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

The Falcor is a IconCorpusOn Corpus glaive with DmgElectricitySmall64 Electricity properties.

Characteristics[]

  • This weapon deals primarily DmgSlashSmall64 Slash and DmgElectricitySmall64 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 DmgImpactSmall64 Impact proc.
    • Charged throws have a forced DmgElectricitySmall64 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 DmgElectricitySmall64 Electricity proc.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • No Damage Falloff.
      • Explosion inflicts self-stagger.
      • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
      • Second highest explosion radius of all glaives, behind Xoris Xoris.
    • Cannot use melee attacks or block while the glaive is in mid-flight.
  • Can use the Glaive-exclusive mods Mod TT 20px Combo Fury, Mod TT 20px Power Throw, Mod TT 20px Quick Return (Mod TT 20px Volatile), Mod TT 20px Rebound (Mod TT 20px Volatile), and Mod TT 20px Whirlwind.
  • Stance slot has Naramon Pol polarity, matching Mod TT 20px Gleaming Talon, Mod TT 20px Astral Twilight and Mod TT 20px Celestial Nightfall (Conclave only) stance.
  • Has a 30° cone for homing into enemies within 24m in mid-flight, higher than most glaives.

Advantages over other Melee weapons (excluding modular weapons):

  • Second fastest flight speed of all glaives, tied with Glaive Glaive.
  • Normal Attack (wiki attack index 1)
    • Above average total damage (230)
    • High status chance (34.00%)
  • Throw (wiki attack index 2)
    • High status chance (36.00%)
    • High disposition (●●●●○ (1.30x))
  • Throw Bounce Explosion (wiki attack index 3)
    • High status chance (36.00%)
    • Above average disposition (●●●●○ (1.30x))
  • Throw Recall Explosion (wiki attack index 4)
    • Above average maximum falloff distance (6.0 m)
    • High total damage (690)
    • Above average status chance (36.00%)
  • Charged Throw (wiki attack index 5)
    • High total damage (506)
    • Above average status chance (38.00%)
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • Above average active falloff slope (15.0m/%)
    • High total damage (690)
    • High status chance (38.00%)
  • Charged Throw Recall Explosion (wiki attack index 7)
    • High total damage (1,380)
    • High status chance (38.00%)

Disadvantages over other Melee weapons (excluding modular weapons):

  • Normal Attack (wiki attack index 1)
    • Low crit chance (12.00%)
    • Very low attack speed (0.83x animation speed)
    • Very low attack range (1.30 m)
    • Very low crit multiplier (1.60x)
  • Throw (wiki attack index 2)
    • Low crit chance (14.00%)
    • Below average attack speed (0.83x animation speed)
    • Low attack range (1.30 m)
    • Low crit multiplier (1.80x)
  • Throw Bounce Explosion (wiki attack index 3)
    • Low crit chance (14.00%)
    • Low attack speed (0.83x animation speed)
    • Below average attack range (1.30 m)
    • Low crit multiplier (1.80x)
  • Throw Recall Explosion (wiki attack index 4)
    • Low crit chance (14.00%)
    • Low attack speed (0.83x animation speed)
    • Low crit multiplier (1.80x)
  • Charged Throw (wiki attack index 5)
    • Below average crit chance (16.00%)
    • Low crit multiplier (2.00x)
  • Charged Throw Bounce Explosion (wiki attack index 6)
    • Below average crit chance (16.00%)
    • Low crit multiplier (2.00x)
  • Charged Throw Recall Explosion (wiki attack index 7)
    • Below average crit chance (16.00%)
    • Low crit multiplier (2.00x)

See WARFRAME Wiki:Stat Comparison/Percentiles for more details.


Tips[]

  • Its ability to automatically home in on enemies is ideal for Mod TT 20px Volatile Rebound, allowing it to seek enemies and do AoE damage on its own.
  • Potentially a bug, it's innate punch through is not disabled by Mod TT 20px Volatile Rebound or Mod TT 20px Volatile Quick Return, (though it is disabled in the arsenal UI) allowing either mod to proc multiple bounce explosions with a single throw.
  • Its forced DmgElectricitySmall64 Electricity proc on charged throw is ideal for MeleeInfluence Melee Influence, allowing it to trigger the arcane even without modded Electric damage.

Acquisition[]

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


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
Fieldron Fieldron
5
AlloyPlate Alloy Plate
8,500
Circuits Circuits
1,650
Forma Forma
1
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits15,000
Energy Lab ResearchClanAffinity643,000
Credits
5,000
FieldronSample Fieldron Sample
550
Circuits Circuits
325
AlloyPlate Alloy Plate
1,750
PolymerBundle Polymer Bundle
800
Time: 3 Day(s)
Prereq: Prova
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Media[]

Falcor Skins

Edit

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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