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{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
 
{{Top|Enemy|Grineer|Grineer|Weapon|Weapons|Weapons}}
{{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)-->
 
|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.
 
-->
 
<!--Statistics-->
 
|image =
 
|mastery level =
 
|slot =
 
|type =
 
|trigger =
 
 
<!--Utility-->
 
|ammo type =
 
|flight speed =
 
|range =
 
|noise level =
 
|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-->
 
|slam attack =
 
|slam radius =
 
|slide attack =
 
|slide attack =
 
 
<!--Miscellaneous-->
 
|syndicate effect =
 
|augments =
 
|polarities =
 
|stance polarity =
 
|users =
 
|introduced =
 
}}
 
 
{{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. While its magazine can only hold two rounds, the Tonkor boasts very high critical chance and damage.
+
The '''Tonkor''' is a [[Grineer]] grenade launcher which fires concussion explosives that explode on impact after travelling a distance of 7.5 meters, while also boasting high [[critical chance]] and [[critical multiplier]].
{{BuildAutomatic|type=Weapon}}
 
   
 
==Characteristics==
 
==Characteristics==
This weapon deals primarily {{Icon|Proc|Blast|Text}} damage.
+
*This weapon deals primarily {{D|Blast}} damage.
  +
*Grenades have travel time, heavy arcing, and needs to travel 7.5m before being explosive.
  +
**A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
  +
*Grenades explode in a '''7''' meter radius after impacting a surface or enemy.
  +
**Grenades have a minimum arming distance of '''7.5''' meters, mitigating [[Stagger|self-stagger]].
  +
**Initial hit and explosion apply [[status]] separately.
  +
**Explosion does not need direct line of sight to deal damage and will penetrate walls.
  +
*Direct hits cause [[knockdown]], whether or not the grenade explodes.
  +
*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}}) and {{M|Cautious Shot}}.
   
'''Advantages:'''
+
{{Advantages|
*Innate {{Icon|Proc|Blast|text}} damage - effective against [[Machinery]] and [[Fossilized]].
 
**Physical contact with grenades deal {{Icon|Proc|Puncture|text}} damage.
 
*High critical chance.
 
*High critical damage multiplier.
 
*Grenades have a blast radius of 5 meters.
 
 
*Pinpoint [[accuracy]].
 
*Pinpoint [[accuracy]].
  +
}}
*Can use the launcher-exclusive mods {{M|Adhesive Blast}} and {{M|Firestorm}}.
 
   
'''Disadvantages:'''
+
{{Disadvantages|
  +
*Extremely low magazine capacity of just 1 round, requires frequent reloading.
*Innate {{Icon|Proc|Blast|Text}} damage &ndash; less effective against [[Ferrite Armor]].
 
  +
*Explosion inflicts [[Stagger|self-stagger]].
**Explosion damage cannot be increased by {{Icon|Proc|Slash|Text}}, {{Icon|Proc|Impact|Text}} or {{Icon|Proc|Puncture|Text}} damage mods.
 
  +
**Minimum travel length of 7.5 meters before being explosive should prevent accidental self-stagger unless using {{M|Firestorm}}, or rapidly moving towards the grenade's impact area before it explodes.
*Grenades have travel time and heavy arcing.
 
  +
*Explosion has a [[Enemy Body Parts|headshot]] multiplier of 1x and cannot trigger headshot conditions.
*Explosions can cause self-damage.
 
  +
*Explosion has linear [[Damage Falloff]] from 100% to 30% from central impact.
**Grenades will instantly explode on hitting enemies, teammates or companions, potentially having lethal results.
 
  +
}}
*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 the {{M|Adhesive Blast}} mod which will make the grenades stick to any surface.
 
*Extremely small magazine size of just 2 rounds; requires frequent reloading.
 
*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==
  +
*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 [[Inaros]].
 
  +
*If {{M|Adhesive Blast}} is used, the grenade will fizzle out if it lands within 7.5m of the player. If landing past 7.5m it will explode roughly 7 seconds after firing.
*The Tonkor's grenades will explode immediately upon hitting an enemy.
 
  +
*{{M|Adhesive Blast}} will offset the grenade to be slightly close to the player if fired into a wall, there is a small range where the grenade will arm but the delayed explosion will still cause self stagger because of this.
**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.
 
***[[Projectile Speed]] affects this length of time.
 
**If {{M|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==
 
==Tips==
*Projectile Speed modifiers like [[Zephyr|Zephyr's]] {{M|Jet Stream}} or {{M|Terminal Velocity}} will help increase its launch speed significantly. Trajectory guide when zoomed will adjust with increased flight speed.
+
*[[Projectile Speed]] modifiers like {{WF|Zephyr}}'s {{M|Jet Stream}} or {{M|Terminal Velocity}} will increase the projectile's speed but not the distance it must travel before arming allowing for greater accuracy and range without affecting the minimum range of the weapon.
**If the projectile speed is high enough, the grenade will explode on impact with '''any''' surface. In the case of a {{M|Jet Stream}} [[Zephyr]], the minimum amount of [[Ability Strength]] percentage needed to achieve this effect given a particular percentage of Flight Speed is given by the formula:
 
**:{{MathText|Ability Strength > 0.5 - Flight Speed Mods}}
 
***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:
 
**[[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>
 
**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 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.
 
*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.
+
*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]]'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}}
 
{{SkinGallery}}
   
 
==Media==
 
==Media==
<gallery type="slideshow" widths="600" position="center">
+
<gallery widths="300" position="center" spacing="small">
 
TonkorCodex.png|Tonkor in Codex.
 
TonkorCodex.png|Tonkor in Codex.
2015-05-23_00002.jpg|Unloaded Tonkor seen from the bottom
 
 
Tonkor Concepts.png|Concept Art for the Tonkor.
 
Tonkor Concepts.png|Concept Art for the Tonkor.
 
Tonkor Grenade.jpg|A Tonkor grenade in the default colours.
 
Tonkor Grenade.jpg|A Tonkor grenade in the default colours.
  +
File:Tonkor- (1).png|Tonkor, as it appears in the arsenal
  +
File:Tonkor- (3).png|
  +
File:Tonkor- (2).png|
 
</gallery>
 
</gallery>
   
<gallery position="center" widths="300" spacing="small" hideaddbutton="true">
+
<gallery widths="300" position="center" spacing="small">
 
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|33.0.7}}
  +
*Fixed the Tonkor’s explosion SFX being too loud if it has the Daecret Skin equipped.
  +
  +
{{ver|32.3}}
  +
*Fixed a Tonkor grenade appearing in the player's hand for the duration of the mission if they happen to roll and reload at just the right time.
  +
**''This fixes the issue while using both the Tonkor and Kuva Tonkor.''
  +
  +
{{ver|32.2}}
  +
*Fixed the Tonkor grenade remaining in-hand if you roll when reloading.
  +
  +
{{ver|32}}
  +
;Ammo Changes
  +
  +
We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.
  +
  +
'''''Ammo Pickup Overrides'''''<br/>
  +
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.
  +
  +
'''Primary Weapon Ammo Pick Up Overrides'''
  +
  +
3 Ammo per Pick Up:
  +
*Tonkor
  +
  +
;Headshot Damage Changes
  +
  +
During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.
  +
  +
Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.
  +
  +
*Radial damage no longer gains extra headshot damage or triggers headshot conditions.
  +
**This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.
  +
  +
{{ver|31.5}}
  +
*Fixed incorrect icon sizing for the following icons:
  +
**Tonkor
  +
  +
{{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}}
  +
*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}}
 
{{ver|22.12}}
*Increased projectile 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.
  +
  +
{{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}}
 
{{ver|16.7}}
*Introduced
+
*Introduced.}}
   
  +
==See also==
}}
 
  +
*{{Weapon|Kuva Tonkor}}, the [[Kuva Lich]] counterpart of this weapon.
 
  +
*{{Weapon|Penta}}, a [[Corpus]] grenade launcher.
==See Also==
 
* [[Penta]], a [[Corpus]] grenade launcher.
+
*{{Weapon|Torid}}, an [[Infested]] grenade launcher.
* [[Torid]], an [[Infested]] grenade launcher.
 
   
 
{{WeaponNav}}
 
{{WeaponNav}}
  +
__NOTOC__
  +
[[de:Tonkor]]
  +
[[es:Tonkor]]
 
[[fr:Tonkor]]
 
[[fr:Tonkor]]
[[de:Tonkor]]
 
__NOTOC__
 
 
[[Category:Weapons]]
 
[[Category:Weapons]]
 
[[Category:Launcher]]
 
[[Category:Launcher]]
Line 265: Line 184:
 
[[Category:Update 16]]
 
[[Category:Update 16]]
 
[[Category:Blast Damage]]
 
[[Category:Blast Damage]]
  +
[[Category:Blast Damage Weapons]]
  +
[[uk:Тонкор]]

Latest revision as of 20:12, 25 February 2024

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 7.5 meters, while also boasting high critical chance and critical multiplier.

Characteristics[]

  • This weapon deals primarily DmgBlastSmall64 Blast damage.
  • Grenades have travel time, heavy arcing, and needs to travel 7.5m before being explosive.
    • A grenade hitting an enemy without exploding causes much less damage compared to the explosion.
  • Grenades explode in a 7 meter radius after impacting a surface or enemy.
    • Grenades have a minimum arming distance of 7.5 meters, mitigating self-stagger.
    • Initial hit and explosion apply status separately.
    • Explosion does not need direct line of sight to deal damage and will penetrate walls.
  • Direct hits cause knockdown, whether or not the grenade explodes.
  • Can use the Tonkor-exclusive Mod TT 20px Precision Strike mod, and the launcher-exclusive Mod TT 20px Adhesive Blast mod.
  • Can benefit from Mod TT 20px Firestorm (Mod TT 20px Primed) and Mod TT 20px Cautious Shot.

Advantages over other Primary weapons (excluding modular weapons):

  • Pinpoint accuracy.
  • Grenade Impact (wiki attack index 1)
    • Above average crit chance (25.00%)
    • High reload speed (1.70 s)
    • Above average disposition (●●●●○ (1.30x))
    • High crit multiplier (2.50x)
  • Grenade Explosion (wiki attack index 2)
    • High reload speed (1.70 s)
    • High total damage (650)
    • Above average fire rate (3.170 attacks/sec)
    • Above average disposition (●●●●○ (1.30x))
    • Above average crit multiplier (2.50x)

Disadvantages over other Primary weapons (excluding modular weapons):

  • Extremely low magazine capacity of just 1 round, requires frequent reloading.
  • Explosion inflicts self-stagger.
    • Minimum travel length of 7.5 meters before being explosive should prevent accidental self-stagger unless using Mod TT 20px Firestorm, or rapidly moving towards the grenade's impact area before it explodes.
  • Explosion has a headshot multiplier of 1x and cannot trigger headshot conditions.
  • Explosion has linear Damage Falloff from 100% to 30% from central impact.
  • Grenade Impact (wiki attack index 1)
    • Very low magazine (1)
    • Very low ammo max (30)
    • Below average fire rate (3.170 attacks/sec)
    • Very low status chance (10.00%)
  • Grenade Explosion (wiki attack index 2)
    • Low active falloff slope (10.0m/%)
    • Low maximum falloff distance (7.0 m)
    • Very low magazine (1)
    • Low ammo max (30)
    • Very low status chance (10.00%)

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[]

  • 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 7.5m of the player. If landing past 7.5m it will explode roughly 7 seconds after firing.
  • Mod TT 20px Adhesive Blast will offset the grenade to be slightly close to the player if fired into a wall, there is a small range where the grenade will arm but the delayed explosion will still cause self stagger because of this.

Tips[]

  • Projectile Speed modifiers like ZephyrIcon272 Zephyr's Mod TT 20px Jet Stream or Mod TT 20px Terminal Velocity will increase the projectile's speed but not the distance it must travel before arming allowing for greater accuracy and range without affecting the minimum range of the weapon.

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.
  • 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

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Media[]

Patch History[]

Hotfix 33.0.7 (2023-05-09)

  • Fixed the Tonkor’s explosion SFX being too loud if it has the Daecret Skin equipped.

Update 32.3 (2023-02-15)

  • Fixed a Tonkor grenade appearing in the player's hand for the duration of the mission if they happen to roll and reload at just the right time.
    • This fixes the issue while using both the Tonkor and Kuva Tonkor.

Update 32.2 (2022-11-30)

  • Fixed the Tonkor grenade remaining in-hand if you roll when reloading.

Update 32.0 (2022-09-07)

Ammo Changes

We understand the power fantasy of these weapons is very popular for some, so our first approach was to keep them powerful, but limit how often they can be used by making changes to ammo pick-up.

Ammo Pickup Overrides
The following weapons now have ammo pickup overrides, meaning they gain less from picking up ammo. This mostly applies to AoE weapons, in hopes that players will become more deliberate with their aim to make the most of their Ammo pools. The following lists the specific ammo pick up overrides per weapon category.

Primary Weapon Ammo Pick Up Overrides

3 Ammo per Pick Up:

  • Tonkor
Headshot Damage Changes

During playtesting, the ammo changes alone weren’t enough to significantly change things for AoE weapons. So instead of tightening these values to be overly restrictive, we chose to address other factors that make these weapons so strong, such as headshot damage.

Our approach here is two-fold, to reduce the impact of headshots for AOE weapons, but to also make precision headshots pack a larger punch overall.

  • Radial damage no longer gains extra headshot damage or triggers headshot conditions.
    • This is primarily targeted at the Ignis Wraith - as a “flamethrower” weapon, it’s hard to imagine a blanket of elements being precise enough to target weak points specifically. Explosive projectiles themselves can still land headshots, so there is still a reason to aim with most weapons for maximum damage.

Update 31.5 (2022-04-27)

  • Fixed incorrect icon sizing for the following icons:
    • Tonkor

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[]