The Kuva Zarr is the Kuva variant of the Zarr, with drastic improvements to its critical chance, status chance, the Cannon mode's damage, fire rate, and explosion radius, and the Barrage mode's accuracy and removal of its range cap, with expense to its reload speed, ammo economy, and the Barrage mode's damage and fire rate.
Characteristics[]
- This weapon deals primarily
Blast damage.
- Cannon Mode launches cannonballs that explode in a 7 meter radius on impact with a surface or enemy, then splits into 3 smaller bomblets that rain down on the point of impact.
- Pinpoint accuracy.
Heavy Caliber's accuracy penalty is minimal on this weapon.
- 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
Firestorm (
Primed) and
Cautious Shot.
- Pinpoint accuracy.
- 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 0.75 seconds for each cannonball, plus 0.5 seconds to begin reload and 0.55 to end.
- Innate three
polarities.
- Comes with an additional bonus
Impact,
Heat,
Cold,
Electricity,
Toxin,
Magnetic, or
Radiation damage, based on the Kuva Lich's progenitor Warframe, which increases the listed base damage of the weapon by 25%-60%.
- Valence Fusion can optionally change the resulting output damage type, and can upgrade the bonus increase (up to 60%).
- Polarizing the weapon increases its max rank by 2, capping at rank 40 after 5 polarizations, granting the weapon additional mod capacity.
- Listed Mastery Rank requirement is not enforced - the weapon may theoretically be obtained at any mastery rank by acquiring and vanquishing a Kuva Lich that has this weapon equipped.
Advantages over other Primary weapons (excluding modular weapons):
- Cannon Mode Projectile (wiki attack index 1)
- Above average crit chance (25.00%)
- High status chance (31.00%)
- High crit multiplier (2.50x)
- Cannon Mode Explosion (wiki attack index 2)
- Very high total damage (673)
- Above average status chance (31.00%)
- Above average crit multiplier (2.50x)
- Cannon Mode Cluster Bomb Contact (wiki attack index 3)
- Above average average number of procs per shot (0.93)
- Very high average number of crits per shot (0.75)
- Cannon Mode Cluster Bomb Explosion (wiki attack index 4)
- High crit chance (25.00%)
- Above average average number of procs per shot (0.93)
- High average number of crits per shot (0.75)
- Above average status chance (31.00%)
- Barrage Mode (wiki attack index 5)
- No numerical advantages.
Disadvantages over other Primary weapons (excluding modular weapons):
- Cannon Mode projectiles have travel time with arcing.
- Small magazine size.
- Magazine must be reloaded one at a time before reaching full capacity.
- Extremely poor ammo economy.
- Extremely low ammo capacity; requires just 1 reload to fully deplete all ammo reserves.
- Only restores 1 unit of ammunition per ammo pickup.
- 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 30% from central impact.
- Cannon Mode Projectile (wiki attack index 1)
- Very low reload speed (4.80 s)
- Low magazine (5)
- Below average total damage (50)
- Very low ammo max (5)
- Low fire rate (2.17 attacks/sec)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Explosion (wiki attack index 2)
- Low active falloff slope (10.0m/%)
- Low maximum falloff distance (7.0 m)
- Very low reload speed (4.80 s)
- Very low magazine (5)
- Very low ammo max (5)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Cluster Bomb Contact (wiki attack index 3)
- Very low reload speed (4.80 s)
- Very low magazine (5)
- Very low total damage (45)
- Very low ammo max (5)
- Very low disposition (●○○○○ (0.65x))
- Cannon Mode Cluster Bomb Explosion (wiki attack index 4)
- Low active falloff slope (10.0m/%)
- Very low maximum falloff distance (3.0 m)
- Very low reload speed (4.80 s)
- Low magazine (5)
- Very low ammo max (5)
- Low disposition (●○○○○ (0.65x))
- Barrage Mode (wiki attack index 5)
- Below average ammo max (5)
- Below average disposition (●○○○○ (0.65x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Comparisons:
Kuva Zarr (Cannon Mode Explosion), compared to
Zarr (Cannon Mode Explosion):
- Higher base damage per projectile (673.00 vs. 175.00) (excluding any Progenitor bonus)
- Higher
Blast damage (
673 vs.
175)
- Higher
- Higher total damage (using max +60% Progenitor bonus if applicable) (1,076.8 vs. 175)
- Higher base critical chance (25.00% vs. 17.00%)
- Higher base status chance (31.00% vs. 29.00%)
- Higher average damage per tap (using max +60% Progenitor bonus if applicable) (1480.6 vs. 219.62)
- Higher burst DPS (using max +60% Progenitor bonus if applicable) (3212.90 vs. 366.77)
- Higher sustained DPS (using max +60% Progenitor bonus if applicable) (1042.06 vs. 162.82)
- Farther max damage falloff distance (7.0 m vs. 4.0 m)
- Greater max damage reduction at ending falloff distance (70.00% vs. 50.00%)
- Higher fire rate (2.17 attacks/sec vs. 1.67 attacks/sec)
- Larger magazine (5 vs. 3)
- More shots per magazine (5 vs. 3)
- Smaller max ammo capacity (5 vs. 60)
- Smaller ammo pickup count (1 vs. 9)
- Slower reload time (4.80 s vs. 2.25 s)
- More polarities (
vs.
)
- Higher Mastery Rank required (15 vs. 7)
- Lower disposition (●○○○○ (0.65x) vs. ●●●●○ (1.15x))
- Higher base damage per projectile (673.00 vs. 175.00) (excluding any Progenitor bonus)
Acquisition[]
Kuva Zarr is obtained by vanquishing a Kuva Lich who generated with one equipped. After the Lich is vanquished it will be in the player's Foundry ready to claim.
While the weapon itself is not tradeable, a converted Kuva Lich generated with the weapon can be traded to another player. The trade is performed inside a Clan Dojo's Crimson Branch room, and the recipient must not have any active Lich. Once traded, the recipient must fight and vanquish the Lich to claim its weapon.
Notes[]
- Though the Kuva Zarr's Barrage Mode deals less damage than the Barrage Mode of the standard Zarr, any elemental Lich bonus of at least 29% will bring the Kuva Zarr's Barrage damage above that of its counterpart.
Navigator can control both the main cannon projectile as well as the bomblets.
Kuva/Tenet Notes[]
- For weapons obtained from vanquishing the Kuva Lich or Sister:
- The player does not have to meet the Mastery Rank displayed to obtain this weapon. It can simply be claimed from the foundry after the Lich/Sister carrying it has been vanquished.
- The weapon will have a prefix of the name of the Lich/Sister it was acquired from (e.g. a Kuva Kohm might be called "Odizrigg Agekk Kuva Kohm").
- Refraining from Mercy killing an Adversary candidate will remove their weapon from the pool of potential Adversary weapons until each has been refused, but only if the mission is completed. Weapons rejected from aborted missions will remain in the current cycle.
- For weapons obtained from Ergo Glast's shop:
- The player must meet the Mastery Rank displayed to obtain this weapon, as it is claimed from an NPC shop rather than the foundry.
- The weapon's max rank caps at 40 after 5 polarizations (max rank increases by 2 per Forma added).
- Additional polarizations can be added when the weapon reaches its new max rank at that polarization level.
- Each additional rank also gives 100 Mastery Rank experience, giving 4,000 points in total at level 40.
- Mod capacity scales with the additional ranks, and can reach a total of 80 at rank 40 with an Orokin Catalyst installed.
- Without an Orokin Catalyst, the max is 40. Combined with the five polarized mod slots required to reach that point, an Orokin Catalyst might not be required for some beginner-friendly builds as they typically use less mod capacity.
- After polarizing a weapon, any additional mod capacity above 30 (60 with an Orokin Catalyst) will not take effect until the weapon's rank reaches 31 and above.
- Legendary Mastery Rank increases the minimum mod capacity for such weapons, without the weapon needing to be rank 31 and above. For example, Legendary 1 increases the minimum capacity to 31 (62 with an Orokin Catalyst).
- Comes with an additional damage stat.
- For Lich/Sister-obtained weapons this is dependent on the Warframe that summoned the Lich/Sister.
- For Ergo Glast shop a random bonus stat will be offered for each weapon and changed every 4 days (96 hours).
- This damage stat randomly ranges between 25%-60%. It can be upgraded up to its maximum value with Valence Fusion using another copy of the weapon.
- This bonus stat is considered a base damage type and will be applied after all elemental mods for the purposes of elemental combinations.
*Note that the Primed or Umbra version of a Warframe share the same element
Tips[]
- The weapon's low ammo economy can be mitigated with
Rifle Ammo Mutation (
Primed)/
Vigilante Supplies,
Ammo Drum, and/or
Carrier's
Ammo Case.
Garuda equipped with
Blood Forge synergizes extremely well with this cannon, as not only does she reload shots extremely fast via
Bloodletting and thus greatly increasing the weapon's overall DPS, her Death's Gate passive racks up extremely fast with the massive kills or assists the cannon mode causes. She should have a ready means to recover HP quickly, however, either via deploying a nearby
Blood Altar or infusing herself with
Sevagoth's
Gloom.
- As an optional failsafe,
Quick Thinking and/or
Gladiator Finesse can be equipped to soak up some damage with gained energy from Bloodletting.
- As an optional failsafe,
- Running a Warframe infused with
Energized Munitions is also practical on this weapon, as it allows for a far greater number of shots than its otherwise limited magazine size.
Trivia[]
- The Grineer text on the side of the weapon reads "BOOM".
Media[]
Kuva 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
1 Ammo per Pick Up:
- Kuva Zarr
Many weapons have also had their maximum ammo capacity adjusted.
Primary Weapons:
- Kuva Zarr: From 15 to 5
- 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 30.5 (2021-07-06)
- Introduced.
See Also[]
Zarr, the normal counterpart of this weapon.
82 comments
Just did a build the Youtuber AznvasionsPlays did 8 months ago basically it was using something that I think it's somewhat of a bug or not idk but what bothers me is that I just did it spent some time and plat and it didn't work. Sorted the comments by new and everyone said it's patched. Why the hell are they hating/nerfing this weapon so god damn much? Did someone from the dev team dream something about it and hates it? What has it ever done to deserve that bullcrap? There are weapons that are 10x times more powerful and yet they nerf this thing so much and I am done trying to revive it. The only damn way is to subsume EnergizedMunitions. That's it.
Kuva zarr banged my wife
It's just so thick and veiny. and the flared head? who can resist such a gun
My fav thing about this (and other AOE weapons) is reading the Steam Reviews for Warframe during September 2022, so many people (~13k negative reviews from the usual 500-700) got so mad they took 10 bullets out of a gun that they stopped playing altogether, so strange to see people THAT reliant on a single thing when there are so many (honestly more enjoyable) ways to clear entire rooms
An in the next year Wukong dropped instantly from 9% to 5% most played, with is a huge drop
The max ammo is the tip of the iceberg. The ammo pickup got gutted and it is now borderline disabled in public lobbies. It 100% needed a nerf but a return of the DE balance nuke was depressing to see.
Once upon a time, I picked up the regular Zarr. I thought it was a super neat weapon, and put forma and potatoe into it to try and make it actually do damage. I failed, because the regular Zarr just has that bad stats.
Later, they come out with this gun. Amazing. Perfect. Everything I ever wanted the regular Zarr to be. he damage was where I wanted it to be, and the shotgun mode, while not used often, was useable. I Remember having fun making disruption setups where I would hordeclear with explosive mode and use aim down sights mods and deadhead to mess up demolysts.
And then they nerf it. Nerfs in general are not a bad thing, but this weapon was taken out behind the barn and murdered. It is no longer useable in any capacity. The explosive bows can make low max ammo work, since they have more power focused per shot. Kuva Zarr now has 1 extra magazine in the chamber, and all the ammo mutation in the world will not sustain you. And the very idea of even trying to use shotgun mode now is laughable. Lowering the effectiveness of weapons that are way overperforming, I can understand. But this weapon can no longer be used at all.
Nerfing AOE in weapons in a horde shooter LOL
Kuva Zarr: "Reload time of 0.75 seconds for each cannonball, plus 0.5 seconds to begin reload and 0.55 to end."
Zarr: "Reload time of 0.5 seconds for each cannonball, plus 0.75 seconds to begin and end reload."
HUH?
If you're having "Fun" with your setup but it ruin the "fun" of others, expect the developers will cave in and "discipline" your setup.
Use this a golden rule to know which setups are worth your long term investment and time.
imagine only having 5 bullet
Bullets*
"i need more boolet, i need more boolet"
Ten, actually - and have you ever seen the size of a shrapnel cannonball? Besides that, if you pair Zarr with specific crowd control-type warframes like Mag, Zephyr, Vauban, Hydroid, post-rework Inaros, Khora, Nidus, et cetera - AND install Primed Ammo mutation (which is a must for practical value imo), the only way you're going to run out of ammunition is if you're braindead-spamming the weapon. The playstyle sequence is pretty straightforward: sweep/crowd manage mooks into a bodypile using wf abilities, shoot into pile, rinse and repeat. With Hydroid in particular, I even spare an extra slot for Ammo Case to begin with a reserve of nine charges since a combination of his passive AND Plunder adds an absurd amount of additional corrosive damage to the weapon, and a Pilfering Swarm build increases ammo drop % through his 4 for a tidy feedback loop. In the right hands, 'only five bullet' is easily plenty enough to get the job done.
The joy when you get this weapon with 60% elemental Lich bonus. ^^
*Orgazarr*
Sadly, i've missed those beautiful times in WF with bigbaddabum, when every1 was happy and have fun. So, i've farmed extra "nothing" for the shelf (cause now Zarr and all similar nerfed stuff is useless, at least for me). Waste mods slots just to collect 1 more bullet =) no, hell no =)
my choice :
Primary : Vermisplacer, Tremor, Splat
Secondary: Sporelacer, Haymaker, Splat (x10 crit damage =) )
Both melt anything (any SP+).Both infinite ammo (Pax Charge).
Secondary even better (because of Cascadia Overcharge, Cascadia Flare).
So, secondary is the new primary and kitguns rules the WF world =)
You need to hit that 0/11/0 power spike
This is still godly with a 0/0/5/5/5 on-call engineer elite crewmember with the rifle crit trait, whether on railjack or other missions
I have seen them delete dual-boarders with one round at times
Build for them is Serration, Primed Cryo Rounds, Primed Firestorm, Hunter Munitions, Vital Sense, Critical Delay, Split Chamber, Vigilante Armaments, Terminal Velocity, Primary Merciless, Terminal Velocity, and 60% Toxin progenitor bonus
Forgot to mention that god-roll elite crew with this will also shred acolytes, I like to use my On-Call whenever Violence or Misery appears
Energized munitions solves the ammo problem and then some. Be ready to spam kuva tonkor, zarr and bramma more than you ever have
Warframe community seems like it doesn't have toxic players and then you see literally any comment section on this weapon be it on overframe, the wiki, etc. Any time Kuva Zarr gets mentioned this "wholesome" community goes fucking feral.
Really casuals hate the screen clear aoe weapons? I thought it would be perfect for them cause you dont have to aim just do a funny boom and you kill everything.
I think the people who would hate weapons like these are the veterans that hate powercreep.
Yeah, it's definitely the casuals aka the average player that loves these weapons, otherwise they wouldn't be popular. I love explosive weapons too, but I strongly believe self damage needs to return. It was the factor that balanced them, you had to know when to shoot and how to evade your own shots. Now it's just braindead shooting in the general direction of the red dots. Maybe self damage shouldn't be able to instakill you, but it should be a concern.
Ironically, this is what people were ok with in the first place. Prior to the removal of self damage, next to nobody used explosives. Why take the risk of one-shotting yourself when you could just mow enemies down with the boltor/soma prime? Weapon diversity was shrinking. Bows had fallen out of favor. Bullet hoses and shotguns were the meta. People just wanted explosives to be viable as a way to change things up.
Outright removing self damage was simply a far easier and faster solution for the backend devs than to add %hp cutoffs that would then introduce bugs involving multishot and ally entity explosions. In fact, they already ran into this bug. Upon the immediate release of nightwatch napalm, Mirage would one shot herself because her clone's fireball would deal damage to her despite napalm not being designed to have any self damage.
I miss self damage. And I miss having ammo.
My powerful barn sized spread is the most satisfying thing. its sad i only get 10 of them tho
A little late but don't worry about the ammo nerf. This thing is still a beast.
Damage performance is still exactly the same as before. It's just annoying for the gameplay flow to deal with a soft cooldown.
Man, sucks how badly the flak-shot mode was inadvertently nerfed with the ammo changes, i liked using this thing as a blunderbuss, now i can barely get enough ammo to use this thing as such, even with ammo drum and ammo mutator mods. Guess i need to find another black powder weapon to use, maybe kuva Chakkhurr? Anyone got any ideas for black powder weaponry, perhaps a pistol?
I got an idea, i can use Bronco Prime with that double barrel shotgun skin from nightwave, find a riven to decrease the mag size to 2, and use it to open enemies up to finishers with dizzying rounds.
New idea, i forgot that the Twin Rogga exist, they are literally twin dragons, flintlock and all.
Aoe Kuva weapons doesn't deserve high MR since they are absolutely useless due nerfs only exception in current meta are Bramma, Tonkor and Chakkhurr.
Yo I just got back on playing the game again after years of hiatus why the hell is this thing only has 5 ammo cap lol. I should have read this page first before grinding for it. Man every game I revisit, the game devs had a lot of their screws loose. What else did DE ruined in this game, I bet a lot. At least I'm having a blast by upgrading from vanilla Panthera to the prime version, legend says DE also nerfed this P.Panthera because it was so fun back then lol. But after this 5 ammo cap Zarr and DE's hate on fun stuff, maybe I'll give WF a pass from recommending it to my friends, dag nab it DE.
Youll have to use carrier or ammo drum or energized munitions to counter the nerf. It does mean youll have to give up your companion/mod slot/helminth slot to deal with it
Lol you really going to not recommend to friends just because of a meta nerf??
Lmaooo you can't be serious fr
That's WF for you, no matter what you like, it'll eventually be reworked. Wukong used to be one of my favourites until they ruined him by making him the most braindead frame in the game. I think people actually sigh anytime they see a Wukong in a public lobby, cause chances are it's a newbie who has no idea what they're doing and is just getting carried by their twin. lol
Wukong twin used to clear entire missions by themselves
Carrier drone gotta shine with that
After the ammo nerf, it's pointless using the shotgun mode considering how little ammo you have, good job DE, if your idea was killing this weapon you made it.
I understand why they nerfed AOE weapons, and I agree with everything they did. Except for nerfing ammo maximums and the boosts from the Merciless Arcanes. Unless you have enough damage that you barely need to shoot anything to get more ammo, you run out and your gun becomes useless. They should have either reduced ammo amounts by less or at least kept the boosts from the arcanes. I used to use AOE weapons with Gauss (don't have Primed Sure Footed yet) and it was a blast. Now, however, Steel Path is the only game mode that gives me enough enemies to not run out of ammo, yet SP enemies are a bit too tough for my gun, meaning I have to rely on my melee. The nerf is supposed to make the game more balanced, not make the weapons incredibly hard to use.
Really not cool that they nerf everything that's fun. Took my a lot of hours to grind for this weapon, only for DE to nerf It.
Adapt
AOE weapons *were* my way to adapt and open up alleys to utilize more uncommon frames and sidearms in higher level areas to compensate for their soft spots.
I understand the need for AOE nerfs, but in typical DE manner it was executed with a blindfold and a broad sword.
Wouldn't be so bad if they would actually have an eye on tons of older weapons and adjusted them, but according to their own statements they do not do that cuz it is not worth the time. Which I actually do understand.
But it is stuff like this that frustrates me to no end. On one hand people always talk about how they want to see more diverse loadouts and stuff, on the other hand we constantly go into directions that actively counteract that desire.
And like 90% of the people vocal about anything see everything in black and white and little shades in-between. "I got mine, screw you" kinda attitude. It is tiresome. I do not mind adapting, but I believe it also shouldn't be too much to ask to look at things with some measure and common sense and find some middle ground.
Is that the only word you learned? You're not a lich, even a lich talks more than just braindead saying "Adapt". Rather than forcing people to adapt, they're more like a jerk that hate their player base having fun. First, useless eximus rework that only burns your GPU, second "fixing" ammo economy, and now they want to make paywall to bypass the lore? Just another run-of-the-mill company that knows nothing but profit. Let's just hope they won't be as a degenerate as bungie, if there's still hope.
Comments are gold and full of salt at the same time, it's glorious!