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*Draws from the rare sniper ammo pool.
 
*Draws from the rare sniper ammo pool.
 
*Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases.
 
*Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases.
  +
*grenades have a long fuse time which may make crowd control more challenging.
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}

Revision as of 22:08, 4 November 2015

Tonkor
File:GrnGrenadeLauncher.png
Statistics
Weapon Slot Primary
Weapon Type Launcher
Trigger Type Semi-Auto
Utility
Ammo Type Sniper
Noise Level Alarming
Fire Rate 2.0 rounds/sec
Accuracy 12.5
Magazine Size 2 rounds/mag
Max Ammo 40 rounds
Normal Attacks
Puncture wPuncture 75.0
Crit Chance 35.0%
Secondary Attacks
Elemental Type Script error: The function "Proc" does not exist.
Miscellaneous
Weapon Users Nightwatch Reaver
Introduced Update 16.4
Hurl mayhem and destruction with this Grineer grenade launcher.

The Tonkor is a Grineer grenade launcher which fires concussion explosives that can launch its owner airborne. Compared to the Penta, the Tonkor has slightly less explosion damage and magazine size, but boasts a higher fire rate, faster reload, and good critical potential.

Manufacturing Requirements
Credits64
60,000
Salvage
1,500
Oxium
200
Cryotic
800
ArgonCrystal
2
Time: 24 hrs
Rush: Platinum64 45
MarketIcon Market Price: PlatinumLarge200 Blueprint2 Blueprints Price: Credits 30,000

Characteristics

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

Advantages :

  • Grenades deal Script error: The function "Proc" does not exist. damage when hitting an enemy.
  • High critical chance and good multiplier stats.
  • High AoE damage.
    • 325 Script error: The function "Proc" does not exist. damage that can be increased by mods.
  • Explosions can crit and proc.
  • Decent fire rate for a grenade launcher type weapon.
  • Can use the exclusive Firestorm mod.
  • Zooming (RMB ) will display the next grenade's trajectory.
  • Can be used to 'rocket jump' for the wielder exclusively.
  • Deals only 50 damage to user regardless of mods.

Disadvantages :

  • Grenades have a relatively slow projectile speed and heavy arcing.
  • Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
  • Small magazine size.
  • The grenades deal both Script error: The function "Proc" does not exist. and Script error: The function "Proc" does not exist. damage on direct hits only.
  • Second lowest max ammo of all primary weapons.
  • Low accuracy.
  • Shooting while enemies are close will force you to jump.
    • However, this can be used to chain to a melee slam attack, or other airborne offensive.
  • Grenades damage the player, albeit much less than the similar Penta.
  • Draws from the rare sniper ammo pool.
  • Unlike the Penta, the grenades cannot be detonated manually or prematurely, forcing the player to aim directly at enemies in most cases.
  • grenades have a long fuse time which may make crowd control more challenging.
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Notes

  • The Tonkor's grenade will bounce several times off any hard surfaces and environmental objects, before detonating 5 seconds after it settles on the ground. The grenade will explode on impact with the first enemy or player it hits, however.
    • The grenades will also explode when touching the Cryopod in a Defense mission, damaging nearby enemies. Note that the Cryopod will also take as much damage as the user would if the Tonkor was used for rocket jumping.
  • The Tonkor will only hit an enemy with a direct hit if it hits the player model. This can result in the grenades bouncing between enemy legs.
  • It is possible to achieve red critical hits with Point Strike and Critical Delay, landing a 104.3% critical chance. This can be further increased using the Arcane Avenger enhancement, reaching a 134.3% total critical chance.
  • The Tonkor can be used to propel the player a decent distance by aiming the grenade at their feet while jumping.
    • Jumping and firing the grenade increases lift and velocity and can be combined with spin or jump attacks with melee to improve mobility.
  • Unlike other explosive weapons like the Penta and Ogris, the Tonkor's explosion damage deals only a small, fixed amount of damage against the player, making it safer to use in close-quarters than the aforementioned counterparts. This also facilitates its use as a mobility tool as noted above.
  • When aiming down using zoom (default RMB ), the Tonkor will display a flashing dotted line that shows the approximate trajectory the grenade will follow when fired. This line will only display the grenade's initial flight path and not any subsequent bounces.
  • When falling fast enough while still in the air, shooting the Tonkor below the player's feet will cause the player to jump midair.
  • Grenades will come to a dead stop when fired into the water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds.

Tips

  • Terminal Velocity will help increase its projectile speed. Trajectory guide when zoomed will adjust with increased flight speed.
    • Zephyr's Jet Stream increases the grenade projectile flight speed significantly.
      • Jet Stream with high Power Strength allows for the projectiles to explode on first ground contact. Along with a maxed Terminal Velocity and maxed Jet Stream, a minimum of 175% power strength is required to have this effect.
      • Without using Terminal Velocity, minimum Power Strength needed is somewhere between 234% and 236%, when using Jet Stream.
  • The Tonkor's self-damage property can be used to increase Vex Armor's buffs when using Chroma.
  • It is advised to not use punch-through, as it can cause the Tonkor's projectiles to hit enemies without exploding. It also causes the projectiles to bounce/penetrate surfaces unpredictably.

Trivia

  • The Grineer text on the side of its barrel Grineer AGrineer NGrineer M translates to "ANM".
  • The Tonkor's breech-loading design is derived from the M79 grenade launcher, albeit with the ability to hold two rounds instead of one.
    • Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
    • It seems that these "grenades" are actually power cells with a built-in launching mechanism.
  • Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis related abilities. (Mesa's Peacemaker, Nyx's Absorb, etc.)

Bugs

  • Frequently, firing without zooming in will make the grenades explode right in front of the gun.
  • The Tonkor will have 30 rounds of Max Ammo instead of 40 when the Castanas or the Angstrum are equipped in the secondary-slot. This might be because they both draw from the same sniper ammo pool, and the above weapons have an ammo capacity of 30.

Media

See Also