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Twisted and tortured from exposure to the Infestation, this glaive becomes an absolute predator in the hands of the right Tenno.

The Cerata is an Infestation w Infested Glaive that primarily deals DmgToxinSmall64 Toxin damage on melee and thrown attacks.

Characteristics[]

  • This weapon deals primarily DmgToxinSmall64 Toxin damage.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Holding the melee button throws the glaive, which can bounce up to three times, travel up to 26 meters uncharged, and 33 meters fully charged before returning to the user, damaging anyone in its path. Meleeing while the glaive is in mid-flight commands it to return.
    • Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions. Additional throws can also be "buffered" while the glaive is in mid-flight.
    • Innate 1 meter punch through.
    • Thrown glaive is silent.
    • Heavy Attacks while the glaive is in mid-flight produce a 4.8 meter explosion and forces the glaive to return.
      • Explosion has guaranteed DmgToxinSmall64 Toxin and DmgImpactSmall64 Impact proc.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • No Damage Falloff.
      • Explosion inflicts self-stagger.
      • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
    • Cannot use melee attacks or block while the glaive is in mid-flight.
  • Can use the Glaive-exclusive mods Mod TT 20px Combo Fury, Mod TT 20px Power Throw, Mod TT 20px Quick Return (Mod TT 20px Volatile), Mod TT 20px Rebound (Mod TT 20px Volatile), and Mod TT 20px Whirlwind.
  • Stance slot has Naramon Pol polarity, matching Mod TT 20px Gleaming Talon, Mod TT 20px Astral Twilight and Mod TT 20px Celestial Nightfall (Conclave only) stance.
  • Innate Madurai Pol and Vazarin Pol polarities.

Advantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Above average status chance (30.00%)
  • Throw (wiki attack index 2)
    • Above average status chance (33.00%)
    • Above average disposition (●●●●○ (1.25x))
  • Throw Bounce Explosion (wiki attack index 3)
    • Above average active falloff slope (16.0m/%)
    • Above average status chance (33.00%)
  • Throw Recall Explosion (wiki attack index 4)
    • Above average total damage (666)
  • Charged Throw (wiki attack index 5)
    • No numerical advantages.
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • Above average active falloff slope (16.0m/%)
    • Above average total damage (666)
  • Charged Throw Recall Explosion (wiki attack index 7)
    • Above average total damage (1,318)

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Low crit chance (15.00%)
    • Below average total damage (183)
    • Very low attack range (1.25 m)
  • Throw (wiki attack index 2)
    • Below average crit chance (19.00%)
    • Below average total damage (201)
    • Very low attack range (1.25 m)
  • Throw Bounce Explosion (wiki attack index 3)
    • Low maximum falloff distance (4.8 m)
    • Low attack range (1.25 m)
  • Throw Recall Explosion (wiki attack index 4)
    • Below average maximum falloff distance (4.8 m)
    • Below average attack range (1.25 m)
    • Below average crit multiplier (2.10x)
  • Charged Throw (wiki attack index 5)
    • No numerical disadvantages.
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • Low maximum falloff distance (4.8 m)
    • Below average disposition (●●●●○ (1.25x))
    • Below average crit multiplier (2.30x)
  • Charged Throw Recall Explosion (wiki attack index 7)
    • Low maximum falloff distance (4.8 m)
    • Below average disposition (●●●●○ (1.25x))
    • Below average crit multiplier (2.30x)

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


Acquisition[]

The Cerata's blueprint can be researched from the Bio Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
30,000
MutagenMass Mutagen Mass
4
Cryotic Cryotic
2,500
Plastids Plastids
1,200
Forma Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits50,000
Bio Lab ResearchClanAffinity643,000
Credits
5,000
MutagenSample Mutagen Sample
25
Plastids Plastids
600
Cryotic Cryotic
1,200
PolymerBundle Polymer Bundle
800
Time: 3 Day(s)
Prereq: Scoliac
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Notes[]

  • When combining elemental damage mods, the Cerata's innate DmgToxinSmall64 Toxin damage is added last.
    • The innate DmgToxinSmall64 Toxin damage is ignored for elemental combinations when using throw attacks, thus the addition of a DmgToxinSmall64 Toxin damage mod is required to maintain any DmgToxinSmall64 Toxin-based elemental combos for the throw attack.
  • When equipping the Cerata, the player can throw it and then press the melee button to detonate the Cerata, dealing high AoE damage and making it return to the player immediately. This is true for all thrown melee weapons.
    • This is very useful for regenerating health with Mod TT 20px Life Strike.
    • It can explode in this manner when not equipped and thrown, but the explosion timing cannot be controlled and will often damage the user in close quarters.
    • It should be however noted that finisher attacks can still be executed while the weapon is in the air.

Trivia[]

  • Cerata (from the Greek word keras/keratos meaning “horn”, a reference to the shape of these structures) are anatomical structures found externally on nudibranches. They are typically used to aid respiration but are sometimes used for attack and defense.

Bugs[]

  • The Cerata will appear very small in the codex, after the selected Warframe holds the weapon upwards it will become normal sized again.
    Cerata Bug

Media[]

Cerata Skins

Edit

Patch History[]

Update 30.9 (2021-11-11)

  • Fixed Glaives not being affected by abilities that attract projectiles (i.e Mag’s Magnetize).
    • This also fixes a Glaive that has been redirected in such a way infinitely bouncing.
    • This also fixes Glaive being unable to punchthrough certain Metal surfaces (Crewman Helmets)

Update 30.5 (2021-07-06)

MELEE / PRIMARY BALANCE CHANGES

In late 2020, we reworked the Glaive melee class to be more powerful and comfortable to use. Overall, we feel these changes had their intended effect as weapons like the Glaive Prime skyrocketed from obscurity to the top of the pile with their newfound ability to inflict huge damage using heavy attacks.

However, these changes also introduced a common issue: players with high melee attack speed would sometimes accidentally throw their Glaives when trying to perform simple melee strikes, and the “catch and release” mechanic sometimes resulted in multiple unintended throws. In reviewing our Melee system, we felt it was a good opportunity to address this concern, while also doing a balancing pass to reflect the power in this newly reworked melee class.

That said, our two changes to Glaives go hand in hand:

First, the heavy attack wind-up speed is being increased from 0.6 seconds to 1.2 seconds. With more time on the wind-up, it is much harder to accidentally throw when you are trying to swing.

With this increased wind-up speed, players are also more capable of performing quick throws. Right now the damage on quick throws is very close to fully charged, so in order to encourage more meaningful choice, our second change is to reduce quick throw damage to approximately 50% of the maximum charge. Exact number changes are as follows:

Cerata
Direct Hit Damage from 366 to 201
Radial Damage from 549 to 333

Update 29.5 (2020-11-19)

  • Added guaranteed Toxin proc on Heavy Attack Detonation.
  • Increased Critical Damage from 2.2 to 2.3x of throw.
  • Reduced AoE fall off from 50% to 30%.
  • Removed falloff from Throw Explosion and Charged Throw Explosion damage.
  • (Undocumented) Throw Explosion damage increased from 549 to 1,098 Toxin damage.
  • (Undocumented) Charged Throw Explosion damage increased from 659 to 1,318 Toxin damage.
  • (Undocumented) Charged Throw and Charged Throw Explosion critical multiplier increased from 2.2x to 2.3x.

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

  • Cerata: 50%

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 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 26.0 (2019-10-31)
As a general note, self damage has been removed from Glaive power throws. As this decision made it through the testing pipeline, some mentioned this impacts a specific Chroma interaction, but positively impacts 41 other Warframes.

  • Mastery Rank increased from 3 to 7.
  • Damage increased from 44 Toxin to 183 (19 Impact, 36 Puncture, 52 Slash, and 76 Toxin).
  • Range increased from 0.5 to 1.25
  • Slam Attack increased from 88 to 549
  • Slide Attack increased from 220 to 366.
  • Parry Angle set to 55.
  • Follow Through increased from 0.5 to 0.7.

Hotfix 24.5.3 (2019-03-19)

  • Changed the Glaive recall to be done with Melee instead of Melee Channel so its consistent again (Channel being a toggle-only messed up this function).
  • Fixed an error where, after Dual-Wielding gun and Glaive, throwing the Glaive in the "normal" Melee only mode could result in a turbo throw that is only supposed to apply for Dual-Wield.

Update 17.9 (2015-10-28)

  • Introduced.

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

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