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The claws of these tactical bombs dig into the target and detonate on command.

The Talons are Script error: The function "Faction" does not exist. throwing bombs, functioning like throwing knives that stick to targets when thrown, dealing Script error: The function "Proc" does not exist. damage in a small radius when manually detonated via Alternate Fire.

Characteristics

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

Advantages:

  • Fourth highest base damage of all throwing-type secondaries, behind Pox Pox, Castanas Castanas, and SanctiCastanas Sancti Castanas.
    • Innate Script error: The function "Proc" does not exist. damage – effective against Machinery, Robotics, and Fossilized.
    • Explosion deals 250 damage when stuck to a surface, including enemies and allies.
  • 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 Script error: The function "Proc" does not exist. 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 Mod TT 20px Fulmination (Mod TT 20px Primed).
  • Innate two Script error: The function "Pol" does not exist. polarities.

Disadvantages:

  • Innate Script error: The function "Proc" does not exist. damage – less effective against Ferrite Armor.
    • Damage cannot be increased with 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.
  • 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 Pox for second lowest magazine size of all throwing-type secondaries, behind Castanas Castanas/SanctiCastanas Sancti Castanas.
    • Extremely low ammo capacity of 12; requires just 3 reloads to fully deplete all ammo reserves.
  • Can only have eight deployed mines out at once.
    • ​Extra projectiles generated by Multishot will count towards this limit.

Acquisition

The Talons's blueprint can be researched from the Tenno Lab in the dojo.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
20,000
ControlModule
2
Ferrite
1,500
Oxium
1,200
Forma
1
Time: 12 Hour(s)
Rush: PlatinumLarge 35
MarketIcon Market Price: PlatinumLarge 175 Blueprint2 Blueprints Price:Credits15,000
Tenno Lab ResearchClanAffinity643,000
Credits
5,000
ControlModule
1
Ferrite
650
Cryotic
300
PolymerBundle
400
Time: 3 Day(s)
Prereq: Castanas
Ghost Clan x1   Shadow Clan x3   Storm Clan x10   Mountain Clan x30   Moon Clan x100

Tips

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Media

Talons 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%:

  • Talons: 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.

Update 22.20 (2018-05-17)

Conclave
  • Reduced the ammo pool of the Talons.
  • Increased the effect of gravity on the Talons.

Hotfix 22.13.3 (2018-02-21)

  • Made the additional projectiles of Talons and Castanas from Multishot spread in a more uniform/predictable pattern.

Update 22.12 (2018-02-09)

  • 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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