The Kuva Zarr is the Kuva variant of the Zarr, with drastic improvements to its critical chance, status chance, the Cannon mode's damage, fire rate, and explosion radius, and the Barrage mode's accuracy and removal of its range cap, with expense to its reload speed, ammo economy, and the Barrage mode's damage and fire rate.
Characteristics[]
- This weapon deals primarily Blast damage.
- Cannon Mode launches cannonballs that explode in a 7 meter radius on impact with a surface or enemy, then splits into 3 smaller bomblets that rain down on the point of impact.
- Pinpoint accuracy.
- Heavy Caliber's accuracy penalty is minimal on this weapon.
- Initial hit and explosion apply status separately.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- Explosion can benefit from Firestorm ( Primed) and Cautious Shot.
- Pinpoint accuracy.
- Barrage Mode fires a shotgun-like flak.
- Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
- Reload time of 0.75 seconds for each cannonball, plus 0.5 seconds to begin reload and 0.55 to end.
- Innate three polarities.
- 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 Primary weapons (excluding modular weapons):
- Cannon Mode Projectile (wiki attack index 1)
- Above average crit chance (25.00%)
- High status chance (31.00%)
- High crit multiplier (2.50x)
- Cannon Mode Explosion (wiki attack index 2)
- Very high total damage (673)
- Above average status chance (31.00%)
- Above average crit multiplier (2.50x)
- Cannon Mode Cluster Bomb Contact (wiki attack index 3)
- Above average average number of procs per shot (0.93)
- Very high average number of crits per shot (0.75)
- Cannon Mode Cluster Bomb Explosion (wiki attack index 4)
- High crit chance (25.00%)
- Above average average number of procs per shot (0.93)
- High average number of crits per shot (0.75)
- Above average status chance (31.00%)
- Barrage Mode (wiki attack index 5)
- No numerical advantages.
Disadvantages over other Primary weapons (excluding modular weapons):
- Cannon Mode projectiles have travel time with arcing.
- Small magazine size.
- Magazine must be reloaded one at a time before reaching full capacity.
- Extremely poor ammo economy.
- Extremely low ammo capacity; requires just 1 reload to fully deplete all ammo reserves.
- Only restores 1 unit of ammunition per ammo pickup.
- Explosion and bomblets inflicts self-stagger.
- Explosion and bomblets have a headshot multiplier of 1x and cannot trigger headshot conditions.
- Explosion and bomblets have linear Damage Falloff from 100% to 30% from central impact.
- Cannon Mode Projectile (wiki attack index 1)
- Very low reload speed (4.80 s)
- Low magazine (5)
- Below average total damage (50)
- Very low ammo max (5)
- Low fire rate (2.17 attacks/sec)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Explosion (wiki attack index 2)
- Low active falloff slope (10.0m/%)
- Low maximum falloff distance (7.0 m)
- Very low reload speed (4.80 s)
- Very low magazine (5)
- Very low ammo max (5)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Cluster Bomb Contact (wiki attack index 3)
- Very low reload speed (4.80 s)
- Very low magazine (5)
- Very low total damage (45)
- Very low ammo max (5)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Cluster Bomb Explosion (wiki attack index 4)
- Low active falloff slope (10.0m/%)
- Very low maximum falloff distance (3.0 m)
- Very low reload speed (4.80 s)
- Low magazine (5)
- Very low ammo max (5)
- Low disposition (●○○○○ (0.65x))
- Barrage Mode (wiki attack index 5)
- Below average ammo max (5)
- Below average disposition (●○○○○ (0.65x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
- Kuva Zarr (Cannon Mode Explosion), compared to Zarr (Cannon Mode Explosion):
- Higher base damage per projectile (673.00 vs. 175.00) (excluding any Progenitor bonus)
- Higher Blast damage ( 673 vs. 175)
- Higher total damage (using max +60% Progenitor bonus if applicable) (1,076.8 vs. 175)
- Higher base critical chance (25.00% vs. 17.00%)
- Higher base status chance (31.00% vs. 29.00%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (1480.6 vs. 219.62)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (3212.90 vs. 366.77)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (1042.06 vs. 162.82)
- Farther max damage falloff distance (7.0 m vs. 4.0 m)
- Greater max damage reduction at ending falloff distance (70.00% vs. 50.00%)
- Higher fire rate (2.17 attacks/sec vs. 1.67 attacks/sec)
- Larger magazine (5 vs. 3)
- More shots per magazine (5 vs. 3)
- Smaller max ammo capacity (5 vs. 60)
- Smaller ammo pickup count (1 vs. 9)
- Slower reload time (4.80 s vs. 2.25 s)
- More polarities ( vs. )
- Higher Mastery Rank required (15 vs. 7)
- Lower disposition (●○○○○ (0.65x) vs. ●●●●○ (1.15x))
- Higher base damage per projectile (673.00 vs. 175.00) (excluding any Progenitor bonus)
Acquisition[]
Kuva Zarr 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[]
- Though the Kuva Zarr's Barrage Mode deals less damage than the Barrage Mode of the standard Zarr, any elemental Lich bonus of at least 29% will bring the Kuva Zarr's Barrage damage above that of its counterpart.
- Navigator can control both the main cannon projectile as well as the bomblets.
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.
- 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
*Note that the Primed or Umbra version of a Warframe share the same element
Tips[]
- The weapon's low ammo economy can be mitigated with Rifle Ammo Mutation ( Primed)/ Vigilante Supplies, Ammo Drum, and/or Carrier's Ammo Case.
- Garuda equipped with Blood Forge synergizes extremely well with this cannon, as not only does she reload shots extremely fast via Bloodletting and thus greatly increasing the weapon's overall DPS, her Death's Gate passive racks up extremely fast with the massive kills or assists the cannon mode causes. She should have a ready means to recover HP quickly, however, either via deploying a nearby Blood Altar or infusing herself with Sevagoth's Gloom.
- As an optional failsafe, Quick Thinking and/or Gladiator Finesse can be equipped to soak up some damage with gained energy from Bloodletting.
- Running a Warframe infused with Energized Munitions is also practical on this weapon, as it allows for a far greater number of shots than its otherwise limited magazine size.
Trivia[]
- The Grineer text on the side of the weapon reads "BOOM".
Media[]
Kuva Zarr Skins
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.
Primary Weapon Ammo Pick Up Overrides
1 Ammo per Pick Up:
- Kuva Zarr
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
- Kuva Zarr: From 15 to 5
- 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.
Update 30.5 (2021-07-06)
- Introduced.
See Also[]
- Zarr, the normal counterpart of this weapon.