FANDOM


Line 2: Line 2:
 
{{WeaponInfoboxAutomatic
 
{{WeaponInfoboxAutomatic
 
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
 
<!--overides the name for ALL automatic calls. Needed if being used for a weapon that doesn't match the name of the page (or if the weapon's name has an odd character like '&' in it)-->
|name =
+
|name = <!--
 
<!--
 
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
---!!!!!---INSTRUCTIONS---!!!!!---
 
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
 
Everything below this is for manually overriding the automatic values. If you're not sure how to update Module:Weapons/data (Or especially if this is a brand new weapon), you can just put stuff here instead and somebody else will drop by and move the changes along later.
Line 9: Line 9:
 
-->
 
-->
 
<!--Statistics-->
 
<!--Statistics-->
|image =
+
|trigger = <!--Utility-->
|mastery level =
+
|disposition = <!--Normal Attacks-->
|slot =
+
|normal ammo cost = <!--Charge Attacks-->
|type =
+
|charge ammo cost = <!--Area Attacks-->
|trigger =
+
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
+
|secondaryarea falloff = <!--Secondary Attacks-->
<!--Utility-->
+
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
|ammo type =
+
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
|flight speed =
+
|charged throw charge time = <!--Other Melee Attacks-->
|range =
+
|slide attack = <!--Miscellaneous-->
|noise level =
+
|users = [[Napalm|Kuva Napalm]]
|fire rate =
 
|spool =
 
|accuracy =
 
|magazine =
 
|max ammo =
 
|reload =
 
|zoom =
 
|combo reset =
 
|combo min =
 
|finisher damage =
 
|channel damage =
 
|disposition =
 
 
<!--Normal Attacks-->
 
|normal impact =
 
|normal puncture =
 
|normal slash =
 
|normal element =
 
|normal damage =
 
|normal pellet count =
 
|normal burst count =
 
|normal critical chance =
 
|normal critical damage =
 
|normal status chance =
 
|normal punchthrough =
 
|normal radius =
 
|normal duration =
 
|normal falloff =
 
|normal ammo cost =
 
 
<!--Charge Attacks-->
 
|charge impact =
 
|charge puncture =
 
|charge slash =
 
|charge element =
 
|charge damage =
 
|charge time =
 
|charge pellet count =
 
|charge burst count =
 
|charge critical chance =
 
|charge critical damage =
 
|charge status chance =
 
|charge punchthrough =
 
|charge radius =
 
|charge duration =
 
|charge falloff =
 
|charge ammo cost =
 
 
<!--Area Attacks-->
 
|area impact =
 
|area puncture =
 
|area slash =
 
|area element =
 
|area damage =
 
|area pellet count =
 
|area critical chance =
 
|area critical damage =
 
|area status chance =
 
|area radius =
 
|area duration =
 
|area falloff =
 
|area ammo cost =
 
 
<!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
 
|secondaryarea impact =
 
|secondaryarea puncture =
 
|secondaryarea slash =
 
|secondaryarea element =
 
|secondaryarea damage =
 
|secondaryarea pellet count =
 
|secondaryarea critical chance =
 
|secondaryarea critical damage =
 
|secondaryarea status chance =
 
|secondaryarea radius =
 
|secondaryarea duration =
 
|secondaryarea falloff =
 
 
<!--Secondary Attacks-->
 
|secondary impact =
 
|secondary puncture =
 
|secondary slash =
 
|secondary element =
 
|secondary damage =
 
|secondary pellet count =
 
|secondary burst count =
 
|secondary critical chance =
 
|secondary critical damage =
 
|secondary status chance =
 
|secondary punchthrough =
 
|secondary radius =
 
|secondary duration =
 
|secondary falloff =
 
|secondary charge time =
 
|secondary fire rate =
 
|secondary trigger =
 
|secondary ammo cost =
 
 
<!--Throw Attacks (for Glaives)-->
 
|throw impact =
 
|throw puncture =
 
|throw slash =
 
|throw element =
 
|throw damage =
 
|throw critical chance =
 
|throw critical damage =
 
|throw status chance =
 
|throw punchthrough =
 
|throw falloff =
 
|throw charge time =
 
 
<!--Charged Throw Attacks (for Glaives)-->
 
|charged throw impact =
 
|charged throw puncture =
 
|charged throw slash =
 
|charged throw element =
 
|charged throw damage =
 
|charged throw critical chance =
 
|charged throw critical damage =
 
|charged throw status chance =
 
|charged throw punchthrough =
 
|charged throw falloff =
 
|charged throw charge time =
 
   
<!--Other Melee Attacks-->
+
[[Bailiff|Nightwatch Reaver]]
|slam attack =
 
|slam radius =
 
|slide attack =
 
|slide attack =
 
   
<!--Miscellaneous-->
+
[[Aerial Commander]]
|syndicate effect =
+
|channel damage =
|augments =
+
|charge element =
|polarities =
+
|charge status chance =
|stance polarity =
+
|area element =
|users =
 
|introduced =
 
 
}}
 
}}
 
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}}
 
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}}

Revision as of 22:51, February 6, 2020

Hurl mayhem and destruction with this Grineer grenade launcher.

The Tonkor is a Grineer grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 6 meters, while also boasting high critical chance and critical multiplier.

Manufacturing Requirements
Credits64
60,000
Salvage64
1,500
Oxium64
200
Cryotic
800
ArgonCrystal64
2
Time: 24 hrs
Rush: Platinum64 45
MarketIcon Market Price: Platinum64 200 Blueprint2 Blueprints Price:Credits6430,000

Characteristics

This weapon deals primarily Blast b Blast damage.

Advantages:

  • Innate Blast b Blast damage – effective against Machinery and Fossilized.
    • Physical contact with grenades deal Puncture b Puncture damage.
  • High critical chance and damage.
  • Grenades explode in a 6 meter radius after impacting a surface or enemy.
    • Grenades have a minimum arming distance of 6 meters, mitigating self-damage.
  • Direct hits cause knockdown, whether or not the grenade explodes.
  • Pinpoint accuracy.
  • Fairly fast reload speed.
  • Can use the launcher-exclusive mods Mod TT 20pxAdhesive Blast and Mod TT 20pxFirestorm.

Disadvantages:

  • Innate Blast b Blast damage – less effective against Ferrite Armor.
  • Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by projectile flight speed).
  • Low status chance.
  • Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive.
    • A grenade hitting an enemy without exploding causes little damage with little-to-no critical chance.
  • Explosions can cause self-damage.
    • Minimum travel length of 6 meters before being explosive should prevent accidental self-damage unless using Mod TT 20pxFirestorm or rapidly moving towards the grenade's impact area before it explodes.
  • Extremely low magazine capacity of just 1 round, requires frequent reloading.
  • Draws from the rare sniper ammo pool.

Comparisons:

Weapon Loadouts

Notes

  • Has a 5 second fuse when traveling in the air, after which it will fizzle out and no longer explode. This is only prevalent if shooting straight up however, due to the arc the grenades have.
  • Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
  • The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including InarosIcon272 Inaros, however getting it to explode within range is rare.
  • If Mod TT 20pxAdhesive Blast is used, the grenade will deal no damage and fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an extremely short delay.
  • The Tonkor's grenade flight trails are affected by the weapon's energy color, but the explosions themselves are a mix of the Tonkors energy color, and your Warframe's energy color.
  • The direct impact of the grenades have no chance to score critical hits.

Tips

  • Projectile flight speed modifiers like ZephyrIcon272 Zephyr's Mod TT 20pxJet Stream or Mod TT 20pxTerminal Velocity will help increase its launch speed significantly.
  • Punch through can cause the Tonkor's projectiles to pierce enemies (while knocking them down) and thin walls at close range, potentially exploding behind them.
    • However, it will also prevent the grenade from exploding on the initial impact at longer ranges.

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 prior to an update.
    • 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.
  • Adding punch through and firing at a close range surface will cause two grenades (regardless of multishot) to appear and fizzle out, despite the actual projectile(s) continuing through the surface.
  • Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities (MesaIcon272 Mesa's Peacemaker130xDark Peacemaker, NyxIcon272 Nyx's Absorb130xDark Absorb, etc.). This was removed to discourage griefing and exploits.

Tonkor Skins

Media

  • Tonkor in Codex.
  • Unloaded Tonkor seen from the bottom
  • Concept Art for the Tonkor.
  • A Tonkor grenade in the default colours.

Patch History

Update 25.8
October 2019 Riven Disposition Change
  • Tonkor: 1.15->1.3

Update 24.2

  • 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.
  • Tonkor Reload Speed increased from 2 seconds to 1.7 seconds

Update 22.12

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

Update 20.0

  • 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

  • Introduced.

See also

Community content is available under CC-BY-SA unless otherwise noted.