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The Felarx invokes ancient times when aristocrats hunted game. For ceremonies, Orokin elites bred creatures reminiscent of game birds to reanimate cultural myths. They gave the Zariman crew Felarx and a brace of birds as a sign of acceptance into elite society. The brace of birds becomes a pair of pistols at the hands of the Void.

The Felarx is an Incarnon ceremonial shotgun. "Normally" a fully automatic shotgun that sports high damage and closely knit pellet shots with individual shell reloading similar to the Strun.png Strun, achieving enough headshots will allow the player to temporarily transform it into a pair of high-damage semi-auto pistols.

Characteristics[]

  • This weapon deals primarily DmgSlashSmall64.png Slash damage in its normal form and DmgRadiationSmall64.png Radiation in its Incarnon Form.
  • Reloads one shell at a time, which can be interrupted at any point, allowing for planned reloading.
    • Reload time of 0.4 seconds for each shell, plus 0.8 seconds to begin reload and 0.5 to end.
    • Individual shell reload causes magazine increasing effects to increase total reload time.
  • Once Incarnon Form is unlocked, landing headshots fill the Incarnon Transmutation gauge that transforms the Felarx into semi-auto dual pistols. via the Alternate Fire key.
    • Additional shots from Multishot counts as separate headshots.
    • The gauge reaches full charge after 30 headshots, and does not require a full gauge to activate.
    • Shots deal pure DmgImpactSmall64.png Impact and DmgRadiationSmall64.png Radiation damage, but no longer deal DmgPunctureSmall64.png Puncture and DmgSlashSmall64.png Slash damage.
    • Instead of drawing from the Felarx's ammo reserves, Incarnon Form gives the Felarx a unique "magazine" from 2 rounds per charge to a maximum of 60, indicated by a bar underneath the reticle.
      • If the Alternate Fire key is pressed whether or not the Incarnon magazine is fully expended, the Felarx is transformed back into its default state.
  • As with all Incarnon weapons the Felarx has 5 evolution tiers with different perks that allow players to customize their Felarx's stats with Cavalero's assistance.
  • Shotgun form has innate infinite punch through on bodies. Incarnon form does not.

Advantages:

  • Normal Attack
    • Above average damage
  • Incarnon Mode

Disadvantages:

  • Normal Attack
    • Low magazine
    • Below average effective fire rate
    • Very low average number of procs per shot
    • Very low average number of crits per shot
    • Very low reload speed
    • Very low max ammo
    • Very low multishot
    • Very low status chance
    • Very low disposition
  • Incarnon Mode
    • Below average crit chance
    • Low magazine
    • Below average effective fire rate
    • Low max ammo
    • Very low reload speed
    • Below average status chance
    • Very low disposition

Acquisition[]

Felarx's main blueprint is purchased from Cavalero of The Holdfasts at Rank 3 - Guardian for ReputationBlackx64.png 8,000 Standing. The blueprint can be traded.

Manufacturing Requirements
CreditsLarge.png
30,000
VoidplumePinion.png
10
VoidplumeQuill.png
15
VoidgelOrb.png
30
AlloyPlate.png
8,000
Time: 1 Day(s)
Rush: PlatinumLarge.png 50
MarketIcon.png Market Price: PlatinumLarge.png N/A Blueprint2.svg Blueprints Price:N/A

Notes[]

  • To access new Incarnon evolution tiers and change perks, players must visit Cavalero at the Chrysalith with their selected Incarnon weapon equipped. Players can only select one perk per Evolution tier, which can be changed at no cost.

Evolution[]

  • When newly acquired from the Foundry, players must acquire 100 kills with the Felarx in order to gain access to its Incarnon transformation. The following Evolution tiers, their requirements for unlocking them, and their related perks, are shown below;
  • Evolution I: Kill 100 enemies with the Felarx.
    • Incarnon Form: Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
      • Incarnon Form changes the weapon from automatic to semi-automatic with higher accuracy and critical multiplier, 0.5 meter punch through, and its status chance per projectile is increased to 20%. However, its shots inflict DmgRadiationSmall64.png Radiation and DmgImpactSmall64.png Impact damage instead of DmgPunctureSmall64.png Puncture and DmgSlashSmall64.png Slash, it loses shotgun multishot mechanics and has a base multishot of 1, and its fire rate and total damage are reduced.
      • Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
      • Incarnon Form is activated by filling the Incarnon Transmutation gauge that appears under the reticule by achieving headshots and then pressing the Alternate Fire button. 30 headshots will completely fill the gauge. A full gauge is not required to activate Incarnon Form.
        • Charges generate only on headshots, and not other weakspots, such as the backpacks of most MOA variants. Similarly, shooting weakspots generated by either Sonar130xDark.png Sonar or Mod TT 20px.png Detect Vulnerability in places other than heads will have no effect either.
        • Headshots on corpses do not build charges.
        • Individual Multishot bullets can build charges.
      • Instead of drawing ammunition from its reserves, the Felarx's Incarnon Form uses a separate "magazine" with each charge producing 2 rounds to a maximum of 60. Once all ammunition is expended, the Felarx reverts to its normal form.
        • Incarnon Form's magazine is not affected by mods.
        • Incarnon Form is not affected by Ammo Efficiency (such as the Ruptured Plenitude or Agile Executor perks or EnergizedMunitions130xDark.png Energized Munitions).
        • Charges and Incarnon Form persists through all activities, such as holstering, bleedout, or being disarmed. However, charges and Incarnon Form are removed upon death.
      • Despite the explosive visual effect, there is no radial damage.
  • Evolution II: Kill 8 Eximus with the Felarx's Incarnon Transmutation
  • Evolution III: Land 20 headshots on Void Angels with Primary fire without reloading
    • Hits landed from multishot count towards this challenge.
    • Dual-Mode Chamber: Reload toggles the weapon between +100% Projectile Speed and +4m Punch Through.
      • Toggles for every shell loaded. For example, reloading all 6 shells will toggle 6 times, leaving it on the mode it started on.
      • "Reload when holstered" effects do not toggle Dual-Mode Chamber.
      • Reloading via GarudaIcon272.png Garuda's Mod TT 20px.png Blood Forge also does not switch chamber mode.
      • Affects Incarnon Mode.
    • Evolved Autoloader: +50% Magazine Reloaded/s when Holstered
    • Mounting Momentum: Reload increases Fire Rate by +10% per shell. Resets on reload.
      • Increasing Magazine size increases the potential bonus, but also the reload time as shells are loaded individually.
      • Affects Incarnon Mode.
  • Evolution IV: Close 12 Ruptures in Void Flood
    • Brutal Edge: +10% Critical Chance +10% Status Chance.
      • Status Chance bonus is divided by the base multishot of 4, for only +2.5% Status Chance per pellet.
    • Incarnon Catalyst: Headshots build 50% more Incarnon charge.
    • Wracking Wrath: +20% Status Chance -10% Critical Chance.
      • Status Chance bonus is divided by the base multishot of 4, for only +5% Status Chance per pellet.
  • Evolution V: Complete a mission with an Incarnon weapon in every slot.
    • Devastating Attrition: 50% chance to deal +2000% damage on non-critical hits
      • Affects both modes
      • Damage bonus is multiplicative to base damage bonuses such as Mod TT 20px.png Point Blank.
    • Ruptured Plenitude: On Punch Through 3 enemies: +70% Ammo Efficiency for 20s
    • Agile Executor: Gain 50% Ammo Efficiency while Aim Gliding and Sliding

Tips[]

  • Evolution III challenge can be made easier by increasing Magazine Capacity (with Mod TT 20px.png Ammo Stock and/or Mod TT 20px.png Burdened Magazine) and by increasing Multishot (with Mod TT 20px.png Hell's Chamber (Mod TT 20px.png Galvanized) and/or Mod TT 20px.png Vigilante Armaments).
  • For Evolution III, with no other enemy around, if the Tenno use ability to turn invisible, an awakened Angel will be less active, sometimes standing still. This makes it easier to land headshots.
  • At maxed rank, PrimaryDeadhead.png Primary Deadhead can almost completely negate recoil and ease with headshot and accuracy for both normal and Incarnon form.
  • GarudaIcon272.png Garuda's Mod TT 20px.png Blood Forge bypasses the need to reload the magazine one round at a time, increasing the shotgun's overall DPS. Combine with Mod TT 20px.png Primed Ammo Stock to further increase its output potential.
    • Using Blood Forge to reload does not switch Evolution III's Dual-Chamber mode, allowing Garuda to keep her preferred mode always active as long as she does not manually reload the gun.
    • The high chance for a DmgSlashSmall64.png Slash-based kill also means an increased chance of dismembering enemies, perfect for NekrosIcon272.png Nekros's Desecrate130xDark.png Desecrate to generate more loot.

Media[]

Patch History[]

Hotfix 31.7.2 (2022-08-17)

  • You can now search for Incarnon weapons in your Inventory by typing “Incarnon”.

Hotfix 31.6.4 (2022-07-14)

  • Fixed the stat change for Incarnon weapons that have crit/status chance Evolution upgrades not appearing in the Arsenal.

Hotfix 31.6.2 (2022-06-15)

  • Updated the grip position on the Ferlarx’s Incarnon mode model.
  • Fixed the Felarx in its Incarnon mode being able to generate and maintain charge from its shots. Charge is only built up while out of Incarnon mode.
  • Fixed Felarx’s reload FX not applying custom Energy colors.

Hotfix 31.6.1 (2022-06-09)

  • Made the shells from the Felarx spiral as they fly through the air during reload. It's so fast that probably no one except Ultraclocked will notice. This one's for you, Ultraclocked.
  • Reduced clip flare for Felarx to help show underlying animation.
  • Fixed the Felarx’s Incarnon mode pistols using the wrong model. They have been updated to their intended Void look!
  • Fixed Felarx’s firing position projectile not spawning from the barrel.

Update 31.6 (2022-06-09)

  • Introduced.

See Also[]

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