The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in succession the Kuva Kohm releases an additional bolt and grows more lethal.

The Kuva Kohm is the Kuva variant of the GrineerSparkGun.pngKohm auto-spool shotgun, with increased critical chance, status chance, and fire rate, but with harsher damage falloff and lower magazine.

Characteristics[edit | edit source]

This weapon does primarily DmgSlashSmall64.pngSlash damage.

Advantages:

Disadvantages:

  • Low DmgImpactSmall64.pngImpact and DmgPunctureSmall64.pngPuncture damage – less effective against shields and armor.
  • Has linear damage falloff from 100% to 6.25% from 13m to 26m target distance (distances are affected by Projectile Speed).
  • Requires a spool-up of 5 and 12 shots before optimal fire rate and multishot is achieved, exacerbated by its slow initial fire rate.
    • Fire rate starts at 20% of the listed value, and increase by 20% per shot.
  • Poor ammo efficiency; consumes 4 shells per shot at full spool.
  • Very low accuracy at full spool.

Comparisons:

  • Kuva Kohm, compared to Kohm:
    • Lower base damage (20.0 vs. 30.0)
      • Lower DmgImpactSmall64.pngImpact damage (4.0 vs. 6.0)
      • Lower DmgPunctureSmall64.pngPuncture damage (4.0 vs. 6.0)
      • Lower DmgSlashSmall64.pngSlash damage (12.0 vs. 18.0)
    • Higher charged status chance (7.5% vs. 6.25%)
    • Lower charge attack damage (240.0 vs. 360.0)
    • Higher base critical chance (19% vs. 11%)
    • Higher base status chance (90% vs. 75%)
    • Higher fire rate (4.17 rounds/sec vs. 3.67 rounds/sec)
    • Shorter range before damage falloff starts (13m vs. 15m)
    • Longer range before damage falloff ends (26m vs. 25m)
    • Larger max damage reduction due to falloff (93.75% vs. 46.67%)
    • Smaller magazine (209 rounds vs. 245 rounds)
    • Smaller max ammo capacity (836 rounds vs. 960 rounds)
    • Higher Mastery Rank required (13 vs. 5)
    • Lower disposition (0.85 vs. 1.3)

Acquisition[edit | edit source]

The Kuva Kohm 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 Kohm).
  • 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 Kohm.
      • 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.
  • The listed status chance is only for the first shot only, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun.
Element Progenitor Warframe*
DmgImpactSmall64.pngImpact BaruukIcon272.pngBaruukGaussIcon272.pngGaussGrendelIcon272.pngGrendelRhinoIcon272.pngRhinoSevagothIcon272.pngSevagothWukongIcon272.pngWukongZephyrIcon272.pngZephyr
DmgFireSmall64.pngHeat ChromaIcon272.pngChromaEmberIcon272.pngEmberInarosIcon272.pngInarosNezhaIcon272.pngNezhaProteaIcon272.pngProteaVaubanIcon272.pngVaubanWispIcon272.pngWisp
DmgColdSmall64.pngCold FrostIcon272.pngFrostGaraIcon272.pngGaraHildrynIcon272.pngHildrynRevenantIcon272.pngRevenantTitaniaIcon272.pngTitaniaTrinityIcon272.pngTrinity
DmgElectricitySmall64.pngElectricity BansheeIcon272.pngBansheeExcaliburIcon272.pngExcaliburLimboIcon272.pngLimboNovaIcon272.pngNovaValkyrIcon272.pngValkyrVoltIcon272.pngVolt
DmgToxinSmall64.pngToxin AtlasIcon272.pngAtlasIvaraIcon272.pngIvaraKhoraIcon272.pngKhoraNekrosIcon272.pngNekrosNidusIcon272.pngNidusOberonIcon272.pngOberonSarynIcon272.pngSaryn
DmgMagneticSmall64.pngMagnetic HarrowIcon272.pngHarrowHydroidIcon272.pngHydroidLavosIcon272.pngLavosMagIcon272.pngMagMesaIcon272.pngMesaXakuIcon272.pngXaku
DmgRadiationSmall64.pngRadiation AshIcon272.pngAshEquinoxIcon272.pngEquinoxGarudaIcon272.pngGarudaLokiIcon272.pngLokiMirageIcon272.pngMirageNyxIcon272.pngNyxOctaviaIcon272.pngOctavia

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


Bugs[edit | edit source]

  • The arsenal does not display the damage, multishot, and status chance after spool-up.

Trivia[edit | edit source]

  • The Grineer text on the side of its barrel Grineer V.svgGrineer A.svgGrineer N.svgGrineer D.svgGrineer A.svgGrineer L.svgGrineer I.svgGrineer Z.svgGrineer E.svgGrineer R.svg translates to "Vandalizer".

Media[edit | edit source]

Patch History[edit | edit source]

Update 27.2

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 of first projectile increased from 30% to 90% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Update 26.0

  • Introduced.

Last updated: Update 26.0

See also[edit | edit source]

  • GrineerSparkGun.pngKohm, the normal counterpart of this weapon.
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