The Cerata is an Infested Glaive that primarily deals
Toxin damage on melee attacks and
Puncture damage on thrown attacks.
Characteristics[edit | edit source]
This weapon deals primarily Toxin damage.
Advantages:
- Innate
Toxin damage – effective against Flesh and bypasses Shields and Proto Shields.
- High
Slash damage – effective against health.
- Good critical chance.
- Tied with
Glaive Prime and
Pathocyst for the second highest status chance of all glaives, behind
Falcor.
- 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
Toxin proc.
- No damage falloff.
- Explosion has guaranteed
- Can use the Glaive-exclusive mods
Combo Fury,
Power Throw,
Quick Return (
Volatile),
Rebound (
Volatile), and
Whirlwind.
- Innate
and
polarities.
Disadvantages:
- Innate
Toxin damage – less effective against Machinery, Robotic, and Fossilized.
- Low
Impact damage – less effective against shields.
- Exploding glaive has low
Impact and
Slash damage – less effective against shields and health.
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Explosion inflicts self-stagger.
Acquisition[edit | edit source]
The Cerata's blueprint can be researched from the Bio Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 30,000 |
![]() 4 |
![]() 2,500 |
![]() 1,200 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Bio Lab Research ![]() | |||||
![]() 5,000 |
![]() 25 |
![]() 600 |
![]() 1,200 |
![]() 800 |
Time: 72 hrs |
Prereq: Scoliac | |||||
![]() ![]() ![]() ![]() ![]() |
Notes[edit | edit source]
- The thrown attack deals physical damage, with
Puncture damage as the dominant damage type.
- Physical damage mods (like
Sundering Strike) increase this damage.
- Physical damage mods (like
- When combining elemental damage mods, the Cerata's innate
Toxin damage is added last.
- 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
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.
- This is very useful for regenerating health with
Tips[edit | edit source]
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.
Media[edit | edit source]
Cerata Skins
Patch History[edit | edit source]
- 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
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Cerata: 50%
- 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.
- 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.
- Introduced.
Last updated: Update 26.0
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