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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: The War Within. Its Alternate Fire allows users to choose between firing a single explosive cannonball or a barrage of projectiles.

Manufacturing Requirements
Credits64
30,000
Kuva64
1,800
AlloyPlate64
2,400
Salvage64
5,500
GrineerFlakCannon
1
Time: 24 hrs
Rush: Platinum64 40
MarketIcon Market Price: Platinum64 225 Blueprint2 Blueprints Price: Credits64 30,000

CharacteristicsEdit

This weapon deals primarily Blast b Blast damage.

Advantages:

  • High Blast b Blast damage – effective against Fossilized and Machinery.
  • High ammo reserves for a launcher.
  • Effective over multiple ranges due to its Alternate Fire;
    • Cannon mode is well suited for targets at a distance, or groups of enemies.
      • 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.
      • Barrage mode primarily deals Puncture b Puncture damage, making it very effective against armored targets
      • Barrage mode has innate Punch Through.
  • Good critical chance.
  • High critical damage multiplier.
  • High status chance.
  • Reload can be interrupted by firing.
  • Has a Madurai Pol polarity.
  • Can use the launcher-exclusive Firestorm and Adhesive Blast mods.

Disadvantages:

  • The main projectile fired in Cannon mode deals full self-damage.
  • Barrage mode is only usable at close range due to large spread and short effective range.
  • Draws from the rare sniper ammo pool.
  • The main projectiles from the cannon mode will bounce off of nullifier bubbles and can potentially ricochet towards the player, dealing full damage.

NotesEdit

  • The Zarr can switch between two different firing modes using its Alternate Fire 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 Blast b Blast 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 Blast b Blast 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 bomblets that are produced from the Cannon shot as well as increasing 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 Magazine Warp. Reloading can be interrupted by firing the gun, provided at least one shot is loaded.

TipsEdit

  • 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.

TriviaEdit

  • The word Zarr is a Swiss-German name derived from 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 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, with the only difference that the latter shows the reload time of a single projectile.

Bugs Edit

  • Zarr Barrage mode cannot hit ragdolled enemies. i.e. Enemies affected by Nidus' larvae.


MediaEdit

  • Zarr in the Codex.
  • Concept art of the Zarr.
  • A Zarr cannonball, as tiny as a Latcher

Patch HistoryEdit

Hotfix 19.5.6
  • 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

  • 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 (see Bugs)

Update: The War Within

  • Introduced.
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