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{{WeaponInfoboxAutomatic |
{{WeaponInfoboxAutomatic |
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<!--overrides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)--> |
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− | |name = |
+ | |name = |
+ | |||
+ | <!-- |
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---!!!!!---INSTRUCTIONS---!!!!!--- |
---!!!!!---INSTRUCTIONS---!!!!!--- |
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Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later. |
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If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows. |
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--> |
--> |
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+ | <!--Statistics--> |
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⚫ | |||
+ | |image = |
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+ | |mastery level = |
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+ | |slot = |
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+ | |type = |
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+ | |trigger = |
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+ | |||
− | |normal damage = 130.0 ({{Icon|Proc|Slash}}80%) |
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+ | <!--Utility--> |
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+ | |ammo type = |
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+ | |flight speed = |
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+ | |range = |
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+ | |noise level = |
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+ | |fire rate = |
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+ | |spool = |
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+ | |accuracy = |
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+ | |magazine = |
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+ | |max ammo = |
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+ | |reload = |
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+ | |zoom = |
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+ | |combo reset = |
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+ | |combo min = |
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+ | |finisher damage = |
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+ | |disposition = |
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+ | |combo duration = |
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+ | |||
+ | <!--Normal Attacks--> |
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+ | |normal element = |
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+ | |normal damage = |
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+ | |normal pellet count = |
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+ | |normal burst count = |
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+ | |normal critical damage = |
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+ | |normal status chance = |
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+ | |normal punchthrough = |
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+ | |normal radius = |
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+ | |normal duration = |
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+ | |normal falloff = |
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+ | |normal ammo cost = |
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+ | |||
+ | <!--Charge Attacks--> |
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+ | |charge impact = |
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+ | |charge puncture = |
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+ | |charge slash = |
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+ | |charge element = |
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+ | |charge damage = |
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+ | |charge time = |
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+ | |charge pellet count = |
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+ | |charge burst count = |
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+ | |charge critical chance = |
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+ | |charge critical damage = |
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+ | |charge status chance = |
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+ | |charge punchthrough = |
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+ | |charge radius = |
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+ | |charge duration = |
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+ | |charge falloff = |
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+ | |charge ammo cost = |
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+ | |||
+ | <!--Area Attacks--> |
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+ | |area impact = |
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+ | |area puncture = |
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+ | |area slash = |
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+ | |area element = |
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+ | |area damage = |
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+ | |area pellet count = |
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+ | |area critical chance = |
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+ | |area critical damage = |
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+ | |area status chance = |
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+ | |area radius = |
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+ | |area duration = |
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+ | |area falloff = |
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+ | |area ammo cost = |
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+ | |||
+ | <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)--> |
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+ | |secondaryarea impact = |
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+ | |secondaryarea puncture = |
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+ | |secondaryarea slash = |
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+ | |secondaryarea element = |
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+ | |secondaryarea damage = |
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+ | |secondaryarea pellet count = |
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+ | |secondaryarea critical chance = |
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+ | |secondaryarea critical damage = |
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+ | |secondaryarea status chance = |
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+ | |secondaryarea radius = |
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+ | |secondaryarea duration = |
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+ | |secondaryarea falloff = |
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+ | |||
+ | <!--Secondary Attacks--> |
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+ | |secondary impact = |
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+ | |secondary puncture = |
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+ | |secondary slash = |
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+ | |secondary element = |
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+ | |secondary damage = |
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+ | |secondary pellet count = |
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+ | |secondary burst count = |
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+ | |secondary critical chance = |
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+ | |secondary critical damage = |
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+ | |secondary status chance = |
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+ | |secondary punchthrough = |
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+ | |secondary radius = |
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+ | |secondary duration = |
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+ | |secondary falloff = |
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+ | |secondary charge time = |
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+ | |secondary fire rate = |
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+ | |secondary trigger = |
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+ | |secondary ammo cost = |
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+ | |||
+ | <!--Throw Attacks (for Glaives)--> |
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+ | |throw impact = |
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+ | |throw puncture = |
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+ | |throw slash = |
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+ | |throw element = |
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+ | |throw damage = |
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+ | |throw critical chance = |
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+ | |throw critical damage = |
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+ | |throw status chance = |
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+ | |throw punchthrough = |
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+ | |throw falloff = |
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+ | |throw charge time = |
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+ | |||
+ | <!--Charged Throw Attacks (for Glaives)--> |
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+ | |charged throw impact = |
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+ | |charged throw puncture = |
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+ | |charged throw slash = |
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+ | |charged throw element = |
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+ | |charged throw damage = |
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+ | |charged throw critical chance = |
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+ | |charged throw critical damage = |
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+ | |charged throw status chance = |
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+ | |charged throw punchthrough = |
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+ | |charged throw falloff = |
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+ | |charged throw charge time = |
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+ | |||
+ | <!--Slam Melee Attacks--> |
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+ | |||
+ | |||
+ | <!--Heavy Melee Attacks--> |
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+ | |||
+ | <!--Other Melee Attacks--> |
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+ | |wall attack = |
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+ | |||
+ | <!--Miscellaneous--> |
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+ | |syndicate effect = |
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+ | |augments = |
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+ | |polarities = |
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+ | |exilus polarity = |
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+ | |stance polarity = |
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+ | |users = |
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+ | |introduced = |
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}} |
}} |
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{{Codex|The Kronen resurrects a lethal fighting style once thought lost to the ages.}} |
{{Codex|The Kronen resurrects a lethal fighting style once thought lost to the ages.}} |
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*''[[wikt:Krone|Kronen]]'' is German for "crowns" or "coins". |
*''[[wikt:Krone|Kronen]]'' is German for "crowns" or "coins". |
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*When the Kronen was first released, it was unable to do wall attacks due to a bug. This was fixed in {{ver|14.8}}. |
*When the Kronen was first released, it was unable to do wall attacks due to a bug. This was fixed in {{ver|14.8}}. |
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− | * |
+ | *The name is possibly a reference to Colonel Karl Ruprecht Kroenen of the "Hellboy" franchise whose trademark weapons were two bladed tonfas. |
==Media== |
==Media== |
Revision as of 12:44, 17 December 2019
The Kronen is a pair of bladed Tonfas. They are the second of the fan-made weapon designs from DE's Community Melee Weapon Contest to be implemented, the first being the Silva & Aegis.
This weapon can be sold for 5,000, it is also a requisite ingredient for Boltace.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
20,000 |
1,500 |
2,000 |
1,000 |
2 |
Time: 12 Hour(s) |
Rush: 35 | |||||
Market Price: 200 | Blueprints Price:65,000 |
Characteristics
This weapon deals primarily Script error: The function "Proc" does not exist. damage.
Advantages:
- High Script error: The function "Proc" does not exist. damage – effective against health.
- High status chance.
- Tied with Telos Boltace for the second fastest attack speed of all tonfas, behind Kronen Prime.
- Stance slot has Script error: The function "Pol" does not exist. polarity, matching Gemini Cross.
Disadvantages:
- Lowest base damage of all Tonfas.
- Low critical chance and critical multiplier.
Comparisons:
- Kronen (Normal Attack), compared to Kronen Prime (Normal Attack):
- Lower base damage (130.00 vs. 212.00)
- Lower total damage (130 vs. 212)
- Lower base critical chance (10.00% vs. 22.00%)
- Lower base critical multiplier (1.50x vs. 2.00x)
- Lower base status chance (20.00% vs. 34.00%)
- Lower attack speed (1.08x animation speed vs. 1.17x animation speed)
- Lower Mastery Rank required (3 vs. 13)
- Higher disposition (●●●●● (1.43x) vs. ●○○○○ (0.60x))
This template is archived. The content was relevant to a previous formatting of WARFRAME Wiki. Please do not use or delete this template. It is being saved for later potential use.
Notes
- The last attack of the Kronen's basic combo can hit enemies behind the player.
- The Kronen counts towards the "Dagger Proficiency" achievements.
Tips
- With melee auto-aim on, you will be reduced to a very slow pace when your character chases down running enemies. Often, in the case of targeting a fleeing Grineer Lancer, for example, the speed at which you move forward to attack is nearly equal to his run speed, meaning you will continue to swipe at him without hitting him until he stops moving.
Trivia
- This was the first Tonfa-type weapon in Warframe.
- At 65,000 credits, the Kronen has the most expensive weapon blueprint in Warframe.
- The Kronen is one of the winning weapons from the fan-created melee weapon contest (preceding the Silva & Aegis). Its design was submitted by the player Datareaper.
- Kronen is German for "crowns" or "coins".
- When the Kronen was first released, it was unable to do wall attacks due to a bug. This was fixed in Update 14.8 (2014-09-24).
- The name is possibly a reference to Colonel Karl Ruprecht Kroenen of the "Hellboy" franchise whose trademark weapons were two bladed tonfas.
Media
Kronen Skins
Patch History
Update 26.0 (2019-10-31)
- Damage increased from 65 to 130.
- Range increased from 1 to 2.5.
- Critical Chance increased from 5% to 10%.
- Slam Attack increased from 130 to 260.
- Slide Attack decreased from 390 to 260.
- Parry Angle set to 60.
Update 22.20 (2018-05-17)
- PBR treatment.
Update 17.2 (2015-08-19)
- Kronen and Boltace damage has been decreased in Conclave.
Update 14.8 (2014-09-24)
- Fixed issue with the Kronen and Silva & Aegis both not having a proper wall attack.
Update 14.5 (2014-08-28)
- Introduced.
Last updated: Update 26.0 (2019-10-31)
See Also
- Boltace, the weapon that is crafted from the Kronen.
- Kronen Prime, the Prime variant of the Kronen.