- 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.
- Innate damage – effective against Fossilized and Machinery.
- 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 ( ), , and .
- Barrage Mode fires a shotgun-like flak.
- Good critical chance.
- High critical multiplier and status chance.
- Large ammo reserves.
- 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.
- Innate polarity.
- Cannon Mode:
- Innate damage – less effective against Ferrite Armor and Infested Sinew.
- Explosion and bomblets inflicts self-stagger.
- Explosion and bomblets have linear damage falloff from 100% to 50% from central impact.
- Projectile has travel time with arcing.
- Barrage Mode:
- Maximum range of 10 meters (affected by Projectile Speed mods).
- Very small magazine size.
- Magazine must be reloaded one at a time before reaching full capacity.
- Draws ammo from the rare sniper ammo pool.
- Zarr (Barrage Mode), compared to Kuva Zarr (Cannon Mode Explosion):
- Lower base damage per projectile (80 vs. 841.25)
- Lower total damage (800 vs. 841.25)
- Lower base critical chance (17% vs. 25%)
- Lower base status chance (8.7% vs. 31%)
- Lower average damage per shot (using max +60% Progenitor bonus if applicable) (1,004 vs. 1,480.6)
- Lower burst DPS (using max +60% Progenitor bonus if applicable) (3,012 vs. 3,212.9)
- Lower sustained DPS (using max +60% Progenitor bonus if applicable) (926.77 vs. 1,042.07)
- Higher fire rate (3 round(s)/sec vs. 2.17 round(s)/sec)
- Higher multishot (10 projectile(s) vs. 1 projectile(s))
- Smaller magazine (3 round(s) vs. 5 round(s))
- Larger max ammo capacity (84 round(s) vs. 15 round(s))
- Faster reload time (2.25 s vs. 4.8 s)
- More accurate (1.4 vs. 0)
- Different polarities ( vs. )
- Lower Mastery Rank required (7 vs. 15)
- Higher disposition (1.15 vs. 0.6)
The Zarr's blueprint can be purchased from the Market.
|Time: 24 hrs|
|Market Price: 225||Blueprints Price:30,000|
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.
- The Zarr can switch between two different firing modes using its Alternate Fire (default ) 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 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 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.
- Though the cluster bombs can be controlled via , they are programmed to shake erratically as they move, making it rather difficult to move them effectively.
- Although The Zarr uses sniper ammo, it cannot be modified with . Instead, it is uses ( ).
- 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.
- equipped with synergizes extremely well with this cannon, as not only does she reload shots extremely fast via 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 's .
- 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.
- 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 , 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 , with the only difference that the latter shows the reload time of a single projectile.
- , the Kuva counterpart to this weapon.
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