The Falcor is a Corpus glaive with
Electricity properties.
Characteristics[]
- This weapon deals primarily
Slash and
Electricity 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 30 meters uncharged, and 40 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.
- Uncharged throws have a forced
Impact proc.
- Charged throws have a forced
Electricity proc.
- Innate 1 meter punch through.
- Thrown glaive is silent.
- Thrown glaive attempts to home into enemies.
- Heavy Attacks while the glaive is in mid-flight produce a 6 meter explosion and forces the glaive to return.
- Explosion has forced
Electricity proc.
- Explosion does not need direct line of sight to deal damage and will penetrate walls.
- No Damage Falloff.
- Explosion inflicts self-stagger.
- Second highest explosion radius of all glaives, behind
Xoris.
- Explosion has forced
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Can use the Glaive-exclusive mods
Combo Fury,
Power Throw,
Quick Return (
Volatile),
Rebound (
Volatile), and
Whirlwind.
- Has a 30° cone for homing into enemies within 24m in mid-flight, higher than most glaives.
Tips[]
- Its ability to automatically home in on enemies is ideal for Volatile Rebound, allowing it to seek enemies and do aoe damage on its own.
Advantages:
- Second fastest flight speed of all glaives, tied with
Glaive.
- Normal Attack
- Above average damage
- High status chance
- Throw
- Third highest status chance behind
Tenet Grigori
- Above average disposition
- Third highest status chance behind
- Throw Bounce Explosion
- Second highest status chance behind
Halikar Wraith
- Second highest status chance behind
- Throw Recall Explosion
- Second highest damage behind
Pathocyst
- Second highest attack range behind
Zenistar
- Second highest status chance behind
Halikar Wraith
- Second highest damage behind
- Charged Throw
- Second highest damage behind
Pathocyst
- Second highest attack speed behind
Zenistar
- Second highest attack range behind
Zenistar
- Third highest status chance behind
Halikar Wraith
- Second highest damage behind
- Charged Throw Bounce Explosion
- Second highest damage behind
Pathocyst
- Highest attack range
- Second highest status chance behind
Halikar Wraith
- Second highest damage behind
- Charged Throw Recall Explosion
- Second highest damage behind
Pathocyst
- Highest attack range
- Second highest status chance behind
Halikar Wraith
- Second highest damage behind
Disadvantages:
- Normal Attack
- Low crit chance
- Very low attack speed
- Very low attack range
- Very low crit multiplier
- Throw
- Low crit chance
- Below average attack speed
- Below average attack range
- Low crit multiplier
- Throw Bounce Explosion
- Below average crit chance
- Below average attack range
- Very low crit multiplier
- Throw Recall Explosion
- Low crit chance
- Below average attack speed
- Low crit multiplier
- Charged Throw
- Below average crit chance
- Low crit multiplier
- Charged Throw Bounce Explosion
- Below average crit chance
- Low crit multiplier
- Charged Throw Recall Explosion
- Below average crit chance
- Low crit multiplier
Acquisition[]
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 | |||||
![]() ![]() ![]() ![]() ![]() |
Media[]
Falcor Skins
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)
Hotfix 30.5.4 (2021-07-17)
- Fixed the Falcor quick throw losing velocity when hitting anything.
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:
Falcor
Direct Hit Damage from 460 to 250
Radial Damage from 690 to 345
Update 29.5 (2020-11-19)
- 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 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Falcor: 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.
- 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 (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 23.10 (2018-10-12)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
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