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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
  +
{{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)-->
  +
|name = <!--
  +
---!!!!!---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.
   
  +
If everything here is blank, then everything is working correctly - Only put values here if they are different from what the page already shows.
{{WeaponInfoboxU11
 
  +
-->
| name = {{PAGENAME}}
 
  +
<!--Statistics-->
| image = GrnGrenadeLauncher.png
 
  +
|trigger = <!--Utility-->
| mastery level = 5
 
  +
|disposition = <!--Normal Attacks-->
| slot = Primary
 
  +
|normal ammo cost = <!--Charge Attacks-->
| type = Launcher
 
  +
|charge ammo cost = <!--Area Attacks-->
  +
|area ammo cost = <!--Secondary Area Attacks (For 2-stage explosions like Lenz or Kulstar)-->
  +
|secondaryarea falloff = <!--Secondary Attacks-->
  +
|secondary ammo cost = <!--Throw Attacks (for Glaives)-->
  +
|throw charge time = <!--Charged Throw Attacks (for Glaives)-->
  +
|charged throw charge time = <!--Other Melee Attacks-->
  +
|slide attack = <!--Miscellaneous-->
  +
|users = [[Napalm|Kuva Napalm]]
   
  +
[[Bailiff|Nightwatch Reaver]]
| ammo type = Sniper
 
| trigger = Semi-Auto
 
| projectile speed =
 
| noise level = Alarming
 
| rate of fire = 2.0
 
| accuracy = 12.5
 
| zoom =
 
| spread =
 
| recoil =
 
| clip = 2
 
| max ammo = 40
 
| reload = 2.0
 
| stat proc = 10.0
 
   
  +
[[Aerial Commander]]
| physical damage = 75.0
 
| impact damage =
+
|channel damage =
  +
|charge element =
| puncture damage = 75.0
 
 
|charge status chance =
| slash damage =
 
  +
|area element =
| elemental damage type =
 
| elemental damage =
 
| crit chance = 35.0
 
| crit damage = 2.5
 
 
| charge physical damage =
 
| charge impact damage =
 
| charge puncture damage =
 
| charge slash damage =
 
| charge elemental damage type =
 
| charge elemental damage =
 
 
| charge speed =
 
| charge crit chance =
 
| charge crit damage =
 
 
| conclave = 1
 
| polarities =
 
| introduced = [[Update 16#Update 16.4|Update 16.4]]
 
| notes =
 
|secondary elemental damage type = {{Icon|Proc|Blast|text}}
 
|secondary elemental damage = 325.0
 
| users = [[Grineer Nightwatch Corps#Nightwatch Reaver|Nightwatch Reaver]]
 
 
}}
 
}}
 
{{Codex|Hurl mayhem and destruction with this Grineer grenade launcher.}}
 
{{Codex|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.
+
The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 7 meters, while also boasting high [[critical chance]] and [[critical multiplier]].
   
  +
{{BuildAutomatic|type=Weapon}}
{{BuildRequire
 
|buildcredits= 60,000
 
|build1= Salvage
 
|build1amount=1,500
 
|build2= Oxium
 
|build2amount=200
 
|build3= Cryotic
 
|build3amount=800
 
|build4= Argon Crystal
 
|build4amount=2
 
|buildtime=24
 
|buildrush=45
 
|blueprint=30,000
 
|market=200
 
}}
 
   
 
==Characteristics==
 
==Characteristics==
 
This weapon deals primarily {{Icon|Proc|Blast|Text}} damage.
 
This weapon deals primarily {{Icon|Proc|Blast|Text}} damage.
   
'''Advantages :'''
+
'''Advantages:'''
*Grenades deal {{Icon|Proc|Puncture|text}} damage when hitting an enemy.
+
*Innate {{Icon|Proc|Blast|text}} damage &ndash; effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
*High critical chance and good multiplier stats.
+
*High [[critical chance]] and [[critical multiplier]].
*High AoE damage.
 
  +
*Grenades explode in a '''7''' meter radius after impacting a surface or enemy.
**325 {{Icon|Proc|Blast|Text}} damage that can be increased by mods.
 
  +
**Grenades have a minimum arming distance of '''8''' meters, mitigating [[Stagger|self-stagger]].
*Decent fire rate for a grenade launcher type weapon.
 
  +
*Direct hits cause knockdown, whether or not the grenade explodes.
*Can use the exclusive [[Firestorm]] mod.
 
 
*Pinpoint [[accuracy]].
*Zooming ({{Key|RMB}}) will display the next grenade's trajectory.
 
  +
*Fairly fast [[reload speed]].
*Can be used to 'rocket jump' for the wielder ''exclusively''.
 
  +
*Can use the Tonkor-exclusive {{M|Precision Strike}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mod.
**Cannot be used to move [[Tenno]]-created allies from powers such as [[Saryn|Saryn's]] [[Molt]], [[Loki|Loki's]] [[Decoy]], [[Chroma|Chroma's]] [[Effigy]].
 
  +
*Can benefit from {{M|Firestorm}} and {{M|Amalgam Furax Body Count}}.
*Deals only 50 maximum damage to user regardless of mods.
 
   
'''Disadvantages :'''
+
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Blast|Text}} damage &ndash; less effective against [[Ferrite Armor]].
*Grenades have a relatively slow projectile speed and heavy arcing.
 
  +
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods.
*Grenades have a high bouncing capability which makes it hard to stack on a desired spot.
 
  +
*Has linear damage falloff from 100% to 50% from ?m to ?m target distance (distances are affected by [[projectile flight speed]]).
*Small magazine size.
 
  +
*Low [[status chance]].
*The grenades deal both {{Icon|Proc|Puncture|text}} and {{Icon|Proc|Blast|Text}} damage on direct hits only.
 
  +
*Grenades have travel time, heavy arcing, and needs to travel 8m before being explosive.
*Second lowest max ammo of all primary weapons.
 
  +
**A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
*Low accuracy.
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
*Shooting at enemies that are close will force you upwards.
 
  +
**Minimum travel length of 6 meters before being explosive should prevent accidental self-stagger unless using {{M|Firestorm}}/{{M|Amalgam Furax Body Count}} or rapidly moving towards the grenade's impact area before it explodes.
**However, this can be used to chain to a melee slam attack, or other airborne offensive such as shooting your second shot underneath you.
 
  +
*Explosion has linear damage falloff from 100% to 30% from central impact.
*Grenades will damage the player, albeit much less than the similar [[Penta]].
 
  +
*Extremely low magazine capacity of just 1 round, requires frequent reloading.
 
*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.
 
  +
{{WeaponComparison|Kuva Tonkor}}
**If grenades miss, stepping on them will cause them to detonate, dealing the same damage as usual.
 
*Grenades have a long fuse time which may make crowd control more challenging.
 
   
 
{{WeaponBuildSection}}
 
{{WeaponBuildSection}}
   
 
==Notes==
 
==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.
*The Tonkor's grenades will explode immediately upon hitting a player or enemy.
 
  +
*Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
**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, similar to when using the grenades to jump.
 
  +
*If {{M|Adhesive Blast}} is used, the grenade will fizzle out if it lands within 6m of the player. If landing past 6m it will explode after an ''extremely'' short delay.
**If the grenade fails to hit a player or enemy, it will bounce several times off any hard surfaces and environmental objects before detonating five seconds after it settles on the ground.
 
*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.
+
*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.
*It is possible to achieve red critical hits with [[Point Strike]] and [[Critical Delay]], landing a 134.75% critical chance. This can be further increased using the [[Arcane Avenger]] enhancement, reaching a 164.75% total critical chance.
 
*The Tonkor's grenades can propel the player a fair distance while jumping and hitting a grenade underneath the player's feet, thus increasing the speed at which the player is propelled with.
 
*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 {{Key|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.
 
*Falling faster than the Tonkor's grenades' speed upon firing will allow the player to jump in midair.
 
*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.
 
   
 
==Tips==
 
==Tips==
  +
*[[Projectile flight speed]] modifiers like {{WF|Zephyr}}'s {{M|Jet Stream}} or {{M|Terminal Velocity}} will help increase its launch speed significantly.
*[[Terminal Velocity]] will help increase its projectile speed. Trajectory guide when zoomed will adjust with increased flight speed.
 
  +
*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.
**[[Zephyr|Zephyr's]] [[Jet Stream]] increases the grenade projectile flight speed significantly.
 
  +
**However, it will also prevent the grenade from exploding on the initial impact at longer ranges.
***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.
 
*Grenades will immediately explode when impacting the following surfaces, allowing instant high damage to enemies:
 
**[[Blunt]], [[Tectonics|Bulwark]], [[Decoy]], [[Molt]]
 
   
 
==Trivia==
 
==Trivia==
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM".
 
*The [[Grineer Language|Grineer text]] on the side of its barrel {{GrineerScript|ANM}} translates to "ANM".
  +
**Previous design concepts show {{GrineerScript|ALL}} ("ALL"). <sup>[http://payload319.cargocollective.com/1/16/538705/8689822/Grineeer_1500.jpg]</sup>
*The Tonkor's breech-loading design is derived from the [[wikipedia:M79_grenade_launcher|M79 grenade launcher]], albeit with the ability to hold two rounds instead of one.
+
*The Tonkor's breech-loading design is derived from the [[wikipedia:M79 grenade launcher|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.
 
**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.
 
**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 ([[Mesa|Mesa's]] [[Peacemaker]], [[Nyx|Nyx's]] [[Absorb]], etc.). This was removed to discourage griefing and exploits.
+
*Previously, the Tonkor was able to launch teammates into the air, and could even move them around while they were channeling stasis-related abilities ({{WF|Mesa}}'s {{A|Peacemaker}}, {{WF|Nyx}}'s {{A|Absorb}}, etc.). This was removed to discourage griefing and exploits.
**The Tonkor could also knock [[Hydroid]] out of [[Undertow]] and would damage a friendly [[Rhino|Rhino's]] [[Iron Skin]].
+
**The Tonkor could also knock {{WF|Hydroid}} out of {{A|Undertow}} and would damage a friendly {{WF|Rhino}}'s {{A|Iron Skin}}.
   
  +
{{SkinGallery}}
==Bugs==
 
*Frequently, firing without zooming in will make the grenades explode right in front of the gun, causing the player to be launched.
 
*The {{PAGENAME}} 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. The same can occur with the Talons, which have Max ammo of 20, thus resetting the Tonkor's Max ammo to 20.
 
*When using the Tonkor to jump, the damage reduction fails to apply to Rhino's Iron Skin.
 
   
 
==Media==
 
==Media==
Line 141: Line 93:
 
TonkorCodex.png|Tonkor in Codex.
 
TonkorCodex.png|Tonkor in Codex.
 
2015-05-23_00002.jpg|Unloaded Tonkor seen from the bottom
 
2015-05-23_00002.jpg|Unloaded Tonkor seen from the bottom
  +
Tonkor Concepts.png|Concept Art for the Tonkor.
  +
Tonkor Grenade.jpg|A Tonkor grenade in the default colours.
 
</gallery>
 
</gallery>
   
Line 150: Line 104:
 
Warframe Tonkor
 
Warframe Tonkor
 
Warframe Tonkor Only 5 Forma
 
Warframe Tonkor Only 5 Forma
TONKOR Blast Radiation&Viral Corrosive Build 4 forma's Update 16.5
+
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
TONKOR CRITICAL BUILD (for champions) 4 forma's Update 16.5
 
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
 
</gallery>
 
</gallery>
   
==See Also==
+
==Patch History==
  +
{{Scrollbox/Article|
* [[Penta]], the [[Corpus]] equivalent.
 
  +
{{ver|27.3.13}}
* [[Torid]], the [[Infested]] grenade launcher.
 
  +
*Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements
  +
  +
{{ver|27.2.2}}<br/>
  +
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:
  +
*Tonkor: 70%
  +
  +
{{ver|27.2}}
  +
;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:<br />
  +
''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.''
  +
  +
{{ver|25.8}}
  +
;October 2019 Riven Disposition Change
  +
*Tonkor: 1.15->1.3
  +
  +
{{ver|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
  +
  +
{{ver|22.12}}
  +
*Increased [[projectile flight speed]].
  +
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
  +
*Improved trail FX.
  +
  +
{{ver|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.
  +
  +
{{ver|16.7}}
  +
*Introduced.}}
  +
  +
==See also==
  +
*{{Weapon|Kuva Tonkor}}, the [[Kuva Lich]] counterpart of this weapon.
 
*{{Weapon|Penta}}, a [[Corpus]] grenade launcher.
 
*{{Weapon|Torid}}, an [[Infested]] grenade launcher.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
[[fr:Tonkor]]
 
 
__NOTOC__
 
__NOTOC__
  +
[[de:Tonkor]]
  +
[[es:Tonkor]]
 
[[fr:Tonkor]]
 
[[Category:Weapons]]
 
[[Category:Weapons]]
[[Category:Launchers]]
+
[[Category:Launcher]]
 
[[Category:Grineer]]
 
[[Category:Grineer]]
 
[[Category:Primary Weapons]]
 
[[Category:Primary Weapons]]
 
[[Category:Update 16]]
 
[[Category:Update 16]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
  +
[[Category:Blast Damage Weapons]]

Revision as of 23:47, 18 May 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 7 meters, while also boasting high critical chance and critical multiplier.


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:

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.
  • 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 8m before being explosive.
    • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
  • Explosion inflicts self-stagger.
    • Minimum travel length of 6 meters before being explosive should prevent accidental self-stagger unless using Mod TT 20px Firestorm/Mod TT 20px Amalgam Furax Body Count or rapidly moving towards the grenade's impact area before it explodes.
  • Explosion has linear damage falloff from 100% to 30% from central impact.
  • Extremely low magazine capacity of just 1 round, requires frequent reloading.
  • Draws from the rare sniper ammo pool.

Comparisons:

Lotusiconsmall
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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.
  • If Mod TT 20px Adhesive Blast is used, the grenade will 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.

Tips

  • Projectile flight speed modifiers like ZephyrIcon272 Zephyr's Mod TT 20px Jet Stream or Mod TT 20px Terminal 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 Peacemaker130xWhite Peacemaker, NyxIcon272 Nyx's Absorb130xWhite Absorb, etc.). This was removed to discourage griefing and exploits.

Tonkor Skins

Edit

Media

Patch History

Hotfix 27.3.13 (2020-04-14)

  • Fixed Tonkor projectiles colliding with themselves when Multishot is used, causing them to instantly stagger players when fired during certain movements

Hotfix 27.2.2 (2020-03-06)
Reduced the following AoE weapons Radial Damage Falloff from central impact that were all previously 90%:

  • Tonkor: 70%

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 25.8 (2019-10-01)

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

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

Update 22.12 (2018-02-09)

  • Increased projectile flight 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