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An even stronger Zarr cannon to meet the demands of Kuva Liches. With stronger explosive barrages, and long-range flak shots.

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.
    • 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.
  • 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)
    • Above average fire rate (2.17 attacks/sec)
  • 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)
  • 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 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)
    • Below average 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)
    • Very low disposition (●○○○○ (0.65x))
  • Barrage Mode (wiki attack index 5)
    • Below average crit chance (37.00%)
    • Below average maximum falloff distance (40.0 m)
    • Below average magazine (5)
    • Below average total damage (500)
    • Below average ammo max (5)
    • Below average average number of procs per shot (0.97)
    • Below average status chance (9.70%)
    • Below average disposition (●○○○○ (0.65x))

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


Comparisons:

Acquisition[]

Lich System/Weapons

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

Lich System

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

Tips[]

Trivia[]

  • The Grineer text on the side of the weapon reads "BOOM".

Media[]

Kuva Zarr Skins

Edit

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.
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