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

The Falcor is a IconCorpusB.svg Corpus glaive with Electricity DamageDmgElectricitySmall64.png Electricity properties.

Characteristics[]

This weapon deals primarily Slash DamageDmgSlashSmall64.png Slash and Electricity DamageDmgElectricitySmall64.png Electricity damage.

Advantages:

Disadvantages:

Acquisition[]

The Falcor's blueprint can be researched from the Energy Lab in the dojo.

Manufacturing Requirements
Credits64.png
20,000
Fieldron64.png
5
AlloyPlate64.png
8,500
Circuits64.png
1,650
Forma64.png
1
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 200 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab Research ClanAffinity64.png 3,000
Credits64.png
5,000
FieldronSample64.png
550
Circuits64.png
325
AlloyPlate64.png
1,750
PolymerBundle64.png
800
Time: 72 hrs
Prereq: Prova
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Media[]

Falcor Skins Edit

Patch History[]

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)