Warframe Tier List - Kuva Ogris
- 5 Forma
- Short Guide
- Votes
- 312
Kuva BIG HURT F43 Ogris
- 5 Forma
- Long Guide
- Votes
- 183
Kuva Ogris | Galvanized and big boom
- 4 Forma
- Short Guide
- Votes
- 96
Ogris, viral+heat, 77.6k burst
- 4 Forma
- Short Guide
- Votes
- 37
by Recon419A — last updated 4 years ago
The custom weapon of a fearsome Kuva Lich. Unlike the basic version the Kuva Ogris fires detonite-infused casings semi-automatically, from a smaller magazine, while dealing greater damage per shot.
ITEM RANK
4080 / 80
APPLY CONDITIONALS
KUVA ELEMENT
Note: This build has been updated for Hotfix 26.0.7. The buffs to the [Kuva Ogris] definitely improve the build, but it worked even before that.
Opinion thus far on the Kuva Ogris is mixed, but mostly seems to lean towards it being underpowered and incapable of heavy-hitting damage in endgame missions. Most builds I have seen thus far for it include viral, slash, and corrosive damage, with the occasional heat mixed in, and seem to think that loading raw damage (such as [Primed Cryo Rounds] and [Heavy Caliber]) will result in a weapon with far more devastating impact. I have considered the merits of such builds and experimented extensively with them, and with others, and can now definitively say that in my experience a gas-based build making use of specializations rather than aggressively meta damage is far superior. Against level 115 Grineer Heavy Gunners, I have used this weapon to clear a squad in just three shots. It becomes more effective with higher-level and denser enemy swarms, and consumes little enough ammo to be used with or without ammo mutation while remaining simultaneously survivable for the user in case of accidental misfire. Below I present the details and my findings in the case of the build in order to help others arrive at similar builds in the future, and I entreat the community to try it out and experiment with it in higher-level missions such as endless endurance runs and high-mastery simulacrum instances that [Reach] beyond my own at MR 17.
The [Kuva Ogris] is my first Kuva weapon, acquired from the Lich I spawned as [Saryn] on my very first day of the update. I immediately fell in love with it and was disappointed that it could not handle higher levels and seemed to be discounted by the Tenno community. I wanted a weapon that could be worthy of the idea of a heavy-hitting rocket launcher - one that would take out enemies in just a couple of hits rather than the ten to seventeen hits I was seeing in builds on YouTube. It's no secret to those who know me that I enjoy optimization and min-maxing to the point of having taken graduate level courses in both those subjects, so I set out to see whether it was possible to do better.
This build takes advantage of a couple of mechanics. First, it relies on the fact that faction damage mods stack three times into the calculation of gas damage's toxin-over-time effect. It also makes use of the fact that heat damage stacks with itself and refreshes its duration as it ticks each proc, an implementation change that allows us to exploit the details of Nightwatch Napalm's damage-over-time effect. It also relies heavily on the fact that the [Kuva Ogris] in particular will trigger an instance of status damage for each enemy affected in the blast, and that because gas procs stack we can have as many as we've hit enemies in that nontrivial three-meter radius. It's unique to the Kuva Ogris because it relies on being able to use two sixty-sixty mods to reach a sweet one hundred status, and thereby frees up space for ninety-percent elementals and a potential slot for a decent Riven. Lastly, it's safer than many other Ogris builds because it stacks its damage in the status effects rather than in raw output, making for a warframe-friendly amount of blast-back on a majority of too-close shots.
The first and most important mechanic that enables this build is that the Kuva Ogris rolls independently for status for every enemy affected by its initial explosion. What this means in practice - and I credit this to the wiki - is that if you send an [Ogris] rocket screaming into a crowd of enemies, and you have a decent chance to proc gas, you can proc gas on every enemy in that crowd, creating a situation where the gas proc stacks that many times. You can keep firing, and the more those enemies are resistant to your damage and the more of them there are, the more you stack up those many-clouded gas procs. In practice, this means that you should fire two or three rounds into a crowd of enemies before any of them have a chance to die, and thereby deal as much increased damage as possible. Don't wait until the heavy gunner is alone to begin firing.
Because we're using gas for the above reason, we can take advantage of another feature in how the game is coded: faction mods apply thrice for the calculation of gas damage's toxin-over-time effect. In short, the faction damage mods apply to the initial hit, then again when calculating the damage based on that initial hit, then again when calculating the damage-over-time caused by that initial damage. In practice, this means that a primed bane mod is worth about forty percent more than [Serration]: a damage factor of 3.72 compared to [Serration]'s 2.65. We exploit this because we're dealing such heavy amounts of gas, although it's worth noting that it has no effect on [Nightwatch Napalm] (see below).
Because we're using gas damage, we don't have access to heat or corrosive in terms of modding, and need an alternative strip. Thankfully, the Kuva Ogris features a mod that does exactly what we're looking for, and then some, adding perhaps one of the best all-time benefits we could have asked for. It's worth noting that [Nightwatch Napalm] has one hundred percent status chance, which means that even despite its low initial damage it will do increased damage the more and the longer that it's applied. When we fire two or three shots into a crowd of enemies, we know that the first shot will immediately strip armor to fifty percent when it procs off [Nightwatch Napalm], and that the second and third shot will cause our enemies to be taking three heat proc tics per second, which means that the damage will be increasing threefold as fast as it would with just one ticking. Furthermore, each of these heat procs refreshes the panic and the burn duration, meaning that our enemies are effectively immobilized for at least ten seconds after we stop firing - four seconds from the initial heat proc, which keeps refreshing for an additional six seconds while the napalm keeps on burning. In practice, this means that the enemies will remain in the area where the napalm and the gas is, continuing to take more instances of heat and toxin damage over time. If you want, you can even reload and keep on firing - they'll still be there, and they won't even be capable of shooting back.
The key feature of the Kuva Ogris that enables this build is its built-in 47% status chance. This allows us to reach a full one hundred with only two sixty-sixty mods, freeing up space for us to dedicate a mod slot to Infected Clip (which increases our toxin damage-over-time from gas procs) and another slot to [Firestorm] (which increases our blast radius and also the radius of [Nightwatch Napalm]) or to a riven of our choosing. If we wanted, we could even slot in a Vigilante Armaments here if we wanted more damage, or a Hellfire if we wanted more heavily-weighted gas procs (although it won't give that much damage because it doesn't apply to our toxin-over-time). The Exilus slot best supports either an ammo conversion mod or [Cautious Shot], but having one slot free in the main build does allow you to use both if you so desire.
This build isn't completely safe, but it's safer than stacking raw damage because the status effects don't affect you. With decent shields, health, and armor (such as you might have on a frame like [Frost], [Valkyr], or [Saryn]), you can survive a single misfire, as long as it's not right at [Point Blank]. This makes the build ideal for more challenging situations like sorties, although I still wouldn't take it into arbitrations because of the death penalty, and I always recommend taking some sort of healing to go with it (like [Saryn]'s Regenerative Molt or any warframe equipped with Rejuvenation). It's worth noting that if you went up on direct damage - such as by building in another ninety-percent mod or an additional source of multishot - you might well need Cautious Shot to compensate for the increased blastback. Like all self-damage builds, this one isn't without its risks, so judge what works for you.
This build is designed to do damage-over-time, and most of that is poison, so it's fairly useless into situations where you have an abundance of Toxic Ancients (although the inbuilt blast damage helps alleviate this slightly, and [Nightwatch Napalm] will still have an impact). In general, I recommend firing it from an elevated position, or one where you can hit walls or floors behind an enemy (and sometimes even ceilings in more compacted tile sets). If you have room to maneuver up, you can bullet jump and then fire downward at an angle; this is generally pretty safe if you do it right. I recommend against firing it point-blank, even if you think you'll survive; it drains your shields and makes you vulnerable to enemy fire. If you have to fire it at an enemy within your blast radius, try to hit a wall or floor behind them instead; the blast damage will be enough to kill them and you don't really need to go for a direct hit. In general, you'll want to fire several rounds into a group of enemies before they all die; this will ensure enough gas procs to kill even the tougher enemies. Most especially, don't fire the weapon ceaselessly at an individual, isolated enemy; it won't do any damage in comparison to what you're used to, as that requires crowds.
Extended simulacrum testing of this build shows the following properties:
I've taken a long time creating this build, doing the numbers, and coming up with in-game tests for it. I've taken it through a two sorties, where it has decimated Corpus and Grineer units alike, and I've taken it lich hunting at level five. I'm eager to hear what the community thinks and whether it works for them; I'm relatively inexperienced in Warframe and this is one of my first try-hard builds. I hope you like it, and thanks to the incredible people at the Warframe wiki who made it all possible. Good luck, and have fun!