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[]
- This weapon does primarily
Puncture and
Corrosive damage.
- Shots explode in a 2.3 meter radius upon impact with a surface or enemy.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 70% from central impact.
- 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, which increases the listed base damage of the weapon by 25%-60%.
Advantages:
- High zoom, excellent for long range.
- Very fast projectile speed.
- Projectile Impact
- Above average crit chance
- High damage
- High status chance
- Explosion
- Above average crit chance
- High status chance
Disadvantages:
- Projectiles have travel time.
- 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 also amplifies perceived recoil when aiming.
- Projectile Impact
- Low magazine
- Low effective fire rate
- Very low max ammo
- Low reload speed
- Low disposition
- Explosion
- Below average magazine
- Below average effective fire rate
- Very low max ammo
- Below average damage
- Below average reload speed
- Low disposition
Comparisons:
- Kuva Seer (Projectile Impact), compared to Seer (Normal Attack):
- Higher base damage per projectile (131 vs. 101) (individual damage types below exclude any Progenitor bonus)
- Higher total damage (using max +60% Progenitor bonus if applicable) (209.6 vs. 101.01)
- Higher base critical chance (21.00% vs. 5.00%)
- Higher base critical multiplier (1.9x vs. 1.5x)
- Higher base status chance (33.00% vs. 13.00%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (249.21 vs. 103.53)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (623.03 vs. 207.07)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (380.15 vs. 121.80)
- Higher fire rate (2.5 vs. 2)
- Larger magazine (9 vs. 8)
- Smaller max ammo capacity (27 vs. 210)
- Faster reload time (2.3 vs. 2.8)
- Higher Mastery Rank required (15 vs. 0)
- Lower disposition (●●●○○ (1.00x) vs. ●●●●● (1.50x))
Acquisition[]
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[]
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 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.
- 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.
- 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
Heat -> Innate
Cold -> Innate
Electricity -> Innate
Toxin
- Mod slot 1 -> Mod slot 2 -> ... -> Mod slot 8 -> Innate
Element | Progenitor Warframe* |
---|---|
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*Note that the Primed or Umbra version of a Warframe share the same element
Patch History[]
Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Kuva Seer: 30%
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 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 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)
- 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.
Last updated: Hotfix 26.0.7 (2019-11-14)
See Also[]
Seer, the normal counterpart of this weapon.
Tenet Spirex, the Tenet equivalent pistol.