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From death blooms the Larkspur. A unique and menacing Archgun with a wild initial attack that locks onto a target then chains other targets close to the first. It also sports an explosive projectile mode. In Hildryn's grip the Larkspur carries more reserve ammo.

The Larkspur Archgun is HildrynIcon272 Hildryn's signature heavy weapon, firing a devastating DmgRadiationSmall64 Radiation beam that can chain between targets to hit multiple enemies at once. Its Alternate Fire charges up an explosive DmgBlastSmall64 Blast round. Holds increased Ammo Maximum when wielded by Hildryn.

Characteristics[]

  • This weapon deals primarily DmgRadiationSmall64 Radiation damage.
  • Primary fire releases a continuous beam that can chain to 3 enemies after hitting the initial target, with each chain doing 80% of the previous chain's damage.
    • In Atmospheric Mode, the beam will chain to enemies within 6 meters of initial target. In Archwing Mode, the max chain distance is increased to 30 meters.
      • The main beam will automatically lock onto enemies within 15 degrees of the reticle up to 20 meters away in Atmospheric Mode. In Archwing Mode, the max lock-on distance is increased to 160 meters.
      • Enemy corpses will still allow the beam to connect to nearby enemies.
    • Consumes 0.5 ammo per tick of damage.
    • No Damage Falloff in Archwing Mode.
  • Alternate Fire charges and releases an energy grenade that explodes in an 9.6 meter radius upon impacting a surface.
    • Pinpoint accuracy.
    • Projectile has guaranteed knockdown proc.
    • Projectile has infinite punch through on bodies.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Innate Madurai Pol polarity.

Advantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Primary Fire is tied with Mausolon Mausolon alt-fire, Arquebex Arquebex, and Morgha Morgha alt-fire for the highest status chance of all Archguns.
  • Alt-fire has good ammo efficiency in Atmospheric Mode, generating relatively low cooldown for the Archgun Deployer for every second fired.
  • Normal Attack (wiki attack index 1)
    • Above average fire rate (12.000 attacks/sec)
    • Above average magazine (100)
    • High status chance (50.00%)
    • High total damage (180)
  • Alt-Fire Projectile Impact (wiki attack index 2)
    • High ammo max (400)
    • Above average magazine (100)
    • Above average status chance (34.00%)
    • Above average total damage (840)
  • Explosion (wiki attack index 3)
    • No numerical advantages.

Disadvantages over other Archgun (Atmosphere) weapons (excluding modular weapons):

  • Primary Fire:
    • Damage ramps up from 20% to 100% over 0.6 seconds when firing. After firing stops for 0.8 seconds, the damage decays back to 20% over 2 seconds.
    • Sub-par ammo efficiency in Atmospheric Mode, generating medium-high cooldown for the Archgun Deployer for every second fired.
    • Limited range of:
      • 320 meters in Archwing Mode.
      • 40 meters in Atmospheric Mode.
  • Alternate Fire:
    • Consumes 10 ammo per shot.
    • Projectile has travel time.
    • Automatically fires after 3 seconds on holding a full charge, which can lead to premature firing.
    • In Atmospheric Mode, charged shots cause a heavy recoiling effect that breaks zoom.
    • Explosion inflicts self-stagger.
    • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Explosion has linear Damage Falloff from 100% to 40% from central impact.
  • Normal Attack (wiki attack index 1)
    • Very low crit chance (10.00%)
    • Below average reload speed (2.50 s)
    • Low crit multiplier (1.40x)
  • Alt-Fire Projectile Impact (wiki attack index 2)
    • Very low fire rate (1.000 attacks/sec)
    • Very low crit chance (26.00%)
    • Below average reload speed (2.50 s)
    • Low crit multiplier (2.20x)
  • Explosion (wiki attack index 3)
    • Below average active falloff slope (16.0m/%)
    • Low crit chance (26.00%)
    • Below average maximum falloff distance (9.6 m)
    • Below average reload speed (2.50 s)
    • Below average status chance (34.00%)
    • Below average crit multiplier (2.20x)

Comparisons:

Acquisition[]

The Larkspur's blueprint can be researched from the Tenno Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
CrismaToroid
2
VenerdoAlloy
80
RadiantZodian
5
SynathidEcosynthAnalyzer
5
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 125 Blueprint2 Blueprints Price:Credits15,000
Tenno Lab ResearchClanAffinity643,000
Credits
5,000
CrismaToroid
1
ThermalSludge
5
TravocyteAlloy
6
AxidrolAlloy
6
Time: 2 Day(s)
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • As a Signature Weapon, Larkspur gains a bonus effect with HildrynIcon272 Hildryn or HildrynPrimeIcon272 Hildryn Prime, gaining an additional 300 Ammo Maximum in Atmospheric mode, for a total of 700.
  • A chain will do 0.8n times the main beams damage, where n is the chain number.
    • The damages are: 100% for the main target, 80% for the first in the chain, 64% for the 2nd, and 51.2% for the 3rd.
    • Headshotting the original target does not affect damage from the chain beam.
    • The beam will chain even if an incapacitated enemy/corpse is chosen as the original target.
  • The recoil of the Larkspur's secondary fire is strong enough to push the Warframe back a short distance, which can knock them off cliffs or ledges if players aren't careful.
  • The charge rate of the Larkspur's secondary fire can be increased with Mod TT 20px Shell Rush.
  • The Punch Through from Mod TT 20px Sabot Rounds will cause the main beam to chain independently from each additional target hit, potentially doubling or tripling the total damage output when fired into a crowd. The chain from the target hit after the Punch Through can deal damage to the first target, and vice versa.

Trivia[]

  • Given the coloration of its base form and the way its 'petals' open and close as the gun fires, the Larkspur very likely derives its name specifically from Delphinium, a genus of 300 flowers in varying shades of purple that are known to be toxic. The juice of these flowers, when mixed with alum, produces a blue ink.

Media[]

Patch History[]

Update 35.0 (2023-12-13)

ARCHGUN DEPLOYER: HEAVY WEAPON CHANGES

With the various buffs and adjustments we’ve made to Warframe weapons over the years, a common question we see in response is “but what about Archguns?”. These Heavy Weapons are meant to be heavy-hitters, but arguably have been overshadowed by the Primary and Secondary guns in your Arsenal. To address this feedback, we have made the following changes:

ON-DEPLOY OVERGUARD BUFF
Upon using an Archgun Deployer, players will now gain 2000 Overguard.

  • Effect has a 60s cooldown.
  • The Overguard gain is capped at 2000, so re-deploying your Archgun after the cooldown resets will refresh your Overguard up to the 2000 cap.

HEAVY WEAPON BUFFS
Overall, most Heavy Weapons (a.k.a. Archguns when used via the Archgun Deployer) have had their damage doubled. Some of the Archguns have also received buffs to their Archwing version, which we will indicate below.

Archgun Damage Resistance

Before we get into the stats, we have added a 50% Archgun Damage Resistance to the Profit Taker. Since these weapons have had their damage buffed, this resistance keeps these fights to the same difficulty as before.

Heavy Weapon Stat Changes
Note: these apply only to Archgun Deployer versions of these weapons unless otherwise specified.

LARKSPUR

  • Held: Total Damage increased from 90 to 180
    • Impact Damage increased from 10 to 20
    • Radiation Damage increased from 80 to 160
  • Charge: Total Damage increased from 420 to 840
    • Impact Damage increased from 140 to 280
    • Blast Damage increased from 180 to 360
    • Radiation Damage increased from 100 to 200
  • Charge - Radial Attack: Total Damage increased from 800 to 1600
    • Blast Damage increased from 400 to 800
    • Radiation Damage increased from 400 to 800

Update 32.3 (2023-02-15)

  • (Undocumented) Added new "BATTERY" CompatibilityTag.

Update 32.3 (2023-02-15)

  • Improved the fire animation of the Larkspur to better match its audio FX.

Update 32.0 (2022-09-07)

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 29.10 (2021-03-19)

  • Fixed the Larkspur beam (when used as a Heavy Weapon) occasionally not dealing damage to Nullifier bubbles.

Hotfix 27.5.3 (2020-05-15)

  • The Larkspur now has force feedback when using a controller.

Hotfix 27.4.1 (2020-05-01)

  • Fixed Larkspur not showing Lead Indicator when it is in Alt-Fire Mode.

Update 27.4 (2020-05-01)

  • Archwing Gun stats normalized - space combat now uses ground “Heavy Weapon” stats.
  • Reduced the collision size of Larkspur's Alt Fire projectile.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Larkspur: 60%

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 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 27.0.7 (2019-12-20)

  • Fixed Larkspur not recharging correctly.

Update 25.7 (2019-08-29)

  • Fixed Larkspur beams lagging behind when flying in Archwing.

Hotfix 24.5.2 (2019-03-18)

  • Fixed the Larkspur not having the Archwing symbol in the Arsenal, which made sorting by name incorrect.
  • Fixed a script error when viewing Larkspur in the Arsenal.

Hotfix 24.4.4 (2019-03-11)

  • Fixed incorrect scaling on the Larkspur FX when used in Submersible missions.

Update 24.4 (2019-03-08)

  • Introduced.

See Also[]

  • Amprex Amprex, a Corpus rifle with a similar chaining beam.
  • Atomos Atomos, a Grineer particle cannon with a functionally equivalent chaining beam.
  • KuvaNukor Kuva Nukor, a Kuva Lich sidearm with a functionally equivalent chaining beam.
  • TenetCycron Tenet Cycron, a Tenet weapon with a similar chaining beam.
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