The Kuva Zarr is the Kuva variant of the , 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 reserves, and the Barrage mode's damage and fire rate.
- 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.
- Innate damage – effective against Fossilized and Machinery.
- Pinpoint accuracy.
- 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 ( ), , and .
- Barrage Mode fires a shotgun-like flak.
- Very high critical chance.
- High critical multiplier and status chance.
- Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
- Reload time of 0.8 seconds for each cannonball, plus 0.75 seconds to begin/end reload.
- Can use the launcher-exclusive mod.
- Innate three polarities.
- 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 , , , , , , or damage, based on the Kuva Lich's progenitor Warframe, which increases the listed base damage of the weapon by 25%-60%.
- Cannon Mode:
- Innate damage – less effective against Ferrite Armor and Infested Sinew.
- Explosion and bomblets inflicts self-stagger.
- Explosion and bomblets have linear damage falloff from 100% to 30% from central impact.
- Projectile has travel time with arcing.
- Small magazine size.
- Magazine must be reloaded one at a time before reaching full capacity.
- Extremely low ammo capacity; requires just 3 reloads to fully deplete all ammo reserves.
- Kuva Zarr (Cannon Mode Explosion), compared to Zarr (Barrage Mode):
- Higher base damage per projectile (841.25 vs. 80)
- Higher total damage (841.25 vs. 800)
- Higher base critical chance (25% vs. 17%)
- Higher base status chance (31% vs. 8.7%)
- Higher average damage per shot (using max +60% Progenitor bonus if applicable) (1,480.6 vs. 1,004)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (3,212.9 vs. 3,012)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (1,042.07 vs. 926.77)
- Lower fire rate (2.17 round(s)/sec vs. 3 round(s)/sec)
- Lower multishot (1 projectile(s) vs. 10 projectile(s))
- Larger magazine (5 round(s) vs. 3 round(s))
- Smaller max ammo capacity (15 round(s) vs. 84 round(s))
- Slower reload time (4.8 s vs. 2.25 s)
- Less accurate (0 vs. 1.4)
- Different polarities ( vs. )
- Higher Mastery Rank required (15 vs. 7)
- Lower disposition (0.6 vs. 1.15)
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.
- 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.
- Although the Kuva Zarr uses sniper ammo, it cannot be modified with . Instead, it is uses ( ). This also allows for rifle ammo pickups that provide 3 ammo each, instead of the default 60 ammo. All other ammo pickups match the mod rank of (Primed) Rifle Ammo Mutation, including sniper ammo pickups.
- 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 damage stat, dependent on the Warframe that summoned the Lich/Sister.
- This damage stat ranges between 25%-60%, and is randomly generated by the Lich/Sister. It can be brought up to its maximum value with Valence Fusion using another copy of the weapon.
- This bonus stat is considered a base damage type that is added after all elemental mods.
- If the weapon innately has a primary element type ( , , , ) AND has a different primary element as its bonus stat, the elements on the weapon will combine in a unique way: Whichever of the two primary elements comes first in this element order - > > > , or "HCET" for short - will be placed second to last in the element combine order, while the other primary element will be placed last in the combine order. This order can be subsequently shifted based on the order of the equipped mods.
- For example, if the weapon innately has , using an progenitor Warframe to add base damage to the weapon will change the weapon's base element to .
- Because comes before in the HCET element order, will be placed second to last in the element combine order, and will be placed last.
- If the weapon is then modded with only , the elements will be arranged in the order , , , resulting in the weapon having + . If the weapon is instead modded with only , the elements will be arranged in the order , , , which will create + .
- If modded with and , the will be moved earlier in the combine order due to now being a modded element, so the new combine order will be , , , resulting in + . If modded with and , the combine order will be , , , , resulting in + .
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*Note that the Primed or Umbra version of a Warframe share the same element
- equipped with synergizes extremely well with this cannon, as not only does she reload shots extremely fast via and thus greatly increasing the weapon's overall DPS, she also increases a shot's damage up to twice with her Death's Gate passive as she loses HP. She should have a ready means to recover HP quickly, however, either via deploying a nearby or infusing herself with 's .
- Running a Warframe infused with is also practical on this weapon, as it allows for a far more number of shots for its magazine size.
- Because the Kuva Zarr sports a fairly larger magazine capacity compared to some of its other explosive counterparts (such as the and ) it is practically more efficient with ammo pickups, as the other weapons would immediately consume nearby pickups after merely using a shot.
- The Grineer text on the side of the weapon reads "BOOM".
Kuva Zarr Skins
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