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Kuva Kohm

The Kuva Kohm variant has a higher fire rate than the original. For every shot fired in succession the Kuva Kohm releases an additional bolt and grows more lethal.

The Kuva Kohm is the Kuva variant of the  Kohm auto-spool shotgun, with increased critical chance, status chance, and fire rate, but with harsher damage falloff and lower magazine.

Characteristics

  • This weapon does primarily  Slash damage.
  • 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):

  • Very high overall status chance.
  • Innate 1.5 meter punch through.
  • Innate multishot that increases with auto-spool, each consecutive shot adds an additional pellet, up to a maximum of 12 pellets in total.
  • Single Pellet (wiki attack index 1)
    • Very high magazine (209)
    • Very high ammo max (836)
    • Very high status chance (90.00%)
    • Above average crit multiplier (2.30x)
  • Fully Spooled (wiki attack index 2)
    • High magazine (209)
    • Above average total damage (240)
    • Above average fire rate (4.17 attacks/sec)
    • Very high ammo max (836)
    • Above average average number of procs per shot (0.9)
    • Very high average number of crits per shot (2.28)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Has linear damage falloff from 100% to 6.25% from 13m to 26m target distance (distances are affected by Projectile Speed).
  • Requires a spool-up of 5 and 12 shots before optimal fire rate and multishot is achieved, exacerbated by its slow initial fire rate.
    • Fire rate starts at 20% of the listed value, and increase by 20% per shot.
  • Poor ammo efficiency; consumes 4 shells per shot at full spool.
  • Very low accuracy at full spool.
  • Low status chance per pellet at full spool.
  • Single Pellet (wiki attack index 1)
    • Below average crit chance (19.00%)
    • Very low maximum falloff distance (26.0 m)
    • Very low total damage (20)
    • Very low fire rate (0.83 attacks/sec)
    • Low disposition (●●●○○ (0.90x))
  • Fully Spooled (wiki attack index 2)
    • Below average crit chance (19.00%)
    • Very low status chance (7.50%)
    • Low disposition (●●●○○ (0.90x))

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


Comparisons:

  •  Kuva Kohm (Fully Spooled), compared to  Kohm (Fully Spooled):

Acquisition

Kuva Kohm 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

This section is transcluded from Lich System § Notes. To change it, please edit the transcluded page.

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.
  View detailed explanation about element merging  
  • Weapons with an innate primary element and a different primary element provided by the progenitor both behave as innate elements and combine with each other. They will also recombine with modded elements in the following order:
    • Mod slot 1 → Mod slot 2 → ... → Mod slot 8 → Innate  Heat → Innate  Cold → Innate  Electricity → Innate  Toxin
HCET Priority Results from Modding an Element
Bonus Element + Modded Element Innate  Heat
E.g.  Tenet Spirex
Innate  Cold
E.g.  Tenet Envoy
Innate  Electricity
E.g.  Tenet Agendus
Innate  Toxin
Bonus  Heat + Modded  Cold  Blast  Blast  Blast +  Electricity  Blast +  Toxin
Bonus  Heat + Modded  Electricity  Radiation  Radiation +  Cold  Radiation  Radiation +  Toxin
Bonus  Heat + Modded  Toxin  Gas  Gas +  Cold  Gas +  Electricity  Gas
Bonus  Cold + Modded  Heat  Blast  Blast  Blast +  Electricity  Blast +  Toxin
Bonus  Cold + Modded  Electricity  Radiation +  Cold  Magnetic  Magnetic  Magnetic +  Toxin
Bonus  Cold + Modded  Toxin  Gas +  Cold  Viral  Viral +  Electricity  Viral
Bonus  Electricity + Modded  Heat  Radiation  Blast +  Electricity  Radiation  Radiation +  Toxin
Bonus  Electricity + Modded  Cold  Blast +  Electricity  Magnetic  Magnetic  Magnetic +  Toxin
Bonus  Electricity + Modded  Toxin  Gas +  Electricity  Viral +  Electricity  Corrosive  Corrosive
Bonus  Toxin + Modded  Heat  Gas  Blast +  Toxin  Radiation +  Toxin  Gas
Bonus  Toxin + Modded  Cold  Blast +  Toxin  Viral  Magnetic +  Toxin  Viral
Bonus  Toxin + Modded  Electricity  Radiation +  Toxin  Magnetic +  Toxin  Corrosive  Corrosive
This section is transcluded from Lich System/Progenitor . To change it, please edit the transcluded page.

*Note that the Primed or Umbra version of a Warframe share the same element

  • The listed status chance is only for the first shot, and is divided between the pellets the longer it is fired. The UI currently does not reflect maximum spool status per pellet due to the unique mechanics of the shotgun.
  • While it deals less damage than the original Kohm, obtaining a 60% elemental stat will allow the weapon to deal 32 damage, 2 more than the original and slightly offsetting its damage potential.

Bugs

  • The arsenal does not display the damage, multishot, and status chance after spool-up.

Trivia

  • The Grineer text on the side of its barrel translates to "Vandalizer".

Media

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

40 Ammo per Pick Up:

  • Kuva Kohm

Update 27.2 (2020-03-05)

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.

  • (Undocumented) Status chance of first projectile increased from 30% to 90% (subsequent projectiles will have their individual status chance divided evenly by this value, as it was in the case before this update).

Update 26.0 (2019-10-31)

  • Introduced.

Last updated: Update 26.0 (2019-10-31)

See also

  •  Kohm, the normal counterpart of this weapon.