The Falcor is a Corpus glaive with
Electricity properties.
Characteristics[edit | edit source]
This weapon deals primarily Slash and
Electricity damage.
Advantages:
- Second highest base damage of all glaives, behind
Pathocyst.
- Innate
Electricity damage – effective against Machinery and Robotic
- High
Slash damage – effective against health.
- Innate
- Decent critical chance.
- Highest status chance of all glaives.
- 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 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. Additional throws can also be "buffered" while the glaive is in mid-flight.
- Thrown glaive has a guaranteed
Impact and
Electricity proc.
- Innate 1 meter punch through.
- Thrown glaive is silent.
- Thrown glaive attempts to home into enemies.
- Heavy Attacks, or melee attacks while wielded in-tandem with a secondary weapon, while the glaive is in mid-flight produces a 6 meter explosion and forces the glaive to return.
- Explosion has guaranteed
Electricity proc.
- No damage falloff.
- Second highest explosion radius of all glaives, behind
Xoris.
- Explosion has guaranteed
- Can use the Glaive-exclusive mods
Combo Fury,
Power Throw,
Quick Return (
Volatile),
Rebound (
Volatile), and
Whirlwind.
Disadvantages:
- Innate
Electricity damage – less effective against Alloy Armor.
- Low
Impact and
Puncture damage – less effective against shields and armor.
- Low critical multiplier.
- Third slowest attack speed of all glaives, after
Orvius and
Pathocyst.
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Explosion inflicts self-stagger.
Acquisition[edit | edit source]
The Falcor's blueprint can be researched from the Energy Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 5 |
![]() 8,500 |
![]() 1,650 |
![]() 1 |
Time: 24 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Energy Lab Research ![]() | |||||
![]() 5,000 |
![]() 550 |
![]() 325 |
![]() 1,750 |
![]() 800 |
Time: 72 hrs |
Prereq: Prova | |||||
![]() ![]() ![]() ![]() ![]() |
Tips[edit | edit source]
Media[edit | edit source]
Falcor Skins
Patch History[edit | edit source]
- Added guaranteed Electricity proc to Heavy Attack Detonation.
- Reduced AoE fall off from 50% to 40%.
- Removed falloff from Throw Explosion and Charged Throw Explosion damage.
- (Undocumented) Throw Explosion and Charged Throw Explosion damage increased from 690 to 1,380 Electricity damage.
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Falcor: 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.
- Damage increased from 78 to 230.
- Range increased from 0.75 to 1.3.
- Status Chance increased from 28% to 34%.
- Slam Attack increased from 78 to 690.
- Slide Attack increased from 390 to 460.
- 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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