The Talons are Tenno throwing bombs, functioning like throwing knives that stick to targets when thrown, dealing
Blast damage in a small radius when manually detonated via Alternate Fire.
Characteristics[edit | edit source]
This weapon deals Blast damage.
Advantages:
- Fourth highest base damage of all throwing-type secondaries, behind
Pox,
Castanas, and
Sancti Castanas.
- Innate
Blast damage – effective against Machinery, Robotics, and Fossilized.
- Explosion deals 250 damage when stuck to a surface, including enemies and allies.
- Innate
- High critical chance.
- Very high status chance.
- Pinpoint accuracy.
- Very fast reload speed.
- High projectile velocity, making them easy to use at range.
- Mines stick to surfaces, including enemies and allies.
- Guaranteed
Puncture proc.
- Silent, even if the projectile hits the enemy.
- User can detonate charges on command via Alternate Fire, giving the player precise timing in detonation.
- Detonation has an explosion radius of 4 meters.
- Up to eight deployed mines can be ready for detonation at the same time.
- Extra projectiles generated by Multishot have a very wide horizontal spread, effective at covering large groups of enemies.
- Can benefit from
Fulmination (
Primed).
- Innate two
polarities.
Disadvantages:
- Innate
Blast damage – less effective against Ferrite Armor.
- Explosion inflicts self-stagger.
- Explosion has linear damage falloff from 100% to 50% from central impact.
- Semi-automatic fire, unlike other throwing weapons.
- Extremely ammo inefficient.
- Tied with
Pox for second lowest magazine size of all throwing-type secondaries, behind
Castanas/
Sancti Castanas.
- Extremely low ammo capacity of 12; requires just 3 reloads to fully deplete all ammo reserves.
- Tied with
- Can only have eight deployed mines out at once.
- Extra projectiles generated by Multishot will count towards this limit.
Acquisition[edit | edit source]
The Talons's blueprint can be researched from the Tenno Lab in the dojo.
Manufacturing Requirements | |||||
---|---|---|---|---|---|
![]() 20,000 |
![]() 2 |
![]() 1,500 |
![]() 1,200 |
![]() 1 |
Time: 12 hrs |
Rush: ![]() | |||||
![]() ![]() |
![]() | ||||
Tenno Lab Research ![]() | |||||
![]() 5,000 |
![]() 1 |
![]() 650 |
![]() 300 |
![]() 400 |
Time: 72 hrs |
Prereq: Castanas | |||||
![]() ![]() ![]() ![]() ![]() |
Tips[edit | edit source]
Media[edit | edit source]
Talons Skins
Patch History[edit | edit source]
Hotfix 27.2.2
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
- Talons: 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.
- Conclave
- Reduced the ammo pool of the Talons.
- Increased the effect of gravity on the Talons.
- Made the additional projectiles of Talons and Castanas from Multishot spread in a more uniform/predictable pattern.
- Mastery Rank increased from 5 to 8.
- Status chance increased from 10% to 26%.
- Critical chance increased from 5% to 22%.
- Critical damage increased from 1.5x to 2x.
- Multishot now spreads additional projectiles horizontal only.
- Ammo capacity decreased from 20 to 12.
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