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==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|{{ver|24.2}}
 
{{Scrollbox/Article|{{ver|24.2}}
 
*Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
*Tonkor Changes:
 
 
*Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
**Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
 
 
*Updated explosion effect and matched radius to damage (6m).
**Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
 
  +
*Fire Rate increased from 2 to 3.17.
**Updated explosion effect and matched radius to damage (6m).
 
**Fire Rate increased from 2 to 3.17.
+
*Radial damage increased from 325 to 650.
**Radial damage increased from 325 to 650.
+
*Clip size reduced from 2 to 1.
**Clip size reduced from 2 to 1.
+
*Ammo capacity reduced from 40 to 30.
 
*50% damage fall off added.
**Ammo capacity reduced from 40 to 30.
 
**50% damage fall off added.
 
 
{{ver|22.12}}
 
{{ver|22.12}}
 
*Increased projectile speed.
 
*Increased projectile speed.

Revision as of 20:35, 18 December 2018

Hurl mayhem and destruction with this Grineer grenade launcher.

The Tonkor is a Grineer grenade launcher which fires concussion explosives. While its magazine can only hold two rounds, the Tonkor boasts very high critical chance and damage.


Manufacturing Requirements
📝 Edit blueprint requirements
Credits
60,000
Salvage
1,500
Oxium
200
Cryotic
800
ArgonCrystal
2
Time: 1 Day(s)
Rush: PlatinumLarge 45
MarketIcon Market Price: PlatinumLarge 200 Blueprint2 Blueprints Price:Credits30,000

Characteristics

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

Advantages:

  • Innate Script error: The function "Proc" does not exist. damage - effective against Machinery and Fossilized.
    • Physical contact with grenades deal Script error: The function "Proc" does not exist. damage.
  • High critical chance and damage.
  • Grenades have a blast radius of 5 meters.
  • Pinpoint accuracy.
  • Can use the launcher-exclusive mods Mod TT 20px Adhesive Blast and Mod TT 20px Firestorm.

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. damage mods.
  • Low status chance.
  • Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive.
  • Explosions can cause self-damage.
    • Minimum travel length of 6m before being explosive should prevent accidental self-damage unless using Mod TT 20px Firestorm.
  • Grenades that hit any surface have a high bouncing capability which makes it hard to stack on a desired spot.
    • This can be countered with Mod TT 20px Adhesive Blast, which will make the grenades stick to any surface.
  • Extremely low magazine capacity of just 2 rounds; requires frequent reloading.
  • Draws from the rare sniper ammo pool.
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Notes

  • The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including Inaros.
  • The Tonkor's grenades will explode immediately upon hitting an enemy.
    • The grenades will also explode upon touching the Cryopod in a Defense mission, damaging nearby enemies. Note that the Cryopod will also take fifty damage upon doing so.
    • If the grenade fails to hit a player or enemy, it will explode one second after the first bounce.
    • If Mod TT 20px Adhesive Blast is used, the grenades will stick to enemies until their fuse expires rather than immediately detonating.
  • 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.
  • Grenades will come to a complete stop when coming in contact with a body of water. This can turn them into makeshift proximity mines which will only explode when touched or after a few seconds.
  • Grenades created by Mirage's clones from Hall of Mirrors that are left over after the ability deactivates will cause damage to user if caught in the blast.
  • Grenades that impact enemies too close to the user will not detonate and will bounce off them harmlessly instead, possibly bouncing back and killing the player.

Tips

  • Projectile Speed modifiers like Zephyr's Mod TT 20px Jet Stream or Mod TT 20px Terminal Velocity will help increase its launch speed significantly. Trajectory guide when zoomed will adjust with increased flight speed.
    • If the projectile speed is high enough, the grenade will explode on impact with any surface. In the case of a Mod TT 20px Jet Stream Zephyr, the minimum amount of Ability Strength percentage needed to achieve this effect is given by the formula:
      Ability Strength (with Jet Stream) > 150% - Flight Speed Mods

Example: Ability Strength (with Jet Stream) > 150% - 60% = 90% -> your mod build doesn't need any strentgh mod; what it matters is that the strength is still higher than 90%, so beware of other mods like Overextended

  • It is encouraged to always add some margin on top of the required Ability Strength as gravity could slow down the grenade too much, preventing its explosion.
  • The Tonkor's self-damage property can be used to increase Vex Armor's buffs when using Chroma.
  • It is advised not to 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.
  • Grenades will immediately explode when impacting the following surfaces, allowing instant high damage to enemies:

Trivia

  • The Grineer text on the side of its barrel Grineer AGrineer NGrineer M translates to "ANM".
    • Previous design concepts show Grineer AGrineer LGrineer L ("ALL"). [1]
  • 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.). This was removed to discourage griefing and exploits.

Tonkor Skins

Edit

Media

Patch History

Update 24.2 (2018-12-18)

  • Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
  • Projectile now explodes on impact after traveling past 6m. If it impacts before 6m it is destroyed without exploding.
  • Updated explosion effect and matched radius to damage (6m).
  • Fire Rate increased from 2 to 3.17.
  • Radial damage increased from 325 to 650.
  • Clip size reduced from 2 to 1.
  • Ammo capacity reduced from 40 to 30.
  • 50% damage fall off added.

Update 22.12 (2018-02-09)

  • Increased projectile speed.
  • Changed projectile life from 3 secs on launch to 1 sec after first bounce.
  • Improved trail FX.

Update 20.0 (2017-03-24)

  • The Tonkor now deals self-damage like all other launchers.
  • The Tonkor Grenade trajectory line now appears on holding the fire button , and grenade fires on release.
  • The grenade needs to travel 6m before arming itself, it will bounce off yourself, other players and AI before then.
  • The Maximum lifespan of grenade has dropped from 5 to 3 seconds.
  • Grenades bounce lower and explode sooner, making them more likely to explode where they are shot.
  • The Critical Chance has been reduced to 25%.
  • The Accuracy of the Tonkor has been increased.

Update 16.7 (2015-06-04)

  • Introduced.

See Also