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 b.svgInfested glaive that primarily deals Toxin b.png Toxin damage on melee attacks and Puncture b.svg Puncture damage on thrown attacks.

Manufacturing Requirements
Credits64.png
30,000
MutagenMass64.png
4
Cryotic.png
2,500
Plastids64.png
1,200
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png50,000
Bio Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
MutagenSample64.png
25
Plastids64.png
600
Cryotic.png
1,200
PolymerBundle64.png
800
Time: 72 hrs
Prereq: Scoliac
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Characteristics[edit | edit source]

This weapon deals primarily Toxin b.png Toxin damage.

Advantages:

  • Innate Toxin b.png Toxin damage – effective against Flesh and bypasses Shields  and Proto Shields.
  • High Slash b.svg Slash damage – effective against health.
  • Good critical chance.
  • Tied with PrimeGlaive.png Glaive Prime and Pathocyst.png Pathocyst for the second highest status chance of all glaives, behind CrpGlaive.png Falcor.
  • Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
  • Heavy Attack throws the glaive, which can bounce up to three times or travels up to 30 meters before returning to the user, damaging anyone in its path.
    • Primary and secondary weapons can be fired and reloaded normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
    • Thrown glaive is silent.
    • Glaive can explode in a 4.8 meter radius mid-flight by pressing the melee button which also forces a return.
  • Can be wielded in-tandem with a single-handed secondary weapon.
  • Innate Madurai Pol.svg and Vazarin Pol.svg polarities.

Disadvantages:

Notes[edit | edit source]

  • The thrown attack deals physical damage, with Puncture b.svg Puncture damage as the dominant damage type.
  • When combining elemental damage mods, the Cerata's innate Toxin b.png Toxin damage is added last.
    • The innate Toxin b.png Toxin damage is ignored for elemental combinations when using throw attacks, thus the addition of a Toxin b.png Toxin damage mod is required to maintain any Toxin b.png 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.pngLife 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[edit | edit source]

  • 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[edit | edit source]

  • 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.jpg

Media[edit | edit source]

Cerata Skins

Patch History[edit | edit source]

Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Cerata: 50%

Update 27.2

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
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

  • 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

  • Introduced.

Last updated: Update 26.0

Community content is available under CC-BY-SA unless otherwise noted.