WARFRAME Wiki
Advertisement
WARFRAME Wiki

This variant pistol has higher fire rate and magazine capacity. Superior zoom capabilities plus projectiles have a small corrosive burst.

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.
    • Can benefit from  Fulmination ( Primed).
  • 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%.
    • Valence Fusion can optionally change the resulting output damage type, and can upgrade the bonus increase (up to 60%).
  • Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
  • Listed Mastery Rank requirement is not enforced - the weapon may theoretically be obtained at any mastery rank by acquiring and vanquishing a Kuva Lich that has this weapon equipped.

Advantages over other Secondary weapons (excluding modular weapons):

  • High zoom, excellent for long range.
  • Very fast projectile speed.
  • Projectile Impact (wiki attack index 1)
    • Above average crit chance (21.00%)
    • Above average total damage (131)
    • High status chance (33.00%)
  • Explosion (wiki attack index 2)
    • Above average crit chance (21.00%)
    • High status chance (33.00%)

Disadvantages over other Secondary weapons (excluding modular weapons):

  • 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.
  • 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.
  • Projectile Impact (wiki attack index 1)
    • Low reload speed (2.30 s)
    • Below average magazine (9)
    • Low ammo max (27)
    • Low fire rate (2.50 attacks/sec)
    • Low disposition (●●●○○ (1.05x))
  • Explosion (wiki attack index 2)
    • Below average active falloff slope (7.7m/%)
    • Very low maximum falloff distance (2.3 m)
    • Low reload speed (2.30 s)
    • Below average magazine (9)
    • Low total damage (69)
    • Below average fire rate (2.50 attacks/sec)
    • Low ammo max (27)
    • Low disposition (●●●○○ (1.05x))
    • Below average crit multiplier (1.90x)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Comparisons:

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[]

This section is transcluded from Lich System § Notes. To change it, please edit the transcluded page.

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 an Adversary candidate will remove their weapon from the pool of potential Adversary 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  Heat → Innate  Cold → Innate  Electricity → Innate  Toxin
HCET Priority Results from Modding an Element
Bonus Element + Modded Element Innate  Heat
E.g.  Tenet Spirex
Innate  Cold
E.g.  Tenet Envoy
Innate  Electricity
E.g.  Tenet Agendus
Innate  Toxin
Bonus  Heat + Modded  Cold  Blast  Blast  Blast +  Electricity  Blast +  Toxin
Bonus  Heat + Modded  Electricity  Radiation  Radiation +  Cold  Radiation  Radiation +  Toxin
Bonus  Heat + Modded  Toxin  Gas  Gas +  Cold  Gas +  Electricity  Gas
Bonus  Cold + Modded  Heat  Blast  Blast  Blast +  Electricity  Blast +  Toxin
Bonus  Cold + Modded  Electricity  Radiation +  Cold  Magnetic  Magnetic  Magnetic +  Toxin
Bonus  Cold + Modded  Toxin  Gas +  Cold  Viral  Viral +  Electricity  Viral
Bonus  Electricity + Modded  Heat  Radiation  Blast +  Electricity  Radiation  Radiation +  Toxin
Bonus  Electricity + Modded  Cold  Blast +  Electricity  Magnetic  Magnetic  Magnetic +  Toxin
Bonus  Electricity + Modded  Toxin  Gas +  Electricity  Viral +  Electricity  Corrosive  Corrosive
Bonus  Toxin + Modded  Heat  Gas  Blast +  Toxin  Radiation +  Toxin  Gas
Bonus  Toxin + Modded  Cold  Blast +  Toxin  Viral  Magnetic +  Toxin  Viral
Bonus  Toxin + Modded  Electricity  Radiation +  Toxin  Magnetic +  Toxin  Corrosive  Corrosive
This section is transcluded from Lich System/Progenitor . To change it, please edit the transcluded page.
Element Progenitor Warframe*
 Impact  Baruuk  Dante  Gauss  Grendel  Rhino  Sevagoth  Wukong  Zephyr
 Heat  Chroma  Ember  Inaros  Jade  Kullervo  Nezha  Protea  Vauban  Wisp "Temple" wasn't found in Module:Warframes/data
 Cold  Frost  Gara  Hildryn  Koumei  Revenant  Styanax  Titania  Trinity
 Electricity  Banshee  Caliban  Excalibur  Gyre  Limbo  Nova  Valkyr  Volt
 Toxin  Atlas  Dagath  Ivara  Khora  Nekros  Nidus  Oberon  Saryn
 Magnetic  Citrine  Cyte-09  Harrow  Hydroid  Lavos  Mag  Mesa  Xaku  Yareli
 Radiation  Ash  Equinox  Garuda  Loki  Mirage  Nyx  Octavia  Qorvex  Voruna

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

Known Bugs[]

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.

Secondary Weapon Ammo Pick Up Overrides

9 Ammo per Pick Up:

  • Kuva Seer
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 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.
Advertisement