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|slam attack =
 
|slam attack =
 
|slam radius =
 
|slam radius =
|slide attack =
 
 
|slide attack =
 
|slide attack =
   
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{{Codex|The Penta Launcher fires up to five grenades that can be remotely triggered at just the right moment.}}
 
{{Codex|The Penta Launcher fires up to five grenades that can be remotely triggered at just the right moment.}}
   
'''Penta''' is a Grenade launcher used by [[Corpus]] [[Penta Ranger]]s. It launches ballistic grenades that can be manually detonated with [[Alternate Fire]].
+
'''Penta''' is a Grenade launcher used by {{Icon|Faction|Corpus|text}} [[Penta Ranger]]s. It launches ballistic grenades that can be manually detonated with [[Alternate Fire]].
   
This weapon can be sold for {{cc|7,500}}.
 
 
{{BuildAutomatic|type=Weapon}}
 
   
 
==Characteristics==
 
==Characteristics==
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*Innate {{Icon|Proc|Blast|text}} damage - effective against [[Machinery]] and [[Fossilized]].
 
*Innate {{Icon|Proc|Blast|text}} damage - effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Impact|text}} damage.
 
**Physical contact with grenades deal {{Icon|Proc|Impact|text}} damage.
*Grenades have a blast radius of 5.5 meters.
+
*Grenades explode in a '''4''' meter radius after impacting a surface or enemy.
 
*Pinpoint [[accuracy]].
 
*Pinpoint [[accuracy]].
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
 
**{{M|Heavy Caliber}}'s accuracy penalty is minimal on this weapon.
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}, as well as the Penta-exclusive {{M|Tether Grenades}}.
+
*Can use the Penta-exclusive {{M|Tether Grenades}} and {{M|Napalm Grenades}}, as well as the launcher-exclusive mods {{M|Adhesive Blast}} mods.
  +
*Can benefit from {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}), {{M|Amalgam Furax Body Count}}, and {{M|Cautious Shot}}.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
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**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} mods.
 
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} mods.
 
*Grenades have slow travel time and heavy arcing.
 
*Grenades have slow travel time and heavy arcing.
*Low critical chance.
+
*Low [[critical chance]] and [[status chance]].
  +
*Explosion inflicts [[Stagger|self-stagger]].
*Low status chance.
 
  +
*Explosion has linear damage falloff from 100% to 50% from central impact.
*Explosions can cause self-damage.
 
 
*Can only have five grenades out at once.
 
*Can only have five grenades out at once.
 
**​Extra projectiles generated by [[Multishot]] will count towards the limit of five live grenades.
 
**​Extra projectiles generated by [[Multishot]] will count towards the limit of five live grenades.
*Slow reload speed.
+
*Slow [[reload speed]].
 
*Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
 
*Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
**Can bounce off teammates or companions, potentially having lethal results.
+
**Can bounce off teammates or companions.
 
**This can be countered with the {{M|Adhesive Blast}} mod which will make the grenades stick to any surface.
 
**This can be countered with the {{M|Adhesive Blast}} mod which will make the grenades stick to any surface.
 
*Low magazine size.
 
*Low magazine size.
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*Draws from the rare sniper ammo pool.
 
*Draws from the rare sniper ammo pool.
   
'''Comparisons:'''
 
 
{{WeaponComparison|Secura Penta}}
 
{{WeaponComparison|Secura Penta}}
{{WeaponComparison|Carmine Penta}}
+
{{WeaponComparison|Carmine Penta|header=n}}
  +
{{WeaponBuildSection}}
 
  +
==Acquisition==
  +
The Penta's blueprint can be purchased from the [[Market]]. Alternatively, it can be acquired from completing the [[Jupiter]] to [[Saturn]] [[Junction]].
  +
 
{{BuildAutomatic|type=Weapon}}
 
This weapon can be sold for {{cc|7,500}}.
   
 
==Notes==
 
==Notes==
 
*Detonations can be triggered while the player is performing other actions.
 
*Detonations can be triggered while the player is performing other actions.
*Launching a grenade is silent to enemies, though explosions are alarming.
+
*The launch/flight of a grenade is silent (though the actual explosions are alarming, obviously).
 
*Grenades have no arming delay, and can be detonated instantly with the use of the Secondary Fire button.
 
*Grenades have no arming delay, and can be detonated instantly with the use of the Secondary Fire button.
 
*Grenades can be bounced around corners, off walls, and over low obstacles.
 
*Grenades can be bounced around corners, off walls, and over low obstacles.
**Grenades that bounce into enemies deal damage even when bouncing off of other enemies.
+
**Grenades that continuously bounce into enemies will deal impact damage again and again even when already having bounced off of other enemies.
**Multiple impacts dealt by the same grenade are possible.
 
 
**Grenades do not bounce when striking water, coming to a dead stop instead. This allows perfect aiming for setting traps.
 
**Grenades do not bounce when striking water, coming to a dead stop instead. This allows perfect aiming for setting traps.
*The [[Arsenal]] interface used to label only the damage of the grenade on impact, but now labels the {{Icon|Proc|Impact|Text}} damage of the projectile as well as the base {{Icon|Proc|Blast|Text}} damage ('''350''' base).
 
**'''82.35% [350/(350+75)]''' of any elemental damage shown in the UI accounts for the explosion damage while the rest is for grenade damage.
 
 
*Increasing the Magazine size of the weapon '''does not''' increase the 5 grenade limit.
 
*Increasing the Magazine size of the weapon '''does not''' increase the 5 grenade limit.
 
*Though the grenade explosion '''does not''' destroy rockets from [[Bombard]]s, impacts by the grenades from very accurate (and lucky) shots can.
 
*Though the grenade explosion '''does not''' destroy rockets from [[Bombard]]s, impacts by the grenades from very accurate (and lucky) shots can.
*With [[Multishot]], the second grenade is usually indistinguishable from the first, and usually bounces in the same direction. They can be separated with negative accuracy from a {{M|Heavy Caliber}} at a reasonable rank.
+
*With [[Multishot]], the second grenade is usually indistinguishable from the first, as they follow the same trajectory simultaneously and bounce in the same direction. They can be "separated" with negative accuracy from a {{M|Heavy Caliber}} at a reasonable rank.
  +
 
==Tips==
 
==Tips==
 
*Grenades fired from the Penta are lobbed in a heavy arc, allowing the player to kill enemies hiding behind cover much more easily, as the detonation happens upon external trigger.
 
*Grenades fired from the Penta are lobbed in a heavy arc, allowing the player to kill enemies hiding behind cover much more easily, as the detonation happens upon external trigger.
*Standing at a greater height allows for the grenades to be lobbed and bounce further, allowing the user to see the grenades better, as well as eliminating the worry of self-damage.
+
*Standing at a greater height allows for the grenades to be lobbed and bounce further, allowing the user to see the grenades better, as well as eliminating the worry of stagger.
 
*A maxed {{M|Firestorm}} increases the blast radius from the initial 5 meters up to 6.2 meters, allowing more enemies to be caught in the blast.
 
*A maxed {{M|Firestorm}} increases the blast radius from the initial 5 meters up to 6.2 meters, allowing more enemies to be caught in the blast.
 
*It is not recommended to use [[Punch Through]] mods as grenades can often go through the floor on some tilesets, making it impossible to bounce every time.
 
*It is not recommended to use [[Punch Through]] mods as grenades can often go through the floor on some tilesets, making it impossible to bounce every time.
 
*{{M|Split Chamber}} can spawn a sixth grenade provided that the multishot procs when 4 grenades are already out
 
*{{M|Split Chamber}} can spawn a sixth grenade provided that the multishot procs when 4 grenades are already out
 
**While multishot mods are commonly considered necessary to increase damage output, due to the Penta's mechanics of careful detonation and limited grenades active at once, it's not as much of an instant damage increase as with normal weapons. It can be useful for setting up a large number of grenades faster, however.
 
**While multishot mods are commonly considered necessary to increase damage output, due to the Penta's mechanics of careful detonation and limited grenades active at once, it's not as much of an instant damage increase as with normal weapons. It can be useful for setting up a large number of grenades faster, however.
*Elemental mods such as {{M|Hellfire}} are external from the main [[Blast]] damage, allowing the weapon to have 3 separate elemental combinations.
+
*Elemental mods such as {{M|Hellfire}} are external from the main [[Blast]] damage, allowing the weapon to have 3 separate elemental combinations.
*Be extra cautious and do not attempt to use in small areas. A single well-modded grenade can usually kill any Warframe unless protected in some way.
 
 
*Players can detonate grenades in mid-air to score headshots on targets below.
 
*Players can detonate grenades in mid-air to score headshots on targets below.
 
*The default color of the grenades can make it hard to see in the middle of a crowd of enemies or from their bouncing. Changing energy color can help with certain tile sets (E.g. do not use bright white for [[Corpus Outpost]] missions).
 
*The default color of the grenades can make it hard to see in the middle of a crowd of enemies or from their bouncing. Changing energy color can help with certain tile sets (E.g. do not use bright white for [[Corpus Outpost]] missions).
*Be wary when using {{Icon|Proc|Toxin|text}} damage, as any self damage will bypass Warframe shields and deal damage directly to health.
 
 
*Grenades will immediately explode when they hit [[Blunt]]s, water surface, puddles from Tar-Mutalist Moa or [[Tectonics|Bulwarks]].
 
*Grenades will immediately explode when they hit [[Blunt]]s, water surface, puddles from Tar-Mutalist Moa or [[Tectonics|Bulwarks]].
  +
 
{{WeaponBuildSection}}
  +
 
==Trivia==
 
==Trivia==
 
*''Penta'' derives from the Greek prefix of "''five''", which may refer to its magazine of 5 grenades.
 
*''Penta'' derives from the Greek prefix of "''five''", which may refer to its magazine of 5 grenades.
 
**This seems to be the first [[Corpus]] weapon to be named after ''Greek'' origin instead of ''Latin''.
 
**This seems to be the first [[Corpus]] weapon to be named after ''Greek'' origin instead of ''Latin''.
  +
**It could also be derived from the explosive compound [[wikipedia:Pentaerythritol_tetranitrate|PENTA]].
*The Penta formerly used {{M|Rifle Ammo Mutation}} instead of {{M|Sniper Ammo Mutation}}, while still using sniper ammo. This was fixed in {{ver|17.5}}.
 
  +
***Notably, PENTA does not usually detonate upon impact or ignition, but rather needs an external explosive trigger, similar to the Penta's grenades.
*Penta is one of the weapons with a non-static model: the magazine feeds up to the gun upon firing and the slide around the barrel is pulled back during reloading.
 
**While weapons like [[Twin Gremlins]] and [[Soma]] also have animated magazines, the Penta and Secura Penta are the first and currently only weapons for which the magazine becomes visibly larger as magazine capacity is increased. With high enough capacity the magazine will protrude from the bottom of the weapon.
+
*The Penta (and its variants) are the first and currently only weapons for which the magazine becomes visibly larger as magazine capacity is increased. With high enough capacity the magazine will even protrude out from the bottom of the magazine feed.
*The Penta was the first Corpus weapon to focus on explosive weaponry, followed by the [[Lenz]] in {{ver|21.3}}.
+
*The Penta formerly used {{M|Rifle Ammo Mutation}} instead of {{M|Sniper Ammo Mutation}}, despite still using sniper ammo. This was fixed in {{ver|17.5}}.
 
*The Penta was one of the first weapons with a non-static model: The magazine feeds up to the gun upon firing and the slide around the barrel are pulled back during reloading actions.
  +
*The Penta was the first Corpus weapon to focus on explosive weaponry, followed by the {{Weapon|Lenz}} in {{ver|21.3}}.
 
*The grenades are flat and rectangular, which is odd, considering their ability to bounce.
 
*The grenades are flat and rectangular, which is odd, considering their ability to bounce.
*With the {{M|Tether Grenades}} augment, the grenade model is changed to be a short cylinder with concave ends. It still uses the default grenade texture, which looks strange but is normally obscured by the grenades's blue glow.
+
**Prior to {{Ver|23.2}}, the {{M|Tether Grenades}} augment changed the grenade model to be a short cylinder with concave ends. It still used the default grenade texture, which looked strange but was normally obscured by the grenades's blue glow.
  +
**{{M|Tether Grenades}} now causes the grenade to spin towards the enemy instead of staying flat.
 
* Prior to {{ver|18.5}}, {{M|Adhesive Blast}} caused grenades to explode after a set amount of time.
 
* Prior to {{ver|18.5}}, {{M|Adhesive Blast}} caused grenades to explode after a set amount of time.
*This is the first weapon to have the Zoom capability replaced with a different function pre-{{ver|17}}.
+
*This was the first weapon to have the Zoom capability replaced with a different function pre-{{ver|17}}.
 
*The [[Arsenal]] interface used to label only the damage of the grenade projectile impact, but now labels the {{Icon|Proc|Impact|Text}} damage of the projectile as well as the base {{Icon|Proc|Blast|Text}} damage seperately ('''350''' base).
   
 
==Bugs==
 
==Bugs==
* In its Arsenal UI, it does not display its trigger function, though it functions as ''Semi-Auto'', possibly because it deals damage on impact, unlike other Active trigger weapons.
+
*In its Arsenal UI, it does not display its trigger function, though it functions as ''Semi-Auto'', possibly because it deals damage on impact, unlike other Active trigger weapons.
  +
 
==Media==
 
==Media==
 
<gallery type="slideshow" widths="600" position="center">
 
<gallery type="slideshow" widths="600" position="center">
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Penta-warframe.png|Penta in Codex
 
Penta-warframe.png|Penta in Codex
 
Penta Grenade Base.jpg|The default grenade of the Penta with default colours.
 
Penta Grenade Base.jpg|The default grenade of the Penta with default colours.
Penta Grenade Tether.jpg|The grenade of a Penta equipped with the Tether Grenades augment.
+
Penta Grenade Tether.jpg|The grenade of a Penta equipped with the Tether Grenades augment prior to Update 23.2.
 
</gallery>
 
</gallery>
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
  +
Warframe - All Corpus Primaries - Weapon Animations & Sounds (2012 - 2019)
Warframe Penta Gameplay (High Level Infested)
 
  +
Warframe - All Corpus Weapon Reloads in 1 minute (2012 - 2019)
Warframe 11 ♠ Penta
 
A Gay Guy Reviews Penta, Exploding With Love
 
Warframe Penta
 
Warframe - Gameplay & Information Penta (Grenade Launcher)
 
Warframe Let's Build the PENTA Grenade Launcher
 
Warframe Penta Pro Builds 6 Forma update 14.2.0
 
 
</gallery>
 
</gallery>
   
 
{{SkinGallery}}
 
{{SkinGallery}}
  +
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
{{ver|23.3}}
+
{{ver|27.3.16}}
  +
*Fixed Penta grenades becoming stuck when Napalm Grenades is equipped, thus rendering the Penta unusable. As reported here: https://forums.warframe.com/topic/1174244-penta-grenades-getting-stuck-causing-the-weapon-to-be-completely-useless/
  +
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Penta: 50%
  +
  +
{{ver|27.2}}
  +
;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:<br />
  +
''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.''
  +
  +
{{ver|25.7.3}}
  +
*Fixed an issue where some projectiles wouldn't come to a complete stop and would slowly float away (noticed on some bouncing Penta grenades).
  +
  +
{{ver|23.2}}
 
*Fixed viewing the Penta in the marketplace (specifically the Penta Shock-Camo Skin) resulting in the ammo in the gun taking a second to load upon viewing it everytime.
 
*Fixed viewing the Penta in the marketplace (specifically the Penta Shock-Camo Skin) resulting in the ammo in the gun taking a second to load upon viewing it everytime.
  +
*Fixed the Tether Grenades Mod distorting the look of grenades
   
 
{{ver|22.3}}
 
{{ver|22.3}}
 
*Penta grenades will now bounce off the Blunt. It has a similar behavior as hitting a Grineer.
 
*Penta grenades will now bounce off the Blunt. It has a similar behavior as hitting a Grineer.
   
{{ver|21.0}}
+
{{ver|21}}
 
*Fixed an issue with the Penta grenades not detonating in succession while switching weapons with Adhesive Blast equipped.
 
*Fixed an issue with the Penta grenades not detonating in succession while switching weapons with Adhesive Blast equipped.
   
{{ver|20.0}}
+
{{ver|20}}
 
*Penta Alt-Fire mode now has stats in the Arsenal.
 
*Penta Alt-Fire mode now has stats in the Arsenal.
 
*To improve performance, added a small delay between each explosion when activating the alt-fire on certain weapons (e.g. Penta).
 
*To improve performance, added a small delay between each explosion when activating the alt-fire on certain weapons (e.g. Penta).
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*Increased damage and ammo pool of Penta series in Conclave.
 
*Increased damage and ammo pool of Penta series in Conclave.
   
{{ver|18.0}}
+
{{ver|18}}
 
*Increased blast radius of Penta series in PvP.
 
*Increased blast radius of Penta series in PvP.
   
Line 351: Line 380:
 
{{ver|11.3}}
 
{{ver|11.3}}
 
*Introduced.
 
*Introduced.
  +
}}
}}<div align="right">''Last updated: {{ver|23.1.1}}''</div>
 
  +
{{ver/Lu|24.1.4}}
   
 
==See also==
 
==See also==
*[[Torid]], an [[Infested]] grenade launcher. 
+
*{{Weapon|Torid}}, an [[Infested]] grenade launcher.
*[[Tonkor]], a [[Grineer]] grenade launcher.
+
*{{Weapon|Tonkor}}, a [[Grineer]] grenade launcher.
*[[Secura Penta]], the [[The Perrin Sequence|Perrin Sequence]] custom version.
+
*{{Weapon|Secura Penta}}, the [[The Perrin Sequence|Perrin Sequence]] custom version.
  +
*{{Weapon|Carmine Penta}}, a special version of the Penta.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
 
__NOTOC__
 
[[de:Penta]]
 
[[de:Penta]]
  +
[[es:Penta]]
 
[[fr:Penta]]
 
[[fr:Penta]]
__NOTOC__
 
 
[[Category:Launcher]]
 
[[Category:Launcher]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
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[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Impact Damage Weapons]]
 
[[Category:Impact Damage Weapons]]
  +
[[Category:Blast Damage Weapons]]

Revision as of 08:20, 4 May 2021

The Penta Launcher fires up to five grenades that can be remotely triggered at just the right moment.

Penta is a Grenade launcher used by Script error: The function "Faction" does not exist. Penta Rangers. It launches ballistic grenades that can be manually detonated with Alternate Fire.


Characteristics

This weapon deals primarily Script error: The function "Proc" does not exist. damage.

Advantages :

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
    • Explosion damage cannot be increased by Script error: The function "Proc" does not exist., Script error: The function "Proc" does not exist. or Script error: The function "Proc" does not exist. mods.
  • Grenades have slow travel time and heavy arcing.
  • Low critical chance and status chance.
  • Explosion inflicts self-stagger.
  • Explosion has linear damage falloff from 100% to 50% from central impact.
  • Can only have five grenades out at once.
    • ​Extra projectiles generated by Multishot will count towards the limit of five live grenades.
  • Slow reload speed.
  • Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
    • Can bounce off teammates or companions.
    • This can be countered with the Mod TT 20px Adhesive Blast mod which will make the grenades stick to any surface.
  • Low magazine size.
  • Extremely low ammo capacity of 20; requires just 4 reloads to fully deplete all ammo reserves.
  • Draws from the rare sniper ammo pool.

Comparisons:

Acquisition

The Penta's blueprint can be purchased from the Market. Alternatively, it can be acquired from completing the Jupiter to Saturn Junction.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
25,000
ControlModule
3
Circuits
1,000
Ferrite
1,200
AlloyPlate
400
Time: 1 Day(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 150 Blueprint2 Blueprints Price:Credits30,000

This weapon can be sold for Credits64 7,500.

Notes

  • Detonations can be triggered while the player is performing other actions.
  • The launch/flight of a grenade is silent (though the actual explosions are alarming, obviously).
  • Grenades have no arming delay, and can be detonated instantly with the use of the Secondary Fire button.
  • Grenades can be bounced around corners, off walls, and over low obstacles.
    • Grenades that continuously bounce into enemies will deal impact damage again and again even when already having bounced off of other enemies.
    • Grenades do not bounce when striking water, coming to a dead stop instead. This allows perfect aiming for setting traps.
  • Increasing the Magazine size of the weapon does not increase the 5 grenade limit.
  • Though the grenade explosion does not destroy rockets from Bombards, impacts by the grenades from very accurate (and lucky) shots can.
  • With Multishot, the second grenade is usually indistinguishable from the first, as they follow the same trajectory simultaneously and bounce in the same direction. They can be "separated" with negative accuracy from a Mod TT 20px Heavy Caliber at a reasonable rank.

Tips

  • Grenades fired from the Penta are lobbed in a heavy arc, allowing the player to kill enemies hiding behind cover much more easily, as the detonation happens upon external trigger.
  • Standing at a greater height allows for the grenades to be lobbed and bounce further, allowing the user to see the grenades better, as well as eliminating the worry of stagger.
  • A maxed Mod TT 20px Firestorm increases the blast radius from the initial 5 meters up to 6.2 meters, allowing more enemies to be caught in the blast.
  • It is not recommended to use Punch Through mods as grenades can often go through the floor on some tilesets, making it impossible to bounce every time.
  • Mod TT 20px Split Chamber can spawn a sixth grenade provided that the multishot procs when 4 grenades are already out
    • While multishot mods are commonly considered necessary to increase damage output, due to the Penta's mechanics of careful detonation and limited grenades active at once, it's not as much of an instant damage increase as with normal weapons. It can be useful for setting up a large number of grenades faster, however.
  • Elemental mods such as Mod TT 20px Hellfire are external from the main Blast damage, allowing the weapon to have 3 separate elemental combinations.
  • Players can detonate grenades in mid-air to score headshots on targets below.
  • The default color of the grenades can make it hard to see in the middle of a crowd of enemies or from their bouncing. Changing energy color can help with certain tile sets (E.g. do not use bright white for Corpus Outpost missions).
  • Grenades will immediately explode when they hit Blunts, water surface, puddles from Tar-Mutalist Moa or Bulwarks.
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Trivia

  • Penta derives from the Greek prefix of "five", which may refer to its magazine of 5 grenades.
    • This seems to be the first Corpus weapon to be named after Greek origin instead of Latin.
    • It could also be derived from the explosive compound PENTA.
      • Notably, PENTA does not usually detonate upon impact or ignition, but rather needs an external explosive trigger, similar to the Penta's grenades.
  • The Penta (and its variants) are the first and currently only weapons for which the magazine becomes visibly larger as magazine capacity is increased. With high enough capacity the magazine will even protrude out from the bottom of the magazine feed.
  • The Penta formerly used Mod TT 20px Rifle Ammo Mutation instead of Mod TT 20px Sniper Ammo Mutation, despite still using sniper ammo. This was fixed in Update 17.5 (2015-10-01).
  • The Penta was one of the first weapons with a non-static model: The magazine feeds up to the gun upon firing and the slide around the barrel are pulled back during reloading actions.
  • The Penta was the first Corpus weapon to focus on explosive weaponry, followed by the Lenz Lenz in Update 21.3 (2017-08-02).
  • The grenades are flat and rectangular, which is odd, considering their ability to bounce.
    • Prior to Update 23.2 (2018-08-02), the Mod TT 20px Tether Grenades augment changed the grenade model to be a short cylinder with concave ends. It still used the default grenade texture, which looked strange but was normally obscured by the grenades's blue glow.
    • Mod TT 20px Tether Grenades now causes the grenade to spin towards the enemy instead of staying flat.
  • Prior to Update 18.5 (2016-03-04), Mod TT 20px Adhesive Blast caused grenades to explode after a set amount of time.
  • This was the first weapon to have the Zoom capability replaced with a different function pre-Update 17.0 (2015-07-31).
  • The Arsenal interface used to label only the damage of the grenade projectile impact, but now labels the Script error: The function "Proc" does not exist. damage of the projectile as well as the base Script error: The function "Proc" does not exist. damage seperately (350 base).

Bugs

  • In its Arsenal UI, it does not display its trigger function, though it functions as Semi-Auto, possibly because it deals damage on impact, unlike other Active trigger weapons.

Media

Penta Skins

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Patch History

Hotfix 27.3.16 (2020-04-22)

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

  • Penta: 50%

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 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.

Hotfix 25.7.3 (2019-09-03)

  • Fixed an issue where some projectiles wouldn't come to a complete stop and would slowly float away (noticed on some bouncing Penta grenades).

Update 23.2 (2018-08-02)

  • Fixed viewing the Penta in the marketplace (specifically the Penta Shock-Camo Skin) resulting in the ammo in the gun taking a second to load upon viewing it everytime.
  • Fixed the Tether Grenades Mod distorting the look of grenades

Update 22.3 (2017-11-15)

  • Penta grenades will now bounce off the Blunt. It has a similar behavior as hitting a Grineer.

Update 21.0 (2017-06-29)

  • Fixed an issue with the Penta grenades not detonating in succession while switching weapons with Adhesive Blast equipped.

Update 20.0 (2017-03-24)

  • Penta Alt-Fire mode now has stats in the Arsenal.
  • To improve performance, added a small delay between each explosion when activating the alt-fire on certain weapons (e.g. Penta).
  • Fixed the Tether Grenade Mod for the Penta cancelling Self Damage.

Update 19.10 (2017-02-09)

  • Fixed unintentional DoT from Adhesive Blast on the Penta.

Hotfix 19.0.5 (2016-11-18)

  • Fixed Adhesive Blast causing the Penta projectile sound to not play.

Update: The Silver Grove (2016-08-19)

  • Penta series damage increased in Conclave.

Update 18.5 (2016-03-04)

  • Increased AoE damage of the Penta in Conclave.
  • Increased the ammo pool of Penta series in Conclave.
  • Penta explosions visual FX have been updated, and will now be based on the player’s energy color.
  • Fixed the Adhesive Blast Mod causing Penta weapons to detonate after a certain amount of time.

Hotfix 18.4.10 (2016-02-11)

  • Removed the headshot multiplier from the Penta series in Conclave.
  • The Penta series' explosive damage no longer ignores cover in Conclave.

Hotfix 18.1.3 (2015-12-18)

  • Increased damage and ammo pool of Penta series in Conclave.

Update 18.0 (2015-12-03)

  • Increased blast radius of Penta series in PvP.

Update 17.10 (2015-11-04)

  • Fixed Penta Grenades falling through the floor instead of bouncing.

Update 17.5 (2015-10-01)

  • Penta series damage increased in PvP.

Update 17.4 (2015-09-09)

  • Reduced the damage radius of the Penta series in PvP.

Hotfix 17.3.1 (2015-09-04)

  • Reduced the damage of the Penta series in PvP.

Update 17.3 (2015-09-02)

  • The Penta can now be used in PvP.

Hotfix 16.4.5 (2015-05-06)

  • Fixed the Penta not being affected by Volt’s Electric Shield.

Update 14.5 (2014-08-28)

  • Fixed issues with blank “Trigger” types in the UI for Penta.

Update 14.2 (2014-08-13)

  • Penta ammo capacity reduced from 540 to 20.

Hotfix 14.1.3 (2014-08-02)

  • Penta shots fired from Hall of Mirror clones will no longer display weapon trails.

Update 13.7 (2014-06-11)

  • Improved the performance of the Penta on low end computers.

Hotfix 12.0.5 (2014-02-10)

  • Changes to Penta's sounds.

Update 11.6 (2014-01-08)

  • Fixed Penta energy color not always applying to grenades.

Hotfix 11.5.3 (2013-12-21)

  • Fixed elemental damage upgrade mods not applying to the splash & embed damage from projectiles.

Update 11.5 (2013-12-19)

  • Fixed Arsenal stats for weapons that have projectiles with complex damage.

Hotfix 11.3.3 (2013-12-13)

  • Changes to Penta aiming reticle – firing trajectory should better align with reticle.

Hotfix 11.3.2 (2013-12-13)

  • Tweaks to Penta 2D sounds.
  • Lens flare added to Penta projectiles.
  • Penta now supports energy color customization.

Update 11.3 (2013-12-12)

  • Introduced.

Last updated: Hotfix 24.1.4 (2018-12-10)

See also