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(Removed/corrected greatly outdated Trivia and mentions of the removed arc trail.)
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|finisher damage =
 
|finisher damage =
 
|channel damage =
 
|channel damage =
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|block resist =
 
|disposition =
 
|disposition =
   
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|slam attack =
 
|slam attack =
 
|slam radius =
 
|slam radius =
|slide attack =
 
 
|slide attack =
 
|slide attack =
   
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}}
 
}}
 
{{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 explode on impact after travelling a distance of 6 meters, while also boasting high [[critical chance]] and [[critical multiplier]].
+
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}}
 
   
 
==Characteristics==
 
==Characteristics==
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*Innate {{Icon|Proc|Blast|text}} damage – effective against [[Machinery]] and [[Fossilized]].
 
*Innate {{Icon|Proc|Blast|text}} damage – effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
*High [[critical chance]] and damage.
+
*High [[critical chance]] and [[critical multiplier]].
*Grenades explode on impact after travelling 6 meters, either on enemies or terrain. This minimium arming distance mitigates self-damage.
+
*Grenades explode in a '''7''' meter radius after impacting a surface or enemy.
  +
**Grenades have a minimum arming distance of '''8''' meters, mitigating [[Stagger|self-stagger]].
*Direct hits cause knockdown, whether or not the grenade explodes.
 
  +
**Initial hit and explosion apply [[status]] separately.
*Grenades have a blast radius of 5 meters.
 
 
*Direct hits cause [[knockdown]], whether or not the grenade explodes.
 
*Pinpoint [[accuracy]].
 
*Pinpoint [[accuracy]].
  +
*Fairly fast [[reload speed]].
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}.
 
  +
*Can use the Tonkor-exclusive {{M|Precision Strike}} mod, and the launcher-exclusive {{M|Adhesive Blast}} mod.
  +
*Can benefit from {{M|Firestorm}} ({{M|Primed Firestorm|Primed}}), {{M|Cautious Shot}}, and {{M|Amalgam Furax Body Count}}.
  +
*Can use {{M|Sniper Ammo Mutation}}. This is the only Sniper-specific mod it is allowed.
   
 
'''Disadvantages:'''
 
'''Disadvantages:'''
 
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]].
 
*Innate {{Icon|Proc|Blast|Text}} damage – less effective against [[Ferrite Armor]].
 
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods.
 
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} 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]].
 
*Low [[status chance]].
*Grenades have travel time, heavy arcing, and needs to travel 6m before being explosive.
+
*Grenades have travel time, heavy arcing, and needs to travel 8m before being explosive.
**A grenade hitting an enemy without exploding causes little damage with little-to-no critical chance.
+
**A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
  +
*Explosion inflicts [[Stagger|self-stagger]].
*Explosions can cause self-damage.
 
**Minimum travel length of 6 meters before being explosive should prevent accidental self-damage unless using {{M|Firestorm}} or rapidly moving towards the grenade's impact area before it explodes.
+
**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.
  +
*Explosion has linear damage falloff from 100% to 30% from central impact.
*Extremely low magazine capacity of just 1 round, requires frequent reloading.
+
*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.
   
  +
{{WeaponComparison|Kuva Tonkor}}
{{WeaponBuildSection}}
 
  +
  +
==Acquisition==
  +
The Tonkor's blueprint can be purchased from the [[Market]].
  +
 
{{BuildAutomatic|type=Weapon}}
  +
This weapon can be sold for {{cc|8,500}}.
   
 
==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.
 
*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.
 
*Pressing the reload key manually after firing will remove the delay between firing and reloading, slightly speeding up the process.
 
*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.
*The Tonkor's grenades' self-damage will most likely kill the player in even a single explosion, including {{WF|Inaros}}, however getting it to explode within range is rare.
 
 
*The Tonkor's explosion effects are a mix of the Tonkor's energy color, and your Warframe's energy color.
*If {{M|Adhesive 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==
 
==Tips==
*[[Projectile flight speed]] modifiers like [[Zephyr|Zephyr's]] {{M|Jet Stream}} or {{M|Terminal Velocity}} will help increase its launch speed significantly.
+
*[[Projectile Speed]] modifiers like {{WF|Zephyr}}'s {{M|Jet Stream}} or {{M|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.
+
*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.
 
**However, it will also prevent the grenade from exploding on the initial impact at longer ranges.
   
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*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>
 
**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 prior to an update.
+
*The Tonkor's break-action, single shot design is derived from the [[wikipedia:M79 grenade launcher|M79 grenade launcher]].
  +
*Prior to [[Update 24#Update 24.2|Update 24.2]], the Tonkor had a magazine size of 2, despite the reload animation showing only one grenade being loaded. After it was reduced to 1 grenade per magazine, the reload animation became accurate.
**Oddly, the Tonkor's reload animation appears to consist of loading one grenade instead of two.
 
  +
**Also prior to this update, the Tonkor used to have a visual trajectory arc that would be displayed before firing the grenade.
**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.
+
*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 ({{WF|Mesa}}'s {{A|Peacemaker}}, {{WF|Nyx}}'s {{A|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 {{WF|Hydroid}} out of {{A|Undertow}} and would damage a friendly {{WF|Rhino}}'s {{A|Iron Skin}}.
 
**The Tonkor could also knock {{WF|Hydroid}} out of {{A|Undertow}} and would damage a friendly {{WF|Rhino}}'s {{A|Iron Skin}}.
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<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
 
Tenno Reinforcements - Tonkor
 
Tenno Reinforcements - Tonkor
  +
Warframe - All Grineer Primaries - Weapon Animations & Sounds (2012 - 2019)
Tonkor 16.4.3 - Mogamu
 
  +
Warframe - All Grineer Weapon Reloads in 2 minutes (2012 - 2019)
Lets Max (Warframe) E50 - Tonkor
 
Warframe Tonkor, Riding Those Balls - 6 Forma thequickdraw
 
Warframe Tonkor
 
Warframe Tonkor Only 5 Forma
 
THE ULTIMATE TONKOR - Argon Scope & Firestorm Mod 4 forma - Warframe
 
 
</gallery>
 
</gallery>
   
 
==Patch History==
 
==Patch History==
 
{{Scrollbox/Article|
 
{{Scrollbox/Article|
  +
{{ver|29.5.5}}
  +
*Fixed Tonkor requiring an Orokin Catalyst instead of an Exilus Adapter to unlock the Exilus slot.
  +
  +
{{ver|27.3.13}}
  +
*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}}
 
{{ver|24.2}}
 
*Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
 
*Changed from 'fire on release' to 'fire on press' and removed grenade arc visual.
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{{ver|22.12}}
 
{{ver|22.12}}
*Increased [[projectile flight speed]].
+
*Increased [[Projectile Speed]].
 
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
 
*Changed projectile life from 3 secs on launch to 1 sec after first bounce.
 
*Improved trail FX.
 
*Improved trail FX.
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*Introduced.}}
 
*Introduced.}}
   
==See Also==
+
==See also==
* {{Weapon|Penta}}, a [[Corpus]] grenade launcher.
+
*{{Weapon|Kuva Tonkor}}, the [[Kuva Lich]] counterpart of this weapon.
* {{Weapon|Torid}}, an [[Infested]] grenade launcher.
+
*{{Weapon|Penta}}, a [[Corpus]] grenade launcher.
  +
*{{Weapon|Torid}}, an [[Infested]] grenade launcher.
   
 
{{WeaponNav}}
 
{{WeaponNav}}
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[[Category:Update 16]]
 
[[Category:Update 16]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
  +
[[Category:Blast Damage Weapons]]

Revision as of 00:55, 11 June 2021

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.

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.
  • 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:

Acquisition

The Tonkor's blueprint can be purchased from the Market.


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

This weapon can be sold for Credits64 8,500.

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 explosion effects are a mix of the Tonkor's energy color, and your Warframe's energy color.

Tips

  • Projectile 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 break-action, single shot design is derived from the M79 grenade launcher.
  • Prior to Update 24.2, the Tonkor had a magazine size of 2, despite the reload animation showing only one grenade being loaded. After it was reduced to 1 grenade per magazine, the reload animation became accurate.
    • Also prior to this update, the Tonkor used to have a visual trajectory arc that would be displayed before firing the grenade.
  • 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 29.5.5 (2020-11-27)

  • Fixed Tonkor requiring an Orokin Catalyst instead of an Exilus Adapter to unlock the Exilus slot.

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 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