The Felarx is an Incarnon ceremonial shotgun. Starting out as a fully automatic shotgun that sports high damage and closely knit pellet shots with individual shell reloading similar to the 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 Slash damage in its normal form and 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 Impact and Radiation damage, but no longer deal Puncture and 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 and Incarnon form have innate Infinite Body Punch Through.
Advantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Very high total damage (760)
- High average number of crits per shot (0.8)
- Incarnon Form (wiki attack index 2)
- High total damage (600)
- High crit multiplier (3.00x)
Disadvantages over other Primary weapons (excluding modular weapons):
- Normal Attack (wiki attack index 1)
- Very low active falloff slope (14.1m/%)
- Below average crit chance (20.00%)
- Very low maximum falloff distance (28.0 m)
- Very low reload speed (3.70 s)
- Low magazine (6)
- Below average fire rate (3.00 attacks/sec)
- Low ammo max (60)
- Below average average number of procs per shot (0.22)
- Very low status chance (5.50%)
- Very low disposition (●○○○○ (0.60x))
- Incarnon Form (wiki attack index 2)
- Below average crit chance (20.00%)
- Very low reload speed (3.70 s)
- Very low magazine (6)
- Low ammo max (60)
- Low fire rate (1.50 attacks/sec)
- Low status chance (20.00%)
- Very low disposition (●○○○○ (0.60x))
See WARFRAME Wiki:Stat Comparison/Percentiles for more details.
Acquisition[]
Felarx's main blueprint is purchased from Cavalero of The Holdfasts at Rank 3 - Guardian for 8,000 Standing. The blueprint can be traded.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
30,000 |
Voidplume Pinion 10 |
Voidplume Quill 15 |
Voidgel Orb 30 |
Alloy Plate 8,000 |
Time: 1 Day(s) |
Rush: 50 | |||||
Market Price: N/A | Blueprints Price:N/A |
Notes[]
Evolutions[]
- 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;
- Each challenge additionally grants 5,000 affinity to the weapon, affected by Affinity Boosters.
Evolution I[]
- Unlock Challenge: Kill 100 enemies with the Felarx.
- Headshots charge Incarnon Transmutation; Alt Fire transmutes. Switching back will expend any remaining charge.
- Incarnon Form changes the weapon to semi-automatic and fires large energy projectiles 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 Radiation and Impact damage instead of Puncture and Slash, it loses shotgun multishot mechanics and has a base multishot of 1, and its fire rate and total damage are reduced.
- Despite the explosive visual effect, there is no radial damage.
- Mode switching is not instantaneous and has an animation equal to the weapon's reload speed.
- As the per-shell reload makes the Felarx be able to interrupt it's reload while firing, the switching can also be interrupted.
- 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 Sonar or 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 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.
Evolution II[]
- Unlock Challenge: Kill 8 Eximus with the Felarx's Incarnon Transmutation
- Perk 1: Attuned Accuracy:
- +40% Accuracy when Aiming.
- Perk 2: Kinetic Baffle:
- -50% Weapon Recoil
- Perk 3: Frictionless Flight:
- +50% Projectile Speed
Evolution III[]
- Unlock Challenge: Land 20 headshots on Void Angels with Primary fire without reloading
- Hits landed from multishot count towards this challenge.
- Perk 1: 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 toggle Dual-Mode Chamber.
- Reloading via Garuda's Blood Forge does not switch chamber mode.
- Affects Incarnon Form.
- Reload toggles the weapon between +100% Projectile Speed and +4m Punch Through.
- Perk 2: Evolved Autoloader:
- +50% Magazine Reloaded/s when Holstered
- Perk 3: 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.
- Stacks up to 99x (+990% Fire Rate).
- Affects Incarnon Form. Activating Incarnon Form will add one stack to the counter. Deactivating Incarnon Form will reload the normal form's magazine while retaining stacks; this allows stacks to be sustained and built for as long as Incarnon charge can be built without reloading.
- Deactivating Incarnon Form will also add a stack to the counter if at least two ammo was missing from the magazine when Incarnon Form was activated.
- "Reload when holstered" effects will reset and build stacks.
- Reloading via Garuda's Blood Forge does not reset nor build stacks.
- Reload increases Fire Rate by +10% per shell. Resets on reload.
Evolution IV[]
- Unlock Challenge: Close 12 Ruptures in Void Flood
- Perk 1: 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.
- +10% Critical Chance +10% Status Chance.
- Perk 2: Incarnon Catalyst:
- Headshots build 50% more Incarnon charge.
- Perk 3: Wracking Wrath:
- +20% Status Chance.
- Status Chance bonus is divided by the base multishot of 4, for only +5% Status Chance per pellet.
- -10% Critical Chance.
- +20% Status Chance.
Evolution V[]
- Unlock Challenge: Complete a mission with an Incarnon weapon in every slot.
- Perk 1: Devastating Attrition:
- 50% chance to deal +2000% damage on non-critical hits
- Affects both forms.
- Damage bonus is multiplicative to base damage bonuses such as Point Blank.
- 50% chance to deal +2000% damage on non-critical hits
- Perk 2: Ruptured Plenitude:
- On Punch Through 3 enemies: +70% Ammo Efficiency for 20s
- Perk 3: Agile Executor:
- Gain 50% Ammo Efficiency while Aim Gliding and Sliding
Known Bugs[]
- Galvanized Savvy is multiplicative to base damage sources on direct hits in both regular and incarnon forms.
- Kinetic Baffle and Frictionless Flight only activate while aiming.
Tips[]
- Evolution III challenge can be made easier by increasing Magazine Capacity (with Ammo Stock and/or Burdened Magazine) and by increasing Multishot (with Hell's Chamber ( Galvanized) and/or 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.
- Using an Exalted Weapon will negate Evolution V challenge.
- Incarnon Genesis weapons are counted for Evolution V challenge.
- At maxed rank, Primary Deadhead can almost completely negate recoil and ease with headshot and accuracy for both normal and Incarnon form.
- Garuda's Blood Forge or Evolved Autoreloader bypasses the need to reload the magazine one round at a time, increasing the shotgun's overall DPS. Combine with Primed Ammo Stock to further increase its output potential.
- Using Blood Forge to reload does not switch 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 Slash-based kill means an increased chance of dismembering enemies, perfect for Nekros's Desecrate to generate more loot.
Media[]
- Shot - (download, history) (download, history) (download, history)
- Alt-fire shot - (download, history) (download, history) (download, history)
- Alt-fire projectile whiz - (download, history) (download, history) (download, history)
- Mech - (download, history) (download, history) (download, history)
- Alt-fire mech - (download, history) (download, history) (download, history)
- Cocking start - (download, history) (download, history) (download, history)
- Cocking stop - (download, history) (download, history) (download, history)
- Empty clip - (download, history)
- Clip mech - (download, history)
- Reload grab - (download, history)
- Shell reload - (download, history) (download, history) (download, history) (download, history) (download, history)
- Reload finished - (download, history)
- Incarnon mode reload layer - (download, history) (download, history) (download, history)
Patch History[]
Update 37.0 (2024-10-02)
- Fixed Felarx’s evolution “Mounting Momentum” gaining stacks from passive reloads (ex: from Lock and Load) while holstered.
- Fixed the Felarx Transformations getting cancelled when shooting directly after triggering the Transformation. They will now match other Incarnon guns where a shot cannot be fired until the Transformation animation is complete.
Hotfix 35.5.8 (2024-04-24)
- Fixed the damage increase from Xata’s Whisper unintentionally applying twice on the Felarx’s Devastating Attrition perk.
Hotfix 34.0.5 (2023-10-26)
- Fixed the “Kill X Eximus with the weapon’s Incarnon Form” challenge for the Felarx resetting even after completion.
Hotfix 33.6.4 (2023-08-15)
- Fixed the Evolution V Incarnon Challenge (Complete a mission with an Incarnon Weapon in every slot) not completing for the Felarx when using weapons with Incarnon Geneses installed.
Hotfix 33.5.4 (2023-06-28)
- Fixed the Felarx Incarnon’s Evolution V challenge description appearing as a file path.
Hotfix 33.5.2 (2023-06-21)
- Fixed the Ferlarx Incarnon not refilling their magazine when transforming from their Incarnon Form to base.
Update 33.0 (2023-04-26)
- Changed Incarnon Weapons’ “DAMAGE” stat to “Incarnon Form” when viewing the Incarnon Form damage values in the Arsenal.
- Fixed Incarnon weapons reverting to their default form not being visible to other players in the squad until it is shot again.
Update 32.3 (2023-02-15)
- Fixed the Felarx’s Mounting Momentum buff dissipating or being triggered when reloading your Secondary weapon.
- Fixed custom reticles (Incarnon weapons for example) overlapping with default reticles in the UI when swapping between weapons.
- Fixed the Incarnon mode reticle appearing when it has not yet been unlocked for that Incarnon Weapon.
- Fixed the Felarx holding animation being broken when using some Warframe abilities while reloading.
Hotfix 32.2.5 (2022-12-14)
- Fixed Incarnon Weapons losing their crosshair when flying around in Archwing in open landscape areas.
Hotfix 32.2.4 (2022-12-07)
- Fixes towards script error with Incarnon Weapons’ HUD.
Hotfix 32.2.1 (2022-11-30)
- (Hot-dropped earlier today) Fixed certain players getting a “failed to update account” error while trying to complete Incarnon Weapon challenges in mission.
- Fixed script error when hovering over Incarnon Weapon upgrades in the Arsenal UI.
Update 32.1 (2022-11-02)
- Fixed the “Dual-Mode Chamber” and “Mounting Momentum” Felarx Evolution III perks not working. As reported here: https://forums.warframe.com/topic/1325938-felarx-evolution-3-dual-Mode-chamber-mounting-momentum-are-not-working-investigating/page/2/#comment-12641949
Hotfix 32.0.7 (2022-09-28)
- Fixed Mirage’s Hall of Mirrors counting towards the Felarx’s Mounting Momentum Evolution III perk.
- Each shell reloaded by the clones was counting towards the 1 shell reloaded = 10% more fire rate, which was increasing the buff 5x stronger than intended. This has been fixed since clones don’t reload real shells.
Hotfix 32.0.3 (2022-09-14)
- Fixed the Felarx gaining charges in their Incarnon form from headshots while Xata’s Whisper is active.
Update 32.0 (2022-09-07)
Patch notes are inaccurate on damage buff/distribution change.
- Ammo Changes
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
Primary Weapon Ammo Pick Up Overrides
15 Ammo per Pick Up:
- Felarx
- GENERAL CHANGES:
- Felarx Incarnon Form changes:
- These changes were made thanks to Community Feedback that the Felarx was struggling compared to other Incarnon weapons in its class.
- Now uses a larger projectile.
- Increased damage while in Incarnon Form from
600 to 700. (should say 500 (200 Impact, 300 Radiation) to 600 (200 Impact, 400 Radiation)) - Increased the FX on the Incarnon Form.
- Fixed unintended animation behavior with the shells during reload.
- OPTIMIZATIONS:
- Fixed frame rate-dependent animation reload inconsistencies with the Felarx.
- FIXES:
- Fixed the default Arching Reticle overlapping the custom Incarnon Weapon Reticle when in Archwing.
- Fixed Incarnon Weapon reticles being visible in Captura Scenes.
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.