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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 Arch-gun is HildrynIcon272.png Hildryn's signature heavy weapon, firing a devastating DmgRadiationSmall64.png Radiation beam that can chain between targets to hit multiple enemies at once. Its Alternate Fire charges up an explosive DmgBlastSmall64.png Blast round. Holds increased reserve ammo when wielded by Hildryn.


  • This weapon deals primarily DmgRadiationSmall64.png 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 on 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.
    • Explosion inflicts self-stagger.
    • Explosion has linear damage falloff from 100% to 40% from central impact.
  • Innate Madurai Pol.svg polarity.



  • 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.
  • Normal Attack
    • Very low crit chance
    • Below average reload speed
    • Below average damage
    • Low crit multiplier
  • Projectile Impact
    • Very low crit chance
    • Below average reload speed
    • Very low effective fire rate
    • Below average crit multiplier
  • Explosion
    • Below average crit chance
    • Below average reload speed
    • Below average status chance
    • Below average damage
    • Below average crit multiplier


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

Manufacturing Requirements
Time: 12 hrs
Rush: PlatinumLarge.png 35
MarketIcon.png Market Price: PlatinumLarge.png 125 Blueprint2.svg Blueprints Price:CreditsLarge.png15,000
Tenno Lab ResearchClanAffinity64.png3,000
Time: 48 hrs
Prereq: N/A
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100


  • 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.
  • When used by HildrynIcon272.png Hildryn in Atmosphere mode, the Larkspur holds an additional 300 reserve ammo, for a total of 700.
  • 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.png Shell Rush.
  • The Punch Through from Mod TT 20px.png 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.


Larkspur Skins Edit

Patch History[]

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