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

The Zarr is a Grineer heavy weapon 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.

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
Kuva
1,800
AlloyPlate
2,400
Salvage
5,500
Drakgoon
1
Time: 1 Day(s)
Rush: PlatinumLarge 40
MarketIcon Market Price: PlatinumLarge 225 Blueprint2 Blueprints Price:Credits30,000

Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages:

  • Effective over multiple ranges due to its Alternate Fire;
    • Cannon mode is well suited for targets at a distance, or groups of enemies.
      • Innate Script error: The function "Proc" does not exist. damage – effective against Fossilized and Machinery.
      • Bomblets increase explosive range and have status chance and critical chance independent of the main projectile.
      • Bomblets do not deal self-damage.
    • Barrage mode deals heavy damage to targets at close range.
      • High Script error: The function "Proc" does not exist. and good Script error: The function "Proc" does not exist. damage – effective against armor and shields.
      • Barrage mode has innate Punch Through.
  • Good critical chance.
  • High critical damage multiplier.
  • High status chance.
  • High ammo reserves.
  • Reloads one cannonball at a time, which can be interrupted at any point, allowing for planned reloading.
    • Fairly fast 0.77 second reload speed per cannonball.
  • Has a Script error: The function "Pol" does not exist. polarity.
  • Can use the launcher-exclusive Mod TT 20px Firestorm and Mod TT 20px Adhesive Blast mods.

Disadvantages:

  • Cannon mode has innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
  • Cannon mode's main explosion deals full self-damage.
  • Cannon mode's projectiles have travel time and travel in a arc, making it hard to hit at longer ranges.
  • Barrage mode has a large spread and short effective range.
  • Very low magazine size.
  • Draws ammo from the rare sniper ammo pool.
  • Cannon mode cannot deal Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage; does not benefit from mods that increase these damage types.
    • The physical contact cannonball deals only Script error: The function "Proc" does not exist. damage, while explosion itself deals only Script error: The function "Proc" does not exist. damage, therefore the explosion does not benefit from any physical damage mods.
  • Status chance is split between each of the Cannon mode's cluster bombs and Barrage mode's pellets, requiring simultaneous hits to maximize status procs.

Notes

  • 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 Script error: The function "Proc" does not exist. damage within a ~5m radius, then splitting into 6 smaller projectiles that spread from point of impact and home in on targets, each dealing 50 Script error: The function "Proc" does not exist. damage within a small radius.
    • Barrage mode works in a shotgun-like pattern, shooting 7 pellets in a wide spread, dealing Physical damage, shoots faster than primary mode and has innate Punch Through. Pellet damage instantaneously falls off from 100% to 0% beyond ~14m distance to the target (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 damage if used inside close quarters.
  • 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.

Tips

  • The Zarr is unique in the fact that it can quickly switch to a close range function that has no chance of damaging the player, allowing it to be used in tight spaces safely.
  • While the Zarr has an average critical chance, its above average critical damage 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.

Trivia

  • 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.
  • 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.
    • Mod TT 20px 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, with the only difference that the latter shows the reload time of a single projectile.


Media

Patch History

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 Mod TT 20px Adhesive Blast (see Bugs)

Update 19.0 (2016-11-11)

  • Introduced.
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