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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 SeerCaptainVorPistol.png 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 DamageDmgCorrosiveSmall64.png Corrosive projectiles that burst on contact.

Characteristics[]

This weapon does primarily Puncture DamageDmgPunctureSmall64.png Puncture and Corrosive DamageDmgCorrosiveSmall64.png Corrosive damage.

Advantages:

Disadvantages:

  • Innate Corrosive DamageDmgCorrosiveSmall64.png Corrosive damage – less effective against Proto Shields.
  • Low Impact DamageDmgImpactSmall64.png 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 (163.75 vs. 101.01)
      • Lower DmgImpactSmall64.png Impact damage (26.2 vs. 33.67)
      • Higher DmgPunctureSmall64.png Puncture damage (68.1 vs. 33.67)
      • Higher DmgSlashSmall64.png Slash damage (36.7 vs. 33.67)
      • Higher DmgMinProgenitorBonusSmall64.png MinProgenitorBonus damage (32.75 vs. 0)
    • Higher total damage (163.75 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 round(s)/sec vs. 2 round(s)/sec)
    • Larger magazine (9 round(s) vs. 8 round(s))
    • Smaller max ammo capacity (27 round(s) vs. 210 round(s))
    • Faster reload time (2.3 s vs. 2.8 s)
    • Higher Mastery Rank required (15 vs. 0)
    • Lower disposition (0.95 vs. 1.5)
    • Higher average damage per shot (max Progenitor bonus if applicable) (249.21 vs. 103.54)
    • Higher burst DPS (max Progenitor bonus if applicable) (623.04 vs. 207.07)
    • Higher sustained DPS (max Progenitor bonus if applicable) (380.16 vs. 121.81)

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[]

  • 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 bonus damage stat, dependent on the Warframe that summoned the Lich/Sister.
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).

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[]

  • SeerCaptainVorPistol.png Seer, the normal counterpart of this weapon.