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A weapon that builds charge the more it kills. Hit capacity then release for an obliterating discharge of power.

The Battacor is a IconCorpusOn Corpus burst rifle incorporating SentientFactionIcon Sentient technology. Its primary fire shoots fully automatic 2-round bursts and builds charges on kills that powers up its Alternate Fire, an obliterating laser.

Characteristics[]

  • This weapon deals primarily DmgMagneticSmall64 Magnetic damage on its primary fire and DmgRadiationSmall64 Radiation damage on its alt-fire.
  • Primary fire is a fully automatic 2-round burst rifle.
    • Kills with primary fire stacks charges up to 3 times, increasing the damage of Alternate Fire.
  • Alternate Fire fires a powerful beam that explodes in a 3.4 meter radius upon impact with a surface or enemy.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
    • Can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.
  • Can equip the Battacor-exclusive Mod TT 20px Sentient Barrage mod.

Advantages over other Primary weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • High crit chance (32.00%)
    • Above average magazine (60)
    • High ammo max (720)
    • High crit multiplier (2.40x)
  • Secondary Fire (wiki attack index 2)
    • High crit chance (34.00%)
    • Above average total damage (208)
    • Very high ammo max (720)
    • High fire rate (5.000 attacks/sec)
    • High crit multiplier (3.00x)
  • Beam AoE (wiki attack index 3)
    • High crit chance (34.00%)
    • Above average magazine (60)
    • Above average total damage (208)
    • Above average fire rate (5.000 attacks/sec)
    • Very high ammo max (720)
    • High status chance (50.00%)
    • Above average crit multiplier (3.00x)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Alternate Fire:
    • Explosion inflicts self-stagger.
    • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Explosion has linear damage falloff from 100% to 60% from central impact.
  • Normal Attack (wiki attack index 1)
    • Below average fire rate (2.500 attacks/sec)
    • Below average status chance (18.00%)
    • Below average disposition (●●●○○ (1.10x))
  • Secondary Fire (wiki attack index 2)
    • Very low status chance (8.00%)
    • Below average disposition (●●●○○ (1.10x))
  • Beam AoE (wiki attack index 3)
    • Very low active falloff slope (8.5m/%)
    • Very low maximum falloff distance (3.4 m)
    • Below average disposition (●●●○○ (1.10x))

Acquisition[]

The Battacor's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
Fieldron
10
TepaNodule
40
HeartNoctrul
25
TromyzonEntroplasma
20
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity645,000
Credits
10,000
FieldronSample
25
MytocardiaSpore
5
VenerdoAlloy
10
KrillerThermalLaser
1
Time: 3 Day(s)
Prereq: Ocucor
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • Primary fire accumulates up to 3 charges when killing enemies, allowing the Alternate Fire to unleash an Opticor Opticor-like beam that can pierce and hit multiple enemies. This also causes an explosion with the first surface or enemy impact, inflicting the same damage as the beam itself. All charges are used up when the beam fires.
    • Initial hit and explosion apply status separately.
    • Charges can only be gained through kills made by the primary fire, or damage from status effects caused by the primary fire.
    • Shots explode in a 3.4 meter radius on impact with an enemy.
    • Shots explode in a 6 meter radius on impact with a surface.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • Explosion has linear damage falloff from 100% to 60% from central impact.
    • Beam has a width of 0.5 meters.
    • Charge is automatic and does not need to be held down.
    • Damage multiplier of the charges is equal to the amount of charges stored (e.g. 3 charges does 3x damage).
    • Alt-fire cannot be used without any charges.
    • Charge status is indicated by a quintet of horizontal bars on the right side of the crosshairs.
    • Charge can be cancelled by pressing the alternate fire button again.

Known Bugs[]

  • Mod TT 20px Galvanized Aptitude is multiplicative to base damage sources on direct hits from primary fire.
  • Multishot has no effect on the radial damage of the altfire.

Trivia[]

  • The Battacor is the first non-Archwing weapon in-game to use the Auto Burst trigger, with the Cyngas being the first overall.
  • A Battacor can be seen being tested in a Corpus firing range in the Enrichment Labs area of Orb Vallis, where Conculysts are also being researched on.
  • Though Battacor is a primary firearm, there is a ring that looks similar to Jai Link attached to it. This aesthetic is shared with Ocucor Ocucor.
  • The Battacor's name, like the Ocucor, seems to be a portmanteau, incorporating Battalyst (a Sentient enemy) and the suffix -cor, seen in some other Corpus weapons. Also in line with the Ocucor appearing to be a modified Amp prism, the Battacor appears to be a modified Battalyst arm.
  • A hologram of the Battacor can be seen in the Reworked Corpus Ship tileset in a room where a Solaris prisoner can sometimes be found.

Media[]

Patch History[]

Update 33.0 (2023-04-26)

  • Fixed Battacor requiring all 3 charges to use its alt fire instead of the intended 1 or 2 charges to scale the damage.

Hotfix 32.3.1 (2023-02-15)

  • Fixed Crash from using the alt-fire on the Battacor with any number of charges accumulated.
    • Temporarily, the Battacor will require all 3 charges to use its alternate fire mode. This will be restored in a later update to the original behavior

Hotfix 32.2.1 (2022-11-30)

  • Fixed the Battacor’s alt-fire causing self damage instead of self stagger.
    • Lua’s Prey was a mainline update, which meant some things could slip through the cracks - this just happened to be one of them. As mentioned in Devstream #166, self damage changes will be released at a later date.

Update 32.0 (2022-09-07)

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 29.2 (2020-09-29)

  • Fixed Battacor's Alt Fire damage being the same whether fired with 1 charge or 3.

Update 29.0 (2020-08-25)

  • (Undocumented) Number of Alt Fire charges reverted back to 3.

Update 28.3 (2020-08-12)

  • Fixed kills with the Battacor's Alt Fire contributing towards its charges.

Update 28.1 (2020-07-08)

  • (Undocumented) Number of Alt Fire charges increased to 5.

Hotfix 28.0.3 (2020-06-12)

  • Fixed the Battacor having unlimited usage of Alt Fire.

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Battacor: 40%

Update 27.2 (2020-03-05)

Self Damage Changes

We are getting rid of Self Damage and replacing it with something else: instead of Self Damage, it’s now ‘Stagger’. This change completely removes the chance of killing yourself, and instead now creates scenarios where you will interrupt yourself - or ‘Stagger’ - to varying degrees if you aren’t careful.

The degrees of Self-Interrupt start with a small stumble all the way to full knockdown depending on how close you are to the center of explosion. Any Mods referring to Self Damage will be converted to acknowledge Stagger.

With this Self-Interrupt system, we have added dozens of new recovery animations that harness a ninja-like recovery experience. By pressing ‘Jump’ at the correct time, you can execute a ninja-skill-based knockdown recovery to ALL in-game knockdowns. This ninja recovery window is indicated by a glowing FX on your Warframe.

In addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Battacor

In the original Dev Workshop, we said:
As a result of this overall systemic change, Weapons with Stagger will be getting approximately a 20% buff in Damage, with any weapons with AOE receiving a 50% Radial Damage Falloff from central impact.

This is no longer accurate after continued testing. What we are doing now is:

No damage buffs have been added, but any weapons with AOE are receiving ~20% increase in Radius. Additionally, AOE weapons are receiving a 90% Radial Damage Falloff from central impact. This means on the very outer section of the explosion Radius 10% of the Damage will be dealt. Tactics will be deadly - aim true, Tenno.

Why: Several players brought up the history of the Tonkor and we want to make sure we ship this change in a place that’s conservative in its starting point from a balance perspective. The complete removal of Self Damage does change the pace of destruction with some of the game’s most powerful weapons, so we want to make sure we can iterate upwardly instead of releasing a bonanza of explosions with no other choices.

Update 24.2 (2018-12-18)

  • Reduced the delay until you can use the primary fire after using secondary fire.

Hotfix 24.0.5 (2018-11-12)

  • Reduced the Fieldron crafting requirements for the Kreska, Ocucor, and Battacor from 20 to 10.

Update 24.0 (2018-11-08)

  • Introduced.

Last updated: Hotfix 24.0.5 (2018-11-12)

See Also[]

  • Ocucor Ocucor, the secondary counterpart to this weapon.
  • Kreska Kreska, the melee counterpart to this weapon.
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