The Halikar is a Grineer throwing mace similar to the
Glaive, serving as the Drahk Master's weapon of choice. Thrown attacks with this weapon have a chance to disarm enemies it hits.
Characteristics[edit | edit source]
This weapon deals primarily Puncture damage.
Advantages:
- High
Puncture damage – effective against armor.
- Slam Attacks have innate
Magnetic damage – effective against Shielded and Proto Shields.
- Good critical chance.
- High status chance.
- Tied with
Xoris for the second fastest attack speed of all glaives, behind
Glaive Prime.
- Possesses momentum during regular swings, which resists interruption such as stagger or knockdown.
- 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 or travels up to 30 meters 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.
- Thrown glaive has a guaranteed
Impact proc.
- Thrown glaive has above average critical multiplier.
- Thrown glaive has a chance to disarm.
- Innate 1 meter punch through.
- Thrown glaive is silent.
- Heavy Attacks while the glaive is in mid-flight produces a 4.9 meter explosion and forces the glaive to return.
- Can use the Glaive-exclusive mods
Combo Fury,
Power Throw,
Quick Return (
Volatile),
Rebound (
Volatile), and
Whirlwind.
- Innate
and
polarities.
Disadvantages:
- Low
Impact and
Slash damage – less effective against shields and health.
- Slam Attacks have innate
Magnetic damage – less effective against Alloy Armor.
- Cannot use melee attacks or block while the glaive is in mid-flight.
- Explosion inflicts self-stagger.
Acquisition[edit | edit source]
The Halikar's blueprint can be purchased from the Market.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 15,000 |
![]() 2 |
![]() 4,800 |
![]() 5,000 |
![]() 500 |
Time: 12 hrs |
Rush: ![]() | |||||
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Notes[edit | edit source]
- When equipping the Halikar, the player can throw it and then press the melee button to detonate the Halikar, dealing high AoE damage and returning to the player immediately. This is true for all thrown melee weapons.
- This is very useful for regenerating health with
Life Strike.
- It can explode in this manner when not equipped and thrown, but the explosion timing cannot be controlled and will often stagger the user in close quarters.
- It should be however noted that finisher attacks can still be executed while the weapon is in the air.
- This is very useful for regenerating health with
- The Halikar is a unique weapon as it is the first equipable weapon capable of disarming an enemy. This capability was initially reserved for Warframe abilities, including
Radial Disarm.
- This capability is removed whilst under the effect of a
Radiation Proc.
- Disarm chance is determined by the weapon's status chance.[citation needed]
- This capability is removed whilst under the effect of a
- Unlike the
Glaive and the
Kestrel, the Halikar has a limited degree of homing capability in-flight by gently curving its flight path via thrusters. However, this ability only benefits targeting at longer range and is lost after the first bounce.
- Certain enemies cannot be disarmed, e.g. Ospreys or Capture Targets.
- The Halikar has a base range similar to the Kestrel, or 3/4 that of the Glaive. Like with other thrown weapons, using
Whirlwind on the Halikar will increase flight speed as well as distance traveled, because the flight time is constant. A fully levelled
Whirlwind will increase the maximum distance to ~63m.
- When used within Clan Duels, the enemy will have their weapon removed permanently and the wielder will have their weapon slot replaced with the stolen weapon.
- Both the original weapon and the stolen weapon will be returned upon leaving the Clan Dojo.
Tips[edit | edit source]
- The Ground Finisher's bleed proc damage is based on the Ground Finisher damage (which is 45 * 400% = 180 damage without mods). Therefore, the bleed damage can be increased with anything which affects the Ground Finisher, including the
Finishing Touch mod.
- For example, a Halikar without any mods will deal 49 damage (= 140 * 35%) per bleed tick.
- While hard to achieve, it is possible to disarm several enemies with one throw.
- To get this to work in a way other than hoping for lucky rebounds, one can either use
Power Throw for direct hits or a fully levelled
Quick Return to hit them on the way back, as it will have a predictable return path and punch through everything on the way back.
- The latter works even better in combination with
Whirlwind when aiming past a lined-up group of enemies at a nearby wall and following up with a quick sidestep.
- To get this to work in a way other than hoping for lucky rebounds, one can either use
- Using
Whirlwind is highly recommended as it can lead to easier headshots.
Trivia[edit | edit source]
- The Halikar's name derived from Chalikar, which is another name for Chakrams, a throwing weapon in which Glaive-type weapons are based on.
- Previously, the Halikar's thrown damage was lower than stated by the Arsenal. This was fixed in Hotfix: The Vacuum Within 2 and additionally buffed to 150 (from the formerly claimed 105).
Media[edit | edit source]
Halikar Skins
Patch History[edit | edit source]
- Added guaranteed Impact proc to Heavy Attack Detonation.
- Reduced AoE fall off from 50% to 40%.
- Updated Halikar’s thrown hit effects to be more in-line with other projectile effects.
- Removed falloff from Throw Explosion and Charged Throw Explosion damage.
- (Undocumented) Throw Explosion and Charged Throw Explosion damage increased from 447 to 894 Blast damage.
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Halikar: 50%
- 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
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 45 to 149.
- Range increased from 0.5 to 1.2.
- Status Chance increased from 20% to 29%.
- Critical Chance increased from 10% to 17%.
- Slam Attack increased from 90 to 447.
- Slide Attack increased from 225 to 298.
- Parry Angle set to 55.
- Follow Through increased from 0.5 to 0.7.
- Demolysts can no longer be disarmed by the Halikar, as they stop attacking the Conduit. This follows precedent with Demolysts already being immune to the effects of Loki's and Mesa's disarm abilities.
- 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.
- Increased status chance from 15% to 20%.
- Increased critical chance from 5% to 10%.
- Increased Critical Damage from 1.5x to 2x.
- Increased Damage from 35 to 45.
- Increased Mastery from 0 to 7.
Last updated: Update 26.0