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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 KohmGrineerSparkGun.png Kohm auto-spool shotgun, with increased critical chance, status chance, and fire rate, but with harsher damage falloff and lower magazine.

Characteristics[]

This weapon does primarily Slash DamageDmgSlashSmall64.png Slash damage.

Advantages:

Disadvantages:

  • Low Impact DamageDmgImpactSmall64.png Impact and Puncture DamageDmgPunctureSmall64.png Puncture 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.
  • Low status chance per pellet at full spool.

Comparisons:

Acquisition[]

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[]

  • As with all Kuva and Tenet 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 or 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. 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 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 to finish modding the weapon.
      • 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, dependent on the Warframe that summoned the Lich/Sister.
    • This damage stat ranges between 25%-60%, and is randomly generated by the Lich/Sister. It can be brought up to its maximum value with Valence Fusion using another copy of the weapon.
    • This bonus stat is considered a base damage type that is added after all elemental mods.
  View detailed explanation about element merging  
HCET Damage Priority Results
Bonus Element + Modded Element / Innate Element Innate Heat DamageDmgHeatSmall64.png Heat
(Tenet SpirexTenetSpirex.png Tenet Spirex)
Innate Cold DamageDmgColdSmall64.png Cold
(Tenet EnvoyTenetEnvoy.png Tenet Envoy)
Innate Electricity DamageDmgElectricitySmall64.png Electricity
(Tenet AgendusTenetAgendus.png Tenet Agendus)
Innate Toxin DamageDmgToxinSmall64.png Toxin
Bonus Heat DamageDmgHeatSmall64.png Heat + Modded Cold DamageDmgColdSmall64.png Cold - - Blast DamageDmgBlastSmall64.png Blast + Electricity DamageDmgElectricitySmall64.png Electricity Blast DamageDmgBlastSmall64.png Blast + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Heat DamageDmgHeatSmall64.png Heat + Modded Electricity DamageDmgElectricitySmall64.png Electricity - Radiation DamageDmgRadiationSmall64.png Radiation + Cold DamageDmgColdSmall64.png Cold - Radiation DamageDmgRadiationSmall64.png Radiation + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Heat DamageDmgHeatSmall64.png Heat + Modded Toxin DamageDmgToxinSmall64.png Toxin - Gas DamageDmgGasSmall64.png Gas + Cold DamageDmgColdSmall64.png Cold Gas DamageDmgGasSmall64.png Gas + Electricity DamageDmgElectricitySmall64.png Electricity -
Bonus Cold DamageDmgColdSmall64.png Cold + Modded Heat DamageDmgHeatSmall64.png Heat - - Blast DamageDmgBlastSmall64.png Blast + Electricity DamageDmgElectricitySmall64.png Electricity Blast DamageDmgBlastSmall64.png Blast + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Cold DamageDmgColdSmall64.png Cold + Modded Electricity DamageDmgElectricitySmall64.png Electricity Radiation DamageDmgRadiationSmall64.png Radiation + Cold DamageDmgColdSmall64.png Cold - - Magnetic DamageDmgMagneticSmall64.png Magnetic + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Cold DamageDmgColdSmall64.png Cold + Modded Toxin DamageDmgToxinSmall64.png Toxin Gas DamageDmgGasSmall64.png Gas + Cold DamageDmgColdSmall64.png Cold - Viral DamageDmgViralSmall64.png Viral + Electricity DamageDmgElectricitySmall64.png Electricity -
Bonus Electricity DamageDmgElectricitySmall64.png Electricity + Modded Heat DamageDmgHeatSmall64.png Heat - Blast DamageDmgBlastSmall64.png Blast + Electricity DamageDmgElectricitySmall64.png Electricity - Radiation DamageDmgRadiationSmall64.png Radiation + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Electricity DamageDmgElectricitySmall64.png Electricity + Modded Cold DamageDmgColdSmall64.png Cold Blast DamageDmgBlastSmall64.png Blast + Electricity DamageDmgElectricitySmall64.png Electricity - - Magnetic DamageDmgMagneticSmall64.png Magnetic + Toxin DamageDmgToxinSmall64.png Toxin
Bonus Electricity DamageDmgElectricitySmall64.png Electricity + Modded Toxin DamageDmgToxinSmall64.png Toxin Gas DamageDmgGasSmall64.png Gas + Electricity DamageDmgElectricitySmall64.png Electricity Viral DamageDmgViralSmall64.png Viral + Electricity DamageDmgElectricitySmall64.png Electricity - -
Bonus Toxin DamageDmgToxinSmall64.png Toxin + Modded Heat DamageDmgHeatSmall64.png Heat - Blast DamageDmgBlastSmall64.png Blast + Toxin DamageDmgToxinSmall64.png Toxin Radiation DamageDmgRadiationSmall64.png Radiation + Toxin DamageDmgToxinSmall64.png Toxin -
Bonus Toxin DamageDmgToxinSmall64.png Toxin + Modded Cold DamageDmgColdSmall64.png Cold Blast DamageDmgBlastSmall64.png Blast + Toxin DamageDmgToxinSmall64.png Toxin - Magnetic DamageDmgMagneticSmall64.png Magnetic + Toxin DamageDmgToxinSmall64.png Toxin -
Bonus Toxin DamageDmgToxinSmall64.png Toxin + Modded Electricity DamageDmgElectricitySmall64.png Electricity Radiation DamageDmgRadiationSmall64.png Radiation + Toxin DamageDmgToxinSmall64.png Toxin Magnetic DamageDmgMagneticSmall64.png Magnetic + Toxin DamageDmgToxinSmall64.png Toxin - -
Element Progenitor Warframe*
Impact DamageDmgImpactSmall64.png Impact BaruukBaruukIcon272.png BaruukGaussGaussIcon272.png GaussGrendelGrendelIcon272.png GrendelRhinoRhinoIcon272.png RhinoSevagothSevagothIcon272.png SevagothWukongWukongIcon272.png WukongZephyrZephyrIcon272.png Zephyr
Heat DamageDmgHeatSmall64.png Heat ChromaChromaIcon272.png ChromaEmberEmberIcon272.png EmberInarosInarosIcon272.png InarosNezhaNezhaIcon272.png NezhaProteaProteaIcon272.png ProteaVaubanVaubanIcon272.png VaubanWispWispIcon272.png Wisp
Cold DamageDmgColdSmall64.png Cold FrostFrostIcon272.png FrostGaraGaraIcon272.png GaraHildrynHildrynIcon272.png HildrynRevenantRevenantIcon272.png RevenantTitaniaTitaniaIcon272.png TitaniaTrinityTrinityIcon272.png Trinity
Electricity DamageDmgElectricitySmall64.png Electricity BansheeBansheeIcon272.png BansheeExcaliburExcaliburIcon272.png ExcaliburLimboLimboIcon272.png LimboNovaNovaIcon272.png NovaValkyrValkyrIcon272.png ValkyrVoltVoltIcon272.png Volt
Toxin DamageDmgToxinSmall64.png Toxin AtlasAtlasIcon272.png AtlasIvaraIvaraIcon272.png IvaraKhoraKhoraIcon272.png KhoraNekrosNekrosIcon272.png NekrosNidusNidusIcon272.png NidusOberonOberonIcon272.png OberonSarynSarynIcon272.png Saryn
Magnetic DamageDmgMagneticSmall64.png Magnetic HarrowHarrowIcon272.png HarrowHydroidHydroidIcon272.png HydroidLavosLavosIcon272.png LavosMagMagIcon272.png MagMesaMesaIcon272.png MesaXakuXakuIcon272.png XakuYareliYareliIcon272.png Yareli
Radiation DamageDmgRadiationSmall64.png Radiation AshAshIcon272.png AshEquinoxEquinoxIcon272.png EquinoxGarudaGarudaIcon272.png GarudaLokiLokiIcon272.png LokiMirageMirageIcon272.png MirageNyxNyxIcon272.png NyxOctaviaOctaviaIcon272.png Octavia

*Note that the Primed and Umbra versions of a Warframe share the same element (including altered, exalted, spectral or enhanced forms such as Atlas using Rumbled, Titania in Razorwing, or Sevagoth's Shadow).

  • The listed status chance is only for the first shot, 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.
  • While it deals less damage than the original Kohm, obtaining a 60% elemental stat will allow the weapon to deal 32 damage, 2 more than the original and slightly offsetting its damage potential.

Bugs[]

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

Trivia[]

  • 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[]

Patch History[]

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 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 (2019-10-31)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See also[]

  • KohmGrineerSparkGun.png Kohm, the normal counterpart of this weapon.
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