Detonate heads with this slow-firing rifle that rewards precision.

The Kuva Chakkhurr is a Grineer flintlock-styled rifle wielded by Kuva Liches. It fires explosive rounds that deal immense damage, even more so on headshots, at the expense of a low fire rate, slow reload speed, and limited ammo reserves.

Characteristics[edit | edit source]

This weapon deals primarily Impact b.svg Impact damage.



  • Explosion has innate Blast b.png Blast damage – less effective against Ferrite Armor and Infested Sinew.
  • Slowest fire rate of all semi-automatic rifles.
  • Very slow reload speed.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 70% from central impact.
  • Explosion range cannot be increased with Mod TT 20px.pngAmalgam Furax Body Count.
  • Projectiles have travel time with slight arcing.
  • Draws from the rare sniper ammo pool.
  • Inaccurate beyond short range when fired from the hip.

Acquisition[edit | edit source]

The Kuva Chakkhurr 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[edit | edit source]

  • As with all Kuva weapons, 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 Kuva Lich carrying it has been vanquished.
  • The weapon will have a prefix of the name of the Kuva Lich it was acquired from (e.g. Odizrigg Agekk Kuva Chakkhurr).
  • 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 Mastery Rank Experience, giving 4,000 points in total.
    • 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 to finish modding the Kuva Chakkhurr.
      • 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.
  • Comes with an additional bonus damage stat, dependent on the Warframe that summoned the Lich.
Element Progenitor Warframe*
Impact b.svg Impact BaruukIcon272.png BaruukGaussIcon272.png GaussGrendelIcon272.png GrendelRhinoIcon272.png RhinoWukongIcon272.png WukongZephyrIcon272.png Zephyr
Heat b.png Heat ChromaIcon272.png ChromaEmberIcon272.png EmberInarosIcon272.png InarosNezhaIcon272.png NezhaProteaIcon272.png ProteaVaubanIcon272.png VaubanWispIcon272.png Wisp
Cold b.png Cold FrostIcon272.png FrostGaraIcon272.png GaraHildrynIcon272.png HildrynRevenantIcon272.png RevenantTitaniaIcon272.png TitaniaTrinityIcon272.png Trinity
Electricity b.png Electricity BansheeIcon272.png BansheeExcaliburIcon272.png ExcaliburLimboIcon272.png LimboNovaIcon272.png NovaValkyrIcon272.png ValkyrVoltIcon272.png Volt
Toxin b.png Toxin AtlasIcon272.png AtlasIvaraIcon272.png IvaraKhoraIcon272.png KhoraNekrosIcon272.png NekrosNidusIcon272.png NidusOberonIcon272.png OberonSarynIcon272.png Saryn
Magnetic b.png Magnetic HarrowIcon272.png HarrowHydroidIcon272.png HydroidLavosIcon272.png LavosMagIcon272.png MagMesaIcon272.png MesaXakuIcon272.png Xaku
Radiation b.png Radiation AshIcon272.png AshEquinoxIcon272.png EquinoxGarudaIcon272.png GarudaLokiIcon272.png LokiMirageIcon272.png MirageNyxIcon272.png NyxOctaviaIcon272.png Octavia

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

Tips[edit | edit source]

  • HarrowIcon272.png Harrow is particularly well-suited for this weapon; Condemn130xDark.png Condemn can be used to hold enemies in place, Penance130xDark.png Penance can mitigate the Kuva Chakkurr's slow fire rate and reload speed, and the bonus critical chance from Covenant130xDark.png Covenant, particularity the quadrupled bonus on headshots, can make easy work of clustered enemies.
  • A Kuva Chakkhurr with bonus Radiation b.png Radiation is a good choice for Eidolon Teralyst hunts, though the slow fire rate will have to be compensated for via modding and/or ArcaneAcceleration64x.pngArcane Acceleration.

Trivia[edit | edit source]

  • As mentioned above, the Kuva Chakkhurr is modeled after Flintlock firearms, which operated by striking a piece of flint on a steel plate, generating sparks that ignite gunpowder covered by the steel plate and discharging the round. Aspects of the Chakkhurr's design allude to this;
    • The most obvious instances are two levers on the Chakkhurr's receiver that swing forward every time it is fired, analogous to a flintlock's hammer, which held the flint. The use of gunpowder is also reflected with copious amounts of smoke created every time the Chakkhurr is fired.
    • The hook at the bottom of the barrel, which is largely ornamental, is based on the ramrod, which was used during reloading to compress both the round and the gunpowder to improve the likelihood of a successful discharge. Reloading a flintlock was also a time-consuming process; the gunpowder and round were loaded from the muzzle then the ramrod was pushed up the barrel. This serves as the basis of the Chakkhurr's slow reload speed.
    • Some armies used paper cartridges, which had pre-measured amounts of gunpowder and had portions tied off with thread to speed up reloading, and these portions would be untied to first use the gunpowder. The Chakkhurr's reload animation consists of pulling the string to release the old magazine and pulling it again to secure the fresh magazine.
  • Whenever the Kuva Chakkhurr is fired into a large enough space, such as a Landscape mission, the shot will be followed by the sound of a bullet cutting through the air; a feature currently unique to the Chakkhurr [citation needed].

Bugs[edit | edit source]

  • If a shot is fired off at the same time when using Mesa's Peacemaker, then it will make the Kuva Chakkhurr automatically hit one target without having to aim. [citation needed]

Media[edit | edit source]

Patch History[edit | edit source]

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Kuva Chakkhurr: 30%

Hotfix 27.2.1

  • Decreased the distance to point of impact that Self Stagger is inflicted with the Shedu due to having a large AoE range.

Update 27.2

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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Kuva Chakkhurr

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.

Hotfix 26.0.7

  • Explosion damage changed from 106 Blast to 106 (50 Puncture, 36 Slash, and 20 Blast) (undocumented).
  • Fixed Kuva Lich weapons that do damage on both impact and explosion (Kuva Ogris, Kuva Ayanga, etc) doing significantly less overall damage than expected. This was due to the Elemental bonus only being applied to the "on impact" of the projectile itself and not the explosion.

Update 26.0

  • Introduced.
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