Unload a barrage of explosives or a huge shot of flak from this cannon's enormous barrel.

The Zarr is a Grineer cannon launcher introduced in Update 19.0 (2016-11-11). Its Alternate Fire allows users to choose between firing a single explosive cannonball or a barrage of projectiles.


  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Cannon Mode launches cannonballs that explode in a 4.9 meter radius on impact with a surface or enemy, then splits into 6 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 Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px 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 0.5 seconds for each cannonball, plus 0.75 seconds to begin/end reload.
  • Can use the launcher-exclusive Mod TT 20px Adhesive Blast mod.
  • Innate Madurai Pol polarity.

Advantages over other Primary weapons (excluding modular weapons):

  • Large ammo reserves.
  • Cannon Mode Projectile (wiki attack index 1)
    • Above average status chance (29.00%)
    • High crit multiplier (2.50x)
  • Cannon Mode Explosion (wiki attack index 2)
    • Above average crit multiplier (2.50x)
  • Cannon Mode Cluster Bombs (wiki attack index 3)
    • Very high average number of crits per shot (1.02)
    • Above average total damage (300)
  • Barrage Mode (wiki attack index 4)
    • Above average average number of procs per shot (0.87)
    • Very high average number of crits per shot (1.7)
    • Very high total damage (800)
    • Above average fire rate (3.00 attacks/sec)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Cannon Mode:
    • Projectile has travel time with arcing.
    • 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 50% from central impact.
  • Barrage Mode:
  • Very small magazine size.
  • Cannon Mode Projectile (wiki attack index 1)
    • Below average crit chance (17.00%)
    • Below average reload speed (2.25 s)
    • Very low magazine (3)
    • Very low total damage (25)
    • Low ammo max (60)
    • Low fire rate (1.67 attacks/sec)
    • Below average disposition (●●●●○ (1.15x))
  • Cannon Mode Explosion (wiki attack index 2)
    • Very low active falloff slope (8.0m/%)
    • Low crit chance (17.00%)
    • Very low maximum falloff distance (4.0 m)
    • Below average reload speed (2.25 s)
    • Very low magazine (3)
    • Below average fire rate (1.67 attacks/sec)
    • Low ammo max (60)
    • Below average disposition (●●●●○ (1.15x))
  • Cannon Mode Cluster Bombs (wiki attack index 3)
    • Low average number of procs per shot (0.28)
    • Below average reload speed (2.25 s)
    • Very low magazine (3)
    • Below average fire rate (1.67 attacks/sec)
    • Low ammo max (60)
    • Below average crit chance (17.00%)
    • Very low status chance (4.80%)
    • Below average disposition (●●●●○ (1.15x))
  • Barrage Mode (wiki attack index 4)
    • Below average reload speed (2.25 s)
    • Very low magazine (3)
    • Low ammo max (60)
    • Very low status chance (8.70%)

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



The Zarr's blueprint can be purchased from the Market.

Manufacturing Requirements
📝 Edit blueprint requirements
Kuva Kuva
AlloyPlate Alloy Plate
Salvage Salvage
Drakgoon Drakgoon
Time: 1 Day(s)
Rush: PlatinumLarge 40
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits30,000

This weapon can be sold for 7,500.


  • Reload time is 0.75s + 0.5s per round, coming to 2.25 total seconds to reload a completely empty mag.
    • Each shot is loaded manually into the gun. Reload shows time required to fully load the gun, and is accordingly increased by mods like Mod TT 20px Magazine Warp. Reloading can be interrupted by firing the gun, being staggered or rolling, provided at least one shot is loaded.
  • The Zarr can switch between two different firing modes using its Alternate Fire (default Mouse 3 ) button. These modes are officially named Cannon mode and Barrage mode;
    • Cannon mode fires an explosive projectile in an arc that explodes on impact, dealing 175 DmgBlastSmall64 Blast damage within a 4 meter radius, then splitting into 6 smaller projectiles that spread from point of impact and home in on targets, each dealing 50 DmgBlastSmall64 Blast damage within a small radius.
    • Barrage mode works in a shotgun-like pattern, shooting ten pellets in a wide spread, dealing physical damage, shoots faster than primary mode and has innate punch through of 1.6 meters. Pellets cover a maximum range of 10 meters (distance is affected by Projectile Speed).
    • Multishot mods will increase the amount of bombs for Cannon shots, but each main projectile will always produce 6 cluster bombs. Multishot also increases the pellets of Barrage mode.
    • The Zarr's current firing mode is indicated by orange text next to the Zarr's current Rank. Additionally, switching to Cannon mode is indicated by two short clicks, while switching to Barrage mode is indicated by three short clicks.
      • The player should also take care in that the Zarr will always start in Cannon mode after Respawning, beginning a mission and switching to and from Archwing, resulting in the user possibly triggering self-stagger if used inside close quarters.
  • Though the cluster bombs can be controlled via Navigator130xWhite Navigator, they are programmed to shake erratically as they move, making it rather difficult to move them effectively.
  • The Zarr can equip Mod TT 20px Rifle Ammo Mutation (Mod TT 20px Primed).


  • The Zarr is unique in the fact that it can quickly switch to a close range function that has no chance of staggering the player, allowing it to be used in tight spaces safely.
  • While the Zarr has an average critical chance, its above average critical damage and bomblet behavior makes a crit build viable.
  • The Zarr's individual reload mechanic is useful when reloading before the magazine is emptied as the reload will be shorter than the listed value. This is beneficial for situations where players need to fire a shot immediately, but cannot wait for the full reload to complete.
  • Additional punch through will affect Cannon mode shots and the bomblets, allowing the primary shot to reach the center of a group of enemies before exploding rather than exploding on the first enemy and launching the cluster bombs back towards the shooter. This comes at the cost of not being able to hit flying enemies directly and the risk of shots passing through terrain, such as catwalks, and missing the intended target.
  • GarudaIcon272 Garuda equipped with Mod TT 20px Blood Forge synergizes extremely well with this cannon, as not only does she reload shots extremely fast via Bloodletting130xWhite Bloodletting 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 Blood Altar or infusing herself with SevagothIcon272 Sevagoth's Gloom130xWhite Gloom.


  • The word "Zarr" could be a play on the Slavic word "Tsar", a word used as a title for supreme rulers of eastern and south-eastern European countries.
    • In this context, 'Zarr' might be a reference to Tsar Cannon, one of the largest cannons in terms of caliber.
    • It could also be a reference to Tsar Bomba, which was the most powerful nuclear weapon ever created.
  • The Zarr is visually and somewhat functionally reminiscent of a swivel cannon.
  • Upon release, the Codex entry misspelled "cannon" as "canon".
  • When stuck to surfaces with Mod TT 20px Adhesive Blast, it has a unique sound effect signaling to the player that they are stuck.
    • Adhesive Blast will cause the bombs to gain a 3 second timer before exploding. It does not change anything on the secondary fire
  • The Zarr shares the same reload mechanic with the Strun Strun, with the only difference that the latter shows the reload time of a single projectile.


Zarr Skins


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

9 Ammo per Pick Up:

  • Zarr

Many weapons have also had their maximum ammo capacity adjusted.

Primary Weapons:

  • Zarr: From 84 to 60
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 31.1 (2022-02-09)

  • Added Zarr alt-fire FX.

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

  • Zarr: 50%

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.

Greater than 100% Status having meaning

Shotguns have a unique Role here based on a very patch-work history with how they interact with Status Chance. A Shotgun that shoots 99% Status Chance would give you 35% (roughly) status per pellet. 100% Status Gives you 100% Status per pellet. This huge jump in performance happens with just a 1% gain - why? Well, to answer that we have to look at our choice to make what the UI conveys reality. It would feel broken to shoot a Shotgun with 100% Status and not see a perfect spread of Effects. In reality, to make Status consistent we have to treat Shotguns as a special case.

Shotguns as a special case means we have buffed the Status Chance of all Shotguns by x3 or greater. The UI now behaves to show the reality that you are determining Status Chance per pellet.

Update 25.7 (2019-08-29)

  • Fixed reload circle filling instantly for weapons that reload individually (Zarr), instead of filling up individually for each round loaded.

Update 22.12 (2018-02-09)

  • Status chance increased from 20% to 29% (Primary and Alt Fire).
  • Critical chance increased from 15% to 17% (Primary and Alt Fire).
  • Lessened the effect of gravity on the projectile.
  • Improved projectile trail FX of the bomblets after the initial explosion.

Hotfix 19.5.6 (2017-01-04)

  • Fixed part of Zarr's muzzle flash showing up in the Arsenal when applying colors.
  • Fixed some firing effects not showing up.

Hotfix 19.0.3 (2016-11-14)

  • Crit Chance increased from 10% to 15%.
  • Status Chance increased from 15% to 20%.
  • Barrage range increased from 12m to 15m.
  • Barrage reload time now matches Cannon reload time.
  • Added Punch Through to Barrage mode.
  • Removed Self Damage from secondary cluster bombs.
  • Added ability to use Adhesive Blast.

Update 19.0 (2016-11-11)

  • Introduced.

See also[]