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

The Kuva Chakkhurr is a unique Kuva flintlock-styled rifle. 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[]

  • This weapon deals primarily DmgImpactSmall64 Impact damage.
  • Direct shots deals 50% more headshot damage.
  • Shots explode in a 2.9 meter radius after impacting a surface or enemy.
    • Both initial hit and explosion have guaranteed DmgImpactSmall64 Impact proc.
    • 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.
  • Innate two Madurai Pol polarities.
  • Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
  • 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%.

Advantages over other Primary weapons (excluding modular weapons):

  • Highest base damage of all semi-automatic rifles.
  • Highest critical chance of semi-automatic rifles, and tied with Nataruk Nataruk , Dread Dread and Lenz Lenz for highest critical chance of all weapons.
  • Pinpoint accuracy when aiming.
  • Normal Attack (wiki attack index 1)
    • Very high crit chance (50.00%)
    • High total damage (260)
    • Above average status chance (27.00%)
    • Above average crit multiplier (2.30x)
  • Explosion (wiki attack index 2)
    • Very high crit chance (50.00%)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Slowest fire rate of all semi-automatic rifles.
  • Projectiles have travel time with slight arcing.
  • Inaccurate beyond short range when fired from the hip.
  • Explosion inflicts self-stagger.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 70% from central impact.
  • Normal Attack (wiki attack index 1)
    • Very low reload speed (3.30 s)
    • Below average magazine (11)
    • Low ammo max (55)
    • Very low fire rate (1.170 attacks/sec)
    • Very low disposition (●●○○○ (0.85x))
  • Explosion (wiki attack index 2)
    • Low active falloff slope (9.7m/%)
    • Very low maximum falloff distance (2.9 m)
    • Very low reload speed (3.30 s)
    • Low magazine (11)
    • Low fire rate (1.170 attacks/sec)
    • Low ammo max (55)
    • Very low disposition (●●○○○ (0.85x))

Acquisition[]

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[]

  • The +50% bonus damage on headshots is additive to other sources of +bonus damage on headshot such as PrimaryDeadhead Primary Deadhead and Prowl130xWhite Prowl.
Main article: Lich System § Notes (edit)

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
Element Progenitor Warframe*
DmgImpactSmall64 Impact BaruukIcon272 BaruukGaussIcon272 GaussGrendelIcon272 GrendelRhinoIcon272 RhinoSevagothIcon272 SevagothWukongIcon272 WukongZephyrIcon272 Zephyr
DmgFireSmall64 Heat ChromaIcon272 ChromaEmberIcon272 EmberInarosIcon272 InarosKullervoIcon272 KullervoNezhaIcon272 NezhaProteaIcon272 ProteaVaubanIcon272 VaubanWispIcon272 Wisp
DmgColdSmall64 Cold FrostIcon272 FrostGaraIcon272 GaraHildrynIcon272 HildrynRevenantIcon272 RevenantStyanaxIcon272 StyanaxTitaniaIcon272 TitaniaTrinityIcon272 Trinity
DmgElectricitySmall64 Electricity BansheeIcon272 BansheeCalibanIcon CalibanExcaliburIcon272 ExcaliburGyreIcon272 GyreLimboIcon272 LimboNovaIcon272 NovaValkyrIcon272 ValkyrVoltIcon272 Volt
DmgToxinSmall64 Toxin AtlasIcon272 AtlasDagathIcon272 DagathIvaraIcon272 IvaraKhoraIcon272 KhoraNekrosIcon272 NekrosNidusIcon272 NidusOberonIcon272 OberonSarynIcon272 Saryn
DmgMagneticSmall64 Magnetic CitrineIcon272 CitrineHarrowIcon272 HarrowHydroidIcon272 HydroidLavosIcon272 LavosMagIcon272 MagMesaIcon272 MesaXakuIcon272 XakuYareliIcon272 Yareli
DmgRadiationSmall64 Radiation AshIcon272 AshEquinoxIcon272 EquinoxGarudaIcon272 GarudaLokiIcon272 LokiMirageIcon272 MirageNyxIcon272 NyxOctaviaIcon272 OctaviaQorvexIcon272 QorvexVorunaIcon272 Voruna

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

Tips[]

  • HarrowIcon272 Harrow is particularly well-suited for this weapon; Condemn130xWhite Condemn can be used to hold enemies in place, Penance130xWhite Penance can mitigate the Kuva Chakkurr's slow fire rate and reload speed, and the bonus critical chance from Covenant130xWhite Covenant, particularity the quadrupled bonus on headshots, can make easy work of clustered enemies.
  • SevagothIcon272 Sevagoth is also well-suited for the rifle, as Gloom130xWhite Gloom will slow enemies down and will allow him to easily compensate for the projectile's lead time and land an easy headshot.
  • A Kuva Chakkhurr with bonus DmgRadiationSmall64 Radiation is a good choice for Eidolon Teralyst hunts, though the slow fire rate will have to be compensated for via modding and/or ArcaneAcceleration Arcane Acceleration.
  • Because of its guaranteed DmgImpactSmall64 Impact procs and slow fire rate, the Kuva Chakhurr is well-suited to use Mod TT 20px Internal Bleeding.

Trivia[]

  • 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].
  • "Chakkhurr" is an onomatopoeia for flintlock rifles. "Chak" for the flint knapped striker striking the steel frizzen (steel downward part of a flintlock rifle, to create a spark), and the "khurr" for the resulting fiery, slow gunpowder explosion.

Bugs[]

  • 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[]

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

15 Ammo per Pick Up:

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

  • Kuva Chakkhurr: 30%

Hotfix 27.2.1 (2020-03-05)

  • 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 (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 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 (2019-11-14)

  • 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 (2019-10-31)

  • Introduced.
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