The Larkspur Arch-gun is Hildryn's signature heavy weapon, firing a devastating
Radiation beam that can chain between targets to hit multiple enemies at once. Its Alternate Fire charges up an explosive
Blast round. Holds increased reserve ammo when wielded by Hildryn.
Characteristics[edit | edit source]
This weapon deals primarily Radiation damage.
Advantages:
- Innate
Radiation damage – effective against Alloy Armor, Robotic, and Infested Sinew.
- High
Impact damage – effective against shields.
- Primary fire releases a continuous beam that can chain to 3 enemies after hitting the initial target.
- 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 reticule 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.
- Tied with
Mausolon alt-fire,
Arquebex, and
Morgha alt-fire for the highest status chance of all arch-guns.
- Consumes 0.5 ammo per tick of damage.
- No damage falloff in Archwing Mode.
- 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.
- Alternate Fire charges and releases an energy grenade that explodes in an 9.6 meter radius on impacting a surface.
- Innate
Blast damage – effective against Machinery and Fossilized.
- Very high critical chance and status chance.
- Above average critical multiplier.
- Fast charge speed.
- Pinpoint accuracy.
- Projectile has guaranteed knockdown proc.
- Projectile has infinite Punch Through on bodies.
- Good ammo efficiency in Atmospheric Mode, generating relatively low cooldown for the Archgun Deployer for every second fired.
- Innate
- Innate
polarity.
Disadvantages:
- Innate
Radiation damage – less effective against Shielded, Infested, and Fossilized.
- No
Puncture or
Slash damage – less effective against armor and health.
- Primary Fire:
- Low critical chance.
- Lowest critical multiplier of all arch-guns.
- 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:
- Innate
Blast damage – less effective against Ferrite Armor and Infested Sinew.
- Consumes 10 ammo per shot.
- Projectile has travel time.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 40% from central impact.
- 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.
- Innate
- Slow reload speed.
Acquisition[edit | edit source]
The Larkspur's blueprint can be researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 2 |
![]() 80 |
![]() 5 |
![]() 5 |
Time: 12 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Tenno Lab Research ![]() | |||||
![]() 5,000 |
![]() 1 |
![]() 5 |
![]() 6 |
![]() 6 |
Time: 48 hrs |
Prereq: N/A | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[edit | edit source]
- A chain will do 0.8n(n+1)/2 times the main beams damage, where n is the chain number.
- 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
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
Shell Rush.
Tips[edit | edit source]
Media[edit | edit source]
Larkspur Skins
Patch History[edit | edit source]
- The Larkspur now has force feedback when using a controller.
- Fixed Larkspur not showing Lead Indicator when it is in Alt-Fire Mode.
- 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
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Larkspur: 60%
- 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.
- Fixed Larkspur not recharging correctly.
- Fixed Larkspur beams lagging behind when flying in Archwing.
- 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.
- Fixed incorrect scaling on the Larkspur FX when used in Submersible missions.
- Introduced.
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