIcon272 Wukong ZephyrIcon272 Zephyr
DmgFireSmall64 Heat ChromaIcon272 Chroma EmberIcon272 Ember InarosIcon272 Inaros JadeIcon272 Jade KullervoIcon272 Kullervo NezhaIcon272 Nezha ProteaIcon272 Protea VaubanIcon272 Vauban WispIcon272 Wisp
DmgColdSmall64 Cold FrostIcon272 Frost GaraIcon272 Gara HildrynIcon272 Hildryn RevenantIcon272 Revenant StyanaxIcon272 Styanax TitaniaIcon272 Titania TrinityIcon272 Trinity
DmgElectricitySmall64 Electricity BansheeIcon272 Banshee CalibanIcon Caliban ExcaliburIcon272 Excalibur GyreIcon272 Gyre LimboIcon272 Limbo NovaIcon272 Nova ValkyrIcon272 Valkyr VoltIcon272 Volt
DmgToxinSmall64 Toxin AtlasIcon272 Atlas DagathIcon272 Dagath IvaraIcon272 Ivara KhoraIcon272 Khora NekrosIcon272 Nekros OberonIcon272 Oberon NidusIcon272 Nidus SarynIcon272 Saryn
DmgMagneticSmall64 Magnetic CitrineIcon272 Citrine HarrowIcon272 Harrow HydroidIcon272 Hydroid LavosIcon272 Lavos MagIcon272 Mag MesaIcon272 Mesa XakuIcon272 Xaku YareliIcon272 Yareli
DmgRadiationSmall64 Radiation AshIcon272 Ash EquinoxIcon272 Equinox GarudaIcon272 Garuda LokiIcon272 Loki MirageIcon272 Mirage NyxIcon272 Nyx OctaviaIcon272 Octavia QorvexIcon272 Qorvex VorunaIcon272 Voruna

*Note that the Primed or Umbra version of a Warframe share the same element

Tips[]

Trivia[]

  • This weapon's name is derived from the Brahmastra, powerful weapons in Hindu Mythology said to have been forged by the deity Brahma. The Brahmastra are commonly depicted as arrows and are capable of utterly destroying whatever they hit.

Bugs[]

  • When using any arrow skin for the Kuva Bramma, the player will hold the arrows by the middle of their shaft rather than the end, causing the arrow tips to not even connect to the bow when fully charged. This bug also applies if the Bow Dryad Skin is equipped.
    • Having any arrow skin equipped also makes them stick out of the quiver partly instead of fitting correctly in.

Media[]

Kuva Bramma Skins

Edit

Patch History[]

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.

Primary Weapon Ammo Pick Up Overrides

1 Ammo per Pick Up:

  • Kuva Bramma
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Hotfix 32.0.1 (2022-09-07)

  • Fixed the Kuva Bramma having a line of sight check on AoEs beyond 4m.
    • This was a result of an experimental change not being reverted for launch, as discussed on the Devstream.

Update 31.5 (2022-04-27)

  • Fixed Wukong Clone holding the Kuva Bramma arrow incorrectly.

Hotfix 29.6.5 (2021-01-09)

  • Fixed visual issues with the Oscira Bow Skin when equipped on the Kuva Bramma.

Hotfix 29.2.1 (2020-10-01)

  • Fixed the Oscira Bow Skin not applying correctly to the Kuva Bramma.

Update 28.3 (2020-08-12)

  • Fixed arrows being misplaced when equipping the Dryad Bow Skin on the Kuva Bramma.

Update 28.0 (2020-06-11)
The Kuva Bramma has received balance changes to address it’s overwhelming chart topping usage. The Kuva Bramma still goes boom, and we look forward to your feedback once you’ve given it a try.

Full detail can be found here: https://forums.warframe.com/topic/1199010-kuva-bramma-changes-explanation-and-timeline/

  • It has a smaller reserve ammo (15 to 5), and gains fewer arrows from ammo pickups - This is to encourage players to aim the bow deliberately at crowds of enemies and not fire it wildly everywhere.
  • Fewer cluster bombs are produced on impact (from 7 to 3) - Reduces the overwhelming AOE potential somewhat but also makes the Bramma less visually busy. Players have said that the many many explosions produced by Bramma are hard to see through.
  • Increased cluster projectile radial attack size from 2.7m to 3.5m.
  • Reduced cluster projectile fall off from 100% to 50% - Fewer explosive fragments, but they cover more area and generally do more damage.
  • Updated the Kuva Bramnma description to include these changes:
    • This Grineer bow delivers vengeance in the form of cluster bomb-tipped arrows that can be detonated mid-air or on impact. Low quiver capacity, arrows are recovered singly.

Update 27.4 (2020-05-01)

  • Fixed the Kuva Bramma’s projectiles not getting pulled into Mag’s Magnetize and instead bouncing off of the area and yeeting into the sky.

Hotfix 27.2.2 (2020-03-06)

  • Removed unnecessary dud grenade FX on the Kuva Bramma cluster bombs.

Update 27.2 (2020-03-05)

Kuva Lich Changes & Fixes
  • Fixed the Kuva Bramma weapon progression showing as complete in the Codex when at Rank 30 instead of it’s true completed Rank of 40.
  • Fixed small FX offset issues with the Kuva Bramma when reloading.
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.

General Changes
  • Removed camera shake and color correction for other players in your squad when firing the Kuva Bramma for less eye bleed!

Hotfix 27.1.2 (2020-02-18)

  • Optimized the Kuva Bramma cluster bombs with and without Mirage’s Hall of Mirrors, to address issues with crashing due to FX overload.
  • Fixed the Kuva Bramma multi shot sound FX spamming.

Hotfix 27.1.1 (2020-02-11)

  • Removed the Kuva Bramma from Conclave eligibility due to not being Conclave balanced yet.
  • Fixed Kuva Bramma explosion and projectile sounds being too loud for non local players.

Update 27.1 (2020-02-04)

  • Introduced.

See Also[]

  • Kulstar Kulstar, a secondary launcher with similar functionality.
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