The Kuva Seer is the Kuva variant of the Seer, with higher damage, critical chance, critical multiplier, status chance, fire rate, and reload speed, but with a significant drop to ammo reserves. It also uniquely fires
Corrosive projectiles that burst on contact.
Characteristics[edit | edit source]
This weapon does primarily Puncture and
Corrosive damage.
Advantages:
- Innate
Corrosive damage – effective against Ferrite Armor and Fossilized.
- High
Puncture damage – effective against armor.
- High critical chance.
- Very high status chance.
- Shots explode in a 2.3 meter radius upon impact with a surface or enemy.
- High zoom, excellent for long range.
- Very fast projectile speed.
- Can benefit from
Fulmination (
Primed).
- 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
Impact,
Heat,
Cold,
Electricity,
Toxin,
Magnetic, or
Radiation damage, based on the Kuva Lich's progenitor Warframe.
Disadvantages:
- Innate
Corrosive damage – less effective against Proto Shields.
- Low
Impact damage – less effective against shields.
- Below average critical multiplier.
- Fairly slow reload speed.
- Projectiles have travel time.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 70% from central impact.
- Extremely low ammo capacity; requires just 3 reloads to fully deplete all ammo reserves.
- High zoom capabilities can make zooming in at close range a hindrance.
- High zoom amplifies perceived recoil when aiming.
Comparisons:
- Kuva Seer, compared to Seer:
- Higher base damage (131.0 vs. 101.01)
- Higher critical chance (21% vs. 5%)
- Higher critical multiplier (1.9x vs. 1.5x)
- Higher status chance (33% vs. 13%)
- Higher fire rate (2.5 rounds/sec vs. 2 rounds/sec)
- Larger magazine (9 rounds vs. 8 rounds)
- Smaller max ammo capacity (27 rounds vs. 210 rounds)
- Faster reload speed (2.3 s vs. 2.8 s)
- Higher Mastery Rank required (15 vs. 0)
- Lower disposition (0.95 vs. 1.5)
Acquisition[edit | edit source]
The Kuva Seer 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 Seer).
- 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 Seer.
- 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* |
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*Note that the Primed, Umbra or Shadow version of a Warframe share the same element
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 Seer: 30%
- Self Damage Changes
We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, itās now āStaggerā. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or āStaggerā - to varying degrees if you arenāt 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 āJumpā 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 playerās part. The Weapons include:
- Kuva Seer
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 thatās 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 gameās most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.
- 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.
- Introduced.
Last updated: Hotfix 26.0.7
See Also[edit | edit source]
Seer, the normal counterpart of this weapon.