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Discharge a rail of ionized death or throw the Ferrox like a spear and create a localized field of attraction no enemy can escape from.

The Ferrox is a IconCorpusOn.png Corpus Speargun introduced and wielded by Index broker Derim Zahn. The primary fire features a charged thin beam that deals high damage, complimented by its high critical stats. Its Alternate Fire tosses the Ferrox as far as 50 meters, creating an DmgElectricitySmall64.png Electricity field where it lands and pulls enemies towards it.


This weapon deals primarily DmgPunctureSmall64.png Puncture damage on its primary fire and DmgImpactSmall64.png Impact damage on its alt-fire.


  • Primary Fire charges and shoots thin beams.
    • High DmgPunctureSmall64.png Puncture damage – effective against armor.
    • Beams are hitscan and do not have projectile travel time, despite the animation.
    • Very high critical chance and critical multiplier.
    • Innate 1.5 meter punch through.
    • Shots explode in a 3.6 meter radius after reaching maximum punch through distance.
      • Initial hit and explosion apply status separately.
      • Explosion does not need direct line of sight to deal damage and will penetrate walls.
      • Explosion can benefit from Mod TT 20px.png Cautious Shot.
    • Very fast charge speed.
    • Vaporizes enemies on kill, making it good for stealth when silenced.
  • Alternate Fire throws the Ferrox, creating a field dealing DmgElectricitySmall64.png Electricity damage and pulling enemies within 10 meters toward the Ferrox every 2 seconds.
  • Reloads 33% of the magazine per second while deployed or holstered.
  • Very ammo efficient.
  • Innate Madurai Pol.svg and Vazarin Pol.svg polarities.


  • Primary Fire:
    • Low DmgImpactSmall64.png Impact damage – less effective against shields.
    • Low status chance.
    • Explosion inflicts self-stagger.
    • Explosion has linear damage falloff from 100% to 60% from central impact.
    • Explosion range cannot be increased with Mod TT 20px.png Firestorm (Mod TT 20px.png Primed) and Mod TT 20px.png Amalgam Furax Body Count.
    • Shoots thin lasers, thus requiring precise aiming.
    • Cannot fire with a partial charge.
    • The weapon fires as soon as it has reached a full charge which can lead to premature firing.
  • Alternate Fire:
    • Innate ​DmgElectricitySmall64.png Electricity​ damage – less effective against Alloy Armor.
    • Extremely low critical chance.
    • Once thrown, the player will not be able to use it until it is either picked up or when it returns to the player's hands after 10 seconds if quick thrown or 30 seconds if charged thrown.
    • Thrown spear has travel time.
    • The electricity field created by throwing has a flat 50% status chance that cannot be increased using mods.


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

Manufacturing Requirements
Time: 24 hrs
Rush: Platinum64.png 35
MarketIcon.png Market Price: Platinum64.png 150 Blueprint2.svg Blueprints Price:Credits64.png15,000
Energy Lab ResearchClanAffinity64.png3,000
Time: 72 hrs
Prereq: Amprex
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

This weapon can be sold for Credits64.png 7,500.


  • The Ferrox' alternate fire throws the weapon itself at the target, and upon landing on a surface arcs of electricity will emit from the Ferrox and chain to enemies within 10 meters, dealing 150 DmgElectricitySmall64.png Electricity damage every 2 seconds with a moderate chance to proc. Enemies under this effect will also be passively dragged towards the Ferrox.
    • The damage's tick rate is affected by fire rate mods.
    • Multishot, critical damage, critical chance, and status chance have no effect on this mode. The only way to boost this alternate mode is through elemental damage, pure damage increases, faction damage mods, and fire rate.
  • The Ferrox automatically teleports back to the player 30 seconds after being thrown, or until the player manually picks the Ferrox back up again.
    • Throwing the weapon does not consume ammo, however at least 1 ammo is required to perform the throw.
  • The Ferrox' alt-fire has a maximum throwing range of ~50m (though it may be displayed as slightly less due to the forward movement of the player when throwing the weapon).
    • The arc Ferrox will take when thrown is affected by both the angle of the throw as well as how much the throw was charged.
    • Throwing distance can be increased with flight speed modifiers (e.g. Mod TT 20px.png Terminal Velocity and ZephyrIcon272.png Zephyr's Mod TT 20px.png Jet Stream Augment).
    • Unlike the Javlok.png Javlok, the Ferrox' alt-fire will not self-stagger its user when thrown too close.
  • If the Ferrox is silenced using Mod TT 20px.png Hush, Mod TT 20px.png Hushed Invisibility, or BansheeIcon272.png Banshee's passive ability, its alt-fire will not alert enemies when dragging and dealing damage to them.
  • Enemies killed by the primary or damage from the secondary attack will vaporize, similar to channeled kills by melee weapons. This makes it very suitable for stealth, as long as the weapon is silenced or Mod TT 20px.png Hushed Invisibility is used.
    • This only occurs if the enemy was the last in the line of a primary shot. If a Ferrox shot kills multiple enemies at once due to punch-through, not all targets will be vaporized.
  • It is not recommended to install Mod TT 20px.png Heavy Caliber as the accuracy will greatly deviate leading to inaccurate shots, however, it is one of the few ways to maximize the damage of the alt-fire tether, which is unaffected by accuracy.


  • This weapon's high critical chance and critical multiplier makes critical builds using Mod TT 20px.png Point Strike and Mod TT 20px.png Vital Sense very good options.
  • When applying additional elements to the Ferrox, its alt-fire will proc them periodically; as with other weapons with an elemental base, DmgElectricitySmall64.png Electricity will be applied last if there are two or more other elements modded for, unless an DmgElectricitySmall64.png Electricity mod is included in the order.
  • Mod TT 20px.png Tactical Reload will still have an effect while the spear is out after the alt-fire is used, so it's possible to do seamless reloads this way.
  • The Ferrox' alt-fire is very useful as a crowd control tool in Survival missions, as its tethering arcs may stun enemies with DmgElectricitySmall64.png Electricity procs and also pull them together in a close bunch.
    • It is further amplified on corridors where enemies pass through frequently.
    • Grenade-type secondary weapons such as Angstrum.png Angstrum and Kulstar.png Kulstar, thrown secondaries with Mod TT 20px.png Concealed Explosives, and weapons that chain between targets like the Atomos.png Atomos are good choices when using the Ferrox in this manner.
    • This will also assist squadmates with launcher-type primaries such as Zarr.png Zarr and Tonkor.png Tonkor, as well as any weaponry with DmgGasSmall64.png Gas procs.
  • The Ferrox' alt-fire is affected by fire rate mods making it tick more often.
  • The tether mode is useful for grouping up enemies for the use of quickly charging up RhinoIcon272.png Rhino's Mod TT 20px.png Ironclad Charge augment mod.
    • It is also good for grouping enemies up for a Mod TT 20px.png Condition Overload modded Orvius.png Orvius, as the weapon's explosion will hit most enemies in range.


  • The bodies of enemies killed by this weapon disintegrate in a manner similar to channeled Melee kills.
  • Has the same aesthetic as the Ohma.png Ohma tonfas and Quaro armor set.
  • The name Ferrox seems to be a mix of the Latin words Ferox, meaning "savage" or "fierce", and Ferrum, meaning "iron".


Ferrox Skins Edit

Patch History[]

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Ferrox: 40%

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 addition to Self Damage being removed, some of the more powerful AOE weapons without Self Damage presently will have the Stagger added, but it should only be noticeable in cases of extreme inaccuracy on the player’s part. The Weapons include:

  • Ferrox

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 25.5 (2019-07-31)

  • Fixed broken functionality if the Ferrox is the only weapon equipped and you pick up Ammo while it’s been thrown.

Update 25.1 (2019-06-05)

  • Fixed seeing a large beam of light FX when firing the Ferrox with Mirage’s Hall of Mirrors active as reported here.

Hotfix 25.0.4 (2019-05-28)

  • Returned the Ferrox Primary Fire Damage to it’s previous value of 350.

Update 25.0 (2019-05-22)

  • 33% of clip reloaded every second when Spear is deployed. This allows for a more fluid use of all the Gun Spear mechanics.
  • Added 100 Impact damage with 3m area-of-effect at end point of Primary fire.
  • Increased Alt Fire's tether range from 6m to 10m.
  • Increased tether's Status Chance from 33% to 50%.
  • Increased tether's Damage pulse from every 5 secs to every 2 secs.
  • Quick throw auto recall timer reduced from 20 to 10 secs.
  • Charged throw auto recall timer increased from 20 to 30 secs.

Update 22.12 (2018-02-09)

  • Mastery Rank increased from 7 to 14.
  • Critical chance increased from 30% to 32%.
  • Critical damage increased from 2.5x to 2.8x.

Hotfix 19.13.1 (2017-03-10)

  • Increased the amount of the Ferrox pull force to prevent enemies from meleeing out of the tether.
  • Fixed Clients being able to throw multiple Javloks and Ferroxs which are then unable to be picked back up.
  • Fixed a script error when throwing the Ferrox.

Update 19.13 (2017-03-09)

  • Introduced.

See also[]