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Carve through enemies with surgical precision using this Corpus-tech glaive.

The Falcor is a Corpus glaive with Electricity b Electricity properties. It can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64
20,000
Fieldron64
5
AlloyPlate64
8,500
Circuits64
1,650
Forma64
1
Time: 24 hrs
Rush: Platinum64 35
MarketIcon Market Price: Platinum64 200 Blueprint2 Blueprints Price:Credits6415,000
Energy Lab Research ClanAffinity64 3,000
Credits64
5,000
FieldronSample64
550
Circuits64
325
AlloyPlate64
1,750
PolymerBundle64
800
Time: 72 hrs
Prereq: Prova
LeaderBadgeGhostHolo x1   LeaderBadgeShadowHolo x3   LeaderBadgeStormHolo x10   LeaderBadgeMountainHolo x30   LeaderBadgeMoonHolo x100

CharacteristicsEdit

This weapon deals primarily Slash b Slash and Electricity b Electricity damage.

Advantages:

  • Second highest base damage of all glaives, behind Pathocyst Pathocyst.
  • Decent critical chance.
  • Highest status chance of all glaives.
  • 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.
    • Thrown glaive has a guaranteed Impact b Impact and Electricity b Electricity proc.
    • Primary and secondary weapons can be fired and reloaded can be used normally with a thrown glaive, and retrieving the glaive does not interrupt these actions.
    • Thrown glaive is silent.
    • Glaive can explode mid-flight by pressing the melee button which also forces a return.
  • Can be wielded in-tandem with a single-handed secondary weapon.

Disadvantages:

Weapon LoadoutsEdit

MediaEdit

Falcor Skins

Patch HistoryEdit

Hotfix 27.2.2

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

  • Falcor: 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.

  • 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.

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 23.10

  • Introduced.

Last updated: Update 26.0

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